My point is that before I could decide how much tech chasing I wanted to incorporate into my game. Changing dtilt, one of Ganon's primary moves, to serve only one purpose removes that because, as I said, it only has one application with the tripping mechanic. In vBrawl you can combo out of dtilt at low to mid percents into a number of different moves or setups, or kill at high %s if it isn't too stale. With the tripping on it it can only be used for ground tech chasing and sticks Ganon into one style of play and keeps him on the ground running back and forth tech chasing.
It seems like your saying Ganon didn't have any high damage chasing abilities with choke before this change, which is pretty untrue. Choke to fsmash, sex change, dair, fair, or quake can all be effective damage builders, and dair is already a staple move for damage racking.
I use almost every character besides Ganon once in awhile, and I guess sometimes use those mentioned, but I don't like any of them .__. Ganon is the only character in brawl I like.
But I've never had to rely on heavy tech chasing to do reasonably well with Ganon. With these changes it's the only option rather than a choice I can make as appropriate, and I'd rather just play vBrawl in such a circumstance whether this is more balanced or not.
I'm still not sure what you are complaining about. We are doing nothing to d-tilt but replacing the existing mediocre followup options (occassional uair, side-B at low %s agaisnt stupid people) with really, really good ones. Every single Ganon main who has played with this for 5 minutes is excited about the new possibilities; in less than a minute Jekyll was using it for things I hadn't even thought of.
I'm just going to ask that you try it before complaining.
actually the uthrow and dthrow dont combo unless the opponent does nothing
THE GRAPHIC LIED TO ME
what is the talk of pikas upthrow then?
Nothing is guaranteed, sorry if it is implied otherwise. It simply puts Pikachu is an excellent position; the enemy is right about him and he has a slim frame advantage. Every option the enemy could try should have some way for Pikachu to punish. On top of this, even hoping to avoid whatever followup you choose does require good reflexes on the part of the enemy.
Something I just thought of: when you changed Link & Metaknight's B attacks, did you also change the versions Kirby copies?
wow I never thought of this actually. It would probably be a good idea to fix that. Kirby could keep MK's **** tornado or get Link's new gimp arrows... hmmm....
Kirby's nado seems to work the exact same as in vBrawl.
edit: Kirby's copies are the same as in vBrawl.
This was intentional.
From the beginnign we toyed with the idea of chaning Kirby's copy powers. We even have some of the hitbox data for his various moves, and tested some changes. However, for the time being we decided to leave Kirby alone and see how he fits into the new meta game with no changes. This will best allow us to determine if changes need to be made in the future, and what changes should be pursued. (Possibly including copy powers)
Quick question... how exactly did you change ZSS's ability to chain Dsmashes? I'm just making sure you didn't do it in a way that would effect other aspects of her gameplay with her Dsmash.
I just slightly tweaked the knockback parameters so that it can't chain Fox anymore, nor anyone else. I tested to make sure bair and down-B out of d-smash are viable still, please let us know if you find anything that needs attention!
If you wanna do ZSS any favors, you won't change much. SHe's a balanced-or-better character that goes even-ish against 90% of the cast and needs very little in the way of changes:
- Jab combo needs to connect. This is a design flaw, just like dsmash gains or infinite grab combos. Change the angle of the second jab so that it sends the opponent upwards just enough to get them off the ground.
- Grab is hard to deal with. I wouldn't want to see you mess with the grab lag much because it's a weakness that makes sense, but what you should do is increase the stun time on Paralyzer Shot a little bit so that the baby hitbox (uncharged shot) means a guaranteed grab.
That's it. Change nothing else. If you must change Fsmash, make it trip or something. We have no guaranteed jab locks or anything, so that would be fine.
I do encourage you to try to f-smash change before dismissing it. However, on the whole I think a thank you is in order for your posts. I hope all players that disagree with a change post in a productive and civil manner like this, and provide logical points for our benefit.
Remember, we are indeed listening. Otherwise this thread would never have been made.
Yes, isn't it amazing?
I kid, I kid.
Honestly, DDD's techchasing seems pretty usable. He's certainly not as good as he was before (which was partially the objective since he IS better then Diddy in Vbrawl), but he seems to still have a useful techchassing game.
Other impressions. Ganondorf's quake is too slow to really be useful.
