I should point out that the site is updated to include most changes; feel free to peruse the site to see information about the characters in their final states.
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Interesting, I'll look into this. On my end I haven't seen any behavior other than the usual 5-10% chance of idle not loading. Are you doing anything before loading, including going into the character select screen or letting it load a random CPU demo match on the title screen? Anything that loads a new file into memory increases the chance of this happening it seems, though it often still works.I've had my Wii lock-up on the Stage Editor screen a few times as well since I started using the RC builds. Everything is correct as far as SD card set-up is concerned, and the hacked custom stage is visible on the Stage Editor screen.
However, the Wii occasionally freezes right as the Stack Smash is about to happen. I just force reboot and keep doing it until it works, so it's not insurmountable, but it is a new issue that never happened with the original BBrawl release.
Probably not significant, but I wanted to corroborate that there are occasional lock-ups with the newer builds.
Edit: Re-read the earlier post I was responding to. He was booting incorrectly; I am not. I follow the correct procedure, but it locks on occasion anyway. The original release would occasionally fail to launch and would simply idle on the Stage Editor screen, but it was very rare --perhaps only 10% of launches failed. The rate of failure is notably higher with the RC builds, probably around 20-30% and it is more severe. (A total system freeze rather than just idling on the Stage Editor screen.)
Just letting you know for potential debugging purposes.
Also, downloading the new release. Some friends are coming over shortly to help test it out.
I'm not sure what you mean. We're actually already loading common5.Is it possible to make the title screen load faster by using file replacement?
Watch Taj get his *** handed to him by M2K's Marth and I assure you, M2 is terribad once his opponent knows the matchup. Everything Taj does with M2 is just capitalizing on mistakes and bad commitments and perfect combo knowledge on things that are normally extremely situational.When you watch Taj play M2 you really can't say that...
No, you have to predict them. if they don't move, dtilt away! if they roll to you (predict tech or get up roll) dsmash! or grab again! if they roll away from you.. run and grab again! (or lose them if they are a long roller... ie Ike )Could it be? DDDs dthrow to dsmash is guaranted on some Chars? Dthrow to dtilt on every char?
You can tech DDD's dthrowDtilt after dthrow is faster than Ganon's Follow Ups... I think it's guaranted. I have no problems with a guaranted dtilt, but with a guaranted dsmash on some chars...if it's true.
Funny. I've never actually heard of UTDZac nor Mr Doom. Anyways, after watching the matches a few times, it seems quite apparent to me that UTDZac had no idea what the hell he was doing. GnW has a dtilit that's relatively similar to Marth's in that it also destroys Ike's ground game and recovery. I saw it used very little and not even that well when used. There was way to much bair even after it was clear that Mr Doom knew how to SDI out of it. I don't think UTDZac got the memo, but bair is a pretty bad move as most characters can SDI out of it and punish or PS the landing hit and punish. Also, and I may be wrong on this, but isn't GnW's bair generally better when full hopped like his fair?I could say so many things in response, but perhaps some people here would be served by a bit of video review of high level play.
http://www.youtube.com/watch?v=tEQ16Wxuea8
The last game in the set is easy enough to find. This is standard Brawl, very recent, and clearly high level play involving Ike (unless UTD Zac isn't good enough of a player for you to count as high level!). You may want to count how many jabs were landed in this match (a very large number), you may want to count how often SDI rendered them ineffective (not often at all), and you may want to remember that Mr. Game & Watch has a very strong long range game that doesn't require him to get that close to hit his opponent (giving him way above average options to deal with Ike's zoning). Now just imagine what it's like for someone like Kirby or Jigglypuff that has to actually get a lot closer to hit Ike...
