Skip2MaLoo
Smash Lord
- Joined
- Oct 31, 2008
- Messages
- 1,293
fsmash = good edge guard for ness.
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You missed my point...I'm talking about general limits...Ness and Lucas are the only characters who have a reflector that is ground only...So what? So is Lucas's
How do you get that from me when I bring up "7 frames" faster below?Are you saying that it should come out as fast as fox and falco's?
I am...that is why I'm comparing it to Lucas' ATMWell it also counts as one of his KO moves so you gotta factor that in
By 4% if tipped right now...the next part of his bat (his bat has 4 parts to its hitbox) has about a 10% difference from Lucas'Ness and Lucas are different so why make them similar? Ness does more damage and kills earlier I beleve
I factor into that being so because of being able to kill with 4 of his air moves in some shape or form in vBrawlfsmash = good edge guard for ness.
Fox's shine is also one of his gimp options...the wind from Ness' Magnet doesn't even come into play at around frame 40 or so (I'm not 100% sure on that...I'd have to double check)And for the rest of your ideas, frame 3 is too fast, fox's shine only reflects, Ness's Psimagnet gives him health. Sure make it a bit faster but not that fast. I do like the other ideas you had though.
+1curiosity.One random note: I was playing a round against G&W, and I hit him with the boomerang and instead of getting hit back like every other time before and since, he got launched TOWARDS me. IIRC, this happened near the end of its up-angled smash trajectory, while he was jumping in. Does anyone know why that happened? I think it was fantastic, but I couldn't duplicate it afterwards.
i agree with that, a little speed up would make toad more usablePeachs toad should have less cooldown when the spores are released. A lot of the time there is no other option but to use it while recovering, but I usually end up dying because it takes so long to recover combined with the increased fall speed
There's no "button lag". I think your problem is that you're playing with 0 buffer, which you can change by setting your handicap higher. 0 handicap = 0 buffer, 100 handicap = 10 buffer (which is the vBrawl default).I like the Nightly Builds and all the work you guys put forth to trying to make B+ the best it can be, however I do have a few concerns with this build entirely and it's not an attack on anyones work or anything. First, I like B+ I think the plussery gravity, speed, hitstun, etc. is fine as is which should just be what you guys work off, once again not to say anything bad I could just play the Plussery and not complain, but one thing I've noticed from the start when I first used Kupo's build was B button lag which tends to be annoying I main Pit, can't wingdash anymore, and a few other characters I have trouble using certain moves which tends to be a problem in my gameplay but I also play with other people who notice the same things. Aside the button lag and input lag the game is fine and I want you guys to keep improving and making the game better, thats my 2 cents though. Second the characters and the mods are great it balanced out characters who couldn't kill in regular brawl I prefer B+ it's a faster pace more fun game and I want more an better builds to come out, so I figured I'd share my opinion on the button lag at least other than that I can play the game.
I noticed this bug last week, and when I mentioned it, I was informed that this is a side effect of some of its other properties, such as wall clinging. There are coders looking into a way to fix the bug, but for now, the easiest way to refresh upB is to either shorthop instant dair (fastest way I know of to manually reset it) or get hit. Alternately, just ignore it and play normally, because chances are, your best use of upB is to pursue in the air, which will take care of the problem quickly enough.So I'm using the newest build (5-13), and Lucario, after using an up-B that ends on the ground, cannot do another up-B until he jumps again.
That is, if you do an up-B on the ground and just go sideways (staying on the ground the whole time), or if you do an up-B in the air and hit the ground in the middle of it, he can't do another up-B from the ground.
Is this a bug or a feature? It seems like a very odd feature, and I haven't seen it mentioned since I've been keeping track of this thread, so I just figured I would point it out.
It's like that in normal brawl also but only if you have tap jump OFF iirc.So I'm using the newest build (5-13), and Lucario, after using an up-B that ends on the ground, cannot do another up-B until he jumps again.
Not arbitrary when it's made for a purpose: making edgeguarding skillful..Keeping it in gives the person recovering additional help for no reason. Getting knocked off the stage is supposed to be scary and surviving it back is what makes smash exciting.
So you want to force people to jump out for the gimp...like..force them? It seems unfair to me how easy it is to recover in this game due to the ledges being so stupid. If you get knocked off the stage, find a way to recover without the ledge grabbing you. (my second to last paragraph also applies here as well
Arbitrarily challenging and arbitrarily limiting. Why do you assume that it is the opponents fault for getting hit? I know we don't have CCing, but in melee, a form of edge guarding would be to purposely get hit in order to edge guard. Should he be punished for it? There are still times where you can purposely get hit in brawl+ and still get the edge guard so why should a move act differently when you hit someone? It makes no sense and makes the game inconsistent.
