[QUOTE="Yangire"][QUOTE="Zanoh"]
To all of you that say it either is or isn't hardcore, allow me to present an infallible logic to you:
ALL fighters are in general, hardcore. They all have combos to master, techniques to learn, and they ALL button mash (in case you are a newcomer). Brawl includes items that can turn the tide of battle at any given point in time. Thus giving the "party feel". Once these items are turned off though, it's pretty much down to pure skill of the opponents mastery of said game.
*bows*
intro94
Your assuming all of these things are on the same level of difficulty though. Fighters like MK, DOA, and SSBB are more simplistic and easy to learn than other fighters, thus less "hardcore" (to me).
For example compare the amount of gameplay mechanics of GGACP to SSBB, GGACP has many gameplay mechanics you need to pay attention to and execute in the game while SSBB has very little. Another example are the combos, some games are more demanding than others, either it being how difficult is it to input combos or how little frames you have to link your attacks. SSBB on the other hand has no focus on frame links, and is not demanding whatsoever on combos as it uses a two button control scheme for attacking and simplifies attacks to up, down, forward, neutral, and back if I'm correct.
Two button inputs with simplified execution does not just make the game easier makes the game shallower than most fighters, without directional inputs like 236, 623, 41236, 84123697, etc.. I'll use an example that I gave at the thread TC was noting at, these are BnB's from AH3:
"421C > j.623X > j.4X > j.A > land > 5C > dash > 5A > 5B > j.A > j.A > j.C > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > land > 623B > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C
2A, 5B(1 hit), 2C(1 hit), 623+A, 3HC, 5A, 2B, j.B, j.C, 5A, 2B, j.A, j.B, j.C, 5A, 5B(1 hit), 2B, j.A, j.B, dj.B, 623+A, 236+A+B
6C (1 hit) > 5A > 5B > j.A > j.623X > j.4B > j.A > jC > j.A > j.C > (top hit) > land > dash > 5B > j.A > j.A > j.C > land > 5A > 5B > j.A > j.623X > j.4X > j.2A+B > land > 623B > 5HC > j.A > j.623X > j.4X > j.2A+B > air dash > j.C"
If it's compared to a combo in SSBB (I have not found any online) you can see a obvious difference in difficulty. I can understand how someone that is new to fighters can think SSBB is deep and difficult, but compared to other fighters it is not.
this is the proof you needed then. A combo is an unavoidable(sanz crash of a few games) string of hits to do dmg. Brawl does has quite some, mostly initiated by a grab, but only the most core players can figure those out. The timing is pretty damm tight, and superior in difficulty to executing a combo in Tekken 5. Its obvious that your insight and knowledge of brawl is limited.The game is so different from those games, that you couldnt even compare. None of those games, SF4, Tekken, Soul calibur, involves degrading hits, degrading hit force, deviation control(or DU) and other terms familiar only to hardcore Brawl players.Because so many advanced mechanics are so exclusive to brawl, traditional players that only base difficulties in terms of combo execution, fail to understand them. They play a game like brawl in an simplistic, casual manner, and think they are doing it right and thats all there is to it.Try actually giving something to back up your claims, Brawl is simplistic like it or not.
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