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Brawl+ Beta Build (GSH1) Discussion

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Shadic

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Yeah, a move that kills at 107% on a Mario without DI on Final Destination. It's... Slightly stronger than the good hit of a MK UpB.
 

Shadic

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He'd sure be better at that if he could grab characters that were in the air.

And I'm not saying Dair is a horrid move, but it's got pretty crap range, and priority issues because of it.
 

Shadic

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No, he can't. Have Mario stand to the side of a platform on Battlefield. Stand ontop of said platform, and set CPU to 'Jump.' Try and grab him.

You can't.

You can grab people that are in HITSTUN, but that's far from the same thing.
 

Shadic

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Well, ****. you should of specified. How was I supposed to know you meant grabbing characters in air out of hitstun. <_<
Pardon? I said the exact opposite.

IN HITSTUN : GRAB = POSSIBLE
IN AIR NOT HITSTUN: GRAB = FAIL

I'm not sure if you can grab during an aerial attack... I should try that one.


Oh I get it. >_> ...I think. I don't know. What are you saying?
 

RyokoYaksa

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Only Link, Samus, and TL have tether grabs that can't grab airborne characters at the same range as standing characters. These characters can in fact grab people out of the air, but it has to be at standing grab range.
 

Alfa

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^ IIRC, for Link, the part where he can grab airborne characters is where his hand flashes at the beginning of the grab animation. This is probably the case for Samus/Gay too, if there is a flash.
 

Dan_X

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Only Link, Samus, and TL have tether grabs that can't grab airborne characters at the same range as standing characters. These characters can in fact grab people out of the air, but it has to be at standing grab range.

Interesting. Tbh, it might be op if tethers could grab out of air at full tether range instead of close range only. I'm not against said change, I'll certainly try it out. After all, there's no way to tell until it gets tested. However, I'd say it could be borderline op.

Imagine if we had a code that made it possible to slide off ledges and platforms? That'd be hilarious... Think of how huge of a change being able to slide off the ledge would be. It actually might be kind of cool. Imagine Snake snak dashing and sliding of the edge. Haha. Hmm what else would it effect? I think it could be pretty cool, but who knows.

There must be a way to make it so you can slide off ledges and platforms with momentum. I mean... Falcon, and ganondorf's side+bs slide right off. Maybe we can take apart the coding of their moves and see why? Can Ike side B off the edge? It might be kind of cool...

Anyway, just a random idea...
 

VietGeek

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Yeah, a move that kills at 107% on a Mario without DI on Final Destination. It's... Slightly stronger than the good hit of a MK UpB.
If this were any other game, I'd be inclined to agree. However killing at such a percentage in B+ is actually considered above mediocre. I suppose Leaf's post regarding KO ability explains it well enough. If anything, it's something we should consider for the entire cast...increased KO ability.

The Links's dairs are also one of the safer cross-ups in the game, the little bounce effect making the two moves one of the safer ones on block.

It doesn't seem to work on anybody other than a Fastfaller past 40% or so, even without DI.

And I don't see how you could want to nerf Link, with people at the same time complaining about Squirtle nerfs. Was Link even represented at BTL2? :ohwell:
Hmm, it seems to have worked on Marth or anyone around his general gravity settings. Or rather, it would have worked on Marth if he did not have a 5 frame string breaker. Also jabs have low growth (obv) and so does dthrow. You could chain this for a while, and I believe the angle has been buffed so you can't perfect DI like TL's, so DI doesn't absolutely crush this pseudo-string. Then at the last dthrow you can utilt I think. It seems to probably give Link a larger % advantage than vBrawl Falco off his chaingrab (for a comparison of % dependent combo/string leads).

It's nothing against Link, but the buff itself seems to have made more sense on a character that lacks efficient combo and damage racking set-ups. I assume this anyway, since I suppose it was meant to be able to combo into utilt, dsmash, instant dash attack, and only be strings with grab and UpB.

Maybe a half-year ago it'd make sense, but now it just seems tacked on off the pretense that "Link still cannot handle the majority of the cast."

