Ussi
Smash Legend
In other news, Ganon's dark dive (the grab part) is a great on the edge finisher once you're around 100% (give or take more depending on your recovery)
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allright, but that still doesnt change the fact that it doesnt hit...iirc, the shockwave was designed as an anti grabbing measure. Especially pivot grabs.
Now, we were planning on releasing this with a cool video and the next standard release. This was going to be our surprise, a planking fix, the solution to standard Brawl's most annoying abuse. Now allow me to explain why I didn't do that.1. Planking is gone
The technique commonly known as "planking" in standard Brawl consists of repeatedly grabbing a ledge to exploit the massive invulnerability and stall the timer. This tactic's overall power level is highly controversial, but everyone can agree it does the game no good at all. After much trial, we have constructed a code that will fix this issue. The mechanics follow.
Every time a character grabs a ledge, an internal counter is incremented. Grabs using tethers (Olimar up special, Link tether attack, etc.) do not count, and Nana has a separate counter from Popo. If this counter is at five or more when the character grabs the ledge (except via a tether), the character will automatically do a ledge climb action. This is the action normally done when holding a ledge and tapping the control stick toward the stage, and it is faster if the user is at less than 100% damage.
This counter is reset to zero under the following circumstances:
-Death
-Transformation into another character (Zelda & Sheik, etc.)
-Entering hitstun, including Zero Suit Samus's stun and being hit by a Deku Nut
-Being grabbed, including by special grabs
-Tripping
-Being frozen
-Being grounded (Donkey Kong side special, etc.)
-Being put to sleep
The basic idea here is that you have a limited number of ledge grabs until the enemy "gets" you. Simply touching your feet on the stage in order to run to the opposite ledge is not good enough, but entering a legitimate confrontation with the enemy will almost assuredly reset it.
In actual play, this change is extremely non-intrusive, and it only really comes up in two circumstances. The first case it comes up is when one player is very deliberately trying to stall via abusing ledges or running away under the stage, and that is exactly the circumstance it was designed to prevent. Those tactics are simply not effective in Balanced Brawl; the opponent just allows the 5 ledge grabs to be wasted and punishes the forced ledge climb with something powerful such as a charged smash. The other circumstance is when one player is so thoroughly dominating the other player that he goes for a very long time without getting hit. This case is a non-issue since the ledge climb is not really all that bad, and in those situations the match outcome was assured regardless. This code has been thoroughly tested, and it simply does not play a significant factor in matches between two players of similar skill attempting to play "legitimately", not even on Norfair.
2. Water stalling is gone
As a corollary to the planking removal, abusing repeated water entries to stall is simply not rewarded by the game at all. When the same counter used for ledge grabs reaches seven, entering the water will cause the character to automatically drown. It takes a very deliberate effort to even make this come up on Jungle Japes and Delfino Plaza, and it can pretty much only come up on Pirate Ship if a player tries to stall. Attempts to play "legitimately" mostly preclude it from being a factor.
A slightly different but similar mechanical change is that the "rudder stalling" technique on Pirate Ship is removed via a global mechanics change. If a character is constantly swimming up for more than 5 seconds, he will simply drown. This has been rigorously explored, and it is only possible to come up in the specific case of rudder stalling on Pirate Ship.
Looking back on the issue, I figured that since the code principal was out in the wild (their given their code worked but caused crashes, the available option) I did not think that my involvement to fix their code would be looked on by you as a negative action. In retrospect, I agree with you that I should have consulted you first. However, as one of the few people with knowledge out there on how to program codes like this, I don't feel that me offering my assistance to any developers at the time is something worthy of outright insult, especially given that my intentions were purely to help people (first I wrote the guide so you'd know how to make the code, and I helped you streamline the code, and I think even streamlined it further in the latest iteration). I apologize for any form of involvement, but with that said I don't think this in any way shape or form will actually damage your project...If they had independently developed their own code, that would have been fine. It would have been a well-earned victory, and it would have been exposing a legitimate flaw in our strategy of waiting (though if it was inspired by what I said in the WBR, it's still murky). Offering what was in confidence was wrong. I sense you didn't intend malice, but it was wrong, and in the end what you do matters more than what you mean to do. What they should have done is retracted ledgegrab codes from Brawl+ until our release if they decided they needed to use our code. I wouldn't have been angry if you told them about the confidence situation and had them wait but allowed them to know what was up, but the way things panned out was just unacceptable. I don't have anything else to say over this at this time.
As an Ike main, you should know that Ike's non-latch Aether is on the 7th ledgegrab, not the 5th. That means that interaction basically can't come up in Balanced Brawl; at least I can't imagine a way.That AA is waay better than i expected and probably works out better!
... any chance Ike can lose his 5th aether non-latch and be forced into a ledge get up?
You should change that to "Being tripped". "Tripping" makes people think of the vBrawl random-fall-on-your-face-due-to-dash mechanic, which obviously doesn't exist anymore. New people might be confused.-Death
-Transformation into another character (Zelda & Sheik, etc.)
-Entering hitstun, including Zero Suit Samus's stun and being hit by a Deku Nut
-Being grabbed, including by special grabs
-Tripping
-Being frozen
-Being grounded (Donkey Kong side special, etc.)
-Being put to sleep
Edit@kyokoro: You are absolutely correct, he did say that; I fail badly at reading comprehension. Ignore this.To double clarify, the water behavior is damage independent. It's like standard Brawl water except if you enter it too much (or grab ledges too much and then jump in) without actually fighting someone, your character will drown. It's much, much, much, much less intrusive than that old change you are referencing.
Dunno, why wouldn't it be? It's a starter stage in Bbrawl as a stage in the second row. Are you getting confused with Pokemon Stadium 2?Btw, had an argument with plank saturday (in person, go figure)
why would pokemon Stadium not be considered a neutral?