asianaussie
Smash Hero
funnily enough i had that thought as well
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It might also depend on the knockback of the hit. Which would also make sense with what you say, because higher damage causes higher knockback. Or, it might depend on if you tech during the knockback or simply while falling. I'm just guessing.You get up slowly because your percentage is high. And vice versa.
Im not sure what the exact percentages are though. It works like getting back up from the ledge slowly/quickly.
Correct me if im wrong.
Edit: a total guess yes
I'll look into it. I've done this before but don't remember the result. I specifically remember trying a lot with Yoshi lolMay i request a TAS check from you tambor?
I really wanna know if taunt cancel pivot edge hog is doable by every 'taunt canceller'
Not one "RAWR".Well I haven't played brawl in a good ~2-3months... But my favorite thing about it is how mind-games make up for tech skill.
I've done well in tournaments that I didn't even practice for and beaten others who I know were brawling all week. Sure being perfect in all your moves will win out, but when you aren't playing at the top level just being well aware of your opponent can lead you to win.
I think that's sort of what they were going for. Auto canceled aerials being the first thing that comes to my mind.
Actually I'll post this here and now. My views on the development of smash games.
First I'll say that I enjoy brawl but I tend to jump on the bash train as it has many things I do not understand...
In short: (green is positive in my views or wanted/accepted progress... blue is neutral... red is bad...)
64:
1. Huge hitstun
2. Huge shieldstun
3. No grab lag
4. Throws kill
5. Easy l-cancel
6. Limited edge grabbing
7. Lmited DI
melee:
1. Adjusted hitstun
2. Adjusted shieldstun
3. Added grab lag (intended or not i liked jump canceled grabs because it provided a more advanced way to reduce grab lag a bit)
4. Throw knockback reduced
4a. But ut oh here come chain grabs!
5. Tougher l-cancel (can't be spammed is what I'm referring to)
6. More ways to grab edges
7. More di capabilities
brawl:
1. Very little hitstun
1a. More reliance on approaches than combos following approaches
1b. Camping too viable
2. Heavier reliance on shielding
3. Grabs seem fine to me
4. More chaingrabs?
5. auto canceled aerials
6. Edge Sticking
7. Super di allowing some characters to live ridiculously long
8. New mechanic: tripping?
I think brawl started off in the right direction. I would have enjoyed it much more if there were still some actual combos (more hitstun), less need for camping, fewer annoyances like tripping and they should have either removed chaingrabs or made something so you can only regrab x number of times after a throw (chaingrabable throws) before they would always just be released out of reach.
It's late and I just felt like sharing this... share your opinions on the development of smash... I'm interested to read them later =] I hope I'm writing this well enough... lol..
I can't remember who but I recall someone putting it this way...
64: 5 stock 5 minutes (I'm assuming they're ignoring campfests)
Melee: 4 stock 7 minutes
Brawl: 3 stock 10 minutes
64: there's more action here.
Or something to that effect... GOODNIGHT!
64:
1. Huge hitstun
2. Huge shieldstun
melee:
1. Adjusted hitstun
2. Adjusted shieldstun
I don't understand. Do you want that in blue? Or what seems to be the problem? I feel that they definitely adjusted the hitstun in the proper direction of balance. No matter how meh you feel that it is. Did they not?
I think SSB64 hitstun and shieldstun is perfect... For me the best of this game (unlike melee) is the large amount of combos... Ok maybe there are some too easy combos but the problem isnt the hitstun, its some certain characters moves that connect combos too easily. And I dont get whats the problem with 64 shield-stun. Its not THAT easy to do shield breaks.I don't understand. Do you want that in blue? Or what seems to be the problem? I feel that they definitely adjusted the hitstun in the proper direction of balance. No matter how meh you feel that it is. Did they not?
edit: What I mean to say is they improved it, not that they perfected it... but yeah anyway I would love to hear some actual feedback on the subject.
