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There's a contribution!Shut up guys.
That's what I was thinking.Lets try it and see what happens?
Won't that settle everything?
Because Din's Fire is pretty unique in how it works. There's PK Flash/Freeze, but they're laggy enough that you typically deserve to be hit by them if it happens.What are you going to do about the other aerials who all move far faster? Just add 3 more frames of start-up lag to releasing them. So you nerf air dodges, then nerf the living hell out of the projectile people and have to buff them later. It's a big domino effect that doesn't need to take place.
The hitstun is .46...only two points lower than .48....
I get random freezes with jigglypuff plus random pokey
Well I do hope physics help(Im sure they will), cause when i was trying to combo my friends Mario with Wolf, I would get hit with a Nair out of nowhere . Still, it's not so bad but I found it annoying that when he was supposed to be hitstunned for some time, he kicked me backWe're only trying to nerf the use of AD to escape combos/strings, not all its other uses. NADT accomplishes this, and at the same time makes it skill-based, since the more skilled player will be able to time the tap+AD better and thus escape strings better.
I suppose giving an AD out of tumble a ****ton of startup lag (so that tap+AD is still significantly better) wouldn't be a terrible compromise, but I feel like the only reason people even want that is because they're too **** lazy to do anything other than mash AD to escape strings. Actually, this might not be a half-bad idea, so you get punished for mashing tap+AD too instead of timing it correctly ... hmmm
Cmon people, it's not like NADT is some radical, never-before-seen game mechanic.
The lower hitstun shouldn't be a problem after we polish up the physics.
I'm just not seeing how continued discussion on this is even worthwhile.Shadic, it's a terribly slow moving projectile. You do anticipate it, but I control when it explodes. This is why it can be bait and punish or hit people outright because they have to time when it will explode.
@Alphatron
Grow up dude. You're not a mod and we are on topic.
This mentality hasn't existed at all until today, what are you on about?The 'let's just test this out' mentality is why we can never finish the game.
hold up, is there an issue with SDHC cards and playing Brawl+? if there is, then AHA thats my freakin issue! i have an 8g SDHC card i used to use in my camera but i swapped it with the 2g that WAS in my wii when my wii stopped liking that card (but the camera was fine with it).I'm betting 5 bucks he forgot to install something OR That his sd card is an SDHC.
Well, you do have a point, but since a lot of people just spam triggers when being combo'd, making that harder for them changes the options both players have to continue or to escape the combo.Messing with ADs during tumble only doesn't hurt ADs overall.
That doesn't mean we can never finish the game, it just means we will finish it slowly. Even mods have to go through extensive testing before they hit a final version. Honestly, if we were just looking to get a version out as quickly as possible RC1 is just fine. There are serious problems with it but it can be played very competitively and it goes a long way toward balancing characters. If all we wanted was a finished product, TADA, we have it!The 'let's just test this out' mentality is why we can never finish the game.
I keep doing that with Link anyways because you can't zair from tumble.One of the big reasons in shortening the overall length of the ADs was to reduce the problems with fast fallers ADing to their doom off stage due to the higher gravity.
Well, I'd say it only harms the player being combo'd, since their defensive options are being nerfed.Well, you do have a point, but since a lot of people just spam triggers when being combo'd, making that harder for them changes the options both players have to continue or to escape the combo.
That was the point, right?
I've brought the shovels and I'm ready to begin the grand burial of computers in brawl+. However, I'll admit that I'm not too keen on this.Just was talking with Cape and had an interesting idea.
if you air dodge from tumble you go into special fall. thoughts?
And do a heavy land instead of a light one?Just was talking with Cape and had an interesting idea.
if you air dodge from tumble you go into special fall. thoughts?
**** you guys, thats exactly what I suggested with the Melee Air Dodge, except you know it's not the Melee Air Dodge. Still same principle. AD in tumble = enter fall special. Of course I'm behind it.Just was talking with Cape and had an interesting idea.
if you air dodge from tumble you go into special fall. thoughts?
I don't know, I still feel like it would be punishable unless you were really close to the ground already and your opponent wasn't close enough to close in for another hit.How would it be extremely punishable? You can still FFAD back to the ground to avoid continued strings. And if used correctly, then you've just broken your opponent's combo and got out free of charge.
