LumpyCPU...
Smash Hero
haha yeah. that'd be nice. i'd play dat shiz
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!
Suddenly, everyone becomes a Random main...well, they DO have those CSS mods...they could just take him off the select screen! problem solved!
I know that was a joke, but I tried it before and it doesn't work. The random button chooses from all the characters on the CSS (So you can get ZSS if you made her there) so as soon as you go to the screen the game locks up.Suddenly, everyone becomes a Random main...
Not sure if it was mentioned in response to this before, but the "hold shield for independent pokemon" code does EXACTLY what you want. Plus, it's much shorter than no stamina/no autoswap.I love playing single Pokemon, but I'm not sure I like the idea. It kind of ruins the character...but I think that this code is probably one of those codes that you just keep for popularity's sake. I think that if no-stamina mode is activated, then you shouldn't be able to switch Pokemon, but it would be great if you could play regular PT as well.
And before anyone says it, no, this code does NOT cause corruption anymore. Spunit fixed it so it doesn't do that at all.Not sure if it was mentioned in response to this before, but the "hold shield for independent pokemon" code does EXACTLY what you want. Plus, it's much shorter than no stamina/no autoswap.
If they've never complained about Bwarl I don't know how much they are gonna like Brawl+. If all they know is holds your hand Vanilla Brawl they might not like it. Especially if they consider themselves "Good" at Bawrl.I get to go play Brawl+ with some skilled Smashers soon, although they've never played it, only Vanilla Brawl. Should be interesting, I hope they like it.
well said.If they've never complained about Bwarl I don't know how much they are gonna like Brawl+. If all they know is holds your hand Vanilla Brawl they might not like it. Especially if they consider themselves "Good" at Bawrl.
Have you popped your Brawl+ cherry?I would rather have a limited and growing understanding of a complex wine than a good understanding of a simple juice.
Regardless, LumpyCPU... did you try Brawl+ yet?
I would rather have a limited and growing understanding of a complex wine than a good understanding of a simple juice.
Regardless, LumpyCPU... did you try Brawl+ yet?
actually, i agree with you shell, but i think the average person wouldn't see it in that same light.Have you popped your Brawl+ cherry?
for the sake of getting this around more easily, a 'standardized' codeset you bigname dudes here at SWF agree upon would help out tremendously. is there a set of codes you guys use? if so, it would help out a lot when it comes to spreading this around.We ran the tournament this weekend and I have some feedback.
Copy and paste from AGT9000+ Thread:
I actually don't think that shield stun is the deal breaker. I think it is more about shield raise/drop time. That's the real issue here. See, you don't actually have to block an attack to reap the benefits of the instant shield. It is a massive deterrent, and narrows the window in which you can take advantage of attack lag. Shield stun should make the drop time go up, but the fact that the shield goes up/comes down in 1 frame is a huge reason why shielding is so good.
I don't think anyone had a huge problem with the hitstun. Smash DI is nearly essential to getting out of many combos, which is a great thing.
Do either or you guys know why ROBs throw got worse?
------------------------
So yes, I'm not convinced that shieldstun is the fix to the defense problem. It actually may cause more problems than it solves with shield traps and such. Adding a simple delay to raising and falling shields will probably create the best environment.
We don't know why ROBs throws don't kill anymore.
Also, I think that the amount hitstun is not a major factor, as Smash DI tends to decide if someone gets out of certain combos as much as anything. I could see going a tad higher than the 9% we were using, but I don't think it needs much more as there were plenty of opportunities for combos. There will be some good vids of Jeff's Sonic doing some crazy stuff against one of the best player's in the Midwest Snake.
Auto L-Cancel fits the game well, and opens up more opportunities. Melee air dodge is simply not suited to Brawl, and it wrecks people who are transitioning, so Brawl Air Dodge is the way to go. I just don't see a reason for a combined air dodge. It may help, it may just be stupid and a waste of code space.
I don't necessarily agree that MK is any more broken in Brawl+ than he is in Brawl...but he is still the best by a good amount. Something to keep an eye on, I can see there being just as much discussion in Brawl+ as there was in Brawl for the banning of MK.
