NovaRyumaru
Smash Apprentice
I use his u-tilt quite often really, decent edge guard and flows well from a sour spotted dash attack.
As for the double post, whoops.
As for the double post, whoops.
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Larger range doesn't matter when it's easily powershielded on reaction and then punished. G&W's Smashes have the advantage of being chargeable and harder to powershield or punish on reaction. Seriously, try to tell me that 20 frames of startup and 36 frames of ending lag isn't awful. Anyone can run halfway up to Ness, powershield, and punish him when he uses PK Fire.Y button is where it is at. And while I agree mostly with what you say A2ZOMG, I don't agree with the sideB being poor. You compare it to G&W's Fsmash - but it has larger range and Ness can get an Fsmash in if it hits.
His F-air and his dashgrab are his only moves that are brilliant for punishing mistakes (assuming again that it's an opponent making subtle spacing errors, and not just randomly asking to be F-smashed). I'm not saying the rest of his moveset can't be landed, but it won't be landed nearly as often as those two moves since his range and speed in general is bad (or more like his range is one of the worst in the entire game, and his speed is only average). Basically from what I'm hearing from you, we're going to make Ness extremely boring by making his F-air do 23% or his pummel do twice as much damage. Sounds like a great idea.BBrawl purposefully tries not to change the moves themselves but more the damage and knockback they do. Yes, Ness has a bad pressure game, and has to rely on punishing and predicting more than other characters of his size and speed, but I don't think this means we should edit move timings. Rather we should simply increase the damage that he does until we see him winning a proportionate amount of matches. And I don't think it'd require much - his Bair and Bthrow are already brilliant and he has several other moves which are brilliant for punishing mistakes.
I agree with this very much so, a good example being Captain Falcon, love playign with him but getting the kill is hard due to the lag time on his finishers. Or in the case of vs Meta Knight almost impossible to even hit due to Meta's nearly obscene attack speed. x_xAlthough I agree that there should be as few changes to timing as possible, as few as possible is defined to me as "several characters in this game are sorely lacking speed on very specific moves that would otherwise help make them competitively viable"
I know, just spouting off something that would help Falcon a lot. As for B+, I find that game an abomination. Goes too much back to 64 in the fact of if a faster character hits you, you're getting comboed to death. And for some characters, such as Yoshi, the hitstun scales too much against them and doesn't scale for them at all. I do like the shield stun though, makes it harder to play defense the whole time. But that's about it.this is a game where it isn't trying to be different from vbrawl but to make it play similarly. A lower shorthop would be a change in physics which would make an awkward change between vbrawl and bbrawl. If you're determined to play a game where captain falcon is "faster", play brawl+
Aye, he is pretty good now, it sees like his attacks come out a tad stronger too. Do miss the massive hammer from B+ though, yay tripping all grounded targets. xDYou can turn the hitstun code off, or limit it if you don't really care about playing at tournies or just feel like playing for fun
BTW my friends and I were just playing around for fun and he started using DDD and we're trying to figure out whether or not his d-throw to d-tilt is inescapeable. It seems like sometimes it'll miss just as a fluke, but we feel that it's a bit overpowered when you figure he has a good tech chase now and also when you consider that he forces people to approach and has a massive and quick grab range.
Well find someone else to main in BB.i've just played BB for like the last 3hrs and i dont like the nerfs on the higher tier chars.
and links arrows are total bull**** now, my friend gimped me soooo many times with them.
i think i prefer a more broken brawl where everyone has **** combos but brawl+ physics and nerfs on the high tier chars make it trash
so i think i'll stick with normal brawl
Dang, know what the maximum height is so i can scale it down for here?And Nova, at the moment vbulletin is set to limit sig sizes, you can't get that big an image to be fully shown, sorry.
This actually a legitimate post and what I believe will be a common opinion with BBrawl.i've just played BB for like the last 3hrs and i dont like the nerfs on the higher tier chars.
and links arrows are total bull**** now, my friend gimped me soooo many times with them.
i think i prefer a more broken brawl where everyone has **** combos but brawl+ physics and nerfs on the high tier chars make it trash
so i think i'll stick with normal brawl
It's not the vbulletin, it just this skin for the forum ("Revolution"). Bigger sigs can be seen by switching the forum skin to "Smash Blue" or the other at the bottom of the page.And Nova, at the moment vbulletin is set to limit sig sizes, you can't get that big an image to be fully shown, sorry.
