I'll have to side with him<.<
one of the slowest matches ever
>.>
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I'll have to side with him<.<
one of the slowest matches ever
>.>
Or you could, hypothetically of course, go to the AllisBrawl Brawl+ character boards.Instead of just one thread, there maybe ought to be a "tactical discussion" forum, so that threads like these aren't mixed in with random hack, texutre, program or higuysImadeanewcharacter threads in this section.
Otherwise, expect this thread to be just as cluttered and unorganized as the Nightly thread.
Learn to play. For now tourney results are all that matter. MK is ridiculous in vBrawl we should ban him, oh wait...yeah, we all really should migrate to AiB for B+...
And yes Viquey, that was me
EDIT: i lol at people who say ness' recovery is bad, especially ness mains who are trying to cover for how ridiculous their character is.
Actually Zair helps a lot in those two matcups since it allows you to play some defense outside of PK Fire. It at least helps the marth matchup, I'm not sure if it goes through G&W's bair or not though.The Lucas buffs are all good and well, but they still don't help him against key matchups that he still continues to struggle with (GaW/Marth) The Zair has great combo potential, but a good techroll can put you in worse position. The Psi mag upgrade is cool but still situational... you still have to put it out before you can set the hitbox into motion.
If you want to continue in this direction of "a different Lucas" can you try maybe speeding up PK freeze 120% (all of it, maybe even more on the end... like Gdorf Usmash -> jab kind of stupid) This way a shorthop PK freeze towards the opponent can disorient and end with Ftilt/jab or something.
I don't know, that or speed back up PK fire some... against marth, he really NEEDS that to be fast
This is the exact same complaint that I and another Lucas+ main named CH_R have been having. PK Fire being slowed down again nerfs it's mobility uses and it's uses against Lucas's problem matchups much more than it nerfs it's spammability.My friend is a Lucas main, he really liked all the changes that were made except for one, lucas can no longer use the momentum of his PK fire>PSI Magnet as effectively as before which was a key part of his recovery mind games
Actually no, there should not be any counters in brawl+, it is not a balancing factor as people specialize in certain characters and don't have equal skill in all of them. You can't actually forsee the characters you will be going against unless you know every one in the tourney and they play the same person every time. Ideally there should be no matchups skewed further than 60:40. Now THAT would be a true sign of balance.Lucas can't go even with every character. Not every matchup is SUPPOSED to be even. Character's are supposed to have some easy fights some hard fights, and some even fights.
In a perfect world Brawl would almost turn into a 40 man Rock, Paper, Scissors. Except with every Rock having at least the potential to beat the Papers, And, of course, scissor vs. scissors does not mean tie. It means awesome fast pace snip fight GO!
Of course if Lucas turns out to be Spock and dominate Rocks, Papers, and Scissors indiscriminately then we have an issue. That goes both was obviously (I can't think of a RPS reference for bad(Pinky?)).
????EDIT: i lol at people who say ness' recovery is bad, especially ness mains who are trying to cover for how ridiculous their character is.
Without technique, I don't see what other aspects of skill is required from a fighting game but that is besides the point. Now as an answer to your question. It is not competitive to give people such a big range of a handicap. Analogy. The way the buffer preference works now is basically like saying thatViquey said:Also, I beg of you, don't remove/lessen the buffer. The game requires more skill than super-duper button-pressing precision, which is something that just may not come naturally to many otherwise very skilled players. Why place such emphasis on that kind of precision when there are so many other aspects of the game to learn and master?
If the WBR views this as a acceptable preference for tourney play, it confirms the fact that this project is not entirely for competition, but rather that it is moreso a fan based game.Orca said:This.
Buffer should be a preference. Sorry.
No. You want a golf comparison? Clubs. Based on the circumstances, you get to pick which club (Or handicap) to use. One club or handicap isn't really ever the best, it depends on what situation you're in. And just like both, the choices people make comes down to personal preference as well.*Bad Golfing Analogy*
Yea it was, but it was consistentBuffer was in melee so...
I don't really care what happens though since I don't use it. I find it easier to control my character that way.
