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Zero Suit Samus Jab:
I've been testing an angle buff to jab2, and it does make jab a true combo against all characters.
Frankly, early indications show this being dangerously good, more so than I expected. ZSS automatically becomes one of the best close-range fighters in the game; if the enemy is up close, you just have to hold A and you will always beat them unless they have a frame advantage, and even then it had better be a substantial frame advantage.
The combination of frame 1 jab and an unblockable combo really is potent. ZSS becomes largely indifferent to characters getting close to her since it is trivial to swat them away.
Meanwhile, buffing d-tilt seems to be quite effective too, but in a more interesting way much more in line with her existing game; simply put, setting up an aerial game with d-tilt is quite nice. I'll tweak it some more to investigate further.
I have also investigated paralyzer, including increasing the stun time the tiniest bit to allow a grab. It has potential, but I worry how much it will effect Falco and the other matchups ZSS players seem to struggle with. It may impact other characters much more than them, we will have to see.
Things like this we have no way of implementing. It's not that we are against it, it's that it doesn't matter because it currently cannot be done.no I haven't got the chance to play it yet.
but why can't you add bomb jumping? is that considerd a physics change? oh, oh, oh, just had an idea..
have link's gale boomerang move him also when he is in the air. that way link can throw the boomerang down and away from the stage, then he can up B, and when the boomerang comes back to him in the air it gives him a boost like when it sucks people in. it wouldn't be broken because he would still be in helpless animation.
On the ground it is now his best KO move. In the air, it is unchanged.Question: Does Link's Spin Attack remains as awful as it was in regular Brawl?
I don't think this is what Link really needs. Honestly, I kind of laughed at the improvements that were made to Link (particularly the arrow as a "gamechanger"), but the more I thought about it, the better an idea the changes seem to be.I think link still needs a buff to his recovery.
I think that you should put in bomb jump recovery like in melee(aka, being able to hit his own bombs in air). either that or make bombs explode a lot faster. (like 25-50 frames faster)
I'm just going to bring this up again... any thoughts?So i've officially play tested Sheik and Captain Falcon and there is are a few changes that I believe should be considered:
Captain Falcon:
-Decrease the insane lag on aerial raptor boost. The amount of lag CF has after this move is ludicrous, making the change where he's "no longer vulnerable" a tad incorrect. This move has a ton of start-up lag as it stands, so I think aerial raptor boost should have a lot less lag and allow him to follow up with Nair or Uair.
-Tone down his knee. Although I do like the ****, I don't think it should be THAT good.
The little changes to his approach game would make up for his terrible priority and change the basis of his game to not solely consist of grabs.
Sheik:
-Dtilt has a really weird effect. It will occasionally hit behind Sheik, allowing a Bair follow-up at lower percentages, but other times it will hit the opponent directly above Sheik and leaves her vulnerable. I think there should just be a damage increase or something similar. That or make the angle a bit mroe manageable.
-Zelda problems, but you're taking care of them.
You should probably test to see if other character's tilts lock against walls, like ROB, or Wolf before you mess with just DK.Also, any input on DK's d-tilt?
I will be tricky, I'll mess with it in an hour or two.
First, thanks for your thoughts and I hope you report back with matchup impressiosn from the smashfest!I don't think this is what Link really needs. Honestly, I kind of laughed at the improvements that were made to Link (particularly the arrow as a "gamechanger"), but the more I thought about it, the better an idea the changes seem to be.
Rather than focus on Link's weaknesses, the BBrawl creators thought to drastically improve his strengths (spamming and killing).
I doubt the arrows will actually be very good at gimping. Seriously, most Link users can just airdodge and make it back onstage, which is telling you a lot about how effective arrows are at gimping anyway. But, I can certainly see this giving Link a nice breather, especially when combined with Link's AC. I can also see it leading into some DACs, or other combos. It might actually become (kinda) useful in regards to spamming now, too.
