Kupo tried that a while back in his nightly. It was taken out since ROB will freeze if you air-dodge into the ground with him...
Well, I didn't try adding 10 frames to it. I tried giving it the "fallspecial" landing lag which froze ROB because he doesn't have that animation. I remember Leaf telling me a while back that Melee's AD landing lag came from a slowed down "hard landing" lag so it stretches to 10 frames of "hard landing" lag. I'm sure this would work in Brawl like it did in melee. Question is whether or not you could slow it down to 10 frames for
only landing from an AD without it affecting normal hard landing lag.
And speaking of hard landing lag, you really don't see this in Brawl/+ for that matter. Like at all. You always see lagless landings for just about everything even falling from a high height. I really don't get it. A suggesting to balance the spamming and camping of projectiles (esp falco's lasers) would be to always be put into the hard landing so you get 2 frames of lag instead of
0 lag which is how it is now. This should also be applied to all Zairs as well. This should be considered at least for all zairs and projectile landings if not for all forms of landing. This could probably allow for both hard landing lag from specials and normal landings (2 frames) and "special landing" lag for ADes (10 frames)
Kupo, did you just say that vbrawl has as much hitstun as melee? "The equivalent would be no additional hitstun" etc.? I'm pretty sure vbrawl has less.
lol. How did I know that once again you would get it wrong? Vbrawl's default hitstun is .4. It
also is cancelable with an attack or AD which means that you see everyone
canceling the hitstun earlier than it should be. I did NOT say to remove the hitstun code completely, I said set the setting of hitstun to brawl's default which is .4.
There is a
very big difference between the two.
Also, are we going to implement the water idea that kupo had? Like moon gravity or something to that effect?
I hope so.