Can't sugarcoat this due to time restraints. And yes WBR members are very weird. =V
 

TLMSheikant

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@Squirtle discussion: I've actually felt that both the fair and uthrow nerfs were unnecessary. The fair's safety on block was already reduced due to the lowered shieldstun, which alone was a pretty substantial nerf to it. The uthrow nerf makes grabbing pretty much worthless for anything except a small amount of damage for a ~40% window or so. I'd have rather seen the uair have slightly nerfed growth, so uthrow -> uair would still combo once the foe got to higher percents, but it wouldn't necessarily kill so early.

@Alphatron: It depends on who I'm playing as and against, but usually at least once a match I'll live to 150%+, and I almost always live to 120%+, except when gimped.

"Brawl, where 78% is gimp." This still applies to brawl+ imo. Most characters only have one or two good kill setups, and if you can avoid those, you end up living for quite a while. Recoveries are generally good enough that your opponent will be edgeguarding you for quite a while if they want to gimp you (unless you just get low-percent spiked).

I don't think staying alive for a long time is all that difficult, really. Players should always be conscious of what their opponent is doing; the most important traps to avoid are your own.

...

I find this amusing. The reason squirtle had his uthrow nerfed was because he could kill at around 100% with uthrow -> uair if he got a grab. And this is considered "too good." In the same post, I talk about how characters live forever in brawl+. Perhaps squirtle is right where he should be... and it's the other characters are the ones that have a problem. Food for thought.
This. Lets make character die faster. And i mean buff EVERY kill move in the game. AND make edgeguarding better. Oh, and the uthrow change was dumb. Same with fair.
 

JCaesar

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But I definitely agree with dropping FFDT. It's not necessary, and it's actually a buff to the defensive game, when lowered hitstun already did that. Being glitchy on top of that just makes it a no-brainer to take it out imo.
If it's glitchy, then yeah, it's got to go. It doesn't make a huge difference anyway.

Landing a grab with squirtle now anytime between mid percents and oh... 130% or so, is now suddenly very unrewarding. It used to be that there was a small window in which you could neither uthrow -> uair or kill with dthrow, which was fine, but now it's pretty ridiculous. If you want to nerf uair's kill ability... nerf uair's kill ability. Don't nerf the uthrow.
Didn't we already do that once, and it was still one of the lowest % guaranteed grab-kill combos in the game?

The upB was fine except for the vertical range being too big. So you decided to outright remove it and make it a worse version of the vbrawl upB?
I do agree the up-B was overnerfed. The only problem with it was how strong the hitboxes at the end of the move were.

Additionally, the fsmash tip increase was very minimal, and didn't actually make it any easier to land.
Maybe it's just me but I found the larger fsmash tip much easier to land. I went from landing 1 or 2 fsmash tips per game to landing 5 or 6.

Back then, there was an idea of making ledges only grab-able around 7 times before requiring one to land on the ground to reset it (like how Tethering or Ike's Aether is limited to the amount of times it can grab the ledge). Is that still impossible to do?
Someone came up with the idea of having ledge invincibility time decrease with successive grabs, but reset whenever you are hit or touch ground. I think this would be a better solution to planking than some arbitrary limit on ledgegrabs.

This. Lets make character die faster. And i mean buff EVERY kill move in the game. AND make edgeguarding better. Oh, and the uthrow change was dumb. Same with fair.
I would like to see all characters killing better in general. We could just take all the kill moves in the game, decrease the BKB, and increase the KBG, so they work about the same at low %s but kill better.

As for Squirtle, within the context of the 5.0 release, he was overpowered, and these nerfs made the most sense to balancing him (and were suggested by one of the best tournament Squirtle players, Guru). The uthrow led to guaranteed <100% kills (which very few characters have) and the fair was an amazing walling move on a character as mobile as Squirtle.
 

GHNeko

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...Moves' hitboxes being adjusted to fit the animation normally means more success with hitting it. <_<

Like. The Fsmash never really needed it, as it was nothing but a graphical fix, but the common sense behind making things....work properly would normally mean that better results would be a side-effect you know.


When things dont work right = worse results
When things work right = better results.

Seemed kinda obvious to me.
 

CountKaiser

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Instead of tweaking ALL of the kill moves in the game, which will no doubt take a long time, why not just make all the characters lighter (with maybe G&W and Jiggs as the exceptions) and increase their gravities a bit to make them easier to combo.
 

