Mattnumbers
Smash Master
My idea would make it so that Diddy wouldn't need autosweetspotting.
People seem to be ignoring it though.
People seem to be ignoring it though.
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I think you are complaining about sweetspotting because you play the three characters who are the absolute worst at it, lol. Their bad recoveries are there to balance out their good on-stage games in theory. This is mostly true for Diddy and Lucas, while Ness is still a work in progress. Use the tools they have as best you can but don't count on making it back to the stage very often against good players.is it just me? does no one else get dtilted when they recover form below?
and if it is, anyone got any tips?
also cant we just make diddys "helpless" animation after he collides with the edge end faster so he can recover?
or maybe give ness and lucas a collision witht eh edge, so take damage and can do thier up B again?
I don't really understand how your idea is different from what already happens? A lot of recoveries already follow the edge of the stage up to the lip if you recover from underneath the stage. It just depends on the stage and what kind of edges it has. Are you just saying that everybody should be able to do this?My idea would make it so that Diddy wouldn't need autosweetspotting.
People seem to be ignoring it though.
How many times have you suggested this lol?is there anyway to make it so that utilt can have followups but not be spammable(for falco)? so that he can still combo, but not with another utilt? it will stop from seeing the same boring old combos that are usually utilt>utilt and will be utilt>oh **** not a utilt, etc.
Okay seriously... Falco's Utilt is his gateway to comboing. It's not so "spammable" that it can't be avoided. It can be DIed from, and at best, you can get off two Utilts in a row... and more if the enemy is really terrible at DIing.is there anyway to make it so that utilt can have followups but not be spammable(for falco)? so that he can still combo, but not with another utilt? it will stop from seeing the same boring old combos that are usually utilt>utilt and will be utilt>oh **** not a utilt, etc.
That stage has already been added. It replaces New Pork City.Any plans on fixing the ability to choose the same color when using wild Pokemons/Trainer, Zelda/Sheik, and ZSS/Samus? And consider adding the online training stage with the SSS code?
But you can't play it onlineThat stage has already been added. It replaces New Pork City.
Unfortunately, Matt, there isn't a specific animation ID for when Ness OR Lucas hit any walls. So your idea isn't going to work for them. And, again, Diddy does not NEED his recovery to be better. How many times has it been explained by myself and shanus already? Hmmm... about more than 50 by now I'd guess. Diddy has an amazing onstage game, his weakness is his recovery, he isn't Top in vBrawl because of his recovery, he's top in vBrawl because of his onstage game. He does not need a good recovery, period. And, his recovery can be snapped onto the edge if you practice it long enough, it's doable.If you think I said his recovery was bad you are mistaken.
Anyways Its not really riding along walls, its altering the trajectory so that you go sideways toward the stage after hitting the edge.
That would look odd plus, it'd be for only one stage and I DOUBT that would make it work on WiFi...I thought it'll show up as menu? amirite? I saw a few videos using this
EDIT: This for example http://www.youtube.com/watch?v=GEMK_Wp3b00
Seriously, I watched a nico video, it worksThat would look odd plus, it'd be for only one stage and I DOUBT that would make it work on WiFi...
im not complaining that he can do utilt combos. im saying utilt combos are boring. but anyway my point is, the same thing over and over isn't fun. not just falco, but squirtle, ivysaur, it just gets boring seeing the same combos over and over. please understand im not complaining about the moves damage or spammability, but more its follow ups. I mean, the people I play mix up from time to time(silvens marth/glicks jiggly puff is very entertaining to watch) but some people are "good" because they do the same boring combos over and over.Okay seriously... Falco's Utilt is his gateway to comboing. It's not so "spammable" that it can't be avoided. It can be DIed from, and at best, you can get off two Utilts in a row... and more if the enemy is really terrible at DIing.
There's nothing wrong with his Utilt. Get over it.
You are mistaken unless you mean that they don't have an animation ID that is soley theirs and not shared which isn't a problem with enough hooksUnfortunately, Matt, there isn't a specific animation ID for when Ness OR Lucas hit any walls.
I am not mistaken. Cape checked them out last night, he has a USB Gecko now and can get that kind of data. They aren't any different when they hit walls, the ID does not change, therefore does not have its own ID.You are mistaken unless you mean that they don't have an animation ID that is soley theirs and not shared which isn't a problem with enough hooks
LOL.Just tried out the nightly build, i like ganons new murder grab frame changes
all seems to check out OK in this version
i still wonder about the no auto sweet spot code
why was it put in?