If they are playing more intelligently than you and they react to your moves, you are punished. That's what a fighting game is about.Also, you can even auto sweet spot when you hit people below you as well. So for example if you go to spike samus or something and she uses her up b at a point where she would miss the sweet spot, she auto sweet spots anyway and you are unprepared for it and most likely die. Or another example would be if you are somehow below the stage with a marth or someone and they up b and hit you, you have no chance to walljump tech and hit them back because they have auto sweet spotted to lagless ledges. We all obviously know that this is a glitch in how the ledges are supposed to act so we need to keep the ledges acting like an ledges
That goes both ways, seriously.Because they failed? Close isn't good enough. Second place is the 1st loser. Be more careful next time and be more skilled at recovering.
Man... EVERY single rule in a game is arbitrary. The only thing that matters is if it helps the game more than it hurts and if it's a balanced rule.No. We should not accept game mechanics that play favorites and game mechanics programmed so terribly to get in the way of the game. I am fighting the player...not the game so the only person forcing me to gimp them is the player...not the game. It is my choice how I decided to edge guard and there is nothing wrong with sitting on the ledge and punishing from there because you messed up on sweet spotting. Did you know that if you are skillful enough to sweet spot the ledge without the ledge grabbing you, side b auto sweetspotting or any of this nonsense we are talking about, then sitting on the ledge to punish does nothing? Did you know that skillful sweet spotting is a way to get the edge guarder off the ledge and for you, the player, to force a riskier edge guarding gimp? This is how it is supposed to be.
Sweet spotting and most importantly...recovering is a skill. It is not taken for granted and its not something that is based on arbitrary rules such as auto sweet spotting when hitting something and it must be fixed
Here's an idea for Ness's bat.
What if the knockback was the same with every part of the bat? The damage could be kept how it is, though (closer to tip = more damage).
yeah but i dont feel that brawl+should be about easy combos and 0-deaths. the best part about brawl+ atm is how the opponent (with good DI) can generally get out of any combos they wish, unless the comboer can mindgame their DI, which tbh just makes the game harder and more fun, as it should be. u dont want to make it easier to combo, cause u should have to work for it, not just be handed a combo on a plate (falcon dthrow to fair rings a bell)No, I play Brawl+, but combos are way harder to do now, consistently, at least. In Version 3.3, for example, Captain Falcon, Falco, and many others could combo very well, and consistently. Meh, maybe "easier" wasn't the right word. I will edit my post.
I just discovered that wario can chaingrab bowser to 50% with downthrow, unfortunately i dont have another human to test if this is a true chaingrab but i figured id throw it out there. Sorry if its been mentioned already
speaking of chaingrabs, pit's dthrow can chaingrab all the spacies to 40% or higher in some cases lol
Been known.I just discovered that wario can chaingrab bowser to 50% with downthrow, unfortunately i dont have another human to test if this is a true chaingrab but i figured id throw it out there. Sorry if its been mentioned already
Still need help with this.It seems I can't get the 5-8 pal set to work with textures, is there another way I can load both textures and brawl+?
Also I would like to add a custom css screen while using brawl+, when I make a separate gct for that what would I need to do so that I can load the textures, brawl+ and the CSS all at the same time?
I agree about ness's bat sounds. It's sounds really dumb to hear it and it dont kill them. Make the sound only at the tip of the bat.
Maybe I'm a bit late in saying this, but trade-offs are also completely and utterly unnecessary. And in this case, it's not much of a trade-off. Fsmash didn't get better enough for it to be a useful move. Buffing the knockback does not make up for the fact that the move is terrible in every other way; frame for frame, it is the worst move in her arsenal, save, perhaps uthrow. And buffing the damage doesn't help, because fsmash is only safe out of dsmash, and I can do 18% damage with a dash attack -> utilt combo. Hell, I could probably do more with dash -> jabx3 -> dash -> dtilt -> what have you. Fsmash's usefulness is still limited, and there are still many, many better options.Hey >B was nerfed and fsmash was buffed. Trade-offs are fun!
I think the change to it being with electric property is to give it constant hitlag, since there's a code in Brawl+ that gives electric attacks a constant hitlag. (But I'm not absolutely positive on this, though.)I'd also appreciate it if the fire property were put back on. The electric property is just plain unappealing to me. This is more of an aesthetic opinion, though, so feel free to ignore it. Please don't ignore what I say above it, though.
Well...Still need help with this.