Ganon's quake is still a pocket benefit. Jekyll in particular really liked it, but I don't consider it a big deal personally. (As opposed to Ganon d-tilt, which is probably the biggest buff in this project)
basically it sends the opponet in a small arc, which they can jump out/di/ maybe even attack out of.
same with downthrow
i understand there was no way around that sadly, i was one of the few who used upthrow lol
I am really counting on Pikachu players to explore this fully. We really need to establish a firm grasp on what Pikachu can and cannot do, and how this affects his matchups. Only then will we be able to determine the next course of action.
Tech chasing a computer is far to easy.
Tech chasing top level players is near impossible.
Humans are in some ways easier to techchase because they have better valuation skills and are incapable of random decisions. CPUs do more stupid things though. For example, I can chain CPUs longer with Ganon, but I punish forward rolls with powerful moves more on humans.
I tried out the new knee and it kills Mario at 53% if he doesn't DI from the middle of FD. His Utilt kills at about 100% too. CF is scary now. Maybe you should tone down the knee a little since it's stronger than a fully charged giant punch now. His up b doing 22 damage is nice but I always found it weird how his up b is stronger and does more damage than Ganon's. With Ganon's new shoryuken I don't really care about that anymore though.
Knee has only had a natural knockback increase by increasign the damage, and u-tilt has only had an angle change. I'm not discrediting how good they are, quite the opposite; Falcon's KO power is better than ever. Up-B is now occasionally worth the risk of doing on the ground instead of a normal standing grab...
I love the new wizkick with Ganon. It is finally safe on hit at low damage and actually has knockback. The pitfall mechanic and new Dtilt is also very nice. The new shoryuken on his up b is also very fitting. I approve of the new King of Evil. You can still attack Ganon out of his up b grab though. I think the only way to fix it is to make the last hit have a fixed amount of knockback. Just enough so that Jiggs won't go into tumble so that no character can attack out of tumble hitstun. If you can't change the knockback you could make it do more damage and send at a semi-spike angle to make attacking him more difficult.
First, Ganon's up-B is a grab/throw, so it cannot be changed... but the shocks are hitboxes, so they can be changed. All shocks also use the same hitbox. What you are seeign is about the only possible change besides an elemental swap.
In response to Thinkaman's answer about his Dtilt being a "slip" move I don't think it is working as you intended. You say it can double trip but no matter how I try, after the first trip they won't trip a second time until after they roll/get up. In fact it just makes them get up instead. I'm just putting this out there since you say you have to adjust the frames to get rid of a trip lock. You probably don't need to do that judging from the small amount of time I put into trying it out.
To double slip, you have to to hit within 40 frames... with is the duration of their d-tilts now. This prevents them from infinitely locking people with d-tilts 1v1.
For the record, ZSS's fsmash buff would be a great move if she played like Ike. But ZSS does not play like Ike. Ike is very ground-based and gets KOs by predicting his opponents defensive choices with high-risk/high-reward KOers. ZSS plays like ZSS, who is primarily an aerial character. Most of her ground game is designed to put her opponent into the air so she can punish them there. She also uses her superb aerial movement to bait out opportunities to KO with her aerials like uair, bair and fair.
Furthermore, ZSS already has one grounded move that is used for predicting defensive moves, and that has as much range as fsmash, is safe on block, and comes out in the same exact amount of time. It also sets up for any of her five KO moves depending on context. Dsmash is another move that Fsmash pales in comparison to.
So buffing Fsmash would involve a lot of thinking beyond what you seem to have given it. It's not like the knockback was terrible in vBrawl. Actually, it wasn't too bad, and if it had been on a better move, I would have appreciated it. It's not even the slow start up. Obviously, we still manage to hit with Plasma Whip and Dsmash. No, the biggest problem with Fsmash is that if I'm blocked, there are 47 frames where my opponent can do whatever they want. Unless that changes, fsmash isn't really worth using, except maybe after Dsmash, but like Adapt has shown, Dsmash x2 -> aerial KO move is just as good, if not better.
I'm not even trying to tell you to make Fsmash better. I'm telling you not to try. ZSS mains have been getting by without Fsmash since the game came out, and we don't even complain about it anymore. We joke about it, because the move is a joke. If you want a minor buff that will actually help the character, focus on the jab buff, and just forget about the Fsmash buff.
I mean, really; You want to be conservative with buffs, and here you have some of the most highly respected ZSS mains (seriously, I didn't even know who Holms was until you mentioned him) telling you not to give us a particular buff, and your response is, "nah, I think we'll keep it"? Explain this anomaly.
