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that is a very interesting idea, it makes his fsmash a lot more viable as a kill move. in the next version i would like to see this triedEh, with Pika I think there is one change that could totally make him scary without the CGs. Make the sweetspot of his fsmash the tip instead of by his cheeks.
Bam. Done. That would be a scary as hell fsmash and he would have a great killer.
I think that's actually the opposite kinda thing they're aiming for.Btw there will never be any new characters correct ? ^^ (Since they woudlnt be Brawl)
Just asking out of interest
Lucas is a ton better dude, I wouldn't be complaining. He can keep up with high tier a lot more easily now with his better ground game.It'd be nice to get a few more Lucas changes. He didn't just lose matches cause of grab release stuff. Some nice things'd be:
-An aerial kill move (nothing major, maybe stronger uair, fair or bair (sourspot))
-making all of dtilt's hitbox a 50% chance to trip or making it so the tip trips at a noticeably higher rate (75-100).
-maybe an extra 2% on uthrow.
-making dash attack send out instead of up, or makign it stronger
things like that'd be awesome. another thing that'd be nice but not greatly necessary would be a slightly faster roll. The sidestep thing is nice but eh. Pk freeze sucks, buffing it doesn't really change much. The pk fire and jab damage boost is great.
Thanks for your interest! You are definitely a credible source worth listening to for Lucas, so I hope you can play around with the project and tell us how Lucas's matchups have been changed with hands-on experience.It'd be nice to get a few more Lucas changes. He didn't just lose matches cause of grab release stuff. Some nice things'd be:
-An aerial kill move (nothing major, maybe stronger uair, fair or bair (sourspot))
-making all of dtilt's hitbox a 50% chance to trip or making it so the tip trips at a noticeably higher rate (75-100).
-maybe an extra 2% on uthrow.
-making dash attack send out instead of up, or makign it stronger
things like that'd be awesome. another thing that'd be nice but not greatly necessary would be a slightly faster roll. The sidestep thing is nice but eh. Pk freeze sucks, buffing it doesn't really change much. The pk fire and jab damage boost is great.
Default Settings Standard
* 24496898 80000000
* 20525200 00000000
* 04525200 DEADBEEF
* 4A000000 9000E220
* 1417F360 00000102
* 1417F364 03000A00
* 1417F368 08010101
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* E0000000 80008000
Stage Specific Speed Reduction
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* 1416A904 3F000000
* 3A180F3A 00000004
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* 3A180F3A 00000024
* 3A180F3A 0000002D
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* E0000000 80008000
Character ID Fix
* C2810318 00000006
* 819E003C 907EFFFC
* 80E30030 2C07000F
* 40A2001C 80FE0008
* 3C008180 7C070000
* 4080000C 39030008
* 9107FFFC 00000000
Frame speed mod engine V3.1
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Hitbox property mod engine
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That would involve changing the hitbox size and the way the move works on stage, and it wouldn't have much of an effect given that ledges are unchanged anyway.You should actually change Link's Dtilt to operate like the one in Melee, where the blade hitbox will spike him 75% of the time instead of 10% of the time. That would kinda make him more of a "If I can't recover nobody can!" type of character with his new arrows and whatnot.
As I said before, Dthrow and upthrow are linked, change 1, change the other, at least with this codeset.DeDeDe:
- I like his dthrow, makes it a little more interesting
- I strongly dislike his uthrow now. He doesn't really gain anything from it besides a weak spike which is rather situational as well. He really has no means of putting opponents in the air now which I liked to do to harass them with his priority. I would really like it if he had his old one back.
No. Us Ganon's have been using flame-choke to buffer dtilt (and ftilt, Jab, and instant Dash attack) for ages.Ganon:
- Is it possible to tech the flame choke? I was able to pull off dtilt > flame choke over and over again if I buffered his dtilt.
At the right distance you can usually cover low, it's generally best as a direct follow-up.Link:
- Still feels kind of the same. I've only managed to get one gimp kill with his arrows because they usually recover low against him.
The reason Brawl+ used the infinite replay code that didn't show the icon was because the infinite replay code that did show the replay icon was a little buggy IIRC.The following features are missing at the moment-
-Superior infinite replay code (this uses the version that doesn't show an icon and doesn't work in multiman brawl/homerun contest like Brawl+ does... for reasons I can't understand)
and bowser?The grab release changes affect all characters equally. In other words, Ness and Lucas are still slower than everyone else, but it's no longer slow enough to exploit. DK's is fast enough to sometimes allow him to jab the grabber after a break.
No I knew about that but I meant continuing the chain over and over again after the dtilt. I take that back however because I realize you can get back up from the trip fast enough to avoid another flame choke.No. Us Ganon's have been using flame-choke to buffer dtilt (and ftilt, Jab, and instant Dash attack) for ages.
