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#27 Mar 19 2008 at 11:39 PM Rating: Good
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I can lose a few for you guys Smiley: wink

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I have most of you added already.

Edited, Mar 20th 2008 1:46am by baelnic
#28 Mar 20 2008 at 4:11 AM Rating: Good
Ill be adding some people tonight or tommorow.
#29 Mar 20 2008 at 9:18 AM Rating: Good
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Allegory

I can see what you mean about stock vs time but I still think items should be allowed despite they're randomness. Calling items an additional feature isn't really fair. Items are a default part of the game and they've been in every mode in every game. Yes, items add a random element, but part of the skill is being able to adapt.

I do think the broken and more random items should be left out for tournament purposes though. No smash balls, no assist trophies/pokeballs, no dragoon, no speed or size changing items, etc.




On a somewhat unrelated note, did Nintendo leave the suicide point adjuster rule out of this game, or is it just in some menu I haven't unlocked yet? Suicides -2 was one of the best rules in melee.
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#30 Mar 20 2008 at 10:31 AM Rating: Good
Though items are a core part of the game style they do take away from the actual skill of the fighters. Items create an immediate imbalance as soon as they spawn. It turns into a power struggle.

I personally like items off as you must rely on your skills and know your character really well. Items sole purpose are to create an equalizer between those who are higher skilled and those who arent. That is the true purpose of an item.

If items are decided to be introduced into this tournament they need to be agreed upon by everyone and have a low percentage of appearance.

Weapons that should not be included:
Poke Ball
Assist Trophy
Metal Box
Mushrooms
Food
Bombs
Smash Balls
Hammers
Homerun bat
Star Wand
Sandbag
Blast Box
Bunny Hood
Cracker Launcher
Dragoon
Franklin badge
Freezie
Heart Container
Lightning Bolt
Maxim tomato
Starman
Super Scope
Superspicy Curry
Team Healer
Timer
Warp Star

Now you may be wondering what is left. Here are the items that should be allowed.

Unira
Spring
Soccer Ball
Smoke Ball
***** Attack
Ray Gun
Pitfall
Mr. Saturn
Lip's Stick
Hothead
Green Shell
Fire Flower
Fan
Deku Nut
Bumper
Beam Sword
Banana Peel
Party Ball
Crates
Capsules
Barrels

So as you can see most of the really awesome items are taken out and we are left with the meh items. This is pretty much the setup you would need to use if you wanted items.
#31 Mar 20 2008 at 1:44 PM Rating: Decent
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Sure, I'll participate. I'll get schooled, but it'll be in the name of good fun. My numbers are in the other thread.

I would prefer items over no items, but then again I'm the guy who thinks we should allow Smash Balls. Smiley: lol
#32 Mar 20 2008 at 2:26 PM Rating: Decent
DodoBird wrote:
Sure, I'll participate. I'll get schooled, but it'll be in the name of good fun. My numbers are in the other thread.

I would prefer items over no items, but then again I'm the guy who thinks we should allow Smash Balls. Smiley: lol


I'm not against allowing smash balls, not entirely. The only real issue with smash balls is nintendo's fault IMO - the disparity in power between different character's final smash.

Marth can KO most anyone from 0% with his final smash.

Donkeykong has a mostly useless final smash.

Kirby, in my mind, has a very unfair final smash - in that you have to be ridiculously far away not to get sucked in. On stages like battlefield, you'd get sucked in if you stood anywhere on the stage(though it is entirely avoidable if you hop around a bit)

Olimar has an odd final smash, you can't dodge the initial part - but the ending crash can be dodged pretty easily if you have a good guess where your character is.

Sonic's final smash is going to kill you, unless you're someone who can attach themselves to an awkward underpart of a stage(like lucario)
#33 Mar 20 2008 at 2:42 PM Rating: Decent
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Well, in my opinion you have normal smashes and some underpowered smashes. For instance, you mentioned how Donkey Kong's smash is useless. Well, it is. That would fall under "underpowered". Smiley: tongue You also mentioned how Marth's is overpowered. This one I disagree on. From what I've seen, it's entirely possible to be directly in line with it when he initiates and to have jumped out of the way by the time he reaches you. I usually have to catch someone recovering in order to get it to land. Sonic and Pikachu are a ***** to control. Kirby's, while difficult to dodge, really doesn't hurt all that much in the long run, especially if food items and the like that usually pop out are turned off.

I don't know, I just don't think there are any final smashes that are truly overpowered. Well... until you get a Jigglypuff on Final Destination. Smiley: laugh
#34 Mar 20 2008 at 3:14 PM Rating: Good
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At least there is a fight for the Smash Balls. The first person to it doesn't get it.

The problem with items is when they spawn right next to someone, you can never react in time to them using it.

