Epic Kovumon
Smash Journeyman
I never thought that Brawl would have so many problems that they would make different versions like they're doing.
I guess Sakurai really ****ed up.
I guess Sakurai really ****ed up.
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Slashy, stfu, you're an idiot.You *******s are trying to steal our popularity. Don't you dare contact a popular news site and not mention that this is merely an OFFSHOOT of Brawl+ because you are using code made SPECIFICALLY for Brawl+.
We don't mind people coming up with creative offshoots for Brawl+, but please do not give the impression that you exercised this concept of balancing Brawl first.
http://nintendo.joystiq.com/2009/06/30/fans-rewrite-brawl-to-balance-characters/
Bolded: Shows exactly how much you know about Brawl+.Thank you guys so much for doing this! I cannot express how glad I am for this, I never truly liked the idea of Brawl+ because they never really balanced anything they just changed it.
Brawl+ is not about balancing Brawl, WTH are you saying?You *******s are trying to steal our popularity. Don't you dare contact a popular news site and not mention that this is merely an OFFSHOOT of Brawl+ because you are using code made SPECIFICALLY for Brawl+.
We don't mind people coming up with creative offshoots for Brawl+, but please do not give the impression that you exercised this concept of balancing Brawl first.
http://nintendo.joystiq.com/2009/06/30/fans-rewrite-brawl-to-balance-characters/
Slashy is an idiot, just ignore him, he doesn't represent ANYTHING.Brawl+ is not about balancing Brawl, WTH are you saying?
Three things.I could find you quotes by Seibrik (placed 9th at Apex) that say why tech chasing is mostly a waist, and why you should just bthrow. Also, you forget they can tech and hit us, so that makes 5. 5 options to 1. Taking out DDDs chain grab is like taking out Wario's aerial movement capabilities.
When an opponent sees you waiting to grab them, they go for the edge or deep in the stage. The dthrow spike has impossibly limited options, and is just as limited and for show as the Luigi dtaunt spike.
It is not impossible to take the infinite out, while keeping the chain grab.
I don't need to play in this one, I've played in Brawl +, I main DDD in vBrawl and have played against non-chaingrabable characters, not to mention I watch every high level play DDD video, because I run the DDD video thread, and tech chasing in the highest levels does not happen successfully anymore.
Taking out the chain grab is something out of personal spite for chain grabs, and less for balance. DDDs non-infinite chain grab does not hurt balance.
Edit: something important I wanted to ask. If you know what "phantom lag" is (also known as Triple Jump Glitch, or RCO by the Ganondorfs) did you do anything about that?
This might be controversial, but we decided for the time being to leave this in. Ganons in particular already plan around it and do things like side-b the ledge. I would rather buff Ganon than remove a weakness just because it is a glitch.I think you guys forgot to include the triple jump glitch fix. The one that eliminates recovery carryover lag.
But these TECHNICALLY aren't trip moves, they are "slip" moves like Diddy's bananas! That means they *can* double slip.When you hit someone with an auto trip move twice they don't trip a second time. How would a move trip infinitely just by being fast enough to hit before they can roll away?
Yep, it's a reasonably realistic move. However, it's still very slow on startup, unlike Ganon's, and DK has Giant Punch. Testing so far has been favorable about the Yoshi fair change, I hope more people paly around with it and try new things out. It's really intended to be a threatening pressure tool.I also find it weird that Yoshi's Fair pitfalls people when it would be a better fit on his down b. DK and Ganon both have to commit to a laggy move for that kind of reward while Yoshi can DI during it and double jump away from a short hop Fair.
What gives with Sonics classification lol?
MAJOR buffs, GAME CHANGER in the form of a buffed spring spike (which already spiked) which is completely avoidable by MC'ing and +1 damage to some attacks? thats hardly any more than the characters who received 'minor buffs'. seriously take a look at one second to the degree of changes other characters in his rank got compared to him. Who are you trying to fool here lol?
Imo... switch the damage boost from dair to uair. uair is far more useful, increasing the damage on a hardly used attack while barely touching a comparatively weak, very useful attack is pretty pointless imo :/
removing jablocks is also silly. They are extremely situational and require a degree of skill on one players part and the enemy not DI'ing etc correctly to land it. Why remove it? a perfectly legitimate tool to be used by certain characters gone because... why? top tier characters like mk, snake, wario etc dont have jablocks therefore all the low tier characters who do are unfair?
I really dont understand whats is being 'balanced' when you buff high tier characters, (including wario, no GR = how hard is it going to be to KO him now) and barely even touch some low tier characters. this may close the gap between MK and falcon but it certainly doesnt look like lower tiered characters are going to be made the slightest bit more viable with such tiny changes to many of them
First, Sonic isn't a low-tier character anymore, even in standard Brawl.changes that make a differece:
Ike is now almost completely ungimpable unless you counter aether
changes that dont make a difference
make a few, rarely used attacks do +1%
the degree of changes doesnt really bother me atm since this isnt exactly a final version, but Sonics 'buffs' are clearly no where near as good as any character in his rank, and are worse than some characters ranked 'a few minor buffs' (possibly wolf and ZSS).
Stale moves is a very important part of Brawl, because it adds a layer of resource management. Instead of just throwing out whichever move would be best in any given situation, you have to consider saving the move. This project does not seek to remove depth from the game, only imbalance.1)is BBrawl gonna keep damage decay? i feel like that was an unnecessary obstacle that hurt characters alot more than helped.
2)camping was one of the things that really made regular brawl suck with characters like MK and snake; how does reduced knockback to a few moves bring an end to unbalanced campy ****fests?
