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Old 05-03-2009, 03:10 AM   #61
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Videos of Tripping costing someone the game or stfu, noob.

Also, I also want to get back on topic.


------------------------------------------------------------------

I love All the SSBs. Sure SSB64 hasn't aged well, but the fun is still there. Especially with the Castle Tornado, and that Saffron City. I loves them.

SSBM was an expansion of everything, it was also fun, though very unbalanced.

SSBB is the best so far, with tightening things up, making it more balanced, and giving us enough to balance out the stuff taken out. Even if the Story Mode was silly.

I loves it. All of it.
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Old 05-03-2009, 03:19 AM   #62
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I liked the Subspace Emissary. It could definitely be improved upon, but still, I really like the whole concept.
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Old 05-03-2009, 12:22 PM   #63
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The Subspace Emissary alone was worth the $50 dollars spent on the game. But, it felt lacking nonetheless. It felt more like random fights and cutscenes rather than the actual story mode that was intended.

But SSB64 still pwns the other games a million-fold.
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Old 05-03-2009, 02:55 PM   #64
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^I agree - maybe next game (provided there is one) can expound upon the idea.
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Old 05-03-2009, 04:35 PM   #65
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Eep

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****, man, YOU'RE the one who's arguing that it's 'not realistic' for people to grab the ledge behind them! You think that they shouldn't do it because that ability isn't realistic, yet you're against tripping for the same reason! My god, man.
You're scary. ._.

I mean nobody should expect this game to be a "fighting simulator". I do however, personally, expect it to have some basis in reality, to the point where I can identify with it. Like, you know, not grabbing from behind and teleporting to face the ledge without consequence. That'd be nice.


Videos of people losing due to Tripping? How would THAT solve anything? Anyone could easily fake it to prove their point. As a part of the game, you must accept it as a possibility. I am not gonna say it happens often, but it is an annoyance and should have a damn off switch.
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Old 05-03-2009, 04:36 PM   #66
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I mean nobody should expect this game to be a "fighting simulator". I do however, personally, expect it to have some basis in reality, to the point where I can identify with it. Like, you know, not grabbing from behind and teleporting to face the ledge. That'd be nice.

Tripping falls into this category. Basically, though, you only want certain realities included that don't involve YOU dying.
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Old 05-03-2009, 04:37 PM   #67
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Exclamation

I don't know about you all, but I can easily identify with wearing bunny hoods that make me jump high into the air and hiding within the immediate radius of pocket monsters that reflect balls of fire, among other projectiles.
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Old 05-03-2009, 04:45 PM   #68
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Don't forget completely flat characters having two frames of movement.
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Old 05-03-2009, 05:00 PM   #69
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Tripping falls into this category. Basically, though, you only want certain realities included that don't involve YOU dying.
I want certain realities included that make sense. It would be more fun anyway to grab on backward and lose your grip more quickly and have a harder time recovering. We call that compromise; newbies get to grab on, but at a price, and we all get a new feature. Win win, aw yea.

Tripping? I just don't see a purpose, except to confound vets, and slow down the already crawling pace of gameplay.
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Old 05-03-2009, 05:52 PM   #70
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Tripping is the best part of SSBB.

I hope for it to be more evident in the next game

Also, tripping saves you. From Final Smashes.
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Old 05-03-2009, 05:56 PM   #71
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How does tripping confound you? How does it not make sense? You fall down. You get back up. If you were actually fighting someone IRL (if you really want to talk about being realistic) you don't think it is likely that you could fall over because of your momentum, or changing directions rapidly? Can you honestly say that you've played against someone that has made you pay the price so badly for tripping that as a result of that one unfortunate moment you were unable to mount any sort of resistance afterward? Please.

Besides, tripping adds to the unpredictability of the game, which makes it more fun. In a game that already has items like poke balls that are essentially random insofar as what comes out, that clock-item-thingy, and levels that you as a player have to navigate, are you really going to complain about tripping? Forgive me if I'm wrong here, but I doubt that you are so good that being tripped puts a dent in your carefully-plotted-and-mathematically-precise-to-the-frame tactics. It's all about adapting to the situation.
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Old 05-03-2009, 06:51 PM   #72
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yes ssbb has a glacial pace of gameplay, it takes two minutes to actually kill someone
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Old 05-04-2009, 01:37 AM   #73
 
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Once you have a grip, you can turn around to face the ledge you're gripping. We just don't always see the animation for it. Also, now I have to point out the character wher we DO "see" the "animation" for it: Game & Watch, whose direction changes are always immediate anyway.

And remember, "I'm-a Luigi, number one!"
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Old 05-04-2009, 12:02 PM   #74
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I never really put much thought into the tripping feature, since it never served as a nuisance to me.
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Old 05-05-2009, 08:40 PM   #75
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^ If you are worried about realism, find a new game. =|
I'm not.


I played the original once, on an emulator. I didn't get the full effect of it, so i'll just have to either wait for the VC version or get an actual copy of the game and play it on my grandmothers N64. :/
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Old 05-06-2009, 02:50 AM   #76
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Tripping? I just don't see a purpose, except to confound vets, and slow down the already crawling pace of gameplay.
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Forgive me if I'm wrong here, but I doubt that you are so good that being tripped puts a dent in your carefully-plotted-and-mathematically-precise-to-the-frame tactics. It's all about adapting to the situation.
Actually, speaking as someone who has beaten a major tournament player once or twice in combat, tripping is considered a nonentity as far as experienced SSBB players go.

Therefore it is likely the people who complain loudest about tripping who probably haven't played long enough to unconsciously compensate for it.

As for those who make it a major issue... one of the following is most likely true.
A. They should go back to playing Melee
B. They're new to SSB in general and don't understand that randomness is what it's all about (even when you minimize most of the factors)
C. They're complaining about a feature in a game they neither have to play nor pay dollars for.

Someone who is a veteran with skills that actually apply to SSBB may wax poetic about how a lack of tripping would make it easier, but it wouldn't effect anyone who put half as much time into Brawl as they, a 'veteran' of Melee had used on Melee.

In case that wasn't obvious enough, there's this:

Melee != Brawl

But if you think they are the same, meh, more power to you. While you furiously fail to pull off Wavedashes most players can just kill you by mashing the B button.
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Old 05-06-2009, 12:14 PM   #77
 
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^That brings me to my next point: Wavedashing. Was. A. GLITCH. A programming error.
I've heard too many people (especially outside of the internet) whining about how wavedashing was "removed". IT WAS A MISTAKE IN THE FIRST PLACE. WHO THE HELL COMPLAINS ABOUT SOMEBODY FIXING THEIR FAULTY CODE!?

(I'm not yelling at you, Metal, just yelling in general.)

And remember, "I'm-a Luigi, number one!"
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Old 05-06-2009, 03:48 PM   #78
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^Technically, it was removed. The programmers noticed it in Melee but just never bothered to take it out. So, they just decided to wait and nix it in Brawl.
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Old 05-07-2009, 08:15 PM   #79
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Old 05-07-2009, 09:08 PM   #80
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Well, Wavdashing is still in Brawl, but it requires a whole lot of hacking to get done.

Besides, the fact the Luigi is by himself proves it anyway
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