I would prefer increasing hitlag rather than decreasing hitstun. Lots of hitstun is good
just don't get comboed
Lots of hitstun like 64? I tease
yeah, i dont mean alot, but just a liiiittle bit so its a little bit harder to combo your opponent mercilecly
but on the other hand its all adding to risk reward, so hitstun isn't a bad thing
IMO hitstun should be lowered, and as magus said, adjust moves with IASA.
But a brief look at all the games shows how various methods of hitstun implementation technically work but the outcomes of the game are much different:
64
Extreme hitstun: Long 0-death combos were very prevalent and also just long combos in general. This also includes things like 6x utilts that combo into other moves. No DI (not SDI) and no wall teching or air dodging also made the combo game quite easy. Also, the fact that there was no air dodging allowed, wall techs and DI still allowed for you to be fancy with your combos because you could zone pretty easily.
Melee
Balanced Hitstun: The hitstun was very balanced as to not allow for guaranteed insane combos like 64. Melee added in several mechanics to help the zoning game and placed a big emphasis on long combos being a combination of guaranteed 2 or 3 hit combos as well as being able to effectively zone on opponents after you landed your last guaranteed hit. Mechanics like NADT helped the player to zone better to make up for the lack of hitstun so that way skilled players can effectively remove options from the defending player
without the help of hitstun. This is called a string. Higher gravity also helped the ground game out so that you can continue combos without the need of high hitstun as well.
This reliance on being able to mindgame your first hit and long combos consisting of small guaranteed moves (which then lead into the zoning aspect without help from hitstun) to continuing the combo via strings [while at the same time demanded high technical skill and adaptability to DI] sped up the game and made long combos really challenging. The great thing about melee's awesome combos is the fact that you must take a risk if you wanted to continue the combo because the opponent was out of hitstun and had some means to defend themselves. If you were successful at zoning and connecting the string, this usually lead to at least another guaranteed move as your reward.
Melee had a great set of mechanics that allowed for such a variety in the combo game without relying on hitstun to help you out. You could choose to be very combo flashy oriented to win, as you see many people do, or you can be like Cactuar who basically has a very different playstyle which is very very very string oriented yet he still wins. This is the reason why Cactuar has yet to have a combo video. He doesn't "combo," he just hits you over...and over...and over....again.
Also, Melee had a stale moves system which IMO actually add to the gameplay despite all of the logical hate against it. Yes it can be considered lazy on the programmers and a little arbitrary to force you adapt, but if you think about it, a little staleness enough so that your hitstun will be just short of comboing can actually be better. It can be better because you only have so many moves. Stale moves can be a nice subtle way to add a little mix to moves to expand the combo possibilities so that combos don't become stale. Vbrawls stale moves is definitely too much
VBrawl
No hitstun: The combo game is all hit for hit and an overpowered defensive game made zoning much harder to do
Brawl+:
Moderately High Hitstun (IMO): Right now, the hitstun isn't as bad as 64 but it is high enough to make comboing on the easy side not to mention that you don't really need a proficient amount of tech skill to perform them. The zoning mechanics are lacking because they simply are not there so you comboing is very hitstun based instead of giving you the freedom to be on a scale like melee was. If you were to lower hitstun right now, you would need to add some mechanics to help the zoning game (which people don't seem to want to do) or increase gravity (which people don't seem to want to do either) or give moves a quicker IASA so you can keep your important combos if any are lost.
Lowering hitstun and adding something else to compensate also level the playing field for characters who are hitstun based and who are string based. Right now, IMO the hitstun based characters have a leg up with the higher hitstun. So by lowering hitstun and adding some zoning mechanics, you balance out the two styles of combo characters
There is no stale moves system which makes the combo game a little stale in that you see a repetition of the same comboes being used. In fact, 64 had a stale moves system that IIRC was exactly like brawl's except it is very weak. I remember trying out a really weak stale system and noticed an improvement in gameplay. The combos were more diverse and things moves didn't kill so early all the time. I can't really explain it. You will just have to try it. The fresh move bonus is bullshi* though.
I personally think Brawl+ should head in Melee's combo direction so that you need to develop your hitstun combos and your string combos and be able to mesh them seamlessly. You have to realize that things still won't be as technical or as hard as melee's combo system from the nature of the Brawl engine and the fact that the there isn't l canceling.
Your memory is obviously faulty, then, seeing as I've been with this project since the days of s-cancel and wavedashing.
Lrn2walljumptech
Not to mention that you have also been very consist in keeping up. IIRC, there was a period of many weeks that I never saw Zxeon...
Um... no. It's not necessary. It already becomes progressively harder to ledgetech as your percent increases, and as your percent rises, you become more and more vulnerable to getting blasted off the stage. Even if a player does end up ledgeteching a move 12 times in a row, that 1) would be awesome, and 2) would mean the edgeguarding player just needs to hit them with something far enough away from the ledge that they can't tech it and they're pretty much guaranteed a kill.
3. or to mix up his edge guarding by mindgaming in a weak hit, or adjust his timing to trick them, or mindgame a "no hit" so they pop above the ledge and blast them with a falcon punch
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