Buffing the chain would have no effect on most characters and a TERRIBLE effect on others, especially Ganondorf. It's a bad idea, and if Sheik is to be buffed in the future, I would prefer to look at other options.Can you improve Shiek's whip so it's actually useful?
Fueled by irony!falcons game changer is trippin people.
l-o-l
It is disruptive, for sure. Initially, testers were split on if it was a good idea or not. However, after playing with them, testers greatly prefered the new behavior.Is it not possible to give moves a chance to trip? Because I find forced drip on moves that didn't have it previously a terrible change in gameplay. I wants sex change back.
The thing is, the grounding effect fits into that tech chasing game I just described. Jekyll started grounding people out of side-b get-up-attacks, and absolutely wrecking them! Landing even one grounding down-b is incredible damage and will let you KO above 75% or so, and side-b and tripping d-tilt make it a realistic move to land.Also, while I like the push on quake I don't think that having wizkick apply pitfall is worth losing the meteor. I've always found it far more useful in vbrawl and b+ to be able to kill up with it than have a permanent spike. That's what I use dair for...
Most high-level Wario mains were surprisingly apathetic to the grab release change. "Who cares, I don't get grabbed 'cause I'm Wario." It think they were exagerrating and it is a legit buff to Wario, but it's not the biggest deal.I disagree with some changes. Removing Wario's grab release makes him the best character in the game, because all his bad matchups (D3, Marth, Peach) are based on the grab release.
Also, G&W's bucket braking should be removed to balance him, IMO...otherwise, he's a lot better as his counters (MK and Snake) are nerfed.
But I really like the idea.
I really do think fair is a Yoshi buff that people need to try. It looks bad on paper, but in practice feels natural and lets Yoshi pressure and KO better. It compliments his bair nicely.I'm fine with the buffs I've seen with Yoshi. However I see that some of them kinda should've been justified in other spots (like the Fair buff). If I need to either argue for the thoughts I think would help Yoshi be a much more viable character, then so be it. Hell, I'll even test it out for you if you need the help.
As far as I know, Yoshi's throws, and the SDI on his Dair should've been improved.
Jigglypuff is already faster in the air (horizontally) than Wario. Wario is faster vertically, but so is every character in the game.wario's aerial friction should be nerfed in order to make him move around a little less than jiggs imo. jiggs is the quintessential aerial floaty character, it makes no sense wario is better at it.
W-wow... I'm shocked about this. O_O
Uh... you said you removed grab-release chain-grabs. How so? Did you reduce the amount of grab-release frames? Can I still chain-grab with Yoshi?
Yes, this is similar behavior. Yoshi does not fall helplessly after Egg Roll now as part of this, letting him use it to "Egg Brake" recover like G&W.I'm confused by what you mean by "refreshes." Does that mean that you could double jump, egg roll, and then double jump again, kinda like Falcon's/Ganon's down-B in Melee?
First, thanks for the testing and feedback! This is great!First impressions after an hour and a half of playing this!
-Falcon's pummel is hilarious, awesome job on that XD
-Luigi's fireball doesn't need to be that fast, it's kind of ridiculous.
-Why didn't Mario's fireball get a speed increase? I think he needs it more?
-This is just a personal opinion, but I don't think anyone would object to Jigglypuff's rest getting buffed a little.
-Is MK's mach tornado faster? I don't really play him but when I tried him it seemed like changing directions happened faster (which was kiiiiind of silly). It could just be my imagination I guess.
-Temple. I'm not sure what's going on there, and I'm also not sure if I like it. The cave was my favorite part, but that's a personal thing (it's fun to practice teching)
-Ness's PK Fire is really good now, maybe too good?
That's all I remember at the moment.
All in all: Fun, exciting, looking forward to watching this progress.
Ike's problem was mainly one of mobility, which included recovery. Ness's recovery is bad, but he doesn't suffer from that larger, fundamental problem. For that reason, we can stick to buffing Ness's strengths so he can remain a unique character. For example, there is no reason to buff Olimar's recovery, and his is much worse than Ness's.Great idea guys good luck with this proyect... I just have a couple of things I think can be really useful to add:
1) I agree with Winnar, you should buffer at least a little Jigglypuff´s rest
2) Maybe do something similar to Ness´ PK Thunder as you did to Ike´s QD. I still thinks is unfair for poor Ness to have such a bad recovery, maybe you can exchange one of Ness´buffs like Ness dthrow with a buff in his recovery
I'd like to touch on my main briefly.
These changes betray a bit of a lack of knowledge of her metagame. Peach Bomber is considered virtually useless in play, and never used in tournament except to slingshot off pillars and refresh moves, and for recovery (not as an attack). Forward smash, meanwhile, is not used for kills. The low cooldown of it and the raised angle make it an ideal anti-aerial spacing tool, and it is abused to shut down Marth (Stutter step a Fsmash backwards if he tries to tipper a fair, he misses and gets fsmashed).
As such, increasing fsmash knockback does little to increase her kill potential. She'll still find Snake living to 250% every stock, and in fact be very little changed.
Kill power IS her biggest problem, however.
I'd suggest, rather (or additonally), either reducing the lag frames on her airdodge (she has the worst airdodge in the game by a ridiculous margin), or instead buffing her fthrow (her throw game is virtually useless once the opponent passes 50% or so, and fthrow doesn't kill G&W until 200% FRESH, I've tested >_<).
In fact, I think increasing fthrow kill power by 50% or more is the best option. Peach is really good at lining up grabs with her ability to autocancel all her aerials and punish spotdodges, but she can't do anything out of the grabs after the opponent passes 50% and can't be combo'd into a utilt or chased into anything from dthrow, and we just bthrow for damage.
