SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
I'm playing Cape's set and have not had any crashes so far. I never got the premade package, so maybe that's the thing...
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Do you use USB loader or something?Seems the PAC files are loading correctly but the GCT file is not. Anyone have a clue?
Edit: Uhh, it seems what is actually happening is that my old GCT is loading, which explains why the PACs are loading but the other codes aren't. But my old GCT file isn't even on the SD card anymore. WTF is going on?
I'm using 1.9.1 and it uses \codes.Ok, figured it out. Apparently:
All of the installers on the Brawl+ website send the codes to sd:\codes because the new version of Gecko OS (1.9.2B+) uses this folder. Assuming this was the correct folder I was replacing that one with a new GCT over and over again, only to find out that version 1.9.1 of Gecko OS uses a different path.
TLDR; PEBKAC.
Try hitting L when you land.Hey, I'm having a problem. I load up B+ and everythings fine, but Auto L Cancel doesn't work. What's wrong?
Dammit Plum stop reading my mind!Okay, Cape I absolutely love your set.
Almost all of my complaints with RC1 physics wise have been fixed. Lower hitstun and NADT make everything feel MUCH better.
Combos aren't nearly as cookie cutter and NADT compensates the combo game very well. I for one throw my support for it; I never stopped wiggling my way out of hitstun when I started to play B+ because old habits die hard after so much Melee. I hope that is a change that makes it in.
I remember that I was pushing for these kind of changes a few months ago and saying how a lot of the physics changes could naturally balance the cast out to a degree and I definitely see that happening. I have to use DDD as the example because he's my main and all :V
He feels like much more of a viable threat with these physics. Combo heavy characters don't have their way with him when they get in without first predicting my next move to try and escape. It allowed me to effectively change up my playstyles and take more risks in hopes of higher rewards. Having to resort to less gay because I play a character who hates RC1 physics is a plus in my book.
It feels weird saying it but everything just feels more Melee. Still distinct from it though; just adapted a more string based system which then in turn puts more importance on techchasing and baiting.
It was exactly what I needed to respark interest in B+. Refreshing and what I was saying B+ should be months ago. Good stuff, can't wait to see everything when the characters and physics are more polished.
Use the autoupdater and get the pac. files.Hey, I'm having a problem. I load up B+ and everythings fine, but Auto L Cancel doesn't work. What's wrong?
This. Keep footstooling as part of jump, remap no-footstool-jump to some other button for the whiners.Also, can you just remap jumping to footstool? The way it is in vBrawl is intuitive and simple and it makes a lot of sense to the player. Adding another button to footstool the opponent just feels bad. Footstooling should be performed via the action that it physically is, i.e., jumping on another player's head.
Important stuff in bold.2. ZSS' dtilt launches the opponent at the most bizarre unusable trajectory ever. Why was this done?
Edit: Yeah, dtilt needs to go back, seriously.
Except the removal of auto-jabs actually gives you more control and doesn't affect fun in any way, it even helps balance as it limits the Pikachu *********** among other things, i.e. if you want your jabs to come out just press the god**** button accordingly.I have a few problems with Cape's set:
1. Autojabs being gone is a dumb decision any way you slice it. "It was too easy!" can't be the answer to every change, and emphasizing speed and technical ability before balance and fun is the wrong way to go. I.e., put your e-***** back in your e-pants and change autojabs back.
Your logic is completely backwards -- characters with a frame 1 jab are the perfect characters to interrupt Falco's phantasm. And ZSS's jab has a hitbox duration of 3 frames, giving you a decent amount of room for error. Combine this with the phantasm's smaller hitbox size in Cape's set and you have something that really shouldn't be that difficult to do.Actually there are 100 uses for ZSS' autojab, especially in the Falco match-up. ZSS vs Falco is already unwinnable, nerfing it further is just stupid.
Holding A to stop his Phantasm camping shenanigans was a legit strategy. You can't ask the player to tap A on a one frame jab at the perfect point during a move like phantasm, it's just silly. If you don't approve of said strategy then the WBR should at least stop nerfing ZSS' aerial setups (Dthrow and dtilt in Cape's set are both terrible).
It was too easy; as someone just said, it's a continuous wall that comes out in one frame. It does not affect balance, fun makes NO difference in a competitive game, and it makes jabs more precise. I was just surprised it took this long for them to be removed.I have a few problems with Cape's set:
1. Autojabs being gone is a dumb decision any way you slice it. "It was too easy!" can't be the answer to every change, and emphasizing speed and technical ability before balance and fun is the wrong way to go. I.e., put your e-***** back in your e-pants and change autojabs back.
I'm back on the B+ scene which also means I'm back to say what's on your mind before you can!Dammit Plum stop reading my mind!
Specifics?Hang on, Cape.
Why does DDD have his chaingrab again!?
Excellent. If it's made into a Nightly by this Sunday, the 22nd, I might get to have it set-up at our tourney. =]Clone, grabbed the wrong file, fixing it now.
RPGs, nightly soon.
Cape's set has manual L Canceling?Try hitting L when you land.