The boomerang damage increase is much appreciated, but I also feel that the bombs need a 1% buff as well. Link relies so much on his spamming game (and he is so bad at it) that every % is absolutely essential to Link. (In that regard, the loss of Link's jab lock is a really nasty blow) Bombs are Link's most versatile spamming tool by far; approximately half of his ATs and quite a number of his mindgames rely on bombs.
The knockback and damage increase on a few of Link's kill moves, and some of his non-kill moves, is appreciated. I won't deny that the boost to dtilt has very little merit, as a Link that is trying to score kills or spikes off of it ought to rely on his other, stronger, and (now improved) kill moves.
It feels as if Link will become overreliant on only two or three kill moves now. In regular Brawl, Link is simply desperate to land a move- any move- on an opponent and hope to get the kill. Its not like Link can actually make a deliberate effort to force the opponent into an fsmash; Link has to rely on a huge variety of moves. So there it feels as if there is now an imbalance in Link's playstyle.
I haven't had a chance to play BBrawl yet, but my community is organizing a BBrawlfest right now.
So I guess what I'm saying is my opinion here is tentative, and I'd love to come back after I've played BBrawl and reanalyze.
EDIT: So, an overview of my hypothesis:
Link has had some nice improvements, although there are still some things that may or may not need to be tweaked around to get him up to the other characters' level.
He has to get the following Dtilts to never wall lock:You should probably test to see if other character's tilts lock against walls, like ROB, or Wolf before you mess with just DK.
We'll consider more changes to aerial Raptor Boost as the Falcon matchup data comes in; it already hits at a much more favorable angle, and I'm very hesitant to start introducing timign changes where they aren't critical.I'm just going to bring this up again... any thoughts?
Yes, we have already looked at some, and will probably include somethign to address Mr. Game & Watch's at least. I'm continue testing.You should probably test to see if other character's tilts lock against walls, like ROB, or Wolf before you mess with just DK.
Alright, I can't debate something if Legan has said itFirst, thanks for your thoughts and I hope you report back with matchup impressiosn from the smashfest!
Link's arrows are huge. Like, really huge. Like, last-night-someone-messaged-me-demanding-they-be-nerfed-or-else-****-you huge. (<3 Fino) Don't underestimate these suckers. Legan's Protip: Boomerang to ground them, partially charged arrow to catch the roll. You'll have to see how huge they are.
bombs were intentionally unnerfed, sicne they are already about where they need to be for Link to work well. Testers show decent Links using about 30% arrows, 30% boomerang, and 40% bombs with these changes; it seems to be a good balance.
We really need to figure out where his matchups stand though.
See, that's one thing I don't like about Fox though.I hate to sound melodramatic, but this would ruin Fox. He's a glass cannon, and Up Smash is the epitome of everything that makes him awesome to play.
Concerning Fox in general, I haven't had the opportunity yet to extensively test his new bBrawl match-ups, but I will be surprised if he has to be changed at all. Almost all of his bad match-ups went away completely or will be far more manageable due to nerfs. I strongly suspect that he is exactly where he needs to be power-level wise.
Thanks for your support!So will this be changing at all? Like if you feel that X is overpowered will X be tweaked?
Also, is the goal of this to make EVERY character viable, or just more characters? I'll assume everyone.
Kudos to you guys, I play vBrawl but I might want to get into this, it looks very interesting. I was one who was interested when SamuraiPanda posted this months ago, it's a great idea. I applaud everyone who worked on it, the amount of time you spent working on this is quite impressive and it turned out well.
Yeah, I've seen some really good Fox's myself, and I don't mind buffs in some other forms. Fox getting more weight is just a type of buff that I would like to see, not a necessity.I noticed Ryko didn't get a chance to post it before he departed this morning, so I'll link you to his channel. He had enough time to upload 10 singles matches and 1 doubles match, though we have over 70 recorded matches, and hopefully many of them will be uploaded. Once again, I remind you that while we were not playing at full steam and should not be judged off these videos, this is reasonably high level play that one would expect to see in tourney.
http://www.youtube.com/user/Rykoshet#play/uploads/8/jU17Egzb_xM
Link is amazing now. He hits like a truck. His learning curve is extremely high, but I think you'll find that once you master using all of his projectiles, his sword, and his clawshot, he's extremely competent. To be honest, a lot of people seemed to be hyping his arrows, but I really appreciate his ability to punish with really powerful kill moves. Spin attack in fact, is extraordinarily better.