Brawl:64:
1. Huge hitstun
2. Huge shieldstun
melee:
1. Adjusted hitstun
2. Adjusted shieldstun
I do enjoy it more myself, I just feel that they made good efforts in melee to balance it. And my view on shield stun isn't that shield breaks make it unfair, it's the amount of guaranteed grabs after moves because your shield is forced to stay up for so long. Which I honestly do prefer.I think SSB64 hitstun and shieldstun is perfect... For me the best of this game (unlike melee) is the large amount of combos... Ok maybe there are some too easy combos but the problem isnt the hitstun, its some certain characters moves that connect combos too easily. And I dont get whats the problem with 64 shield-stun. Its not THAT easy to do shield breaks.
I've heard of this before, and seen it in a few videos. I think it has something to do with your video plugin. If you go to options -> settings you can change your video plugin I suggest trying that. I'm using Jabo's Direct3D8 1.6 which works fine for me.Sorry to ask for help guys, but I'm running Smash 64 on Project64K and I'm having sort of a graphic error. Moves like fox's reflector, Mario's fireballs, samus's charge beam are showing up properly. Even the games shield isn't showing up. And I forgot to mention the hand cursor when selecting a char doesnt show up either. Any ideas how to fix this?
update ur gfx plugin to jabo3d8 http://www.mediafire.com/?bcc7ww6sd6dyltpSorry to ask for help guys, but I'm running Smash 64 on Project64K and I'm having sort of a graphic error. Moves like fox's reflector, Mario's fireballs, samus's charge beam are showing up properly. Even the games shield isn't showing up. And I forgot to mention the hand cursor when selecting a char doesnt show up either. Any ideas how to fix this?
I suppose it feels weird to me because i havent played melee in a long time, and the transition from a smash player to brawl makes it seem weird.Weird DI? It's the same concept as melee's DI(SDI seems more effective in brawl than melee though).
I think you're talking about momentum cancelling Soup.
They connect combos easily because hitstun is too long.I think SSB64 hitstun and shieldstun is perfect... For me the best of this game (unlike melee) is the large amount of combos... Ok maybe there are some too easy combos but the problem isnt the hitstun, its some certain characters moves that connect combos too easily. And I dont get whats the problem with 64 shield-stun. Its not THAT easy to do shield breaks.
I still dont agree. Take DK as an example. Huge hitstun but way harder to connect some moves into others than other chars like ... falcon. Thats what it should be.They connect combos easily because hitstun is too long.
Shieldstun is way too long and makes shielding a bad option overall. Usually if you get an aerial on the shield you're sure to get a grab.
It's way more balanced in melee, you can pressure the shield but it's hard, you can combo but you have to read the other.
I play a lot of Btt and there I use it very often to get to certain targets/platforms. So I wouldn't be surprised if it is worthy in some situations in a match.One thing that I've been thinking about recently - we all know that the first jump with any character is higher with the control stick than with the c-buttons, but I always use the c-buttons exclusively to jump (as I suspect most others do as well). Considering that the stick jump results in a different position, are there some useful applications for combos and stuff using the stick instead? Does anyone here actually alternate between a stick jump and a c-button jump depending on what the situation calls for?
Lolwut? "too long?" Who or what decides what amount of hitstun is too much? SSB64 hitstun allows for more combos that are more exciting. Shielding comes in useful in many situations, and "balanced" doesn't mean **** in the context you're using it in.They connect combos easily because hitstun is too long.
Shieldstun is way too long and makes shielding a bad option overall. Usually if you get an aerial on the shield you're sure to get a grab.
It's way more balanced in melee, you can pressure the shield but it's hard, you can combo but you have to read the other.
ShhhhhhhhhhhhhhhhhhStick jumping is very useful Firo. Just an example, running fox or link full jump won't work when you're trying to get ontop of a platform, but when you do with stick jump it's EASY(and useful :D).
Try setting the control stick to various ranges on Project 64, and at a low enough range you'll get a short stick jump, somewhere between a c-button short hop and a c-button full jump.I thought you couldn't short hop with the control stick :S