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Smash Journeyman
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- Jan 1, 2008
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- 314
http://www.smashboards.com/showthread.php?t=210557
Character Weight list for future reference.
Character Weight list for future reference.
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i suggested char specific hitstun a while back and no one seemed to care.. right now the floaty chars get out of hitstun much to quick. marth,peach, kirby, ect get out way to fast for how good they are at everything eles... it gives them a huge unessesary buff, and makes it to where link and samus can barely combo them at all becuase there moves are 2 slow. >_>Heavy characters are SUPPOSED to suffer less from hitstun. The code makes hitstun a constant so I think it ruins that small buff they are supposed to have. The only way to possibly fix this is to give everyone character specific hitstun based on their weights.
hmm thats a good idea but i dont think he understands how bad bowser is in brawl + ... did you tell him about hitstun? or the ALC? has he tryed brawl +?I sent a PM to Gimpyfish. I know he doesn't play Brawl anymore, let alone Brawl "Bowser," but I thought he might have the most valuable opinion on what to do with Bowser. Keep an eye out for his thoughts.
Wait, when did this happen? As I recal, hitstun was more likely based on the floatiness of a character (fall speed acceleration). Or it could just be a coincidence that some of the floatiest characters in the game (Luigi, Samus, Peach, ect) suffer the least amount of hitstun while fast fallers are just the opposite.Heavy characters are SUPPOSED to suffer less from hitstun. The code makes hitstun a constant so I think it ruins that small buff they are supposed to have. The only way to possibly fix this is to give everyone character specific hitstun based on their weights.
but it doesnt have to be that way.. char specific hitstun wouldnet be just a mirror image of the one we have now... it would be different depending on the char... bowser because he is so big and slow needs to have less hitstun when hes hit.. because hes soo easy to hit. jiggs should have about what she has now... and peach should have more than she has now. only a few chars can combo her effectively, and she can combo just about everyone to hell.Wait, when did this happen? As I recal, hitstun was more likely based on the floatiness of a character (fall speed acceleration). Or it could just be a coincidence that some of the floatiest characters in the game (Luigi, Samus, Peach, ect) suffer the least amount of hitstun while fast fallers are just the opposite.
In otherwords, it's typical that floatier characters suffer from less hitstun, not heavier ones. And I think that's just fine the way it is, since lighter characters can't take nearly as much punishment as heavier ones. What do you think would happen if you switch Bowser's hitstun with Jigglypuff? Bowser would up B out of every combo and Jigglypuff would lose half a stock every time you got a good hit (since you'd combo from it).
Why?but it doesnt have to be that way.. char specific hitstun wouldnet be just a mirror image of the one we have now... it would be different depending on the char... bowser because he is so big and slow needs to have less hitstun when hes hit.. because hes soo easy to hit. jiggs should have about what she has now... and peach should have more than she has now. only a few chars can combo her effectively, and she can combo just about everyone to hell.
see where im going with this.
Why should we do this? One of the disadvantages of playing such a large character is that they are easy to hit (and thus combo). This is true of all fighting games. It's meant to balance out the fact that they are normally much harder to kill (high weight/defense) and do a lot more damage (per hit of course).but it doesnt have to be that way.. char specific hitstun wouldnet be just a mirror image of the one we have now... it would be different depending on the char... bowser because he is so big and slow needs to have less hitstun when hes hit.. because hes soo easy to hit. jiggs should have about what she has now... and peach should have more than she has now. only a few chars can combo her effectively, and she can combo just about everyone to hell.
see where im going with this.
just brain storming... lol per hit... fox can easily do much more damage on bowser because of this and fox can easily kill bowser in the 110 range from an instant usmash... thats not balanced.. the rate of foxes attacks and how easily they combo completely over powers slower chars .. " what good is strength if you cant hit anyone" ... but like i said i was just considering more than 1 possibility.Why should we do this? One of the disadvantages of playing such a large character is that they are easy to hit (and thus combo). This is true of all fighting games. It's meant to balance out the fact that they are normally much harder to kill (high weight/defense) and do a lot more damage (per hit of course).
Bowser being easy to combo is not something we should really be changing. That's part of being a big/heavy character. The way to "balance" this would be to make sure that Bowser has a significant punishment game and safer offensive/defensive options. In other words, to make a tank better you give it stronger armor and more fire power, you don't try to make it dodge hits.
