ぱみゅ
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Ignore posts, somehow they posted themselves.... 3 times?!
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Soon, as soon as I get some graphics figured out I'm gonna redo the download section.Oh, and by the way, when is Balanced Brawl getting the Wi-fi waiting room and the new stage selection setup?
Ultimately Jigglypuff is about chasing your opponent after you hit them; she's has the speed and agility to both follow them through the air and be at an advantage until they regain their footing. However, Marth & G&W in particular can't really be chased as Jigglypuff due to a combination of attack speed and disjointed range on their aerials.So, what was the point in giving Jigglypuff the ability to generate items?
I did alright, barely lost to Chibo and then YoshQ after beating MK-main-playing-under-Bowyer's-tage-who-wasn't-Bowyer. Me and TP had a very dramatic doubles match involving a 1v1 Ganon ditto with Fonz.I saw that AA didn't place too bad in the brackets. I didn't see you Think D: I wasn't looking for either of you though, I just happened to notice AA's name (was looking for all the MI players, who didn't do so hot :\ ).
Actually, character diversity at MLG was pretty high for the second time in a row. There were 19 unique characters in the top 32! There were probably more Bobs in Tekken 6 than MKs in Brawl, lol.Big tourneys like these make me hate vBrawl even more. Even if MK didn't exist vBrawl would be a much more fun game, with a lot more character variety (especially since it's actually possible to counter Snake with some characters). It's just stupid -.-
Everything I think DK is fading into a decline or coming back into style, I end up wrong. Who knows.But there's also the underrated characters. DK's case is lame because of DeDeDe... and GW seems to be losing popularity as people learn to deal against aggros....
As always, thanks for the feedback. Now the fun part where I get to play devil's advocate!Some [really] quick feedback:
MK is too nerfed. The changes on tornado are perfect. The change to shuttle loop (aerial and grounded) is perfectly fine. Nerfing dsmash that much really hurts, a lot. MK has very very few kill moves now (never had many to begin with). You'll see it in the vids; it just doesn't feel right. Infinity was having way too hard of a time killing me even at 150% while I could easily kill him at 70%
I'd put it on par with f-smash honestly--a legitimate tool but not his bread-and-butter.Imo, I still don't think DownB is a viable option for killing.
And nair as well as down-b, plus the back hit of d-smash. Dair is as good off-stage as ever, and shuttle loop is actually still one of the game's better gimping moves. U-smash, u-throw, and fair can all kill at very high %s too.MK still has two kill moves, glide attack and fsmash.
I'm not so sure. D-smash and shuttle loop still get Olimar out of his element very easily, much better options than some characters have. Olimar enjoys better counter-pick options if wi-fi waiting room or mushroomy 1-1 (or any walkoff) are legal, but I'm not sold on neutrals being completely in Olimar's favor.Metaknight clearly is disadvantaged to Olimar in BBrawl. That is probably his worst overall matchup in this game, salvageable through counterpicking, but overall still unfavorable since Olimar does better on neutrals.
Actually, I'd imagine that with specific DI and dair MK is one of the view characters that has a reliable punish option for Falco d-throw if Falco is greedy and always wants the DACUS. Still an improvement for Falco though, for sure.As if it wasn't clear enough, Falco beats Metaknight on stages like FD. In fact it's pretty hard for me to say that Falco loses on any neutrals against Metaknight. Because he probably wins the matchup overall.
This one I really disagree with. MK is still on the whole a great character to fight Wolf with, and one of the few that can still easily gimp him thanks to dair.Wolf doesn't lose to Metaknight in this game, and probably does in fact beat him. He can get in pretty easily on Metaknight, is VERY good at shutting down any aerial approach Metaknight attempts, and kills Metaknight very very early, while his improved recovery guarantees he lives long against Metaknight.
Yeah, although MK really enjoys the u-tilt nerf even more than most characters. I'd put Snake positive against MK.Snake probably beats Metaknight, and is probably Metaknight's most "annoying" matchup for the simple fact that Snake refuses to die.
I think G&W/MK is pretty even right now. Shuttle Loop's nerf clearly makes a huge difference in this matchup. (More than any other?)The above matchups imo are the "clearly uphill" matchups for Metaknight imo. It's unlikely other characters besides those ones have the advantage against him.
