Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
That's wierd because at x1 up and x1.5 down Gannon could still thunderstorm. I think you might be doin' it wrong.After a few matches, downward gravity speeds the feel of the game up quite a bit (of course, we knew this anyway). I'm going to try out downward gravity only (probably 1.2) with no upward change and see how that feels. Ganon loses his auto cancel with 1.25 down, 1.05 up, but he'll probably lose it no matter what if we use these codes.
Hell, haven't we already changed a bunch of things already? I believe that if faster falling speeds are to be used they should be accompanied with lower hitstun. The fact that people are saying "It's more like Melee" shouldn't keep the game from getting any better. Maybe this is just the next step in the evolution of this game.I'm still very much on the fence about this. At the least I severely dislike how the primary response I'm hearing from people is "like Melee." That's not the aim of Brawl+, it's to make the game competitive. Using Melee as inspiration is fine and dandy (I do like me some MAD) but we're not trying to completely remake this game to be like it's predecessor.
Right now I'm playing with 1.05/1.35, 10%, MAD, ALC and while it's got some good points it's got some bad ones too.
Recovery and off-stage edgeguarding get the slight nerf because you can't return from as far (I died as Sheik from a Ganon b-throw at 130 at the edge because I plain and simple couldn't make it back).
MAD above the stage as a combo escape is a little less punishable because you're more likely to get to ground when you fall that fast. I still would like to see how it works with MAD unrestricted.
ZSS gets the obvious extra recovery nerf, because she can't float out there as much. I can't tell if she combos better or worse because I haven't gotten used to the mechanics yet.
Sheik is really strange. Tilt locking might have been buffed, but I'm garbage at it so I can't tell. Her recovery is Melee Falco bad though.
Marth has no noticeable changes.
More when I try out some new characters.
Edit2: It's really hard to Hug with Falcon. I really need to get some human testing partners.
That's the thing though - I think any upward gravity whatsoever will prevent the thunderstorm. I switched to 1.25 down, 1 up, and it worked. It's probably because the jump height is the most important factor in the auto cancel.That's wierd because at x1 up and x1.5 down Gannon could still thunderstorm. I think you might be doin' it wrong.
Actually, I prefer this. I don't like that Brawl matches generally last into the 150s, and thus I'm fine with some earlier deaths. Reading your other complaints, I think your forgetting the fact that we are still in heavy testing of all this. We've been through the whole Melee 2.0 discussion and most people understand that is not the goal. Anything that we feel makes the game better should be the criteria, not Melee. But we obviously have Melee to compare things, since we love our Melee. There are still a lot of codes to experiment with, and I think your getting a bit antsy. The best thing you can do at this point is do some heavy testing yourself and give us valuable feedback. You have the power to shape Brawl+ as much as the next man!Yeroc said:Recovery and off-stage edgeguarding get the slight nerf because you can't return from as far (I died as Sheik from a Ganon b-throw at 130 at the edge because I plain and simple couldn't make it back)
So let me get this straight. Using a HIGHER value, as in anything above 1.0 will result in higher gravity and lower height for anything upward sending? If so, then why are people using values above 1.0? Wouldn't that just make gravity even higher and jump heights lower on top of the downward sending code? Someone please correct me if I'm way off base.The codes can be used separately. The first line affects 'upwards gravity' - that is, the height at which you jump and how far an upwards-sending move will actually send you. A higher value results in a higher gravity and thus a lower height.
uhhh do you guys not see a pattern here... everytime we add a code we need 2 to fix it.Hey, I've been testing this, and while I absolutely love it and would opt for ~1.5 fallspeed (trust me, it has a much subtler effect than you would expect). However, one thing I've noticed so far is that this code currently has a downfall:
Characters' maximum horizontal speed in the air is not affected. Since characters are in the air for a shorter duration of time, and travel at the same speed, they get less distance from a jump. It nerfs recoveries, but only slightly: the real problem with this is comboing. This will all be fixed though, once we find a code to increase the max horizontal airspeed for characters, and once we have the "keep the momentum from your run when you jump" code.
I will post vids showing 1.5x and 2x fallspeed. Being a PAL player, I don't have hitstun, L-cancel or MAD to complement this (it's about time we PAL gamers got something Brawl+ related to play with), but it will give you a general idea.
Don't use the triple jump glitch code fix anymore, it causes more problems than it does fix (according to kupo). Wait until the finalized version which PW is working on.No triple jump glitch
Oh really?Don't use the triple jump glitch code fix anymore, it causes more problems than it does fix (according to kupo). Wait until the finalized version which PW is working on.
I don't actually remember what problems there were but, they were pretty significant... Something to do with another animation I think. You'll have to ask kupo. Anyway, that aside, I'm surprised you didn't use Auto L-Canceling or L-Canceling in general. >_>Could you mind telling me what problems precisely?
I know what you mean but I don't believe this is the way to go with that. Even in melee if you did a half ***** job at DI, in most cases, you could make it back to an unguarded edge but in brawl with the gravity, you can't. Instead of making people not physically able to come back, I think the best alternative (and you should see this in a week) is the no auto sweet spot ledges. That is the reason why everyone can come back from anywhere. There is no edge guarding game. When this comes out, I think you will find that its a better game when they can come back only if the edge guarder sucks at edge guarding..Actually, I prefer this. I don't like that Brawl matches generally last into the 150s, and thus I'm fine with some earlier deaths.
Yea, don't use that code but its funny how that code doesn't apply to wolf and toon link. That was a nice opening TL combo, i still have to watch the rest. These matches are really neat. I look forward to your future matches when you have more experience with brawl+. And something weird I noticed is that I feel like I can escape combos easier with a jump or an attack over an air dodge.This game is like...so broken. xD
I love it! It's sooooo fun, even in its current developmental stage.
