slimpyman
Smash Journeyman
ALR needs to be reduced.... or gained, however you want to look at it... there is no punishing dumb aerial approaches anymore. it saddens me.
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Yeah, the first f-smash is random. But then it goes in order. What this means is that Peach players (as well as anyone else who bothers to learn it) will be able to know which version of f-smash will be next and take advantage of each version's strengths (tennis racket's low launch angle, pan's high vertical range, and golf club's long horizontal range).you mean it has an order to it, and its not random like gaw's side b?
i didn't know that lol... does peach need this anyway? and what are you suggesting?
so whats u suggesting hppens to lylat? and well done, that must have taken a while to obtainAnd this is just from the latest changelist.
EDIT: I made my stage list (a few pages back) into technicolor!
EDITEDIT: ok. Results of Lylat Cruise testing:
-1) There are four backgrounds: Corneria, asteroid field, battle, and one where there's a bunch of small asteroids and a few small ships flying around. I will be calling that last one "#4". This is fact -1 because we knew this before the game came out.
0) You cannot go through the same transformation twice in a row. That should be obvious, and thus gets the distinction of being fact 0.
1) The ship's path is COMPLETELY NON-RANDOM. It is directly linked to each of the four backgrounds. On each, there is precisely ONE path that the ship takes.
2) To the best of my knowledge, each of the asteroid field, the battle, and #4 have 2 different start points and end points. All of these points are along the same line. If S and E are Start and End, then the paths for these three look like S1..........S2.............................E1..........E2. Just because you start at S1 doesnt necessarily mean you will end at E1.
3) The Corneria background is always the same: The ship comes out of the warp, leans to one side and stabilizes (several consecutive incerasingly small leans), plunges into the planet's atmosphere, leans to one side and stabilizes again, stays straight for about 20 seconds, comes out of the atmosphere, leans to one side and stabilizes for the third time, then quickly warps. The time between warps is approximately 38 seconds.
4) I didnt bother to time the other locations, nor will I write an explanation of the ship's movement for them. Fact 3 took long enough to figure out as-is. However, I know they will take around 30-50 seconds based on which start-end combo is used.
I know what you mean. But I think the main problem is that the "safe" moves that could be shffled in vbrawl have even less lag time as well. (Ike nair, fox dair, mario bair uair ect.....)ALR needs to be reduced.... or gained, however you want to look at it... there is no punishing dumb aerial approaches anymore. it saddens me.
That is basically what I am proposing. Some moves that got ALR are fine, others are not. Here is another examples.I think ALR should get the hitlag treatment, where moves are looked at individually.
Of course, this is in the update months from now.
<_<Also shanus, why would you not want to l-cancel an aerial if it's autocanceled? Wouldn't you then get 50% of the autocancel's lag?
We're thinking about how many changes it will take to piss everyone off.EDITEDIT: is tehre anythin goin on in the WBR now?
i Agree For Moves That Already Have Low Lag In Brawl+ Without Automatic Lag Reduction Really Don't Need It. However, There Are Some Moves That Should Keep It. (peach Fair Comes To Mind)
I agree about tweaking ALR of individual moves. Look at Kirby and Marth, for example, they both have 3 aerials with 9 frames of lag normally. In B+, that's either 4 or 5... which is almost the same as an auto-cancel.
edit: almost the same as a hard landing.
Does this mean you guys are finally removing Pikachu from the CSS?We're thinking about how many changes it will take to piss everyone off.
It seems like they tried to compensate for the removal of l-canceling by putting the landing lag of aerials somewhere between l-canceled and non-l-canceled lag.kupo15 said:Frame stuff
No. Autocancels were the same as normal landing lag (usually 4-6 frames depending on the character) and could not be further reduced.actually...yes, that is what i was referring to
<_< >_>
From my knowledge of it, that lag was greater than normal landing lag but less than non-ac lag, and thus could be l-canceled to be further decreased
We're deciding between making the data obtained from this release useless or very useless.EDITEDIT: is tehre anythin goin on in the WBR now?
Yup. I searched for the frame data in the stickies in the vbrawl character boards and used that thread for melee. I'm sad that Samus boards didn't have it from what I found (I mean, good frame data). Jiggs, peach, gaw, Ganon, pika are others that have them from what I remember, there are others.The frame data from melee can be found http://www.angelfire.com/games5/superdoodleman/frames.html <-- there
Frame data for vBrawl can be found at the vbrawl boards usually.
Aerial ending? As in, more lag on the aerials themselves?I'm continuing to work on more lag on aerial endings. I finished Ike yesterday. If you guys care...at all... I'm going to work on it more tonight.