I don't think G&W beats Metaknight. In that theoretically, Metaknight still has a better spacing game and more consistent punish options. Oh yeah and Metaknight can in fact edgeguard G&W, and that hasn't changed in the matchup, although G&W in exchange is one of few characters who is able to safely edgeguard Metaknight. What will really help G&W in this matchup however is the increased frame advantage of his Jab, which should make Jab canceling much more reliable and harder to interrupt. I demand more research on that move just to check what options there are for other characters to interrupt G&W's Jab cancel grab. The frame advantage from my experimentation does not exceed +5 as I recall, which is the exact frame advantage necessary to crouch and link back into Jab1.
I can't speak for AA, but Bowser is one of a couple character I am interested in investigating closely for future revisions. (Keyword: Investigate.)I think for the most part everyone has a fair chance at winning under a skilled player who knows all the matchups. At a glance, I would say the weaker characters in this game are Bowser, Lucas, Kirby, Sonic, and Ganon.
Bowser's awful recovery is still going to give him a lot of problems and make him a more fragile character than his design begs for. Like Metaknight for example doesn't really need to gimp Bowser. He can just opt to punish a forced on-stage landing with his buffed Down-B.
Tethers aren't all bad, and Lucas's throw damage is nothing to scoff at. He's no DDD or Ness, but he still has high damage and good KO power for his attack speed. Also, being able to force opponent's back is never a bad thing.Lucas still needs a lot of shenanigans to consistently score a kill, since as rPSI keeps telling me, he has some of the worst options in the game for pressuring people who just roll away from him (buffed PK Fire...I guess helps slightly there). The rest of his game is decent enough, although he probably could use more grab reward since none of his throws really do anything extremely remarkable, minus some kills at moderately high percents with D-throw and some okay chip damage from pummels. And his grab is terrible. Starts up slow, and is only active for 1 frame.
Thanks for the input; I want to see more Kirby matches. I need to go play Zoze, he has a good Kirby and actually lives nearby...Kirby reeeealy doesn't have much on G&W, Marth, and Metaknight who have a lot of options for destroying his recovery for free and outzoning him and his buffs....are mostly pretty situational gimmicks reserved for punishing mistakes. In those matchups, his saving grace is his pokes, which are something that did not get buffed.
Yep. Isn't that uh, Sonic's style? I need to see more play from good Sonic players, but experience so far is that he is perfectly competitive. (And really annoying.)Sonic like Lucas requires a lot of shenanigans to score a KO in most matchups.
Wait a second. You just used the words "Ganon", "screw", and "spotdodge" in the same sentence, but managed to turn it around. Even "intelligent" dodging is gambing with your life against Ganon.Ganon well...he's still going to have a lot of problems since he is still very bad at getting grabs and technically doesn't have any safe ground pokes, and he STILL gets screwed by intelligent spotdodges.
I think it really is in his favor, mostly due to dair and the improved choke options. Seriously, you mess up a modest amount against Ganon and you can easily expect an average of 32-40%. Mess up serious, and you are just dead.Fundamentally his entire gameplan is a guessing game that is statistically not in his favor. He does have the best overall grab reward in the game though in terms of raw damage, and that F-air buff is pretty awesomely versatile in all situations where Ganon has his opponent in a disadvantaged position.
Interesting, I want to try this matchup out sometime. I really hadn't considered it much, I was too obsessed with Ganon against Olimar, Sheik, MK, Marth, Samus, Falco, and Wolf.I personally think that one of Ganon's worst matchups in this game is actually Mario. Mario has a pretty easy time shutting down Ganon with projectile camping or rushdown especially since Ganon's grab range doesn't pose a threat, and Mario's D-smash pretty much is virtually unpunishable in most situations, and it really isn't simple to just wizkick Mario for doing fullhop fireballs. Mario's Jab game is devastating to Ganon up close especially since Ganon's 7 frame shieldgrab isn't fast enough to grab between hits of Mario's Jab combo. Mario has a lot of options for easily killing Ganon in this game as well, ranging from strong Smashes to easy gimps from N-air/Cape/FLUDD/edgehogging and B-throw at high percents. And on top of that Mario combos Ganon at low percents extremely well. In short, Mario can do pretty much everything gay to Ganon.
