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Super Smash Bros. Brawl Character Discussion

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Author Topic: Super Smash Bros. Brawl Character Discussion  (Read 1467 times)
Penguin4478
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« Reply #15 on: October 25, 2012, 06:19:30 pm »

I found you can even stack it up to 100+ if you're good at timing it as the opponent reaches the ground as long as the character is a heavy like DDD or Bowser.

Now I find that my real main problem is really none of those 2 mentioned before, but that I can't grab ledges backward...

I agree with garro that vBrawl is still the most fun for me, I find it easier to use strategic combos since they're harder to chain together, and other such things. However, I still like the modded movesets and physics of the game for a little mix-up once in a while.
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« Reply #16 on: October 26, 2012, 04:52:20 am »

Chances are Wario's down smash is easily DIable, so the damage should only be an issue if your opponent doesn't play competitively.

Being able to grab ledges backwards made no sense at all in Brawl and it was too easy to make it back to the stage, so I'm glad Project: M changed it back to how it was in the first 2 games. Also note that vBrawl has very few actual combos, while Project: M reintroduced real combos by increasing the hitstun to how it was in Melee.
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« Reply #17 on: October 26, 2012, 10:07:49 pm »

I like it more when it's harder to combo, some unstoppable comboes that were impossible to DI out of because of the stun I found extremely unfair. I still think you should be able to grade ledges backward, considering that heavyweights can also launch characters an insane distance in project M and many recoveries are hard to change the direction of to face the platform. I sometimes find myself dying at 40-50% or even less with certain characters simply because I was right under the stage and couldn't grab backward.
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« Reply #18 on: October 27, 2012, 01:43:50 am »

It's not unfair for a fighting game to have combos. Every one of them does.

If you're under the stage and weren't spiked or meteor smashed then that's more of your error than the game's. In competitive 64 and Melee you have to use your recoveries well. Also if your character just can't make it from under the stage, then that's simply a disadvantage of the character.
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« Reply #19 on: October 27, 2012, 11:07:38 am »

Brawl still has combos (Ex: chain grabbing). I'm just stating that the combos in project M and melee could use a little toning down, especially since I can combo easily with sheik to pass 100% of damage before the opponent can even hit me once.
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« Reply #20 on: October 27, 2012, 02:49:34 pm »

Melee in my opinion has the perfect combo game out of all the other SSB games. The hitstun is just enough to make complex combos hard to pull off yet still allow them. I've been playing Melee competitively for a couple of years so far with some of the best players in the nation and I never thought the combos were too much. If anything, the combos in SSB64 need to be toned down and the combos in Brawl need to be toned up.

Also, you can't judge how effective a combo or strategy is if you're playing against computers or beginners.
« Last Edit: October 27, 2012, 02:51:52 pm by Kimimaru » Report Spam   Logged
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