Looking into it, I can't seem to reproduce it even frame-by-frame.
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I'm excited and yet also apprehensive about this. I've always looked at BBrawl from the perspective of, "will I get better at vBrawl even while I play BBrawl because it's more fun?" Thus far the answer's pretty much been yes; it's not hard to remember that Ike's Side+B freefalls instead, or that I should avoid using Bowser's Dair. So, if the changes follow similar patterns, it should be okay.We really want feedback on this. I know it'd hard to judge without having a firm product yet to present and judge, but this sort of direction change (even if not all that different from the past) is not something we take lightly. Do you agree with or see other pros to having one "signature" change per character? Do you see additional cons we might not have thought of?
Thanks guys.
Right, I think the keyword here is "discrete". Singluar, cohesive, atomic changes are not much of an issue in terms of adaption.I'm excited and yet also apprehensive about this. I've always looked at BBrawl from the perspective of, "will I get better at vBrawl even while I play BBrawl because it's more fun?" Thus far the answer's pretty much been yes; it's not hard to remember that Ike's Side+B freefalls instead, or that I should avoid using Bowser's Dair. So, if the changes follow similar patterns, it should be okay.
We know this is a big step and are as paranoid about it as you. Continued feedback on such matters will be valued.I really like the new design prerogative in that you are avoiding changing startup times. I feel like the most important thing you memorize in Brawl is how to land a move -- spacing, timing, etc. Personally the thing that worries me most is certain jabs linking -- those are moves that are generally fast that you either do or don't use reflexively, based on the situation. /kind of rambling
Of course. It would be impossible for me to agree more.Anyway, as much as exciting new changes are good for publicity, I would naturally still prefer the more mundane changes where possible.
Shield damage is interesting and a tool I'm really really excited to have. However, it's kinda tricky to use for balance. For example, if you add excessive damage to a move you've just made a powerful move--if you add excessive shield damage, you've possibly created a nightmarish pressure tool. That said, shield damage allows for very offense-focused buffs, which is invaluable.Speaking of, how is the idea of shield damage? I remember that being a topic with a lot of potential, especially as far as it concerns the likes of Ganon or Ike.
I sense someone that only plays a character that lost an abuse/op move.I cant believe this stupid ****.
Answer pl0x?Thinkaman, who are you trying to replicate with?
@_@Also, Lucas's moves are being reverted... to the first BBrawl release, not to the standard Brawl model. I think there's some confusion here, but this is how Lucas is an actually good character, not an overall bad character with a few good gimmicks (which is basically what he is in standard Brawl). I'm not really sure how jab locks are actually going to play out, and either way, I doubt it will really benefit Lucas.
Ganon Flame Choke jump escape by Jigglypuff you mean?Answer pl0x?
This is being addressed.Even if it doesn't benefit Lucas (which it will especially since you made d-air even better for it), it will get more people to play it. I dislike BBrawl in the fact that it doesn't have jab-lock properties and so does EVERY other serious Lucas main. If you put it in (along with the jab-locking d-tilt) I know for sure that APC will play BBrawl and others will too.
Yeah, have you tried with SDI and on different terrain (slopes, slippery, walls, etc.)?Ganon Flame Choke jump escape by Jigglypuff you mean?
On the subject of ZZS, is there any way to remove the armor pieces that spawn if you select her form the start of a match? Have always been imo a bit too polarizing a start in matchups against bulky characters such as Ike, DK, Bowser, etc. If they didn't hit quite so hard sure, but as is migth as well be spawning with 3 bats to throw around >_oSamus and Zero Suit Samus each didn't really get enough time in discussion, and both are kinda worries in their own ways. There's an anxiety Samus is going to just suck again, and Zero Suit Samus is a character who has seen way too little use and we're not sure where people are standing on her.
That's an awful idea.On the subject of ZZS, is there any way to remove the armor pieces that spawn if you select her form the start of a match? Have always been imo a bit too polarizing a start in matchups against bulky characters such as Ike, DK, Bowser, etc. If they didn't hit quite so hard sure, but as is migth as well be spawning with 3 bats to throw around >_o
Since I have not yet played Balanced Brawl, I don't know much about your version of Bowser as it stands. What I can say, however, if it has anything to do with Bowser's moves, I think I might have a few that come to mind, minus his Neutral B.Bowser: I have something pretty awesome cooked up for him, but it may not be enough. Grab release gimmicks on him are gone and likely to stay gone; the main issue I see with him is that he's a kinda similar character archtype to DK except just worse. So if anyone has things about Bowser that are uniquely Bowser that seem natural, shoot.
