adumbrodeus
Smash Legend
Sorry, forgot my technical terminology for a minute. It's hitlag, which is SDI-able.stuff
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Sorry, forgot my technical terminology for a minute. It's hitlag, which is SDI-able.stuff
That wouldn't be any different than Jigglypuff stalling with rising Pound on Final Destination. She will slowly but surely fall to her death, so there's no need to go attack her; just watch her slowly lose altitude until she hits the bottom of the screen.I think the idea where instead of drowning you start falling sounds good but if you think about it a little bit more in depth you will notice that it can be abused for stalling. Imagine a Jigglypuff rising pound under water. You wouldn't even be able to reach her until you can fall through the water yourself. In that time she could also hit you while you are trying to drown to reach her. I still think the water still needs work but that wouldn't be a good solution.
In either case, they can't add hitlag or hitstun anyway to specific hitboxes. It's either add more hitlag to everything or less hitlag to everything (or more hitlag to electric moves or less hitlag to electric moves). And those are controlled by two completely different codes and is probably something this project isn't going to want to mess with. (Unless you want Falcon's knee to be even MORE SDI-able than it currently is, which is still really really easy to SDI...)Sorry, forgot my technical terminology for a minute. It's hitlag, which is SDI-able.
I was actually implying less cooldown. Maybe the ability to cancel earlier.In either case, they can't add hitlag or hitstun anyway to specific hitboxes. It's either add more hitlag to everything or less hitlag to everything (or more hitlag to electric moves or less hitlag to electric moves). And those are controlled by two completely different codes and is probably something this project isn't going to want to mess with. (Unless you want Falcon's knee to be even MORE SDI-able than it currently is, which is still really really easy to SDI...)
I think Pikmin have their own rather complex code controlling their movement, part of which involves dying instantly if they get in water and their color is not blue.Water already does damage to Pikmin that aren't Blue...maybe characters just have a removable immunity, too?
Great to hear everything is moving quickly.Thinkaman and I just had a long discussion about everything that needs done, and we're on the point of one character really having insufficient data so far...
SAMUS
Please, anyone, use Samus.
If we get good Samus data, we very well may be able to meet our initial goal of only two weeks with the preview version... but don't take that too officially.
On that note, this topic has really slowed down as of late. I hope that's not a bad sign...
ah, thanks for the uh, enlightenment*facepalm*
Just for future reference, there is only a tiny amount of hitstun in Brawl, if you can even consider it hitstun. However, in the case of firebreaths, they don't deal hitstun, at all. Hitstun is the moment you're in the tumble animation, where you're actually sent somewhere not where you're just getting hit consecutively by a weak hit like the flamethrowers. That's why you can't DI moves like Sheik's Ftilt lock or why you can't DI out of wall locks that well, they're all weak hits and don't send into the tumble animation (where hitstun WOULD occur IF there was enough of it and IF you couldn't momentum cancel) raising the base or knockback growth of weak hits makes them send into the tumble sooner and thus, allows you to DI, all you'd be doing to the flamethrowers if you so much touched their KB in any way is making them easier to get out of, as well as faster to get out of.
There's really no point in messing with the flamethrowers because they're not really useful for anything and won't be with any change. They're situational at best... and should stay that way.
Also for future reference, they can't add hitstun directly to any moves with the Hitbox property mod, the best they can do is make moves send into the tumble earlier which in essence, to Brawl in this case, IS the moment you're in "hitstun" but the problem is you can do anything during it... so adding hitstun to moves wouldn't really do much in the way of fixing them if the game doesn't have much hitstun to begin with.
I think you should do that only after the "official" one gets more playtesting. Lots of things tend to be overlooked/forgotten in the 11th hour so at the very least there should be some kind of grace period (like say one month) where changes can occur in the official.I would like to throw out that the next version isn't going to change for 4-6 months unless something really nice comes along so it really is a "get in your opinions now" sort of thing.
In my personal opinion, there are just some moves that don't really gain anything from being buffed in any way, the flamethrowers are sorta what I feel won't get used more often just because they deal another 5% more damage... now if they never went down at all (as in, went into the smaller flames overtime) then that would be something of interest. But, at the current moment, buffing them for damage... ehh... I don't think that'll help things for either character.ah, thanks for the uh, enlightenment
but isnt the whole point of BBrawl to buff ****ty moves and make things more balanced?
Like Amb said, Flamethrowers are the things youd wanna buff on charizard and bowser, they have very limited use in vBrawl as it is...and that essentially means they suck
yeah, your dude didnt even changeIn my personal opinion, there are just some moves that don't really gain anything from being buffed in any way, the flamethrowers are sorta what I feel won't get used more often just because they deal another 5% more damage... now if they never went down at all (as in, went into the smaller flames overtime) then that would be something of interest. But, at the current moment, buffing them for damage... ehh... I don't think that'll help things for either character.
It's better to buff their strengths in this case, especially considering Bowser lost his grab release game by a huge margin.
