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Brawl-: Released. See the new thread up top in the sticky section ^^^^

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ShermantheTank

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Basically, DI-based CGs (see marth's melee uthrow CG on fastfallers, which was highly reaction-based and more like a tech chase with less options) are okay, but we want as little of the Brawl style of CG (dthrow->dashgrab) as we can get.
In that case make Pit's f-throw kill :laugh:

He's got a CG that works against some of the heavier characters (Bowser, D3, Ganon) that you probably wanna get rid of. He can also do a f-throw to stutterstep f-smash on the entire cast, and BBrawl made his f-throw just strong enough to get rid of that and it annoys the crap outta me.
 

Revven

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Hitstun being in the game has likely removed all the weak CGs characters had in vBrawl so there is no need to tweak his Fthrow to remove the CG, the only reason to tweak it would be to just buff it for the hell of it.

Speaking of which, Lucario should have a Uthrow CG in this now because of hitstun... he had it in Brawl+ anyway (meaning hitstun was the cause of it being birthed). It's DIable of course though, so it's actually kind of a good CG.
 

K.Mac

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Cadet, have you figured out how to make a snaploader version of the game, yet?

I know someone has made a PAL conversion (to whom I thank!) but since sonic's B crashes it, I'd prefer to play the NTSC version. ;)

I want to show my friends the epic Captain Falcon. lol.
 

[TSON]

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I'm going to look into Sonic's homing attack crashing, and, if need be, make a pac without the auto-homing.
 

ShermantheTank

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So basically by selecting anything but the skin with the .pac on it, I can play the normal characters?

Will this be changed so I can play with the texture hacks I have later on?
 

FrozenHobo

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So basically by selecting anything but the skin with the .pac on it, I can play the normal characters?

Will this be changed so I can play with the texture hacks I have later on?
don't name the pacs FitCharacterXX.pac

they just need to be FitCharacter.pac

its just like brawl+.
 

ShermantheTank

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Edit: Saw what FH posted and felt dumb. I've actually never played B+, so that's why I'm confused.

Thanks for the help!
 
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Most of 'em. Pretty much anything not in beta.

EDIT: It seems like most people are in agreement-dsmash, nair, ftilt, and fsmash above all make wario a tic too busted. I'm gonna pull him back to late alpha to revise again.
 

Espy Rose

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No no, it's meant as a complement. The goal is to make things broken, right?
Some parts of Wario ARE questionable though.

On another note, Samus and Link are fun. VERY fun.
 
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<Linkshot> He can spam PK Fire as he pleases.
<Linkshot> He DRAGS HIMSELF ALONG THE GROUND AS IF HE NEEDS TO SCRATCH HIS BALLS when he uses dTilt.

And that is why we do not release pre-alpha characters to the general public.
 

PCHU

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I guess I'll restate some things, so I can get it all said in one post.

Peach:
She's known for her amazing recoveries, so why don't we make it better?
Float should be much longer, maybe 2.5x as long as it normally is.
But, as I mentioned before, make it like ROB's upB in that she can cancel it and then do it again until it all runs out.
SideB should be to where you can cancel it and do it again, and it should shoot her almost the length of Battlefield.
It'd be awesome to see if you could have it to where you can make it go in any direction, but if it's too broken/not possible, then never mind that part.
Parasol needs to go higher, and pressing down after parasol should make you fall faster than usual.

I think that sideB should be what her overall game is centered around.
Usmash should be a bit stronger, but not as strong as utilt, for irony (however, charged usmash should be stronger).
Utilt should be more of an explosion than it was back in normal Brawl.
Dsmash....just Melee-ize it.
Or buff the Melee version XD
Dtilt should spike and trip, and ftilt should be just a bit stronger than usual.
Dair should be a bit stronger, and bair should have a sweetspot, for laughs.
Dthrow should be a bit weaker, actually, so it can be a CG, but it should be DIable.
Fthrow should be around Melee's strength, or stronger.
Bthrow can stay, and uthrow should be weaker.
Aerial speed should be faster, but as for running speed, I'd say nerf it.

Peach should be viewed as an aerial character.
On the ground, she isn't much, but the air is where most of her combos should be.
I'm thinking BlazBlue here, but I think that it'd be nice to see some similar stuff in Brawl -.
 

Kofu

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<Linkshot> He can spam PK Fire as he pleases.
<Linkshot> He DRAGS HIMSELF ALONG THE GROUND AS IF HE NEEDS TO SCRATCH HIS BALLS when he uses dTilt.

And that is why we do not release pre-alpha characters to the general public.
Is this Ness or Lucas? lol

I need to download these alpha characters. ;_;
 

[TSON]

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Lucas is awesome but his PK fire did 67% to Bowser if you hit his chest and he DI'd badly. So I lowered it to 31% with bad DI and raised SDI more. Hopefully he's the next character that gets released.
 

Anomilus

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Sorry if Sheik has already been discussed. Didn't want to have to go through the entire topic (though I could have used a search I guess...)

