Dantarion
Smash Champion
I think its one of those things thats only really apparent once the autosnapping is turned off. Its almost like the move hits where ganon would be if the stage wasn't there 

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How did you make your sig?Yeah, it's hitbox is really not that big, it's a little bigger than what it looks like, but it still shouldn't be able to outrange a properly spaced fsmash from marth.
Kind of like l-canceling???I like ledge teching. It makes it so recoveries aren't so monotonous, like there's a set thing you have to do.
You won me overEdge teching is awesome.
i don't wanna derail this thread with l-cancel stuff (Woops, unclear sentence structure by me. I'm saying I don't like seeing the same recovery approach risk-free over and over again. I didn't mean that ledge teching was what you had to do every time, over and over again. (pointless, my l-cancel argument).
I guess I might sound kind of like a hypocrite, but I think l cancel is vastly different from ledge teching, it's uhhhh... hmmmm... well, it's hard to say. L cancel is basically just extra button presses, while edge teching is more like a technique. My argument's not very strong, but the bottom line is...
Edge teching is awesome.
EDIT: Sweetspotting should still be possible, but a lot harder. That way people can mix things up/edge game is deeper in general.
That is some sexy teching off a ledge! But as I understand, the technique "ledge teching" is when you DI into the ledge and tech the KB of the blow. It worked better in Melee, due to increased *something* DI, which moved your character a small amount in the direction you were holding if you were hit.Edge teching?
http://www.youtube.com/watch?v=MZDykY4eoC8
What do you call this at 0:39? Looks like edge teching to me...
So how does this prove that the range doesn't need to be touched? You basically just defined what NASL does and somehow that connects to why the ledge grab range is ok. What if the grab range was 4x bigger than it is now? What you just described would also be true as well if the grab range was 4x bigger.What no ASL accomplishes is that both the edgeguarder and the edgeguarded must think in order to come out on top...you cant spam an attack onstage and expect to edgeguard someone who sweetspots right (so dont touch the sweetspot range),
So its either you get it right or you die? No in between? With a reduced ledge range, more edge guarding tactics work. Also, some edge guarding tactics are so much better than others that without this AT, it would be on the verge of being broken. An example in melee is how Marth could down tilt through the stage which makes sweet spotting impossible.SDI ledgetech (AT that made no sense) isnt needed because you dont deserve to survive if you fail to sweetspot and/or the opponent predicts you'll land on the stage
This was of course a broken tactic that is unfair and can't be countered at all not to mention the fact that AS on hit is a side effect of a glitchy NASL code. So you are completely wrong and once again showing us you don't know diddly-squat.Autosweetspot on hit is probably a throwback to a correction of Melee's problem where you could lightshield edgehog a Marth that otherwise sweetspotted the ledge correctly.
Are you referring to the multiple ledge techs from doc? This is actually rather valid point I think how a ledge tech=a ledge grab due to reverse grabbing, however, this would never happen. As it stands, I am 99% positive that if you do a normal Vbrawl tech at the ledge, you will NOT grab the ledge after the "normal tech." So this point is mootBeing able to grab the ledge backward prevents http://www.youtube.com/watch?v=iby0D5PkMDo#t=4m38s from happening, even if we do add in ledgeteching.
Well good for them. So what. You could Auto sweet spot in Melee as well and this didn't prove to be broken in the least. I do feel that the tether recovery mechanic could use a slight tweak but I won't go into that.Tethers grabbing ledges and not walls suddenly becomes a positive once normal edgegrabs arent as quick and safe.
Uhhh, you lost meMy point is that there are no inconsistencies in Brawl's ledge game once you factor in NASL. Everything makes sense in the larger scheme of things.
Ok, so?Because of these things, and my reading somewhere (i think it was from that first Brawl demo at E3) that Brawl was originally much closer to Melee, with CC'ing etc., that I think Brawl was originally coded without autosweetspotting ledges. ASL was added in later, and now the NASL code doesnt abolish the entire autosweetspot system, but rather it peels back the layer of programming added on to reveal the original, sweetspot-less edge game.
It all makes sense: HAVE YOU COMPELTELY LOST YOUR MIND? Who ever said that this particular code reveals any truths at all? This code is merely a glitched code that doesn't work quite right. This code does NOT reveal anything about how the ledge programming was closer to E3 at all. It is nothing more than an attempt to give us what we asked for but it turns out pw couldn't quite figure out how to do it. There have been plenty of codes made in the past that had bugs in it that needed to be fixed unless you are telling me that is how it was originally coded to be or something.It all makes sense: why would this code only affect aimable up-bs going up, and not sideways or down? Why do side-bs still autosweetspot? This fits into the 'no inconsistencies' NASL creates.
