kupo15
Smash Hero
lol, or any "combo" for that matter in which the comboed player can't do anything to help get himself out of it...I think its funny how people think jab locking is ok, it's sad what brawl has done to people.
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lol, or any "combo" for that matter in which the comboed player can't do anything to help get himself out of it...I think its funny how people think jab locking is ok, it's sad what brawl has done to people.
There were definitely waaaaay gayer things in melee that were easier to set up.I think its funny how people think jab locking is ok, it's sad what brawl has done to people.
It's like that in melee. Some moves have good stun, but little knockback. That's why you develop what the people who don't play barwl like to call "reflexes"Because it can happen SO often now because more moves put you into the tumble sooner based off of how much hitstun you have on which in turn makes you mistime your tech and thus you fall on your back and can easily get into a jab lock. Which can then happen a second time in the same match if the person misses the tech again.
That isn't to say it isn't possible to tech 100% of the time, I was just saying for those who LACK those reflexes. >_>; (I don't though... however, I haven't tried out the hitstun yet so... I'm being a little conceited).It's like that in melee. Some moves have good stun, but little knockback. That's why you develop what the people who don't play barwl like to call "reflexes"
>_> dude Im just saying people are finding it hard to tech with this added hitstun, and Im just saying that if you press down as your tumbling and combine down and L or R it techs better to me, Idk I put up a vid to explain furtherYes. You can tech by pressing L or R as you reach the ground. Thank you for informing us.
Perfect shielding now is a joke. There should be skill involved in perfect shielding. Why make something as powerful as PSing so easy? Makes no sense..I still don't think nerfing Powershielding is necessary or desirable. Definitely not to the point to where you can't do it consistently.
Dont worry. We only want enough stun so that you cant shield grab them in between the first and second hits, but not too much as to be stuck in shield lock for the next move..Same goes with every multi hit thing. We just want enough so that you can't grab ppl out of their moves, only when they are recovering from the end of the move..I'm kind of worried about shield stun. I hope it doesn't make things like Lucario's d-air way too good.
I already thought about this and it's fine. upB's in Brawl don't autosweetspot if they are used when you are still right next to the ledge. If someone attempts to try and stall with it, they'll have to be far enough away to the point where you should be able to just hug the ledge, ending up in killing them. or if it is terrible, then remove ledge snapping. it shouldnt be hard, there are already chars in brawl without ledge snapping - sonic and wario.lol, If you only want no lag ledges, the ledges will be OP. Imagine as Marth for example, up b, auto sweet spot into a lagless ledge so you can immediately do anything. I wonder if this is one reason they added lag to ledges
Because it can happen SO often now because more moves put you into the tumble sooner based off of how much hitstun you have on which in turn makes you mistime your tech and thus you fall on your back and can easily get into a jab lock. Which can then happen a second time in the same match if the person misses the tech again.
I wasnt thinking about stalling purposes, like, it would make edguarding much easier with this quick and reliable way to grab the ledge before instantly guarding. We were planning on removing both and they should be separate codes i think...not sure..I already thought about this and it's fine. upB's in Brawl don't autosweetspot if they are used when you are still right next to the ledge. If someone attempts to try and stall with it, they'll have to be far enough away to the point where you should be able to just hug the ledge, ending up in killing them. or if it is terrible, then remove ledge snapping. it shouldnt be hard, there are already chars in brawl without ledge snapping - sonic and wario.
Yeah, this. Even when I knew he would fall on his butt and tried to laser lock him immediately, he would just get up.jab locking doesn't happen often now. tech or get up when ur knocked down. when me and wind owl played for like an hour he kept trying to lock me and he couldnt do it once the entire time. you gotta be pretty stupid to get locked that you deserve the damage lol
Its very important. The ledge game is one element that makes smash interesting. If you have a ledge mechanic where all ppl have to do is get under the ledge and up to safety, then that removes something from the game. Yes you can gimp them "sometimes" but a lot of the time it puts you at a disadvantage to gimp them when missing is so easy. IDK how one would attempt to gimp GaW. Once he is below the stage, I just give up and wait for him to come back.Recoveries will be too easy forever in Brawl. I'm fairly certain Brawl+ won't be able to change that. Removing the ledge-snap won't do anything to make recoveries harder, really. Only Link really relies on that ledge-snap mechanic.
Besides, we still don't know what no ledge-snap will do to tethers.
The ledge-snap is minor and I really don't see it as something we should be focusing on right now.
Maybe later, when you know for sure that we'll still have lines remaining after the important things are done.
.