It's a really nice combination IMO.
False D=Keep in mind that only 3 characters were really nerfed, unless you also count Pikachu who we need to look at further.
Sadly, it is impossible to change his d-throw without changing his u-throw; they share a hitbox...Ok finally got around to playing this, here's some feedback:
DeDeDe:
- I like his dthrow, makes it a little more interesting
- I strongly dislike his uthrow now. He doesn't really gain anything from it besides a weak spike which is rather situational as well. He really has no means of putting opponents in the air now which I liked to do to harass them with his priority. I would really like it if he had his old one back.
Luigi's fireballs can be compared to Dyn's Fire; really good until you get used to them, in which case they quickly become not a big deal. they still help Luigi in the way he needed to be helped, though.Luigi:
- Liking his dash attack not failing anymore
- Fireballs are rather overwhelming. They remind me of falco's lasers to a lesser degree. I haven't had people use them on me so I don't really know how well they can be handled.
Flame choke cannot be teched, but every character in the game except Bowser can avoid it after the d-tilt trip by rolling forward. CPUs very rarely do this. (Oh, and Bowser can't be d-tilt'd out of side-b in the first place, so it's all good; the got a TON of testing on my part)Ganon:
- Upb is scary o_O
- Is it possible to tech the flame choke? I was able to pull off dtilt > flame choke over and over again if I buffered his dtilt.
- Better overall
It's something you have to get used to a bit, that's for sure. Overall, factoring in that both throws (and u-throw) do more damage, most testers warmed up to it.Falco:
- I rather like his new dthrow
- I have mixed feelings about his bthrow. It has some good follow-ups but I liked to be able to send them backwards.
We know that the u-tilt nerf, small as it is, is a HUGE deal. Once we get feedback on where Snake's matchups are now, we can sit down and decide if Snake needs to be changed any more. Remember, this is only a "preview" designed to get that feedback!Snake:
- I feel that he was a little over-nerfed. His utilt really isn't useful anymore unless they are at a really high percent. I had to rely on his air attakcs for his earlier ko's.
Link's KO buffs are non-trivial, and the extra % on boomerang is nice. Arrows have really good utility, but the other changes still matter a lot.Link:
- Still feels kind of the same. I've only managed to get one gimp kill with his arrows because they usually recover low against him.
What else is new? We're keeping this in mind as we figure out where Toon Link fits into the metagame.TLink:
- Fsmash doesn't connect very well, rather easy to escape.
We'll need lots of matchup data on Lucario before we can really decide what to do with him. He has been impacted more from characters to other characters in general than anyone else, most likely.Lucario:
- Maybe speed up the actual attacking part of his downb, it's almost useless because you can shield it after it gets activated.
MK is still good, no doubt about it. A lot of testers really liked using him.MK:
- I don't feel as bad using him lol
- Can still gimp pretty hard
Thanks a ton for taking care of this Ampharos.Here's an initial PAL version. I'm only including a .txt which you'll have to compile yourself for the simple reason that I have no idea if this works, and anyone testing this needs to be technically adept enough to not freak out if it crashes your Wii (hold the power button for seven seconds to shut it down no matter what FYI).
*snip*
Credit to the Brawl+ PAL codeset's authors for their work porting codes. I'm not sure exactly who I should thank in particular though; I would prefer to use individual names...
Do tell me how it works. I really have no idea.
How is that? The only thing he doesn't really do as well is the force palm chain. He still feels about the same to me when fighting everyone else. What did you have in mind that other characters have that impacts him more?We'll need lots of matchup data on Lucario before we can really decide what to do with him. He has been impacted more from characters to other characters in general than anyone else, most likely.
Bowser is still faster, but doesn't have guaranteed followups. We were aware of this from day one, and know how HUGE this is for Bowser. He got extra attention during development and is why he has received substantial buffs. Dair is serious business.and bowser?
I addressed this up top. It's an option on the table, but we need to figure out where Toon Link stands before doing anything.In the future, would u guys make TL's fsmash connect like the one in brawl+? Because as it is now, it never connects >_>.
With really good SDI you can tech it, however, this is to DDD's advantage sicne it prevents you from sliding. It would only be worth it once in a blue moon to take him by surprise.Can the dthrow be tech'd? I found you can tech the uthrow.
Diddy's main game is not changed, just the infinite. Make no mistakes.False D=
You removed Diddy's lock and didn't give him anything. And actually, removing diddy's locks is a game changer... A nerfing one.
Plus wasn't the goal to make other characters reach diddy level ?
I'll let Ampharos address the stage changes to speed tihngs up.OK so I have news
i STILL support the project as much as I can ; but the more I look into it, the more I found small changes I don't agree with.