Quoted for massive amounts of truth.Wait, when did this happen? As I recal, hitstun was more likely based on the floatiness of a character (fall speed acceleration). Or it could just be a coincidence that some of the floatiest characters in the game (Luigi, Samus, Peach, ect) suffer the least amount of hitstun while fast fallers are just the opposite.
In otherwords, it's typical that floatier characters suffer from less hitstun, not heavier ones. And I think that's just fine the way it is, since lighter characters can't take nearly as much punishment as heavier ones. What do you think would happen if you switch Bowser's hitstun with Jigglypuff? Bowser would up B out of every combo and Jigglypuff would lose half a stock every time you got a good hit (since you'd combo from it).
if we were to make bowser have a chance at fox it would take more than that ... all fox would have to do is 2 or 3 more combos. the more damage he takes before he goes flying just makes it easyer to combo him... he NEEDs more effective punishment. whether thats killing at lower %s, being able to combo easyer, makeing him faster, or makeing him do more damage. all of these things would work fine...That's why I'm saying make him more of a tank. Make him survive that upsmash. Make 30-40 percent combos on him a drop in the bucket (to a certain extent).
i wont argue that bowser has kill moves but there all very slow and easy to punish and with the gravity mods 3 of them get severly nerfed. most of my kills come from off the stage fairs or spot doged dsmashs.All I really have to say to that matt is that... you're wrong. Bowser has kill moves. Bowser has a quick defensive move out of his shield. Bowser gets comboed easily. Bowser lacks combos of his own.
The first of these obviously isn't an issue. The second is an already good option he has. His main problem is that he can't combo from this. Being comboed easily is just a problem he will have to deal with. If his best defensive option can be turned into a good offensive option, too, then he will be made viable.
QFT!!!From my experience he doesn't really have a good, safe kill move. Giving him super armor on the f-smash would be a nice idea and a decent buff in my opinion.
On an aside, do we even know how complicated this process will be? I appreciate everything that these hackers are doing, it makes Brawl worth the money I spent now, but I don't know if I want this to be a 2 year project.
The code production process shouldn't be difficult, see how much we've got done since November?On an aside, do we even know how complicated this process will be? I appreciate everything that these hackers are doing, it makes Brawl worth the money I spent now, but I don't know if I want this to be a 2 year project.
Agreed. We should talk to Kupo, Leafgreen, Dark Sonic, or some others and try and get a list of who they feel should take part in the balancing of the game. As I said earlier, the topic is mostly crap and has no organization.The code production process shouldn't be difficult, see how much we've got done since November?
I think we need an organized manner for this to take place, as this thread is just people throwing ideas out there and getting nowhere...
Already a step ahead of you there.Agreed. We should talk to Kupo, Leafgreen, Dark Sonic, or some others and try and get a list of who they feel should take part in the balancing of the game. As I said earlier, the topic is mostly crap and has no organization.
i feel the same way. even if i wont be invoved... and more than 1 person should decide what codes to use.The code production process shouldn't be difficult, see how much we've got done since November?
I think we need an organized manner for this to take place, as this thread is just people throwing ideas out there and getting nowhere...
To be fair, having mains of the characters in question offer suggestions on simple ways to buff their character is actually probably better than having someone who has never played that character before try to buff them. So far, ike and ganon are the only ones who we've had people come in to suggest buffs for them, and I think the buff ideas have been legitimate.man this topic needs to be closed. It has gotten way out of hand and ppl who I never see come in and just request buffs they want without caring.
I don't think SA is a good idea for ANY move at all. I think it ruins the game. The only person with SA is yoshi on his second jump. IIRC that is the only thing up until Brawl to have SA.
i think i asked you about what you think is wrong with SA aswell kupo?**** strait... now im going to take shells advice
Now im sure everyone agrees that link needs more help than The Gan Man so...
Link:
Link doesnt have a problem with range, priority, or damage. Its his poor KO power and slow KO options that need fixing. His smashes dont kill until the 110-150 range . That and he only has one risky gimping option of the stage. Combined with his weight and awfull recovery he shouldnt even attempt it ... SO he completely relys on his smashes and Dair for killz..
