Shadic
Alakadoof?
What was it?Problem is...that wasn't the reason Sonic's momentum was toned down <_<
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What was it?Problem is...that wasn't the reason Sonic's momentum was toned down <_<
Yeah <_<It was kept low in brawl+ because high aerial momentum damages his game. Uair stops linking, crossing up with bair now has a lot more commitment and overall less utility (as you have to start further away from them and thus can't use it in as many situations. Sonic really like staying close to the opponent once he's actually gotten in), ASC loses some utility, ect, ect. A large part of Sonic's approach game is really just weaving through the opponent's known blindspots to attack and raising his momentum too high really hurts this.
We tried high momentum and it was terrible for his entire game. Fair wasn't the only problem <_<
Wow. Aren't you just a clown. You can have a really simple game with good opponents and the game still be very easy. Your just grabbing at anything you can getIf the game is too easy, simply play better opponents. Why does the game have to artificially make things challenging when the real fight should be against the other player?
Possibly less, like 1/8? Something small but that little bit does make the game more exciting for some reason. There must be a reason why just about every Fighting game has a stale moves system of some sort.You mean like, 1/2 staling? Or maybe even 3/4?.
You also have to keep in mind that we played around with stale moves a long time ago. A long time ago means 12.75% hitstun! Also, stale moves also have stale hitstun. It isn't like the knockback is lowered and the hitstun remains the same.But what about the issues move staling had before? Like, Mario/Fox's u-tilt comboing into itself 4 or 5 times in a row, because of decreasing knockback due to staling. I guess individual moves could be modified to prevent this from happening, though
Well, slow characters aren't really hitstun oriented characters generally because of how slow and strong they are. Some have good combos like ganon though. But Bowser really has poor combo skills (not sure how he is now) so lowering hitstun won't hurt them as much as adding some sort of Zoning mechanic will help them.I'm kinda hesitant about saying lowering hitstun would be a good idea because I don't know if it would screw over slow characters... maybe it wouldn't though? DK did okay-ish in Melee but he's obviously not all that slow.
I have no idea. Adding some gravity would definitely help though. I also think that a better offstage game (ledges revamp) would help sonic out more.About hitstun being lowered...does that mean I lose my Sonic combos? Q_Q A lot of his combos are pretty borderline already and right now he plays very much like a combo oriented character, but because his bair is slow and his uair is inconsistent in linking (yet they're both his best aerials, go figure) he's really not all that good at continuing to pressure the opponent.
Yea, I guess just a few frames. Didn't leaf say that the difference between my old set and yours is one 1 maybe 2 frames despite being like 5% different?Now if hitstun were only lowered a couple of frames (I'm hoping that's what you're asking for), then his combos would just become frame traps (where his attack will still come out before other characters' attacks), which I guess would be okay.
If you add in some zoning mechanics (aka NADT) that would help things out. Oh no. Here comes the "clack" argument. Its hard to add depth to a game without adding buttons. You don't see people complaining about Illusion canceling which requires more "clack" to perform. Oh well....I'm just afraid that similar borderline combo characters will suffer (we can rebalance them though <_<)
So....no gravity trials?I think Magus was making them overall shorter, but also have less invincibility to vulnerability (ratio-wise) So they still dodge the move, but they're not getting around things like sex kicks/Ike's uair (I've actually seen someone dodge his entire uair once. Maybe I just spaced it wrong and the back of it wasn't on them as they got out the airdodge <_<)
dang XD i bet theres still plenty of things that i (and you) didnt mentionMch12: You forgot swimming changes and ledge teching and sliding techs
I'm working getting time to re-work the U-tilt, as much as many like it, it's hard to ignore it's flaws.I'd like to request that ganondorf be less...ridiculous, for lack of a better word. Who decided to let his aerial wizard kick be safe on block and comboable on hit? How could this possibly get past beta testing, much less several nightlies? Tone down the speed-up please.
4-frame startup on jab, bbrawl-style angle on up-b, untechable side-b, and FIX THE GOD**** UTILT. Right now it seems like ganon is a 2-trick pony. He has a bunch of abusable, stupid crap, and a bunch of worthless, stupid crap. Very little middle ground.