I can't think of any other way to say this, but...tough luck to the top tier mains. It's the nature of any patchable game that if characters are too good, they will have to be weakened. If the designers are good (which, in this case, they are), then these weakenings won't result in the original top being weaker than the rest of the cast. Your inherent advantage has just gone down the drain, so maybe you'll actually have to work to beat people who are as good as you. Is that too foreign a concept?This actually a legitimate post and what I believe will be a common opinion with BBrawl.
Honestly you should try more characters...there are actually quite a few new combos in this game that are pretty broken.i've just played BB for like the last 3hrs and i dont like the nerfs on the higher tier chars.
and links arrows are total bull**** now, my friend gimped me soooo many times with them.
i think i prefer a more broken brawl where everyone has **** combos but brawl+ physics and nerfs on the high tier chars make it trash
so i think i'll stick with normal brawl
i think most people will go to whatever game gives their main the best possible chances at winning.(It's fine )
If you're winning with an easy character, why switch at all to a game that makes that harder?
A lot of people are going to see it that way.
My personal opinion is that if you're going to be true to Nintendo, Samus or people from the Zelda series are most deserving of S tier. Or hell, Ike deserves to be higher ranked than Marth because from their respective games, Ike is clearly more powerful, and in almost every way a better protagonist.
Or at any rate, make Nintendo's most iconic characters S tier. I find Mario and G&W fitting that kind of bill, and this is also the reason why I do not care for Wolf in this game, when you consider his role in StarFox is much more obscure compared to say...Bowser from the Mario series.
And your point is? Does it really matter that I'm responding to something off-topic? Unless you have a legitimate point, you can go back to the Brawl+ topics.
Look at this thread's title. Spell the first word.
That would kind of go against the point of a Balanced Brawl. Although more iconic characters you would think would be better, why not try to put everyone in S tier so the game is fairly balanced?My personal opinion is that if you're going to be true to Nintendo, Samus or people from the Zelda series are most deserving of S tier. Or hell, Ike deserves to be higher ranked than Marth because from their respective games, Ike is clearly more powerful, and in almost every way a better protagonist.
Or at any rate, make Nintendo's most iconic characters S tier. I find Mario and G&W fitting that kind of bill, and this is also the reason why I do not care for Wolf in this game, when you consider his role in StarFox is much more obscure compared to say...Bowser from the Mario series.
Oh, nice comeback with the Brawl+ topics, really neat. I'll give you a 10 out of 10 because you outsmarted him so bad.And your point is? Does it really matter that I'm responding to something off-topic? Unless you have a legitimate point, you can go back to the Brawl+ topics.
A quick explanation -- the reason you see arguments about who's better than who so much, is because now it is actually a question. This is because now the characters are all ~about~ as powerful as eachother. That was BBrawl's goal, and it succeeded. Optimally, every character would exactly as good as the other, but that is both impossible to do, and to agree upon. You will never not see people arguing about balance unless some characters are blatantly broken and others blatantly suck. And I mean blatant -- even more than Metaknight vs. Ganondorf.I notice that BBrawl keeps stating that it's Balanced (kill me for stating the obvious here, but whatever), but... I myself don't see it very balanced at all. I've been watching the BBrawl threads for a while now, so I know for a fact that I'm not the only one that thinks this way. And... for some reason, when someone tries to prove the creators of BBrawl wrong, they seem to just shut down any valid points, give out all the reasons why the changes were made and how they help balance in theory, and say to prove them wrong with videos. I've seen this posted more than twice, but I don't want to look for the posts. I'm sure they wouldn't deny doing this.
Knowledge of the game's concept, which makes no sense because the more experienced players should to be able to counter it. For example, when I play vBrawl, I think "camp, gimp" and surprisingly, it works. Because there doesn't seem to be a clear, completely working counter against this strategy unless you're godly good. Why does camping offer so little risk with a lot of reward? I don't know, this is why I play Brawl+ instead. There are good ways to counter camping. Notice the plural.A quick explanation -- the reason you see arguments about who's better than who so much, is because now it is actually a question. This is because now the characters are all ~about~ as powerful as eachother. That was BBrawl's goal, and it succeeded. Optimally, every character would exactly as good as the other, but that is both impossible to do, and to agree upon. You will never not see people arguing about balance unless some characters are blatantly broken and others blatantly suck. And I mean blatant -- even more than Metaknight vs. Ganondorf.
Regarding your first point about vBrawl not requiring skill... it isn't true. If you continue to win, then what exactly do you have that your opponents lack?
Which is why I support this project.That would kind of go against the point of a Balanced Brawl. Although more iconic characters you would think would be better, why not try to put everyone in S tier so the game is fairly balanced?
