He was already clearly high to top tier, so this could be interesting indeed.
SSBB New Characters - Page 14
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HaXxorIzed
Australia8434 Posts
He was already clearly high to top tier, so this could be interesting indeed. | ||
XCetron
5225 Posts
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crazie-penguin
United States1253 Posts
On March 13 2008 10:52 hasuprotoss wrote: I won't be the one to organize it, I don't feel I would stay consist enough to update threads, results, etc. But if somebody would create a "Starleague" for Brawl for TL.net, I would certainly play :D Starleague!?!?!? more like Smashleague!! | ||
tec27
United States3690 Posts
My friend code: 5026-4157-4533 (Blacksburg, VA) Edit: And for anyone who's actually looking for a league (thats not just TL, although that would own ), http://wifiwars.com is running run, although I dunno how good it is. They're also doing an online tourney with smashboards at the end of the month. | ||
ZaplinG
United States3818 Posts
Mario: An upgrade from Melee. His cape is even more effective now that moves are harder to combo and mindgames are more important. He has a nice little jab game and good movement that lets him rack up the damage pretty quickly. Bowser: Since they made heavy characters viable, Bowser now stands a chance. While staying with a relatively same moveset, he now hits harder and stays alive longer. This being said, however, he will probably not be top tier; there are just so many better characters. Donkey Kong: Right as Melee was coming to an end, DK saw an influx of skill as many people figured out how to play him competitively (most notably the player Bum). I havn't used him much, but it seems that his new and improved metagame will be able to transfer over to Brawl, making DK viable as a main. Fox: No more drillshining or waveshining or pretty much any shining combos. His shine got nerfed the heck down and is no longer a spike. His air game has improved with the usability of his fair, although most of the kill moves he had in Melee (upsmash, upair) no longer are instant kill moves. He is very much just a jump and kick character right now, but I think will shoot to the top of the tier list solely because of the masses of people carried over from Melee will play him and figure him out. Ice Climbers: I mained IC in Melee, so I naturally tried these guys out in Brawl. In my opinion, they dish out the most damage out of all characters. They took away all of the old desynchs, though, which were what made the IC so deadly. However, desynchs are not gone. They simply are just different and require different timing. A staple to their moveset was the wavesmash. Now that wavedashing is gone, they no longer can do this and it really hurts. Also, most of you will be happy to know that their downsmash no longer is a kill move and it is really hard to kill people with IC's now. Until people figure out how to desynch properly again, I don't see IC's receiving much love in the tournies. Kirby: Kirby saw an overall upgrade in Brawl, much like Mario did. All his attacks are good (most notably changed was his dash attack. It has a bit of kickback on it now which means it no longer is instant suicide if you use it), his air game is solid, and his recovery is nice. The only thing Kirby is lacking is a decent kill move. Most characters can just outlast him. Link: Link was bad in ssb. Link was bad in ssbm. Link is still bad in ssbb. Everything Link can do, Toon Link can do better. There really is no reason to use him, other than just personal desire. I do like his new boomerang, though. Pikachu: Pikachu has been changed a bit. While his moves have stayed generally the same, it seems that the developers wanted to make him more electric-based. The stun time and priority his electric attacks have (fair, dsmash, fsmash, downb) is crazy. I would even go so far as to say his dmash is broken. The opposite side to this is that his tail attacks and legendary usmash now suck. The uair no longer spikes, the usmash no longer kills, and the nair no longer can be shffled into a grab. As of right now, I dont see Pikachu in the top teir, but he is still a good character. (and it must be the pichu from ssbm evolved, as he now can wear pilot goggles) Peach: This princess has the ability to be crazy good. She is one of the few very technical characters now with her slidethrows and float cancels. While her infamous downsmash and fthrow have been nerfed, her fair received some love. I expect to see a lot of really good Peach players in the future just wrecking everyone. Zelda: Zelda had a makeover. Her attacks kick SO much and her din's fire is better than ever now. Since recovering isn't an issue anymore due to the auto-sweet spot, she no longer is vulnerable after an upb. Nearly all of her moves are kill moves and do like 25-30 damage. She is slow, but that doesn't matter. I expect for the first time we will see some people choosing zelda over sheik. Sheik: Still incredibly fast, but her combos no longer work past 2 or 3. Also, her fair's knockback has been toned down a lot. The needles still hurt, but no longer possess the game-breaking knockback they did in ssbm. I honestly think Zelda is a better character, although Sheik is probably easier to use. Samus: Losing all the advanced