I thought everybody agreed that we're gonna remove the Utilt IASA altogether because it's foreign to cancel such a weird *** move.I'm working getting time to re-work the U-tilt, as much as many like it, it's hard to ignore it's flaws.
It's true about characters like Jiggly and Samus, but Bowser and DDD do have some pretty decent combos in their current state. I do agree that they would be benefitted most by zoning mechanics though. How drastic of a change are we talking about for reducing hitstun? Like what is Brawl+ hitstun compared to Melee hitstun and where do you want to see Brawl+ hitstun?Well, slow characters aren't really hitstun oriented characters generally because of how slow and strong they are. Some have good combos like ganon though. But Bowser really has poor combo skills (not sure how he is now) so lowering hitstun won't hurt them as much as adding some sort of Zoning mechanic will help them.
I also forgot to mention that lowering hitstun and adding Zoning mechanics don't just help balance the two types of characters (hitstun and string oriented), it also helps with match ups as well. You can have a character that can abuse hitstun well like Captain falcon but hitstun won't help him that much against characters like Jiggs and Samus because both are very hard to combo. They fly away further quicker and get out of hitstun earlier before he can catch up compared to say Fox or another Falcon. So there are some match ups that force you to play a very string based zoning game and what could be worse is playing an already stringed based character like Bowser and being forced into zoning much more than what he already has to do. Can you imagine how much more hell they would go through if you didn't have mechanics in place to help out the string based characters?
You aren't talking about the latest nightly are you? Because it is definitely techable right now.The side-B is untechable
Your right there are:dang XD i bet theres still plenty of things that i (and you) didnt mention
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He could be bumped up to 100%No. Falcon's momentum is perfect.
Well actually, I "think" that Melee's hitstun is Brawl's default of .4. This doesn't mean it would act like vbrawl because you would have .4 hitstun that is not cancelable instead of .4 hitstun that is cancelableHow drastic of a change are we talking about for reducing hitstun? Like what is Brawl+ hitstun compared to Melee hitstun and where do you want to see Brawl+ hitstun?
Hmmm...looking back at what i wrote, i worded that wrong...late-night writing johns?I'm working getting time to re-work the U-tilt, as much as many like it, it's hard to ignore it's flaws.
We're polishing up a nightly which has 7 frames of hitlag from 4 on the jab (this might even be too much) -- this should give you a bit more time to properly DI the move, and I'll be looking into subtle tweaks to it's animation and endlag.
The Quake has 28 frames of lag currently, certainly not safe on block. The thing about Ganondorf, is that if he starts getting predictable, you can punish him harder than most characters. If you suspect he'll throw out a WizKick, you can intercept it out of the air with virtually any attack, or just shield it. It's fast, yes, but if you try to spam it against a competent foe you won't get very far.
Other than adding a single frame of startup to jab, you don't seem to be really suggesting anything significant, let alone significant enough to truly take him from "2-trick pony" to deep character (not that I agree with this assessment) -- would you care to elaborate a bit more on what these problem moves are and what you'd do to them, then?
You act like were discussing noobs. Pro players are saying the game is too easy. Nl,Kizzle,Termina, Just to name a few.If the game is too easy, simply play better opponents. Why does the game have to artificially make things challenging when the real fight should be against the other player?
why not just alter the hitstun of moves that are causing probs for people? some moves seem to hae almost no hitstun at all sometimes.^^^^Have you not been reading everything fully? If hitstun is lowered and certain important combos like what you said don't work anymore, you can do something to fix it. Granted, that is if the said combo that used to work before was supposed to work on the character it should. If that combo works on Jiggs and people cry about it because it doesn't anymore, than wow.
I think that is unnecessary not to mention it will be highly debated and opinionated as to which moves should be changed. I also don't think it works that way either. The best thing to do is too lower everything as a whole then tweak moves or add mechanics or w/e to fix it.why not just alter the hitstun of moves that are causing probs for people? some moves seem to hae almost no hitstun at all sometimes.
