zxeon
Smash Lord
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This would basically be the melee system, although it does actually sound reasonable. If we had to have a SMS, I would go with this.For stale moves why don't you just leave it as vbrawl style but have the knockback penalties go in reverse. Like a 5 damage move with 50 bkb or w/e that usually goes to 4 damage and 40 bkb will now go to 4 damage and 60 bkb to compensate for the damage reduction. It's a roundabout way of achieving melee method. Idk i'm just spamming random ideas.
Lazy? There's ONE person who ports to PAL, and he has a life too, you know.When someone gets it ported. Although a lot of them seem to be lazy when it comes to porting stuff.
You do realize that base isn't affected by stale moves... at all? And yes, please, give me a base buff on my stale moves so that I can spam them and make them kill off the top sooner by chasing my foe up high. Please, please, please!For stale moves why don't you just leave it as vbrawl style but have the knockback penalties go in reverse. Like a 5 damage move with 50 bkb or w/e that usually goes to 4 damage and 40 bkb will now go to 4 damage and 60 bkb to compensate for the damage reduction. It's a roundabout way of achieving melee method. Idk i'm just spamming random ideas.
Please tell me how fox up tilt spamming to up smash kill is "reducing" KO ability.Stale moves rewards the player being hit by reducing the damage they take and punishes the person attacking by reducing their KO ability and damage. If you are dumb enough to get hit over and over by the same moves you deserve to lose to those same moves.
The only thing stale moves does is make matches more campy and take longer. Because to keep your KO move fresh for when you need it you need to spam some other worthless move to move your KO move to the front of the queue or risk not getting that KO.
In short when people have to ration their moves and spam moves out of a queue you get vBrawl matches that take forever because of camping, spam and people living forever.
QFT. We should just keep the system as is: no system.Move staling is just a flawed system. And we're fine with our current system. Move staling interferes with the gameplay of some characters, and just isn't a good idea in general. This is smash, there are characters that are reliant on a few key moves, and stale moves screws with their game. Of course you could say "use other moves", but at the same time, some characters don't have "other moves" that are reliable. And I'm relatively sure we don't want to take a big step back having to re-balance characters again because they need an all around, good moveset. Melee stale moves is the closest thing to legitimate, but even that is a flawed system.
I agree and I think a stale system would benefit the game, but don't think about introducing fresh bonus unless you can control it. Fresh bonus is an interesting design that was implemented poorly because you can be going for a combo and this one particular move fits the situation to continue the combo but BAM! That move just happened to be fresh and you lost the combo because you couldn't control the extra kb not to mention that you weren't expecting it. This is a good example of removing options from the player for no reason whatsoever. If you could have an indicator of when the move is fresh and also allow for control of use through another button, that would be worth looking into but I doubt you would be able to find the perfect implementation.original staling post
No. I'm pretty sure your wrong. I'm pretty sure 64 stale moves system works exactly like Brawl's where it affects both kb and % (which also attributes to growth kb staling) except its not as powerful. Even melee had this form of staling on projectilesI'm pretty sure 64 only had damage staling. The misconception between damage only staling, as that as a result of damage going down with staling, KB is indirectly effected.
I think its a good idea to have a small stale moves system. This is what I said earlier:Here's the thing. Do we really need a stale moves system?
Don't worry about being biased in this case. Link and YLink had amazing (vbrawl good) spot dodges in melee but very poor rolls. Taking that away from them would be a sinIf you're nerfing airdodges, rolls, and sidesteps more, you have to account for balance in these cases. Link's awesome sidestep is one of the few things he's actually good at, for example.
Yes, shut up, I'm a biased Link main.![]()
Maybe your right because Brawl+'s ledge game is still crap so that you can still recover easily if you are not outright killed. Its not like in Melee where if a staled move should have killed (granted, if you were even aware that the move was staled in the first place) you could still edge guard efficiently enough to get the kill anyway for a little more work that is "well rounded"IMO a staling system doesn't need to be in...
Then you are potentially in for a B+ where combos are very stale and boringQFT. We should just keep the system as is: no system.
It's a little trick we use to troll zeonstar. Every time he hears that ganon is top tier or broken, he plays worse and we beat him easier.and btw the chat on brawlplus.net is raging about ganon's brokenness. you might want to "fix" him if you don't want a bunch of complaints shot up your *** when the next nightly comes out.
Your forgetting that if you do other moves in between them it resets.don't forget fox's up smash.
and snake up tilt.
and pikachu's thunder.
@_@
I totally understand where your logic comes from but I think it does more than that. Having some form of stale moves makes the game less EZ mode because without it, you see the same boring combos over and over again. Stale system also makes moves that are not staple combos able to combo every now and again thus adding to the combo game. There isn't anyone in the world that can convince me that B+ combos are better nor more diverse than Melee's and I think part of the reason is with the stale system.Move staling just doesn't seem like a good idea. If your opponent is spamming the same move over and over, they shouldn't get punished for that since YOU should punish them anyway. If you're not punishing someone for using the same move repeatedly, you're just getting outplayed. There is no reason to "punish" someone for using the same move, since that should be happening anyway.
This is a pretty compelling point but I'm not sold. You're not wrong in saying that Stale Moves increases the amount of possible combos (it may or may not introduce new imbalances as well but that's irrelevant to that point.) However, it seems to me that the player can't really take advantage of that fact because of the inherent variability of the system. There is no way to know for sure which combos are possible in the heat of a match when Stale Moves is in effect; so not only is the player unable to capitalize on new combos, he's also uncertain the original ones work any more. And trying to keep track of the state of your different moves is impractical to the point of being impossible, and just becomes an unwelcome distraction and mental burden to the player. In the end, even if "properly" implemented, I highly doubt it would be a pleasant addition to the game.I totally understand where your logic comes from but I think it does more than that. Having some form of stale moves makes the game less EZ mode because without it, you see the same boring combos over and over again. Stale system also makes moves that are not staple combos able to combo every now and again thus adding to the combo game. There isn't anyone in the world that can convince me that B+ combos are better nor more diverse than Melee's and I think part of the reason is with the stale system.