Very true.Although putting them all in the same tier via tweaks may be a little over idealistic as there's bound to be characters more balanced than others still. All that can be done is trial and error 'til what works best is found. ^_^
I just checked his post history and a large quantity of his posts were from there. I don't appreciate people giving me BS.dabridge said:Oh, nice comeback with the Brawl+ topics, really neat. I'll give you a 10 out of 10 because you outsmarted him so bad.
Sonic indeed is sorely lacking a reliable KO move, since none of his KO moves can be reliably set up before the opponent can defend on reaction, and for that matter, they are weaker than average. My proposal to solve that problem is to increase the knockback of one of his throws so that it has KO potential, even if it means killing at 165% with B-throw (which may sound pretty high, but that is approximately when vBrawl Mario's B-throw could start killing most characters). Sonic's damage racking game is decent enough however, and he can get dashgrabs with moderate ease, so as I was saying, the main thing he's lacking is a reliable KO move.I still see some characters without any clear advantages, like Sonic or DK
The point of "eff off" could have been stated without shutting him down because he supports Brawl+, which seems like it was the only reason why you said that.I just checked his post history and a large quantity of his posts were from there. I don't appreciate people giving me BS.
This is what I mean, why does he have to settle with something moderate? How does this help him exactly with high tiers? Even if he gets a good kill throw, high tiers will know to avoid his grabs like the plauge. What will he have then? His spring spike which only works on snail-slow recoveries?Sonic indeed is sorely lacking a reliable KO move, since none of his KO moves can be reliably set up before the opponent can defend on reaction, and for that matter, they are weaker than average. My proposal to solve that problem is to increase the knockback of one of his throws so that it has KO potential, even if it means killing at 165% with B-throw (which may sound pretty high, but that is approximately when vBrawl Mario's B-throw could start killing most characters). Sonic's damage racking game is decent enough however, and he can get dashgrabs with moderate ease, so as I was saying, the main thing he's lacking is a reliable KO move.
So your strategy is superior, rather than skill, is what you're saying. However, if an opponent camps back, it's still a competition of skill. Alternately, they might be skilled enough to overcome your strategy with an inferior one.Knowledge of the game's concept, which makes no sense because the more experienced players should to be able to counter it. For example, when I play vBrawl, I think "camp, gimp" and surprisingly, it works. Because there doesn't seem to be a clear, completely working counter against this strategy unless you're godly good. Why does camping offer so little risk with a lot of reward? I don't know, this is why I play Brawl+ instead. There are good ways to counter camping. Notice the plural.
I think you might have misunderstood me a bit. I'm saying the entire cast will never be -exactly- as good as eachother. They'll just reach that "standing in the same level somewhat" area. Some closer than others.I see what you mean on how every character can't be as good as the other, but... why not? The game's goal is balance, which should eventually be obtained. Denying some characters of something they really need to be a force to be reckoned with makes no sense. In SSB64, there was a lot of balance. Sure, Pika was broken, and Link/Samus sucked, but everyone else stood in the same level somewhat. Because they had something good to offer. I still see some characters without any clear advantages, like Sonic or DK, as an example (again, I don't want to hear the reasons why they do have advantages, chances are I already know/don't think they're good enough). Why are some characters just mediocre with nothing of value to fight with high tiers?
The key of Smash games, the way I see it, seems to be adaptability. Changing between one strategy to another. In vBrawl, camping and gimping seem to be the most effective, because they have no clear weaknesses. There doesn't seem to be other good strategies that work as well as these two, which is what confuses me. Why does staying with the same strategy give so much reward? This is what I mean by skill, a skilled player should have a way to counter the strategy, and not try to outcamp the other, because then the game turns into a get-lucky-and-hit-the-opponent game, which isn't very skillful in itself.So your strategy is superior, rather than skill, is what you're saying. However, if an opponent camps back, it's still a competition of skill. Alternately, they might be skilled enough to overcome your strategy with an inferior one.
It's still a competition of skill, but yes, strategy plays a big part. I think your complaint here is that camping is lame. Which yes, I agree it is. But that doesn't mean skill isn't a, or even the primary, factor in vBrawl or BBrawl.
I'll agree, I haven't played it with anyone competitive (everyone around here loves Brawl+ and wouldn't be caught dead playing vBrawl or BBrawl), but as I tested BBrawl, there are some changes that just seem to make no sense. When I first learned about the competitive side of smash, I went and tested each reason why x was overpowered and y was useless, and it made sense. When I go test the BBrawl changes, x in theory, should be better, but the changes don't help the main problem.I think you might have misunderstood me a bit. I'm saying the entire cast will never be -exactly- as good as eachother. They'll just reach that "standing in the same level somewhat" area. Some closer than others.