I had ideas for Sheik's moveset. (wanted to do Zelda too, but maybe later)

Code:
Sheik:

**Attributes**

- Increased walk and dash speed
- Make crawling speed as fast as increased walk speed
- Slightly lower short hop
- Three jumps instead of two (2nd jump slightly shorter than original. 3rd jump equal to 2nd jump. Combined jumps higher than normal)
- Increase fast-fall speed.
- Slightly increase grab range
- Increased aerial horizontal speed

***Ground Normal Attacks***

Neutral A:
- Jab 2 is cancelable into anything
- Multi-jab is faster

F-Tilt:
- Add a hitbox ahead of kick that pulls people towards it
- Slightly increased knockback, slightly increased growth
- Knocks opponents upwards

D-Tilt:
- Can trip opponents

U-Tilt:
- Initial high-kick sends opponent at a 100º angle (facing right)
- Initial high-kick has increased knockback 
- Second drop kick sends opponent at a 330º angle (facing right)
- Greatly increased knockback growth (basically a spike)
- Increased damage on second kick

Dash A:
- Increased damage, increased knockback, decreased growth
- Sends opponent straight up
- IASA framesimmediately after hitbox disappears 

***Air Attacks***

Neutral A:
- Lower knockback, but greatly increased growth on immediate hit
- Later hits can trip grounded opponents
- Less landing lag

FAir:
- Greatly decreased knockback and growth
- Sends opponent very slightly upwards at 30º
- Increase speed to about 3x so Sheik can just slap opponents about

UAir:
- Slightly increased damage on initial first hit
- Weaker hits send opponent DOWNWARDS at a 300º angle
- Decreased knockback, zero knockback growth on weaker hit (it's not supposed to be a spike)
- IASA frames right as Sheik starts to exit attack pose
- Less landing lag

BAir:
- Initial hit sends opponent straight at a 180º angle (facing right)
- Initial hit has increased knockback and slightly more damage
- Weaker hits sends opponent slightly over Sheiks head at a 60º angle
- Weaker hits have decreased knockback and growth
- IASA frames right as Sheik starts to exit attack pose:
- Greatly decreased landing lag

DAir:
- Decreased start-up time so Shiek immediately darts down
- Drop speed increased
- IASA less than half-way into the attack
- Sends opponent downwards at a 335º angle
- Greatly decreased landing lag

*** Smash Attacks ***

F-Smash:
- Increased attack speed
- Covers a slightly greater distance
- First hit positions opponent into second hit
- Second hit sends opponent at a 45º angle 
- Increased damage on both hits
- Increased knockback growth on 2nd hit

D-Smash:
- Hitboxes around Sheik that can pull opponents towards the attack
- Increased damage on all hits
- Increased knockback and growth

U-Smash:
- Increased knockback and growth on final hit
- Increased damage on all hits

*** Special Attacks ***

Neutral B:
- First needle DIZZIES opponents!
- Slightly increased damage on all needles
- Increased shield damage on all needles

Side B:
- Chain capable of electrical stun damage on opponents
- Greatly increased knockback on attack (only to prevent locking the opponent)
- Sends opponent upwards at a 80º angle (basically I want this to work like Zero Suit Samus's D-Smash in which an opponent can't be indefinitely stunned)
- Chain retracts much quicker

Down B:
- Increased transformation speed of course

Up B:
- Increased speed prior to teleport
- Increased damage and knockback on explosion
- Explosion sends opponent at a 30º angle
- I know Sheik's reappearance also has a hitbox of some sort, so add a large hitbox around her that trips opponents when she reappears
- Increased recovery after teleport
- Aerial reappearance sends opponents into tumble!

*** Throws ***

Down Throw:
- Opponent stays on the ground instead of being bounced up (basically Snake's Down Throw)
- Decreased lag so opponent can't simply wake-up attack Sheik

All other Throws:
- Increased damage, lower knockback and knockback growth, decreased lag on Sheik
Basically the idea is to turn Sheik into an aerial combo machine, not to mention faster and pretty scary. Almost all of her ground attacks set up her opponent. Her aerials are now designed to combo into each other, and with 3 jumps and increased horizontal movement, it should be possible to go on an aerial rave against opponents. She has only slightly improved KO ability as I still believe that's Zelda's area. But now Sheik can just go to town on her opponents.

I suspect opponents with tons of Super Armor will give her trouble, but that's what her Specials are for. She can insta-dizzy opponents with a simple press of B, stun them with her chain, or trip 'em when exiting Vanish, allowing her to easily break down the opponent's defense and set up for racking up tons of damage.

This was all off my head now, so if I got anything wrong here, my bad. Either way this is how I would see a god-tier Sheik working.
 

Anomilus

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Wanted to add an edit to my idea for Sheik's Needle...

If the first needle successfully dizzies an opponent, what's going to stop Sheik from just locking the opponent in single-toss needles until they're in death range?

Can the dizzy be made to happen at random? (High chance, but random nonetheless) If not, then an alternative is to make one of the needles between the first and the last needle in a fully charged release capable of inflicting the dizzy. This way, the idea is that the user has to properly time the charge to stop or release at the right time to be able to successfully dizzy an opponent.

If neither of those are viable, then I'll have to come up with something else. I'm trying to avoid something crass like simply tacking on tons of damage or adding knockback that doesn't make sense.
 