You realize that Ike's fair doesn't auto cancel until frame 45, right? And that Ike's short hop only has 38 airborne frames, right? And that his full hop has 56 airborne frames, right? That basically means that you leave yourself open for at least 24 frames before you're able to fast fall and autocancel that move and if you screw up the timing and fast fall too early or fair too late, then you still suffer the 22 frames of landing lag along with the 24ish frames you spent waiting to autocancel. That means you have between 24 and 46 frames of lag after using fair. Now consider the fact that you can PS (or even just regular shield) it on reaction and you have an Ike getting punished with anything the opponent wants. In the end, you're better off doing a SHFF fair and suffering only 22 frames of lag.I'm going to go as far as saying we have a Top-5-in-World material Ike here in Ottawa...he won biweeklies. Ike definitely is not as bad as Ganondorf. You can't punish tipped autocancelled fAirs. fSmash is a really good edgeguard (charge it, then release when they get back onstage). uSmash is just way too good of a trap. Jab cancels are so beastly.
Ike is fine.
Yeah, I can't see how anyone can believe Ike is fine when D3 has similar range and power, while also being heavier, having a better recovery, and having a safer moveset than Ike. D3 is another character that does what Ike is supposed to do better. With characters like D3, DK, Snake, and Ganondorf, why would you ever pick Ike?...Lots of stuff about D3's tech chase...
I lol'd, go look up some tourney resultsFunny. I've never actually heard of UTDZac nor Mr Doom. Anyways, after watching the matches a few times, it seems quite apparent to me that UTDZac had no idea what the hell he was doing.
...Please crawl out of that rock.Funny. I've never actually heard of UTDZac nor Mr Doom.
Singles Results:http://img62.imageshack.us/img62/977/37756218.jpg
1: Ally ($225)+bonus - Snake/Falcon/MK
2: Dojo ($112)+bonus - Meta
3: Bassem ($45)+bonus - Wario
4: Dphat ($22)+bonus - Meta
5: Ultimate Razer ($22) - Snake
5: Chuck Nasty ($22) - Meta(?)
7: Mr. Doom - Ike
7: DMG - Wario
9: UTD Zac - G7W
9: Fogo - DDD
9: Clel - Meta
9: Affinity - Meta
Doubles Results: http://img51.imageshack.us/img51/3269/96123353.jpg
1: Sexy Sheep (Dojo & Razer) ($224.00)
2: Canadian Bacon (Zac & Ally) ($64.00)
3: NOTHING HAPPENED!!! (Dphat & DMG) ($32.00)
Saying that UTD Zac doesn't know what he's doing is a hella big insult.Brawl Doubles - Total Entrants 108 Teams
1. Mew2King & Fiction - $1,444
2. Ally & Sean - $802
3. Dojo & UTD Zach - $481
I think that you are very late. No more changes... ever. Basic cleaning and tweaking (checking for new glitches, abuses and what not)I must say I am very satisfied with BBrawl's characters being very balanced.
The only Character that still seems inferior (maybe I just don't know how to use her well, or she truely is inferior still) is Samus (w/ Suit). The Super Missiles are still weak and her Bair and Nair still feel too weak (all 3 in the sense of knockback).
Maybe this is just a problem with me, but has anyone else felt like this? I'm saying this because normally when I use a would-be KO attack on a Foe, like the Bair or Super Missle, the foe seems to survive, even on really high %s.
Other things I'd like to comment, and see what people think of them:
- Gale Boomerang, upon returning, causing 1% damage per (set time), similar to BBrawl's Ganondorf using his Utilt
- In Marth's Dancing Blade combo, the third hit tilted downward. Giving that attack's hitbox a spiking element, like how it was in Melee. Maybe this would make Marth too good, and therefor unbalanced? Idk, just an idea.
- I know this obviously came to mind when seeing what attacks Shiek should have improved, but I'll still make a mention/ask why it wasn't modified: Shiek's Fair. Maybe you guys saw that it would make her unbalanced to make it one of her KO moves, like how it was in Melee, and you perfered to keep it as a move that will be a part of her combos instead. I don't know why it wasn't modified, but to me it really feels like it should be a KO move. Just an opinion.
