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Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
Recently I was brawling some friends. We did 2 3 and 4 player matches. I found the dynamics of all these matches to be insanely different.
In a one on one match, it seems to be all about who can land major combos, rack up damage, and really get into the brawl. There is a lot of individual skill here. It's all about making your own oppurtunities. In a 3 way match, the dynamics change quite a bit. It seems less about getting into the brawl and instead getting the other two to brawl eachother, yet not letting them realize you're staying out of the way. Also it's typically important to hit off a friends combo, and finding oppurtunities in what one opponent does to the other. Finally, in a 4 way brawl, I find it to be absolute chaos. Spamming actually can work. Mainly because it's all chaos anyways. Another thing I noted, it seems to either break off into two one on one matches on big stages, or on smaller stages it becomes a big swirling mess. Here, you almost seem to have to stay out of the way otherwise you will get caught in the middle of a combo. Getting into the brawl seems to be a terrible idea. These are just a few quick observations I've made. Draw from it what you will, but I got to wondering: Could the various dynamics of different match styles affect character teirs for such a match? For example: Ganondorf is great for capitalizing off of a faster player's moves which he normally couldn't do. Also, what do you think is the best way to brawl? I've found that 3 way is my personal favorite. I can use my head aswell as skill. That's the thing I've found to work best, and they boil down to one on one matches pretty quickly anyways. So, thoughts comments questions additions anything will do.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
I agree with what you said.
About tiers, I guess it's only about one on one, and power characters might be the ones at the top tiers in 3 and more so in 4 player FFA. (IMO) But I think 4 player FFA are the best as I'm always looking for fun in Brawl. That rarely happens due to lag.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
I personally like the 1 on 1 matches. These are the matches where it all boils down to skill...
and I agree with you on the general dynamics of the matches! nice find, i never really though about it... I'd say the larger characters are best in the 3 player rounds... they can capitalize off the mass damage, but still be able to stay out of the way for their slower attacks... just my thoughts ![]() |

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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
I like 1 v 1 matches, I feel that they are more fun, require more skill, and enhance the player's abilities. When I am bored and go do Basic Brawl with anyone, I find a lot of spamming, items, and really unfair stages. Oddly enough I can win these matches too
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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It's hilarious to do a 4 way brawl with me as MK and do Temple where I can endlessly glide back and forth while they kill each other. I like 1 vs 1 best. Although you didn't mention team play.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
http://www.youtube.com/watch?v=5KmxNpybHI0
http://www.youtube.com/watch?v=rzNzaPJKSbs http://www.youtube.com/watch?v=O4d-oLNMLWY Brawl has a lot of combos. You just have to make them yourself.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
the best way to Brawl is 4 player free-for-all all items on medium spawn rate 3-5 stock no time limit.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
They're called... move chains *shrugs*
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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1 on 1 is fun if you relaly want to test out your skill, plus in 1 on 1 you can plan out dodging and stufff WAY better. also, items aren't as cheap in 1 on 1. but 4 player is a lot of fun if you just want a huge chaotic brawl I think that there are two sides to brawl, the chaotic-pick-up-and-play type of match, and the dodge-everything-with-skill matches, which is the difference betweeen 1 on 1 and 4 player.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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1) Brawl barely has combos, in any sort of sense. A combo is two or more hits of guaranteed damage, after the first one has hit. Brawl has a few combos, which are barely of 2-3 hits. Otherwise, lack of hitstun lets you shield or aerial dodge in the middle of most attacks, making the combos in Brawl limited to: U-tilt traps at low percentages Chaingrabs A few characters have combos in the form of jumping, backward aerial, then jumping again and backward aerial 2) Saying "All other fighting games" screams "I have not played any other fighting games for more than one hour besides Smash!!" Only a few fighting games have "complex" button sequences, like Tekken, which most people already know is overly complicated (Tekken is awful). GOOD fighting games, like Street Fighter and Soul Calibur, don't have as simple a control scheme as Smash Bros, but they're very easy to learn, and the combos in those games are just like the ones in Smash; make-your-own combos, although they are mixed in with some pre-set combos the game designers put into the game. A few fighting games, like Virtua Fighter, do have "complex button sequences," but it's only because they're supposed to be highly competitive games in the first place, and use the complex button sequences sort of as a deterrant to casual players and as a game mechanic (there's a concept called buffering that Smash lacks, where you perform a move, then input the first couple inputs of your next move before the move you are currently performing ends).
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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And I find it pretty funny that you'd say Tekken is awful while Soul Calibur is a good fighter, at least from the genre standpoint. |

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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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Okay, first off, the combos that are in Brawl fall 100% under fighting game combos. I don't know what you mean by "combos according to normal gaming," so I'm not even going to touch that. Using your U-tilt over and over are known in other fighting games as juggling. Chaingrabs are also in other fighting games (although most fighting games have much, much less severe chaingrabs than Brawl), and bad fighting games have things called infinites, which is what some chaingrabs can become under correct circumstances. Aerial combos are not known in many other fighting games, but Guilty Gear certainly has them. Quote:
The only game I can think of where you can do a combo by first doing the inputs is Killer Instinct in normal gameplay and Street Fighter for the Ultra and Super combos (which are supposed to do large amounts of damage, anyway). Otherwise, every other fighting game requires you to time your attacks, just like Super Smash Brothers does. Most fighting game combos are FAR from complex. Sure, Street Fighter takes a bit of extra brain effort to do a quarter circle, but that's far from complex. If anything, Street Fighter-esque inputs use "complex" inputs for gameplay reasons. Quote:
Tekken is a good example of a supposedly serious fighting game with overcomplicated controls. Soul Calibur is a good example of a serious fighting game with very simple controls and mechanics.
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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I don't know, we had a whole argument about this here on pages 3 and 4. According to Tigerboi, the reason I said above is why Brawl doesn't have combos in the Fighting sense. Made sense to me. Quote:
Really, I have no problem with either franchise, I just don't get why one would be so much more legit than another. |

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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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What's your point? Quote:
So, what definition of "combo" are you going by? There is only one definition of combo, and it holds fast in ANY genre. If it doesn't, then it goes by some other name. In an action game, such as Devil May Cry, a combo is when you attack your opponent quickly enough to keep them from attacking, which means guaranteed damage. Your example in that topic is NOT a combo in ANY game, due to the fact that the opponent has options to avoid your dair. The dair to up-smash is a combo, though, although I'm not sure if it works quite well at certain percentages. Quote:
Wow. lol Or maybe it's because it's the lag online? Really, the only matches that really matter in SCIV are the offline ones, because the online is so god-awful. Quote:
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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What happens in a lot of action games is that some enemies can perfectly get out of chain-attacks because they're not unbreakable combos as seen in certain fighters. Just because you hit the right buttons in Ninja Gaiden doesn't mean you're guaranteed to nail every last enemy type with each single move. Quote:
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Re: Brawl: The Dynamics of 2 vs 3 vs 4 Player matches
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It's not about "hitting the right buttons," it's about landing the right attacks. It's ALWAYS been about hitting the right attacks, and it's NEVER been about hitting the right buttons in (good) fighting games, unless you're talking about Killer Instinct. Quote:
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Spamming is only a problem offline if you suck. That's the rule of any fighting game (except for crap like Killer Instinct) Quote:
You're not getting the point, you keep on bringing up stuff that doesn't matter (like SC's offline) and you don't know what a combo is, in spite of me telling you. If you're doing it on purpose, you're annoying me. If you're not, and you're not addressing my points correctly, you're annoying me. Quote:
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