techs really slowed down Samus. I never really was a fan of hers in ssbm and I still don't like her now. She has a great recovery still, but then again, who doesn't now? The metagame for Samus now is very campy and results in long, drawn out games, which I find very tiresome and boring. Zsuit Samus: My distaste for Samus really turned me off from using her in any form. This being said, I havn't had much experience using or playing against Zsuit. From the limited amount of times I have played her, though, she seemed alright. Her speed is good and her moves (specifically her usmash) have excellent priority due to the disjointedness of her whip. Sorry, but I can't really say much of anything else. As a side note, if you want to start off as Zsuit, just hold down R or L during the stage selection and loading. Yoshi: This dinosaur is one of the few who can combo still. He hits with medium force, and his recovery isn't that bad. Overall, I'd say he has went the way of Mario and Kirby before him and seen a general, all-around boost. I predict that once people learn how to combo with him well, a good Yoshi player will be very scary. Olimar: I decided to make Olimar one of my top 3 before I really knew anything about him. It did not take long to realize he is special. Already, he has shot to the top of the teir list and has generated much discussion about being banned (although this is very unlikely). Once he has his pikmin out, he is very hard to hit. It's just like trying to box someone who is two feet taller than you - you simply just can't get inside their reach. His smash and grabs are disjointed and have incredible range. The only times he is vulnerable are when he has no pikmin (but it takes like 1 second to pull them up) and when he is recovering. Due to the whip nature of his upb, he is easily gimped. As of right now, though, that is his only flaw. Diddy Kong: One word - bananas. Diddy is a beast when his bananas are out. They let him defend and combo very effectively. He has a good air game to stall until said bananas are out. Stop the bananas, stop Diddy. He plays the role of a counter-character very well. This means he will defend and defend and defend, then all of a sudden attack quickly and rack up some damage, then go back to defending. His peanut gun is worthless, but is good for mindgames. His upb is a bit weak, though, which puts a damper on his recoverability. I expect to see a few nasty Diddy players in the future as he is almost a purely mind-game and spacing character. Ike: Ike is slow and hard, which is not always a bad thing. His attacks do wicked damage and require good timing. His upb is ungaurdable and a gimp, which makes his recovery nearly perfect. And, unlike most character with a 3 step attack (tap a three times), Ikes' is actually a kill move. His neutral b is good for surprising people and movement. Considering the popularity of the Fire Emblem characters in melee, he probably will have a lot of people playing him, too, which will help spur the development of his metagame. Overall, a very solid character and a viable main. Lucas: An interesting fellow, to say the least. Unlike his counterpart Ness, Lucas' a attacks are almost all mental and have very good knockback. His best move so far seems to be his uair, which can kill anyone at around 40-50% uncharged. His neutral b is good and is actually usable in game. The only thing Ness has that Lucas doesn't is a dash attack and a really good bair; if you can do without these, Lucas is your guy. King Dedede: Ah, here we go. Another character I decided to top 3 before Brawl came out. Turns out I made another good choice. Dedede is good. As a mobile heavy character, he can move very well and dish out powerful attacks. Since he floats, his WOP (wall of pain) is very deadly. Unlike Jigs from Melee, he has more to him than just a WOP, though. Pretty much all his attacks, apart from his fsmash come out reasonably quick and are viable with correct timing. Also due to his floats, his recovery is above average. He has good projectiles, can chaingrab a third of the other characters, and can defend easily from the ledge. Why wouldn't you play this fat penguin? He has no real weaknesses, other than being relatively slow to the quicker chars. Meta Knight: Meta Knight has a great air game. His ground game is okay, but nothing special. His recovery kind of sucks since its easy to suicide yourself. He has no real kill moves and is pretty light. It only looks like he is doing a lot of damage because he swings his sword really quick. I think most people overhyped him a lot. Right now, he is only medium tier to me, but other people in the competitive smash scene are calling him one of the best chars. Pit: Pit is pretty good. He can camp with his arrows pretty effectively, then throw a nair or uair or forward b to rack up some damage when the opponent comes close. His forward B against the wall is the closest thing in the game so far that resembles fox's waveshine infinite against a wall (responsible for the banning of many stages in tournaments). He has a couple kill moves at high percents (90-100%) that lets him finish the job. His air game is obviously solid, too, as he can fly. Also, I believe he has a decent WOP, if I remember correctly. I expect to see a lot of good Pit players. Pokemon Trainer: I like