BombKirby
Smash Journeyman
- Joined
- Oct 15, 2006
- Messages
- 287
Yepdo you have gameconfig.txt file at the root of ur sd card?
I'll redownload it later. Maybe something messed up there.
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Yepdo you have gameconfig.txt file at the root of ur sd card?
Spear Pillar is one of the worst stages competitively. You will never see an accountable match happen there.
Sure. Just let me finish my teleporter first.Again, Ganon money matches anyone?
"Make Ganon into every other character"You want suggestions that would really fix the bad matchups Ganon has?
Give him moves that let him punish out of shield. Give him a jab that takes 5 frames to work, instead of 8. Improve his grab range to something that isn't utter crap. Make all of his aerials useful, not just uair and dair. Make WP useful for something. Give him super armor or invinciblity frames on his laggy-*** moves. Any of those, and you've actually changed his MUs, not just given him half-useless crap, and half stuff that doesn't actually address his gameplay issues.
What do you mean WE?Brawl+ > What we wanted Brawl to be before its release+Balance
BBrawl > What Brawl is now+Balance
Stop mentioning Brawl+ in this topic. If you don't like it, that's fine, but you don't need to say why. It's just an invitation to start a flamewar, which aren't needed.What do you mean WE?
I personally think the hit lag destroyed B+.
In a normal 2D fighter there is always a way to counter act a move. For example, some projectiles are meant to be hopped over or some involve shooting a projectile of equal priority. But all projectiles have a way to be "beaten." In a deeper sense, BlazBlu/Guilty Gear they give you this little "burst" move which blasts characters away in they are comboing you (but does no damage) but it can be done only 1 to 3 times a match. In B+ if your hit....your gonna be comboed untill they screw up! Every one is like an infinite chain grabber! Didn't u see that gif in that guy's sig where C Falcon effortlessly combos ROB from 20% to death?
Keep in mind Smash games r always designed as party games so I don't think "WE" all wanted it to be a "fast paced" "balanced" 1v1 game.
None of the public verisons have IC changes. If you are interested in IC testing specifically, contact me.In other news. Just wondering but are the IC CGs ALL gone? I didnt try them yet and can't play again till tommorow!
I, too, am still wondering about this. I asked about a million times in this thread a while back and never got an answer. I occasionally forget to cancel it sometimes with Falcon, and it's very annoying when it happens, and usually winds up getting me damaged by my opponent.Are you removing that triple jump glitch? I've been recently starting to see how it really does hinder Ganon, and not in a way that can be justified as being "another one of his weaknesses". Ganon has to work hard to escape being beat downs at times. He gets knocked off the stage, and by either luck or good prediction and stuff, Ganon recovers.... only for him to be completely opened by that landing lag and get put right back in the situation other characters would have escaped from in the same situation.
Tentatively, they said that they weren't going to take it out because they feel it's actually apart of the game's engine, rather than being a glitch. However, then they said they were going to discuss it and that it's up in the air.I, too, am still wondering about this. I asked about a million times in this thread a while back and never got an answer. I occasionally forget to cancel it sometimes with Falcon, and it's very annoying when it happens, and usually winds up getting me damaged by my opponent.
Take a post and read something into it that isn't there."Make Ganon into every other character"
That. Right there. You're kinda...y'know...wrong. He doesn't really hit hard enough to compensate for the fact that he pretty much has to decay every single one of his kill moves in order to deal enough damage to put opponents into kill range. It's the reason that most Ganons actually get a large amount of their kills off of tipman gimps and spikes. He doesn't have any moves that he can use to rack damage that aren't also used to kill besides his current dtilt and FC. Knockback decay absolutely ruins his killing power, and the fact that it's so hard to hit with his moves means that he will be decaying them a LOT.It would be so easy to balance Ganon... and everybody if we used this style of balance, removing the weaknesses. The trick is to retain what defines the characters, which consists of both strengths and weaknesses, in balancing them. With Ganon, we decided very early "absolutely no speed buffs" because his horrible speed in every way is the most defining part of his character. Of course, he hits hard enough to compensate, and by keeping him slow in every way (instead of just slow in most ways), we also keep him distinct from Bowser, DK, Ike, and the other heavyweights.
