kupo15
Smash Hero
Leaf: Yea, I recognize the two different speeds, but I was interpreting speed as match time. I do acknowledge that melee is more complicated and requires more inputs and reactions than 64 and in that regard, it is faster.
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Wut? Someone said 64 had WDing? That's lolz.Im glad you didn't say wavedashing
That's why I said 64 had fast aerials. It was the hitstun and the fast aerials that made the gameplay fast. Z canceling of course was a huge factor in what made an aerial "fast".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.
If by air speed you mean fall speed.Brawl's air speed is also slower than 64
Brawl's ground attacks and throws are slower than 64
DI is all fine and well but DI can only stop a combo if it can get you far enough away from your enemy before you're hit again. Saying that DI alone would be a sufficient "combo breaker" is naive, because Melee showed us that that is not the case. Even with all its wall techs, combos existed in Melee. It wasn't just DI'ing that made the combos in Melee non-broken, it was lower hitstun, which severely reduced the "combo window," thus making combos harder to pull off but still very much around. That's why I keep refuting it.You seem to not know what DI is or how it affects the combo game if you keep refuting this.
Alright, I'm cool with that. But without faster fast-falling, single use airdodges will never fly. OoS characters will be far too vulnerable with that floatiness and only one chance for air defense.not that I know of. We shouldn't tamper with the knockback of moves.
We shouldn't tamper with gravity or knockback.
These are both true, but I'm still not convinced that 64 hitstun time wasn't a large factor.Here are the main reasons why 64's combos were so broken.
1. No DI
You had no control over how you flew after getting hit which means the opponent knows what move will come next since you go the same way every time.
2. No wall teching
You saw this a lot in hyrule castle with insane wall combos. Had you be able to tech, you would survive better. Let me refer you to this vid http://www.youtube.com/watch?v=urUBMrtXwyA&feature=related The first stock shows that if you had wall teching, that combo would not be broken and he could have survived that.
I agree with 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.
I suggested that we start with 64 hit stun length then reduce the stun time if we feel its too much. Its easier to tell if you have too much and scale back then not enough and scale forward.
The 64 hit stun is a suggestion that we try, not a set in stone answer.
And of course, we should be looking down the road.
I don't think it's the WD that he has problems with, but the actual airdodge.I have no Idea what you have against wavedashing Kupo. It makes the game faster and give it more depth whether you'll admit it or not. You're going to have to state (or restate) your case against wavedashing because I don't understand you hate about it.
I agree,1. Wavedashing doesn't remove anything that is already there, and I know what you are thinking with Wavedashing around there is no reason to wing cancel or boost smash, but there is. If there isn't were those techniques even worth having around?
Slow characters are still slow movement speed is only half the reason they are slow the other half is the speed of thier attacks. You wouldn't know because you don't play with it but fast characters are still way faster than slow ones its just that everyone has more mobility now it looks that way.
Are you saying that you like how spammy Brawl is? Doesn't suprise me from someone who has Pit as an avatar and in thiers sig.
There is no way that wavedashing magically fixes a character's approach game. Not all moves are good for approach and I don't think any one approach has a no counter.
2. The only way giving someone more options would make the match last longer is if they decide to use their options to stall. Meanwhile thier opponent can use those same options to mount an attack.
3. Brawl isn't air based. That couldn't be farther from the truth because there is not an air move in the game that cannot be beaten by the stand still and sheild grab ground based strategy.
lol. No. What I ment by that is that you acknowledge that its the hit stun and fast aerials that were responsible for comboing and not wavedash. Ppl have been telling me that wavedash is responsible for creating combos in brawl and that is why it should be in.Wut? Someone said 64 had WDing? That's lolz.
Oh ok, didn't put two and two together by saying that fast aerials is the same as z canceling. What other mechanics that make brawl fast that z canceling doesn't fix? Im pretty sure s canceling makes the game faster even by a little bit.That's why I said 64 had fast aerials. It was the hitstun and the fast aerials that made the gameplay fast. Z canceling of course was a huge factor in what made an aerial "fast".
So I already acknowledged that facet of 64's speed, but unfortunately Z-canceling doesn't do anything for the rest of the mechanics, and it's in those mechanics that Brawl is faster.