this guy. What I don't like is that you switch pokemon if you die. It makes you have to use someone you are not good with in order to stall enough to switch back. It would be like in SSBM if you switched back to Zelda every time you died as Sheik, and had to pull of two successful transformations to get back. A rather funny thing has seems to be happening in our games is that people mistake him as he stands in the background for a player and furiously try to attack him, haha. Squirtle: I prefer the turtle over the dinosaurs. He is small (hard to hit), lightning quick, and has a great fair/bair. I think he is even quicker than Sonic. I have yet to use his b charge move effectively with consistence, yet I feel it has untapped potential. There really is no part of his game that is bad. Just run around like crazy and keep the pressure on and you will do fine. Ivysaur: Some people like him the best of the three. For me, he falls in second place. He has a decent fair and neutral a. His uair is a kill move and his dair is a good spike. I cant give more info, though, as I usually just switch asap to Charizard. Charizard: The trashiest of the three. He wouldn't be bad if he could approach people, but he just cant. Also, I hate his recovery and usually accidentally suicide. His fair is ok if you are close, but whatever. As with Ivysaur, I just switch asap to get to the next pokemon, Squirtle. Wario: Wario is just goofy. I've used him a little bit, but I've only really messed around, so I can't give much insight, sorry. He can change directions mid-air quickly, allowing for a semi-WOP with his fair (and maybe bair?). His range kinda sucks. Other than that, his bike is fun to ride. Ness: Ness is relatively unchanged from melee. His bair is harder to land, but so are all the shines nowadays. He was pretty easy to pick up in Brawl. His dash attack has been every so slightly nerfed, but nothing too bad. A solid char, but I think Lucas may be found to outclass him as the game develops. Luigi: Most of Luigi's appeal in SSBM was his sick wavedash. Now that that is out, he moves around the stage much slower. I think he received a bit of a downgrade from Melee, but then again no one around here really plays him often enough to allow me to make any concrete statements. I'll probably see more Luigi players once I get online and will get a better feel for how he is then. Ganondorf: The man hits like a tank. He probably does the most damage out of the heavies. As with Luigi, though, I can't really tell how he really is, since I think he has only been played like 8 times on my copy of Brawl. I don't think he is a bad character, though, simply because of the damage output. Snake: A solid pick. You have to be very tricky with your weapons. Like Diddy Kong, he is almost purely a mindgame character. His most notable attacks are his dash attack, which is un-shieldgrabbable since you roll through; his remote mine, which can be dopped and exploded in the air; his massive combat boots, as any attack involving Snake's feet really hurts; his usmash, which pretty much totally protects snake from the air (sorry Lucario), and the remote controlled fsmash, which can be canceled and dropped by L or R. It takes a lot of practice to get all the weapons working together well and even more practice to be able to mindgame them all with good results. I expect to see a LOT of bad Snake players and the occasional good one. Sonic: The hedgehog is a letdown. He walks the same lonely road as Meta Knight and Pit as he has a good recovery and lots of little attacks, but really no kill moves. The closest thing to a hard attack is a charged up dsmash. The strategy right now with Sonic seems to be to just needle them to death with lots of tiny attacks. His speed and dash attack are excellent, but they are not enough to make him good enough to compete with some of the better characters. Toon Link: I still sometimes call him Young Link, but whatever. This small child is a beast in the arena. He is everything Link players have been hoping for for years: simple and quick sword swipes, a recovery, a nice air game, and usable projectiles. The best thing about him is probably his ability to combo. His sword swipes are so that they allow for linking moves together. His small size makes him hard to hit, and his attacks pack a decent enough punch to kill things. I predict Toon Link to shoot to the top of the teir list asap. R.O.B.: I've been playing this guy a lot lately. He can get some solid 2-3 hit combos out. Although most people think he seems slow and is unusable, his movement in the air is so awkward that it confuses and surprises foes. He has good projectiles (the gyro can kill!) and an unmatched, at least so far, airgame. His spot-dodge comes out very quickly and can be followed up by a immediate dsmash. Edgegaurding is easy with him, since he can WOP his fairs and has a decent spike. He will probably be high on the tier list once people figure out his movement and timing. Falco: Falco plays completely different than he did in Melee. His reflector shield has been completely reimagined, which puts an end to his pillars. Also, his blaster can no longer be shorthopped, which was also major part of his game. This being said, no one really knows how to play him anymore. His projectile reflector will probably be really