Since Peaches never, ever use either fthrow or uthrow, they seem ideal for a buff. And Fthrow was a Melee kill move that was nerfed.
Buff her airdodge (bettering her defensive game) or give her an fthrow that kills G&W at 150% w/DI instead of 200.
Praxis, first I want to thank you for your input. I mean this. I am actually specifically worried about Peach personally, and intended to post in your general discussio nat some point in the future.If you want to make Peach's Peach Bomber useful, make it impact shields. The reason it's useless is that if the opponent shields, Peach passes through them harmlessly, then lands with a lot of lag. They just shield the easily-visible move, then punish with anything they want.
If the Peach Bomber interacted with shields, Peach would safely bounce off a shield, requiring a spotdodge or an attack to actually punish the Peach Bomber. THAT would make it useful.
It just seems to me that the changes you made will make zero difference to her metagame...I might get one kill in the entire set with fsmash, usually not even that...and I never use Peach bomber, except against Olimar (since the bomber interacts with Pikmin and isn't punishable as Peach bounces).
You can't increase the knockback of throws?
Oh, she's got one other useless move, if you want to look at buffing- Dtilt. Dunno if you can do anything with it though haha. It's got a tiny tiny spike hitbox inside her body- I've only actually landed it once, ever, and on accident at that as someone jumped through me under a platform.
EDIT: What about a ftilt buff? I don't use it particularly often and sometimes end up using it for kills because it's the only thing still fresh and end up killing MK at 160% or so with it since I haven't used it the entire match. Bump its knockback up 10-20% and it becomes something to save.
Or just leave her the same and increase the frequency of dot-eye and stitchface pulls. LOL
I know I'm suggesting a pile of things, just pick one XD
Regardless, I like this project better than B+.
Well, it is now!Yeah, I'm with Praxis in that you guys don't really understand certain character's metagame...
ZSS's F-smash is not a kill move, and it never will be, it is far too punishable. It's not used because of terrible starting and ending lag. It still won't be used if it's a bit stronger.
If you want to buff the move, remove some lag. Otherwise, the buff I would suggest is make it so jab 2 combos into jab 3.
If you want to give her a better killing power, increase the knockback of bair, fair, or down-B
First, you are preaching to the choir about changing have multiple effects. And their is not just 2 sides to the coin, there are 39!Ike is gonna stall like a MF if this code ever is used in a tournament. You say you want to keep character weaknesses (when Praxis talked about Peach's nonsensical air dodge) but then you give someone with one of the worst recoveries in the game, one of the best ones? Ike could travel under too many level with Brawl+ gravity and no helpless fall on side-b, can you imagine what it will be like with regular Brawl gravity?
I do want to offer a word of wisdom:
Remember there are two sides to every change. A seemingly good change, like Ike's QD, sounds great on paper. Ike gets a lot of cool off the stage antics. But you have given him a massive recovery boost and a new tool that can be used for stalling.
The fact ROB got no changes at all kind of scares me...he has absolutely no way to get kills at high levels of play. The opponent HAS to seriously mess up for you to get a kill.
ROB benefited more than almost anyone from the nerfs MK recieved, and he likes the Wario nerfs too. It is also very uncertain how much some of the low-tier buffs will impact him, as well as how ROB will perform on stages that are now playable. There is a lot of unknown about ROB in this new meta-game, so for the time being we are playing it safe and waiting to see how ROB does. In testing he has done at least decently, I personally doubt he would be "low-tier".While I approve of the idea of balancing Brawl, I find it unlikely to occur on any standardized scale.
Although, just FYI, ROB is pretty bad. He currently has to be psychic to get any KOs that his opponents don't actually GIVE him. He needs some sort of move change to one of his potential KO moves to compete in todays metagame, let alone one where everyone else is improved.
Sadly, we can't change throws.Hey AA (and Thinkaman, of course),
We had a fairly good discussion on Ike on IRC and I (as well as a few other quality [not that I am calling myself a quality user] users, of course) had a few ideas that could go further in addressing your goal so as to "address Ike's weaknesses". We essentially came up with a few things which I'll place into "supported" and "We'll see if it works out" categories.
The main weakness we wanted to deal with was the immense ease with which it is possible to shut down Ike with proper shielding, lowering defenses only to combo Ike and then retreat. I'll list what we came up with that we think are very tame options that'll make Ike somewhat of a threat if he grabs you.
Supported:
1) Increase Ike's pummel damage from 3% to 4% and give it a cannon sound (just for kicks, haha). This serves to give him a way to refresh his moves and increase the damage his overall throw game does.
2) Make Ike's Down Throw work like Game and Watch's Down Throw in that it becomes a weak meteor that the opponent can tech and Ike can then tech chase. Increase the damage by a bit, to like 8% or 9% or so.
3) Ike is really bad at dealing with well played hit and run tactics and I feel that giving him Roy's counter would help in that regard. Make the countering frame from 8-23 with the same cooldown frame of 58 or whatever it was. This makes it faster but it lasts less (15 frames) and has a ton of cooldown. Increase the damage to 1.5x, give it fire (optional, of course) and give it Roy's weird trajectory to give Ike something to deal with hit and run.
4) Ike currently has a 0-60% combo on Bowser that is pretty scary, if nothing else. I feel it's only fair to remove this by adding a very tiny bit of knockback to Ike's Back Throw. I think 1% more will do the trick well enough.
We'll see how it works out:
1) Ike's weak grab game could possibly be improved by giving him an Up Throw that does 12% damage, but this needs testing to see how it works out.
