blakinola
Constantly Delicious
Are there any codes to change *priority*?
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CF did NOT lack range, and he had no problem "getting in", his problem was that he was often punished for doing so.Buffing CF's moves doesn't change the fact that he lacks priority and range; that applies to pretty much all the low tiers who failed because they had trouble getting in. If you're not going to mod at least a few hitboxes, some characters are just doomed to stay low tier.
That being said, I love sheik <3.
CF had decent range on some moves, and even though his priority was beyond terrible, this could very very feasibly be compensated for under a good player who knows how to use his mobility to space and zone.Buffing CF's moves doesn't change the fact that he lacks priority and range; that applies to pretty much all the low tiers who failed because they had trouble getting in. If you're not going to mod at least a few hitboxes, some characters are just doomed to stay low tier.
That being said, I love sheik <3.
if you mean "changing hitbox to hurtbox ratios so that a move is less likely to be beat by another move by increasing the chance that your hitbox will hit their hurtbox first instead of vice versa," then yes.Are there any codes to change *priority*?
We're doing a big scale one in November.I understand what u say but i think 6 month is not much, maybe a year. Because then people will rely on buffs and not skill, take for instance Turbo, Melee. I dont think that in 6 months we'll see a breakthrough of the metagame if people are going to be like"well in 6 months my character will get either buffed of nerfed more so why bother" But who knows maybe im wrong. What u people need to do is to try to do tournaments and if possible one on a bigger scale to see new results. now will 6 months be enough?
Ganon's Dtilt now induces tripping/chasing instead of being a KO move, utterly changing how Ganon and his opponent react to the move. You can't tell me that a hitbox change is more significant than move changes like that ...making you totally relearn how to use/react to Dtilt.I honestly see no point in changing hitbox/hurtboxes. Not only does that completely change the game, but there is no reason for it in the first place.
Using Ganon as an example is a little unfair. Ganon is the ONE character who truly requires hard work to relearn in BBrawl (by hard work, I mean several hours of studying stuff). He is also the only character who needed such a large change. Hitbox changes are a much bigger deal, because they are not limited to only the worst character.Ganon's Dtilt now induces tripping/chasing instead of being a KO move, utterly changing how Ganon and his opponent react to the move. You can't tell me that a hitbox change is more significant than move changes like that ...making you totally relearn how to use/react to Dtilt.
They were considered but in all individual cases deemed not worth it. We already demonstrated in several circumstances that if interests are compelling enough we will employ more fundamental changes, but this type of change ends up never being a good idea. Instead of tripping, we had an internal test of Ganondorf dtilt with something like 1.5x range (with the idea of giving him a better poking option); it was... goofy, and most testers really hated it (spamming dtilt became a solid Ganon strategy). Do remember that animations don't change alongside hitbox changes, and it's obviously very far beyond the scope of any reasonable hacking project to reanimate the characters. People already have to deal with some nonsense hitboxes on Snake (to his credit, his up tilt actually just makes no sense in any way so where the hitboxes fall isn't any more surprising); do you want even more characters to be like that? Also, general changes to those sort of things are exactly what cause conversion difficulty, and it's very, very hard to keep straight two sets of "what beats what" and to learn two sets of subtle spacing.Ganon's Dtilt now induces tripping/chasing instead of being a KO move, utterly changing how Ganon and his opponent react to the move. You can't tell me that a hitbox change is more significant than move changes like that ...making you totally relearn how to use/react to Dtilt.
I think it's a smart decision to try to stay away from frame speed or hitbox modifications to preserve the game as much as possible. But, they are tools that create potentially desirable effects that KB or trajectory can't. If a matchup demands better spacing options to even things out for a character, modifying a hitbox should be on the table if it gets the job done. "Because it changes the game", in consideration to what's already been changed drastically... seems without merit.
That could take quite a while, and generally when that will happen is quite unpredictable and our of our hands.Hey, any news on getting this to work on PAL Wiis without the use of the homebrew/hacks?
they said they wanted to, but code limitation make it hard/near imposible...Are you guys trying to increase the playablility of all stages? I know that you fixed some like Mushroomy Kingdom 1-1, but how about increasing the viablility of all of them? For example, Port Town Aero Dive's F-Zero vehicles should deal as much knockback as the vehicles in Mute City(Melee) did. It would be hard, but it would make for a more balanced experience in the end.
I appreciate the insightful post! Always a joy to read in-depth perspectives.(Hitbox changes) They were considered but in all individual cases deemed not worth it...
Yeah, it's just standard as opposed to the beta release from before. However, this standard release will stick around for atleast 6 months before any changes are made, to allow lots of data to be compiled, mostly matchup data, and determine if any changes need to be made in 6 months.also, and this has probably already been asked so excuse me, but this is the "standard" release. is standard just another word for the first version of the release (V1.0, so to speak)?
sounds like the best plan of action. hopefully a lot of people use this, that way it can develop at a faster rate (unless, you know, it doesn't work that way... I dunno how this works)this standard release will stick around for atleast 6 months before any changes are made, to allow lots of data to be compiled, mostly matchup data, and determine if any changes need to be made in 6 months.
Also, if more codes become available to do stuff like further edit stages to make them more viable, further changes like that will be made.
It's as low as it can possibly go without allowing you to land on the lower platform. They know about it and would like to lower the floor more, but there would need to be some kind of code that could allow you to pass through the bottom platform (ignores collisions with the bottom platform), and there simply isn't right now.Any chance of making Spear Pillar's floor not so low? It seems you die if you drop 1cm below it. The map would be a lovely neutral otherwise.
Spear Pillar having a floor even a tiny bit lower would add the lower area back into the equation, making it a loop stage again. We did our best; Spear Pillar is as good as it can get with the current code limitation (believe me when I say I want it to be better).Any chance of making Spear Pillar's floor not so low? It seems you die if you drop 1cm below it. The map would be a lovely neutral otherwise.
Except for R.O.B. who can just fly over you unless you're a puffball, and if you aren't, you'll have to Up B to hit him.Bridge of Eldin is really not like that at all though. If people run, you can corner them by just chasing them in a straight line (after all, that's the entire stage!).