But, whatever you guys decide, I don't really care because I don't use either character lol.
yeah, but isnt it silly at the least that you are punished like, 100% of the time for landing a move, regardless of what damage you do?Water Gun was a gimping tool that didn't gimp. That's why it was buffed. Firebreath is a damaging tool that actually damages. Sure, you get punished, but for more damage than you dealt? Nah.
In this case, simply remove the first four frames of Nayru's. This helps it overlap with the attack a little. Trading with Nayru's is so ridiculously stupid for Zelda. That, and whatever Ryko probably posted will be enough for this move.No, you really CAN'T move invincibility (didn't I explain this earlier). Invincibility frames are "static." Even if you were to take away all the lag that was present before them, the invincibility frames would simply shift into the same window as before. Taking hypothetical move exampe:
Move A has 10 frames of startup and invincibility on frames 6-9. Total duration of the move is 20 frames.
This move has invincibility right before the hitbox comes out. Now when we speed up the move by 2x from frame 1.
Move A (modified) now has 5 frames of startup and invincibility on frames 6-9 (that's right, they don't move). Total duration of the move is 15 frames.
This move has invincibility DURING THE HITBOX. Irronically, in this example the invincibility occurs after the hitbox has already been out for 1 frame.
Hope this clears up any questions related to SA frames, invincibility, and the dead jump frame (that 1 frame during a jump that doesn't register inputs....is unfortunately static).
Well, I haven't heard too manySorry I misunderstood you. Since KO setups are going to vary substantially by character, we really do need to uncover what ROBs new worst match-ups are. If he is going to get a change remotely like this, we have to be certain it helps him in the right places, you know? I hope ROB players can offer feedback like this.
Well, true, but how often does that happen?If you do it right, though, it's not real punishment. They can't completely redo the damage.
Thanks for your input; I personally played a lot of Zelda tonight in an internal playtest with some new changes. One match in particular, a 6-minute match against Link on wi-fi (the stage; matches were all offline!), was one of the best games of Brawl I've ever played.Overall, I'm very happy with this first new version of Zelda... or I should say that I'm not displeased yet. I'm sure that it has been mentioned already, but Zelda is an incredibly flawed character. Why she has such a slowass grab is beyond me, but it pretty much trashed her. Again, if you need any more direct feedback, I am here to help.
Mario really isn't a fundamentalyl flawed enough character to require a timing change of any sort, things we want to actively avoid.EDIT: Mario's Dtilt doesn't need more damage. It needs less lag for it to actually be usable. Giving Mario's dtilt more damage is a waste of a buff.
Yeah; it's actually pretty ridiculous. On CPUs I was effortlessly chaining 4 dairs from 0%, and winning matches with no move but dair. It's just bad design and makes her into Ganondorf, it is clearly not allowed normally for a reason.as i understood it from thinkaman on AIM, Zelda dair sweetspotting grounded opponents is "broken". like, way better than thunderstomping.
I think the opponent would be laying down on the ground then, or he'd stand next to him, in either way no guaranteed stuff, especially with the new dthrow lag.If the throw-lasers stop momentum, Falco gets dThrow infinites.
I also call for a sticky and character discussion threads.Why isn't this stickied yet?
B+ gets character discussion. I foresee bBrawl needing it in the future as well.
I'm playing this now. B+, you were great to me, but now I'm back to playing actual Brawl without the stupid ****.
EDIT: Mario's Dtilt doesn't need more damage. It needs less lag for it to actually be usable. Giving Mario's dtilt more damage is a waste of a buff.
Damage is intrinsically tied to knockback growth (that is, how knockback scales with damage). I dont know why they didnt just nerf the KBG directly), but nerfing damage is one way to go about doing it.I hope this question hasn't been addressed, but i did try searching this thread for it....
Why were damage taken away from Wario's fsmash and uair, but not knockback on either.
-This seems weird because of the top3 characters, Wario is fundamentally the same, whereas Snake needs to use ftilt less (so it goes undiminished) or more aerials for KOs and MK got his dsmash and shuttle loop reduced. Wario's don't use fsmash, especially, to rack up damage, they use it to kill.
I totally agree. I know many known players are supporting Brawl+, but many of us don't like how they are messing with game physics , stale move negation and game speed. This project has a bright future. We just want a balanced roster, that's all. This may someday become a standard for the competitive community. We may not get a perfect balance, but this will be much closer to a balanced game as it is now with vBrawl.can we get this stickied?
If Brawl+ is stickied, why can't we get Bbrawl stickied?
I also call for a sticky and character discussion threads.
Its not very efficient getting feedback on every character and other changes all in one thread. So I took the liberty of making a Balanced Yoshi discussion thread as a place to provide feedback on Yoshi in Balanced Brawl.
I hope other character mains also do so.
http://www.smashboards.com/showthread.php?p=7793723
It's still pretty new, B+ has been out for months nowI wanted to ask something. Why are there so few videos of BBrawl matches? Are few people playing this? I think that more videos will help gamers feel this is not just a poor idea and at the same time they can see how matches go now. Just a healthy advice. I will try to hack my wii today to try this and to try Brawl+. All of my Smashing friends already now of this project and most of them are interested. I cannot record matches right now, unfortunately.