2) Likewise, Ike's Forward Throw could be made into a kill throw but, once again, it must be tested.
With these changes I believe that he will truly come to about "Diddy" level as those weaknesses won't be as glaring. He'll still have his bad assortment of flaws but they'll be mitigated somewhat.
Finally I must admit that you did an amazing job with Quick Draw. It opened up so many possibilities that were so easily capable of being done in Vanilla Brawl it's almost mind boggling as to why they didn't do it.
Wario's grab release problem was polarizing his matchups though, which is the opposite of balance. Peach's is more of a general weakness. Like I said to Praxis, if Peach is shown to need further buffs (which is extremely possible), I would prefer to have Peach mains test buffs to their existing playstyle. We'll see how it goes, once there is enough experience on the table me and Ampharos will be happy to sit down the Peach (and other character) mains and discuss where their characters stand.Also, if my opinion counts for anything, I'd say fix Peach's AD before any other change. Wario had a quirky weakness to grab releases (more so then anyone else) yet you fixed that. Grab releases could be considered a crippling weakness, I don't think asking for Peach to have a fair airddoge is that much to ask for.
We can't change counter sadly... (I'm going to disclose that I originally wanted to...)I'd like to recommend that ike's sword attacks do significantly more shield damage. ike loses fundamentally to shields much more than his speed or recovery. If you're going to attack ike's weaknesses, make shielding his attacks harder.
also requesting that his counter has the same frame usage and knockback as marth's. if anything, marth still makes better use of it due to his running speed. at least it wouldn't be a wasted move.
edit: can we make aether true to the game where ike heals half the damage he deals? lol.
First, 175% sounds a little high. We didn't nerf it all that much, since we knew Snake was "very sensitive to u-tilt changes" as Ampharos put it.On another note, I get that this was kind of the point, but I feel that snake's up tilt downgrade was too drastic. In regular brawl I always erred on the high side of % to up tilt my opponent, generally doing it 20-30% later than I should, but I was kind of taken aback by seeing toon link only die to my up tilt at 175 after connection, that was kind of pushing it.
Thanks for playing with this and offering your input! I hope you get some matchup experience to share too, in the future; this is good stuff.I just got done testing this thing (done on FD at the center point with a Mario set to control with no movement from the other player of course)
I have several things I found cool about it...but I'll just start with my mains...
Ness' bat new kill range from your damage buff...
71-116
It still sucks as a move overall...to compare DK's Fsmash kills at 72-78% and they pretty much come out on the same speed (but DK's has more range as well) Lucas' kills at 92% as well...if you wanted the counter example...
This Fsmash buff is overall better than some of the others I've seen though (one had a kill range of 58-73%)
PK Flash's kill power
The lowest point is at 41% when it is at full power...which is good...overall I don't have any issue with this buff...to compare PKT2's strong point killed at 33%
Overall I don't see the point of the yoyo buff...people can still avoid the large hit on it somewhat...personally IMO if you wanted to fix Ness' yoyo you would have to break some of your rules when it comes to movement speed IMO (the move just comes out too slow and recovers too slow)
I feel you should have buffed Ness' air game more...
The PK Fire buff seems ok so far...however I'm not 100% on it yet...
Also...I'm aware that you guys aren't really willing to change certain things by that much except for in rare cases like with Luigi's fireball...but have you ever looked at just how bad Ness' magnet truly is?
Looking into Lucas...
His jab combo doing 12% from 10% is badass...he already had a 2 frame jab and you just made it that much better...
His Bair can kill sooner and the spike is a lot stronger as well...personally I feel Fair would have been more deserving of that kill option as far as % goes...but whatever
PK Fire snipes better because of the damage buff of course...
I really think Ftilt could use a buff...it is a great move already...but it could be better if it did more %...
Also...Lucas' pummel was the best one in this game already...and it can always be better as well...
I don't really care much for PK Freeze's buff...
It isn't like PK Flash...where you can kill them at 41% if they **** up with you...granted it could maybe gimp now...but the move has a slower warm up and longer cool down time when compared to PK Flash's...so even the mind games for the Freeze are more limited (plus PK Flash has a much better vertical range going on it as well)...
My point is...you don't have to hit with PK Flash for it to have some use (even if it is limited) but with PK Freeze...you do have more pressure when it comes to landing the hit with it...
Also...their Dtilts have a high trip rate already...why not just go all the way with them?
Also...would it be asking too much for the official code sets to have the texture hack codes in them?
You really need to try playing with this Bowser before you start dissing it.About Bowser, buffing the DAir seems like an excellent way to help him, but without changing startup or lag there is no point.
Bowser DOES NOT need random damage buffs. If you wanted to buff something besides DAir, try ungimping his FSmash so it kills as early as other heavyweights. Add super armor frames to Bowser Bomb to allow us to bomb the ledge and thus get back on stage easier.
Bowser does not have problems dealing damage.
Bowser will be doing an average of 5-10% more damage a stock, and killing with all those moves about 10% sooner. That's a big deal.
Furthermore, dair is one of the best shield pressure moves in the game. If their shield isn't full and they are blocking, this dair will demolish them. It can do over 40% damage! It also safely knocks away when it is done, which normally shield stabs even when the rest of the hits were blocked.
