Editing Super Smash Bros. Brawl in competitive play

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===Game speed===
===Game speed===
The lack of combos, along with lower falling speeds, the removal of [[dash dancing]] and [[wavedashing]], and lower movement options in general, has promoted a more defensive gameplay; protective options have also become much stronger, as [[powershielding]] gained a larger timing window and the [[air dodge]] can now be used without the player becoming [[helpless]]. Since combos are not guaranteed, there is a higher risk and lower reward of [[approach]]ing and initiating an attack than in ''Melee'', and waiting and shielding is often a safer option than aggressively attacking. This has promoted a heavily [[camp]]-based gameplay and has caused the game to become much slower-paced than ''Melee''. Both games traditionally operate under an 8-minute time limit, but it is extremely rare for a 4-stock ''Melee'' match to go to time, while this frequently occurred in 3-stock ''Brawl'' sets.
The lack of combos, along with lower falling speeds, the removal of [[dash dancing]] and [[wavedashing]], and lower movement options in general, has promoted a more defensive gameplay; protective options have also become much stronger, as [[powershielding]] gained a larger timing window and the [[air dodge]] can now be used without the player becoming [[helpless]]. Since combos are not guaranteed, there is a higher risk and lower reward of [[approach]]ing and initiating an attack than in ''Melee'', and waiting and shielding is often a safer option that aggressively attacking. This has promoted a heavily [[camp]]-based gameplay and has caused the game to become much slower-paced than ''Melee''. Both games traditionally operate under an 8-minute time limit, but it is extremely rare for a 4-stock ''Melee'' match to go to time, while this frequently occurred in 3-stock ''Brawl'' sets.
   
   
Such factors influenced players and spectators alike to consider the game boring, harming its competitive scene. In an attempt to improve the game's spectator appeal, some newer tournaments, such as [[Get On My Level 2014]] and [[Glitch 2]], have introduced 1-stock and 2-stock rulesets to speed up gameplay. While generally more positively regarded among spectators, competitive players generally feel that shorter matches hurt the game's competitive depth, making [[self-destruct]]s and other mistakes more punishing and giving players less time to adapt to their opponent during the set.
Such factors influenced players and spectators alike to consider the game boring, harming its competitive scene. In an attempt to improve the game's spectator appeal, some newer tournaments, such as [[Get On My Level 2014]] and [[Glitch 2]], have introduced 1-stock and 2-stock rulesets to speed up gameplay. While generally more positively regarded among spectators, competitive players generally feel that shorter matches hurt the game's competitive depth, making [[self-destruct]]s and other mistakes more punishing and giving players less time to adapt to their opponent during the set.

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