important, but who knows. People are going to have to throw all previous knowledge of him out the window. (I think his dair is no longer a spike, which would be a major deal, but I'm not sure.) Wolf: There is only word word needed to describe Wolf right now. It is fmash. His fmash has crazy range and hits in two parts for good damage. His gun is strong, but not viable as a spammable attack. Just fmash and fmash. Then once you get done fmashing, do it again. Oh, and fmash. Captain Falcon: While the timing and order of attacks are different from Melee, Falcon still can combo just fine. It is harder to hit with his knee, but is more deadly. His recovery is the same trashy hug, but this time you can spike people off the stage with it, making it good for gimping. I know many here will not like to hear this, but expect to see the Captain high on the tier list again. Lucario: Hurraaaay. I didn't plan on playing this guy when the game came out, but after discovering his beast priority, I couldn't resist. On the ground he is kinda slow, but get this guy in the air and he is unstoppable. He can spam his dair like four times in a single jump, which is just crazy. His charge projectile is good; it's easily chargable and flies straight and far. His throws can set up combos at lower percents. The nair is pretty sick. Pretty much all his air attacks are sick. The only thing he really lacks for attacks is a solid fmash. His recovery is not very good, but its doable. (as a side note, he is a good counterpick against Cfalcon) Jigglypuff: Nothing that I can see has changed, other than the usual game physics. Marth: Uh oh, watch out. Marth is sick nasty. He is probably better in Brawl than he was in Melee... and he was at the top of the list in Melee... so... Most notably changed are his b combo moves, of which the timing for it is non-existant, so you can just spam it as quick as you want, his b charge, which now impales and has good range, and his up-b being a killing move from any direction. Combine all of this with his fair combos, nair combos, and an easy dair spike and you have just a gross character. I usually have to resort to Olimar to take out good Marths, as he is the only character to outrange him. Mr. Game & Watch: His moveset is exactly the same, although certain things have changed. His dtilt and nair are no longer killing moves, although they still have great priority and damage. His fsmash can KO at low percents. His bair now catches them for the whole combo. His fair is still short-hoppable and is a great way to approach. The weight has changed as well as the shield, which were his two main downfalls in Melee. He can combo well, too. Overall, I'd say he has seen a boost. Alright, thats it. If you have any questions about characters and matchups, just ask and I'll try to answer as best as possible! I believe this game will require you to pick multiple characters to main, due to the counterability factor of having so many to choose from. For now, I am playing R.O.B., Lucario, Squirtle, King Dedede, and Olimar. | ||
zizou21
United States3683 Posts
btw u forgot to mention snake's neutral b which is surprisingly powerful =] new falco makes me sad =[ how do u play olimar? how do u 'outrange' marth ? | ||
omgbnetsux
United States3749 Posts
Fuck Marth though. God I hate him. | ||
ZaplinG
United States3818 Posts
Marth is really good, but not unbeatable. Since DI is so important in this game, you can DI out of most of his combos. Just hold away from him once he starts going. Olimar, however... Not only does he have crazy disjointed range, he is the king of gimping on walk-offable stages. | ||
zizou21
United States3683 Posts
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QuanticHawk
United States32025 Posts
I have no idea what all these terms are... nair etc etc. | ||
zizou21
United States3683 Posts
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ZaplinG
United States3818 Posts
fair, nair, dsmash ect are just shortened ways to say what move you are doing. The first part of it is the direction (Forward Air attack, Neutral Air attack, Down Smash) WOP is best described by smashwiki: Wall of Pain (abbreviated "WoP") is a Jigglypuff strategy of constantly barraging the opponent with aerial attacks, while exploiting Jigglypuff's horizontal air maneuverability. Each attack should go forward in the air, then once you hit your opponent, back to where you started. This allows for quick attacks and keeps you out of range from any retaliations. Tetsuya and AOB were the earliest prominent users of the technique, and they are largely responsible for its widespread use (see PuffStuff). The term "Wall of Pain" was coined by Smash World Forums administrator and retired smasher Amorasaki, a longtime friend of AOB. One of the most famous examples, commonly demonstrated by pro smasher King, is the use of Jigglypuff's multiple back airs to juggle an opponent off the stage, horizontally. Except in SSBB, lots of characters can WOP, not just Jigs | ||
ZaplinG
United States3818 Posts
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Pwntrucci[sR]
Canada1519 Posts
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zizou21
United States3683 Posts
