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& 64 Weekly smashfests at A&C World. NOW ON FRIDAYS FROM 3PM - 8PM

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'll be there... Most likely anyways. Unless I manage to make plans.

So yeah I'll be there.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'd be down to play a couple of games of Melee. I play both ftr.

Also not reaching today.
 

pidgezero_one

((((((((((( ͡° ͜ʖ ͡°) gotta go fast!
Writing Team
Joined
Jul 13, 2011
Messages
4,459
Location
Toronto
NNID
pidgezero_one
3DS FC
3222-5601-4071
well well looks like im not going anywhere today

but i have strepthroat have fun dudes
 

pidgezero_one

((((((((((( ͡° ͜ʖ ͡°) gotta go fast!
Writing Team
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Messages
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pidgezero_one
3DS FC
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you didnt answer the question!!!
 

pidgezero_one

((((((((((( ͡° ͜ʖ ͡°) gotta go fast!
Writing Team
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Toronto
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pidgezero_one
3DS FC
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did you know sonic adventure DX is a fun game?
 

1PokeMastr

Smash Champion
Joined
Dec 10, 2009
Messages
2,251
Did you know that I hate anything Sonic related for no apparent reason ?
/ No one showed up, third time it's happened to me. Wasted money for literally nothing.
Left at 6pm.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Did you know that I hate anything Sonic related for no apparent reason ?
/ No one showed up, third time it's happened to me. Wasted money for literally nothing.
Left at 6pm.
I hate it when that happens. It's happened to me personally twice.

Of course, when I'm showing up super-early and get in free, doesn't cost me anything.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'm hopefully going to show next Friday. Dunno if I'll be at the tourney the next day though.
 

fUddO

Smash Ace
Joined
Sep 21, 2009
Messages
674
Location
Etobicoke, Ontario
Should be there this friday. Day before a tournament and all, I want to get some practice in, even if none of us play MK, lol.
 

pidgezero_one

((((((((((( ͡° ͜ʖ ͡°) gotta go fast!
Writing Team
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Messages
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Location
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NNID
pidgezero_one
3DS FC
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ok so how many people are going

red x is coming over and we cant decide whether to go or not lol :ohwell:
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Would people be willing to humour me with some Balanced Brawl this Friday?

changes are here http://balancedbrawl.net

I'll also edit them into this post because I know people are lazy and won't check that link, then complain when they don't know the changes.


Note that there's videos on basically every character page of some major change to them, which I of course can't post. Because too much work, and far more than just c/ping.

global

Anti-Planking: Ledge Grab Limit

The technique commonly known as “planking” in standard Brawl consists of repeatedly grabbing a ledge to exploit the massive invulnerability and stall the timer. This tactic’s overall value is highly controversial, but everyone can agree it does the game no good at all. After much trial, we have constructed a solution:
Every time a character grabs a ledge, a counter is incremented. Grabs using tethers (Olimar up special, Link tether attack, etc.) do not count, and Nana has a separate counter from Popo. If this counter is at five or more when the character grabs the ledge (except via a tether), the character will automatically do a ledge climb action. (This is the action normally done when holding a ledge and tapping the control stick toward the stage.)
This counter is reset to zero under the following circumstances:
-Death
-Transformation into another character (Zelda & Sheik, etc.)
-Entering hitstun, including Zero Suit Samus’s stun and being hit by a Deku Nut
-Being grabbed, including by special grabs
-Tripping
-Being frozen
-Being grounded (Donkey Kong side special, etc.)
-Being put to sleep
The basic idea here is that you have a limited number of ledge grabs until the enemy “gets” you. Simply touching the stage is not good enough, but entering a legitimate confrontation with the enemy will certainly reset it.
In actual play, this change is extremely non-intrusive and only comes up when a player is deliberately trying to stall via abusing ledges or running away under the stage. Anyone who tries this risks eating a charged smash attack after 5 ledge grabs, so stalling is no longer a valid strategy. This code has been thoroughly tested, and it simply does not play a significant factor in matches between two players of similar skill attempting to play “legitimately”, not even on Norfair.
Water Stalling Limit