- Give Squirtle more Stamina, and maybe a bit more to Ivysaur. I almost always seem to have Squirtle tired by the time the Foe is in KO range, so this seems quite problamatic. Just an idea, since I'm the only Squirtle user I know >_>'
- Changing the angle of Snake's Utilt, because on heavier characters, I was once able to combo (starting on 0%) to about 40-50% with just the Utilt. I've repeated this quite a few times, but try not to do it, because it seems completely unfair.
- Delfino Island should progress at a lower speed (2/3rds or 3/4ths maybe?)
- Squirtle's Down Smash should have a bit less starting lag
Sorry for getting off topic, but I felt like I need to say this. Just continue with the current topic at hand, if this post does not interest you.
Imaletchoofinish... but no.I must say I am very satisfied with BBrawl's characters being very balanced.
The only Character that still seems inferior (maybe I just don't know how to use her well, or she truely is inferior still) is Samus (w/ Suit). The Super Missiles are still weak and her Bair and Nair still feel too weak (all 3 in the sense of knockback).
Maybe this is just a problem with me, but has anyone else felt like this? I'm saying this because normally when I use a would-be KO attack on a Foe, like the Bair or Super Missle, the foe seems to survive, even on really high %s.
Other things I'd like to comment, and see what people think of them:
- Gale Boomerang, upon returning, causing 1% damage per (set time), similar to BBrawl's Ganondorf using his Utilt
- In Marth's Dancing Blade combo, the third hit tilted downward. Giving that attack's hitbox a spiking element, like how it was in Melee. Maybe this would make Marth too good, and therefor unbalanced? Idk, just an idea.
- I know this obviously came to mind when seeing what attacks Shiek should have improved, but I'll still make a mention/ask why it wasn't modified: Shiek's Fair. Maybe you guys saw that it would make her unbalanced to make it one of her KO moves, like how it was in Melee, and you perfered to keep it as a move that will be a part of her combos instead. I don't know why it wasn't modified, but to me it really feels like it should be a KO move. Just an opinion.
- Give Squirtle more Stamina, and maybe a bit more to Ivysaur. I almost always seem to have Squirtle tired by the time the Foe is in KO range, so this seems quite problamatic. Just an idea, since I'm the only Squirtle user I know >_>'
- Changing the angle of Snake's Utilt, because on heavier characters, I was once able to combo (starting on 0%) to about 40-50% with just the Utilt. I've repeated this quite a few times, but try not to do it, because it seems completely unfair.
- Delfino Island should progress at a lower speed (2/3rds or 3/4ths maybe?)
- Squirtle's Down Smash should have a bit less starting lag
Sorry for getting off topic, but I felt like I need to say this. Just continue with the current topic at hand, if this post does not interest you.
There's nothing wrong with having amazing moves. One of the problems is that Bowser already had an outrageous move. Bowser's Fortress was amazing. Frame 1 invincibility, big hitbox all around him, good damage, kill potential, and is one of the best OoS options in the game. All this, and it actually got buffed in damage. (not really a problem, since it helps compensate for Bowser's poor damage output)I just think of all that, and it's hard for me to see giving Bowser a move that's actually pretty awesome as unfair.
I never said that I thought Bowser was mediocre. With the removal of chaingrabs and other related shenanigans, Bowser became a decent character already. Combined with the damage buffs that were given to him, I actually think that Bowser is a flat out good character. I just think the Fsmash super armor is just unnecessary.It's the idea behind many of the powerful changes; we're not accepting a permanent class of mediocre characters, and we're not accepting how you can kinda look at the plethora of extremely good things someone like Meta Knight has and then only say when looking at someone like Bowser and his plus sides "I guess these characters just have different scales of good". That's not balance. We're also generally balancing near the top so the goal here isn't to make Bowser go from low tier or lower-mid tier depending on your point of view to middle tier. He, along with everyone else, is shooting for high tier!
We don't do weight changes, nor changes to any other attribute. Samus is as heavy as ever. (And as floaty as ever...)Random:
IIRC, Samus' weight was changed to heavy... Does that change still there, or it was removed? (BBrawl.net doesn't mention it).
A huge update in incoming really soon. I mean, we *are* closing in on the second official release.I think you should update the second post in page one. LOL.