EDIT - Although because of items, it might add an interesting handicap and balance the field more.

Edited, Mar 20th 2008 5:14pm by baelnic
#35 Mar 20 2008 at 4:22 PM Rating: Decent
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DodoBird wrote:
Well, in my opinion you have normal smashes and some underpowered smashes. For instance, you mentioned how Donkey Kong's smash is useless. Well, it is. That would fall under "underpowered". Smiley: tongue You also mentioned how Marth's is overpowered. This one I disagree on. From what I've seen, it's entirely possible to be directly in line with it when he initiates and to have jumped out of the way by the time he reaches you. I usually have to catch someone recovering in order to get it to land. Sonic and Pikachu are a ***** to control. Kirby's, while difficult to dodge, really doesn't hurt all that much in the long run, especially if food items and the like that usually pop out are turned off.

I don't know, I just don't think there are any final smashes that are truly overpowered. Well... until you get a Jigglypuff on Final Destination. Smiley: laugh


most final smashes are easy enough to avoid if you play intelligently, nasty ones are like, luigi's or peach's, which if you get caught in, you're basically *******

the lolworthy one:
R.O.B.: look at my foot long laser!!! i make you got damaged, lawl!

the heavy beam ones like Lucario and samus are nasty as **** if you get caught, but not difficult to avoid, lucario's for example, moves really slow

close range grab types like Ike or link are also easy enough to dodge of you see it coming. so are big, one directional ones like Mario and Ganon.

depending on the stage, the transformations can be a *****, namely the landmasters or bowser. they're nasty in the small stages, but big stages like hyrule temple aren't hard to avoid them in.

Pikachu and Sonic are hard as **** to control, and avoiding them isn't to difficult., and the army ones like pit and dedede are just a joke, really

the only nasty ones are the area effecting ones. Luigi's and Peach's are good examples. in both of them, you're totally incapacitated and at the user's mercy.
olimar's too, but not as much.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#36 Mar 20 2008 at 7:56 PM Rating: Good
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I don't think I've ever not killed with Sonic's, but maybe people just aren't used to avoiding it yet...
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#37 Mar 21 2008 at 12:02 AM Rating: Decent
Mr. Game & Watch's is good in Flat Zone 2... That's about the only place I've seen it actually kill someone.

Smiley: lol I could say a lot more, but I'm tired. I'll just throw out there that I see smashes in three lights, Automatic, Semi-Automatic, and Manual. (Automatic as in Olimar's, Peach's, Ness's, Lucas's, and it's pretty easy to see why. Semi-Auto as in Zelda/Sheik's, Marth's, Ike's, Jigglypuffs, etc, as in there is more strategy to making the final smash work, but after you use them, most of the work is already done or completely done. Manual as in Pikachu's, Sonic's, Bowser's, Snake's, Wolf/Fox/Falco, etc, as in you can use it, but then all the work has to be done by you.) There could be a third category called broken, where I'd put DK and MG&W under... Maybe a couple others. But yeah... Final Smash's are fun.
#38 Mar 21 2008 at 6:17 AM Rating: Good
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#39 Mar 21 2008 at 9:15 AM Rating: Decent
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I want to first say I'm ok with whatever Kayne decides the format should be. I'm only arguing to make a point, not for the rules of the tournament.
Karlina wrote:
Yes, items add a random element, but part of the skill is being able to adapt.

Not really. Not anymore skill than it takes to adapt to wild cards in Poker. You don't adapt to the invincibility star, you simply abuse it. You don't adapt to exploding barrels that spawn in the middle of your attack, they're completely random. You don't attack to an easy 100-200% fan damage, you simply take it.

It's easy to pick up items, you just press a. It's easy to use most items, you either run into the opponent (curry or hammer) or you throw/shoot it at him (the guns, and most any item can be thrown usefully).

Items are a dice roll. It's like playing a basketball game, and then stopping every five minutes to roll a die, whoever rolls higher gets 10 bonus points.
Jinte wrote:
most final smashes are easy enough to avoid if you play intelligently, nasty ones are like, luigi's or peach's, which if you get caught in, you're basically @#%^ed.

Not really. Only the smashes where a player has no control (such as d3's or ness/lucas) are really avoidable. Most of the others are not.

You can't dodge them, but you can be missed. What I mean by this is that while technically someone can use a final smash and you not be hit, it has very little to do with you dodging well and entirely to do with your opponent simply missing. Being hit with a final smash is entirely out of your control, hopefully your opponent is just terrible at using it. And that's the problem with final smashes.