Why do you think this topic exists? I've said a million times that we was feedback, feedback, feedback.Between the two of you you can't possibly main all the characters so I have to say that I doubt that this will meet any success until you get more people on board (IE actual mains of the characters you change)
You might be surprised how much of an impact the smallest of changes can have. A tiny nerf to Snake's u-tilt, and there are already someone in this thread saying they think it is too much. The fact is, our multiple playtest groups, of good players, have had good things to say about the changes. We're not going to release some busted version where Falcon auto-kills everyone and Meta Knight is worthless. Changes have to be small for the community to be able to "digest" them and gradually get a feel for the impact they will have. I already worry too much about big changes like Ike's, and spend an extra amount of time focusing on those.Also I think you're much too conservative to possibly balance all the characters. The balance gap was not small in Brawl, and you need bigger changes to make a big enough impact to do more than make a game only slightly more balanced than Brawl (and thus not worth it to switch to).
KO out of d-smash.BTW, the only way to make fsmash worth using is to make it faster or let it start combos. We'd still never, ever use it even after the buffs you gave it.Trust me, the move is worth using now. Of course, the experience players like you are able to offer is far more valuable than my words; give it a try and se what you think.
I actually played a lot of Falco last night, and a lot more against a Falco main. Falco isn't bad at all, b-throw to bair or uair is really obnoxious damage. It can be avoided, but it's still good damage and Falco can generally chase people trying to DI out.taking out chaingrabs is stupid, they were even in melee
I dont even main falco but hes going to be a horrible character now
Try it before you make automatic assumptions.
Yoshi's Egg Lay actually counts as a grab/throw, so we have no way of changing it. A shame, since it was a move early on I was interesting in changing.That being said...can the height of yoshi's egg lay be lower (When the egg comes out it goes up pretty high)
just a note for those of you who are apart of this project; please don't associate slashy's behavior with the rest of the brawl+ community. he's had quite the track record when it comes to doing/saying.. stupid things. his behavior is not encouraged by anyone with half a brain that enjoys brawl+ and i hope that you can disregard any further stupidity he may cause you guys in the future.You *******s are trying to steal our popularity. Don't you dare contact a popular news site and not mention that this is merely an OFFSHOOT of Brawl+ because you are using code made SPECIFICALLY for Brawl+.
We don't mind people coming up with creative offshoots for Brawl+, but please do not give the impression that you exercised this concept of balancing Brawl first.
http://nintendo.joystiq.com/2009/06/30/fans-rewrite-brawl-to-balance-characters/
Uhhh...yeah, it is. What's the point of having a better Brawl if MK is still broken and the low tiers don't get any better? Brawl+, as far as I know, has two main goals:Brawl+ is not about balancing Brawl, WTH are you saying?
Unless the knockback is substantially better than side-b, back air, or forward air, the 45 frames of lag at the end and the 20-something frames of start-up are a major deterrent. Understand that ZSS has no problem killing right now. Sometimes she has to wait until a slightly higher percent to get the kill, but forward smash killing earlier won't fix that because forward smash is bad for reasons other than kill power.If ZSS mains refuse to use the fsmash like this, they are refusing to use a quality move.
You are not properly comparing it to the rest of her moveset. It's not rewarding to use because side-b always does it better, even if it's decayed because it's safe on block and has less lag. If you're trying to kill or if you're trying to build damage, you always have better options unless you're saying the move kills at obscenely early percentages, earlier than her down-b kick or side-b (which I doubt).It doesn't have to be fast. It doesn't have to combo into anything. It has obscene range so when it's rewarding to hit with as an independent unit; it's a good move. A statement like that is kinda frustrating for me. Presume we lived in a world wherein standard Brawl King Dedede's forward tilt was unsafe on hit and only did 2% damage. Obviously like that it would be useless. Would you say then that it could only be useful if we made it faster or it comboed into something, or would a version that is the same speed as always that was rewarding enough to be the beastly spacing move we all know and love (or loathe?) be adequate? ZSS's fsmash is in this same boat. It's a spacing move and an independent damage dealing move; I'm not sure why a move that fulfills two useful functions like that wouldn't be used.
I'm assuming this was specifically targeted toward me, but branched out because it's very likely other people feel that way.And I don't think some people understand the concept of this project. Small tweaks aren't going to instantly make every character level out and be on the same playing field, that (should) be obvious. Instead you're slowly working on taking the existing character and ironing out the rough parts until they are more viable.
I looked through the first half of the thread and didn't notice anyone ask this, so I thought I'd ask out of my own curiosity.
Has there been any consideration to nerfing the cars on Port Town Aero Dive? The stage is already pretty viable, but I believe a lot of people's reasoning on not carrying the stage as a CP is because of how badly the cars can punish you. Doing such a thing would then possibly quiet a good deal of naysayers, and if this ever did become tourney viable, people wouldn't be so quick to ban it. And that's always good imo.
We're very, very interested in doing this as soon as I can figure out how.lol i like the idea of toning don the cars. more than anything make their knockback the same as the shy guys on mario circuit
No DDD infinite is a big deal. We'll see how DK fits into the changed metagame and go from there. I hope you can be a part of that!Almost upsetting DK didn't change at all. But then again, he didn't really need to.
Sadly, we currently have no way of changing them.Just wondering, Since Ike's bthrow CGs bowser and fthrow wall locks, how were they changed?
Well, before the stage wasn't even playable at all. Now it's an interesting counter-pick grade level, with a high ceiling and worse recovery for characters that really prefer to recover low.Merely placing my thoughts.
the removal of the cavern in spear pillar is kinda...lame >.<
The map feels SOOO small now, and the cut off is huge, a downward hit can be immensely powerful here.
First, I'm not sure what you mean about the frame speed modifier. We've used it for multiple things; fixing locks, grab-releases (both), pikachu f-throw, and more.Okay, after watching Rykoshet's Pirate Ship match (see here: http://www.youtube.com/watch?v=jtTg_Vcuv60) this is what I have to say about the swimming.
