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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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JCaesar

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Grabbing is a lot easier and less risky and has much higher rewards. Usmash is the only smash ever worth using and even that's debatable.
 

Skip2MaLoo

Smash Lord
Joined
Oct 31, 2008
Messages
1,293
ya scrub squirtle. but I don't think squirtle needs nerfs. I think people aren't realizing the counterpick method..thinking a character needs a buff or a nerf because of one match-up..just learn other characters. I think when the character specific hitstun goes into play some characters may not even have the match-up probs anymore
 

Dai Tian

Smash Journeyman
Joined
Sep 28, 2008
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453
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Phendrana Drifts, SoCal
You're friend cant be good if he cant space hydroplaned usmashes since hydroplane grab is a common tactic among squirtles. <_<

But idk, maybe I'm just dumb.
It's funny how that works. But when he goes for the grab he gets it. If he goes for the smash I can usually tell and do something about it.

Grabbing is a lot easier and less risky and has much higher rewards. Usmash is the only smash ever worth using and even that's debatable.
Basically this, haha. I'll tell him to go for the smash more often, see if he can't do something about that

Edit: Found it, I think
 

Doval

Smash Lord
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The failure of Marth's counter is based upon hitlag. :V
Marth's Counter seems to benefit from Marth having lower hit lag, rather than higher. Rather, it's possible that the hit lag code is affecting both characters unevenly for the purpose of Counter. For instance in vBrawl if Fox Up Smashes Marth's Counter, both lag the same amount of frames, whereas in Brawl+ with the reduced Hit Lag Marth comes out of Counter sooner. Gonna try setting the hit lag to 10% to see what happens.
 

Perfect Chaos

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Bowser getting more shield damage is brilliant! Aside from all of the plainly obvious changes, it would actually make the Jigglypuff vs. Bowser match-up less stupid, as it'll give Bowser something on the Jigglypuff, forcing Jigglypuff to use her shield even more wisely.

But all of this talk about increased shield damage has given my a random crazy idea...
You still can't speed-up Lucario's Double Team to make it hit faster, right? To help make it somewhat usable, maybe up the shield damage on it, so that people will have to think twice before shielding it. Or, maybe this is a little too much, but what about making it an instant shield break every time, making shielding it impossible? Aside from making it more useful, this would at least make his counter even more unique than the other counters.
 

SymphonicSage12

Smash Master
Joined
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Messages
3,299
Um...you mean double team..the move that he uses for counter is Double Team...Extremespeed is his up b

and yes you can, you can use the frame speed modifier in PSA to speed up the hitbox part of it.
 

SymphonicSage12

Smash Master
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Thanks! Now let's angry shout at shanus like the ness does in that pic.


WHERE IS THE NIGHTLY SHANUS


PINGAS!!!!



lolz jk
 

Perfect Chaos

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Um...you mean double team..the move that he uses for counter is Double Team...Extremespeed is his up b

and yes you can, you can use the frame speed modifier in PSA to speed up the hitbox part of it.
Yes, I meant Double Team... I just got done with doing a lot of homework, so my brain isn't very fresh... :dizzy:

And if they can make it come out faster, then why hasn't there been anything regarding it popping up? A while back, they tried to make it faster, but instead, made the wind-down less and not actually speeding up the attack, so they reverted back to the original. But if they can do something about that now.......
Broken much?
Then just don't shield it... Other counters don't give you a chance to shield it, anyway, so it's nothing uncalled for when you say "don't shield it".
But regardless, I did admit that it might be a little too much.
 

Doval

Smash Lord
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Yup. As I thought. We have a case similar to the Powershielding thing here. The hit lag code is definitely affecting only one person during Counter. In vBrawl when someone attacks Marth during counter, both characters freeze for 15 frames after the frame the hit connects (it's always 15 frames regardless of how much hit lag the attacking move should induce.) The actual counter itself only takes 4 frames after the hit lag to become active.

With the Hit Lag reduction code, the attacker continues to freeze for 16 frames, but Marth's freeze time is cut. In the case of the current Nightly's 60% reduction, Marth only freezes for 9 frames - so he actually hits the attacker before he even comes out of hit lag. There is currently no amount of frame advantage that will allow you to avoid Marth's Counter since you'll still be frozen when Marth hits you.

