stingers
Smash Obsessed
This IASA thing is stupid. Why? It accomplishes the same goal as ALR but makes Brawl+ look really choppy. Imagine what a match would look like with this IASA ****.
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Would this be too extreme? You would be able to float back to the stage with this. To prevent it being used to extend recovery length, I think we shouldThis is a great idea. Here is what I think should be your starting trial version of a cleaner AD system:
-Remove the frame changes making all ADes back to default
-Give IASA for all moves except another AD (This is what melee did to spot dodges and is what leaf just suggested)
-Make DGRAV much less to minimize the downward travel to approx Melee length
-Loss of FF momentum
-Still unlimited numb of ADes
You're not a true Ness main then.We're not playing this game with psychic powers.
Well, I'm not sure about the frame changes, you'll just have to experiment, but the DGRAG change is key to the whole thing. Its solving the problem so you can't AD the entire length of the stage. The point of removing the frame changes and minimizing distance traveled downwards was so that if you try to use it as a recovery tool, its easily punishable because the air dodges lasts long. I think this is what should be experimented with as a Beta 1. You need to try it out to see if it really causes a problem.Would this be too extreme? You would be able to float back to the stage with this. To prevent it being used to extend recovery length, I think we should
-Remove the frame changes making all ADes back to defaultcause of Brawl+ gravity
-Give IASA for all moves except another AD (This is what melee did to spot dodges and is what leaf just suggested)
-Make DGRAV much less to minimize the downward travel to approx Melee length
-Loss of FF momentum
-Still unlimited numb of ADes
IASA landing lag:You're not a true Ness main then.
But srsly, I also think the IASA landing lag for aerials is dumb. It just makes the animations look choppier while accomplishing what we already have.
I could care less what happens though since I don't usually look at my character except when I'm recovering.
I also don't like the direction the WBR is taking with moves like airdodging and sidestepping. Giving everybody the same sidestep/airdodge makes the characters more generalized. Compare the airdodges/sidestep frame data between characters in melee and you'll see there's way more diversity than what brawl has. Having a bad/good sidestep/airdodge is part of a character's moveset.
k. Try it first. But don't put it into a nightly; release a test build for the AD change.Well, I'm not sure about the frame changes, you'll just have to experiment, but the DGRAG change is key to the whole thing. Its solving the problem so you can't AD the entire length of the stage. The point of removing the frame changes and minimizing distance traveled downwards was so that if you try to use it as a recovery tool, its easily punishable. I think this is what should be experimented with as a Beta 1. You need to try it out to see if it really causes a problem.
EDIT: Seriously, shut up about the IASA landing lag thing. Its perfectly clear that it won't work.
Who said WBR is following this direction? Only a few WBRs have posted their opinions on it. I've yet to say anything, same with Magus, Viet, Blank, and others. Not everyone in WBR is vocal with certain issues.I also don't like the direction the WBR is taking with moves like airdodging and sidestepping. Giving everybody the same sidestep/airdodge makes the characters more generalized. Compare the airdodges/sidestep frame data between characters in melee and you'll see there's way more diversity than what brawl has. Having a bad/good sidestep/airdodge is part of a character's moveset.
I actually made some tweaks to the existing invincibility/total duration changes on airdodges while porting them into PSA shortly after the latest nightly. I gave the shorter total duration ADs less invincibility compared to the longer duration ones, as opposed to all but 3 characters having inv on 4-29 and a duration of either 39 or 48/49 being the only difference between them. We could always further differentiate them a bit from there if need be.I also don't like the direction the WBR is taking with moves like airdodging and sidestepping. Giving everybody the same sidestep/airdodge makes the characters more generalized. Compare the airdodges/sidestep frame data between characters in melee and you'll see there's way more diversity than what brawl has. Having a bad/good sidestep/airdodge is part of a character's moveset.
Its really hard to say. I'm at the point where I am about to sell my copy of Brawl but I might hold off. I don't really think anything good competitively can come from the Brawl engine but the way I see my ideal Brawl+, I can see myself having a lot of good fun with it while it having good competitive spirit. I really can't answer that question now. I'm going to have to wait and see what happens down the road.Hey Kupo, will you join the B+ community again after these changes make way?