Brawl meant to be a party game? An in depth analysis considering both POV's -------------------------------------------------------------------------------- So i'm going to compile all arguments thus far into one easy post to read, and it'll be my last post in the thread. I'm attempting to address both sides - as I avidly play Brawl I don't want people to think otherwise. I'll start with the obvious. Advance Techs: Advance techs removed from melee-->Brawl: Wavedash: By no means a necessary tech, but very useful in the process of cancelling dashes and turning around. Also sped up platform games DRAMATICALLY by being able to land on them whenever. Taking out wavedashing also took out triangle jumping which was a useful way to get in on some ranged attacks. Taking this out? LIMITING Dash Dancing: Perhaps the staple to Smash's current metagame. Bait an attack and run in and hit them. Gay? Yes. But easy to beat? Yes, if you're decent at the game. Taking this out? LIMITING Light Shielding: A very useful tech that allowed one to shield against spam or aerials with a bigger shield that wasn't very rapidly deplinished. Useful to defend against camping. Taking this out? LIMITING Powershield (Reflector attribute): When powershielding a projectile (powershielding was actually hard to do in melee compared to brawl) the projectile would fly back the way it was sent. Very useful in defending against camping. Taking this out? LIMITING Jump Cancelling: When running in melee you could cancel your run with a jump into a grab with less lag or an upsmash. In Brawl if you try to do this you simply air dodge into the air. You can, however, just run and hit the C-stick up without jump cancelling and perform an upsmash. One of many ways they simply dumbed down the gameplay. Taking this out? LIMITING Rolling from the edge get-up lag for edgeguarding: Previously when edgeguarding you could roll and the edge would be held for the animation while you rolled. This has been removed making edgeguarding even less practical. Taking this out? LIMITING L-Cancelling: Took away 1/2 the lag from when you landed with an un-finished animation aerial. This allowed slow characters to move more swiftly and opened potential for more combos. Removing this limited character selection and combo ability Taking this out? LIMITING Crouch Cancelling: Allowed weaker attacks to be cancelled on the ground sending you not as far. Provided diversity and stopped weak attacks from always comboing. However since comboing doesn't really exist in brawl, crouch cancelling isn't too necessary. Taking this out? Impartial Directional Air-Dodge: Wavedashing aside, directional airdodging was useful for many things. You could switch the way you air dodge and how you travel afterwards opening an array of mindgames as far as being above someone. Now you have one option. Taking this out? LIMITING Advance techs implemented from melee:Brawl: Wall Clinging: Basically useless. Can be used to camp. Will be banned in tournaments if is done for too long. Adding this in? USELESS Tripping: Random tripping is awful. Video proving it's random seen here: If saurai wanted the game to be as serious as melee - he wouldn't have obviously put this in. An attempt to slow gameplay more. Encourages camping more since moving swiftly can be dangerous. Adding this in? LIMITING Edgegrab lag: Now when you grab the ledge you're forced into nearly a second of lag before you can do anything else. This is done so you can't use your invinicibility frames to your advantage - another act of limiting gameplay. Adding this in? LIMITING Footstool Jump: Very interesting thought - has a lot of potential for edgeguards as it sends the opponent down. I'm interested to see where advanced play takes this. Adding this in? Expanding!!!!! Yay, something good =) Move Knockback Decay: When using the same move over and over the damage AND knockback are decreased. I am impartial to this. I am glad because kill moves can't be spammed over and over, but simple moves like uptilts combo many many times in a row because they send less and less each time while the opponents damage is going up each time. Nonetheless I'd still say Adding this in? Expanding Crawling: Character crawls low to the ground - but is extremely slow and vulnerable. A rather useless tech. Adding this in? USELESS Shielddropping: The most useful tech added in thus far - and probably something us good brawl players abuse the most. Very useful to drop your shield after an attack and punish with whatever. Adding this in? Expanding!!!!! Definitely a stable in competitive metagame. (Although it further promotes shield camping) Jump-->Turn back Air: Useful because in Brawl a lot of characters have better back airs than forward airs. You can now do back-airs going forward! Useful tech, but not gamebreaking in the least. Adding this in? Somewhat Expanding The Physics Engine: The physics engine in brawl is simply created in a limiting manner. Combos: Yes combos still exist, but they are no longer guaranteed. They are based on your opponents inability to control their character or know what they're doing. The universal floatiness of everyone leaves "combos" extremely similar on every character and overall promotes shallowness. The lack of hit-stun lag allows one to airdodge almost instantly after being hit or to break up a "combo" with a move of their own with relative ease. Everyone in brawl you have to treat like Luigi in melee - but with even less