Well, I said this because Im positive we concluded that air speed (horizontal) was faster (if you look at pika in 64 when he jumps from the air, I hardly see a momentum change opposed to brawl) and that there is more lag at the end of attacks (non smash attacks) Dont forget that landing on the ground from an up b in brawl has a demoralizing amount of lag that was added.If by air speed you mean fall speed.
Because I specifically said horizontal air speed, which is horrendous in 64. Compare 64 Jigglypuff to Brawl Jigglypuff. It's not even a contest. And that's the same with every character. Brawl has much faster horizontal air speed across the board.
Ground attacks faster? Not generally.
Seeing that you couldnt charge smash attacks, i dont see how a C-stick would change anything.Smash attacks were super slow (again, especially without C-stick).
This is true, but you hardly see a pro use the shield unless it was their only option. And going back to a prev point where I think you said that rolling was also slow, this was also rarely used. so it doesn't really add to the faster/slower gameplay argument too muchShield drop lag was huge so attacking out of shield was crazy slow.
Fair enough. Dont forget that 64 had no grab miss lag like melee and brawl doesJabs and tilts are mixed. Some were faster, some were slower. I don't think there's any Frame 1 ground attacks in 64, but we do have that in Brawl with ZSS jab. So it's character dependent for those moves. The previous 2 points, though, give Brawl a faster ground game.
Grabs are mixed. In general, yes, grabs in 64 were faster. But you had a much smaller cast. There are plenty of grabs in Brawl that are as fast or faster than 64 grabs. There's also pivot grabs in Brawl.
DI is all fine and well but DI can only stop a combo if it can get you far enough away from your enemy before you're hit again. Saying that DI alone would be a sufficient "combo breaker" is naive, because Melee showed us that that is not the case. Even with all its wall techs, combos existed in Melee. It wasn't just DI'ing that made the combos in Melee non-broken, it was lower hitstun, which severely reduced the "combo window," thus making combos harder to pull off but still very much around. That's why I keep refuting it.
Because Melee already showed us what happens when you have DI and wall tech and hitstun. And it was balanced precisely because it reduced the hitstun from 64 ON TOP of adding everything else.
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.
That is why I suggested itThe only factor not addressed in Melee was high knockback. It's the only reason why 64 hitstun can even be considered for Brawl.
Im not sure what I feel about faster fast falls (trying not to change the game too much) but I am willing to give it a try. I am also against single air dodges. I like brawls air dodge the way it is and I think it fits the type of gameplay we see in brawl.Alright, I'm cool with that. But without faster fast-falling, single use airdodges will never fly. OoS characters will be far too vulnerable with that floatiness and only one chance for air defense.
Was CF's recovering from pika in the vids not enough proof from you? But at least your willing to use 64 as a basis for stun time and scale down if need be.These are both true, but I'm still not convinced that 64 hitstun time wasn't a large factor.
I dont care that wavedashing might overthrow wingdashing tbh. I see that wavedashing in this game is overpowered compared to the last game because we are manipulating the physics engine to do something its not suppose to do. And because we are doing this and the engine is different, wavedashing will never be the same as in melee. Wavedashing in melee was fine because it was an exploit in its own engine. I said many times over that if we found wavedashing in brawl the same way we found it in melee (within its own engine without codes) then I would be all for it. Why else do you think I discovered wingdashing?Wavedashing doesn't remove anything that is already there, and I know what you are thinking with Wavedashing around there is no reason to wing cancel or boost smash, but there is. If there isn't were those techniques even worth having around?
Your right, I dont play it so I wouldn't know the exact specifics but I have seen vids. Can you still stack WDes on top of each other? Can you do sliding spot dodges? Both are big problems.Slow characters are still slow movement speed is only half the reason they are slow the other half is the speed of thier attacks. You wouldn't know because you don't play with it but fast characters are still way faster than slow ones its just that everyone has more mobility now it looks that way.
lol, funny you stereotype me like that. No, I don't like how brawl is spammy. There is a reason why I picked up MK and for Brawl+ ZZS. I am enjoying hand to hand combat more. Ppl say that wavedashing fixes this spammy fighting problem and I completely disagree. This is what powershielding is for.Are you saying that you like how spammy Brawl is? Doesn't suprise me from someone who has Pit as an avatar and in thiers sig.