Both Link and Ike have been doing pretty good every time I see them used, though I would agree that throws are a decent untouched area to investigate if Link starts coming up short. (Mostly in matchups where he can tether their normally safe pressure moves.)Lastly the only thing I think Link needs in order to be a top contender is better grab reward, since probably his biggest problem aside from that recovery is still being pretty limited in terms of setup options. His Jab cancel is okay but kinda slow, and everything else is a lot more situational and bordering on shenanigans. Link as of now however pretty much has by far the worst grab reward in the game. Ike used to have the worst grab reward until that N-air came along (which probably should be toned down while in exchange improving the speed and autocancel window of his B-air slightly).
Thank you for answering. I kinda wish she had another buff to a move she already has though, like (dare I say) Sing. Changes her playstyle a bit this way.
So, it'd be nice if her signature move was good. However, Sing really is one of the worst designed moves in the game. Thing is, the gmae is probably better off that way.Why not just do what Brawl Minus did for Jiggs, and increase the hit box on Sing? Just not to that absurd magnitude.
- Rest doesn't kill until high percent
- Combos aren't prevalent, so high damaging follow ups are unlikely
- You can block the hit box easily
- Sing is highly punishable on block
- Sing doesn't effect aerial opponents
From experience, I can tell you B- Sing is mostly to punish rolls. It's hard to hit with Sing against an opponent who is watching for it while approaching, or camping, even with that massive size.
I think with a discrete increase in size, it could compliment her game (both in theme, and in play style).
News to me!While being a primarily mobile aerial character, the goal is typically for Jiggs to land a Rest. Possibly a Rollout.
For now, I think we are okay. Thanks for the input though, and interest in the project.Talking about stupid things (sorry, but no one answered a question I did before)... Isn't stupid to have all of Balanced Brawl discussions in this single topic? Are you thinking on having a forum or sub-form for Balanced Brawl. I think it deserves it and it needs it.
wolf's side b is ridiculously good for running away and camping.
dedede...
i got quite a few people to try balanced brawl out yesterday. everyone was okay with the changes...except that one. even for characters that have average mobility, the wolf buff is a pain in the ***.
So Big O was specifically curious about Wolf being able to run away from Ganon before release. I did a lot of Wolf Ganon matches with various people whenever I got the chance (both sides), and ultimately running away never seemed to work that well for Wolf. It came down to "Ganon is eventually going to read him and get a uair in while Wolf doesn't even have time to laser."In that case I'd assume that'd go the same for Fox and Falco. I actually use it to run away with Fox quite often. Resets your situation a lot and gets you out of bad ones very nicely. That, and it goes much further than Wolf's.
Then again, if you do the b-cancel so that it keeps forward momentum at the end of the illusion (but still travels a long distance), it was always pretty good for that, even without the jump cancel... But now Wolf can do it too.
Good to hear, let us know what you think!Edit: Alright nvm guys, I got it worked out. For some reason the private folder wasn't showing up at first. Time to brawl
The problem is that "botched sing" is redundant.I haven't thought about this too in-depth, so I apologize if an obvious reason for not doing this comes up, but perhaps giving Sing the small buff of a flower effect could help out. Of course, this wouldn't be game-changing for Jiggs, but it'd be nice to get SOMETHING out of a botched (read- "hit too early") Sing. Food for thought.
Hmm, I missed this question a while back, but it definitely mattered. We assumed doubles was mostly self-balancing (due to team mechanics, characters can have much more varying attributes in doubles and be fine), but we added in a few things that are more for doubles. Lucas's Pk Freeze change is a good example; it's still very seldom useful at best, but in doubles, it is a real factor. Ganon's Warlock Punch is beastly in doubles, and it's part of what makes up for his inability to do longer chases and how awful his gimpability is in doubles (seriously, gimpability is a much bigger problem in 2v2 than 1v1 contrary to "common knowledge"). We originally had a really nifty (and "secret") Bowser change that was exclusive to 2v2 even (when swung by Mario or Luigi's bthrow, Bowser did a huge amount of damage and knockback), but we ended up not being able to port it to the .pac format. We tried to make sure every character had something it could add to a team, and experience tells us 2v2 in Bbrawl is pretty interesting! My only major concern with 2v2 Bbrawl is that maybe Ganon is a little too good in it, but we haven't had enough play to really say for sure.Just out of curiosity, how much emphasis was placed on keeping the game balanced for doubles matches? 1v1 was definitely the priority and for good reason, but I was just wondering how doubles factored into your work.