-Snake's utilt didn't need to be nerfed THAT much. It's kind of ridiculous now. However, you could've reduced nades's damages by a couple % to make them less rewarding while still awesome camping tools. Plus 10wuts @ jab3. It's useless already.
-You designed Zelda and Sheik to be played together. You can't. No, you can't force people who mained one of the two to learn the other. That's just completely against this project's n°1 and most attractive rule.
-ICs. Keep their cgs. That could totally make the project fail if you removed them and I don't want that to happen. Brawl's ICs = CGs and Bbrawl = Brawl. Simple as that :o
-Sheik has got a fake buff. Most of her playstyle is "make a ftilt lock happen", thus, just as diddy, you've created a game changer nerf =/
Wasn't there really no way to remove the fox infinite ? =/
Thanks for your input. We look forward to any further experiences you have to share!Now for the ideas I find are genius :o
-Luigi's fireball.
-The wifi training room. OMFG I so want you to make a PAL version just for this one. Oh, and that'd be awesome if you found a way to put this one in wifi.
-Corneria's blastzones being fixed, luigi's mansion being rewarding, stuff like that -> woot
-The changes on mario and bowser. Making their playstyle more rewarding without removing any of their combo or stuff. That's what I call good job, and what you should've done more often =O
-Ganondorf. Even tho, I'd want to hear ganon mains's opinions on this one, cus they will be the only players that will need to relearn their whole charater :o
BTW, like I promised I told about Bb to french people and... I must say that some were... Not really okay with it at all =O
Well of course some are all "scrub game." or "I don't want a hacked gameplay", and I can't really convince them, but some brought up some good points, and actually convinced me. Just see the sum' above to see what I'm talking about lmao
Those who tried loved it tho
Here's a vid of two of my crewmates that are lucky enough to have a NTSC wii D=
http://www.youtube.com/watch?v=hAjejbwl6h4&feature=related
Their reaction -> "LEGIT ! But the hacked stages are bad."
/wall of text. I'll keep informed, and keep you informed on how it's doing at the other side of the sea =O
Edit -> woot, pal version =O
Well, not a main, but an involved Ganon player who's well-regarded in the community, the changes overall were positive. Really, the Game-changer was that we can tech-chase EVERYTHING. I'm gonna miss aerial wiz-kick kills off the top, but overall, our options got a lot stronger and most of the community seems to like the new Ganondorf.-Ganondorf. Even tho, I'd want to hear ganon mains's opinions on this one, cus they will be the only players that will need to relearn their whole charater
If you make nades weaker you make snake live much much much longer. If I can cushion a killshot with a nade and know that the nade itself wont send me flying, expect me to turn living to 180 regularly to living to 240 regularly.-Snake's utilt didn't need to be nerfed THAT much. It's kind of ridiculous now. However, you could've reduced nades's damages by a couple % to make them less rewarding while still awesome camping tools. Plus 10wuts @ jab3. It's useless already.
Incorrect, it's entirely possible to use sheik for a majority of matchups. Zelda is unviable against a good half if not more of the cast.That said, I ask that you reconsider your design goals for Zelda/Sheik. In vBrawl, it is entirely possible to use only one or the other for the vast majority of match-ups
Granted, but that still doesn't justify ruining Sheik. If Zelda is too weak on her own, then fix Zelda; Sheik needn't be made non-viable as part of the process. Forcing players into using Zelda/Sheik by destroying Sheik is a bad idea, and I hope it will be reconsidered.Incorrect, it's entirely possible to use sheik for a majority of matchups. Zelda is unviable against a good half if not more of the cast.
Not speaking for the whole community here, I just kind of find this useless.
Me personally did not find the fatal flaw in Brawl to be it's unbalance-ness, just the overall physics of it. I frown upon "playing god" with the game and and using hacks to change it unless it's for a good purpose. Brawl +, aimed at making Brawl what it should have been, and in the process made it somewhat more balanced. Why go through all this just to keep the same game just to make your favorite character tourney viable And I especially hate the method of nerfing the good characters and buffing bad characters to achieve this balance.
Then play plus. Your view on what makes the game not fun to play is obviously not completely shared, and there is a project for people like you who think the game's engine itself is the problem. For those of us who think the engine is fine, it's just the absurdity of the oversights that exist on overly good/bad characters, we'll play this. For others, theyll play both. It's not that hard to figure out, but it's far from useless.Not speaking for the whole community here, I just kind of find this useless.
Me personally did not find the fatal flaw in Brawl to be it's unbalance-ness, just the overall physics of it. I frown upon "playing god" with the game and and using hacks to change it unless it's for a good purpose. Brawl +, aimed at making Brawl what it should have been, and in the process made it somewhat more balanced. Why go through all this just to keep the same game just to make your favorite character tourney viable And I especially hate the method of nerfing the good characters and buffing bad characters to achieve this balance.