Would increasing the stun time on ZSS's neutral special, if only slightly, be plausible?
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There are a lot of ways we can make Nayru's Love a good move. (A whole lot.) We're just trying to find what fits Zelda the best, which is surprisingly hard and might not have anythign to do with Nayru's Love in the end. We'll see.Nayru's Love is an already good gtfo move, but isn't reliable because Zelda is vulnerable during the startup, then she's unvencible, but I'm not sure if it is SDIable... Anyways, if it doesn't hit, Zelda is very vulnerable again due to cooldown.
As I mentioned, Din's Fire is almost 100% a dead end. We'd practically have to remake the move, which would be annoying. I'll look into it tohugh, we're not leaving any stone unturned. (We're testing lots of things right now. Lots.)The Flashy thing she could use is either a faster move of Din'sFire (even if the explotion is nerfed), I'd say also something with FW, but the actual change on it is awesome, so it's mainly ok.
Ditto about testing lots of things. We'll probably end up having some discussions on Bowser when the dust settles.For Bowser, I second the SA on Bomber, so it's an anti-juggle move, but very punishable if fails. A very good option, imo.
You are right about Samus bring "unique" and difficult to work with. Samus might be the worst character in the game to make accidently broken.Samus is hard, because of her "uniqueness", The character like it is right now makes sense (she beats Ridley everytime!), but definetly needs something, like nerfing her kill power even more, but help in many silly ways, like having a reliable Usmash (wich has a good vertical range, btw), but I'm not sure about that...
Balancing 666 matchups is a great undertaking. Balancing 443, 556 matchups is insane.I don't think FFA play is the major concern for BBrawl.
Which people call for constantly.Regardless, it's hardly a usability issue. The pieces make Zamus who she is as a character. Removing her pieces would be like taking away Peach's random items, or Yoshi's egg shield, or Kirby's copy powers.
Yep. Keep in mind there are also lots of people who would remove items from Smash if they could, and others who would remove Item Switch if they could. Both are some of the worst ideas imaginable.It would just be sad.
We already do this. It helps a decent amount, I think most people will agree with me.Would increasing the stun time on ZSS's neutral special, if only slightly, be plausible?
Thanks for the responses! I'm glad (though not at all surprised) that you guys are being as careful as I'd hope. I hope we can find a use for shield damage, because the idea of a character who is dangerous to shields is a neat one that hasn't really been used in Brawl yet. I think a safer route than giving one move a good deal of shield damage would be to give many moves small to moderate shield damage. Maybe just like an overall +1-3 shield damage across the board would be consistent and would make the character dangerous -- to the point that his moves would be "safer" on shield without actually being safe on shield.Right, I think the keyword here is "discrete". Singluar, cohesive, atomic changes are not much of an issue in terms of adaption.
We know this is a big step and are as paranoid about it as you. Continued feedback on such matters will be valued.
Of course. It would be impossible for me to agree more.
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.
That's an interesting idea. Off the top of my head, the only ideas I have are either speeding up the move's startup or the projectile itself, or giving the move invincibility or Super Armor for at least part of its duration.Meanwhile, as a point of discussion, let's see... Can anyone think of *any* way PK Flash can be a redeemable move? Even eliminating all the ending lag or letting Ness interrupt it at any time (projectile still can't fire) still gives you a terrible move--now you just have a terrible with jerk animation. It's kinda to be expected that such a slow move with no mobility is doomed to be worthless in 1v1, but it's still a shame.
It's usable, it destroys air-dodges. IMO to buff it make it explode sooner after release.Meanwhile, as a point of discussion, let's see... Can anyone think of *any* way PK Flash can be a redeemable move? Even eliminating all the ending lag or letting Ness interrupt it at any time (projectile still can't fire) still gives you a terrible move--now you just have a terrible with jerk animation. It's kinda to be expected that such a slow move with no mobility is doomed to be worthless in 1v1, but it's still a shame.
We've looked at shield damage a lot, on many characters and moves. I'm about to go write and test Ness dash attack having bonus shield damage, for example. I really am serious when I say we are testing lots and lots and lots of stuff though--several of the moves I've tested +SD on have turned out poorly, and others have turned out interesting and worth further investigation.Thanks for the responses! I'm glad (though not at all surprised) that you guys are being as careful as I'd hope. I hope we can find a use for shield damage, because the idea of a character who is dangerous to shields is a neat one that hasn't really been used in Brawl yet. I think a safer route than giving one move a good deal of shield damage would be to give many moves small to moderate shield damage. Maybe just like an overall +1-3 shield damage across the board would be consistent and would make the character dangerous -- to the point that his moves would be "safer" on shield without actually being safe on shield.