not reallyI did alright, barely lost to Chibo
Uh, first match when to 106%. I had you off-stage, missed a fair, and you nair'd me.not really
one match was close-ish i suppose where u got me to one stock mid percent (like 60?) and the other match was either a 2 stock or 1 stock very low percent, i forget
That's good to hear. Casual doubles are popular with the group I play with, so the buffs to C. Falcon and Ganondorf in particular were very well-received (my friend and I often use them in tandem, affectionately referred to as "Team Man"). Now, winning decisively with them is both easier as well as more satisfying. Armored PAWNCHes galore!Hmm, I missed this question a while back, but it definitely mattered. We assumed doubles was mostly self-balancing (due to team mechanics, characters can have much more varying attributes in doubles and be fine), but we added in a few things that are more for doubles. Lucas's Pk Freeze change is a good example; it's still very seldom useful at best, but in doubles, it is a real factor. Ganon's Warlock Punch is beastly in doubles, and it's part of what makes up for his inability to do longer chases and how awful his gimpability is in doubles (seriously, gimpability is a much bigger problem in 2v2 than 1v1 contrary to "common knowledge"). We originally had a really nifty (and "secret") Bowser change that was exclusive to 2v2 even (when swung by Mario or Luigi's bthrow, Bowser did a huge amount of damage and knockback), but we ended up not being able to port it to the .pac format. We tried to make sure every character had something it could add to a team, and experience tells us 2v2 in Bbrawl is pretty interesting! My only major concern with 2v2 Bbrawl is that maybe Ganon is a little too good in it, but we haven't had enough play to really say for sure.
A month ago a peach pulled out a bob omb and killed m2k in a 3 stock match :|Luck isn't nearly as bad in games as the hype would lead you to believe. Peach's turnips are still the best luck based move in the game, and the way they play out helps the game in a way only randomness could. When Peach is being left alone, she is cycling turnips. Odds are, if she only gets a little free time, she doesn't get anything too dangerous (normal turnips are still good, but that's probably about all she gets). If you leave her alone for a while, she probably gets a Beam Sword or a Bob-Omb, and then you are really in trouble. However, when she's pulling those turnips, there's always a sense of urgency since her next one could always be that Beam Sword. Of course, if she does get it, it's not the end of the world, and with certain kinds of smart counterplay, you can even turn it against her (seize the Beam Sword for yourself!). It's just a local advantage to her. The amount of randomness in overall game results the turnips introduce, as a purely anecdotal statement, is very small. I have never seen a better player lose to a worse player because the worse player was a lucky Peach.
yes. he did,Did m2k lose the match?
The set he's referring to, I believe, is the set against Armada on Battlefield as Fox. If it isn't, well this is fairly relevant too. It was the third round of the set of best of three, and M2K had been knocked off stage. While Fox was trying to return, Peach pulled a Bomb-Omb and killed M2K for it.Did Mew2King allow the Peach player to pull a lot of turnips? Honestly, if you get Mew2King low enough in the first place a Bob-Omb wins you the match, you obviously played pretty well in the first place!
He may have fallen to his death from that range had he attempted to air dodge. I am not sure, it's fairly close. In either case, I see no reason why Peach being a "stupid character" is really relevant at all. I didn't imply she was. If you're bringing it up, well, I see no reason to. The point still stands to reason whether or not it's Melee or Brawl. I only mentioned Brawl because I thought that was the reference someone else had made. I could possibly search for another, Brawl specific example.Wait, this is obviously melee. In Brawl, M2K could have airdodged the bob-omb safely. Melee Peach is a stupid character for a lot of reasons. Forget she exists. Focus on Brawl Peach.
The players can create the situations, but they cannot generate the advantage given or taken away from the players in these particular circumstances intentionally on their own. Armada purposely pulled an item, but he did not pull the bomb-omb himself; the game did that for him. The moment a player is granted that advantage, the entire match shifts and changes pace without warning to either players.Secondly, Armada DID make it happen. He used down special which pulls an item, usually a turnip but maybe not. Had he not chosen to do that (and not created the situation in which pulling a bomb was going to score him a kill), it wouldn't have happened!
I feel as though I may be misunderstanding your context Ampharos. If I am, I apologize. But assuming I am understanding correctly, you of all people (coming from a Pokemon community) know you can't assume intention under scenario or circumstance, even if it seems like it's obvious. I'm not going to argue M2K did anything purposely because I honestly don't know, and nor does anyone else really.Thirdly, Mew2King obviously chose not only to allow the situation which put him off-stage in position to be killed by a bomb (and knowing Fox, even a turnip would be decently likely to lead to a gimp in that situation; it just would have been less flashy, but he even chose a particular DI after being hit by Peach that put him at that angle.