I recorded a Brawl+ set. Although it was more or less our first time playing Brawl+ (we're sorry that we suck) I used...
11.75% Hitstun
No random tripping
No triple jump glitch
Auto L-canceling
...sorry but I don't like Melee Airdodge in its current execution. Maybe in the future?
http://www.youtube.com/view_play_list?p=A8AAE11411E69B31
From what I've gathered, several weak hits in the game don't let you really SDI out of them. Sheik's Ftilt lock relies on this, many Utilts do so too. Sheik's Ftilt can be DI'd out of eventually because when the percentage gets high enough, it stops being a weak hit.Can someone explain this 'DI weak hits' phenomenon to me? I'm not quite sure what you mean. Surely you can't DI because the time between hits is so short, and that has nothing to do with the hit itself? And I'm fairly sure you can still SDI...
Correct. The reason to use a higher value is to create shorter short hops. In the end, I don't think it's worth it and will not be used.So let me get this straight. Using a HIGHER value, as in anything above 1.0 will result in higher gravity and lower height for anything upward sending? If so, then why are people using values above 1.0? Wouldn't that just make gravity even higher and jump heights lower on top of the downward sending code? Someone please correct me if I'm way off base.
I don't see why you need a damage buff at all. The downward modifier should not effect up kills at all if used independently. As long as your upward mod is at 1.0, it should be the same...right?.Right now I'm testing 1.35 downward gravity with 1.065 damage ratio. Back to the roots of the old gravity code. Some info I've gathered about this setting: in codeless Brawl Fox's up smash will kill Bowser off the top of FD with in training mode with damage preset to 102%. With 1.35 downward gravity and 1.065 damage ratio Fox's up smash kills Bowser off the top of FD in training mode with damage preset to 103%. So the vertical kill nerf is about 1% with this setting, but there is going to be a small horizontal kill buff. Make of it what you will.
This is what I've noticed. Most of the combos I could do w/ Falcon for instance could not be done with 1.5. I had to use up throw for pretty much any combo starter since the opponent would hit the ground long before I could get to them with most other attacks. You can still get some sick combos with the incredible fast fall to a dashing attack, but 1.5 is way too much at the moment, as the uptilt combos become way ridiculous.the real problem with this is comboing. This will all be fixed though, once we find a code to increase the max horizontal airspeed for characters, and once we have the "keep the momentum from your run when you jump" code.
Like I said earlier:SHeLL said:Later this afternoon I'll play around with 1.00 - 1.05 up and 1.00 - 1.50 down and find my favorite values for testing. Like I said, I'll try to report back with effects on autocancels (Thunderstorm, double fairs in particular), recoveries, and game flow.
Maybe, the way Im approaching this project is to make brawl as competitive as possible with minimal hacking. The floatiness is a small problem but Im going to start experimenting with those sorts of codes when the basics are taken care of. This way I ca see how brawl feels in its natural competitiveness before adding preference codes. I think this is a good way to approach it so I have something solid to compare the codes with to determine feel.If you turn your hitstun back down to 10%, you'll balance out many of the utilt combos caused by gravity.
I didn't realize that up grav directly affects auto-canceling. I'll check it out.
Also, there is no need for damage ratio / knockback modifiers with the downwards only gravity modifiers. That's the beautiful thing about it -- in only affects gravity on the way back down. Now, if you add some upwards gravity, perhaps. But if it's less than 1.05 it won't make a significant difference.
Lastly, kupo15, I agree with you about this not being the proper way to nerf recoveries, but I still think a compromise with more moderate gravity levels would still slightly nerf recoveries (good to me), while tightening up flow of the game.
Later this afternoon I'll play around with 1.00 - 1.05 up and 1.00 - 1.50 down and find my favorite values for testing. Like I said, I'll try to report back with effects on autocancels (Thunderstorm, double fairs in particular), recoveries, and game flow.
See:I don't see why you need a damage buff at all. The downward modifier should not effect up kills at all if used independently. As long as your upward mod is at 1.0, it should be the same...right?.
The post right before yours...me said:Shell: No. You're wrong. It doesn't matter which direction you're hit in when you're in knockback - the game will always consider you as "falling." Only jumps and certain momentum altering aerials and specials use upward gravity. Knockback does not use upward gravity ever. Increasing the falling gravity will give both a buff to horizontal kill moves and a nerf to upward vertical kill moves.
This is from earier. I think it's reasonable. At the extreme downard pull of 1.5 the difference is only about 10%. God forbid you have to do another drill shine right?Oops, lol I didn't have the code on. Upon further research I found that for Fox to K.O. Fox off the top of Final destination regularly it's around 82% but at x1.5 falling gravity its around 95%. In my opinion that's not that bad of a nerf and I don't think we'll be using x1.5 it's a little much. Hey, atleast it doesn't mess with actual upward momentum.
If Starscream's right about a vertical kill bonus of 1.065, then the appropriate NTSC code would be around:Right now I'm testing 1.35 downward gravity with 1.065 damage ratio. Back to the roots of the old gravity code. Some info I've gathered about this setting: in codeless Brawl Fox's up smash will kill Bowser off the top of FD with in training mode with damage preset to 102%. With 1.35 downward gravity and 1.065 damage ratio Fox's up smash kills Bowser off the top of FD in training mode with damage preset to 103%. So the vertical kill nerf is about 1% with this setting, but there is going to be a small horizontal kill buff. Make of it what you will.