Fixed. So are you saying this is the only way to edge guard?An edgegrab is beaten by an edgehog, which is gotten around by going onto the stage or waiting for invincibility to wear off and attacking them, which is beaten by smashing them away again, which is gotten around by...an edgegrab.
Are you serious? You make things too black and white.NASL creates a balance between the guarder and the guarded (barring an offensive gimp that knocks a player out of range of the ledge), and messing with it in any way will mutilate this balance.
I am really confused here. What are you trying to prove other than the fact that these 3 characters might have been added late? (I find jiggs to be added late improbable but I'll go with it)Jigglypuff, Wolf, and TL sorta go against the grain here, but that may be because they were added late in development (which everything we've seen points to - having no part in the SSE, being last in Character ID order, TL's Dsmash and Wolf's side-b), perhaps after ASL was added in.
Well, we are completely changing the game so....The conspiracy theory thing (which, I admit, was stupid to bring up) might not be true, but the fact is that if we want to change the sweetspot range, or allow ledgeteching, or alter Brawl's edge game in any other way, we might as well change it completely.
But who says it couldn't be better? There is a profound difference in gameplay when your solution to the ledge game is a huge ledge range that takes not so much skill to grab, and a small ledge grab range with added ATs to make certain edge guarding tactis not broken due to the smaller ledge range.It isnt the same as Melee's, and it may not be as tech-skill-intensive as Melee's, but it works perfectly for Brawl+ the way it is.
I too do not want to derail the thread with another l cancel argument, but its very similar because just like l canceling, there is no reason to not go for a ledge tech just in case you manage to get hit in the finger tips.I didn't mean that ledge teching was what you had to do every time, over and over again. (pointless, my l-cancel argument).
I guess I might sound kind of like a hypocrite, but I think l cancel is vastly different from ledge teching, it's uhhhh... hmmmm... well, it's hard to say. L cancel is basically just extra button presses, while edge teching is more like a technique. My argument's not very strong, but the bottom line is...
I agree. This is how melee was.EDIT: Sweetspotting should still be possible, but a lot harder. That way people can mix things up/edge game is deeper in general.
Sorry, that isn't ledge teching. Ledge teching is when you SDI into the ledge to force a collision with the wall to tech during hitlag. Ledge teching basically is being able to tech the ledge from moves that send you away from the stage.Edge teching?
http://www.youtube.com/watch?v=MZDykY4eoC8
What do you call this at 0:39? Looks like edge teching to me...
We could have an argument on the correct size of the sweetspot range forever. And anyway, if it was 4x bigger, you could be within range of grabbing the edge but unable to knock an edgehogging opponent off the edge. Increasing it past a certain point changes nothing.So how does this prove that the range doesn't need to be touched? You basically just defined what NASL does and somehow that connects to why the ledge grab range is ok. What if the grab range was 4x bigger than it is now? What you just described would also be true as well if the grab range was 4x bigger.
Does there need to be an in-between? DI up and in. There's your in-between. Try again next time.So its either you get it right or you die? No in between? With a reduced ledge range, more edge guarding tactics work. Also, some edge guarding tactics are so much better than others that without this AT, it would be on the verge of being broken. An example in melee is how Marth could down tilt through the stage which makes sweet spotting impossible.
Captain falcon is a character that has to swing around before he can grab the ledge which means that its impossible for him to safely sweet spot like Doc can. Ledgeteching makes it so that edge guarding tactics are not as OP and so that it requires more skill via the edge guarder to successfully edge guard.
I'm sorry, but I don't follow your hate for such a great AT.
-__-This was of course a broken tactic that is unfair and can't be countered at all not to mention the fact that AS on hit is a side effect of a glitchy NASL code. So you are completely wrong and once again showing us you don't know diddly-squat.
It's a theory. Peeling back the layers. Might not be a glitch...ugh, there's no point in saying it again.Ok, so?