Although I agree with the points you've made, I still feel that luck can and will play a drastic roll in matches. As previously pointed out, Peach is probably the mild case because her item is telegraphed the moment she pulls it. Other instances that I've mentioned, or even the extreme case (tripping) still prove to be a problem.Fourthly, this is seriously a million times more likely to happen in Melee than in Brawl since in Brawl you usually can work your recovery to include an airdodge to avoid such things. The lower flexibility in the after the hit game that Melee offers obviously makes random turnips cause more variance in that game, but luckily, we don't have to worry about that game.
Supposing I give you the benefit of the doubt and assume that because of the possible rarity of these kind of instances (especially in a competitive sense) they're not an issue to be dealt with, I do not see what is good about these luck based mechanics that is not subjectively defined. If you claim to argue that it adds excitement or entertainment, as an example, that may be true for some. It will also give others a bitter taste with their inclusion. At least by removing luck based mechanics we are ensured that the purpose for removing them has been served.Lastly, all that being said, this was all really unlikely, and the numerous good things Peach's turnips add to the game that simply would not have the same interesting dynamics without randomness are worth this happening once in, well, the entire near-decade long tournament life of this game. If one game is "sullied" by an unfortunate random event and thousands more are made significantly more dynamic and interesting, is it worth it? I'd say, yes, it obviously is. There was nothing to be avoided in a competitive sense here. A mostly good mechanic played out in a possibly negative but not even definitely negative way (Mew2King very likely would have died to any item Armada pulled). The solution to this situation is "do nothing since it's still a mostly good mechanic, and the proposed 'improvement' does more harm than good".
Logistically there are no upsides to creating a diverse roster of characters that are not equal to each other. We play these games despite this because we as players prefer diversity, and without that element retained, we as a community would not flourish. If more than 90% of the players are not in if for financial purposes (which they're not, since they're not winning), then we can only assume it's for entertainment. If that isn't present, and the game does not appeal to them, we have no community.It's kinda like a basic balance principle. We consider non-even matchups bad in the abstract since it's somewhat unfair to the person who picked the disadvantaged character. We could easily fix this problem by making every character the same. However, this would be awful design since the upsides of having different characters are much greater than the downsides of having non-even matchups.
I'm aware of all this, I assure you. It's just not entirely important in the scope of competitive gaming. Competition is pitting two players against one another, and using the game as the medium. When players are no longer in control of the outcome, it no longer becomes competition. While some people confuse this as "luck" or "random" in inappropriate context, this is generally what players aim to avoid in competitive gaming.I could even further point out many factors influence matches that are technically non-random but might as well be. For instance, human reaction time is pretty fast, but it's definitely non-constant (all the numbers you see thrown around are just averages). You can improve your reaction time in a sense, but no matter what you get it to, it will always be somewhat variable based on many factors totally beyond your control (like based on the pattern of your heart beat or breathing or your involuntary eye blinking). If you fail to react to something in time but are just one frame late, you might as well have been hit randomly. If physiological factors that are impossible for you to control had gone slightly better, you wouldn't have been hit! I guarantee high level matches have been won or lost on this, but it's okay. It's just the nature of all competitive games that sometimes factors outside of the players' control changes the outcome, especially in games that are otherwise close.
This is subjective to your opinion, potentially shared by others. But not everyone shares those sentiments. I would believe that would be fairly obvious.For a small conclusion here, I'd like to point out that Samus is balanced around her Charge Shot working like it does. King Dedede is balanced around his Waddle Dee Toss working like it does. In the instance of King Dedede's design, the randomness makes him a better and more interesting character.
Then who's to decide what situations call for being random and not random? Would making the concise decision of either including random elements for all characters, or removing it from the game entirely (competitively speaking) not make a lot more sense?This does not mean all characters could be better designed with random elements or that randomness in all cases always makes things better. It means in this particular case, being random is better than being non-random. This goes along well with the theme of "not all characters are the same, and that's a good thing". It also does go along with players having a choice; only a select few characters have moves with random effects so you could always use any of the myriad characters not like that if you wanted your character to be more deterministic. Having the characters who do have moves with some randomness in them is just a way for the game to be even more diverse.