All the final smashes you mentioned Jinte, like Lucario's, Sonic's, all of the player controlled ones, they are undodgeable. Lucario's beam moves slowly, but you can start the beam anywhere within a 60 degree angle below him and then move it around from there. This means you can hit whichever side your opponent runs to. One cannot dodge or roll through it. I think pit might be able to avoid it by using all his jumps and up^, but I've never seen someone do it successfully. Sonic's and Pikachu are fast enough that you cannot dodge or avoid them, the only way for you to not get hit is for the user to be really terrible at controlling them, but you cannot dodge.

Additionally the smash balls themselves are imbalanced for many characters. It takes 3-4 fairs from metaknight to break a smash ball, each knocking it away from him, whereas other characters like Snake can one hit the smash ball.

No items are competitive. They all detract from the core gameplay. Essential it turns a brawl into a scavenger hunt. The more items are included the closer games are brought to a 50% win chance for each player, because victories become more based on random elements.

Items can be fun, and there is nothing wrong with playing with them. But a game won through picking up a golden hammer that spawned right next to you doesn't reflect player ability.

Edited, Mar 21st 2008 12:17pm by Allegory
#40 Mar 21 2008 at 9:59 AM Rating: Good
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I'm in on this.

Would we have to pick a single character to play with, or can we switch it up whenever we want?
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#41 Mar 21 2008 at 11:27 AM Rating: Good
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like Lucario's, Sonic's, all of the player controlled ones, they are undodgeable. Lucario's beam moves slowly, but you can start the beam anywhere within a 60 degree angle below him and then move it around from there. This means you can hit whichever side your opponent runs to. One cannot dodge or roll through it. I think pit might be able to avoid it by using all his jumps and up^, but I've never seen someone do it successfully. Sonic's and Pikachu are fast enough that you cannot dodge or avoid them, the only way for you to not get hit is for the user to be really terrible at controlling them, but you cannot dodge.


After last nights battle where I (Lucario) got the smash ball 6 times in one match hes correct. If the player can control it, its going to be hard to dodge.

FYI The following people could avoid lucarios laser I believe...

PIT: His ridiculous ^B
Rob: His ridiculous ^B
Shiek: Her ^B is a teleport so she could teleport through it.
Kirby: His normal jump
Snake: ^B
And a few others. Those 5 for sure could easily dodge it.
#42 Mar 21 2008 at 12:09 PM Rating: Default
DDD should be able to also. Jump up one way to full height. Use ^b and cancel at top. Move over Lucario. Descend on the other side forcing him to move the beam all the hell around.
#43 Mar 21 2008 at 12:33 PM Rating: Decent
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Haha, this reminds of the old days of simulation leagues between friends (Managing teams and the like). Anyways sign me up I'm always looking for a way to get better.

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Also on right now if anyones looking for a few rounds.
#44 Mar 21 2008 at 2:03 PM Rating: Decent
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Allegory wrote:
I want to first say I'm ok with whatever Kayne decides the format should be. I'm only arguing to make a point, not for the rules of the tournament.
Karlina wrote:
Yes, items add a random element, but part of the skill is being able to adapt.

Not really. Not anymore skill than it takes to adapt to wild cards in Poker. You don't adapt to the invincibility star, you simply abuse it. You don't adapt to exploding barrels that spawn in the middle of your attack, they're completely random. You don't attack to an easy 100-200% fan damage, you simply take it.

It's easy to pick up items, you just press a. It's easy to use most items, you either run into the opponent (curry or hammer) or you throw/shoot it at him (the guns, and most any item can be thrown usefully).

Items are a dice roll. It's like playing a basketball game, and then stopping every five minutes to roll a die, whoever rolls higher gets 10 bonus points.
Jinte wrote:
most final smashes are easy enough to avoid if you play intelligently, nasty ones are like, luigi's or peach's, which if you get caught in, you're basically @#%^ed.

Not really. Only the smashes where a player has no control (such as d3's or ness/lucas) are really avoidable. Most of the others are not.

You can't dodge them, but you can be missed. What I mean by this is that while technically someone can use a final smash and you not be hit, it has very little to do with you dodging well and entirely to do with your opponent simply missing. Being hit with a final smash is entirely out of your control, hopefully your opponent is just terrible at using it. And that's the problem with final smashes.

All the final smashes you mentioned Jinte, like Lucario's, Sonic's, all of the player controlled ones, they are undodgeable. Lucario's beam moves slowly, but you can start the beam anywhere within a 60 degree angle below him and then move it around from there. This means you can hit whichever side your opponent runs to. One cannot dodge or roll through it. I think pit might be able to avoid it by using all his jumps and up^, but I've never seen someone do it successfully. Sonic's and Pikachu are fast enough that you cannot dodge or avoid them, the only way for you to not get hit is for the user to be really terrible at controlling them, but you cannot dodge.