More precision is more competitive. Allowing sloppiness to be able to compete with precision is not competitive in the tourney setting.Kupo, that was the worst post I have every seen. Lowering the buffer doesn't make the game require more skill, it just requires players to focus on timing inputs at specific times.
Well obviously lowering the buffering system too much where its too challenging is not good but your missing my point. Using your example, the hadouken has a certain amount of difficulty to perform that and every single Rye (I think?) player was required to have the same skill to perform that move. My point is that allowing the hadouken to have two different difficulty levels, one easy timing and one hard timing (hard being the actual timing in the game) is uncompetitive.If Street Fighter required you to input 236P with frame-perfect input to do a hadouken, would it make the game more fun? Or competitive? No. People would just get fustrated at trying to do a move an having it not happen.
This proves my point exactly. You are mixing "casual and recreational play" with "diehard competitive play." Having a code that enables the casual player to perform the same action (thus result) easier than an expert player is a handicap. This handicap is ok for recreation, but NOT for tourney play.vBrawl's buffering system occasionally misfires and causes a problem, and due to the awesomeness of coders, Brawl+ allows you to tweak the buffer, allowing for diehard players to have more percise control, or for more casual players to be able to buffer inputs allowing for the exact same results.
Buffer preferences makes the game easier thus attributes to making it uncompetitive in the context of tourney play. Its not quite the same as custom controls because the timing still has to be there and timing is at least half the game. If what you are saying is actually true in that buffer preference is just as competitive as a set buffer setting, then why is it that the buffer setting is not adjustable in even the most hardcore fighting games? Why is that every other fighting game that is built for competition has a single timing for every move in the game? Even if the controls are customizable, you don't find that the timing of techniques to be separated into "hard" and "super easy" like what you find in brawl+ with its ridiculous buffer range.The buffer system is just like changing your controls, it doesn't give a player a unfair advantage, its just more of a peference. If you honestly believe that buffer preference makes Brawl+ a uncompetitive game, then you sir, are a *******.
No. Clubs is equal to the different moves you have. Utilt, smash, throws, aerials ect. Nice try,shadic said:No. You want a golf comparison? Clubs. Based on the circumstances, you get to pick which club (Or handicap) to use. One club or handicap isn't really ever the best, it depends on what situation you're in. And just like both, the choices people make comes down to personal preference as well.
I use 2 frames because I like how there is an emphasis on knowing your frame data and timings. An example would be how in melee you needed to know your timing for you characters wavedash. My wavedashing isn't as consistent when I switch between characters often or when I switch to like ganon after playing with Ylink for a while. With a high buffer, there would be no reward in knowing your timings with the different characters.Er, Kupo, my statement wasn't really meant to be rhetorical. I am curious as to whether or not you use a 10 frame buffer, and if not, why.
Going with the golfing analogy, the buffer isn't the equivalent of hole size. It's more the equivalent of having the option to wear gloves so you have a better grip on your club.-stuff-
Clubs with a very high coefficient of restitution (basically a measure of how "bouncy" the head is) are banned in professional golf because they essentially allow people to hit the ball farther without getting any better.No. You want a golf comparison? Clubs. Based on the circumstances, you get to pick which club (Or handicap) to use. One club or handicap isn't really ever the best, it depends on what situation you're in. And just like both, the choices people make comes down to personal preference as well.
This is the only really good point I've seen so far, but it's enough for me to agree that we could keep buffer if it's what the WBR really wants to do.It's a trade-off of less precision for more ease -- there's a distinct downside, which is why many people don't use the maximum buffer (other than online) -- not for any reason like honor or ego-stroking.
I'm sorry, Kupo, but I don't think the WBR is about to suddenly change its mind on this one. Looks like we're just a fan-game group after all. You should probably stop playing Brawl+, I guess. No competition here.
Anyways, we could keep arguing about this but I don't really see a point.
And double-handed putters aren't allowed a lot of times, stop poking holes in my analogy!Clubs with a very high coefficient of restitution (basically a measure of how "bouncy" the head is) are banned in professional golf because they essentially allow people to hit the ball farther without getting any better.