How so? If a character naturally has trouble dealing with projectiles, that is an approach problem. Wavedashing does help this char to deal with projectiles better thus, it eliminates the weakness of having trouble approaching projectile characters.There is no way that wavedashing magically fixes a character's approach game. Not all moves are good for approach and I don't think any one approach has a no counter.
And this happening is inevitable. Someone will use this to stall and if they can react good enough to the attack, they can still avoid it by hugging the ledge or do any of the other stalling options that wavedashing provides due to better ground movement. Someone isn't going to just wavedash around stalling and not change the tactic when threatened.The only way giving someone more options would make the match last longer is if they decide to use their options to stall. Meanwhile thier opponent can use those same options to mount an attack.
I see where you come from, but I am referring to once they are up in the air. Everything is floatier and ppl have been saying its more air based. Also, if you compare it to melee, brawl is definitely more air based when melee was more ground based. Melee's game focused around CGing for the transition to the air. You dont really see melee's gameplay in brawl as much.Brawl isn't air based. That couldn't be farther frome the truth because there is not an air move in the game that cannot be beaten by the stand still and sheild grab ground based strategy.
Your right. I am looking into the future with all of the perfect codes here and that is what I base my opinions on. I have no power to force you to stop playing with it so you can play with it all you want. I want to express my views on it as to a reason why it shouldn't be a brawl+ standard and I want you guys to give it consideration as well. We shall see! ^_^I think that you, kupo15, are trying to look to far into the future. You may be completely right, wavedashing in brawl could be far too overpowered. However we haven't had time to test it let alone push it to the full potentials. Just stating that everything should be given a fair chance.
I think that would be sweet and maybe the ability to still do stuff afterwordsAs I've stated before, I'm all for only 1 Brawl airdodge.
No you wont "technically" be invulnerable the entire time. Your right, it offers way more options than it did in melee because you can do anything the frame after you start the wavedash. In melee, you had to wait a little bit to get out of the air dodge movement part, and the ground canceled the pause before you dropped.You say stacking is a problem. Why? Cause you'll be able to be invulnerable the entire fight? Please clarify this cause I don't get why you think it would be to powerfull.
You says the movement isn't meant for the engine but that should not be an issue. What should be an issue is how it's applied during the game. Right now it seems to offer a ton of options that I didn't have in melee and it's uses are a lot more different then in melee.
yes you can do this. I know this helps with comboing, but this is another option to slow down the game by screwing around if you chose. Also, with all of this fooling around, its not like if you mess up, you will get gimped as in melee. So you basically have a much more powerful wavedash for more powerful and plentiful mobility options and a lesser punishment for messing up. This will make matches last longer.What I do see is that the game speeds up significantly cause I'm able to land on platforms immidiatly, move into attacks faster and cross the stage much faster. I find my self finding a lot of opportunity's that I couldn't use before.
This really is no different than fastfalling with brawls air dodge system. The time difference between the two is negligible unless your referring to triangle jumpingWhen in the air airdodging in different directions has different uses. Go down fast for example and you'll be able to land faster combined with fastfall. That speeds up the pace of the match.
True, combos make matches interesting and the fight for the opening is also interesting. But in the same token, a fight for an opening that is not very rewarding is not exciting either. You have this drawn out foreplay for little reward. I think we can all agree melee was basically perfect at everything. Foreplay, punishment, reward, everything. I feel that with these enhanced mobility options you have over melee, the foreplay is too long or can get too long if both players don't give in. An example could be like soccer. How is soccer exciting when you spend such a long time before scoring? Its not exact but similar. (sorry soccer fans)The more predictable the game becomes the more boring it becomes to watch and play cause there's only so many ways. It's only in comboes that you have to make a row of good choices and execute them at the right time ( or guesses) to reach the end. If you don't then your opponent gets out. But the fight for those openings is much more interesting if it isn't as predictable were both players will be.
What kind of attack? If they are in hit stun, wavedashing doesn't help. This momentum shift happens in any fighting game without wavedashing like 64. Im confused.When a player gets a hit off you see the momentum shift to their side and you can't just chose your postion anymore but the player under attack needs to find a way out and reset it to another zoning game or turn the momentum around.
But you think increasing defensive mobility will be better? I see no difference in offensive vs defense in a game where wavedashing is not there, and when both players can effectively wavedash. An example I can relate is racing. Whats the difference if two cars are going at 80 mph and two dirt ikes are going 40 mph in relation to each other? There is no difference. The difference is that the two cars are going faster in relation to the environment than the dirt bikes.Just increasing the offensive won't be enough I think.