Except it isn't, because you can do a normal tech and grab the ledge.Are you referring to the multiple ledge techs from doc? This is actually rather valid point I think how a ledge tech=a ledge grab due to reverse grabbing, however, this would never happen. As it stands, I am 99% positive that if you do a normal Vbrawl tech at the ledge, you will NOT grab the ledge after the "normal tech." So this point is moot
again, it's a theory.Uhhh, you lost me
I must admit, i lol'dIt all makes sense: HAVE YOU COMPELTELY LOST YOUR MIND?
So...Firefox shouldn't sweetspot going down? Sheik's up-b shouldn't sweetspot at the end of the first segment? Cape shouldn't sweetspot halfway through the move? It seems like all the right moves didn't get affected by NASL. Pretty good for a code that he 'couldn't figure out'.Who ever said that this particular code reveals any truths at all? This code is merely a glitched code that doesn't work quite right. This code does NOT reveal anything about how the ledge programming was closer to E3 at all. It is nothing more than an attempt to give us what we asked for but it turns out pw couldn't quite figure out how to do it. There have been plenty of codes made in the past that had bugs in it that needed to be fixed unless you are telling me that is how it was originally coded to be or something.
Yes, it's an oversimplification. No, neither character can abuse anything to make the edge game inordinately in their favour. So, it works. Don't fix what ain't broken, right?Fixed. So are you saying this is the only way to edge guard?
Are you serious? You make things too black and white.
It's a theory that rests on a theory. Not gonna go there. But why would jiggs be after most of the new Brawl entrants on the character ID list, when every other character there is ordered by original appearance on CSS from original game? Puff would logically be character 0B, not 23 (after both the Pokemon series' new entrants). Wolf and TL are directly after her as well...I am really confused here. What are you trying to prove other than the fact that these 3 characters might have been added late? (I find jiggs to be added late improbable but I'll go with it)
The thing with your system is that the guarder is too safe. Spacing for a tipper fsmash requires no thought. On the other hand, having to jump out and attack forces you to fear a counter and attack wisely. It's also more rewarding than a system where you could get a hit off because your opponent messed up, but he can press a button to negate all knockback and grab the ledge that he failed to get in the first place.Well, we are completely changing the game so....But who says it couldn't be better? There is a profound difference in gameplay when your solution to the ledge game is a huge ledge range that takes not so much skill to grab, and a small ledge grab range with added ATs to make certain edge guarding tactis not broken due to the smaller ledge range.
Make it work like it did in 64 too.I also fail to see how the ledge game can't work like it did in melee
Here's what you fail to understand: We wanted a code to do something. We asked a coder to make it. He made it to the best of his ability. The end. There is no hidden meaning. It's not peeling back new code that was added after E4A. No. It was designed specifically to stop a character from sweetspotting if their vertical position increased from one frame to the next. Otherwise, the move would be allowed to sweetspot. This is why sideBs can still autosweetspot, and why moves still autosweetspot on hit. It has nothing to do with how the game was earlier in development, and even if it does, it's by coincidence, and not because the code was targeting some specific new implementation.So...Firefox shouldn't sweetspot going down? Sheik's up-b shouldn't sweetspot at the end of the first segment? Cape shouldn't sweetspot halfway through the move? It seems like all the right moves didn't get affected by NASL. Pretty good for a code that he 'couldn't figure out'.
:/ My whole point is that it's by coincidence :/Here's what you fail to understand: We wanted a code to do something. We asked a coder to make it. He made it to the best of his ability. The end. There is no hidden meaning. It's not peeling back new code that was added after E4A. No. It was designed specifically to stop a character from sweetspotting if their vertical position increased from one frame to the next. Otherwise, the move would be allowed to sweetspot. This is why sideBs can still autosweetspot, and why moves still autosweetspot on hit. It has nothing to do with how the game was earlier in development, and even if it does, it's by coincidence, and not because the code was targeting some specific new implementation.
This is the debate in its simplest form. Yes, I agree that both options are valid ways to solve the problem, however most feel that option 1 is what will enhance the game more than option 2.Every Melee example you gave can be solved through either small range+ledgetech, or large range. I personally don't think Brawl needs option 1 to work.
Maybe that is true but with PSA, I see no reason why we can't add a small timer after wall techs that disables ledge grabbing. The game already does this when you let go from the ledge anyway.Except it isn't, because you can do a normal tech and grab the ledge.
There is a lot of fixes made to the game that technically can be considered "don't fix what ain't broken" but the fact is that most if not all Vbrawl mechanics could be improved and if something can be improved, why not?Yes, it's an oversimplification. No, neither character can abuse anything to make the edge game inordinately in their favour. So, it works. Don't fix what ain't broken, right?
