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Thread: Game: Super Smash Brothers Brawl

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  1. #11
    Procacious Polymath Ryllharu's Avatar
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    Here's a little bit about how the mechanics have changed. This is from the impressions of two "highly-ranked" competitive players.
    If you haven't heard by now, Wavedashing is out. (As a Samus and Luigi main, I weep.) It's no longer possible to perform due to the new air-dodging system. Characters cannot directionally air-dodge; it's now based on their previous momentum, so if you're already flying to the right, air-dodging will continue to thrust you in the same direction. While the obvious downfall to this is a lack of Wavedash, it give the opportunity for innovative strategies to evolve.

    In Melee, air-dodging to avoid an attack left you in a vulnerable free fall afterwards. However, this new momentum dodge will enable players already traveling towards the stage to temporarily dodge an attack while staying on their flight path back to safety. In addition to this tactic, momentum-dodging also allows for a second jump or attack to be performed after dodging. This is going to be great for mindgames, as a character can begin a dodge back onto the stage early, and lure their enemy in for an attack as they become vulnerable, only to jump at the last second and land a successful dair. Think of it as being able to jump/dash/attack right in the middle of a step-dodge.

    Since Brawl is looking to be very focused on the aerial game, Sakurai found it necessary to make the character more floaty. Don't confuse this with the game being slower, because most movements and attacks are every bit as fast as they were in Melee. Characters now act more like 'Puff and Luigi in the air, which definitely makes aerials heavily emphasized. While short-hopping has been confirmed, the act of SHFFLing has been slightly nerfed because of the inability to land as quickly. L-canceling has also been heavily altered, as you no longer have to press L or R in order to decrease your aerial landing lag. As of now, the only way to L-cancel is to perform your attack after a fast-fall, which will certainly make SHFFLing difficult since many aerials are best performed right before the fast-fall. (I guess I'll say hello to "SHFFing.")

    Advanced techniques like dash-dancing, teching, techrolling, and wall-techs are all back and just like they were in Melee. In fact, the game's core is similar to that of Melee's, while mostly the physics have been changed. Attack and landing lag, step-dodging, rolling, priority, and hit box concepts are all borrowed from Brawl's older brother, although almost every aspect has been reworked. All types of DI-ing have also returned, but are significantly easier to perform because of the increased hitstun in Brawl, which can actually be closely related to the hitstun in Smash Bros. 64. Personally, I believe Brawl will shorten the distance between the casual and competitive player, but like in any game, the casual gamer will still need the desire to learn any advanced tactics.
    Full article, and interview with even more technical details, here
    Last edited by Ryllharu; Tue, 10-30-2007 at 09:47 AM. Reason: quotes added

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