Even in vBrawl it would be practically impossible to shield Marth's Counter if you're hitting him with a non-projectile attack, since you'd need to be able to shield within 4 frames of having hit Marth.
 

proteininja

Smash Journeyman
Joined
Apr 18, 2009
Messages
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Giving bowser more shield stun might help. Now that the wbr has heard the opinion of the bowser mains and the opinion of the non bowser mains(the last two pages) I believe that will make the right decision. Just remember the difference between the two opinions.
 

Glick

Smash Lord
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Mar 19, 2008
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Brooklyn, NY
Jiggz rest needs more hitlag. its not as satisfying as it should be.

As the highest Risk/Reward move in the game, it deserves much more drama(frames) then it has.

Butts

Bowser sheild **** idea is great. I don't know about the fire breath IASA frames... Seems really stupid, like the ganon up tilt IASA.

He needs to have some wind-down on fire breath. If anything just lower the wind-down. please guys, don't make him ********/easy mode like ganon.

I don't even want to get started on him.


EDIT: On second thought. That could be really cool looking.
I can imagine it now. Bowser running through his own flames to grab someone while their still in hitstun.
I will look really beast, but it depends how effective it is. Could be REALLY ********.
 

Glick

Smash Lord
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Ganon is ********/easy mode?

lolwut.

Also, extra hitlag on Rest is a nerf to the move in whole lol.
Not easy mode, just ********. *And I don't mean ******** in like a TOO GOOD way, because ganon is far from too good*

And how would it make it a nerf? When it hits shouldn't they be doneskies. There would be just a pause after it hits. AMIRITE?

Oh wait, or are you talking about how it would give the opponent more time to react and SDI correctly?
 

Yanoss1313

Smash Journeyman
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Not easy mode, just ********. *And I don't mean ******** in like a TOO GOOD way, because ganon is far from too good*

And how would it make it a nerf? When it hits shouldn't they be doneskies. There would be just a pause after it hits. AMIRITE?

Oh wait, or are you talking about how it would give the opponent more time to react and SDI correctly?
sdi was the first thing that crossed my mind right there

also, why does everyone hate the big guy so much? T_T
 

Glick

Smash Lord
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Mar 19, 2008
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:p

I love ganon. I just think that over buffing a character in an attempt to balance him is the wrong way to do it.
lol. I feel like a lot of the ganon changes are just there because "you can".

I mean, don't go changing ganon on my account. I'm just offering my opinion. I'm sure others know what ganon needs and doesn't need better then I do. I feel like if shanus took a fresh ganon right now and re-did him he would be RADICALLY different. Only because I feel like shanus(and friends) really know how to change a character to balance them/make them less ******** these days.

ALSO:

I was thinking about interesting changes/additions to the game.

I came up with a few ideas upon brainstorming but one of the better ones was for link.
I think a great change for link would for him to be able to wall jump off his arrows.
For example:

Link is recovering from offstage. He shoots an arrow into the side of the stage and up b's into it. From there he cancels his up b into one of the following options (Not all possible at once, just different ideas for the change if it was implemented)
1)Wall jump and given the ability to up b again.
2)Get a second jump and his up b back
3)Just regain his up b
4)Gets his own custom hop going straight up with/without getting his up b back.

I think its great, it allows room for error, it's not easy mode and it can be countered by hitting link before he can shoot the arrow.

Tell me what you think/ways it could be improved.

Sounds REALLY ****ing hard to code. Links arrows dissipate when they hit the wall after a while. Maybe the time they linger could be extended.
 

SymphonicSage12

Smash Master
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Feb 6, 2009
Messages
3,299
That would really freaking hard to code, but it's be awesome as hell. Imagine team stalling tactics on the wall with it.


taking turns shooting arrows into the wall and jumping off them.


And it's be kinda of broken on Yoshi's Island Brawl.
 

Plum

Has never eaten a plum.
Premium
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Jun 28, 2008
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Rochester, NY
I think the easier way to improve Link's horrible recovery would be to give him bomb jumping again.
That would just be a matter of allowing him to explode his own bombs on hit instead of coding a whole new thing (no matter how cool it would be).
 

SymphonicSage12

Smash Master
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Feb 6, 2009
Messages
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Wait, explode his own bombs on hit?

Like he can be holding a bump, jump, nair, and explode the bomb with his nair?
 

Glick

Smash Lord
Joined
Mar 19, 2008
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Brooklyn, NY
Well, obviously you would only be able to do the arrow jump once in the air... I mean if they are going to code that entire thing, i'm sure adding a limitation will be least of their problems.

K I hate posting like 10 times in a row, so I'm done for the night.
 
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