Sorry for the sparse replies guys, I'm frantically working on the last large batch of changes.
Im just wondering what would make you guys give ike an Recovery like that (infinite sideB)
That looks like something that one hacker would do (that guy that had falco flying all over the place with infinite recovery)
Heh... Quick Draw is still very predictable and restricting. You certainly can't use it to stall in any way. It is huge for Ike's worst matchups, but in no way elevates him past other characters.
Bahahaha dSmash got buffed waaaaay too much.
People wanted me to increase the knockback, speed it up, reduce the lag, and lower the angle to at least 20 degrees. All I did was lower the angle to 25 degrees.
Is Ike's Dsmash now faster? I wasn't able to punish it the last time I played BBrawl.... Are there changes that are not listed? Or are this side effects of code change? A friend of mine reported a lag reduction on Bowser ground attacks and that is not listed anywhere. What's going on?
The only attack timing changes, period:
Faster Luigi Fireballs
+5 frames on Falcon and Ganon d-tilt ending lag, to prevent infinite trip chain
-10 (maybe just 9, I forget) frames startup on Zelda f-tilt
+1 frame (lol) on Wario d-throw ending lag
Slower ending lag on Ivysaur aerial up-b
Faster ending lag on Quick Draw (hit only)
Anything else is imagination.
Something wtf-esque just happened. Like srsly, I was WTFed.
It was ok, testing samus against a lvl 3 cpu blah blah blah, then I randomly tripped. I thought "omgeee a bug in the no tripping hack". Still, wtf.
Then I rolled, and I RETRIPPED upon get up. wtf.
Then I rolled, didn't trip... ok, I SH+homing missile... When I land I'm in the trip animation... wtf
I took a replay.
*reboots his wii*
*watches the replay*
*notices the replay is desynched*
Ok, it solved itself. I'll still post this post (redundancy is redundant, isn't it ?) so you can tell me what happened/try to fix it if you didn't know of it "^^
Edit : just to avoid hysteria, I use the beta PAL version of page 55.
In the PAL version, there's a glitch with samus that makes her trip constantly or something.
I don't know anything about this, sorry guys.
I tried out the new set and I like the changes made to Ganon. One thing I noticed though was that sometimes his down b would clank with thunder jolts and other times it would go through it (in training mode so no stale moves). The old Dsmash was very prone to DI and you guys did a good job of making sure it always links to the second hit. I noticed that sometimes the second hit would only do 12 damage and have really weak knockback. After trying out the Dsmash in regular Brawl I noticed that it also does 12 damage hits sometimes. When I Dsmash Mario at max range it does the weaker hit just to give you an example of when you get the weak hit. I think you guys should tweak the second hit so that there is no weaker hit and that it always does the stronger 15 damage hit. If you guys do a jab buff down the line you should just change all of the weaker hitboxes to be the same as the 9 damage hitbox and maybe give it +1 damage. I still was able to attack Ganon out of his up b so maybe you guys forgot to change it or tested it out on someone at low damage. When it makes them go into tumble they can still attack immediately.
Ganon's good, and the throw changes he is getting should remvoe any remaining doubt that he is not a good character. Up-B should also be "solved" for good.
I tried out the new Zelda and I like the new changes so far. The new Ftilt especially is really good and it also has a cool backwards drift effect if you hold shield or buffer another move out of it. The new jab is great for follow-ups now and the new Utilt angle makes it a slightly better kill move than Usmash.
Have you tried messign with up-b? It's my personal favorite.
I think Sheik's new dash attack is worse than the old one. It is very weak at low damage. So weak that people can hit you after you use it on them for free.
This is my fault; I had already noticed it and it's on my fix list. Stupid mistake, sorry.
I think it would be nice if Lucas could PK freeze in the air without going into freefall. It gives him a slight momentum boost and it would make B-reversaling PK fire less risky since messing up won't lead to instant suicide.[/QUOTE]
Yeap, free fall after Pk freeze, Pk flash, absorbed Pk thunder, and Giant Punch (DK) should be removed.
I have a question... when you land a hit, the knockback is computed based on the damage before of after the hit?
The Giant Punch thing may be true. But Pk Freeze and Pk Flash are hard to land (they are very rewarding now though). If after some more testing they still seem inferior, maybe they can be improved this way. Pk thunder is not that rewarding (especially Ness). Maybe that free fall could be removed to help them cover their recovery (especially Ness).
To answer the question first, it is before.
As for the fall states, Pk Thunder won't be changed, Ness and Lucas are fine with their universally vulnerable recovery. (They have techniques to protect themselves, and a solid game on-stage to make up for it. No free fall after Pk Flash was actually tested. In the end, it was not included (nor for Pk Freeze) because it just doesn't matter much, if ever. We might include it if enough people expect it to be changed, but it really helps them none that our testers could ever find.
Wizkick levitates Ganon. It will completely ignore Thunder Jolt if it is currently hugging the ground and not in its arc.
And Bom-Ombs!
So it's already coded to remove the damage restore...could it be possible to reverse this and make it so only the only benefit to clearing a mini game is damage restore?
That's what we would like. For me personally, it isn't a priority and I want to get character stuff hammered out more first.
I think that Link's huge landing lag is still a problem
Most testers are reporting that Link himself is the new problem on the block.