rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
I rofl'd at what you you did for Lucas.
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I'd really like to find something cool yet usually useless for DK, Diddy, Lucario (Double Team?) Marth, G&W, and SnakeI wish G&W got a cool/useless BBrawl trick
Actually I think Wolf got the biggest boost, maybe Falcon too except that up-b is nerfed.Judging from those changes. Bowser and ganon probably got the greatest boost. Fox is impossible to gimp now and can literally come back from any angle. Mario is pretty much god. Yoshi fell kind of hard, if that's the only change to ike as of now, meh.
I actually think it's slightly better in terms of recovery. Remember that the up-b still failed if they grabbed the ledge with proper timing, and was useless if they had any sort of regrab technique to refresh invincibility.I'm worried that Ivysaur is gonna suck again. His new Dair is cool and all, but entirely too laggy to make up for removing his upB, it seems. I know you had to make it so that he couldn't infinitely rise, but the cooldown on it just seems a bit too much. This is what it seems like from a brief play with it.
Rumble Falls should still be there on the Extra Stages page, in between Green hill Zone and Temple.I like the new opening screen, but I'm not a huge fan of the stage select screen. I miss Rumblefalls, even if it glitched PT
Keep in mind how terrible Jigglypuff's item throws are. She might be the only character who can't kill with a freezie. We actually added the Pitfall because it turned out to be too underwhleming.I automatically am a little bit shocked by the change to Jigglypuff, and I really don't like this at all considering that several of those items can really do really ridiculous things, but anyhow I'll be happy to test things out when I get the time (which uh, I don't have enough of lol).
Ampharos took care of that this afternoon, I can pull up the numbers for you if you want in a moment to see exactly what it was.Also, I'd like to know what you mean by hitbox adjustments on Pit.
No, the existing walljump limits in the game are still in place.If I'm analyzing this correctly, Mario's buff to Up-B means it's now much harder to edgehog him on neutrals. Is that what you were thinking of Rykoshet?
Ohshi, does this mean he can stall on some stages?
I think in the end Mr. Saturn will always go back to his true gal. Jigglypuff can't even glide toss, and I mean, have you seen Peach's trunk? She ain't gonna lose her man packing that around.Hrm. >____>
I dunno how I feel about sharing Mr. Saturn with Jigglypuff. Probably negatively.
So...now I'm wondering what this means against people who manage to catch those items. =PKeep in mind how terrible Jigglypuff's item throws are. She might be the only character who can't kill with a freezie. We actually added the Pitfall because it turned out to be too underwhleming.
Would be appreciated.Ampharos took care of that this afternoon, I can pull up the numbers for you if you want in a moment to see exactly what it was.
Okay so wait...what do you mean by 'only categories like "aerial specials" or "footstools".' I'm having trouble understanding something, so maybe reword a bit?Also, if anyone wanted to know we can't IASA into specific moves, including specials--only categories like "aerial specials" or "footstools".
It means terrible things for Jigglypuff.So...now I'm wondering what this means against people who manage to catch those items. =P
Dash Attack: 100/20 -> 100/30Would be appreciated.
So like, we could make nair interruptible with any aerial special on any given frame we wanted, but not up-b specifically.Okay so wait...what do you mean by 'only categories like "aerial specials" or "footstools".'
So like, I was wondering what you thought of DK's N-air canceling into aerial Up-B, so is it or is it not feasible?
His recovery was always only okay, it was pretty hoggable in spite of the fact that it was straight invincible on startup and disjointed as ****. If mario's aim is FOR the wall/lip of a stage, there's no challenging that now.Mario is god? Walljumping out of up-b really isn't that useful, even Link's recovery buff is better. Keep in mind we toned down some of his KO power buffs.
It always was the good counter. That's why people straight avoid attacking it if they see it charging up. That doesn't change here. This gives ike 1 more options to get out of relentless strings but it serves the same purpose it always did, eating a hit you know is coming and throwing out a hitbox instead of just trying to stuff a hit. It's practical use didn't change with just some super armor frames. I much would have rathered the extra super armor frames going onto the startup of aether to make it a viable OOS and less gimpable option.As for Ike, it really is a powerful change. Eruption is like a good counter now.
B-stick says hai.You could make it cancelable into only up-b
You just have to make it cancel into a special if you're holding up or just make it change action into up-b if B is pressed during the move.
:3
Pretty potent--it's slightly at least double. Fair almost always shield stabs.Just wondering, how potent are the Ness shield damage changes?
Does this mean that custom stages can exist on the Wii's memory this time, or not? Sorry, don't know **** about "coding" and "file" stuff. xDNote that download package includes Smash Stack and a .gct code file that includes Disable Custom Stages.
OMG! Are the changes in this new test build originating from vBrawl, or the BBrawl Standard Release? And can this be installed without Homebrew like the Standard Release can?
These changes are in addition to the standard release changes except where otherwise noted. The small set of recent test changes (such as some linking jabs) are also included except where otherwise noted.
And yes, the codeset uploaded has Smash Stack included like the previous release.
If you are using Smash Stack to load without Homebrew Channel, then yes--Smash Stack requires the Wii to have no custom stages to work. However, if you load without Smash Stack (through Homebrew Channel) you are free to leave custom stages on and play without the code that disables them.Does this mean that custom stages can exist on the Wii's memory this time, or not? Sorry, don't know **** about "coding" and "file" stuff. xD
Ryko, I know Counter sucks--that's why we tried to improve Eruption rather than it, it's never going to be good. Playtests showed it to be pretty powerful, and we are interested to see how it is used further.
It didn't really change the juggle game since most aerials used for juggling need to be dodged or defended against on prediction and not reaction. You have to predict whether or not your opponent will commit, you don't see most juggle aerials start and go "oh well I should avoid it now", or you have an aerial that's fast enough to throw out to not care either way. All this changed is just how much you can get away with waiting, it doesn't put you in any advantageous position since the hitbox on eruption is still not any faster than any other option he would use to get out of juggles. The reason ike gets juggled isn't because he didn't have super armor early enough, it's because he doesn't have a hitbox that comes out fast enough to throw out, land, and then get the hell out. This covers overaggressive jugglers, but anyone that attacks that relentlessly can just be dodged through anyway. The smart ones that bait air dodges and understand that they can wait to see what ike is going to do THEN juggle him aren't going to get caught by this enough for it to actually affect matchup ratios since the people who have the easiest time juggling ike are the ones who cover all options based on a fundamental speed difference (meta, marth). A 30 frame attack gives either of those characters more than enough time to be like "wow screw that" and just not throw the aerial, or dodge, or jump away.Ike is pretty ridiculous to keep juggled for any period of time like this. Attacking him is just so risky, and not attacking is basically just letting him down based on what I've seen (especially since he can Quick Draw whichever way he wants to get away from his opponents in these situations as well).
Yeah I already used it to get away in mid-air without committing to a dodge, which is another reason I find this eruption thing to "get out of juggles" pretty lackluster.At least Ike does have the QD buff to get away from what would otherwise be ridiculously easy U-throw juggles.
That last part was would've been nice to know earlier lol. That was the one thing that kept it from working; I instinctively remove it after booting since it freezes the Wii on the Standard Release, or does it not?Dragonblooded, you definitely placed the files incorrectly; that sounds like file replacement isn't finding anything, but the .gct files are working. Specifically, you should have the filepath, if your computer reads the SD card as F drive, F:/private/wii/app/RSBE/pf and F:/private/wii/app/RSBE/pfmenu2. Also, be sure to leave your SD card in when you play; the files are loaded from the SD card on the fly and not just on boot.