The issue here is that people that have actually played with it seem to enjoy the change and appreciate that ZSS's worst move not has some occasional utility. I urge you to test it out yourself with an open mind so you can be a greater part of the input process.
Again, no one is being dismissed... well, at least not the ZSS mains in this topic!
Off the top of my head. Zelda could use din's fire not causing deadfall, something actually capable of shield pressuring or at the very least something that is safe on non power shielded block. The Ending lag on her moves makes heavy characters blush. FW is pretty pathetic too but maybe that's just me.
I actually did some interesting Zelda experiments, including messing with Din's Fire and tweaking nair and Nayru's Love. None of these changes tested well or felt up to the standard of the project. For the time being, Zelda (and to some extent Sheik) were changed very conservatively and put in the "wait and see" pile.
Remember guys, this is a "preview; nothing final, no rush.
just to say, ur sheik changes. yeah u have removed the ftilt lock, but u have given her NOTHING to make up for that. if ur going to make the dtilt any better it needs to have alot less cooldown. without the ftilt lock she now will be bottom tier, defiantely. at least give her a better fair so she can at least edgeguard better.
u cant say things like (make her combo better), as there are no combos in brawl that she can actually pull off.
oh and falcon still sucks cause the entire concept of falcon is that he needs to be able to combo. his main problem is lack of priority and ability to inflict damage, and without histun he will never be mid tier
First, Sheik is in the "wait and see" pile as I just said. However, I would like to say that testers in general say that f-tilt's extra damage makes up for the tilt lock on average, sicne it helps more in matchups where tilt lock was less effective. It also should technically do a tiny bit more hitstun now.
No it's not. While this has good intentions, the reason most people are leaving Brawl is NOT because of the characters.
IT'S MOSTLY DUE TO ISSUES THAT STEM FROM THE GAME ENGINE ITSELF.
For example, even with the tornado nerfed, he could still use it to stall like crazy and the balance between offense and defense is still way off with defense still being supreme unless you are Metaknight.
Brawl + fixes issues with the game engine.
Favor. May someone please someone gather hitbox data for all of Yoshi and Snake's attacks for me?
I don't have a gecko and would really appreciate it.
You just came in the topic for our project, told us it was pointless, a waste of our time, and inferior to Brawl +... and then asked me to help you?
No.
OK, I understand that you tried your best with the throws, but that is not what I was trying to get at here. My main problem is that Yoshi doesn't have any OoS options outside of rolling and spot-dodging. He can't jump out of shield, and therefore the usefulness of his shield is greatly lessened.
Ask any Yoshi main what they want changed in Yoshi, and the first thing they'll say is "OoS options." I garauntee it. Without them, it would be almost impossible for Yoshi to become viable in this project, even with his buffs. To tell you the truth, if you got rid of all of Yoshi's other buffs (except for d-smash and Egg Roll) and replaced it with OoS options, then I'll be perfectly satisfied. In fact, OoS options should have been the game changer for Yoshi, not Egg Roll.
Ganon wants fast moves, Sonic wants KO power, and Olimar wants a better recovery. Sure, we could make all the characters the same, but that would be the most terrible thing ever.
Yoshi has a unique weakness: an incredibly bad shield. Our job here is to upgrade Yoshi's strengths so that they make up for his weakness, like most other characters. I hope you can be a part of that, and offer your own testing experiences and input so that we do Yoshi right.
i just tested the D3 teching system, and I was definitely wrong... the new tech chase system actually allows D3 to true combo most characters with Dtilt, Ftilt, and even (surprisingly) Dsmash. Performing Uthrow to Dtilt deals considerable damage, shows up as a true combo on the training indicator, and spaces out D3 reasonably from his opponent. The Uthrow->Dsmash follow-up can even lead to Utilt on characters with marginal Dairs, such as Mario or Ness (huge start up time).
As for sending enemies to their doom of the stage, D3's new Uthrow goes way too far down. As Ryko stated earlier, it can lead to instant inhales but I'm not sure if airdodging ensures instant death. Dthrow doesn't have this complication off ledges though.
Are you guys DI'ing the throws up and out? It makes a huge difference, especially for people with bad recoveries.
Thanks a ton for investigating this, as well as keeping an open mind as you evaluate it. That is the only way we can pursue the truth.
Right along with Poltergust, I need to put in my input on Yoshi.