Since brawl doesn't seem to make the distinction, how many frames should I request for PSing?The window is actually 4 for physical hits and 2 for projectiles in Melee.
I say 2.Since brawl doesn't seem to make the distinction, how many frames should I request for PSing?
Fully support this. The best thing to do is test it. Make the code and check the effect it has on tethers. I dont believe they will be affect any more than needing to have the correct angle for them.Its very important. The ledge game is one element that makes smash interesting. If you have a ledge mechanic where all ppl have to do is get under the ledge and up to safety, then that removes something from the game. Yes you can gimp them "sometimes" but a lot of the time it puts you at a disadvantage to gimp them when missing is so easy. IDK how one would attempt to gimp GaW. Once he is below the stage, I just give up and wait for him to come back.
Removing this will make coming back harder since you can punish them and send them out without a double jump. It won't affect Link as far as physically being able to get back and the tethers will not be affected because they are programmed differently.Try holding down when tethering and you will still tether...
I think that is a reasonable number. What is the current window?I say 2.
Good point, however, adding reflective properties would be easy to do and it is requested to have several versions so ppl can swap out properties.I would consider that powershield against projectiles, while 'easy to do' and 'always the best strategy' is not, necessarily, overpowered. Unlike melee the reflective property is lost, and Brawl is already a game where ranged attacks dominate. Making the best/only means of protection for some characters much harder to do only serves to increase the campiness of the game.
In regards to melee attacks, there is more of a point. How are we certain that the game doesn't distinguish between the two?
I say request that it be made so that we can adjust the number for it to find the best value through playtesting.Since brawl doesn't seem to make the distinction, how many frames should I request for PSing?
this is exactly what I shall be telling PW when he gets back. He has been away for 5 days.....I fully agree with EVERYTHING Magus said. Not a sentence I didn't nod at. It's exactly what I want from Brawl+ Powershield.
Jab locks don't work at higher percents. You can also DI them so that the damage racked up by them is very small (~15% on average). Very few characters can actually smash you out of it since you have to opportunity to roll away before most smash attack hitboxes come out. Why does it have to be removed? It's not powerful, nor does it happen frequently. Sure it's an infinite against walls, but all walled stages are counterpicks and there are other infinites on walls anyways.The description of the No Jab Lock code on the first page is the perfect description of what that sort of code would need to do.
"You automatically stand up if you're hit while fallen, without bouncing."
Nothing needs to be done to the jab itself. Just that silly bouncing/laying down animation that you can't tech out of. It's quite a dumb mechanic... if you're hitting the ground, you should be able to tech...
So instead of them eating a handful of jabs when they miss a tech and you jab them, they eat a smash attack. This also would be percent independent.Making the person immediately stand up is an appropriate fix if we can't make that animation techable with a code.
Melee had the same system, just that either the grabber had more lag after a release or a grabee had less. Fox can almost ground grab release a lot of people.Speaking of dumb animations... grab releases should be looked at, both air releases (Wario...) and ground releases (Ness's against Marth's grab...).
I don't know what can be done, but a lot of those animations are lametastic. I don't know why the Melee system of the air release just being a jump wasn't implemented in Brawl...
If you get greedy and they escape, they can't punish you, its neutral. The "punishment" for getting greedy is that you throw them the wrong way. Why shouldn't grabs be a guaranteed throw? I think it would be neat to try outWhat's wrong with being able to escape a grab? A grab shouldn't be a guaranteed throw. If you get greedy with the grab attacks and your opponent escapes why shouldn't they be able to punish you?
Have you gotten out of a grab in Brawl lately? I'm not sure where you're getting this notion that grab releases are punishable. Most are neutral, but some are even better for the attacker than a throw.What's wrong with being able to escape a grab? A grab shouldn't be a guaranteed throw. If you get greedy with the grab attacks and your opponent escapes why shouldn't they be able to punish you?
The abusable ones aren't really punishable... without the code. With this code they are, or so I'm gathering, I dunno I haven't tried it or played Brawl in over a week.Have you gotten out of a grab in Brawl lately? I'm not sure where you're getting this notion that grab releases are punishable. Most are neutral, but some are even better for the attacker than a throw.
I see nothing wrong with this logic.Note: Some of you may think that the person escaping the grab has too much freedom to punish while the person who grabbed is still in the grab release lag frames. Think about it this way. The grabber's grab release frames only last a little bit, so it is almost impossible to get smash attacked. In addition, the person who escaped DESERVES to punish the grabber. If you grab someone, and you get too greedy with pummeling and don't throw, it is completely your fault. The person who escaped the grab worked to escape by rotating that control stick so they deserve it.