Makkun
Smash Journeyman
Those still induce tripping.i have a question about the "no tripping" code
i know it prevents the random trip, but what happen with those attacks that induce tripping, like some dtilts?
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Those still induce tripping.i have a question about the "no tripping" code
i know it prevents the random trip, but what happen with those attacks that induce tripping, like some dtilts?
Ideally, we should change the grab-release-into-the-air animation the same as it was in Melee. In other words, it would just release you into a regular jump. Brawl's unique release animations are full of problems.
Unfortunately, this is something that likely won't be able to fit into the final product due to the 256 lines of code limit and other things having more priority.
This was not because of hitstun, it was because of wavedashing. But regardless, you wont see this in brawl unless someone allows fox to cancel his shine.On a side note, wasn't waveshine also an infinite combo? And fox had a couple of infinites against a wall. I presume atleast a couple of other characters did. IJC Shines/Multishines were also an unstoppable combo if performed on a shielding opponent which could lead to death. Of course, performing 25 multishines in a row in the pressure of a match kind of borders on the impossible.
(underlined) Then we should not include wavedashing or gravity hacks. Auto l canceling just makes sense because manual l canceling forces most characters to have to learn a timing to compete. It not fair or balanced that some char can lose a combo because they missed an l cancel but others never miss a combo because they dont need to l cancel. But at the very least, l cancel timing needs to be better.That's why, Din fire and things like Meta's whorenado would screw them completely. Wavedash is too good and if auto l cancel were in, character's dairs such as Fox and Kirby would be broken as hell, Snake and DDD won't even need any effort for arieals. If Auto l cancel gets put in I don't even think I'll waste my time on Brawl+.
And how is it forcing techs on someone? When you go to a tourney it's your responsibility to know adv techs and such.
Like I said before, just because we can put something in doesn't mean we should.
64's hitstun wasnt the reason it was broken, it was the poor DI system and lack of air dodge or defensive options period.I need to chime in here, because a lot of people are getting the wrong idea about hitstun.
1) NO
We will not give Brawl the hitstun of 64. Those who want it: are you guys crazy? Did you play the game competitively? Do you know how broken that hitstun was?
The game was fun, yeah, and I still love it, but Melee was a far more competitive game for a reason. Combos in 64 were absurdly easy and crazy dangerous.
We are not taking Brawl down that route.
We should make a Brawl+ finder thread and get it pinned.anyone know what is the most effective way to find other people to play against w/hacked brawl?
Yes I have and I actually have that game and the actual 64 system.64's hitstun is why it was broken. Have you played 64 recently? Hitstun in that game is gigantic. Lack of airdodge didn't matter when you were simply comboed, not just juggled.
Brawl is WAY faster than 64. So Brawl+ needs its own hitstun level. More than Melee, less than 64.i agree that we need hit stun at least close to 64, because with Brawls incredibly slow movement the melee hit stun would never allow true combos.
I agree with you that L-canceling is good.The only characters that wouldn't have something new to learn with the manual L-cancel are a select few who have automatic autocancel. IE. 4 out of 5 of Samus's aerials can autocancel by landing at any time during the aerial for 3/5 frames of generic landing lag. There are very, very few who get the benefit of having automatic autocancelling moves. There is also no reason why they shouldn't keep this advantage. Characters that are gaining combos w/ L-cancelling are gaining something they wouldn't have without brawl+. Plus, Combos aren't supposed to be easy, remember?
Every character that lands an aerial with landlag benefits from L-cancelling. Fast characters could do it in melee for shield pressure(IE. cutting like 8 frames of landlag on a nair down to 4, from tiny to tinier), and to be faster than just fast. Slow characters did it, like Bowser's SHFFLC fair, to turn him into a fast spacing machine.
Also to add to this, if we make the Brawl+ finder thread then we should put the file of codes from the homebrew tutorial thead from the sd package. Pizza cake?We should make a Brawl+ finder thread and get it pinned.
