Linkshot
Smash Hero
Defeats the core of Pokemon Trainer; your Pokemon faints so you have to switch to the next.
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I think it be more of a trick if standing still restores staminahere's a bbrawl trick for PT: taunting restores like 15 seconds of stamina.
That be a cool new concept for Smash Bros. Heavy/Slow characters with "Unblockable Attacks"Well actually, I've been testing some Ganon stuff with his d-smash and I've found a way to make something unshieldable, however there could possibly still be a few bugs. Anyway, we should see what AA thinks before we do it.
but even so, it's always been a reason why PT struggles despite having good options. Look at Squirtle and Charizard in vBrawl. Both are good characters, and if they were ranked individually, Squirtle would probably be high tier, and Charizard mid. Even if all three are equal leveled in BBrawl, the fact that people can not choose one is gonna detract players who may want to use him. That was one thing I liked in B+, because you can choose whether or not you want to use full PT, or just one pogeyman. I mean, I'm sure there would be advantages to using regular PT in a battle. If you can switch up your playstyle enough, you can keep the opponent guessing. Good PT's can do that, and it's an admirable trait. But at the same time, you have to admire the guy who can just use Squirtle, or Charizard, or Ivysaur as a stand alone and kick serious tail all the same. I mean, isn't that what BBrawl is about? Balancing the game for all characters? PT may be balanced as a whole, and that's good, but it would also be a good and expansive addition to add the pogeymen as stand alones as well. Developing a new metagame right there.Defeats the core of Pokemon Trainer; your Pokemon faints so you have to switch to the next.
How does it take away from him though if you still have the option? You could still play that PT or have three alternatives. If anything, PT would keep his uniqueness, and you'd get a bonus otherwise@Altrox: There have many many debates on the subject of Pokemon Trainer, and the final response has been that splitting him up (or even allowing it as an option) is an unnecessary change that takes away from PT's uniqueness, and is contrary to BBrawl's goals.
I think Link zair and Samus's zair both have as much if not more range than Ike's fair without all of the terrible landing lag and they can be be done out of an air dodge. Also, Ivysaur may have similar range on her bair, but I'm not sure.more damage on fair...like 15-16% total. if you make that move like 10 frames, ike suddenly shuts down tons of characters imo...it is the most disjointed normal aerial in the game or something right?
Some of it is a little rehashing and rephrasing of what you and Ryko have been saying for the past few months now. I was mostly trying to bring most of it into one post and then propose changes that would fix his problems.Funny, that wall o text on Ike.
I've been saying basically that for quite a long time.
Which is not what this project is supposed to be about?it's just meant to be a trick.
Keep in the loop dude.PUBLIC TEST DOWNLOAD LINK
Note that download package includes Smash Stack and a .gct code file that includes Disable Custom Stages.
Alright, here we go. I'm going to preface this by repeating the idea of generally giving each character 1 flashy change or new tool that can attract people to BBrawl. (While improving balance, of course.) I'm going to call them BBrawl Tricks for now. A lot of these might be controversial--that is why this public release exist. Please give feedback and discuss!
These are changes made from the previous test build to the current. Unless otherwise noted, assume all previous changes are in effect.
Changelist
Wall of Text
I'm going to follow this post with a ton of commentary. In the meantime, enjoy!
Argh, this is exactly what I was afraid of when making that suggestion.you can only specify what category of moves to cancel with, and iirc, it can only cancel into "specials" with no kind of differentiation.
Well, the project is in an awkward area. If it actually did do the original mantra, I bet it would be far more popular. Though I think some guidelines would need to quickly be drawn, starting with minimal nerfs. The only one I'd consider worth doing is MK's Nado. Save the bigger things (DDD's dthrow and grab release/locks) for last, because they aren't currently centralizing the metagame and thus are low priority. Bring everyone up to Snake/MK level, then apply minor nerfs. It's a lofty goal, but it seems that it's one that is fading away into just "Brawl... different!"What's the point of having an amazing game if nobody bothers to try it out?
