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The same **** can happen in Melee. Or 64. Actually, in any fighting game, both players can just sit there.
LOL at running away with the score tied at zero.
I'm trying to think how the devs could have changed the way the ledge works to prevent this. I don't really know enough about smash yet to really say but anyone else think this **** could be avoided entirely if grabbing the ledge didn't give invincibility frames?you can't camp like that in ANY other fighting game. Smash has that bull**** on LOCK.
well, you could reduce the amount of time someone is invulnerable. the auto-sweetspot system only adds to the stupidity of it, as you are invulnerable the entire time you are sweetspotting a ledge, and invulnerable for a lengthy time when coming off of the ledge.I'm trying to think how the devs could have changed the way the ledge works to prevent this. I don't really know enough about smash yet to really say but anyone else think this **** could be avoided entirely if grabbing the ledge didn't give invincibility frames?
do people actually need to be invulnerable when getting on the ledge though? I mean what if being on the ledge didn't do jack **** but rolling or doing a get up attack stayed the same?well, you could reduce the amount of time someone is invulnerable. the auto-sweetspot system only adds to the stupidity of it, as you are invulnerable the entire time you are sweetspotting a ledge, and invulnerable for a lengthy time when coming off of the ledge.
This is a common misconception. In Melee, you were invulnerable after grabbing a ledge even after you let go, but in Brawl, letting go makes you vulnerable again. You still flash after letting go, but the flashing has been shown to be purely cosmetic in Brawl; you might be invulnerable while not flashing, or you could be vulnerable while flashing. The primary issue is that, first of all, you can grab the ledge from an extremely safe distance below the ledge, even without ledge grabbing, with most characters. Furthermore, you can cover a lot of returns to the ledge with a hitbox that won't leave you vulnerable afterwards (Fire, Dolphin Slash), or have a recovery move with verly little or not vulnerability before grabbing the ledge (Flip Jump, Dimensional Cape).well, you could reduce the amount of time someone is invulnerable. the auto-sweetspot system only adds to the stupidity of it, as you are invulnerable the entire time you are sweetspotting a ledge, and invulnerable for a lengthy time when coming off of the ledge.
This just gave me an idea for brawl+, actually. A way to largely preserve the use of invincibility frames on the ledge, while removing the abuse of them. We already removed auto-sweetspot ledges in brawl+ (you can still grab them backwards, you just can't grab them during your upB), which helped nerf planking, as well as speed up the ledgegrab animation, which greatly reduced the invincibility duration (so you can act as quickly off of ledges as you could in melee or 64, basically, but with less invincibility to prevent stalling). This would let us keep a longer invincibility duration while also effectively killing stalling on the ledge. What I posted on a thread concerning brawl+:tubes said:I'm trying to think how the devs could have changed the way the ledge works to prevent this. I don't really know enough about smash yet to really say but anyone else think this **** could be avoided entirely if grabbing the ledge didn't give invincibility frames?
I'd say it would pretty well fix ledgestalling.We've had some discussion about increasing ledge invincibility, but the point of stalling just keeps getting brought around. Well... what if we implemented a sort of "invincibility gauge?" It wouldn't be visible to the player, but basically it would store up some number of invincibility frames to draw from (say... 120), and every time you grab the ledge, a portion of that gets used up. Let's say we want grabbing the ledge to give 20 invincibility frames. After grabbing the ledge once, the invincibility bank would drop to 100, and for each frame where you aren't invincible (or perhaps every two frames) the invincibility bank is replenished by 1 frame. If they have less invincibility left in the invincibility bank than 20 frames, they would just get whatever was left. So a player would be able to maintain perfect invincibility for no more than 120 frames, before abruptly losing the ability to get any invincibility from grabbing the ledge. So if a person tried to stall, they would be forced to either stop or leave themselves vulnerable for long periods of time, greatly increasing the risk associated with doing so. However, this wouldn't punish someone who's just using the ledge normally, and would more than likely be off of it for long enough periods of time to restore their invincibility bank.
Really? Interesting. Hm. Then I guess my idea of an invincibility bank isn't really necessary.ph00tbag said:This is a common misconception. In Melee, you were invulnerable after grabbing a ledge even after you let go, but in Brawl, letting go makes you vulnerable again.
I'm almost positive. I could go re-test it, but I'm pretty sure it's the case.THAT WAS SO EXCITING! DID YOU SEE IT WHEN HE GOT HIT? IT WAS AMAZING! The mindgames and skill shown in that match is commendable.
Seriously, this stuff is worse than ledgestalls in melee were, by far.
This just gave me an idea for brawl+, actually. A way to largely preserve the use of invincibility frames on the ledge, while removing the abuse of them. We already removed auto-sweetspot ledges in brawl+ (you can still grab them backwards, you just can't grab them during your upB), which helped nerf planking, as well as speed up the ledgegrab animation, which greatly reduced the invincibility duration (so you can act as quickly off of ledges as you could in melee or 64, basically, but with less invincibility to prevent stalling). This would let us keep a longer invincibility duration while also effectively killing stalling on the ledge. What I posted on a thread concerning brawl+:
I'd say it would pretty well fix ledgestalling.
edit:
Really? Interesting. Hm. Then I guess my idea of an invincibility bank isn't really necessary.
brawl is too good, sir LOLhow is this open lmao
It's not even April yet (in Louisiana).Brawl is good....
this is sure to be an April fool's thread.
It's true. MW does it all the timeThe same **** can happen in Melee. Or 64. Actually, in any fighting game, both players can just sit there.
i like the part when he shot a laser
I love confirmation bias.lol @ counterpick stages.
counterpicks encourage camping for some characters against others. people call them "advantageous for my character" but we all know it means "watch me suck d!ck"
the attacking chances were still there though.
we saw previously in rice vs -chad-, rice jumped in with dairs and got stuff started, or grabbed onto the wing and started from that.
bum approached 3:03 4:08 and ***** the camper.
xif was ****** at 2:36. the position of catching fox with a dash attack mirrors any other neutral stage (the left third of corneria) what enabled iori being able to toreador xif wasn't universal mechanics (i.e. auto-latch edges) but corneria. peach could totally corner a camping fox on any other neutral.
but there were no attacking chances in that mk ditto. even when it was on neutral settings. PS being a counterpick doesn't even apply to mk; there weren't any ddd's or foxes.
there is no option of fighting back in brawl