A six-pence for the first clever lad to tell me what Zelda's side-b ending state's action id is.
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I agree that argument from intent is never preferable, but in this case it is at least worth consideration given the evidence for it.i don't think designer intent matters with someting like zss' jab combo, because it is hard to prove or disprove. what really matters is if it's a disadvantage that fits into the overall strengths and weaknesses of the character and doesn't polarize any matchups.
for example, squirtle relies heavily on CQC, so the fact that its jab can be powershielded is a much more relevant weakness than for ZSS, because she has excellent spacing tools and doesn't rely on CQC.
What you are asking is not only extremely illegal, but would require hardmodding your wii. Certainly expect no help to be provided for something like that here.Oy. So far I've asked all over the place with no results.
I want to try this out (this and Brawl+, both of them). But I can't softmod a Wii. Is it possible to somehow mix this with the data on the brawl disk and burn a new one that just runs BB/B+?
Also, will this work on german Wiis?
The information comes from the disc but, isn't directly editable onto it, the Wii takes what's there and uses almost all of its RAM up on playing the game (which is why it can be edited the way it is). The ISO has no direct spot for the data, it's just on the disc, the Wii reads it and any changes made to it in the Wiis RAM is changed accordingly.Ah. Didn't know about the illegal part. >.< And I thought I read elsewhere that just about everything from Wii games came on the disk.
Sorry about that. I wasn't sure of the implications.
I'm kinda iffy on that. Lucario's approach and set-ups are with his fair. Is it possible to buff just the damage it deals without changing the knockback?i forgot who mentioned it (pierce?) but buffing lucario's fair sounds like a very good idea to me. i think lucario needs just a little push to be considered high tier in bbrawl.
I can imagine Kirby's guides now:well, based on the projects mission I don't think that guides will only needs to be altered slightly to adjust to the small changes made in BBrawl. Link guide will need some major revamping because of his huge buff, but high tier characters shouldn't have that big of a transition
Exactly. Maybe you shoudn't buff ZSS because that will make her too good...for instance, with a few changes made, ZSS could be a hard counter against Kirby. Maybe she will just ending up being hard-countered by some while hard-countering others, even though she has a happy medium where she ends up with matchups that are, on average, neutral.BTW, since these guys talked about making matchups closer, I'm really interested in how they'd address hard-counters that don't involve chaingrabs or infinites. The ZSS/Falco situation is pretty unique in that it's not 70:30 because of anything like that. It's 70/30 because Falco shuts down everything she does well as a character. His strengths are her weaknesses and her strengths are nullified by his strengths.
I feel like anything you did to address this matchup (and the spaces) would have drastic effects on other match-ups. ZSS is a character with a lot of even-ish Matchups. She goes from 45:55-55:45 with most of the cast. Her only strong disadvantage is Falco, and her only soft counters (60:40) are Sheik and arguably Diddy Kong. Her strong matchups are basically all very low and bottom tiers and A tier (Kirby, ROB, GaW, ICs).
Because she's so close to where you want the game to be, I worry about the changes you'd make from an overall balance standpoint. It might be best to just... keep her weak to spacies. I mean, whatever. heh
Also: apply this logic to anyone, not just ZSS. For instance, could you really buff Marth to work vs. MK? I mean, maybe, since you nerfed MK.
First, I mentioned this "ripple"effect a few pages back. The even larger problem is that ZSS' jab wouldn't be enough to make her playable vs. Falco. Ever. So, what do you do to make her good vs. Falco?Ignoring intent and looking at her overall strengths and weaknesses, it still seems that improved boxing isn't a good idea. First, the problematic match-up we are discussing here is Falco. Falco is arguably the best boxer in the entire game. If you buff ZSS's boxing to the point where she can beat out Falco in CQC, the ripple effect would be huge given that ZSS would then be the best boxer in the entire game. Ignoring the fact that this tramples all over core concepts of the Spacies and numerous other characters, we still have to acknowledge that Falco's concept (Camper with top-notch boxing) is borderline broken; why risk changing ZSS into the exact same thing? Her current concept (Camper who can't deal with CQC) is much easier to balance.
Paprika Killer just told me on IRC that it would be very very hard to do something like this, and even if you did, it's definitely illegal while what BB and Brawl+ are doing now is perfectly legal.Well, I don't think it's actually been done (Burning BBrawl or Brawl+ as an ISO), but in theory you should be able to, I just don't know how.