Additionally the smash balls themselves are imbalanced for many characters. It takes 3-4 fairs from metaknight to break a smash ball, each knocking it away from him, whereas other characters like Snake can one hit the smash ball.

No items are competitive. They all detract from the core gameplay. Essential it turns a brawl into a scavenger hunt. The more items are included the closer games are brought to a 50% win chance for each player, because victories become more based on random elements.

Items can be fun, and there is nothing wrong with playing with them. But a game won through picking up a golden hammer that spawned right next to you doesn't reflect player ability.

Edited, Mar 21st 2008 12:17pm by Allegory


that's a pretty fair argument. i know from playing with my friends in town that a player can suck really bad, and still win with items, and it irritates the crap out of me. this guy i know, he uses metaknight/DDD, and isn't very good with either, but he has this insane ability, between the 4 people playing, to get the ******* smashball 9 times out of 10 Smiley: glare


I am curious though, other than the items thing (i'm anti-items too, was just stating my observations/opinions on final smashes) , what are your definitions of move spamming and turtling?

i know they vary from person to person.

my self, i play defensively, not like, just runaway and try to outlast everyone w/o fighting, but i'm not going to charge head first into something i'm not positive i won't be able to win. personally, i see turtling as blocking or dodging as many attacks as you can, without ever doing any real damage to the opponent, hoping they just kill themselves.

as for spamming, i see that as using the same move over and over and over again, never varying, never stepping off the path.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#45 Mar 21 2008 at 2:13 PM Rating: Decent
We all know what spamming is. The same dumb move over and over like pikachus big thunder bolt.

Personally since I play lucario I play agressively. Most Lucario players play a good defensive game, so I like to be a bit different. I've learned not to turtle but to just block correctly and sidestep when need be. THe bonus for me being aggressive with Lucario is he takes more damage and im hurting the opponent more.

Some characters play better defensive then offensive and vice vertha.
#46 Mar 21 2008 at 3:02 PM Rating: Decent
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Baron von Alobont wrote:
We all know what spamming is. The same dumb move over and over like pikachus big thunder bolt.

Personally since I play lucario I play agressively. Most Lucario players play a good defensive game, so I like to be a bit different. I've learned not to turtle but to just block correctly and sidestep when need be. THe bonus for me being aggressive with Lucario is he takes more damage and im hurting the opponent more.

Some characters play better defensive then offensive and vice vertha.


true, the trick with play offensively as lucario is knowing when to back off and take full advantage of how much damage you've accumulated.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#47 Mar 21 2008 at 4:24 PM Rating: Decent
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Professor Jinte wrote:
my self, i play defensively, not like, just runaway and try to outlast everyone w/o fighting, but i'm not going to charge head first into something i'm not positive i won't be able to win. personally, i see turtling as blocking or dodging as many attacks as you can, without ever doing any real damage to the opponent, hoping they just kill themselves.

As for spamming, I see that as using the same move over and over and over again, never varying, never stepping off the path.

Spamming is exactly as it sounds. Repeatedly using the same move. It occurs most common with ranged attacks. An example could be Pit's arrows.

Turtling ts bunkering down and being shield intensive. It involves waiting for your opponent to make a mistake and taking advantage of it. An example would be high usage of shield grabbing failed aerials.

You didn't asked, but I thought I'd mention camping. Camping is a form of turtling, repeatedly attacking the space around around you with moves to prevent an opponent from closing in for an easy attack. Marth's nair or fair spams are a good example.

All of these are perfectly viable strategies. None of these are "cheap," tactics as some players would call them. They are all viable and legitimate tactics. All of these strategies may be countered or dealt with by an opponent. You can dodge ranged spams, time attacks against campers, and grab or use spacing against turtlers.
#48 Mar 22 2008 at 10:54 AM Rating: Decent
I play Zelda and I kinda... I don't know. I just go with it, for it, or wait it out. XD I pretty much never have a plan.
#49 Mar 25 2008 at 8:18 AM Rating: Decent
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So, any news on this thing? I'm still interested, just waiting to hear something...
#50 Mar 25 2008 at 9:13 AM Rating: Decent
-_- I forgot I posted this. My mommy(who I seriously never see, except a couple times a year...even though she lives 15 minutes away) was cool and got me guitar hero 3 for easter...so I've been...busy.(I have, up until this point, never played a guitar hero before)

I'm probably going to put this on the backburner, and truly regret ever posting it. I'm on spring break currently and probably won't be online much - if any until sometime in april.

Rate me down if you feel it necessary, I do apologize if anyone was looking forward to this -_-
#51 Mar 25 2008 at 11:03 AM Rating: Good
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We can start up another one.

I don't have time today but I'll post up some stuff tomorrow.

We'll start next Monday and have 4 days to complete a round. That way everyone can get games in.

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