First of all, I don't like the increased damage percentage on Utilt and Bair. Bair and Utilt is a staple at our early strings. The more percentage it adds, the worse we're off. Because instead of getting to do it like twice guaranteed we might get to do it once with a few more percentage but still the double beats it. Then, my concern is with OoS options. We desperately need them. About the only thing we can do with our shield is not get poked. Hell, Yoshi's rarely even shield because of our **** shield. Yoshi needs his shield like everyone elses, that's balanced. Nextly, the fair being game changing? Not at all. Our Fair is one of our least used moves and adding a few extra percent with DKs Side B ability isn't going to change that. Our other aerials are still tons better.
On the plus side, I love the egg roll. It puts us about even with GWs Bucket Braking now. We can finally rely on that to live a hell of a lot longer. I love that Dsmash can kill, and like the DownB buff.
I would like to see our Dair improved though. It was majorly nerfed through the series it dropped from like 56+% to 37%. Lolwut? That's gay.
Thanks for listening to my *****ing, lol. Good stuff though AA. I really hope something comes of this.
Chaco, first, thanks for this post. Also, thanks for testing Yoshi out.
Bair should be unchanged, I am fairly certain that we never touched it. We recognized it as a function strength for Yoshi, and vowed to not screw it up.
U-tilt is an excellent point, since our Yoshi main in playtesting under-utilized it. I will investigate this and look at adding compensation like we did for say, Jigglypuff's bair.
Don't under estimate the fair buff, it really is nifty. It was inspired by a set I played agaisnt bwett, where a couple of times he pulled off a fair on me on stage. I was surprised that he would make such a risky move for somewhat little reward. This change doesn't make the risk any less, but makes the reward pretty huge! JGALT was able to land it maybe not every game, but definitely every 2 or 3 games; twice a match is not rare. Generally this means a f-smash KO, mind you.
I'm glad to enjoy the other changes. I hope in coming weeks you can get a better impression of exactly how these changes impact Yoshi and where he stands in the cast. All input is great.
I am actually happy with the changes.. While having no OoS options still being a bummer, ALl I really wanted was a stronger downsmash, the ability to get out of egg roll, and a trip added to the down tilt. 2 out of 3 not bad. Yoshi is really close to being balanced now.. I really kinda like our shield....after playing with other chars, I was getting poked left and right, kinda frustrating... no OoS options is manageable, not being able to kill isnt. Which is what was fixed..
I find it ironic how Snake's jab is nerfed while his f-tilt is left intact (not that I see a problem with the jab nerf).
Even if you don't want to change the range or priority, the move definitely at least needs a damage nerf.
My apologies if this has been stated already.
This was actually intentional. Snake f-tilt is one of the things that makes him Snake; it is a solid strength, like Olimar grabs or MK aerials or Diddy Bananas... Unlike u-tilt, it isn't a problem move, just a really good one. Instead we diverted our desire to nerf snake to merely his third jab, a much smaller nerf. We'll see how Snake stands with this.
You can thank PR1DE for drawing it to our attention. Yoshi has a lot of flaws so we see this as an opportunity to fix these flaws and make him a more viable character.
I really need to put my icon back to Yoshi. People are starting to think I main Tink. Lol.
Good stuff! Yoshi and Samus were actually the two characters we were most concerned with in the 11th hour of testing. We hope where Yoshi is now is enjoyable and is able to generate lots of good feedback from the Yoshi community!
Feedback, feedback, feedback...
How many more versions of this do you anticipate, or is this going to be one of those projects that will constantly evolve?
It sounds like you guys are trying to achieve balance in the simplest possible way so as to come to some final result.
I ask this because Brawl+ suffers from a game that is constantly changing, making learning character strategies and the like apparently pointless.
I understand this is one of those things where you will be tweaking and tinkering with different properties to try and make your game as good as it can be. I just hope that this project finds more stability then B+, so that its users can develop their new strategies without worrying about those strategies disappearing.
Doing projects like this is intriguing in that you are developing a game to accommodate an evolved gameplay, yet vBrawl's gameplay is still evolving despite being a static game.
I'm sure you are all aware of this, but I felt I should voice it in acknowledgment to your work.
Good luck with the project. I think what you are doing is as close as I've seen anyone come to making a fair version of Brawl while staying true to the game.
Now time to try it out...
While we are committing to a release schedule quite yet, especially since this is only a preview, what I personally would like to see happen with the final product is updates only twice a year, probably Summer and Winter. People need time to "digest" cahnges, balance takes tiem to settle. We'll see though.