You have completely crippled Ganondorf there and possibly other characters who do not have as long as swimming durations as other characters. Of course this stops stalling in the water but, it is still bad execution to some extent. For one, this stage is probably now one of Ganondorf's WORST stages... as once you get him in the water or lure him there, he's dead, he's gone, bye bye. It's actually completely unfair to Ganondorf because he does better in the water some times than on land due to his Dair and Down B. Now you have completely crippled his options in the water, and due to the amount of time it takes to resurface for Ganon, by the time he does, he's already drowned. That's totally unfair.
How to remedy this? Make everyone's swimming duration the same amount of frames (using the frame speed modifier, which you guys haven't used ONCE yet) and then make the change to flailing being drowning. It makes water stages WORSE for probably most of the characters, especially Ganondorf, which was completely not a good idea.
Good idea, bad execution imo.
I would very much like to do this, but have no way of changing the parameters that control timing on drowning states. (Relative to %)hmm make the 90% instant drowning a tad longer like half a sec to 2 secs to jump out
This is true. Actually, I can do it quite often. Someone I was playing with last night was doing it from his first try, and wondering what the big deal was!90% instant drowning is 1 frame to jump out lol... so i've heard
We decided to target Snake's jab for a secondary nerf alongside u-tilt, in order to keep f-tilt in-tact and perserve Snake's identity better. We'll see what additional testers think of how this impacts Snake once more people get playing. I hope you can be a part of that feedback!I totally support this project.
I'm curious though, as to why you would reduce the knockback on snakes 3rd jab if so much of the cast can powershield it by just holding shield. Unless it's spaced right on the tip of the first jab.
Quite the opposite; we are simply trying to continue down the same road that he started. If he hadn't put as much thought and care into the game as he did, this would be futile and impossible.I never thought that Brawl would have so many problems that they would make different versions like they're doing.
I guess Sakurai really ****ed up.
DX is already the designation used instead of "Melee" for that game in Japan, lol. It might not be the best choice.SSBB DX
Your concern is not unwarranted. We really want to see where these changes put Pikachu before we figure out where to go next. I hope you can play with it some so you can offer some input.As a pikachu main, i'm kinda worried. A lot of Pikachu's Matchups, and hell, DEFINITELY his tier placement are due to his CGs. YOu took away a MAJOR part of pikachu's game, and gave him...nothing. That definitely drops him to WAY below diddy level, considering pikachu wasn't there WITH the CGs. You should at least buff something like damage on fair and D-smash. Hell, you could even make it harder to DI out of D-smash, but have the last hit NOT knock you straight up so we can't use it as a guaranteed thunder chase, and also increase the damage per hit. CGing was a major damage racker against 80% of the cast, and now he is lost because that was taken away. I haven't played it so i don't know from experience, but somebody please inform me on what was done to make pikachu playable. I mean, he can't even grab COMBO anymore, which was used against EVERYBODY. People who pikachu couldn't CG, he could always F-throw Usmash for a good 24%, which really helps him. Without it...he is either going to have to camp more or get in close range more without the opponent fearing getting grabbed...
I don't think it is required at all to change hitbox size, or even attack timing. People are used to the sizes they are, and they work. The game is enjoyable and frankly reasonably balanced as is. We are merely iterating upon the same path.I'll just give an overall opinion in its entirety.
This project has potential. It really does. It's a preview, and I do like some of the changes
However, its main goal really seems to be holding it back A LOT. The overall goal that "no one should have any problem moving between standard Brawl and Balanced Brawl."
As it is, you're limiting yourself to only fixing the most glaringly obvious flaws. However, if you want to make "Balanced" Brawl as balanced as possible, you have to make some hitbox modifications.
But the overall goal prevents that. Why does Wolf's nair never work as it should (literally no hitstun)? Why can a person punish Sheik's fsmash by not performing DI and just shield in-between? Why is Toon Link's fsmash not even considered a move by some because you can get Dragon Punched/Dolphin Slashed/Rested out of landing it?
Why are Snake's tilts not reduced in size somehow? Should ftilt 2nd hit really be the longest ranged move in the game? With that kind of animation? In such a defensive-focused game?
Given that you are talking to someone who has had an amazing fun 16 months with Brawl and won over $1000 with Jigglypuff, your words kinda fall short.These are the little problems, that add up to making the vBrawl experience EXTREMELY poor for some people unless of course...
you used a S tier.
This is a legit observation. We intentionally took an ultra-conservative "wait-and-see" approach on the upper-mid and lower-high tiers. Given that we are nerfing 3 characters, changing the chaingrabs on 3 more, and buffing the low tiers, and drastically increasing stage viability, it is uncertain just what the overall impact on these characters will be. Only legitimate playtesting experience by many skilled palyers will supply the data needed to make properly informed decisions.Also it seems like you guys kinda had trouble trying to balance anyone in the middle of the spectrum (Peach, Toon Link, etc.). Buffs like Peach Bomber and better grounded UpB, which are like literally borderline useless/situational moves. The goal is to become as good as Diddy, but it seems like a lot of characters that are truly "mediocre" don't get anything too helpful. It doesn't fix their problems and really just seems to sugarcoat them instead of improving them.
Why do you think this topic exists?Finally, I really do think you guys should take more people under your wing. I really can see there wasn't enough input here and there. And a team of two similar-minded people won't make this project truly live up to its name.