I love playing single Pokemon, but I'm not sure I like the idea. It kind of ruins the character...but I think that this code is probably one of those codes that you just keep for popularity's sake. I think that if no-stamina mode is activated, then you shouldn't be able to switch Pokemon, but it would be great if you could play regular PT as well.
There really aren't that many more adjustments to be made. I feel that the game is very solid the way that we played it. I could see gravity getting a tiny bump, but in the interests of keeping Brawl+ as similar to the old game as possible, I don't know that it's necessary to change it.
Dash dancing will of course be nice but it will really be mostly unviable without being able to shield during your dash like you could in 64 and melee.... is there any way this can be communicated to PW?Probably just to extend the initial dash window.
Umm...no it wouldn't. Fox never shielded out of his dash dance. The entire point of the dash dance is to make your opponent miss and then retaliate.Dash dancing will of course be nice but it will really be mostly unviable without being able to shield during your dash like you could in 64 and melee
Not anywhere near never. But it's true it would still be quite useful, but even more if you could shield.Umm...no it wouldn't. Fox never shielded out of his dash dance. The entire point of the dash dance is to make your opponent miss and then retaliate.
I mean the fact that you can't shield AT ALL during your initual dash animation in brawl. It's not too noticeable right now as the initial dash animations are so short but if we extend them to allow useful dash dancing then if you don't dash dance and simply start dashing at your opponent you will be stuck for a decent amount of time without being able to shield/roll/dodge at all until your initial dash animation is complete. It will be very noticeable then.The new sliding shield has it's uses anyways such as glide tossing and is another approach people can add to their repertoire. I don't think the instant stop on a dime shield is necessary.
Interesting idea.I wonder if there's a way to enable Melee dodge for directional dodges ONLY and not pressing a direction on the Control Stick will give you a momentum dodge (Brawl)
Not anything, treat it like a run that you can reverse. An option for dash attack is good, and as long as it can be crouch-canceled, you've got the same effective options.@K1T3: oh, I guess I wasn't really understanding what you were trying to say. I would like to be able to do anything out of the initial dash. As it stands right now, the initial dash forces you to continue until the dash ends. It's very annoying. What other game forces you to continue running once you start?
Will it cancel the run animation alone or will it also cancel the initial dash animation used in dash dancing? If it can only cancel the run animation then the problem is still there. If if cancels the initial dash animation then I have no problem as you could then shield.There's already a code to cancel the dash by crouching. Only thing is, you still slide a bit.
It just cancels the run animation not the initial dash.Will it cancel the run animation alone or will it also cancel the initial dash animation used in dash dancing? If it can only cancel the run animation then the problem is still there. If if cancels the initial dash animation then I have no problem as you could then shield.
Then dash dancing will of course still have plenty of nice applications if initial dash animation is increased but without any way to cancel it being shielding or 'crouch canceling' then that extended intial dash animation and it's lack of options will also limit approaching quite a bit.It just cancels the run animation not the initial dash.
Too bad you're not on right now because dashdancing came out a little while ago.Then dash dancing will of course still have plenty of nice applications if initial dash animation is increased but without any way to cancel it being shielding or 'crouch canceling' then that extended intial dash animation and it's lack of options will also limit approaching quite a bit.
The only thing I can see as a way around it right now is to wavedash in place shield or simply wavedash back.
I was hoping to no longer need the wavedashing code for spacing purposes once a dash dancing code came out though but if this problem isn't fixed that seems like a lot of code space that needs to be wasted.
I've been on, I've been reading through Kupo's thread since I'm waaaayyyy behind.Too bad you're not on right now because dashdancing came out a little while ago.
Cool thx, that's almost exactly what i'm planning save manual L cancel if I can fit it.I'm using
Hitstun 10%
No Tripping
Dash Dancing
Auto L-cancel
Shieldstun x3 strong x4 weak
No lag run
Fall Speed x1.3
Buffer Modifier Buffer set at 0 frames
Stage Freeze Warioware, Pokémon, Stadium 2, Pictochat, and Green Greens frozen
Hold "R" for independent Pokémon