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I'm extremely sorry if I missed it, or have been ignorant of the topic, but has a codeset for a non-hacked Wii been made for this? I really want to give it and B+ a try, but something tells me that's a long ways away from now. I'm always going to be for the original version over the others, even after playing, but I would like to try the others, simply because it's what everyone expected when the game came out.
woah, geckoOS works with BBomb now?You just need to use bannerbomb to boot up Gecko OS directly with all the required files on your SD card (gameconfig.txt / codes folder with the .gct you want to boot from) in order to play BBrawl or B+ on a virgin console. :V
sounds great (I'm going to a smashfest on satursday, and the guy can't hack his wii because he doesn't have a SD reader)You just need to use bannerbomb to boot up Gecko OS directly with all the required files on your SD card (gameconfig.txt / codes folder with the .gct you want to boot from) in order to play BBrawl or B+ on a virgin console. :V
First, Toon Link's Spin Attack buff is not even remotely in the same category as removing Auto-Switch. The buff to Spin Attack is a minor change that emphasizes something Toon Link is already good at (damage dealing) and it fits very well into his current playstyle, both of which make it fit within the guidelines of balance used by this project; on the other hand, removing Auto-Switch is a major change that fundamentally alters the playstyle of Pokemon Trainer as well as fundamentally altering the entire character concept, both of which make it not fit within the guidelines for balance used by this project. As such, they are not in the same category of changes; one fits nicely within the balance guidelines of the project while the other thoroughly violates them. A direct comparison is not entirely fair.
That said, examining Toon Link, it seems apparent that he needs to be improved in some fashion as he is below the desired level of "power" this project seeks for all characters. Given this, we know that we must make Toon Link better somehow.
To do so, we could either mitigate one of his weaknesses or buff one of his strengths. In particular, we could look at his polarized match-ups for some inspiration for good things to change; unfortunately, Toon Link doesn't really have any polarizing disadvantages, so that's not helpful to us. That leaves us with arbitrarily buffing a strength or mitigating a weakness. Looking at TLink, he has several nice strengths that essentially center around damage racking but he suffers from a notable lack of killing power. None of his other weaknesses are particularly character defining, so it behooves us to maintain his inability to kill. As such, we're left with buffing his damage dealing.
AA and Thinkaman decided that Spin Attack was a nice candidate, probably because it presented slightly "glitchy" behavior that isn't nice to have in a finished product, but they easily could have chosen any number of other moves. They probably did a detailed analysis of his moveset and his various match-ups and decided that it fit him the best. Ultimately though, the buff is perfectly justified because it accomplishes the overall goal of improving TLink slightly in order to help his tournament viability. He didn't need a big change, thankfully, but he did need a change. As such, the buff was entirely necessary.
That's not to say those three goals are the only reasons changes should be made, or that changes must fulfill one of the three in order to warrant a change. I was simply pointing out that not every change is strictly for the purpose of depolarizing a matchup or noticeably changing character viability.1. Remove Infinites and Inescapable Lockdowns
2. Increase Overall Character Balance
3. Increase Stage Viability
I actually think this is a solid idea.I think we should all be thankful to these guys that are working hard for Balanced Brawl, so if your are going to request or state your opinion on anything, you should be respectful and humble. Don't come in here flaming and demanding. And if you do, you don't really deserved to be heard.
Going on topic, there are some things to think if are we are going to redesign Pokemon trainer:
1) Honestly, I don't really like that pokemon are used in a fixed order. It's too rigid and that does not resemble de Pokemon games.
2) But on the other hand, if you are free to choose any at any moment you are being unfair to a character like Zelda/Sheik. Because you have a free-choose 3 characters in one, with 3 B moves each and Zelda/Sheik are just 2 characters with 3 B moves each. Get my point? Ok.
3)I understand that at BBrawl you don't want to mess up with game mechanics for the transition from vBrawl to be smooth.
4) Pokemon trainer was usually weak not only because pokemons needed some buffs to be good enough, but because you had to be good with all three to succeed.
5) Pokemon change is horrible. If your wii takes time to load the model from the disc. That's the time your enemy has to setup a good attack and you are completely open when you arrive. That makes any pokemon tactic useless if you cannot change your pokemon based on the situation (your damage, your enemy damage, etc). It's usually too risky to change.
So.. how can we find a solution based on this?.. hmm maybe.. I think the mechanics has to change for us to have something that is good for the game.
If we cannot change the fact that models are loaded from the disc and that is slow, then pokemon should not be open when they arrive. But we must also prevent that you can stall the game by switching many times in a row abusing your invulnerability. I think there is not a solution for this unless you can set up a timer for switching.
My Solution is this:
1) As pokemon change is a risky maneuver, you should be able to change in both directions (by holding R or something).
2) Death does not restore a Pokemon's stamina. (Let's of think of it as if he is taken out and is still tired from battle). So if you want to keep on using one pokemon you will have to deal with fatigue. The only way a Pokemon can recover stamina is while another pokemon is fighting.
3) The amount of stamina and recovery factor must be carefully designed based on how much the other 2 pokemons must fight if you want to keep using one pokemon without fatigue. ( I will help on this but I have to go now. I will be thinking about this and come again with a proposal ).
4) When a pokemon is defeated, you are forced to change, so this will also prevent you from just using one pokemon. Still, you can choose which of the other 2 pokemon to use. And you are just one risky pokemon change away from the character you want to use (if that's the case) but you must wait for him to recover his stamina.
Please, let me know what you think about this.
Well, the wonky throws are about to be gone. We are testing authentic throw changes now, and things look great.All this discussion about justifying decisions based on the goals of the project just made me think about Luigi's dash attack for a bit. The core character of Luigi is sort of a goof ball with hilarious taunts and some silly attacks like the dash attack. I know the fireballs were needed to depolarize matchups that involved camping opponents, but I think I missed why he needed the dash attack - which looks really glitchy and gets rid of one of his signature goofy moves.
I don't play Luigi, but I'm still sampling all the changes and besides not liking the new glitchy-looking throws (which I know get rid of infinites) I think this is one of the more unnecessary moves. Just a question...
Thanks for the reply.Well, the wonky throws are about to be gone. We are testing authentic throw changes now, and things look great.
As for Luigi's dash attack, I'm not sure I understand your complaint. It fits Luigi like a glove, because the slipping animation on the victim makes it look even MORE goofy! The gameplay reason for it though, was to cover that same weakness as the fireball speed buff: Luigi has poor approach. Dash attacks may only be good for approaching as punishment, but that's STILL better than what Luigi had. Since shielding always interrupted it, there was genuinely no use for that move, crippling Luigi's ability to get punishments in. (Of course, he is fine at punishing close...)
Fireball is now decent against camping oponentsThanks for the reply.
I'm really excited for Falco to have more normal looking throws. I commend you, AA, and PK for working together to get a common understanding. For a while there I thought there was going to be a serious problem. I'm glad everyone could be reasonable.
As for the dash, there's a difference between goofy and glitchy, and I would argue it looks more glitchy than goofy. The move with no purpose and his arms flailing is goofy. The move causing trips which appear to skip frames as the character reappears up and down is glitchy. Also, I didn't think moves with no use were a problem, according to this project. Lots of characters have them. I obviously didn't playtest this before, but was faster fireballs not enough? It seems like a pretty big boost.