Super Smash Bros. Brawl thread v2. wii want it now

Footstool Jumping :tup:

lol, i never get tired of saying that

…O.O…wow @ Lloyd I think i’m definitely gonna have to pick up legends now…DAMN YOU NAMCO! I’M ALREADY GONNA BE BROKE THIS FALL!

Any news on anything going on at E for All? I’ve been checking the game sites every so often…haven’t gotten anything yet… and are people actually starting think less of this game just because of WD? pfft…oh well…

Eh people are always uncomfortable with new stuff, people will play and get over it. I think the additions have made edge guarding a bit harder, making it more noob friendly. Which could be an okay thing, just this game may focus more on getting them to percentage where they can’t recover, because well…how long does that air dash last? Does it last the whole arc of the jump after you do it? It could be hard to get people coming back on if they can do that from afar and dodge anything getting back on.

I’ll agree that there’s ALWAYS more techs to be exploited when a new game engine comes out. But completely overhauling the game engine by excising popular techniques is plain stupid to begin with.

And if you think that wavedashing, and more importantly, dash dancing (which appears to have been removed) add no depth to the game, then you’re sadly mistaken. Any technique in any game that gives you more options automatically adds depths–it increases your ability to out maneuver your opponent, both physically and mentally.

In any case, we’ll see how Brawl is. Hands-on impressions are coming in, so we’ll have a better idea as to how the engine feels in a few hours or so.

I think you’re sounding rather elitist here. Making Smash Brothers more complicated does not make it more complex. The removal of such attributes in Brawl is so that it stays closer to what Sakurai envisions Smash Brothers to be. And I thinks that’s supposed to be a platformer/fighting game hybrid in a practical sense, with controls that relect that principle. And momentum dodging does open up a whole new ball game. Reducing your options midair works as it streamlines your options to dodge/shield and direction. What’s “unnecessary” was directional dodging, and I’m glad they took it out since rolling seems more important (and more natural).

Plus, if there was one thing that kept me out of GGXX, it was because there were too many things to keep in mind/too many guages. I got into FotNS quite well with a little help, but I think it reflects that having a Misc. Cancel/Boost/Aura button is better than having a button for each three. That would’ve made it needlessly complicated.

So taking out features to make it handle better is stupid?

Like I mentioned before, having these “complicated” techniques–which are nothing compared to the difficult execution of GGXX and MvC2–add depth to the game. Being able to L-cancel opened up more combo opportunities as opposed to single pokes or jabs. Being able to wavedash or dashdance allowed you to be more versatile in your spacing/approach options.

More depth is good. Sakurai, it seems, is taking these things out, which means he’s simplifying the engine. I, and lots of other people, do not want to play simple footsies and slow poking games. If I wanted to do that, I would break out those ancient pixelated fighting games on the NES. I don’t play those games because quite frankly, they’re boring and simplistic.

I play Smash because of what it is–a competitive, fast-paced fighter with a lot of depth and lots of options. Sakurai is completely changing that. You may not agree with my way of thinking, but you should at least understand where some of my frustration is coming from.

But again, the simplification of Brawl isn’t really confirmed as of yet. . .so I’ll wait for more news before I comment again.

As I said, complicatedness for the sake of complicatedness does not make the game deep. Granted, it might have a more “simplified” approach, but who’s to say you cannot perform the complex manuvers without the aid of wavedashing? You’d probably figure out some other way to perform it…one that probably makes more sense, I might add.

And Sakurai “changing” does not necessarily mean Sakurai “took everything out that made it complex.” Let’s just say he’s tweaking the system.

I think one of the most, yet least, obvious playable characters will be your ‘Mii’. He will probably have moves inspired by Wii Sports.

Did any pros go to Cali and confirm or deny alot yet?

Wavedashing IMHO wasn’t an extra addition to Melee more like an incidental necessity. It didn’t so much add depth to Melee it filled a necessary void for many would-be mid tiers to stay competitive with the likes of Marth, Fox, CF and Shiek. These characters at their base can easily outzone many slower characters but with wavedashing characters like Samus, Mario, Ganon, etc… could get in the fray seamlessly.

Well I guess that not completely fair, you’re right it did create mindgames which did add depth, so I’ll give you that.:wink: tips hat

Agreed, complicatedness for the sake of complicatedness doesn’t make the game deep. But when something is complicated, and it gives you either a unique set of options or a possible advantage, then the technique gives the game depth because it’s giving you options that no other technique in the game does.

Believe it or not, wavedashing gave Melee depth because nothing else in the game engine could simulate what wavedashing did–you were able to move a certain distance without lag (rolling had lag), you could actually control the distance that you covered (roll distance was always the same) and you faced the same direction (rolling forward made you face the opposite way).

However much you want to disagree, wavedashing gave Melee depth. Regardless of how “complicated” it was, it was a justified technique, because it gave you more options.

Sakurai is removing wavedashing. I’m giving a beef about this because rolling–in its way–was limited in Melee, and wavedashing gave you a lot more flexibility in a lot more situations. Unless rolling has been uber powered-up into a completely lagless, extremely versatile evasion tactic, then his removing it made the game less versatile. It seems like rolling is now a lot safer, but we’ll see.

Sak does seem to moving backwards as far as the progression of the game is concerned, well it even be at evo.

Seriously, people will find ways around it. You can simulate the additional transitional fluidity that WD gives you by shield cancelling your run animation.

marcus fenix…

taps his foot and looks at his watch impatiently for any news on smash

Technicality does not add depth to a game.

whenever a new game comes out there is always a group that can’t stand the new one…we see this with every game… halo… ggxx… sf… mario kart… animal crossing… rock paper scissors… it doesn’t matter… hey i say you play the game you want i’ll play what i want and lets leave it at that…

haha he’d be so inappropriate.

Mario’s grab attack - head bash
Fenix’ grab attack - CHAINSAW

Too bad it did. I hate quoting myself, but:

You lose.

And if anyone hasn’t seen this yet, it’s from Gimpy, a tourney-active Smasher from WA:

…Get out.