![]() during the remaining landing lag, a character cannot take any actions and is entirely punishable. aerials can immediately be followed by blocking or dashing back, making it much safer to utilize them offensively.Įven if you L-cancel an aerial in Melee, only half of its lag frames are trimmed. Upon landing with an aerial in any traditional fighter, including MvC3, there is zero landing lag. i consider MvC3 a joke compared to Melee). the remainder of this post will be much easier to comprehend if you already understand the basic characteristics of a traditional fighting game (also, please, nobody interpret this as me saying MvC3 > Melee LOL. since i'm making the claim that approaching in Melee is bad, and "bad" is a comparative description, i'm going to compare these characteristics to their counterparts in MvC3, a game i'm familiar with that is much more similar to other fighting games. let's analyze some of Melee's characteristics. defense is still just as deadly with these characters, though. as a result, playing offense is certainly a viable option with Fox/Falco/Peach. ![]() their shield pressure is, for the most part, autopilot. Fox, Falco and Peach hardly have to mindgame their opponents while they shield pressure them. most characters aerial the opponent's shield, then either jab or dashdance around their opponent in an attempt to mindgame them. take a minute to compare this to other characters' shield pressure. Fox/Falco have aerial -> shine, while Peach has float-cancelled aerials. Fox/Falco/Peach's abnormally good shield pressure stems from their abilities to pump out frame advantage attacks on shield twice as fast as other characters (hence, people lol at attempts to shieldgrab these 3 characters). what do these 3 characters have in common? godlike, unparalleled shield pressure that is unorthodox for a Melee character. the exceptions are Fox, Falco, and Peach (and perfect Yoshi, i suppose). ***to prevent any confusion, i'm going to elaborate on the exceptions to this rule. what i'm proposing is that Melee has been pushed to the point where, with a few exceptions***, approaching and jumping towards your opponent have become bad. these players prey on players who jump towards them or approach them in general to the point where the best option becomes to use their own medicine against them. pros such as Armada, Hungrybox, Taj, Jman, Shroomed and plenty of others have made it fairly clear to me that defense is superior to offense in Melee. it is responsible for the 8-minute Melee matches we saw at Genesis 2, and it seems to be the direction the game is heading in. this style involves never approaching, never jumping, and crouch-cancelling often. in 2011, this notion rings true more than ever it seems almost as if one specific play style has risen above the rest. i firmly believe that theoretical top level melee is a game of first hit wins, just because whoever lands the first hit never has to approach their opponent.Īs time passes and people become better at the game, their reaction times improve, they become smarter, and plenty of techniques and styles become obsolete, while others prove their worth. this strategy is THE REASON most top placers at nationals are where they are it's that good. I think buff and attack is better at resolving a situation while buff and guard can be an effective deterrent but could leave you with exactly the same situation next turn unless you can bring supporting terminators to bear.Not approaching is the biggest short-term improvement you can make to your game. Those +1 melee till death cards are nice. Conversely, I've taken them down relatively easily too. Attacking a buffed, guarded melee terminator that has an Apothacary behind him can be suicide. I reckon he killed 10 to 15 GS just with his power-sword, it was pretty awesome. After two turns there was a massive pile of GS's in the square in front of him. I played a game shortly after I got it, while still leaning the mechanics, and tried to take down a lone sargeant in a corridor. At least with those cards that buff attacks YOU get to choose to attack so a melee does take place when the odds are stacked for you. If you buff your melee terminator (sarge etc) with cards and put him on guard, often the AI will not chance an attack against him because of the odds, despite having large numbers around.
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