Fox is fine as is. If anything, I'd buff the nair to +1, the dtilt to +2, and the ftilt to +1. This allows Fox to better serve his damage racking purpose. Perhaps I'd also boost his already competent grab game as well, making the thrown lasers have +1, similar to Falco's buff, but this isn't really necessary. Lastly, I'd +1 FireFox. With that, and illusion's already implemented +1, I think you'll find that a master Fox is highly formidable.
-super armor isn't something that can be done at the moment. its not possible yet.Some slight buffs that wouldnt hurt:
- Give Falcon Punch Super Armor
- Give Warlock Punch Super Armor, make it slightly faster, let it destroy the opponents shield in 1 Hit and increase the knockback even more, so that it is an almost-1-Hit-KO at 0%
- Slightly increase Jigglypuffs Rest and Sing
-> Increase some really bad and risky moves to make them more viable at least in very specific situations
Not even considering whether or not those can be implemented, I think it would be prudent to reread Thinkaman's guidelines for balancing that this project uses, particularly:Some slight buffs that wouldnt hurt:
- Give Falcon Punch Super Armor
- Give Warlock Punch Super Armor, let it destroy the opponents shield in 1 Hit and increase the knockback even more, so that it is an almost-1-Hit-KO at 0%
- Slightly improve Jigglypuffs Rest and Sing
-> Improve some really bad and risky moves to make them more viable at least in very specific situations
Edit: Woops, I confused "increase" and "improve"![]()
What bad match-up does Jiggs have that a more powerful Rest would help her overcome, more so than any other move that could possibly be buffed instead?Step one is to look at what matchups a character is struggling with; you only make a change if it helps in problem matchups, period. Otherwise you are jsut as likely to hurt balance as help it. We try to look for patterns in problem matchups and see trends; is it projectiles the character struggles against? Gimps? Disjointed hitboxes?
To be honest, this project has really renewed my drive for Brawl. Fox is, more or less, the only character that I can ever really see myself going to a high-level tournament with. However, he simply isn't viable in vBrawl due to the "Doom match-ups", as you put it. No matter how good I get, it isn't reasonable to expect that I'll be able to take a set from someone like Anther, and it certainly isn't worth the risk and expense to travel nationally when my only prayer of winning any large tournament is simply hoping that I miraculously don't have to play against any of Fox's hard-counters all throughout the tourney. As such, there really isn't much reason for me to travel, compete, or push my Fox game as far as it can go in vBrawl.We talked with Zeton about Fox earlier in development, and he suggested we wait and see how Fox fits into the metagame with the other changes; removing all 3 of his doom matchups gives Fox a new lease on life. It'll be interesting to see where he goes.
Link is same speed, more powerful, even better projectiles. We want to emphasis the character differences instead of making a game with 39 medium-speed, medium-power, medium-priority characters. Homogenization is bad!Another question about Link: His attack speed remains unchanged? I mean that was one of his worst problems, he had very slow swings and they didn't have the power to back up for that.
Give me five seconds and I can tell you--my testing station crashed when I was screwign with DK d-tilt, almost back up.We're actually discussing in the Peach boards and we were just wondering: would it be possible to change the knockback to Peach's fthrow? We know throws are odd to deal with.
Yes; however, since there are a few tourneys that do not use Timer items, I think we are safe on that particular issue.♪ At first I hated the idea of hacking your Wii to make a game competitive, but I guess I approve of this idea, I'm not too attached to Balanced Brawl yet because playing this with items is kind of a weird experience like how a timer slows down the movement, but a character jumps very high for some reason. †