This would be true, except for one thing. Ganondorf has the ABSOLUTE worst grab range in the game, and his grab is on par with Zelda's for speed. It's easier to grab people with ANYBODY than Ganon. Yes, the pummel is great. Yes, ONE of his grabs is useful for dealing damage, and another is useful for placing opponents. However, none of this changes the fact that his grab is practically useless. He can't shieldgrab unless the opponent screws up royally, and any Ganon charging at somebody intending to dashgrab (which by the way is still worse than many others) is just asking to get punished. Ganon's grab game is basically a nonentity as far as the rest of his metagame goes, and it's for those reasons.The grab thing is actually pretty workable on Ganon. Ganon's grabs aren't the easiest things to land (but are seriously not that hard, no harder for me than landing Mr. Game & Watch grabs), but he does so much damage out of them, more than anyone else who isn't doing a cg really.
Everything done involving aerial Wizkick. Absolutely everything. Damage increases on the Dive count too, since it's apparently still entirely punishable, as well as the part where no one should ever be getting hit by any part of it anyways. Everything else, I enjoy greatly and applaud you for.It's very obvious spending time with Ganondorf that nothing we've given him is "half-useless crap"; it's just so obvious that he's a ton better by playing as him.
Buffs? Oh yes, very much. Massive buffs? Hardly. That's the basis of my complaints, really. Part of the stuff you've given him improves his game, no doubt. However, most of the stuff that you've actually given him amounts to, "Here, we've added some stuff you didn't need and doesn't address your problems. Now learn to use it, and like it." That's not massive buffs. That's throwing things in and pretending that they're going to be an improvement because, y'know, if you added something, it has to be an improvement, right? There's no chance of it being something that nobody's going to use and won't affect gameplay at all, just like ZSS's Fsmash, Sonic's dair, or CF's dtilt.To be very blunt, I don't really see why a Ganondorf user would be upset at what we've done. Standard Brawl is our baseline, and Ganondorf received massive buffs regardless. I don't understand why you'd complain about having a massively buffed main...
Now this is the part that just makes me angry whenever I read it. Aside from the sheer fallacy of your claims that one change will make Ganon's gameplay so much similar to one of the other heavyweights that it'll outweight any possible improvement to him, it's little more than an excuse. An excuse to wave in the faces of those who ask, and distract them from the fact that you are unwilling to do anything.If we were to "actually address his gameplay issues", as you seem to mention, it would just be turning him into DK, Bowser, Ike, or some other character and not leaving him as Ganondorf (if you mean in specific the way his Dark Dive grab is punishable on hit, it's harder to punish in the currently published versions and set to be fully unpunishable in the final version). Ganondorf is about massively struggling to land anything and then getting such a huge reward when you do that the struggle totally pays off. If you don't have good "mindgames", Ganondorf is probably the worst character to use because you really have to earn every hit, but the pay-off is just plain worth it. Making it easier for him to land hits just totally defies this purpose; even if it were indeed a far easier way of balancing him, it would be giving up on Ganondorf and accepting Ike2.
Uh, what? Ganon has a 7-frame grab. Zelda is 12. Ganon has one of the shortest duration grabs in the game to boot.and his grab is on par with Zelda's for speed.
This paragraph proves that you haven't played BBrawl.Everything done involving aerial Wizkick. Absolutely everything. Damage increases on the Dive count too, since it's apparently still entirely punishable, as well as the part where no one should ever be getting hit by any part of it anyways.
Falcon d-tilt, at least the current non-trip version, is a solid move. ZSS f-smash buff is supposed to make it a remotely viable move instead of a totally pointless one, which it does. Sonic dair simply has reward somewhat closer to its large risk. None of these are very important buffs, and don't compare remotely to Ganon.There's no chance of it being something that nobody's going to use and won't affect gameplay at all, just like ZSS's Fsmash, Sonic's dair, or CF's dtilt.
I'm not entirely sure what you are accusing us of here. Are you trying to say we are only avoiding a Ganon speed increase because we are too lazy to speed it up? It would only take me typing 18 keys to add such a change, a fraction of what it is costing me to reply to you.Now this is the part that just makes me angry whenever I read it. Aside from the sheer fallacy of your claims that one change will make Ganon's gameplay so much similar to one of the other heavyweights that it'll outweight any possible improvement to him, it's little more than an excuse. An excuse to wave in the faces of those who ask, and distract them from the fact that you are unwilling to do anything.
