Wind Owl
Smash Lord
Dash shield grabs wouldn't change...
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Exactly. The shield is so quick right now that you can shield almost any attack and be out of stun long before their lag is over. If there is just enough shield stun added to where a jab could chain from a more meaty poke, you could shield pressure your way out of an opponents dashing shield grab attempt. We might not put enough stun on in the end, just sayin...No, but shield-stun would make that approach less fool-proof.
Dash-shield into an attack and you're now in shield-stun at the mercy of the opponent. You can't shieldgrab during shield-stun, so you're no longer capable of rushing into an attack using the dash shield and then immediately grabbing the attacker.
Knockback is calculated after damage. In melee, the decay system only affected the damage of the move so since the move dealt less damage, it was "decayed." In brawl, not only does the damage decay, but the natural knockback of the move also stales. We want to get rid of this so the only decay is damage. This will eliminate stupid utilt and uair spams.Wasn't the decay system also in melee?
An intersesting Idea and one that comes with a whole new set of challenges. Maybe we just want to punch Sakurai right in the teeth.If we're going to go to such ridiculous lengths to get something even remotely "technical" out of this in terms of competitive gameplay, why don't we just get a team together with some common ideas on what a good balance of gameplay elements would be and just incorporate it into a freeware game engine, or even raise up a few thousand to purchase an engine and make a completely original game? With how many people involved, how much time is being put into it, and how much talent there is on these boards, why bother with something that probably won't amount to anything more than just fun for friendlies when with the same effort spent we could get something much more rewarding?
He gave us one of the greatest fighters of all time: Melee. The decision to stray away from it was our own as a community, no fault of his.Maybe we just want to punch Sakurai right in the teeth.
Besides the obvious problems with that... there's another one. If we wanted to make it a smash bros game... that's not legal. This is.If we're going to go to such ridiculous lengths to get something even remotely "technical" out of this in terms of competitive gameplay, why don't we just get a team together with some common ideas on what a good balance of gameplay elements would be and just incorporate it into a freeware game engine, or even raise up a few thousand to purchase an engine and make a completely original game? With how many people involved, how much time is being put into it, and how much talent there is on these boards, why bother with something that probably won't amount to anything more than just fun for friendlies when with the same effort spent we could get something much more rewarding?
I don't understand what you are trying to say. Besides I only need one reason to punch him in the teeth even if it's not his fault.He gave us one of the greatest fighters of all time: Melee. The decision to stray away from it was our own as a community, no fault of his.
http://www.youtube.com/watch?v=Ek2wrQsY8fs#t=0m46sI want some Dashdancin.
And Moonwalk.
And Stickywalking.
Especially because of that moment.
Play melee?We need a new code, it's been soooooo loooooong. xD
My melee broke and gtfo for saying that.Play melee?
Cool to see that there are some people out there who are into the hacked brawls. And there are even some tournaments too.
Right now with the Christmas rush going on I've been pretty busy(the mere fact that I havn't been on too much lately proves that) so I may not be able to do anything until after things quiet down again - I'll see about giving these a try this week, but there's no guarantees.
I can, however, tell you of what I think about the possibility of these codes.
1. No lag when grabbing ledges:
Should be easily achievable with a couple of handlers to remove the timers until you can act.
2. No auto sweetspot ledges :
Should also be pretty easy providing there's a consistent value used for rising while in an Up-B(which I think there is)
3. Sliding up b's:
May be a bit difficult - in the worst case scenario, I'll have to use an action replacement.
4. No buffering:
May be possible. I've seen the buffer system for control and it all depends on weather there's anything read from the previous spaces in the buffer...
I'll see about getting onto these sometime - at worst, you won't see anything until after Christmas.
Please tell me who because no one needs buffering. Its like l canceling. If you can combo without lag you can combo with lag. Buffering makes this game very inaccurate.Some chars need buffering though.
I have to agree with the stubborn moogle on this one. Everyone is better off without buffering.Please tell me who because no one needs buffering. Its like l canceling. If you can combo without lag you can combo with lag. Buffering makes this game very inaccurate.
He doesnt need buffering. He can take responsibility to actually learn when the move ends so he can do it.Ganon needs buffering for his sideB, he has no followups after without buffering.
P1 Infinite wall kick in one side [Cross1955]
48000000 80622E84
DE000000 80008180
58010000 000007B0
DE000000 80008180
4A100000 0000039C
DE000000 80008180
3200000C 00000000
1400000C 00000001
E0000000 80008000
P2 Infinite wall kick in one side [Cross1955]
48000000 806230C8
DE000000 80008180
58010000 000007B0
DE000000 80008180
4A100000 0000039C
DE000000 80008180
3200000C 00000000
1400000C 00000001
E0000000 80008000
P3 Infinite wall kick in one side [Cross1955]
48000000 8062330C
DE000000 80008180
58010000 000007B0
DE000000 80008180
4A100000 0000039C
DE000000 80008180
3200000C 00000000
1400000C 00000001
E0000000 80008000
P4 Infinite wall kick in one side [Cross1955]
48000000 80623550
DE000000 80008180
58010000 000007B0
DE000000 80008180
4A100000 0000039C
DE000000 80008180
3200000C 00000000
1400000C 00000001
E0000000 80008000
The most annoying thing about buffering to me is accidentally turning around while trying to fade away air projectiles. The timing just takes getting used to, but there is no doubt that the buffer length is ridiculously long for such actions. We could definitely stand to tighten it up, I agree with you guys 100% on this.I agree. Reducing the buffer window enough so that it tightens up thegraphicscontrols a little bit, but also still allows you to do some things that otherwise would be humanly impossible to input reliably should be much better than the current system or removing it completely.