rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
A2, I would be very disappoint if I lost my ability to combo with U-air.
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Nobody cares about you.A2, I would be very disappoint if I lost my ability to combo with U-air.
That makes little to no sense. 423 isn't a significant number. You'll need to explain your file configuration better.I keep encountering an error, when I load the GeckoOS and select Launch Game, it says that there are 473 lines of code when only 423 are allowed, I did not alter the RSBE01.gct file at all, in fact, when I first encountered this error I redownloaded the BalancedBrawl2.zip and replaced that file.
The real line limit is over 8000 lines. How is 300 supposed to be a problem?AA, how where you able to use both the omnibus and file patch codes? Those codes alone take up like 300 lines.
sorry, had to fix thatThe real line limit is over 9000 lines. How is 300 supposed to be a problem?
That fix is comic, of course, but it's actually untrue.sorry, had to fix that
Really? I try and use code manager and it has a limit of 256 lines.The real line limit is over 8000 lines. How is 300 supposed to be a problem?
You're stuck in the past, man. We haven't been stuck at 256 lines for the lonnngest time now. You're likely using a crappy old version of code manager-- one of the old versions wouldn't let you make a gct containing more than 256 lines of code.Really? I try and use code manager and it has a limit of 256 lines.
that was my reaction, if it was 256 or 512 it would make sense, but 423 is ... not significant in computers at all.That makes little to no sense. 423 isn't a significant number. You'll need to explain your file configuration better.
I just wanted somewhere online to put that. It has nothing to do with anything we are planning; you have my assurance on that. I should probably take it down now that I'm done with it.In other random news, you can't hide anything from me. =P
*wonders who else checked the BBrawl site recently*
You do indeed need to either have the Homebrew Channel to keep your custom stages. Play via smash stack won't really allow for them (unless you use a two SD card scheme and switch at smart times, but I don't recommend it). If you want to use the HBC, just download BBrawl, remove the smash stack custom stage from the SD card, and re-roll the .gct using Code Manager to get rid of the "no custom stages" code (be sure to always have this code on if you have smash stack!).Hello there, I'm pretty excited about trying out Balanced Brawl, but if I understood everything correctly, the method that doesn't require any hacking (via SD card and the custom stage menu) doesn't allow for BBrawl to be played with any custom stages...?
I'm sorry if this has been asked before, I read thru 15 or more pages of the current 47 in the thread, but didn't find it. The question is: is there any way to play BBrawl with my own custom-made stages? If so, what is it? Does it require homebrew channel or something?
I'd be pretty grateful if someone could clear that up for me. Thanks in advance. Keep up the good work!
I'll put this on the list of thigns to look at, thanks. This is exactly the sort of issue we're concerned about.By the way I found a problem with Sheik.
Her Jab2 is growth based, and at a certain percent range, it is possible to repeatedly Jab walk some characters across the stage, and it COMBOS. In training mode I was able to do strings that did over 50 damage through repeated Jab walking towards the other side and then canceling into a different move like D-smash.
And it's particularly effective on fastfallers.
In the next BBrawl release, you should increase the SDI (and possibly the hitlag) multiplier of Sheik's Jab2. Possibly her Jab1, but I haven't done as much research on how much frame advantage she gets on that (it doesn't truly combo into anything in training mode though).
I'm gonna run through these really fast, don't take it personally if I miss one or am really critical/skeptical.And since I have nothing better to do, I'll go over my list of potential changes that are worth considering (I don't necessarily recommend all of them being used at once without careful consideration):
Hah, I thought you were one of the strongest defenders of Mario having a good spot already? You're talking about some pretty huge buffs here, even in isolation. Combined these are almost equivalent to all of Lucas's buffs, but you already mentioned not to consider them all.Mario:
*+1 damage on Jab3, F-tilt, last hit D-air, N-air, U-tilt
*+2 damage on all F-air hitboxes, the non-spike hitboxes now being better at KOing, increased shield damage
*increased knockback on D-air loop hitboxes (combo into final hit better)
*slightly lower growth on D-throw
*slight base knockback increase on B-air, angle set to 40
*slight base knock increase on U-tilt
Luigi's fair is a sensitive move for him, screwing with it is probably bad.Luigi:
*+1 damage Jab3, F-air
*increase trip rate on D-tilt, make all hitboxes spike
*increase shield damage on cyclone
Firebreath is a reeeaaallly dangerous move to make better. It's really skewed across skill levels and extremely variable with stage positioning. It's a great example of a move that as currently designed is best left kinda bad; it would be unfun and create balance problems if it was a solid move.Bowser:
*increase damage and base knockback of firebreath, set angle to around 35-40
*various random things I don't need to mention have been suggested for addressing Bowser's juggle/recovery issue.