That... might be a really interesting trick. By the end of a stock, the Pokemon is probably close to exhaustion. This might lend Pokemon Trainer an interesting mechanic wherein he would have to choose to either switch out or taunt. It gives players who prefer to stick with one Pokemon an option to do so, albeit at a price, while still encouraging those who utilize PT's multiple personalities to do so. I would think 15 seconds is a bit much, though. Squirtle has some pretty quick taunts, so you could probably recover 30 seconds easily. This would give players less incentive to switch out, since 30 seconds is a good part of the next stock. How about 10 seconds?here's a bbrawl trick for PT: taunting restores like 15 seconds of stamina.
What really holds Pikachu back in Vbrawl? Killing power and approach, really. He has a great grab game with mixups, a good projectile, good mobility, decent weight, decent pokes, does fair damage. As it's been stated many times, you don't want to take away all the weaknesses of a character if it makes the character unique in some way. I agree to a point. Now, not everyone will agree with changes that could improve pikachu into "currently viable" levels of good, but let's throw out some ideas:Forward throw knockback (110/45) -> (10/80)
Up throw damage (10%) -> (11%), knockback (45/90) -> (45/100)
Down throw knockback (38/60) -> (1/79), angle (80) -> (95)
Skull bash can be shield canceled when charging
Sourspot Fsmash has a steeper angle
Isn't this a good thing?Balanced Brawl: Where upper tier is over 30 characters big.
Sure.Gea, here is Brawl as it truly should be:
1) Every character is balanced when using standard tournament rules.
2) Superior skill is essential to beating your opponent.
3) The game is enjoyable for everyone.
4) The game is not only fun to play, but also fun to watch.
5) The best strategies are not the easiest ones ("Easy to learn, impossible to master").
BBrawl seeks to create this game. The chaingrabs HAD to go. If they are still there, points 2 and 5 fail. Don't try and tell me the difficulty of ICs chaingrab makes it require skill. Practice does not equate to actual skill at the game, although they are at least correlated. Don't tell me we can just rebalance it and say we're done, either. I don't know about you, but I HATE watching Brawl videos. They're boring. Genesis had equal entrants for Melee an Brawl, but an overwhelming majority wanted to watch Melee. We need to create the appeal that is apparently lacking in the normal version. That is where the tricks come in.
I've presented several opinions as facts during this post. Feel free to disagree with them and debate me.
Stages are less important than establishing the roster as actually fulfilling the philosophies the build set out to do, whatever those may be. I also believe they were taken out mostly due to making some matchups skewed heavily in DDD's favor and this was seen as "unbalanced." I might also bring up the fact that upon creation of the original codeset, DDD was a much more feared character.The D3 chaingrab is removed mainly so that we can use half the stagelist
I respect your opinion, but I do think he remains unviable for high level of play, good or not. Thus I think that minor buffs (such as something like switching his fsmash sweetspot to be in a reasonable place) would suit him greatly. If he had a clear setup into a kill (uair -> nair is as close as it gets at the moment) like Diddy, I wouldn't consider his killing prowess to be so bad. However, he has real troubles killing and his bad matchups are really because he can't approach nor kill, so he's left camping and poking and hoping.And I disagree with the notion of buffing Pikachu an already great character.
Almost everything you listed here has already been done by Brawl-.I have some ideas for bbrawl tricks that I think should be considered:
Bowser: I don't think that fsmash needs super armor. Its high priority and backwards movement during startup already make it good enough at hitting opponents. I think that a move that bowser really needs to have super armor on is his down b. It is really punishable if it misses and the first hit (when used on ground) doesn't always lead to the second. I think that the first hit should lead to the second and that it should have super armor as long as the hitbox is out.
Donkey Kong: One unique thing that Donkey Kong has is his cargo throws. Unfortunately, not only are his throws bad for comboing and killing (besides throwing people under the stage), but If someone holds up they get out far more quickly than they would by mashing buttons.. Something should be done to make this unique ability more useful. At the very least I think that holding up shouldn't help in breaking out of cargo throws.
Ice Climbers: IC mains have little incentive to play bbrawl due to how much harder it is to chaingrab. I think that a good way to give them incentive to switch to bbrawl is to make nana have 0 input lag when shielding. This would allow both Nana and Popo to powershield the same hit. I also think that something should be done to strengthen their desynch game if possible.