i understand it is to make recovery harder, but it makes edgequarding amazingly easy with chars like gaw/rob/ness/lucas/meta/marth and pretty much anyone with a fast d tilt or d smash
i cant count the number of times i have spaced correctly with marios up B only to get d tilted, and yeah i'm sure i'm as close to the edge as possible and not going over
sweet spotting needs to be re added
or you could make the reach for characters less so sweet spotting is harder
also another option would be to change dtilt hitboxes, because some of them seem to have a hitbox below them, so edgequarding with a spammy dtilt is easy cough*GaW*cough
and its not like i cant recover either, i recover all the time its just annoying when you get d tilted, or you bounce off the edge when you are ness ( and yeah you can go above, but it begs for punishment, unless landing lag was reduced to zero)
recovering is hard enough in B+ due to the increased hitstun
why does it need to be impossible to recover against a half skilled player?
also some added ending lag on falco's u tilt would be appreciated, cus getting caught in 2-3 of those at low percent is annoying, and yeah i know i can DI, but you still get hit by one or two
and i dont know if it is possible but maybe increase ganon's grab range, cus it still seems to be incredibly short
those are just a couple of my suggestions
thanks a ton for all the great changes you have already made
Falco..........did you read my earlier posts?Unfortunately, Matt, there isn't a specific animation ID for when Ness OR Lucas hit any walls. So your idea isn't going to work for them. And, again, Diddy does not NEED his recovery to be better. How many times has it been explained by myself and shanus already? Hmmm... about more than 50 by now I'd guess. Diddy has an amazing onstage game, his weakness is his recovery, he isn't Top in vBrawl because of his recovery, he's top in vBrawl because of his onstage game. He does not need a good recovery, period. And, his recovery can be snapped onto the edge if you practice it long enough, it's doable.
People really shouldn't complain about a character they seem to know nothing about, especially when it pertains to what you can and can't do with them. It only shows even more that you don't know anything about that character.
And timothy, we can't add the WiFi Waiting Room as a new stage to the list to make it work on WiFi... it doesn't have its own stage icon...
Are we talking about the diddy crash because there is an ID for that which is different than the motherboys which have the same one. But its not unique because it is also shared with kirbys/mk up bs. Remember I posted a code to remove the crash?I am not mistaken. Cape checked them out last night, he has a USB Gecko now and can get that kind of data. They aren't any different when they hit walls, the ID does not change, therefore does not have its own ID.
That code isn't in Brawl+ right? Just want to make sure because if it is I've been doing something wrong (like not noticing it)Are we talking about the diddy crash because there is an ID for that which is different than the motherboys which have the same one. But its not unique because it is also shared with kirbys/mk up bs. Remember I posted a code to remove the crash?
That code isn't in Brawl+ right? Just want to make sure because if it is I've been doing something wrong (like not noticing it)
Anyway...just for fun...because I feel like doing it again
Lucas' magnet compared to Ness' magnet
What Lucas has:
-A larger absorb hitbox because of how Lucas holds his magnet (He can absorb on the ground Wolf's short hopped Blaster...but Ness has to short hop as well)
-It recovers more % of course
-Its after affect is a very low angle semi high powered knockback move
-It recovers faster
-Because of the size it is also easier to trigger the auto cancel move
-Because it recovers faster it can be used for recovery in the same way Samus' bombs can almost at least when it comes to adding horizontal distance (and this isn't even factoring in the advanced moves) only it is better than Samus' bombs overall because the thing has less cool down time...Ness' only allows him to stall because of the longer cool down time...he can't add to his horizontal range from spamming his
What Ness has:
-His wind turn off is a full body effect (so the thing has more range than Lucas'...which has short range...big whoop)
Its the same way when comparing smash attacks as well...
Their Fsmash:
Lucas
-Range (the stick happens to be a larger hit box horizontally)
-Speed (Lucas' comes out faster and I'm sure he puts it away faster as well)
-Kill power (The thing has above average kill power at every angle instead of just one tip)
Ness
-His does more damage as far as % goes...18-24 compared to 15...which isn't a big deal
Their usmash:
Lucas
-Kill power...it is the 2nd strongest usmash in this game and as far as power goes it actually beats Ness' full PK Flash if charged some as well
-Range...it reaches the top platform of battle field...and horizontally it isn't lacking as well
-Damage...it also outdoes Ness' in % done if that matters
Ness
-Speed...it comes out much faster and goes away much faster...but it doesn't matter because...the sweet spot will never kill and the sour spot can screw up the sweet spot hitting someone and leave Ness open...personally...if Ness' sour spot stunned people in the same way Zamus' Dsmash and Nspecial did...I think it would fix one of the moves major issues...