U-smash already does a lot of damage, and dash attack is uh, kinda a really good move for Diddy already. If I had to buff Diddy in some way, I'd make dash attack connect better so Jigglypuff couldn't rest him out of it.Diddy Kong:
*+1 damage Dash attack, U-smash
I'm not sure what the goal here is.Wario:
*+1 damage F-air, Dash attack
*Reduce U-smash SDI factor
*increase D-smash base knockback
Honestly, I'm skeptical that Link is frequently grabbing people in his worst matchups. The tether grab is an innately polarizing element like that.Link:
*+1 damage U-throw, Bombs
*D-throw angle more upwards, less growth rate, possibly interruptible sooner.
*lower angle B-throw and F-throw to around 30 degrees
ICs is a problem that needs to be fixed on their end, not Ganon's. Jab I'm also not sure what the goal is.Ganondorf:
*D-smash and Dash attack push blocking opponents in opposite directions they do currently
*F-throw hitbox is always safe on hit against the Ice Climbers and has lowered growth
*increase Jab hitbox duration to 7 frames, lower growth but increase base knockback and damage
See Link.Toon Link:
*slightly increase knockback- of weak hit Up-smash
*D-throw interruptible sooner
*more base knockback on F-throw and B-throw
Seems reasonable, if Kirby was going to get buffed it would probably look something like this.Kirby:
*+1 damage F-tilt, angle 25 on down angled F-tilt
See Charizard. What is the goal of the razor leaf change? RL is already a great projectile, and increasing base is only going to make it better at walling people it is hitting. Why polarize it further? (It's bad enough on Link arrows, but here it's not necessary.)Pokemon Trainer:
*Make Charizard's firebreath similar to Bowser's
*Increase bkb of Razor Leaf
Hmm, I'm not very familiar with Lucario d-tilt's numbers off the top of my head, can't say much.Lucario:
D-tilt angle set to 80, lower knockback growth, increase bkb slightly
Buff? Marth?Marth:
+1 damage to throws except D-throw, increase base and lower growth of F-throw a tiny bit
Wait, you want Ike to have a better bair? O_oIke:
*Bring back the D-smash buff, only make 2nd hit D-smash a vertical killer more powerful than Up-smash.
*Make N-air interrupt a bit later, make B-air interrupt slightly earlier.
Grab length is being looked at intensely.Lucas:
*Set N-air final hit angle to 75 degrees, reduce growth rate
*Grab hitbox duration set to 5 frames
*Increase bkb of U-air
*increase damage first hit U-smash (it combos into the hit that kills as I recall) and greatly reduce SDI factor
IASA on side-b would animate really awkwardly, it'd be awful. If Snake needed buffing (lol?) and if Nikita was a big help in his worst matchups (lol?) there's a million ways in which it could be buffed.Snake:
*SideB interrupt sooner, startup (before projectile fires) cancelable into all other actions.
*-1 more damage from D-throw, +1 damage to all other throws
The best way to stress weight differences (and DI) in KO power is to make moves more orthogonal or diagonal. Modifying base is kinda an awkward and misplaced way to target that.Base knockback as I recall is more "even" than knockback growth when compared to how it affects different weight classes, which is why I suggested increasing that as opposed to knockback growth for Lucas's U-air. He mainly needs more knockback to kill heavies at respectable percents.
I don't think Wolf is the best personally, but I agree he's a contender. Top 5-8?And let me explain my other changes. Most of the changes I'm making are meant to make most of the cast closer to top tier, comparable to where Wolf, Falco, Peach, and Pikachu are. Of course I'm not finished with figuring out what would do that appropriately.
Ah, I see about the dair thing. I'll try Resting him out of it, this might be something to look into. I think Mario is pretty solid though, his KO power continues to impress.Mario is pretty well rounded, but to get that extra edge he needs to be as good as the top, his below average damage when punishing forward is the main thing that needs to be fixed. Some of his moves are a little unsafe on hit at low percents as well, which is kinda annoying, and Marth I believe is able to Up-B Mario out of D-air.
Why would we ever want to do this? Hahaha.Luigi's D-tilt buff is far from trivial. It opens up the ability to better combo into F-smash and Up-B on more characters (from Jab cancel).
I mean, if Diddy's dash attack were to be changed, it'd be changed knockback and *not* damage!As for Diddy's Dash attack damage increase, you know you could always just increase the damage and reset the knockback so that it works the same.
Why is d-smash in particular the Wario counter to Falco spot dodge? Why not f-smash?Wario's damage increase on Dash attack and F-air (not to mention making his DACUS more reliable) is important since his forward punish options like Mario's are generally weak. There are a number of characters that easily wall him as a result, so I believe it's fair that he gets a little more reward for poking his way in. Buffing his D-smash is something to consider in the Falco matchup, a character who gives Wario a lot of trouble and has a broken spotdodge.
