He could do that in vBrawl tooLucario- Can Walljump or Wallcling out of Up B (limit once)
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He could do that in vBrawl tooLucario- Can Walljump or Wallcling out of Up B (limit once)
Double post to say this might be easy to do. I'll consider it.Link's new recovery is good, but I don't like the fact that you have to use the hookshot immediately after the upb ends. I think that makes it too predictable. It would be better if the hookshot could be used at any time after the spin attack ends.
Well what I meant was that you guys accidently changed the knockback on both hitboxes of the jab. The outer hitbox didn't need to be changed and the change makes it worse. The inner hitbox could use some more knockback so that you don't have to hold A or risk getting jab 2 powershielded. The way it is now it combos, but giving it more knockback to get more frame advantage is better even though on some characters it won't combo as often at slightly closer than tipper jab range. The knockback of the old inner jab at about 50-55% is probably the best. I almost always hitconfirm (if they block I usually don't jab 2) the jab 1 before commiting to jab 2 and doing so is a lot less reliable right now.*gives you a cookie*
This is the first time recently I let a Kirby power get by, I am ashamed...
Edit: Got Kirby coded up, tweaked Zelda d-tilt some to be less likely to combo into itself, and looked at DK.
Big O, are you sure the jab change wasn't ported right? I dug up the old numbers and the current ones hae indeed been changed to match them. It's registering as a true combo on various characters for me in training mode, and I can't powershield out of it. It looks like it would need significant improvements to get a better frame advantage, and that much knockback is likely to make the attack sometimes not combo. (Especially with DI.)
I did fix the aerial side-b sourspot though--that change slipped through.
When do we get to have updated builds like these? :OI tweaked DK, found the issue you mentioned on the outer hitbox. I think I bought him an extra frame or two, it's still not much.
I toned Zelda's buff down a tiny bit, might be 75% of what it was. Like most changes I did it in increments, and at one point it just "clicked" and felt less jarring.
I also tweaked Zelda's d-tilt to have a consistant 4f advantage--it cannot be chained. (by 1 frame)
For Shiek, I tried removing the cancel on jab3 and makign the cooldown on jab1 and 2 (for non jab followups) half the original values. Looks promising.
Actually with the new systems in place on the beta and test verisons its all fixed. I think the cause of the glitches where the frame speed modifier codes but the new system uses PACs so its all good. A little more to download but its worth it considering the benefits like transformation time speeds and the restI would like to have the Standard Balanced Brawl version without the item bug. Is that possible? Do you happen to know which code causes item bugs?
I'll also try giving my feedback for Zelda one more time, though likely to go disregarded.
There's no time better than now to ask about this than now.
All the stuff you gave her is neat and all but she doesn't really need most of it.
She has D tilt that knocks the enemy above her and now the reappearing hitbox on Farore's wind..
Basically shes a once trick pony now, all the can do is knock opponents above her and U smash or U tilt and (U air now)
The whole freezing affect is nice and being able to cancel it with a jump is helpful.
But the Ice effect along with the flower on jab(which is too small to do more than 1 damage before the enemy shakes it off) aren't really necessary.
A MAJOR buff she could use is making Din's fire a non horrible projectile.
Yes I know she can fill GnW's bucket and heal Ness/Lucas in doubles but those sound like poor excuses just not to give her a buff she really could use.
About the whole low level play thing, if were really trying to balance it out for noobs(aka low level players)
Then get rid of Falco's Blaster and GnW's turtle while you're at it.
With a decent projectile Zelda could actually force an approach and use her defensive options (F smash, old Nayru's Love, D smash) to keep the enemy away.
Sure she would be a campy character and people would complain about it but considering the fact that shes one of the slowest easiest characters to kill it would balance her out.
Look at Pit and Falco, both can camp well and both have a better up close game and MUCH better chance of recovering safely than Zelda does,
Just saying a speed up on dins fire is a lot less radical than giving Jigglypuff items or significantly boosting someones recovery.
Speaking of her horrible recovery Brawl- seems to have fixed here(http://www.youtube.com/watch?v=sr5bDX4Cjxc#t=0m15s) and this model of Zelda wasn't even complete. She doesn't even have to fly upwards out of it just being able to move in a direction after using it would help.
She's clearly much worse than wolf and he got his recovery literally doubled <_<.
That would REALLY help in the several match ups.
The new Nayru's Love change gives Zelda an approach but it doesn't really fit her play style.Not even that, sure its has lots of lag and characters like Jigglypuff have plenty of time to hit her but that's not the main problem.