Ike: Ike has always been a character that relies on reading an opponents mistakes and punishing them due to how slow his hitboxes come out. The concept of Counter fits perfectly with this aspect of his playstyle. I don't think that the move is beyond saving. If the counter frames start sooner, the hitbox comes out sooner, and it does 1.5X damage instead of 1.2X it will become a much more useful part of his metgame while still being very punishable on whiff.
Kirby: I don't think that your current buff to copy goes far enough. In many kirby games, the ability kirby gets is better than what the enemy he copies it from can do. I think that this should also happen in brawl. Small, subtle buffs will make kirby much more versatile and interesting to play. This would be a pain to program, but I think it would be worth it.
Link: I don't like the idea of buffing Link's recovery despite how much I hate it. Instead, I think that his boomerang should be buffed. I think that the windbox it has when it returns to him should deal damage like the windbox on Ganon's utilt does. This would make it much easier to combo someone that is carried to him. As things are now it is possible for the person being pulled to Link to attack him, which hinders its usefulness. This buff would make boomerang shenanigans much more interesting.
Lucario: Lucario has always been said to be the character that is capable of great comebacks. I think that this should be enhanced by slowly increasing his launch resistance as his damage increases. This would increase the likelihood of lucario users reaching his maximum aura during each stock and would allow them to enjoy its benefits for a little longer than he does now.
Ness and Lucas: I think that you should consider making pk fire, pk freeze, or pk flash unblockable. their slow startup ,low range and powershieldability make them too easy to avoid. Making them unblockable would make it more difficult to dodge and would help them to force approaches.
Olimar:I think that his up b shouldn't put him in a fallstate. I think it should be like sonic's recovery where he isn't in a fallstate, but he can't upb again either. This would allow him the opportunity to try to attack someone as he dies if he is close enough to the ledge.
Pit: I would like to see some kind of buff on his shield. He is the only character in the game to have an attack like that, I'm sure that you guys can find some use for it besides reflecting projeciles and turning opponents around.
Snake: I think that his downsmash should be buffed. I think that once enough time passes instead of disappearing as it does now, it should explode like his c4 does when its timer runs out. If its possible, It should be changed so that it doesn't detonate if someone roll dodges over it.
Sonic: One of Sonic's most unique attributes is his spindashes. Unfortunately, their low priority makes it too easy to counterattack it. I think that Sonic should have heavy armor when the hitbox is out on all of his spindashes so that this unique aspect of his gameplay becomes more useful.
Toon Link: One possible trick for toon link is to give him his hurricane spin attack from Wind Waker. This could be done by allowing him to move forward and backward after a fully charged spin attack.
Wolf: I think that Wolf's blaster could be made more unique (compared to fox and falco) by giving it more knockback growth. This would make it useful in getting an opponent off the stage at high percents which would give him the opportunity to kill with his aerials.
I like the new direction that this project is going in that characters are being made more interesting while still maintaining balance. I hope that these ideas may be useful in making the next version of Bbrawl.
1) Starcraft disagrees. I know they only have 3 instead of 37, but the point is that you can always strive to make the game as balanced as possible. Even if you never get there, you can still get "close enough" for it to be considered perfect.Sure.
1) Actual balance is impossible
2) That's impossible to qualify past a certain extent. These characters will never be perfectly balanced. Accept that now. I agree that more = better.
3) lol. Why is that even in here? You're asking for a game that requires skill to perform but is enjoyable to everyone? And you're asking me to take you seriously?
4) Spectators are of second nature, but it would give your codeset a boost. The less camping, the better.
5) Difficulty is subjective. The best strategies are running away and forcing approach based on %. If you want to go deeper into that, Brawl still lends itself to very simple strategies being the best since "combos" don't really exist. You can either perform the skill or you can't.
You're looking at this entire issue differently from me. You're asking for something that is subjective and impossible. Sure, you can say you want to get "as close as possible," but it was lost at some point. You go on to bring up Melee in this discussion (which has chaingrabs at high levels of play) and want something as exciting as that?
You're arguing for changes to the core of Brawl's system. Might I suggest looking towards "Project M?"
What's your point, exactly? I seem to have lost any argument you may have had. Your original comment was something like, "If you build it, they won't come. You have to put up neon lights first."Unfitting analogies and lack of point