I already mentioned this; I don't think tether grabber have a low reward problem--if anything, in their worst matchups they have a "we can't get grabs" problem. Both these characters are really good right now regardless; when I think of "matchup problems", the last guys on my mind are Link/TL.Link's buffs are mainly meant to increase the effectiveness of his throw game, which is the main reason why he isn't a top tier character. Same goes for Toon Link. In Toon Link's case, his other main shortcomings are either slightly low damage per hit or iffy KO setups.
I don't recall one either.I don't recall Kirby getting a buff on F-tilt. His Jab combo is better, but not his F-tilt.
What are the numbers on the spacies cg?Marth's changes are meant to make his throw game less polarizing against space animals (chaingrab into spike), yet generally speaking more reliable for sources of damage.
Do you happen to know which characters? That could be really helpful info, I was totally unaware.Ike can Jab cancel into D-smash against a few characters, and it actually helps balance matchups where it works (he still has a lot of trouble against Olimar, and Mario has the advantage against him). Ike's N-air is a little silly since you can buffer a F-air after a fullhop U-air. However Ike really should be allowed to do two B-airs in a fullhop. The change also helps Ike's ability to edgeguard.
Yeah, increased grab duration is a very modest but very appropriate benefit. The numbers I'm testing now are a bit liberal, but finding the right number won't be too hard.Lucas suffers from not being able to heavily punish escaping opponents, which is why increased grab duration is important to catch landing opponents and people who roll away. The U-smash buff helps Lucas's edgetrapping game (very useful against characters like Donkey Kong and Snake) and also makes his techchase game more rewarding.
If you change the angle of a high base knockback Bowser's Firebreath to something like 45, nobody will complain about Firebreath being an overpowered edgetrap tool. It will still be good, but MUCH less polarizing between skill gaps. Especially since most people try to edgejump it, if they are hit out of edgejump, they will have plenty of leeway to try a 2nd attempt to recover while only taking the damage of one or two hits of Firebreath. Since Firebreath's duration is only so long, and it's lag is significant, I don't see it being broken for edgetrapping if it had high base. And if my memory of yesterday's convos is correct, Thinka was more worried about Firebreath being too good as a spacer.So, Bowser Firebreath has one really obvious use that you are seeming too happy to overlook. Consider going near a ledge and covering it with angled Firebreath. Now, a lot of characters really can't recover well enough to get over it or get onto the ledge with i-frames. The reason it is not so dangerous is because it is pretty easy to get through the fire stream without taking all too much damage, and Bowser of course has somewhat riskier but far more rewarding edge traps to go for. Now, imagine if it were, in fact, not really plausible to (a)SDI through the flames. Now Bowser can more or less auto-gimp a huge chunk of the cast or at least deal a huge chunk of damage as the flame wears out enough to reveal the ledge, hilariously including himself? As a short burst spacing tool, it doesn't even get that much better. This is the very good reason these types of moves are bad and should remain bad. When they work in the naturally powerful way, they are still mostly limited but have a situational but extremely overpowering and polarizing situation.
Recovering quickly is a legit strategy I will agree.If you can't recover high, recover either very quickly (before Snake can physically get to you, which is actually a good chunk of time because Snake isn't exactly high mobility or fast attack speed) or recover reactively to Snake's movement. If he is hanging out on-stage, he is simply too slow to jump out and bat out your near recovery on reaction. If he jumps out after you, just drop really low and use your tether to slip right past him. He can't drop low to gimp you unless he's going for a suicide kill due to the massive commitment on all five of his aerials. Sure sometimes he'll catch you, but the overwhelming majority of the time, Ivysaur should be able to recover past Snake. I don't even see how Ivysaur has a "predictable" recovery. Mario has a predictable recovery since his recovery gets so little distance that he can only do it basically one way. Ivysaur has a dair that can change timings and can tether from a massive number of positions and hit the ledge. It isn't the greatest recovery for other reasons, but predictability is not a flaw of Ivysaur's recovery.
You know that was exactly what I intended. I guess my perception of broken is completely different from yours. I'm very willing to play the wait game for stage control.The only viable way to approach a Bowser with this is to jump in above him. You have to start this approach at close range before his startup finishes. Meanwhile, a retreating firebreath beats almost all approaches in the game.
Shield and dodging still let zair be beaten though. Furthermore, zair doesn't knockdown.You know that was exactly what I intended. I guess my perception of broken is completely different from yours. I'm very willing to play the wait game for stage control.
What about Samus's Z-air, which not only knocks you back significantly, has huge range, but also starts up and ends REALLY fast?