hmmm i dont remember you whineing when everyone got hitstun but bowser >_>
and yeh, you know what i mean...
Edit: just tested her and: she can still do all her tilts and smashes out of a Dsmash just not another down smash (wich was kinda lame) you just cant power them up.. shes still really really good she just doesent have the option of unblockable powered smashes and 2 downsmashes.
I don't whine, matt. You whine. Would you like me to quote you? I present facts in order to have discussions.
And you need to get your facts straight, because I wasn't very active when the hitstun code came out. I was lurking. Go ahead and go back to the time the hitstun code came out. You'll only find me discussing it well after the code had been properly fixed and was applying to everyone.
I don't pick favorites. Look back on my posts and you'll see me arguing for EVERY character that gets broken by something we do, whether they get broken positively or negatively.
So please don't try to dilute my facts with baseless accusations when I've seen you contribute nothing of value to this project.
Maybe you missed this post, right before yours?
I've tested the new hitlag code at 50% and breakpoint 3. It works better than the previous one since it affects all the so called electric lag attacks as well, including the Knee, PK Flash and Samus' fully charged Charge Shot.
Unfortunately, on the setting I tested it also affected ZSS stun guns (Neutral-B, D-Smash) as well. I could barely get a F-Smash off after a fully charged D-Smash, but it might've just been me. The stun is definitely much shorter than it used to be.
Weirdo could barely get off an F-Smash from a fully charged Dsmash.
That's a problem. At least it's a problem with his chosen values.
Everyone that plays ZSS in Brawl knows that her uniqueness comes from her stun game. It was not overpowered in Brawl and, if anything, was the only reason she was kept so high in the tier list in the first place.
Imagine Diddy without his Bananas. That's ZSS without her stuns.
If a fully charged Dsmash can't keep an opponent stunned long enough to get an Fsmash, out... there's an issue.
You should check to make sure your tests were done with the same values as Weirdo's before you come here claiming that everything is fine.
Weirdo's post served to make us aware of an issue we need to watch out for when deciding the hitlag values. We need to make sure that the values we use in the end don't cripple ZSS's stun like they do in Weirdo's setting.
If a good hitlag value can't be found to accomodate for that, then we need to exempt ZSS's stun from hitlag in order to save the character. That's all there is to it.
So if you want to contribute, start by telling us what your values for hitlag are.
Wait so is the problem that she can't wait a day and a half before following up after a dsmash or what? How can she not follow up after a dsmash when they get shock hitlag plus hitstun? And her blaster never was supposed to give her a combo if you just tapped it. So I'm confused, how does this break ZSS in two?
At high enough percentage, ZSS's uncharged B allowed her to set up approaches in Brawl. If should therefore allow the same thing in Brawl+.
Everyone knows that getting the kill is the hardest thing for ZSS. The only thing that balances that out is the fact that she can stun them to set up the kill using the Dsmash.
Now she can't even do that. Her projectile is the slowest and shortest ranged projectile in the same. This was balanced by its ability to stun, which got more useful as the opponent got more damaged. Now that is also gone.
As I've said above, her stun game is a cornerstone in her game. Like Bananas are to Diddy. We can't just let that aspect of her game get nerfed to all hell and then just overlook it.
As leaf said:
ZSS's dsmash may need some fixing if the hitlag code is truly screwing with it so badly. IIrc, the hitstun code never had an effect on it, so there isn't any real compensation taking place here.
A slight nerf of the stuns would be tolerable, since in Brawl+ she can use the stun to set up guaranteed combo chains.
So it would be fine if the stun time was decreased to make the ZSS need to react faster. But if the stun time is so little that she barely has time to act, then we need to find a hitlag value that adjusts for that.
I don't understand whats wrong with ZSS and the hitlag code tbh. Maybe I need to try it out myself
and improves the speed and flow of the game. But it does great for making DI skillful again. Im checking ZSS
You've had time to check it out for yourself by now, kupo. What are your thoughts?
@Yeroc
I also want to know what YOUR thoughts are since you are a ZSS main and would know exactly how the reduced stun time would affect your ZSS game.
Also, alopex, the NPS is a problem. If you're just spamming the A button to pull off a shieldgrab, if you got the NPS you will be able to benefit from it. It isn't even a matter of reaction.
Ok, so we use the previous shieldstun code, then, since it apparently got rid of that.
@spunit
Are there any issues with that code? Why did you make a new one otherwise?.