When fighting any of the 20 or so better chars in the game your best option is to pepper them with projectiles and quick arials until you get the enemy to a high percent... BUT now you have to go in for the kill... this is where things get frustrating. There is a much higher risk than reward for all of his kill moves. They all end slowly and are easy to see coming.. most of the time you have to get in 2 or 3 of these to seal the deal, and in attempting this link can take alot of damage, and/or die... SOOOO he needs more powerfull kill moves he NEEDS to be able to kill as fast as the rest of the cast.. becuase he cant gimp, and can easily die trying.
Links whole game is on the stage. Even his edgeguarding aside from a falling nair or back air is centerd around staying on the stage. Now this wouldnet be a problem if the whole game was on the stage, but its not , and brawl + made sure of that with codes like NASL and such... Wich is why he BADLY needs a better recovery. this would help him immensely as you all well know lol.
If he takes a hit off the stage theres a good chance he is dead ... he just falls to fast to make it back ... hes just to easy to gimp. Really do i need to give an example?
TL;DR (dont know what this means)
I say we(the coders)
- strengthen all of his smash attacks knockback makeing him KO the way a heavy char should. (not a big deal if the third buff happens)
- increase the horizantal AND vertical trajectory of his up-b
- increase the power of his up-b to its former glory when the new geko OS update destroys the line limit.
It defeats the purpose of attacking the opponent while they're in their move. It's usually on some of the stronger moves in the game, essentially allowing the opponent to plow through your moves with their SA frames, when they should have to wait for an opening to unleash them. Honestly, I think SA on anything besides specials or yoshi's jump is stupid. Yes, this means I think SA on grabs is stupid. If I'm swinging a baseball bat into your head and you're trying to grab my throat, you should not just brush off the hit like nothing and take hold of me.I disagree about SA though Kupo. Honestly, what's wrong with it? It's not like it's really on any spammable moves besides MAYBE Wario's F-Smash. I guess I'd like to hear a reason why to hate on SA.
Just the concept behind SA moves I don't agree with and it doesn't seem to help the game at all. Why should you be granted invincibilty on a move? We have hitstun so now you can actually combo into some moves the only SA things should be yoshi's DJ. IIRC melee didn't have any SA moves and it worked out fine. You should not be able to plow through moves with another move and go nowhere. Obviously I can't really find any way to prove that SA moves hurt the game. I would like to know why you think have SA moves are ok and good for the game.There has been a lot of crap suggestions though Leaf.
I disagree about SA though Kupo. Honestly, what's wrong with it? It's not like it's really on any spammable moves besides MAYBE Wario's F-Smash. I guess I'd like to hear a reason why to hate on SA.
Exactly. And going back to 64 link had the worst recovery yet isai could still win with him sometimes with flying colors. Its just a different style of playing and you have to be more careful not to get knocked off the stage. It doesn't mean he sucks. Ive seen some pretty impressive isai link playingJust because a character's recovery sucks, does not make them a horrible character. Doc had the worst recovery in melee. Mewtwo had one of the best.
Honestly I see SA as more of a bad thing since you take damage and then hit with a move. Wouldn't it just be better to have the move come out quicker?
i dont think that SA is a bad thing its just the way they used it.Just the concept behind SA moves I don't agree with and it doesn't seem to help the game at all. Why should you be granted invincibilty on a move? We have hitstun so now you can actually combo into some moves the only SA things should be yoshi's DJ. IIRC melee didn't have any SA moves and it worked out fine. You should not be able to plow through moves with another move and go nowhere. Obviously I can't really find any way to prove that SA moves hurt the game. I would like to know why you think have SA moves are ok and good for the game.
To be fair... he's isai. Link just needs to be able to **** onstage so that when he gets knocked off it's ok.Exactly. And going back to 64 link had the worst recovery yet isai could still win with him sometimes with flying colors. Its just a different style of playing and you have to be more careful not to get knocked off the stage. It doesn't mean he sucks. Ive seen some pretty impressive isai link playing
QFT.I played a lot with Link today and yes his recovery is atrocious, but if you DI well, keep to the center of stages, and mix up your recovering game Link is all right. That's right I said ALL-RIGHT, he isn't broken! Lower end of the characters? Probably. But he isn't unplayable, he has things going for him. I'll still vouch for a recovery boost, especially if higher gravities become the accepted rules, but he isn't unusable.