The more the merrier I say.
Yea, that was my idea for it. Remove swimming completely and replace it with moon gravity areaTalking about game mechanics, I believe we should also do something on swimming. This thing just doesn't fit Smash, or at least it is poorly implemented. We could probably make it better. Some time before we had a discussion about this in the IRC, and the ideas are basically lower gravity/slow down in water. Thoughts?
that's what I trying to push for back then, but no one wanted to hear itThough I won't be posting my opinion on the air dodges I will say that Kupo is right. If we were ever going to do the tweak to the air dodge game it should have been a while back instead of waiting till now when we consider most characters balanced and complete.
The problem with that is that it BONES the tether characters. All swimming stages would have to be banned for competitive play because it wouldn't be a counterpick, it would just be straight domination. I don't mind swimming cause honestly the only level that is counterpick quality is Delfino and even that is debatable because of how safe it is to just come up from under the floor for most characters.Yea, that was my idea for it. Remove swimming completely and replace it with moon gravity area
Guess we'll have to wait and see what happens.that's what I trying to push for back then, but no one wanted to hear itThanks for the post though...gog
Or you could try and make the tethers grapple onto the stage instead of the ledge unless the WBR doesn't want to because its from melee. But that didn't stop you guys from adding in a JC shine, though. Or better yet, remove the ability to tether hog. Tethers can grapple an occupied ledge, but when they press A, they can't grab the ledge. Some sort of change to the tether system in this direction would add to the game and then you can do the water suggestion.The problem with that is that it BONES the tether characters. All swimming stages would have to be banned for competitive play because it wouldn't be a counterpick, it would just be straight domination. I don't mind swimming cause honestly the only level that is counterpick quality is Delfino and even that is debatable because of how safe it is to just come up from under the floor for most characters.
Better late than never.Guess we'll have to wait and see what happens.
Basically what JC said and if tethers are fine on Frigate, they should be better off when there is a moon gravity patch to help them out also.Yeah, no ledges, that place is too good for easy edgeguards.
PSA can only edit character files so no. =<
I think it would make the matches and recovery aspect to those levels much more interesting. You can have some interesting water tactics. Go in the water to recover better and risk moving slower, essentially being like a sitting duck that can still do all their aerials and specials and air dodges, but if the attacker goes after you and fails, then the table turns on them.Frigate has a missing ledge but tether characters do fine there for the most part.
But I think swimming is fine. Even if we fixed it, what would that do? Change Delfino and Japes a little bit (which are fine as they are now) and *possibly* make Pirate Ship CP-worthy, though that's debatable. Not worth the effort imo.
That was before PSA. Who knows if PSA can do it and who knows if it will look and feel as good as melee's was. But if that isn't possible, then the next best thing that should be considered is to remove tether hogging. Pressing A on an occupied ledge won't auto sweet spot. Just because they can always tether doesn't mean their recovery is guaranteed. Something to think aboutkupo, I remember asking about changing the mechanics of the tethers a while back. I was told that it was impossible to have the tether NOT grab anything but the ledge.
Which sucks, because brawl's tether mechanics are a nerf to tethers altogether.
Unless you program it that way, he won't lose Pikmin in the water that I'm suggestingEdit: Hey, let's all lol @ Olimar's recovery in the water some more.
I'm mostly familiar with all the logical syntax and that would basically be impossible in PSA. It would need collision detection for a projectile to a wall as the tether is a projectile.That was before PSA. Who knows if PSA can do it and who knows if it will look and feel as good as melee's was. But if that isn't possible, then the next best thing that should be considered is to remove tether hogging. Pressing A on an occupied ledge won't auto sweet spot. Just because they can always tether doesn't mean their recovery is guaranteed. Something to think about
Unless you program it that way, he won't lose Pikmin in the water that I'm suggesting
I know of the intial landing right in front of the Delfino Statue where the first level of Sunshine (Bianco Hills?) has has no ledges. Also the landing on the island out in the water (the one with the palm tree) has no ledges.Is that one transformation on Delfino the only stage without ledges to grab onto? I forget. Can PSA add ledges?