If someone knows the Zelda match up well they can predict where shes gonna land and punish it, the ending lag is so horrendous Falcon can hop on the edge to make sure she cant sweet spot then jump up and reverse falcon punch it because she cant move for like 3 seconds after using it.
Shield damage wouldn't help Din's.
About 80% of the cast has an aerial that cancels it out on impact.
I dunno what you are talking about specifically, but most bugs were caused by frame speed modification.I would like to have the Standard Balanced Brawl version without the item bug. Is that possible? Do you happen to know which code causes item bugs?
The key is the Din's Fire is ultimately a defensive projectile--it can never be used to help an approach. (Unless we allowed like a 0f interrupt to grab that you could do on landing or something extreme.) It's like PK Thunder, but worse.The new Nayru's Love change gives Zelda an approach but it doesn't really fit her play style.
I'm not sure why you keep changing Nayru's Love, sure it may be one of less reliable reflectors in the game but out of all of her specials it's the least horrible. She's also going to have to over rely on it as her only decent move that now triples as her recovery and approach.
You seem to be avoiding Din's Fire as if it were the plague for some reason.
Giving a character as horrible as her a nice projectile wouldn't be polarizing.
I think you guys will be pretty happy with the altered Sheik behavior. It's a lot nicer/cleaner while still being decently powerful.Sheik while much better still needs something if her jab canceling is going to be removed.
Note that many of her advantageous match ups were based pretty much on the ability to tilt lock them to rack up damage.
Unlike Falco's chain grab she actually needed it to win some match ups or go around even with them(Fox, Falco, Wolf, DK and others) while many characters that she can't tilt lock in vbrawl are bad match ups for her(Snake, Marth, Peach, Luigi).
Sheik+Zelda is one of the most powerful characters in BBrawl imo. Alone they are quite competitive, but they excel together.@Fuujin:
Do you remember that Z/S are supposed to be played as a team, right?
I think Sheik's jab should cancel into shield only (would only allows jump/grab), that wouldn't make her that outstanding.
As for Zelda, is ok to avoid changing DF, since is the "easiest option" to change, and do it may could change a lot the matchups. Still, she needs something to be at a "everybody else's level" =/
Then why are they seperate on the tier list?@Fuujin:
Do you remember that Z/S are supposed to be played as a team, right?
But that's the thing, she needs to play defensively, she has pretty much no approach prior to the new Nayru's buff.Din's Fire is like Egg Toss: Buffing it is intrinsically going to make the character more defensive, and since both characters are already highly defensive, it's of no real help to bad matchups.
It's not that amazing in doubles, maybe when teamed up with other projectiles but if the opponent knows to cancel it out with an aerial it shouldn't be that much of a threat.2. Din's Fire is really good in teams. It's true; it creates tons of frame traps when used correctly in synchronization with a teammate, and it can charge G&W bucket or heal Ness or Lucas pretty efficiently.
As the people who worked with Ganondorf I'd assume you should know if you can't hit with the move the damage and knockback don't matter much.3. The move is fairly rigid mechanically. This makes reasonable buffs of the move pretty hard to do. I mean, what can you really responsibly buff here? When it actually hits, the move already is one of the most damaging projectiles in the game and one of the few that can kill. Making the move transcendent priority would prevent clashing, but it also has a very large possibility of just making the move dumb for some characters to fight against. Speeding up the re-appearance to make it very hard to airdodge is kinda the same way; remember that we have all these characters who have to fight against Zelda; it's not just about her. Remember that we have very slow characters such as Ganondorf in this game. It's not that way right now, but I can easily imagine a game in which Ganondorf or Bowser or whoever have very few viable options to escape Din's Fire juggles and have 80-20 matchups against Zelda. I can also imagine a buffed Din's Fire would be of almost no help against high mobility characters like Sonic who, as far as I can tell, already do pretty well against Zelda.
It really is useless on Peach, GnW, Yoshi, Luigi and basically any character floaty enough to use an aerial to cancel it without descending too far offstage.Then you try to use it in 1v1 matches against good players and discover it's hard to get a lot out of it (though it's definitely far from useless). It makes sense why you want the move to be as good as it seems at first, but it's just not a good design direction.
As per Farore's Wind, it also seems better at first than it really is, but the move is about as good as it can be without really reworking it. You may notice that Balanced Brawl makes the actual hits of this thing pretty awesome, and the fairly mediocre movement pattern would really need total reworking to be significantly better. Zelda's recovery isn't the greatest I guess, but it's not horrible either because that Meta Knight cannot magically teleport to your location off-stage and insta-gimp you (same reason Ness's recovery isn't horrible; it takes time to get to you to gimp you even if your up special doesn't protect you at all once they actually get there). It's just not a good design direction.