hit stun. (Note: everyone hated fighting luigi). Edgeguarding in reguards to the physics engine: When someone is hit off the stage now - for the majority of the characters they essentially have to die off the side before they can't make it back. The overall floatiness of the characters allow for people to make it back without even using their up+b most of the time. The inexperienced were always frustrated when they couldn't make it back or when they got edgehogged - so what's the best answer? Cater to them - do your best to take this out. AutoSweetspotting: Awful. Possibly the worst thing that happened to Brawl. Completely takes out many MANY aspects that were present in melee. Unfortunately these aspects are replaced with nothing. Effectively negated the value of edgeguarding tenfold. Overall Physics Engine change: LIMITING Random little partygame things 1. Think of all the levels brought back from Melee to Brawl..Nearly all of them had randomness factors (Pokemon stadium, Onnett, Brinstar, Corneria, Jungle Japes) And the obvious Hyrule temple is simply a party favorite 2. Some characters now come equipped with items in the orginal costume - only further promoting the use of items in the game. 3. Fox used to be able to drillshine-->any move. Now fox can just drill-->any move. Same overall concept, much easier to do. This trend is evident all throughout brawl. 4. Online play: Online play was obviously made as an attempt to make the game a more fun party game..not for competitive play. The lag on online play can be ridiculous, and if you play with random people the game modes people choose are awful. Definitely party game material. 5. The inability to transfer unlocked things between wii's. This is very subtle, but can definitely be construed as Sakurai not wanting people to just transfer data without playing the game themself. Tier list? Those of you who are pro-brawl because now "every character has a chance" are sorely mistaken. The game isn't new enough and enough tournaments haven't been played to have a solid tier list, but it's obvious some top characters will emerge. The reason melee had diversity between characters was the universal techs EVERY character could use to make them better - which have all been stripped in brawl. The slow characters have nothing to speed them up in brawl, and will eventually fall off the chart. There will most likely be less competitive characters to use in brawl - and there will most likely be a MUCH larger gap between these top characters and the rest of the cast. (Right now it's looking like metaknight is just dominate). That's about it for now. I'm sure I'm probably missing a few things on each end but overall that's the concept of brawl. Do i play it? Yes. Am I hopeful it will be good? Yes. Am i better than 99% of brawl newbies reading this post? Most definitely, Yes. But this does not mean I'm going to lie to myself and say Brawl is a better game than melee. YOU HAVE TO UNDERSTAND THAT THE MELEE PROS WHO ARE ANTI-BRAWL WANTED BRAWL TO BE GOOD JUST AS MUCH - IF NOT MORE THAN ANYONE ELSE.If advance techs are released or we figure out ways to make the game better than maybe - but as for now it seems as if Sakurai wanted a party game - and the only reason it's being competitive at all is because we're, as a community, stretching it so far to make it that way. P.S: Arguments absolutely NOT to respond with in this thread: 1.) ZOMG THIS ISN'T MELEE 2.0: We realize it isn't melee 2.0. However it is smash 2.0. It's a sequel and sequels are meant to be expanding and to increase gameplay. Not to deteriate a complex game into a rolling scrubfest. 2.) LYKE THE GAME TTLY HSNT BEEN OUT FOR MRE THAN 2 DAYS IN TEH AMRICAZ: Yes, we realize this. However we've been playing the game for a little over a month since the Japanese release. Is this enough time to learn everything about the game? No. Is it enough time to observe the obvious changes and limitations in the physics engine? Yes. 3.) LOLZ U R JUST MAD CUZ UR AT'S RNT IN THE GME AND NOW U HAVE NO GLITCHES TO ABUSE AND U CAN'T WIN: This is the worst. Newbies who think the only reason melee pros prospered was because of the glitches. We were good because we have the competitive attitude and implement what it takes to win. That's why we'll still win. | ||
ZaplinG
United States3818 Posts
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Pwntrucci[sR]
Canada1519 Posts
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ZaplinG
United States3818 Posts
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omgbnetsux
United States3749 Posts
On March 14 2008 05:43 Pwntrucci[sR] wrote: Eh how does that work? =/ Does it change anything to use a cable? I want to avoid getting a router if possible. Its probably more trouble than its worth. You'd need to share the internet connection of the PC if you want them both plugged in at the same time. As far as I know, you can get an ethernet adapter for your Wii that would allow you to just plug in your network cable to your Wii. I doubt a USB connection to a PC would be sufficient to do internet sharing, but don't quote me on that. | ||
d.arkive
United States843 Posts
It occurs to me that I still haven't gotten the old DK stage in melee just because i'm too lazy to do the 15 minute melee.... | ||
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