It really isn't too late at all. I'm not sure if you read Leaf's post but these mechanics were thought about long ago but we simply did not have the tools to implement them. Revamping and adding in solid mechanics is never a step back for any game but rather will really launch the game ahead.Its a Fundamental mechanic debate and while I do agree that hit stun should be lowered a tiny bit to allow these characters to work properly instead of insanely buffing them, I also am in the party that the game is already so far developed that it would be a huge step back to change a fundamental mechanic.
Oh yea, I completely forgot how ****ed up the gravity is and how its inconsistent throughout instead of universal dgrav which causes hitstun to act really wack and not the way its supposed too. So making another code because of this decision to have a nonuniform gravity change would definitely help things out. It may need more lowering though but who knowsWhen you get down to it though, individual hitstun could help partially solve this problem
I'm going to take a wild stab at this but I don't think Melee's combos was based around wavedashing when the game was made. And you really think Melee had high hitstun? Then what is Brawl+? Super high hitstun? Melee definitely has less hitstun than B+jalued said:but surely there are 2 ways to go with making the game more fun and challenging? reducing hitstun, or making the gameplay more challenging... melee did it with difficulty level (wavedashing, speed, highish hitstun etc), and brawl went for the completley opposite route, slow gameplay, low hitstun, lack of AT.
I wish we realized this back when the project started. We all felt that B+ didn't need to be Melee 2.0 but some, like myself, have changed our minds and some still disagree. (Even though Melee 2.0 in brawl wouldn't be Melee 2.0 anyway like I said a while back)I'm just sad that people say "Melee 2.0" as an insult. If brawl had been Melee 2.0 it would have been way better.
well why not do it in a intellectual way? i shudder to think that B+ will play anything like brawl, god that game is so boring casue u cant combo. surely there is another way, there are so many combos atm that i am annoyed u cant follow up with. dont see how this would make the game any funner... just more fustrating and bitty as before.Moves don't have a special hitstun value to adjust. It's based on launch speed.
Listen to this man. He knows what he is talking about.In addition to changing the hitstun itself, you can increase/decrease comboability by adjusting the cooldown of the lead in move (IASA, or landing lag), the character's physics to be able to reach their location sooner/later, or startup of the followup move. You can lower hitstun without removing combos.
what about reducing hitstun, but increasing gameplay speed slightly?Listen to this man. He knows what he is talking about.
Holy shi*.
I want people to look at http://www.youtube.com/watch?v=7hUh3FyFWvM&feature=channel_page (1:10) look at the green fox and tell me its easy to edge guard in melee. Who came out on top?
Well, reducing hitstun will automatically increase game speed slightly, but how would you increase game speed in addition to that? There are several optionswhat about reducing hitstun, but increasing gameplay speed slightly?
Okay. 3rd time is teh charm. :VI think ledge teching should increase in distance teched with each successful and consecutive tech in a row.
That way, you cant simply tech forever, it puts a sort of pressure on the recover..er...to get back onto stage sooner, and eventually, you'd want NOT to tech.
That or you can have the distance traveled from ledge teching scale with damage so at higher percents, it might not always be a good choice to tech, and teching constantly at low percents not only increases your damage, but makes you travel farther with each tech.
Adds more "intensity" to the recovery spectrum imo.
</nekocreativity>
I'm sorry but I don't follow. So each tech you puts your further from the stage? So like,Okay. 3rd time is teh charm. :V
EDIT: Also, what I think would be a good idea to do, is if we port over ATs/Techs from 64 (lolwut) or Melee, plussing said AT/Tech up would probably help in terms of compromise.
EX: JC+ Grabs which is a plussed version of JC Grab, and Ledge-Teching+ which is a plussed version of the Melee varient. In a fashion like that, we can add ATs with some semblance of the original intent and a less dominent tactic or without changing something of Brawl/Brawl+ too much that it has to be fought against.
Taking techs and mechanics from either game and gearing it slightly towards the other. :V
roflI also think that removing tether hogging would be good also. Then you can also remove Ivy's infinite Up b thing if he still has it.