It's my understanding that "standing in the same level" and "having something good to offer" is what BBrawl accomplishes, and I can tell you disagree. If you want to be convinced otherwise, you'll need to either give BBrawl a try with other competent players, or you'll have to give the makers the benefit of the doubt when they present their theorycraft. Keep in mind they -have- tested this theorycraft, but theory is pretty much the medium of forums like these, so it's all you'll see until you test it yourself.
His damage racking is good, and he has a stupid ability to just run away from stuff. If Sonic were given anything brokenly good, that would particularly unbalance him since he's fundamentally a pretty gay character.This is what I mean, why does he have to settle with something moderate? How does this help him exactly with high tiers? Even if he gets a good kill throw, high tiers will know to avoid his grabs like the plauge. What will he have then? His spring spike which only works on snail-slow recoveries?
Really? Because Mario and Samus are easily top tier in this game...just sayin.I seriously still don't get this logic... People seem to be stuck with the idea that if a character was once bad, he will never be good. That's not true. Look at Brawl+'s Ganondorf. After almost a year of testing he has tools to help him deal with high tiers and not making him overpowered, and oh, look, his playstyle isn't drastically changed either...
Well, Yoshi's fair isn't a terribly risky move. Yoshi can pull off any aerial and easily float away to safety afterward. A friend of mine mains Yoshi, and while he doesn't use this fair all the time, he does know how to punish with it, and keeps a look out for certain situations to set it up. And if Yoshi hits with it, and you're at any decent percentage, he's going to hit you with a fully charged smash, and it's going to kill you. Yoshi was never that bad of a character though, and this wasn't meant to be a large change for him (more supplementary). Allowing him to rack damage much faster is what makes him more dangerous (Yoshi combos son), not to mention egg-braking and the recovery of his second jump through the side-b egg as well.Yoshi's F-air: It has already been proven, by our dear Ganondorf, that high-risk and hard-to-land moves are pretty useless in BBrawl. Why was the grounding element added?
Again, not that gigantic of a change for him, but it does have it's uses. Against horrible recoveries like you said, but also against characters who might have good recoveries, but have found themselves so far away from the level, or having used some parts of their recovery already, that they only have one path to get back to the stage, and can't be arsed with something like attacking the spring or airdodging it. Most characters can gimp or edgehog people in these situations, but the spring opens up some new possibilities. It's also useful for being that ever-present danger falling towards you. This is a bit harder to explain, but if someone's doing something like an airdodge, if they didn't time the airdodge perfectly, the spring is still going to be falling ever slowly through them, and as soon as the airdodge ends it can still hit them. There are other situations that don't involve airdodges where this comes into play, can't really think of them or explain them though. The spring's definitely not useless though, and is certainly still an underdeveloped aspect of Sonic's BBrawl metagame. Also, example of a decent use against a high tier: hitting a Wario with it right after he jumps off his bike. Requires some pretty specific timing and prediction of when he's gonna jump off, but it can be done, and Wario's dead if he gets hit with it (and doesn't have a huge fart saved up).Sonic's up-b spike: Seems to work on very slow recoveries, which, oh look, none of the top tiers have, but a lot of lower tiers do.
I don't know about "broken strategy", you do know it's a tech-chase right? Totally dependant on your ability to predict your opponent's move. It does suck a bit though, as playing with Ganon is kind of like gambling. You've really gotta hope you can predict your opponents reactions to rack massive damage with it, although, if they get to a high enough damage percentage, just techchasing once into a grounding down-b can end the stock.Ganon's dtilt: The intention seems to be to give Ganon an broken strategy of a chaingrab, from what I saw in the showcase video and tested, but it doesn't work. Even if it was a guaranteed chaingrab, Ganon's metagame shouldn't focus on one broken strategy.
I would assume because speeding it up doesn't dramatically change that much about him, and was a specific thing that would help some of his toughest matchups. It's harder to evaluate something like that with a character like Ganon seeing as how all of his matchups were bad.Luigi's B special: The speedup makes no sense, at all. Okay, sure it helps Luigi's metagame. I understand that. But why was it given to Luigi, when a speedup could have benefited another character greatly? (see Ganon)
Which tourney champs did you beat that got so mad that they quit?I liked vBrawl, I really do. The tripping, the infinite CGs, the broken characters, everything. Why do I like it? Well, to show off how ridiculous it is. Whenever I play someone in vBrawl, weather it's a newbie or a torney champ, they get so mad that it makes them want to quit.