MBlaze
Smash Champion
I would like to join the group you mentioned earlier in your first post to support this cause. 
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It kind of does and kind of doesn't.lol mods
I really can't wait to try this out though. It makes just about everybody usuable. I have to ask though, does the s canceling borke snake?
The only problem I see with this; is that in the end, I can easily see people always using the "power-cancel". The shield depletion might not be a penalty to some players.The idea we had at the end was epicly perfect:
- All aerial lag is halved without a button press
- With a button press, you can eliminate all lag (goes into powershield animation) and 1/3 of your shield is depleted.
- "Power-canceling" does not break your shield (three power-cancels leaves you with a sliver left)
Yeah. I really think there's a lot more potential to be gotten out of an l-cancel type input than just a simple 1-dimensional technique that you would want to do 100% of the time in every situation. Continuing where the discussion in the other thread left off...The idea we had at the end was epicly perfect:
- All aerial lag is halved without a button press
- With a button press, you can eliminate all lag (goes into powershield animation) and 1/3 of your shield is depleted.
- "Power-canceling" does not break your shield (three power-cancels leaves you with a sliver left)
The default speed of aerials would be halved, since between good players with just regular l-canceling they would be at half lag 95-99% of the time in 100% of all situations anyway.idk. sounds interesting, but what would that new feature to the l cancel system be? It would have to be really creative since a lot of us like the current system. It works so well.
The actual l-cancel itself would instead cancel ALL lag similar to s-canceling, but instead of going into a regular shield, I was thinking maybe for it to put you into a powershield animation which also lets you do A or B attacks directly out of it (and would also be a pretty fitting instant cancel effect/animation imo).
As a trade off for this, however, perhaps you would take a few points of damage or something else so that there would be situations where not l-canceling would be the better choice, otherwise you would just use it everytime without question like with normal l-canceling.
This would give you some interesting mixups and shield pressure options.
Like say you land an aerial on someone's shield that is normally unsafe on block. You would have the option of being able to cancel this immediately into another attack that could punish them if they tried to retaliate. It comes at some cost to you however so it's not always going to be the best choice, and so the defending player doesn't always know what you're going to do in that situation and how to respond.
However, in the case of regular l-canceling where in 100% of all situations you would go to l-cancel and get half lag (which in this case is still unsafe), they would know they can safely punish with ____. If it were just s-canceling they would know you would always 100% of the time cancel it into no lag which they can't punish on block, and would know to try to defend by ____.
It really benefits the slower characters the most which is good. Like if Ganon for example were to come down from above and d-air someone's shield, even with the lag reduced by half he could still probably be hit with something out of shield or maybe shieldgrabbed.
At a small cost to him though, he also has the option of canceling it directly into maybe a d-tilt to hit them if they try to punish it and perhaps follow it up or at least put them into a disadvantaged position. He could also cancel into an Up-B which is a grab (or regular grab if it didn't push them too far) and would get them if they instead continued to block expecting a canceled attack or waiting to see if he didn't cancel the d-air to possibly punish it more safely.
He could also choose not to cancel it so that by the time the defender, who respected his option of canceling into another attack that would have hit them first, waits to see if he didn't cancel it the Ganon player may be able to avoid punishment entirely or at least to a lesser degree.
when i was playing w/ shield canceling, all i would do is tap Z on landing and i'd get my grab every time.
now.. did my opponent just suck? We didn't play long enough for him to try spot-dodging or rolling..
anyhow, i found the 64-style lag cancel (S-cancel) broke as ****
but.. Magus' idea is ****. i love it. maybe.. a "power-cancel" would eat a third of your shield ? so you get the 0-lag, but if you have to shield soon after (or even use another "power-cancel"), you have to worry about shield consumption.
though as an addendum, a "power-cancel" should never break your own shield.. just drop you to .. say 1% of total shield
What do people think? While the exact tradeoff for performing it may need some ironing out to find the best balance, I feel it would add a lot to the game and provide some very good offensive options and mixup potential, especially for those that need it more, while also not being completely overpowered like s-canceling since overusing the 'power-cancel' would put you at a significantly higher risk by keeping your shield depleted and unable to block normally or suffer a shield break.I love that idea! Shield depletion is perfect!
EDIT: How did I not even think of that? It's brilliantly elegant and makes perfect sense, not to mention sounds easy to hack. Amazing.
It probably will, it sounds like a LOT would be written to the memory. Likely, it's going to probably use a ton of ASM, just like the SSBM Air Dodge code does, I don't expect such a code to be made anytime soon by anyone in this thread without a large understanding of ASM and how to hack the Wii in general.Sounds good to me too. I only hope it doesn't take up too many lines of code.
These are reasons why melee air dodging does not work in brawl. The projectiles and some moves are too good in brawl to limit your air defense.Originally Posted by Stratocaster
Be careful here. The current airdodge system is the only thing that makes things like Din's Fire tolerable. If dodging it puts you in helpless state, you're screwed against Zelda when you're OOS.
Hey blaze ^_^Is it really THAT bad to get around? :/
I've said this a number of times, but you can only do it with an airdodge and A attacks. You can't interrupt tumble stun with a jump or B moves. The entire point of using aerials for recovery on the side blastzones is so you finish the aerial before you'd normally be allowed to jump.EDIT: Dont forget you can also jump while in hitstun as well as AD and attacks
Hitstun is classified as the point inbetween hitlag and the tumble animation.I've said this a number of times, but you can only do it with an airdodge and A attacks. You can't interrupt tumble stun with a jump or B moves.
QFT 10x over. No 100x over. The Bolded wins the thread. QFT over 9000!!I agree, final decisions are hard to make without having the proper codes for testing. We do very much need the hitstun to actually do its job and players that actually know what they're doing in order for testing this to work well. I would very much like your idea to work. Single air dodging, minus the direction, only because I do want a new game, rather than Melee. Much like Melee was different from 64, I want Brawl to be different from Melee. But in a form that has less suck than the current Brawl.
But in order for all this to happen we, once again, need a hacker.
Also a group people in AIM or something would be nice, but let's stop here for now and wait till we can actually get inside the code and alter things before discussing things further.