Dunno but who cares? I don'tIt's a theory that rests on a theory. Not gonna go there. But why would jiggs be after most of the new Brawl entrants on the character ID list, when every other character there is ordered by original appearance on CSS from original game? Puff would logically be character 0B, not 23 (after both the Pokemon series' new entrants). Wolf and TL are directly after her as well...
You make it seem as if you can edge guard 100% by camping on the ledge the entire time. Well, the truth is, you can't, not even in melee. In melee, depending on the situation, if you didn't go out there, you missed the edge guard. It was entirely dependent on how your opponent recovered and you could never camp the ledge with a well spaced tipped Fsmash and expect to edge guard all the time.The thing with your system is that the guarder is too safe. Spacing for a tipper fsmash requires no thought. On the other hand, having to jump out and attack forces you to fear a counter and attack wisely. It's also more rewarding than a system where you could get a hit off because your opponent messed up, but he can press a button to negate all knockback and grab the ledge that he failed to get in the first place.
Funny you mention 64. Did you know that 64 also had a mechanic to try and save you from a missed sweet spot?Make it work like it did in 64 too.
coincidences prove nothing:/ My whole point is that it's by coincidence :/
Yes it is. I was telling Pw of the problem and he was having some trouble fixing it. I would have the PM if GSC allowed me too keep more than 50 PMs.And it failed for Jiggs' and Wolf's side-b, as well as Ness', Lucas', and Lucario's up-b? Is that just a code deficiency?
Jiangjunizzy said:I believe that spunit (was it spunit?) just happened upon the switch which turned it on (or off, in this case).
No jiang and probably Mk26. Pw made his own method by utilizing the coordinate system in the game. The code essentially compares the Y coordinate of the character and if the change in Y is negative, then you grab the ledge. He may not have taken hitlag into effect where you Y difference is 0.MK26 said:Wait...if we set hitlag to 0, would up-bs stop autosweetspotting on hit?
and he manually assigned this y coordinate for each character? because god knows every character snaps at different distances. and if so, he did this all in.. 7 lines?TNo jiang and probably Mk26. Pw made his own method by utilizing the coordinate system in the game. The code essentially compares the Y coordinate of the character and if the change in Y is negative, then you grab the ledge. He may not have taken hitlag into effect where you Y difference is 0.
Hmm no. It's bad. You can AS even if you hit a shield, which shouldn't happen. When you hit somebody, your reward is that you deal damage and KB, but not being able to AS.Hitlag is the reason why moves like Link's UpB autosnap if you hit somebody in the middle of them, right?
If so, I actually like that. It rewards you for hitting somebody while recovering.
Individual snap distances don't necessarily have anything to do with this code. All this probably does is, whenever the game would normally try to snap you to a ledge, it instead goes to this code and does a branch...if the character is moving upwards from a B move, the snap fails; otherwise it returns to the normal procedure of snapping to the edge.and he manually assigned this y coordinate for each character? because god knows every character snaps at different distances. and if so, he did this all in.. 7 lines?
No Auto Sweetspotting [Phantom Wings, spunit262] (7 lines)
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000
What can I say to this? It's a difference of opinion. I can see the positives of a system like this. Didn't I say that if we should change part of the ledge game, we should go all out?This is the debate in its simplest form. Yes, I agree that both options are valid ways to solve the problem, however most feel that option 1 is what will enhance the game more than option 2.
Maybe that is true but with PSA, I see no reason why we can't add a small timer after wall techs that disables ledge grabbing. The game already does this when you let go from the ledge anyway.
Examples?There is a lot of fixes made to the game that technically can be considered "don't fix what ain't broken" but the fact is that most if not all Vbrawl mechanics could be improved and if something can be improved, why not?
My point is that you shouldn't be able to camp the ledge at all, unless your opponent misses the sweetspot. That's my rationale for not touching the sweetspot range - I think that "a perfect sweetspot should force the guarder to attack actively, even if he had a perfect on-stage defense", not "a perfect on-stage defense should force the returning character to try again, even if he had a perfect sweetspot". In other words, the tie goes to the runner.You make it seem as if you can edge guard 100% by camping on the ledge the entire time. Well, the truth is, you can't, not even in melee. In melee, depending on the situation, if you didn't go out there, you missed the edge guard. It was entirely dependent on how your opponent recovered and you could never camp the ledge with a well spaced tipped Fsmash and expect to edge guard all the time.