No, it wasn't specifically targeting anyone. I think they are trying to specifically avoid hitbox changes in lue of damage/knockback changes so that no one has to relearn spacing. That the moves are fundamentally the same, just less effective. Like Snake's utilt. I think making it weaker but still rigged in range was a superior alternative to making Snake work really hard to land a utilt for the same reward.I'm assuming this was specifically targeted toward me, but branched out because it's very likely other people feel that way.
It's a preview, a consistent WiP, just like the other Brawl project. I understand this, however I also feel that the overall goal prevents the ultimate goal from being achieved ("balance" so to speak).
The other things I'm nitpicking on because this project seems really reluctant to fix anything (mostly hitboxes; which seems to be emphasized several times that many of them aren't gonna be touched on) that wasn't a glaringly obvious problem to people.
I've yet to receive a formal reply but I can hope.
Very true. To make a player more even you have to change advantages in match-ups which frankly comes down to the options a person has against another. In order to do that you have to make game changing alterations.The big problem I have is that the answer to a character being bad in many cases is just making their worst moves hit harder, which doesn't do jack for them, frankly.
I can understand hitbox size, because ultimately even the WBR decided against changing Snake's hitboxes, but attack timing wasn't really what I was talking about.I don't think it is required at all to change hitbox size, or even attack timing. People are used to the sizes they are, and they work. The game is enjoyable and frankly reasonably balanced as is. We are merely iterating upon the same path.
Perhaps, but most would consider you to be a rare exception. =PGiven that you are talking to someone who has had an amazing fun 16 months with Brawl and won over $1000 with Jigglypuff, your words kinda fall short.
I don't see how they won't, but I guess I wanted to say "don't limit yourselves too much before you get started." Right now you're attracting the crowd, once you do that, you hope to keep them.I think the thriving Brawl community that seems to enjoy the game quite a bit, including the vast majority that doesn't play Meta Knight, will continue to enjoy this modification.
That snippet wasn't meant for AA and you, but mainly a few other people that with the way they worded their responses, made it very obvious they looked down at our opinions such as "those who like vBrawl what do you guys think...etc."Why do you think this topic exists?
I think the hardest part of balancing characters is modifying their cheap or underused moves without completely changing it. The propose of this is to balance the game without changing the way the game plays after all.The big problem I have is that the answer to a character being bad in many cases is just making their worst moves hit harder, which doesn't do jack for them, frankly.
That's because their underused moves are bad and their cheap moves are cheap. In most cases it's not because of how hard they hit or don't hit, it's because of the other stuff. Hitboxes, effects (MK's tornado), priority, etc. Snake's utilt isn't crazy because of how early it kills, but because of its stupid range. Ganon's grab isn't bad because his pummels and throws suck (even though they might, I don't know) they're bad because Flame Choke is always better and because his grab's actual range is so pitiful no one smart will ever get hit by it.I think the hardest part of balancing characters is modifying their cheap or underused moves without completely changing it. The propose of this is to balance the game without changing the way the game plays after all.
Techs should really have more invincibility frames. They are just like rolls, yet you can be grabbed out of them.
I got to you in the next one.I'm kinda depressed I got ignored for posting a minute before Thinkaman's ultimate wall. <_____<
That would be fantastic, exactly the sort of thing we are looking to. We seriously do take data like this into account. PM me for more details if you want.You guys might also want to know this: There is a good chance the next time San Antonio has a tournament that this will be a side event. While I won't be there due to being in Canada for a while, they will hopefully give you some feedback.
First, thanks for the last bit; such an attitude and open mind automatically makes anything you say much more legit in my book, and more could stand to follow your example. Including myself!I'll be interested to see if really nerfing SNake's Utilt really does change much. So Snake cannot kill at 100% on light weights. Good luck ever hitting them that early anyway, your more likely to get a bit more damage before the chance to get a clean hit ever arises anyway.
Nerfing jab3 seems rather pointless, I know hardly anyone that ever really kills with it, or even uses it at pro levels as it's easily punished by powershielding or DIing out of.
Still, testing before complaining.
The big difference here is that all of those weaknesses were polarizing factors. They skewed the matchups for those characters considerably, and no amount of buffs could make up for them without breaking the characters in the matchups unaffected by those weaknesses.What I don't get is the talk about obviously buffing the weakness that Wario did have (with no tradeoff) and then not giving peach her airdodge, which is different than things like DDD's spotdodge because on the ground you have more options, like shielding and rolling.
In the air all we can do is dair down and hope for the best. How would buffing it be negative to gameplay? It wouldn't take out her biggest weakness (KO move) but it would subtly make her more viable, even if you made her airdodge the same as Marth's (which is seen as bad, just not on the same level).
We aren't talking about Snake here. You buffed Yoshi and Ike's recovery. Those are BAD weaknesses for them... I just don't see the consistency in your mindset here.
It is significantly stronger, again, one of the biggest single buffs. Testers find it effective and worth using; Slow, vulnerable moves require proper reward, which this move lacked before.Unless the knockback is substantially better than side-b, back air, or forward air, the 45 frames of lag at the end and the 20-something frames of start-up are a major deterrent.
This could probably only be fixed by taboo timing changes, although potentially clever tweaks to the angle might help. For the time being though, I think it is best to investigate where ZSS fits into the new metagame with this f-smash buff. As Ampharos said, Holms was favorable about it, so it seems to be on the right track. Once more people get to playing with her, we will see.What I am concerned about is the third hit of her jab, which is terrible in "normal" Brawl because it's powershielded just by holding "R" when they hit you with the first one. =/
Yes, this is actually intentional, fortunate behavior. Otherwise the death-spring would skew Sonic's matchups too much... As it stands, it is intended to be a very annoying obstacle that constricts recovery options and does some damage. It already had that role, and now it does it much more effectively.Thinkaman, when you talked about sonics spring, even though you changed the launch angle, you do know it is capable of an instant meteor cancel just by mashing, right? You can't edit spikes vs meteors in the game as its hard-coded in an area which the hitbox modifier code does not touch. This area is where hidden move properties such as reflections (not capes), invuln frames, etc, are stored. Just saying for your reference when defending these things.....