Yes, this section is like a shining beacon of truth imprisoned in the rest of your post. Everythign you say here is completely true. You just described the very essence of Ganon, the fundamental identity of the character that all our changes are based around.Now, shall we address your argument? Ganon, in his current metagame, is about baiting and punishing, and then taking advantage of momentum to ensure that his opponent cannot recover their balance. He does this mainly by three things. The first is obviously things such as thunderstorming, or autocanceled aerials turned into attacks to punish whiffs. And Ganon NEEDS the opponent to screw up for his current metagame to work, since he basically consists of moves that are not only unsafe, but more unsafe than any other moves in the game. The second is, also obviously, techchasing via FC, which most Ganons will use less to actually deal damage and combo, and more to reset momentum and force the opponent into a bad positions.
That's one part of Bowser, but he also has an important grab game with grab-release options in normal Brawl. Bowser is also about Snake-style powerhouse aerials, modestly good range, and his fantastic side-b.Now, let us examine the otherheavyweightspower characters. Little though I know of Bowser's metagame, what I have seen from playing the odd one or two is that they are entirely based around their shield, with OoS Fortress being a safe option to punish many, many things and a key portion of their game.
DK is more about huge range combined with acceptable speed than anything else.Donkey Kong, on the other hand, has very powerful attacks, moves which let him set up kills and gimps, and an UpB which is also useful to punish OoS. However, their game mostly revolves around spacing with their Wall of Bair, and using their extraodinary tilts to keep their opponents out and rack damage, waiting for the kill.
Anyone who thinks Ganon isn't the most improved character hasn't played BBrawl. Someone might say Falcon is, or maybe Link or Samus or Zelda, but they would be wrong. It's absolutely and definitely not Ike.Next, Ike, the character you explicitly compared Ganon to, and undoubtedly the most buffed character in BBrawl.
Spacing fairs and nairs? Ike is a very slow character who is forced to stick to rolls, dodges, and jabs in most situations.His actual game mostly consists of spacing Fairs and nairs in order to get inside the opponent, and then using his jab to rack damage any number of ways, after which, he can go for the kill with one of his tilts or the risky smashes, which are normally barely utilized. He's actually more analogous to Marth for his emphasis on spacing, rather than Ganon.
And the Olimars want a better recovery. The Diddys and Wolfs want a kill move. DDD wants a reflector. Meta Knight wants a projectile.But you know what? I digress. What I would ask for, and be so very gleeful, as would most of the Ganon boards, to recieve as an improvement to Ganon is a safe move. A safe poke.
Because he's Ganon, and Ganon is not a character with safe moves.After all, why should Ganon be the only character in the game without any moves that are safe for him?
i know you can edit shield damage with PSA, but unsure on whether a code can do it.I forget, but are you guys at all capable of affecting Shield damage? I would think a great way of emphasizing Ganon's momentum game is to make his attacks do a lot more damage to shields if this is at all possible. Actually making people fearful of shield breaks would be a boon for Ganon. At the same time his game wouldn't center around it since people could just as easily spotdodge or something around him or use their OoS options.
that would drastically change his play style. something that won't work. remember, BB is trying to keep playstyles the same.I've been reading up and trying to think of a solution to please everybody.
Instead of giving Ganon a safe move to go against his playstyle, we have two options:
Option A) "Triforce of Power" -- Ganondorf doesn't care about your shield. He can rip it in two with his pinky. Blocking Ganondorf is a sure-fire death.
Option B) "Dark Illusionist" -- Ganondorf needs the opponent to mess up, so give him some extra tricks that will confuse the opponent. Attach IASA or maneuverability to his aerials, so he can cancel before the hitbox comes out to avoid broken combos, etc. I suggest the IASA method: Attach IASA [to certain moves] to every frame before the first hitbox comes out.
With Option B, this causes the opponent to see the animation and react, but allows Ganon to switch up and punish.
First, the idea that moves stale a different rates or speeds is a completely false perception. Except zairs and zamus nair which don't stale at all, all moves stale along the same pattern per standard input. Ganon is actually affected less by stale moves because all of his moves are chock full of immense knockback growth that gives him massive overkill at higher %s, and he has such a wide variety of kill moves. However, his slow pummel, poor grab range, and lack of a safe poking move (like nado or Jigglypuff dair) does inhibit him from refreshing his moves. The only issue I ever have with Ganon's stale moves are uair, and rarely dash attack.As said, I'll be wanting to know what you guys have chosen to buff for the official release. I'm hoping for at least more damage to some of his moves. That way when I do get that one hit in, it'll really count. Especially considering how quickly moves will stale for Ganon.