Probably D-Tilt buff or a D-Air buff. Her crawl is a little weird against Falco's Reflector, IIRC, but I think that you can crawl under it so long as you're moving. If it proves too difficult to get positioning for D-Tilt, then the D-Air buff could be tried. I haven't played her for awhile though, so I'm unfamiliar with her current metagame. Does she have any match-ups that would skew horribly if she had auto-cancel on her D-Air?First, I mentioned this "ripple"effect a few pages back. The even larger problem is that ZSS' jab wouldn't be enough to make her playable vs. Falco. Ever. So, what do you do to make her good vs. Falco?
Well, you could buff her dair to autocancel, which would give her a vertical option in the air, but potentially make her air game even stronger (which could actually not be that big a deal, since ZSS doesn't really lose to anyone in the air anyway). You could give the tip of her side-b a bigger hitbox, making it slightly outrange Falco's reflector and fsmash, but that would be ridiculous and probably catastrophic in terms of game balance. The answer isn't really easy and might just be that you'd have to leave it as is. I'm not really sure what the right answer is. Are you?
Grab release exploits have been removed, including these....Marth's infinate on Ness and Lucas?
I'm shocked that wasn't removed but it seem you guys really know what you're doing. Is it really that easy to get out of?
They can roll/spotddoge before Marth's grab comes out....Marth's infinate on Ness and Lucas?
I'm shocked that wasn't removed but it seem you guys really know what you're doing. Is it really that easy to get out of?
It would skew the Pikachu and MK fights a little off the top of my head. It would benefit the Marth fight. It would make the Kirby fight even worse. Basically, any character that goes head-to-head with her in the air. They all lose, some of them worse than others (ZSS' aerial game is not ever really beaten), but the point is that giving her an extra aerial option would skew the fight against any character with a prominent aerial game, because they are constantly battling her for the ground position (for juggling purposes, which is what she's good at).Probably D-Tilt buff or a D-Air buff. Her crawl is a little weird against Falco's Reflector, IIRC, but I think that you can crawl under it so long as you're moving. If it proves too difficult to get positioning for D-Tilt, then the D-Air buff could be tried. I haven't played her for awhile though, so I'm unfamiliar with her current metagame. Does she have any match-ups that would skew horribly if she had auto-cancel on her D-Air?
Hmm. The D-Tilt buff is definitely preferable then, since it changes less. I assume the problem is getting past Falco's zoning so you can pop him up for juggling? D-Tilt accomplishes that, so a buff might help; but that might not address the fundamental problem of not being able to overcome laser/reflector zoning.It would skew the Pikachu and MK fights a little off the top of my head. It would benefit the Marth fight. It would make the Kirby fight even worse. Basically, any character that goes head-to-head with her in the air. They all lose, some of them worse than others (ZSS' aerial game is not ever really beaten), but the point is that giving her an extra aerial option would skew the fight against any character with a prominent aerial game, because they are constantly battling her for the ground position (for juggling purposes, which is what she's good at).
Think about it. Suddenly, she has a quick, high priority option that sends her back to the ground and autocancels. No one would realistically beat it, so she'd default to the juggle position OR force a neutral position where she can camp. You could decrease the priority, but then we're back where we started.
I don't think it would actually hurt the game that badly; I am trying to give a balanced perspective, though. The fact is, characters who she is battling for juggling positions she is already winning against. At most, this would shift the game 5 bull**** fantasy ratio points in her favor.
Those are CPUs...In other news, Zelda being able to sweetspot dairs on the ground? Totally broken. I'm DESTROYING CPUs using only dair. It makes Ganon's thunderstorming look pathetic. There's no way this can ever fit into the game.
Agreed'dSteeler, your sig is insane.
You can add flower effects to character attacks!?!?Jab will probably be unchanged. Early on I did an experiment where Zelda had 1% jab hits that put a flower on the opponent's head. It was cute and looked natural, but the extra damage started to encroach on Sheik's turf a tiny bit. A 1% jab alone might be a good idea though, sicne it does less damage but MIGHT lead to immediate followups. (2% jab hits too far away, and I don't want to leave the damage but nerf the knockback.)
Uh, I'm not sure it works like that. I think you'd need to absorb damage for it to heal.i mean it'd just use the same action as ness/lucas' absorbers, right?
The thing about ledge camping with Aether that I think nobody knows is that if Ike tries to do it more than 5 times...he'll fall straight through to the bottom of the stage. Scream. -1 stock. It's really not too good for that role. Making it heal WILL make people want to go near a recovering Ike even less than they do now, may I add.LMAO did i just see someone suggest to make aether heal half damage it gives?
HOLY **** LEDGE CAMPING TO THE MAX
Counter, that's a good idea. Aether, NO FUCKING WAY