The spring still got a buff by its ability to "semi-spike" though, correct?
It does hit opponents downward, but it can be jumped out of quickly. It's "non-trivial", but far from broken.
Yes, exactly. There are so many changes happening at once that we have to take things slow... which is incidentally the opposite how how pre-release balance testing is done, where changes intentionally overshoot as part of a binary search to maximize the use of increasingly valuable time.And I don't think some people understand the concept of this project. Small tweaks aren't going to instantly make every character level out and be on the same playing field, that (should) be obvious. Instead you're slowly working on taking the existing character and ironing out the rough parts until they are more viable.
We have lots of time though, and can proceed carefully to give everything due consideration. Feedback, feedback, feedback.
I really wish we had the means to apply super armor to moves/animations. I really, really do. Bowser's dair is a big change though, don't underestimate it. It fills in a hole in his existing game very nicely.I do think giving Bowser some super armor on his Fsmash and a few other changes like that would greatly help those characters when compared to the kind of buff Ike got though.
I speak for myself and Ampharos when I say we are in complete agreement. If we didn't think Brawl was a good game and was fun to play, we would not spent countless hours doing this. If Brawl wasn't balanced reasonably well to begin with, trying to improve it would be far harder and ultimately futile. The fact is, a lot of the hard work has already been done. The characters already have unique identities providing them with strengths and weaknesses of reasonable magnitude. All we have to do is iterate.This is a pretty neat project and a lot of people seem to warm up to the idea. I thought it was pretty neat. Don't take my opinion the wrong way, I just don't know what to think of this. Truthfully, its pretty daunting to see all these altered versions of brawl that are said to "make brawl better".
If you think about it, brawl wasn't that bad to start with. Sure its pretty unbalanced, there are a few problems that impair gameplay for some characters. But melee was also unbalanced and people didn't seem to have many problems with that.
Exactly; we are only doing this because we like Brawl for what it is. I don't drive 4 hours to tourneys because I'm upset with the game in any way, that's for sure. This project is built on the foundation of being as interchangeable as possible with standard Brawl, crossing as few lines as we have to in pursuit of ever-elusive perfection.Should we really be altering the way this game plays?
Are we really this upset with how brawl turned out, that we want to make it better?
Currently I have no problem with this continuing to be put into works. After all the effort that was put into this, it seems stupid to want it to stop. This is all possible after all.
Those are just my thoughts.
Thanks for your civil and polite post, BTW.
I'm not sure I understand your platform. Are you saying that no changes can ever make up for abnormally sized hitboxes? Most of our playtest groups felt Snake u-tilt was reasonable, and I'm not sure we can fairly ask players to learn one set of hitbox sizes for our version and another for standard Brawl... even for only a few moves.I'm assuming this was specifically targeted toward me, but branched out because it's very likely other people feel that way.
It's a preview, a consistent WiP, just like the other Brawl project. I understand this, however I also feel that the overall goal prevents the ultimate goal from being achieved ("balance" so to speak).
The other things I'm nitpicking on because this project seems really reluctant to fix anything (mostly hitboxes; which seems to be emphasized several times that many of them aren't gonna be touched on) that wasn't a glaringly obvious problem to people.
I've yet to receive a formal reply but I can hope.
The real issue honestly is that with how strict the water is, you're putting people who are already in a terrible situation in a worse one. I mean if you wanna keep the 0% death situation there that's fine, all I have to do is get my *** back on jthe stage and give up taking a free stock but at the end of the day I know the person I'm fighting HAS to jump back immediately, it's just ripe for getting their *** smashed the second their feet leave that water. Nevermind the fact that 1/60th of a second leeway is kinda pushing it. If there were reasonable room to buffer the immediate and easy to read jump out it'd make sense but there is none. It's scarier to be near the side of any stage with water past like... 60 than it is to be in front of the strongest killshots in the game, at least you have a chance to dodge those killshots.I'm not going to pretend that the water change is all sunshine and rainbows, automatically loved by everyone. Some testers like it, some didn't like it at first but then warmed up to it, some testers still don't like it. We want more feedback on this issue. Once you get used to the idea of water being a scary place to be, see what changes. You might like it, you might not. We'll see; this is an important part of this project's development to figure out, and it's getting lots of attention.
Don't say things like we don't understand before trying them. We did test ZSS a lot, including with Holms, a quality ZSS main from Wichita. Fsmash on ZSS is so improved you have no idea; before you actually use the new fsmash on her, you really can't judge it. It's now an extremely effective spacing tool and is not really punishable if used appropriately. It's situational of course, but ZSS was pretty good already so it's not like she needs super powered buffs. In general, it's just plain ineffective to judge the effectiveness of changes based on just reading them... Especially notable is that changes to stages and other characters were always considered, making things a pretty complex web. It's why we keep saying that actual playtesting is so important; it's really the only way to get a good feel for how a character actually performs.
All that Peach really lacks is a functional air dodge. Since her character was altered in only minor ways, I can't see much testing needed for her specifically so much as match-up testing to see how she plays against other more relevant character edits.Again, I've got my eye on Peach. I hope there is no shortage of people testing with her so the final product can do her justice.