No I did not. Doesn't really have much to do with everything, but I suppose it shows the niceties of the system...Also, did you know that you can't ledge tech everything? You can't SDI ledge tech weak hits that didn't put you in tumble so you can't always rely on ledge teching to make it back. Some tactics included mindgaming a weak hit so that you couldn't ledge tech.
And why were there missed sweetspots? Because the ledge range was so **** small! Come to think about it, making something like "SDI ledgetech in hitlag forces a hard hit off the wall", the same way simply SDI'ing into the wall in 64 works, would be really cool.Funny you mention 64. Did you know that 64 also had a mechanic to try and save you from a missed sweet spot?
We probably should get a working ledge grab range code before we start discussing what should or shouldn't work...try it before you say no (yes, that also applies to any and all edge game tweaks, but not to NATI think 1/2 is too much of a game changer. If you have to touch it, make it 3/4ths.
Kinda like Snake's invisible knee. No thanks man, Ganon is already edgeguarded easily enough. I've traded hits with that UpB with an onstage Ness meteor smash. It's no big deal.Wow, its that big? That could use some adjusting.
Wrong. That shouldn't happen at all. There is no valid reason why your reward should be an AS if you hit a shield. If you think it is, then you are flat out denying another edge guarding tactic. If I notice that you are going to miss your sweetspot, I can purposely shield your attack so that way I can punish (melee had the addition of choosing to CC the attack and counter attack)Hitlag is the reason why moves like Link's UpB autosnap if you hit somebody in the middle of them, right?
If so, I actually like that. It rewards you for hitting somebody while recovering.
Maybe, we have to test it outI think 1/2 is too much of a game changer. If you have to touch it, make it 3/4ths.
That is what sweet spotting is and what you fail to realize, despite the fact that I just mentioned this last post, is that this is how Melee's ledges were designed to be, except they messed up with giving characters moves that attack below sweet spot like Marths dtilt.My point is that you shouldn't be able to camp the ledge at all, unless your opponent misses the sweetspot.
Facepalm. Reducing the ledge grab range does not mean that it will be impossible to sweet spot or that what you described won't happen. You can have what you just described with a smaller ledge grab range unless you reduce it too much. The trick is to test the ranges so that the range is small without sweet spotting be impossible.That's my rationale for not touching the sweetspot range - I think that "a perfect sweetspot should force the guarder to attack actively, even if he had a perfect on-stage defense", not "a perfect on-stage defense should force the returning character to try again, even if he had a perfect sweetspot". In other words, the tie goes to the runner.
Yes, the ranges on 64 ledges were way too small and just about everyone agrees. 64s were too small, Brawl's are too large, and melee has the perfect balance.And why were there missed sweetspots? Because the ledge range was so **** small! Come to think about it, making something like "SDI ledgetech in hitlag forces a hard hit off the wall", the same way simply SDI'ing into the wall in 64 works, would be really cool.
YeaWe probably should get a working ledge grab range code before we start discussing what should or shouldn't work...try it before you say no (yes, that also applies to any and all edge game tweaks,
HEY!but not to NAT)
Not as forgiving as what? How is Smashville one of them and how is FD any different than Melee BF? (its actually better) I'm confused by what the problem is.The only reason I'm against decreasing the ledge grab range is because a lot of the edges in Brawl are not nearly as forgiving (ie: FD and Smashville). This would SUCK for Diddy Kong and spacies.
I think PS1 ledges are DESIGNED to kill you.the worst ledge to me is lylat+ps2. i agree for if you hit someone while recovering you should get the auto snap, but none if you hit a shield.
i feel ya, when i first found out about it, it was pretty cool. i mean more options is a good thing but if it went i wouldnt really be depressed lolYou shouldn't auto snap in any situation >.>
You can deal the damage, but not AS. It's just stupid
I don't agree with Auto snapping at all except from above. There is no reason why the edge guarder must walk on eggshells that much when trying to edge guard. There is no reason for why the game must help the player returning so much. The punishment on getting hit while trying to edge guard should be equal to the move he is getting hit with and that's it. If you manage to still be able to effectively edge guard after getting hit by the move, then that was a poor choice/execution on the returning player and its not unfair in any way.the worst ledge to me is lylat+ps2. i agree for if you hit someone while recovering you should get the auto snap, but none if you hit a shield.