You can still fake out ppl without wavedashing. Its been happening for 8 months. You can fake ppl out with dash dancing also.You also need to have more controll over your position. Fake outs are key.
I think that hit stun should take care of this instead of wavedashing. I mean, since things are floaty, ppl stay in the air longer and if they DI up, wavedashing wont help you if they wont come down to the ground before hit stun is over.If I do a fair fair fair combo with marth for example in melee I would finish it with a tipper. In this game the sword is too short to do that but with wavedashing I'll be able to space my self so that I do land it......Increasing the hit stun ain't gonna fix this cause they still fly to far......If the rewards on the combo are low then their's less reason to try it and thus you get these one hit approaches. The finishers are the final goal
Well, I think your trying to do the same stuff as in melee and it wont work because the physics are different and floaty. Your not going to be able to a Fair Fair Tipper at the same percent as melee. Esp with a better DI, whats stopping them from DIing up so that they get out of hitstun before they are in range of the tippered Fsmash?Increasing the hit stun ain't gonna fix this cause they still fly to far.
I understand this, but I dont think your comparison is correct. I think you are comparing normal brawl to brawl+ when you should be comparing brawl+ w/o wavedashing and one with wavedashing. Because of hit stun, you dont have to mindgame your KO move and you certainly don't need wavedashing to do so either. Just look at 64, they had finishers without wavedashing and that was because of hitstun.How I score most KO's with diddy now is by mindgaming someone into landing in one of my KOing attacks or by simply spamming them when there close. I'm not saying it's impossible to string into finishers in the current brawl but it's definetly less frequent then in melee.
I can relate to everything you said because I have shared this same feeling as you in melee. But I think what Im getting at is that trying to bring back exactly what you felt in melee is an unrealistic goal. And I think that wavedashing while it can help with combos, does more harm than good. But the most important thing is the hitstun. If you have the right amount of hitstun, (we currently do not) then the combos speak for themselves.K well that's how I feel about it personally. It's what I enjoyed the most about the gameplay in Melee. I can't decide for everyone what to like but I hope I atleast explained why I like the game this way.
Yea, if we are going to fix brawl, I believe that we should get the hitstun code perfect in relation to the knockback and DI of this game just . That is how I melee did it and it was perfect so it should work for brawl. 64's hit stun was fine but didn't balance the DI. So theoretically, if we balance the hit stun to brawls DI and knockback, we will have a very solid foundation to build upon.It seems like the only reason people want to have wavedashing is to make it more like melee which shouldnt be what we are trying to do here. I think we should try to fix the issues with brawl but keep the game as similar as possible. But if we decide to add extra features I think they should be new ideas or at least increase the diversity of the game which is something the current wavedashing doesn't seem to do.
So, I took your advise and boy am I glad I did. It just made me realize how much more broken wavedashing in brawl is than I ever thought before. wow....thank you...Research, test it yourself, test it with your friends, test it at tournaments, test it with total strangers, test it anywhere that will have you.
If all you say is correct you should be able to single handedly be able to break the game in half. Then you can post it for the world to see and so other people can test for themselves.
Its too powerful. It gives you too may options. It messes up character balance, and you might as well play the match with the bunny hood instead of using tech skill to wavedash.Sigh at the endless debate on Wavedashing.
Basically, it's an optional thing. In my opinion, it adds a lot of depth to the game, including many more options for approaches, finishing, and mindgames.
But as with basically every code, it still needs fixing. We need the implementation of landing lag so we can't simply WD and then buffer a spot dodge. Because no matter what people say, that's a way too good of approach open to every character.
Anyways, we need that, in my opinion at least, to "fix" the WDing problems we have now.
On the arguments for having or not having the MAD in Brawl, I'm all for it. I personally think it gives everyone a plethora of new options and directional air dodge is more useful in a lot of situations (save off-stage, but that's a no brainer) than the BAD. Being able to choose the direction to AD not only helps for dodging itself, it helps with things such as recovering.
That's my two cents.
Uhh... no.Its too powerful. It gives you too may options. It messes up character balance, and you might as well play the match with the bunny hood instead of using tech skill to wavedash.
Ill be making a vid to show this.