lolmuffins' forum posts

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lolmuffins

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#1 lolmuffins
Member since 2009 • 25 Posts
As for the actual topic at hand, the game came out like 2 days ago. Give it time. The roster is disappointing though =\
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#2 lolmuffins
Member since 2009 • 25 Posts
That being said, the attacker can read the guy's DI and react accordingly. If you drop a combo, then it is still your fault. OK FINE ENOUGH ALREADY NO MORE WALLS OF TEXT
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#3 lolmuffins
Member since 2009 • 25 Posts

I'll just respond to your points then. 1) I guess I meant that if those requirements ARE met, then you can keep damaging the opponent until you screw up or the combo ends. With DI in Melée and MvC, the person getting Comboed has the ability to escape that combo, without hoping for a mistake from the other player. 2) If so, I apologize. I don't have that much experience in other fighting games, and I didn't mean to sound condescending toward other fighting games. 3) Fair enough. 4) the same applies to me. 5) I meant actions per minute, but you do have a point. Top professional players are great players because they know "when" to attack; they don't attack mindlessly. Like in every other fighting game, Mashing = BAD. 6) Okay. I'm just saying that Melée does require technical skill, just like every other fighter. Actually, Guilty Gear and those other fighters probably do require more tech skill than melée. 7) Well, your tone was rather condescending toward Smash in general. If you claim that you don't know the metagame, then why are you saying that it's a shallow game? Oh God. I just turned this thread into a Smash vs everything thread. Let's just accept that they're different. ^_^

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#4 lolmuffins
Member since 2009 • 25 Posts
I wouldn't really say that combos in Melee are necessarily better than other conventional fighters, but it is different. With *most* other fighters, you are expected to memorize strings of button imputs that, once you get a hit in, you are guaranteed to deal a high amount of damage with said combo. With Melee, and Smash in general, combos are not memorized sequences that are guaranteed damage dealers if done correctly (with the exception of Super Smash Bros 64). Basically, watch a video of any good Captain Falcon player, like Darkrain, Hax$, or SilentSpectre. Their combos are based off predicting the opponent's reactions, such as reading a roll to the left and punishing it. While this may look relatively simple, in practice, this takes a HUGE amount of tournament experience and skill to accomplish. Additionally, competitive Melee is not based around who can do the biggest combo and such. As you should know, the objective in any Smash game is basically "get the other guy off the stage and make sure he doesn't come back". Combos in Melee are a tool used to rack up enough damage to do that, but effective edgeguarding is a MUCH more practical skill to have in Smash. What I'm saying is that comboing is just not as important in Melee as it is in other games. For example, take this video. http://www.youtube.com/watch?v=Qna80MbcAAc Although this is outdated compared to the present-day metagame, it demonstrates the importance of getting the opponent off the stage. The Falco player utilized combos to get an early lead, but in the end, the Marth player, or the sword guy, exploited the Falco's mistakes in spacing, and punished him to win the match. Indeed, these so-called "gimps" are often more exciting than combos in Melee. Again, it is not necessarily more *skillful* than other fighters, but it is certainly different. In response to OneSanitarium's attack on technical skill in Melee, I'm pretty sure that the average APM of a professional Fox player surpasses that of *most* other fighters. There are also much more technically-demanding skills in Melee than simple L-cancels and Wavedashs. However, the difficulty in using advanced techniques in Melee isn't because of the execution (Unless you're talking about obscene multishines or float-cancels or something), but the application of the techniques. Just because you "can" wavedash in a situation, doesn't mean you "should" wavedash. However, nothing that I say will stop you guys from hating Super Smash Bros, so whatever. Different people enjoy different things, and just because the unorthodox nature of competitive Smash isn't appealing to you, doesn't mean that it's a bad game. However, it's emphasis on mobility and stage control appeals to a lot of players, including me. I should also note that MANY smashers also like MvC2 precisely because it's similar to Melee in terms of mobility and tech skill. I also suck at english.
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#5 lolmuffins
Member since 2009 • 25 Posts

They started development on xiii in 2005; xiii was not a "rushed game", it was simply a bad game

It's too early to pass judgement on this game. Yes, Squeenix's track record this generation is terrible, but we should see if this game will fix the flaws of its predecessor.

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#6 lolmuffins
Member since 2009 • 25 Posts
Why is this in system wars? and you're all wrong. Its 1. Link's Crossbow Training 2. Freshly-Picked Tingle's Rosy Rupeeland everything else is irrevelant
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#7 lolmuffins
Member since 2009 • 25 Posts
Trolling aside, voice acting will not innovate the series. I doubt Nintendo can effectively use voice acting in Zelda, given the stagnation of the series' plot and nintendo's previous history with voice acting.
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#8 lolmuffins
Member since 2009 • 25 Posts
[QUOTE="SilverChimera"]No voice acting means the revolution has failed. BrunoBRS
yeah because having voices would be such a revolution. maybe they should pick OoT for the 3DS and add voice overs, would make it a completely different game and SOOOOOOO much better.

Gee...it sure is boring around here...
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