Ah ok. What about the possibility of disabling tether hogging?I'm mostly familiar with all the logical syntax and that would basically be impossible in PSA. It would need collision detection for a projectile to a wall as the tether is a projectile.
I know the palm tree doesn't. I'm not picturing the other one you described. I can only think of 3 transformations right now. Beach (no ledges) Shine Gate (walkoff) and the 3 small islands (all have ledges on both sides)I know of the intial landing right in front of the Delfino Statue where the first level of Sunshine (Bianco Hills?) has has no ledges. Also the landing on the island out in the water (the one with the palm tree) has no ledges.
EDIT: And then you are on the shine gate (no water) and I see the one you talked about in front of the statue which has water and no ledges. Got it.
In hindsights it's not as much as I thought but still. I guess I just find Delfino/Japes/Pirate Ship fine as they are. Two are decent competitive counterpicks and Pirate Ship is a great lulz stage.
Im sure you can pick your stages. Spunits code to remove water is only for Pirate ship. I think the coding is similar to that of the boundary mod code. Pirate ship would def be better off with moon grav water, Japes also I think, and Delfino kinda goes both ways but would be awesome to try. I know there are still some stupid water fights in that one particularly in the 3 island part.If we can exchange water for moon gravity on Japes, that would be cool. Delfino doesn't need it though imo.
I dunno if we could pick and choose like that though.
The main plaza in front of the fountain is what he's referring to, I think, with water on either side. Shine gate isn't a walkoff, either, but the area below it by the fountain is. There's also two other transformations with shallow water (one by the umbrellas and one on the other side of that wall), but there's only water you can swim in on the far left side of the second of those two.Ah ok. What about the possibility of disabling tether hogging?
I know the palm tree doesn't. I'm not picturing the other one you described. I can only think of 3 transformations right now. Beach (no ledges) Shine Gate (walkoff) and the 3 small islands (all have ledges on both sides).
Bowser was getting comboed to easily.I dont wanna interupt this convo about stages, but Im not too sure about somethings.
Why is bowser so floaty?
WHy was ness's b move changed, that change doesnt seem right at all, its like saying **** you to all 3 smash games. I think people are going a little to crayzie on the customization part of it. You guys say you want to stay true to smash and brawl but this game is shaping up to be something different in my eyes. I know there nightlies and all but idk I hope some stuff stays out of the official sets. The more buffs and "fixes" you apply, the longer this game will take to balance, even the smallest change can change a matchup significantly.
Is there any word on character specific hitstun and what characters are being addressed?
I dont wanna interupt this convo about stages, but Im not too sure about somethings.
Why is bowser so floaty?
WHy was ness's b move changed, that change doesnt seem right at all, its like saying **** you to all 3 smash games. I think people are going a little to crayzie on the customization part of it. You guys say you want to stay true to smash and brawl but this game is shaping up to be something different in my eyes. I know there nightlies and all but idk I hope some stuff stays out of the official sets. The more buffs and "fixes" you apply, the longer this game will take to balance, even the smallest change can change a matchup significantly.
Is there any word on character specific hitstun and what characters are being addressed?
Geh, I was just being general. When I say good I mean the top half of the cast and when I say bad I mean the bottom half. Chars like ness and link who have a long list of cons are probley gonna be on the bottom half.Ness isn`t a bad character lol.
He ranges from so-so to good.
Link - Nair, dair, bair, bombLink, ganon, bowser and ike ( you know where im going) dont get comboed easily and gimped easily? Bowser has recieved buffs let the crutch go. Links bthrow is uselss in all 3 games WAIT (64 all grabs where strong XD) but you know what I mean. Does the move need a change like that? Not in my eyes, just because a move was useless doesnt not mean it should be buffed. Dont talk about ****ty wind effects cus links gale rang is full-o-fail.
Pk I think if ness needed buffs they should of went somewhere else, Lucas in my eyes is such a EZ character now, I dont think he was that terrible to begin with.
The point of all my *****ing really is I want to cease all these add ons and "fixes". Some of these changes are not needed, they make the game feel foreign a game ive been playing since 64 came out.