Anomilus

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Okay, Zeldas is now:

Code:
Zelda

**Attributes**

Increased grab range (a bit beyond her hands. It is magic after all)

***Ground Normal Attacks***

Neutral A:
- Jab is a bit quicker
- Turns opponent the opposite direction (basically Mario's Cape without the reflect property)
- Places a flower on the opponent (stolen from Balanced Brawl)

F-Tilt:
- Decreased knockback and growth
- Slightly increased damage
- Knocks opponent just above Zelda's height and in front of her

D-Tilt:
- Slightly sped up

U-Tilt:
- Increased damage, knockback, and growth

Dash A:
- GREATLY boosted damage! (Like to 20%)
- Huge Shield damage
- Slightly lower ending lag

***Air Attacks***

Neutral A:
- Increased damage on each it.
- Greatly increased knockback and growth on final hit
- Final hit sends opponent straight horizontally, depending on which side of Zelda's they are

FAir:
- Slightly larger hitbox for sweetspot
- Increased knockback and decreased growth on sourspot
- Sourspot deals 9% damage
- Sourspot sends opponent directly behind Zelda at a 195º angle


UAir:
- Makes a HUGE explosion instead of its current one. Hitbox is large enough to hit tall standing opponents if timed properly


BAir:
- Slightly larger hitbox for sweetspot
- Increased knockback and decreased growth on sourspot
- Sourspot deals 9% damage
- Sourspot sends opponent directly in front of Zelda at a 195º angle


DAir:
- Can sweetspot grounded opponents
- Sweetspot hit creates a fiery explosion instead of electrical stun
- Greatly increased knockback and growth on sweetspot
- Sourspot inflicts 14% damage 
- Increased knockback and growth on sourspot

*** Smash Attacks ***

F-Smash:
- Much harder to escape
- Increased damage, knockback, and knockback growth
- Sends opponent away at a 20º angle

D-Smash:
- Increased knockback, growth, and damage on frontal kick
- Increased damage on behind kick
- Behind kick trips opponent

U-Smash:
- Increased  damage 
- Slightly decreased knockback and growth
- Has a hitbox that causes opponents above her to be pushed into the air (just like Game & Watch's UAir)

*** Special Attacks ***

Neutral B:
- Increased damage and knockback
- Slightly faster start-up

Side B:
- Explosion is MUCH larger (If possible, make this a Smart Bomb explosion and delay Din's Fire from repeated use to avoid potential issues)
- Increased damage and knockback
- Sends opponent at a more horizontal angle
- Zelda doesn't go into freefall after use
- If possible, make so Zelda can opt to cancel Din's Fire in favor of returning to neutral stance (basically a fake-out)

Down B:
- Increased transformation speed of course

Up B:
- Increased speed prior to teleport
- Pre-teleport knocks opponent straight up, has high knockback, has zero growth
- Pre-teleport has reflect properties (if possible) (this would be SCARY)
- Increased damage, knockback, and growth on reappearance
- Sends oppenent at a 30º angle
- Slightly longer teleport range


*** Throws ***

Pummel:
- Increased damage

Forward Throw:
- Increased damage, knockback, and growth

 Back Throw:
- Greatly increased knockback and growth

Up Throw:
- Increased damage, slightly increased knockback and growth

Down Throw:
- Hits become a mixture of electricity, then fire.
- Final hit freezes opponent before flinging them away (if possible)
- Increased damage and knockback. Sends opponent behind her at a 100º angle
Okay, this Zelda's magic is now super-boosted. She's capable now of just making it a total pain for her opponent. She's improved up close and harder to deal with. In the air, her Lightning Kicks are now capable of SETTING UP FOR EACH OTHER, meaning the opponent NEVER wants to be hit with these kicks, sweet OR sourspot. NAir is a really good aerial get-out move. DAir is usable on the ground and much more dangerous (removed the electric stun to avoid spamming). UAir is like a flash bomb going off and is extremely dangerous for opponents stuck in the air. Speaking of which, USmash is now capable of delaying the opponent's descent, meaning Zelda has an even better chance of landing UAir or chasing them down for a Lightning Kick.

As for her specials, Nayru's a little better. Din's Fire will either become a double-edge nuke (as a Smart Bomb explosion, setting it off too soon will hurt Zelda as well), or if not possible will just be a much larger explosion with a more annoying knockback angle. Farore's Wind is now a really annoying get-away move that also doubles as a reflector. Zelda can toss opponents prior to escape and be farther away than ever. Agains projectile users, Zelda would now have the ability to reflect a shot AND show up behind them, instantly dumping HUGE pressure on them. Properly timed, she could even teleport on them and hit them into their own projectile!

...maybe...

EDIT: I forgot to mention her Dash. Zelda's not at her best approaching usually, but this is SCARY to an opponent. She can now turn into a magical DEATH TRAIN, inflicting huge damage and possibly shattering a weakened shield. An opponent would HAVE to roll away or spot-dodge.
 

smashkng

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Or actually Zelda's fair, bair and dair only having the powerful electric hitbox, dair being able to sweetspot even on grounded opponents.
 
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