Thursday, March 13, 2008

BRAWL (part 2)

Last post I talked about the gameplay changes between Melee and Brawl. I want to mention some character changes between Melee and Brawl and my take on the newcomers. I'm not going to mention everybody, so If I forget anyone, it probably means I don't really care about them that much. Whine about it to me online if you care so much.

Characters that were changed from Melee:

Mario - his down-air was changed into what was his down-B in Melee. I like that change since I hardly used his down-air in Melee, and it's a nice approach to short-hop into a down-air in Brawl. His down-B was changed to his FLUDD from Mario Sunshine. It's essentially a water cannon. It has to be charged, and pressing down-B again once it is charged will shoot water, at whichever angle you put the control stick, pushing the opponent away. It can be used for edge guarding, and potentially to keep the opponent from hitting you with an aerial attack while you prepare a counterattack for when they land next to you. I'm not personally a big fan of this move, but it could grow on me if I work out more ways to use it. His forward-air has become a very powerful spike for edge guarding.

Bowser - he's gotten a little faster, but his only big change is his over-B. Instead of the claw attack, it is now a grab move where he will flip upward and then slam the opponent down for some good damage and knockback. What makes the move great though is it lets you "bowsercide" by taking the opponent over the edge of the stage with it. You're guaranteed to die as well but if you're up a stock or more it's great. Just like Kirby's back throw from Melee.

Mr. Game & Watch - wow, they made him even better than before! Of course I'm only mentioning him because he was my main in Melee and will definitely be one of my mains in Brawl. So, what changed? For starters, his up-B. It is still an amazing vertical recovery move which can also hit opponents, but on top of that he opens a parachute at the top of the jump which lets him float slowly, allowing for lots of horizontal recovery as well. And as if that weren't enough, he can do any aerial attack after his up-B. He can conceivable juggle somebody with an up-B into a forward-air. Another important change is his up-air, which will now push people upwards with wind if he is underneath them but does not hit them when using it. I haven't found that many uses for this besides escaping from opponents doing a down-air at G&W. The final change for the G&W is his down-air, which will now propel him downward at a pretty fast rate, but takes a pause after starting the move before he starts attacking. Because of the startup lag, it can't really be short-hopped as an approach, but it's good for countering jugglers, or even after an up-B. Also, I heard today that it's possible to cancel the downward momentum by pressing down after the move starts, which lets it be used as a spike. I'll be trying this tonight for sure.

Newcomers:

R.O.B. - I love ROB and I really want to figure him out, but he's difficult to play as. He has good short-hoppped aerial approaches with his forward air, he has some powerful smashes and aerials, and his spike is my favorite in the entire game. His recovery is one of the best in the game. He has two projectile attacks, his laser and his gyro (one energy and one physical, which is good against characters that absorb energy projectiles) that both do good damage and knockback. His weaknesses, however, are serious. When he gets forward momentum going, it's difficult to stop. He's a heavy character, which means he won't get KO'd easily, but also that his control in the air is lacking, and it's difficult to juggle people. His aerials are all laggy except his forward-air, so they require considerable timing to work right, and they make juggling very difficult.

Metaknight - This guy is really fun to play as. He's fast and juggles like no one else. He can build damage on an opponent very quickly while avoiding it himself. He only has two weaknesses: he lacks KO power, and he's light so he can be KO'd easily. Now, his recovery is amazing because oh his ability for multiple jumps and glide after them. And with his up-B, he has a second glide as well as vertical recovery. If, however, he gets smashed at any decent percentage he's probably going to die. As for his KO power, this can be fixed in 1vs1 by excessive edge guarding, but in a FFA Metaknight has serious problems.

Sonic - I don't like him. Yeah he's ridiculously fast, but his juggling and combo ability is a little lacking, and his KO ability just doesn't exist. His recovery isn't even that amazing compared to other fast characters like Meta. His best move is probably his neutral-B, but that has virtually no knockback.

Solid Snake - Very tough to play as, and I'm not very good with him. I've heard he can be very good, but his moves are generally so laggy I find it hard to hit anyone. His regular smashes and B moves are just about all projectile attacks like grenades and remote detonators, and they're all pretty laggy. I end up using his tilts and neutral A attacks on the ground and his neutral, down, and back aerials, but even those can be hard to hit with. One thing he excels at is power, and his ledge guarding is good thanks to his B-over missiles. His recovery, however, just plain sucks. When you use his up-B, his momentum keeps him going horizontally, but you lift upward with a helicopter. It's very easy to get caught underneath a stage from this, and there's even a bug where you can grab the helicopter as it rises, which will virtually always kill snake.

Pit - As far as I'm concerned, Pit is just cheap. His recovery is easily the best in the game. He has about a zillion jumps as well as a glide and he isn't even that light. His aerials are good, his ground smashes are pretty good. He doesn't have great power but he's still more powerful than Metaknight and has nearly the same combo ability. His B-over is cheap and spammable when you get caught in it, and his arrows just keep coming. Pit is just a real annoyance to fight.

That's all for now.

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