The movement and control of the projectile itself we don't have much control over and I'd be hesitant to mess with if we could. Invincibility or armor wouldn't really fit Ness, and it wouldn't really make the move more interesting or fun.That's an interesting idea. Off the top of my head, the only ideas I have are either speeding up the move's startup or the projectile itself, or giving the move invincibility or Super Armor for at least part of its duration.
Alternately, the move could be improved by having it fire when it hits a wall or when Ness is hit out of it.
All of these ideas are pretty extreme though.
I'm not sure we can do that. :/ Interesting idea though.It's usable, it destroys air-dodges. IMO to buff it make it explode sooner after release.
We actually had this in very early versions. It might see a comeback if the move does see some magical new use.Actually, cool idea: Don't make Ness go into a helpless state after use. That way uncharged Flashes in midair could possibly be followed up with an upair or maybe even a tailwhip>PKT2.
Sounds good! I trust you guys to find the right places for it.We've looked at shield damage a lot, on many characters and moves. I'm about to go write and test Ness dash attack having bonus shield damage, for example. I really am serious when I say we are testing lots and lots and lots of stuff though--several of the moves I've tested +SD on have turned out poorly, and others have turned out interesting and worth further investigation.
I agree the armor isn't very fitting for Ness -- I'm excited to see where else you put it though.The movement and control of the projectile itself we don't have much control over and I'd be hesitant to mess with if we could. Invincibility or armor wouldn't really fit Ness, and it wouldn't really make the move more interesting or fun.
We've done a pretty good job so far of seeking out and testing possible places for super armor. The last test game I played had, between the four characters playing, 7 new counts of super armor on their combined movesets. (Or 21, if you count by sub-actions.) That sounds extreme, but there's a really simple explanation.
I'm not sure we can do that. :/ Interesting idea though.
Action 0x0
@19BF8
Move,
-----------|START|--------------------------
Change Action(2) - ID=0x3, Requirement=Hit Wall, Variable=0xFF
Change Subaction - Move
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Change Action(2) - ID=0x3, Requirement=Hit Wall, Variable=0xFF
No, by +1 I mean free kill, thus +1 in current standings stock wise. again, not an issue 1v1 but really annoying in FFA. The damage they do is fine, it's the power to 'em that's the annoying factor.Yeah removing her armor pieces is a terrible idea.
@Nova
Or...You know, you could just powershield the armor pieces? Just sayin'.
Plus it's a FFA, that isn't a concern with BBrawl, it's a competitive environment.
All Zamus really has is Paralyze shenanigans. She needs a buff. Her gimmick was mostly get a HUGE lead with the armor, and try to maintain that lead throughout the match. It was HARD to catch up past 1st stock.
Also, you mention +1, as in Timer mode and not stock?
This makes me cry, items although really have much more to do with luck than anything else, are once in a while fun to have certain item lists on and just screw around.Yep. Keep in mind there are also lots of people who would remove items from Smash if they could, and others who would remove Item Switch if they could. Both are some of the worst ideas imaginable.
That's a pretty neat idea, though it just makes me think of Squirtle's Side-B, gotta love hitting him with something when he tries to use it and actually forcing him off stage. xDCrazy ideas:
Super armor on nair for the entire time in shell, could address numerous issues or be stupidly abusive
My bad. I get overexcited at the chance to contribute to BBrawlRight, I was talking about the control behavior. The articles I don't know how to edit are Kirby copy powers.
Trust me, I've spent way too much time staring at PSA/OpenSA lately.
Reposted for great searching justice.Would you please add the characters' names by their pictures in the changelist? That would make it easier to search.
I experimented with PK flash being able to stun, didn't really like it that much. In the event that you do get a charged one, it's kinda wonky.With the tools that are being used, I doubt PK Flash is really saveable. However I might suggest adding a stun element to it, since I'm going to assume that PK Flash is barely landable when not fully charged, and that would be imo the most practical way of increasing its uses at this point. Besides when you think about it, PK Flash in Earthbound is known for its disruptive properties. Oh but if you do manage to quicken the release frames of PK Flash, yeah. That would help.
Sonic needs a new setup into kill move....Pierce suggested lowering angle of N-air to force a tech situation.
I don't think we are going to look at Ike's d-smash more--Ike is getting attention otherwise though.Sorry if it seems i'm just chiming in without reading up on anything, but is ike's down smash still worthless or was there a decision made about that?
