kupo15
Smash Hero
I think I found out launch angles are not interesting as melee or why moves just act boring as hell.
i think that while you are in hitstun, brawl does not take into account the launch angle from that move when calc the launch angle of next hit. I found this out through my study of ganons dsmash while trying to fix it. Melee ganon dsmash, if I just hit with tthe back foot they always get sucked inwards like the first hit but at low percents if both hits connect, the second hit knocks out NOT in. But , the higher the dmg is the more you are sucked in.
This is what i mean. The first kick is a set kb so it sets up the second kick. The first hit doesn't change but the second hit does scale with damage and gets stronger. It seems as if melee takes the launch angle of both moves and makes a brand new angle. At 0% the first kick is stronger than the second so it uses more of that launch angle than the second hence why the second sends away. But at higher percents, the back kick is stronger than the first kick which is why it sends inwards. I even tested at 999%. The solo back kick and the combined kicks sent the SAME way. This means that the game must have thrown out the first kicks kb angle because the second kick was far stronger that you only got launch angle from the second hit.
Brawl does not do this. I set the back foot at an inward angle and at 0%, it still hit in. This MUST mean that brawl doesn't even take the old launch angle into account at ALL and only uses the newest angled hit. So instead of using more influence from the stronger hit during hitstun, the weaker hit will still over ride the stronger hit and will apply its launch angle only.
However, there is one weird thing where if you hit someone with pits arrows right after a strong attack by another player, they will just take damage and keep the same trajectory they are sent. So I'm not sure the exact circumstances this works. It might be just multi hit moves
Yet another reason to hate brawl. If we can make a code to fix this, brawl+ will be a LOT more interesting.
i think that while you are in hitstun, brawl does not take into account the launch angle from that move when calc the launch angle of next hit. I found this out through my study of ganons dsmash while trying to fix it. Melee ganon dsmash, if I just hit with tthe back foot they always get sucked inwards like the first hit but at low percents if both hits connect, the second hit knocks out NOT in. But , the higher the dmg is the more you are sucked in.
This is what i mean. The first kick is a set kb so it sets up the second kick. The first hit doesn't change but the second hit does scale with damage and gets stronger. It seems as if melee takes the launch angle of both moves and makes a brand new angle. At 0% the first kick is stronger than the second so it uses more of that launch angle than the second hence why the second sends away. But at higher percents, the back kick is stronger than the first kick which is why it sends inwards. I even tested at 999%. The solo back kick and the combined kicks sent the SAME way. This means that the game must have thrown out the first kicks kb angle because the second kick was far stronger that you only got launch angle from the second hit.
Brawl does not do this. I set the back foot at an inward angle and at 0%, it still hit in. This MUST mean that brawl doesn't even take the old launch angle into account at ALL and only uses the newest angled hit. So instead of using more influence from the stronger hit during hitstun, the weaker hit will still over ride the stronger hit and will apply its launch angle only.
However, there is one weird thing where if you hit someone with pits arrows right after a strong attack by another player, they will just take damage and keep the same trajectory they are sent. So I'm not sure the exact circumstances this works. It might be just multi hit moves
Yet another reason to hate brawl. If we can make a code to fix this, brawl+ will be a LOT more interesting.