And I meant Dair into Smashes. I just don't like the idea because everything is already easy as can be, not L cancelling too. We should go with the suggestion of fixing the timing like the other guy said on the last page.
Also, is there a group at AiB for this? We'd get a hell of a lot more supporters.
i attempted to make a friend finder thread for brawl+ and it was closed. i suppose because it was a deviation from the preferred idiocy that runs rampant in this forum.We should make a Brawl+ finder thread and get it pinned.
And I meant Dair into Smashes. I just don't like the idea because everything is already easy as can be, not L cancelling too. We should go with the suggestion of fixing the timing like the other guy said on the last page.
Also, is there a group at AiB for this? We'd get a hell of a lot more supporters.
Lol nice.i attempted to make a friend finder thread for brawl+ and it was closed. i suppose because it was a deviation from the preferred idiocy that runs rampant in this forum.
Yea I know 64 had a lot of hit stun and I bet if they had brawls DI, CF wouldnt be able to Falcon punch after a throw.No, Kupo, it was the hitstun.
The hitstun in 64 was so big that you were sent in a parabolic path after a C. Falcon Fthrow in complete hitstun helplessness.
That's a lot of hitstun. How much hitstun?
At low % (anything less than 50, IIRC), a good C. Falcon could Fthrow you and Falcon Punch you while you were in hitstun. This was common, and back then the Falcon Punch had much larger charge-up time.
Lets look at MK's Dthrow:As for DI, still pointless.
Of course, but there are times where you still get comboed after the hitstun wears off because you cant defend yourself in the airThat's how long the hitstun was. Airdodge solves nothing because you can't AD in histun.
Huh? Im sorry but 64 is the FASTEST game out of the 3. If 64 was so slow, then how come 64 had 5 stock tourney matches, melee had 4 stock, and brawl has 3 stock? How come you can go through 5 stocks in 64 in the same time or faster than 4 stocks in melee? How come the match times are generally the same time or faster in 64 than melee?Remember that 64 was a MUCH slower game than Melee OR Brawl. With 64 hitstun and Brawl speed, DI would be but an insult. Brawl characters would catch the character regardless of where they DI to because 64 hitstun keeps you helpless for a loooong time.
Brawl is WAY faster than 64. So Brawl+ needs its own hitstun level. More than Melee, less than 64.
Right, I agree that melee's game play feels faster but in actuality, the game play is not faster as you agree. But ppl are saying referring that the game speeds of 64 are slower which is undoubtedly not the case as my video proves.Characters move faster in Brawl/Melee than they do in 64. 5-stock in 64 is because combos are so insane that matches are short. Your video is perfect evidence of that.
Melee is EASILY faster than 64 in terms of the speed of action. Two different speed elements here. That's why 64 level broken hitstun in Brawl would be bad, DI or not.
Your probably referring to wavedashing. I love wavedashing and all but I am going to be honest and really blunt. If I were to summarize the purpose of what wavedashing does in melee to its simplest form, this is what I would say:Melee is definitely the fastest with the gravity of the game, and additional techquies for moving around the stage better.
On the contrary, I like how everyone else is saying that the "answer" is wavedashing....I like how the "answer" to this Brawl+ is still just more hitstun, when IMO it's not more hitstun, but what's really needed is a code made for CORRECT hitstun. let's face it, there's plenty of problems with the code we have now.
Wow, I said that how many weeks ago? What does that have anything to do with what was just said? Lets not change the subject until this one is done shall we?Dins fire isn't that much of a problem with the SSBM airdodge. You should really try it out before you knock it Kupo.
Wrong, I don't even know where to start with this one.when normal 64 matches are about the same or faster than melee matches with an additional stock, doesn't that mean its faster?
im pretty sure shorter= faster am i right?
I agree with almost everything, we're not trying to bring those combos back.Ok, about 64 speed:
It's not a faster game.
There's confusion GAME speed with GAMEPLAY speed.