As a corollary to the planking removal, abusing repeated water entries to stall has also been addressed. This uses the same counter as ledge grabs; when it reaches seven, entering the water will cause the character to automatically drown. The only end result this has on normal water gameplay is the prevention of stalling on Pirate Ship.
Rudder Stalling Limit

A similar change is that the “rudder stalling” technique on Pirate Ship is removed. If a character is swimming up for more than 5 seconds, he will automatically drown. This has been rigorously tested, and it only applies to the specific case of rudder stalling.

Jab Lock Infinites

In standard Brawl, if a characters is hit with a weak move while “flopping” on the ground from a previous attack, they will flop again–this can often be repeated indefinitely, or at least across the entire stage. The most common cases involve jabs, but certain down tilts, Falco’s laser, Ice Climbers’ Ice Blocks, and a few other moves can also cause this. In Balanced Brawl, the victims quickly get up after a few flops. This allows general combos out of these set-ups, but infinite locks are gone.
Slipping (Banana) Infinites

There are two changes to forced trip mechanics that prevent locks. The major one is that a tripped character, if forced to trip again while still on the ground, will automatically stand up instead. This prevents banana locks of all sorts, but does not affect general combos involving banana peels. The minor change is that characters who have just been hit by a grounded footstool will not fall over when forcibly tripped. This prevents a very obscure infinite involving banana peels, and pretty much all real players will never even notice the change.
Footstool Infinites

Standard Brawl had some obscure infinites and combos that revolved around doing a footstool on an enemy in the air, forcing them to hit the ground in an untechable state, and doing some series of moves to force them into another footstool. Now, hitting the ground after being footstooled in air results in simply landing on the ground as out of a normal fast fall; the victim lands on his feet, preventing the infinite.
Grab Release Infinites and Combos

“Grab Release” refers to one character allowing another to break out of a grab. In standard Brawl, this could sometimes result in frame advantage making way for some abusive tactics, most notably against Ness and Lucas. In Balanced Brawl, grab break related animations are synchronized to prevent this inequality; the grabber and the victim are both free to act on the same frame. (Donkey Kong retains his 10 frame advantage if he breaks out of a grab on the ground, however.)




Actually no, I'm lazy. People can go read the stuff on the site.


Actually forget balanced brawl, I'll have the first build of dBrawl ready.

Zelda true spike DAir gooooooooo
 

Peachy-Desu

Smash Journeyman
Joined
Mar 28, 2011
Messages
405
Location
Brampton, ON Canada
I don't agree to this 'counter' for ledge grabbing... some characters wall other characters offstage... while yes probably the only characters who benefit from actual planking.. MK,Pit,Yoshi will be hindered.. other characters who just have to grab the ledge several times to find an opening will be screwed over... The whole 'touching the stage is not enough' is total BS. I have on several occasions grabbed the ledge 3-5 times just to get up... and then never actually get hit, create some combos hit them offstage.. so what are you saying? No edge gaurding for me because I was good enough not to get hit? This clearly was not thought over well... tbh this is making brawl more casual.. 'a character who swims for longer than 5 seconds auto drowns' rudder stalling auto drown... just.. why not make K.K auto kill someone if he sings the wrong note?

Ok.. removing the naner lock? really? How often is that even seen in a real match? I can't say I agree about removing it.. or the 'jab' locks which rarely come into play... even IC just grab infinite lol.

I do agree about grab release infinites because it only really effects Ness/Lucas making their match with marth almost unwinnable and other stupid gimmicks characters have on them... I mean I've yet to see the D3 infinite on dk/spamus/luigi.. but I'm assuming it's just as lame.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Well part of it was simply "remove all infinites" which basically anything that can infinite gets removed, no exceptions. It's really arbitrary to go "well Dedede can't infinite DK, but Diddy/Icies can keep their obscure infinites.