We will certainly offer public tests as we work towards a final release.I come in and out of this discussion as time permits, and 300 pages are a lot to read so forgive me for this question...
When is the next version coming out? And by all this large change talk it sounds like theres going to have to be a beta tested version of bbrawl2. Is this the case?
On the subject of ZZS, is there any way to remove the armor pieces that spawn if you select her form the start of a match? Have always been imo a bit too polarizing a start in matchups against bulky characters such as Ike, DK, Bowser, etc. If they didn't hit quite so hard sure, but as is migth as well be spawning with 3 bats to throw around >_o
Yeah, Zamus mains would kill us. The ability to juggle pieces for as long as possible in a match is one of the skill differentiating factors for Zamus mains.That's an awful idea.
The pieces are incredibly important to Zamus mains. They're also incredibly brief - not to mention manageable.
We're pretty limited on what the animation allows, and I'm not sure making fludd more powerful is a good idea. By design it is much better against some characters than others, so I'd argue it'd a bad place to focus buffs.regarding FLUDD:
perhaps making it somehow possible to induce more hitlag when opponents (such as marth or gw) try to fair or bair through it? squirtle's water gun buff works pretty well, but i'm not sure of how well it fits mario. perhaps give it a wider range of motion, ie being able to point it vertically or downward. not sure of how this would work with recoveries but i think it'd be somewhat like sonic's spring.
Not an awful idea. There's a ton of options for Bowser though, so there's no telling how he'll end up at this point.i really think bowser should have some kind of good setup out of a throw to make up for the loss of grab release junk, and give him a reliable option that racks up damage. maybe super armor on the startup of bowser bomb to help getting out of juggles?
We did that in the initial release quite a bit! I actually tested a version that heals Yoshi, but Yoshi isn't a character who needs a reason to camp more. It wasn't broken, but wasn't fun.buff egg lay.
So Din's Fire is a pretty poorly designed move--it's almost broken in very low level play, and worthless in high level. You'd be hard pressed to make a good Din's Fire that isn't super annoying and campy, and almost impossible to make an improvement that wouldn't screw over terrible players.zelda. speed up the din's fire release? make nayru's love a good "gtfo" option in boxing situations?
Adding hitboxes is kinda extreme--I felt dirty enough just adding 2 frames duration to the existing hitboxes on Jet Hammer. We'll see how Toon Link does.toon link is a fairly underrated character in vbrawl that seems to be a victim of having a terrible matchup with MK, i think he's already quite good. his projectile game is fairly ridiculous. perhaps give his aerial up special hitboxes behind him, since it only hits in the direction he is facing. does his jab link? maybe buff one of his throws a bit.
I also slightly un-buffed d-tilt, differentiated her u-throw from her d-throw, and nerfed something else I think. I'll think more clearly after digesting my dinner.i don't see how samus is going to suck if it's just her zair that gets weakened. her boxing game is going to be loads better with a linking jab, her general survivability is already top notch, and with the plethora of KO setups she has, the KO moves that are stronger will be put to good use.
Hmmm, thanks for the input.ZSS is fine imo, especially with a better setup move in her neutral b. kind of the same situation as toon link.
You have me on the Crawling. Not what I am talking about for the Dair though.snake can also crawl. also bowsers Dair has definitely been buffed lol
Yep! It was also pretty bad. Those two factors made it an obvious choice for buffing--it's one of the more fun buffs we released imo, one of my favorites.I mean the attack functions like no other move in the game, by anyone.
Again, bulky character. Ike is really irritating to try and get around these, he just doesn't move well enough. It's really bad when you start an FFA on someplace liek FD and have your bad to the edge and her facing you right off the start, under most circumstances she ends up with a free +1 unless one of the other guys decide to interfere, in which case I love them.That's an awful idea.
The pieces are incredibly important to Zamus mains. They're also incredibly brief - not to mention manageable.