64 has the fastest GAMEPLAY because you die early, die easy, and get comboed into death quickly.
The GAME mechanics themselves are very slow. Characters jump slowly, roll slowly, run slowly, horizontal air movement is slow, projectiles move very slowly, smash attacks are slow...
Etc.
What makes the GAMEPLAY fast? The hitstun and the fast aerials.
That's it. Get the opponent in the air and now they're a rag doll. Combos always look fast, and a game looks fast when a match ends fast. But matches only end fast because the mechanics make it eeeeeeeeasy to kill someone and hard to avoid getting killed.
Brawl has slooooooooow matches, but the GAME is faster. Everything is faster in Brawl except fast-falling (which won't be the case in Brawl+ anyway, though, since we're trying to fix that).
But Brawl's GAMEPLAY makes for very slow playstyles and matches.
It's defensive, easy to recover, gives tons of ways to avoid getting killed, and makes combos impossible.
All this leads to a feeling of inherent sluggishness.
But that's not how fast the GAME is.
Jumps are executed way faster in Brawl, horizontal air movement is much faster, run speeds are faster, all projectiles are waaaay faster, rolls are way faster, and smash attacks come out faster (especially with the C-stick).
But Brawl doesn't let you use that speed.
Because it has crap hitstun.
But it's a faster GAME. And with that speed, catching a DI'ing opponent who is in 64 hitstun would be extremely easy.
I understand that knockback in Brawl is generally too huge for combos anyway, but I thought this was something you guys were trying to remove? So I was speaking about Brawl+ as a finished product, not as current Brawl w/ mods.
And if that's the case, then lower knockback, faster game (especially with gravity/fast fall mods), 64 hitstun... we would see the return of 64 combos. Those combos were broken. Plain and simple. Fun as hell, but broken.
Im glad you didn't say wavedashingWhat makes the GAMEPLAY fast? The hitstun and the fast aerials.
That's it. Get the opponent in the air and now they're a rag doll. Combos always look fast, and a game looks fast when a match ends fast. But matches only end fast because the mechanics make it eeeeeeeeasy to kill someone and hard to avoid getting killed.
No your wrong but right on certain aspects such as ease of recovery and defensive nature. The game mechanics in brawl are slower than 64. 64 has z canceling which eliminates all aerial lag and brawl has no universal lag canceling. Even with brawl+, we are going to use half lag which is still slower than 64.Brawl has slooooooooow matches, but the GAME is faster. Everything is faster in Brawl except fast-falling (which won't be the case in Brawl+ anyway, though, since we're trying to fix that).
But Brawl's GAMEPLAY makes for very slow playstyles and matches.
It's defensive, easy to recover, gives tons of ways to avoid getting killed, and makes combos impossible.
All this leads to a feeling of inherent sluggishness.
With slower air movement and strong DI, i dont see how comboing would be easy. You seem to not know what DI is or how it affects the combo game if you keep refuting this. Do I know that 64 hit stun is the perfect amount? Absolutely not! But am I willing to test it out? Yes. If it is too much, we scale it down. Why are you so against giving it a try? I agree that comboing shouldn't be as easy as 64.But it's a faster GAME. And with that speed, catching a DI'ing opponent who is in 64 hitstun would be extremely easy. It shouldn't be so easy, and it's why 64 hitstun is too much for Brawl+. More hitstun, yes. More hitstun than Melee, yeah probably. 64 hitstun, no.
not that I know of. We shouldn't tamper with the knockback of moves.I understand that knockback in Brawl is generally too huge for combos anyway, but I thought this was something you guys were trying to remove? So I was speaking about Brawl+ as a finished product, not as current Brawl w/ mods.
We shouldn't tamper with gravity or knockback. Here are the main reasons why 64's combos were so broken.And if that's the case, then lower knockback, faster game (especially with gravity/fast fall mods), 64 hitstun... we would see the return of 64 combos. Those combos were broken. Plain and simple. Fun as hell, but broken.