I'm not dead yet! Just attending to other stuff before swinging back to bbrawl.
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This. Again, when version 2.0 comes out, I want to host a tourney. Thee only issue is that it can no longer run without the card. that means everybody else has to get a copy too, and not all may feel like it.I think BBrawl advertises itself. I was immediately drawn to BBrawl rather than Brawl+ from the beginning. I didn't play Melee very much, so I became accustomed to Brawl mechanics. BBrawl basically does everything vBrawl does but better. It's definitely a step up and I think maybe a little more exposure could make BBrawl slightly more popular.
On the tourney size I'd probably run, I'd want 4 or 5 wiis. I only have two SD cards. One was gonna be used for Brawl Minus, but I could sub in BB. But I'd still want 2 or 3 more. I'd hav eto ask for help. and you know how people are. people in my area may not be accepting to begin with.Actually, Altrox...
You can take the card out as soon as the match starts (bar Zelda/Sheik, Samus/ZSS, PT, Castle Siege, and Lylat Cruise), since the character loads on the CSS and the stage loads on the SSS.
(Character Select Screen and Stage Select Screen, respectively)
Transformation characters/stages require the SD Card since they'll look for it to load from during the transformation.
EDIT: So, if you have a few SD Cards, you could back up previous data and use them all for cycling through the tournament. The extra SD Cards will be for cases such as PT mains or going to Castle Siege.
Thing with the diminishing attacks is that you can refresh them by smackign them with otehr stuff. Ike already has plenty of kill moves, he just lacks solid delivery in them (B-air excluded)Make Ike's fsmash have shield breaker's properties, (Longer charge has bigger shield damage, fully charged shield break) and can't be powershielded..... or reduce its ending lag to the point its unpunishable except by dodging successfully in front of Ike.
EDIT: I just thought of something, why not remove the diminishing knockback of moves on Ike. Would let Ike kill with bair and fair while using them to rack up damage.
I have to convince my cousin that shrimp pizza is legit. I'll do my post on BBrawl soon though, don't worry.
It's not just that though.most players have an SD card these days. just take them at the start, backup their files on your computer, and place the tourney files on there.
Bair, Nair, fair, and jab are the 4 moves Ike can land on others relatively well. Two of them can kill, bair and fair. I just think removing dimishing attacks would keep fear in all of Ike's attacks like how Ganon's move do.Thing with the diminishing attacks is that you can refresh them by smackign them with otehr stuff. Ike already has plenty of kill moves, he just lacks solid delivery in them (B-air excluded)
That would also work to make the move feel better (and rein it in a tad). I can understand being worried about underbuffing her; Peach has always seemed pretty potent, and yet simultaneously somewhat lacking. Then again I have no idea where anyone is on any tier list...Peach Bomber we considered doing the other way around (not letting you cancel it late) and tightening it up that way, but we do want to keep this change powerful since, honestly, Peach is one of the biggest risks for falling behind on the "do nothing" plan (we were both extremely dissatisfied with Peach in the standard release and both believe her to be bottom tier or close to it in that version; everyone just grew past her).
That is fascinating, and really good to know. It makes the change to always linking a lot more acceptable. (I assume it is the floaty side that can be combo'd, as opposed to the fastfallers?) It also makes the stun ZSS a lot more awkward an idea. I'm predicting that even if third jab stun was amazingly more powerful than linking jab, people might still complain and claim it is a nerf.ZSS jab... I used to think that as did Thinkaman. Then we found out the ridiculous behavior that against something like half the cast it already always links (it's related to fall speed; it links on the slower fallers with Ivysaur/Charizard being the cutoff, both so close to the line that Charizard's weight makes it not link on him while it does link on Ivysaur... or maybe it was the other way around). Basically, the issue is that it's already pretty ridiculous; Zero Suit Samus has a great and linkable jab combo that works in only some matchups in standard Brawl. That is unacceptable behavior; we are for sure changing it to either always link or never link. The current test build uses always link, but we do have that alternate version that never links (against grounded opponents that is) but does have jab3 with stun element which allows for some shenanigans. If you want to check out the other version and report back on that, it would be helpful to us, but I think it's easy to see how something has to change here. My personal intuition is that the linking version is more intuitive, will be appreciated more by actual ZSS players (game design aside, making a jab combo intentionally link worse is the kind of thing that is likely to upset people), and is more consistent with the rest of the design of the game. However, both are there, and unlike Thinkaman's ridiculous Bowser the Relentless (which I hated from the first time he mentioned it), this one is there for people to explore where we think there are multiple good options.
That's shocking. The only explanation I can think of is that it's a well-guarded secret to give ZSS mains an edgeBy the way, I checked the ZSS boards and found no evidence they actually know about the linking properties of her jab. It radically rocks her matchups for very obvious reasons so it's kinda surprising to me they don't have a sticky explicitly listing the characters it does and does not link against. I would almost suspect they don't know, but... there's just no way they don't know about something like that. It's too important to the character to not have figured out long ago.
I know Ike the worst ending air lag for all his moves (Nair lasts 74 frames when 30 of it is a hitbox o_O) But i'm accepting it as a character weakness. I dunno, trying to see if Ike can get good while keeping that. Maybe make his smashes have less ending lag or make them stronger (for stronger shield stun) o-oNah, Ike doesn't need that.
If you reduce the ending lag on B-air, that will be enough to at least let Ike edgeguard. One of his biggest problems in general is the fact his air ending lag is terrible (worse than Snake's).
It works in vBrawl. Putting something back into BBrawl from vBrawl is hardly a buff. I'm pretty sure that Fox can't jump out of side-b in vBrawl, so why is Lucas' trick in vBrawl?(7:51:14 AM) Amazing Ampharos: but Lucas thoughts?
(7:51:43 AM) Thinkaman: dair-double-dtilt-fsmash
(7:51:45 AM) Thinkaman: that is all
(7:52:08 AM) Amazing Ampharos: actually
(7:52:12 AM) Amazing Ampharos: can you double dtilt dsmash?
(7:52:17 AM) Amazing Ampharos: dsmash is likely to be fresh
(7:54:45 AM) Thinkaman: yes
Lucas's "trick" is only in vBrawl if they have a narrow % range, don't SDI, and don't tech. Here it only doesn't work at low %s or if they tech. This is what makes it so easy to add: people already know how it works, they just always wished they could actually use it at high level play.It works in vBrawl. Putting something back into BBrawl from vBrawl is hardly a buff. I'm pretty sure that Fox can't jump out of side-b in vBrawl, so why is Lucas' trick in vBrawl?
Well for the sake of making it look natural so Im not talking frames but basically make it looks as though Peach seems to be launching at the opposing player with an aerial.Yeah, Snake is other contender.
So, I'm working on Peach's interrupt window right now guys. Any thoughts?