Sure, I'll take care of it soon and for future changelists--gonna focus on getting to the next milestone for the next release first though.Reposted for great searching justice.
At that point we're making a pretty substantial change for relatively little benefit. Doesn't it use the same hitbox size for all cases? That's probably the cause of the issue to begin with, and "fixing" it for the big explosion could make the little explosion be a bit wonky.Do you guys still believe in not altering hitbox size?
Uncharged PK Flash becomes considerably more useful with a slight speed boost in its start-up and hitbox size (its uncharged size is pitiful at the moment, if you do around 1.5x to 2x in size it finally fits its own graphic). Gives it utility as a tech chase move and even utility on shields.
Just some old food for thought changes from old B+ builds
I rather like that change, attacks that don't always match the graphics of them really tick me off, such as Lucario's attacks having about 30% more reach than the appear to have, more so when further behind.Do you guys still believe in not altering hitbox size?
Uncharged PK Flash becomes considerably more useful with a slight speed boost in its start-up and hitbox size (its uncharged size is pitiful at the moment, if you do around 1.5x to 2x in size it finally fits its own graphic). Gives it utility as a tech chase move and even utility on shields.
Just some old food for thought changes from old B+ builds
I don't believe it does, at least in my memory I think it has like 6 or article subactions. I'm pretty sure you can target different points of the move, but I'd need to double check.At that point we're making a pretty substantial change for relatively little benefit. Doesn't it use the same hitbox size for all cases? That's probably the cause of the issue to begin with, and "fixing" it for the big explosion could make the little explosion be a bit wonky.
lol, I already made my own.Hey BBrawl Players just off the presses (after I got it working)
Anyway tired of seeing Hanenbow when you know its the Wifi Waiting Room. Well fret no more as in the movement of bettering the visual nature of Bbrawl I've made a Stage select replacement so now the remnants of Hanenbow is gone and only the Wifi Waiting Room remains. So enjoy
http://www.mediafire.com/?zbvtmyjokgz
To use, place the "common5.pac" file from the download in this hierarchy on your SD card.
private\wii\APP\RSBE\pf\System
and it should be ready to go
Also for anyone else here is my Balanced Brawl Title screen:
http://www.mediafire.com/?zyznljemhd2
To use, place the "sc_title.pac" file from the download place in this hierarchy on your SD card.
private\wii\APP\RSBE\pfmenu2
(thank ....''''Nuclear432''''.... for his SSP Guide-Stage Selection Portraits Guide)
SHOW ME!!!!lol, I already made my own.
I'm not sure on some of your wording, but I'll provide what I know on stage hacking.Lokee, I'm looking at this stuff ingame, and before I say anything, I want to say I really appreciate this sort of thing. Anyway, my suggestions/constructive criticism...
-The title screen is great, though the text at the bottom is really hard to read on my TV. Is there any way to make it a little bigger and just have it go lower on the screen (that black box it's in has some empty space at the bottom). That's really the only issue I have with it.
-The WiFi icon is a little... beige. It kinda stands out a lot next to the other icons. Maybe the actual icon itself should be something like a super zoomed in picture of Sandbag? I know the stage is really plain and offers little to work with, but the other icons are so dynamic and colorful that this one just stands out, even next to PictoChat.
-How hard is it to port this hack to another stage? If we can get a non-buggy custom stage select screen code working, I'd probably want the WiFi icon to actually be replacing the menu icon if something has to be replaced because Hanenbow itself would also be on the SSS. On this note, directed to anyone who knows, is there a non-buggy (meaning it doesn't cause horrible behavior in the replays menu) version of the SSS code these days? Ideal behavior would be that it can add extra stages, still switch which stages correspond to what in random select like the old one could (like I have Hanenbow and WiFi on the SSS, but if Hanenbow's random slot is given to WiFi), and make all "new" stages not appear in My Music the same way Hanenbow doesn't appear. This would make the game's presentation a lot better...
-Is it possible/reasonable to replace the graphics for Hanenbow on the random stage select screen with appropriate ones for WiFi? That would make things generally more complete/professional.
Again though, thanks for the work you've done, and if the answer to any or all inquiries is some form of "no", I don't begrudge it. I'm just bringing this stuff up since quality graphic work like this does help our presentation value.
If thats the case, then I probably confused it with aurasphere or something else.Are you sure? We just went through the KirbyHat articles, and PK Flash/Freeze both have just one hitbox subaction named "Bang".