Almas, you deserve some sort of mention for sure, since a few of your posts were invaluable when we were first starting months ago. If you didn't want credit for that code, I'd still arbitrarily credit you for something like Hitbox Collection.
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That statement makes no sense.I honestly don't think it does. It's really my only defense when a good Marth wants to plank the ledge.
That statement is SOOO true. Marth's ledge game offstage is crap.That statement makes no sense.
basically, they needed every setup to get genesis done in time, and i was unable to set it up
Unfortunately that is a very sweeping change that goes against BBrawl's principles. I am certainly intrigued by the idea of more effective teching, but to be honest I disagree with you that it is useless.Overall, I would like to see an increase in the viability of teching, as it is next to useless in vBrawl. You get punished too easily, and it's not like you recover any faster. If you make teching similar to the way it is in Brawl+, it would increase some mobility options for characters who are lucky enough to find the floor or a wall in a stage.
Just my 2 cents, does anyone agree/disagree?
As of now I somewhat agree with this. I haven't made too much effort as of now to use the move much, but even when I get it to connect, what am I supposed to do? Try and chase/predict what they're gonna do for their standup and punish it? Doesn't seem entirely worth it, especially when the risk behind the move is pretty high. Before it was a somewhat reliable move I could use when ducking attacks and in other situations, now it's just something I don't bother with much. I like the idea of moving tripping to the down angled ftilt (or atleast making it a chance thing), and perhaps returning dtilt to have it's original effect, maybe with something like an angle change (something like a 100 degree angle could be neat).Falcon:
I don't like the dtilt change. Landing it is difficult, and the extra lag makes it quite punishable.
You could get the same effect by adding the trip effect to a down angled ftilt instead. Samus' already has a chance of doing this, and it proves to be quite effective. The Dtilt could revert to what it was, popping opponents into the air to set up a potential uair or nair. Putting the trip on a down angled ftilt would give it much more use than it's getting on the dtilt. This way, you could also stick to your goal of limiting frame modifications.
Not necessarily, incremental balance edits are good. Think Starcraft.I'd consider "substantial" as "OMG BROKEN 100:0"
That's on your playstyle, the character is fine, stay inside and force/bait actions. If they shield you have a fast tether, as well as an air grab. If they dodge, he has enough multi hits and sex hits to punish that.You know I do have to admit...
Pre-Genesis Update Yoshi felt just a little better than what he is now. I know that knockback gained from Yoshi's damage buffs apparently "hurt" his damage building game, but I think I was doing better with him when there wasn't a compensation.
Then again it could be me. I'd have to try the previous version again (if the codeset still exists anywhere). But who knows... Maybe that slight increase in knockback made my hit and run tactics a bit more effective. I never do try to stay in too long with Yoshi...
...Since when does Yoshi have a tether OR air grab? And since was there a character that had both?That's on your playstyle, the character is fine, stay inside and force/bait actions. If they shield you have a fast tether, as well as an air grab. If they dodge, he has enough multi hits and sex hits to punish that.
As in tether grab. Air grab is neutral b....Since when does Yoshi have a tether OR air grab? And since was there a character that had both?
^ This, yoshi blatantly has both. Anything that can hit snake's cypher mid-air and cause him to fall to his death is an air grab, koopa claw, chomp, and egg lay all come to mind.As in tether grab. Air grab is neutral b.
It's a tether because of the disjoint, air grab is air grab because it goes through shield.
By "without Gecko OS" do you mean "without the homebrew channel"? Because the latter is a momentous step. If so, please to be linking the tutorial!Absolutely love this. I finally ran into a tutorial for using the Snapshot hack, and I currently run the following:
NTSC - No gecko OS.
USB Coverfloader (Uses Ocarina to access SD codes)
Every Character Texture Hacked (This .gct also includes the snapshot forwarding hack)
BBrawl (within the Snapshot Method for getting past the 256-line code limit.)
Just thought I'd let those without gecko OS (since nobody mentions using these different versions of brawl without it) that there's hope, and that you can easily join the fun too! :D
A lot of these things I think are because none of you were probably mains, or even fairly good with any of the low tiers that were buffed. Ganon, for one, I think is near impossible to be judged right now, because even Ganon mains will have to change their playstyle up a lot to work all the new techniques in. As a Falcon main myself, I can easily notice Falcon's changes, mainly in the increased knockback and damage in his hits. It was never too hard to rack up damage in vBrawl, but in BBrawl it's easier, and you can get people to a potential kill percentage much easier. Also, utilt is LETHAL. The angle is incredible, and can cause major problems for certain characters' recoveries if they get hit by it at the edge of the stage. A lot of his moves are more viable to kill with as well, when you get to relatively high percents. He can kill early with his kill moves though, ESPECIALLY knee. 60% at edge of stage + sweetspot knee = death. Not that the move itself is used very much anyways in competitive play, but still If you open yourself to get punished by it, you're in trouble.Adapt said:*Ganon still sucks, but he is more fun to play
*Link's arrows are awesome... but he is still held back by garbage recovery
*You can tech between the hits of TL's Dsmash. I don't remember being able to do that before
*ZSS the stun time is nice, dtilt might actually be a hindrance because it doesn't string hits as well
*Ike's recovery is a great improvement, he is playable now
*Ivysaur is much better, but she can pseudo-stall with her up-B now. The damage buffs helped her a lot
*Sonic's spring is now almost OP against those with weak recoveries and according to one person, he is broken in FFA
*we didn't notice any substantial difference with Captain Falcon. The dtilt trip is basically useless
*Shiek feels a lot more like she did in Melee. (this I found interesting)
*Yoshi seemed largely unchanged, but the Egg Roll was nice.
*stuff on Pit's MU in vBrawl*