Jiangjunizzy

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Well, if you guys are really planning on making the gravity in the game higher, then you don't need to worry about increasing the power on kill moves just yet. With the higher gravity, characters will die more often to gimps and/or just not making it back to the stage and among other gravity/KB influenced factors which will help KO earlier. What you'll probably end up fixing are just the ceiling kill moves.
 

JCaesar

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Actually yeah, I think better physics will go a long way to making the game faster. Maybe kill moves are fine.

...Moves' hitboxes being adjusted to fit the animation normally means more success with hitting it. <_<

Like. The Fsmash never really needed it, as it was nothing but a graphical fix, but the common sense behind making things....work properly would normally mean that better results would be a side-effect you know.


When things dont work right = worse results
When things work right = better results.

Seemed kinda obvious to me.
Leaf said it wasn't any easier to hit with. I disagree. That's all. If you wanna make the tip bigger and match the animation better, that's fine, but don't pretend it's not a buff, because it is.
 

The Cape

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The F smash change is definetly a buff as its a range increase. Goes a long way in that sense.

As for the problems killing its mostly due to the speed of the game. Better physics to get people off the ground quicker and allow them to peak jumps faster while still acting about the same otherwise would go a long way. This would make the recovery game tighter, leading to more edgeguards and earlier KOs and it would also allow the combos to bring more pressure on the opponents and therefore setup to KO percents quicker and easier.
 

Dan_X

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I'm all for fixing Marth's fsmash to fit the animation, even if it is a buff.

I think we should work to tighten the gameplay (gravity) in the next few builds. I understand we're going to make it so characters reach the apex of their jump faster. This will definately speed up gameplay. My only concern is making sure floaty characters such as Jiggs and Wario maintain their floatiness. Some characters will need less gravity changes as their gameplay must be preserved.

I'm fine with FFDT being removed. We don't need to buff defense.

I feel that making gravity changes is goin to be rather difficult. We have to ensure that we don't break anything accidentally. For example, I feel that Falco's gravity is perfect. He's swift, his SHSL mechanics are perfect. If were going to increase grav I wouldn't want Falco to suddenly feel crappy. Characters reaching the apex of their jump faster will probably have less negatives, as it's only speeding up their jump. Basically, I'm just needlessly concerned that we'll go overboard and ruin characters that already feel great (like Falco).
 

VietGeek

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The only issue that could possibly be caused by gravity changes are things like Ganon's thunderstomp and Wolf's AC fair being more difficult or impossible to perform, or time based techniques like TL's shorthop arrow techs, Fox's SHDL, and Falco's SHFFL, as well as certain double aerial combinations (Marth) suffering the same fate.

But hey, that's a lot of things though! But unlike back in January, there's PSA, and therefore the ability to both gain lovely new physics while keeping staple tactics to the same amount of difficulty as it is now.
 

The Cape

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Edit:

Changes that I feel could be made for useage of moves
Pit more Ugrav (Look into autocancel uair and nair)
Charizard more Ugrav
Ivysaur more Ugrav
ROB more Ugrav
Sonic more U grav (Just need to look at autocancel fair)
Link more U grav
Mario more U grav (Look into autocancel uair (but remove second aerial function)
 

GameSystem

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We could try that.
I have played around with being able to roll off edges, it was pretty fun.
I don't know, that would kill some characters' under platform game. Think of Bowser or Marth and utilt spam. Even other characters have setups off platforms because there isn't much room the other guy can move.
 

MXXD123

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Edit:

Changes that I feel could be made for useage of moves
Pit more Ugrav (Look into autocancel uair and nair)
Charizard more Ugrav
Ivysaur more Ugrav
ROB more Ugrav
Sonic more U grav (Just need to look at autocancel fair)
Link more U grav
Mario more U grav (Look into autocancel uair (but remove second aerial function)
While I agree some characters like link need more ugrav some character's don't make sense like Pit and Sonic, why not just speed up the animation a bit to make it auto canceled, it wouldn't hurt right? Why fix something that was never really broken?
 

The Cape

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Sonic Fair and Pit Uair and Nair already currently autocancel.

Fixing their physics to allow them more up and down movement improves combo potential for Sonic and pressuring (and upB) for Pit. I just wanted to make sure that we preserved those auto cancels with the changed physics is all.
 
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