This is all if you decide to AD while in tumble anyway. You can still jump and such.
We tried that before BBrawl did. Didn't stick.Unrelatedly, is there a possibility of giving Ike a BBrawl-like recovery, where >B never puts you into helpless fall, or would that break him?
This post makes me think you didn't read this post:We tried that before BBrawl did. Didn't stick.
About special fall AD during tumble, I'll just CP what I said to Cape about it: If we wanted to go that way, we could just go with JCaesar's idea of Melee AD during tumble, but I'm not entirely sold on differing air dodges between tumble and non-tumble in the first place. In fact, I think it's an incredibly sloppy fix. If people really want more accessibility towards casual players (rather than just the game holding their hands for them), we would still have to acknowledge tumble anyway by telling to new players when they ask "hey why can you airdodge more than once but I just die?", making the argument a moot point.
Really, I think it's more of a player problem than a mechanic problem.
It was just an idea I tossed out, but i think the current NADT for sure has some prevailing weaknesses.NADT is a change which has historically generated polarized camps with gameplay.
It is no surprise that the change still is met with such skepticism as it is largely trying to dissuade the public from performing an action which to this day is largely a reflex or reaction. What you are trying to do is not only induce habit change on the active Brawl+ community, but induce habitual change on prospective players as well. Some players will laud such a change, others will be completely turned off by it.
This raises an obvious question: Is this the most elegant fix to the solution at hand? People want lower hitstun and more diverse combos but at the same time, how do you go about that without alienating a subset of the Brawl+ population? Especially such a diverse subset composed of both tourney goers (as outlined by RPG) and casuals alike.
No-one has answered such a question yet, and it is clearly the most important issue at hand. There are certain situations where you tell people "tough cookies" and have them "deal with it", but this is not such a situation. While certain situations may be "better for the game" or strikingly "more competitive," elimination of a substantial population of interest reduces the overall competitiveness of the game by removal of the very group that plays it.
So yeah, is NADT in its current iteration a suitable fix?
Given the current state of feedback, I'd say no. Now how we go about fixing it is the real issue.
Thoughts?
(Note: I play with NADT and am 100% fine with it, and I have been playing with it well before GSH1 was even released - so note that)
I wasn't as concerned about the casuals even, I was more surprised by certain feedback from Canada as well as Las Vegas which surprised me the most.I suppose that is a fair point to make. Coming from a tournament player's view, I think the system does need to be refined, not eliminated, but I can see how casuals who just hop on from Brawl would be frustrated by it. Maybe it is for the better that it's changed, as much as I'd rather leave it/refine it.
I still don't think having two differing types of airdodges depending on tumble or non-tumble is an acceptable fix though.
I'm glad we agree that NADT isn't perfect and we are trying to add an finishing touch to it but I disagree that having 2 different ADs depening on your tumble state is not an acceptable fix. Here's how I view it. (This is assume we used my 'Melee Air Dodge in Tumble' idea)I suppose that is a fair point to make. Coming from a tournament player's view, I think the system does need to be refined, not eliminated, but I can see how casuals who just hop on from Brawl would be frustrated by it. Maybe it is for the better that it's changed, as much as I'd rather leave it/refine it.
I still don't think having two differing types of airdodges depending on tumble or non-tumble is an acceptable fix though.
I am perfectly fine with adding startup frames on the AD when in tumble. The only reason I argue for MADT is because I think it would have more competitive merit as well as still make AD out of tumble a bad choice (unless you can AD into the ground) Also, pros would just take into account the extra startup time and dodge accordingly. MADT allows you to still dodge in tumble, which alone is a buff compared to NADT. I think we need to make sure dodging in tumble is a bad choice since that choice didn't exist before. Brawl's AD is too good, you should have to do the slight work to get the good AD in my eyes.What's wrong with just having a longer startup on an AD during tumble? It's intuitive (hell, casuals probably won't even notice a difference except they get comboed a bit harder than pros) and will probably get a lot less whining than an AD that leaves you helpless. And tap+AD will still reward more skilled players without overcentralizing it like NADT does.
When casual players are ready to get better, they will learn to break their mashing habits, but until then, they wouldn't have anything to complain about.
I still think MADT is an interesting idea and could have a lot of competitive merit, but I doubt it'll cut down on the whining...