The ledge thing I totally agree with. I'm actually trying to figure out the code that does that so I can modify it.

Dedede has the infinite in regular Brawl (or some variation of it) on (going from easiest to hardest imo) Dedede, DK, Bowser, Wolf, Samus, Luigi, Mario, Snake, Ivysaur, Charizard, and Yoshi. Snake, Ivy, Charizard, and Yoshi are the really hard to do buffer pivot infinite, Bowser, Dedede and Wolf are all ledge infinites, Mario, Luigi and Samus all requiring at least 1 pummel every 2 throws, and DK is just derp and incredibly dumb.

But yeah, been working on modifying that lgl code.

Pit has better options on stage now iirc (I'd have to check his page), MK really doesn't need the ledge and is obviously why it even exists, and Yoshi is all around better and doesn't need to rely on egg camping nearly as much to win. Water camping I disagree with as well... it's not a problem but too many people complain.

I should just make a code to make "jablocks" function like they did in Melee and eliminate the rest.
 

1PokeMastr

Smash Champion
Joined
Dec 10, 2009
Messages
2,251
Okay so.. I can count to 3 - 5 and get a free punish ?
I like the sound of this.. add in Damages and Etc.. Yeah.
This is great.
 

Peachy-Desu

Smash Journeyman
Joined
Mar 28, 2011
Messages
405
Location
Brampton, ON Canada
Well part of it was simply "remove all infinites" which basically anything that can infinite gets removed, no exceptions. It's really arbitrary to go "well Dedede can't infinite DK, but Diddy/Icies can keep their obscure infinites.

The ledge thing I totally agree with. I'm actually trying to figure out the code that does that so I can modify it.

Dedede has the infinite in regular Brawl (or some variation of it) on (going from easiest to hardest imo) Dedede, DK, Bowser, Wolf, Samus, Luigi, Mario, Snake, Ivysaur, Charizard, and Yoshi. Snake, Ivy, Charizard, and Yoshi are the really hard to do buffer pivot infinite, Bowser, Dedede and Wolf are all ledge infinites, Mario, Luigi and Samus all requiring at least 1 pummel every 2 throws, and DK is just derp and incredibly dumb.

But yeah, been working on modifying that lgl code.

Pit has better options on stage now iirc (I'd have to check his page), MK really doesn't need the ledge and is obviously why it even exists, and Yoshi is all around better and doesn't need to rely on egg camping nearly as much to win. Water camping I disagree with as well... it's not a problem but too many people complain.

I should just make a code to make "jablocks" function like they did in Melee and eliminate the rest.

If there was no LGL MK would plank for 8min and be a god... the fact remains that an auto get up if you grabbed the ledge 5 times in a row is stupid! Ike gets a free fsmash cuz he walls you offstage? Same applies to other characters with walling abilities.
Yoshis still egg plank in the I.C MU take take that away and Yoshi loses a huge adv.
You clearly have not watched Japanese Pit players to think they don't plank lol.
Infinites I don't have a huge issue with the removal of them... but naner lock I don't agree with removing.
 

Inle~Orichas

Smash Journeyman
Joined
Jan 20, 2009
Messages
323
Location
Toronto, Ontario
Just an assurance post, finally got the time to attend.

(Incidentally Dirt, I'd be willing to try these out, but I think we can all agree that Brawl- is the game we'd never get sick of playing out of all the Brawl Mods)
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'm not disagreeing with you on the lgl implementation Sean. I think it's far too arbitrary and a simple nerf to ledge invincibility would serve the same purpose and not hurt non-MK characters nearly as much.

Ice Climbers are the only character in it that have been radically altered from their vBrawl state... Like Nana's throws all input UThrow and they're focused around desyncing with Nana as a dedicated support character rather than a second Popo with buffs. They're... interesting but I don't like them.

And yeah I know about egg planking of course. I do have, shall we say, a cursory knowledge of Yoshi.


And yeah Inle, Brawl Minus all the way.
 
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