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Brawl+ Mini Montage by Sean!

phantomphungus

Smash Journeyman
Joined
Dec 22, 2007
Messages
402
Location
NW Washington
Hah, I think that's pretty cool. But after playing melee for a bit, I think they (as in the B+ coders) went a little overboard with the hitstun, even by melee standards.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
^^yep. I also hate seeing moves not get strong at all or so marginally that it basically doesn't change unless you are at least 150%.

See: Falcon dash attack combo 2nd clip (really?)
Wolf Uairs
Falcon raptor boosts
All Peach combos starting at 1:30 (I saw hardly any difference in knockback from 0% to 80% on repeated moves)

I know I've said this before, but I think its a big problem. The kb scaling for moves and even proportions against other moves don't seem correct.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
falcons dash attack is a problem, especially when your opponent DI's up repeadly like in the vid, but peaches dair is what it is, although it does link into itself a little too many times.
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Try the nightly. Hitstun got lowered and NADT added in. Feels much better. Although, addressing what Dantarion said; seeing as there wasn't a lot of teching in that "mini montage", I wouldn't say this is the best video to describe Brawl+ with.

Just look at the Japanese combo videos. X_X
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
falcons dash attack is a problem, especially when your opponent DI's up repeadly like in the vid, but peaches dair is what it is, although it does link into itself a little too many times.
Well, if the dash attack has never been touched, I know that DI doesn't help much to escape that combo but regardless, that isn't what my basis was. I was comparing the kb of the dash attack in relation to each other and seeing how the dash attack was DIed the same way each time (regardless that it was improper DI) the incremental kb increase wasn't enough for what I was seeing.

This is of course being compared to melee by just noticing trends on pro vids as well as my own tv screen. But even comparing melee vids to b+ vids, its pretty evident the differences in how strong attacks get and how quickly they get really strong. IMO, making moves scale better and stronger would work wonders for the game with the addition of the lower hitstun that will be implemented.

TL;DR I'm not taking into account bad DI or bad playing as a judge, just looking at the overall trends of how kb is scaling compared to melee. Move strength just seems too static from the numerous vids I've seen.
 

phantomphungus

Smash Journeyman
Joined
Dec 22, 2007
Messages
402
Location
NW Washington
Try the nightly. Hitstun got lowered and NADT added in. Feels much better. Although, addressing what Dantarion said; seeing as there wasn't a lot of teching in that "mini montage", I wouldn't say this is the best video to describe Brawl+ with.

Just look at the Japanese combo videos. X_X
What is this nightly you speak of?
 

Sterowent

Smash Ace
Joined
Mar 10, 2008
Messages
648
Location
Southgate, MI
i agree with kupo on the issue of brawl+ scaling. this is a problem inherited from brawl, actually.

in brawl, you see people living to absurd percents, and, while their momentum-altering techniques do lend to this, it's a feature that shouldn't be so present in smash. the window for things to happen in brawl is way too huge and, thus, very slow in tempo. the 'good news' for brawl is that it didn't have to worry about hitstun and the like, which brings another question to the table: window for opportunity.

b+ is crippled by this huge window of opportunity further than brawl is. the place for which early combos and midpercent combos is huge because of it. if you think of it in metaphorical terms, 64 was extremely comfortable, somewhat compact which isn't a bad thing, and people could relax anywhere; if you wanted a bedroom, 64 was where it was at. melee is like the living room, though, also compact but room for more than 64. you've got a few really soft lounge chairs, and you've got a nice couch too. there's an entertainment system and stereo setup there if you really want to make it more involved, but you could relax when you wanted to (just not while everyone was partying).

then there's brawl+'s area: the den. great like the living room, but it's too big and is about appreciating smash and the greatness of previous titles (thus the hugeness from brawl). it's not a place for booming tunes. there's lots of potential, but the size of the place makes it lose that comfortably personal style. place needs to get smaller.

basically, brawl+ Knockback scaling needs to be trimmed down to make the combo system more compact and allow kills at a reasonable percent rather than a brawl percent. closer to 64, man. even if death boundaries have to be made bigger or something to compensate (like in 64 and melee? where at a huge percent you blasted off forever).
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
you guise r really dumb, i downloaded this version (which was the newest 1 at the time) like 2 and a half weeks ago.
 
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