Their dsmash
Lucas
-Kill power...the 1st blast is about as powerful as Lucas' stick...the move isn't fully meant to kill though
-Range...the move is meant for screwing with people that spot dodge too much...and even then the thing will hit behind Lucas after the 1st move
-Damage...again the move does more % than Ness'
Ness
-Speed...the thing has the same issue with his Usmash though...again making the sour stun in the same way Zamus can would fix it in several of its issues IMO...
now compare their aerials and grabs...That code isn't in Brawl+ right? Just want to make sure because if it is I've been doing something wrong (like not noticing it)
Anyway...just for fun...because I feel like doing it again
Lucas' magnet compared to Ness' magnet
What Lucas has:
-A larger absorb hitbox because of how Lucas holds his magnet (He can absorb on the ground Wolf's short hopped Blaster...but Ness has to short hop as well)
-It recovers more % of course
-Its after affect is a very low angle semi high powered knockback move
-It recovers faster
-Because of the size it is also easier to trigger the auto cancel move
-Because it recovers faster it can be used for recovery in the same way Samus' bombs can almost at least when it comes to adding horizontal distance (and this isn't even factoring in the advanced moves) only it is better than Samus' bombs overall because the thing has less cool down time...Ness' only allows him to stall because of the longer cool down time...he can't add to his horizontal range from spamming his
What Ness has:
-His wind turn off is a full body effect (so the thing has more range than Lucas'...which has short range...big whoop)
Its the same way when comparing smash attacks as well...
Their Fsmash:
Lucas
-Range (the stick happens to be a larger hit box horizontally)
-Speed (Lucas' comes out faster and I'm sure he puts it away faster as well)
-Kill power (The thing has above average kill power at every angle instead of just one tip)
Ness
-His does more damage as far as % goes...18-24 compared to 15...which isn't a big deal
Their usmash:
Lucas
-Kill power...it is the 2nd strongest usmash in this game and as far as power goes it actually beats Ness' full PK Flash if charged some as well
-Range...it reaches the top platform of battle field...and horizontally it isn't lacking as well
-Damage...it also outdoes Ness' in % done if that matters
Ness
-Speed...it comes out much faster and goes away much faster...but it doesn't matter because...the sweet spot will never kill and the sour spot can screw up the sweet spot hitting someone and leave Ness open...personally...if Ness' sour spot stunned people in the same way Zamus' Dsmash and Nspecial did...I think it would fix one of the moves major issues...
Their dsmash
Lucas
-Kill power...the 1st blast is about as powerful as Lucas' stick...the move isn't fully meant to kill though
-Range...the move is meant for screwing with people that spot dodge too much...and even then the thing will hit behind Lucas after the 1st move
-Damage...again the move does more % than Ness'
Ness
-Speed...the thing has the same issue with his Usmash though...again making the sour stun in the same way Zamus can would fix it in several of its issues IMO...
The thing is...the stuff Ness is suppose to be better in...he really isn't better in with some of those moves...You really can't just compare some of Ness's worst moves to some of Lucas's better moves and then say that one is better because of it. Magnet is situational for both of them, so that doesn't really make a difference.
Lucas' Dair does 20% if all of the moves hit...the Uair is sexy as well...and all of his airs happen to come out faster than Ness' as well overall...now compare their aerials and grabs...
No, not talking about Diddy's crash, talking about Lucas and Ness, Cape has a USB Gecko and was trying to get the ID for Ness when he hits an edge or a wall and nothing was coming up (as in, the ID didn't change at all).Are we talking about the diddy crash because there is an ID for that which is different than the motherboys which have the same one. But its not unique because it is also shared with kirbys/mk up bs. Remember I posted a code to remove the crash?
win
Where did I say Lucas was better than Ness in any of my posts at the time?you said ness was better than lucas on gamefaqs clinton....
I was able to remove the mother's crash before. I forget which ID it is from thisNo, not talking about Diddy's crash, talking about Lucas and Ness, Cape has a USB Gecko and was trying to get the ID for Ness when he hits an edge or a wall and nothing was coming up (as in, the ID didn't change at all).
Keep in mind it shares with another chars up b ID like mk or kirby or something. Its the same ID for both motherskupo said:This is an epic code I compiled using pws action mod and gizas help with IDs
4A000000 8077F780
D2000000 0000000A
2C030000 41820010
2C1C00B5 40820008
3B8000B6 60000000
2C1C0070 40820008
3B80000E 60000000
2C1C011D 40820008
3B800010 60000000
2C1C0129 40820008
3B800010 60000000
939E0038 00000000
No water lag
aerial footstool spikes
No lucario up b lag
No diddy crash
No ness/lucas crash
What are you talking about? That's the only safe way for some characters to recover, otherwise the opponent can just sit there and charge a fsmash and hit you every time. Do I have to mention that it takes some sort of skill/concentration to consistently sweetspot low enough to the point where nothing can hit you? There's nothing wrong with the ledgegrab range. If you have a problem with someone sweetspotting to the point where you can't hit them how about you go off stage and edgeguard? Grab the ledge, force them to go on stage and legehop fair? There are plenty of ways around it.If you sweetspot correctly, the grab range is so big it is impossible for an attack to hit you.
Once we get ledge teching, we plan on making the grab range smaller.