izzy24
Smash Ace
im looking at my code manager now and it doesn't show it. In the merger code it shows Triple jump fix
Lagless ledges, Halve aerial lag.
Lagless ledges, Halve aerial lag.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000105
* 0417F364 03000A00
* 0417F368 00000100
* 0417F36C 01000000
* E0000000 80008000
Eaode, the problem with Brawl that makes matches boring is how it lends to turtling (relying heavily on pokes and shield camping, and almost no combos) and slow game speed, it has almost no direct relation with how long someone survives for (though surviving long in vBrawl is a result of how the game was structured, it is not the quality that makes the game boring). The modifications from Brawl+ make the game fast paced, so if someone survives for 2 minutes, but almost all of those two minutes were packed full of combos, mind games, tricky recoveries, etc., it's not boring but instead suspenseful. Of course, this is my opinion on the matter.This does not happen often in Melee at all if people know how to kill. Brawl matches take too long, and it makes it boring to see a match 2 minutes in and the first stock has just been lost.
I don't know what you specifically mean by "Tighten up", but Brawl's decay just slows down matches and makes them more boring to watch/play. It's not fun to have to conserve your kill moves, it's an arbitrary limitation that is very annoying (imo)
Helping the loser is exactly the mindset that created the abomination that is Vanilla Brawl. You should not get benefits from losing.
You may think it's lame to only use "4 moves", but in reality the only reason they refrain from using other moves is because they're not good. Forcing the players to use worse moves does not make for more interesting gameplay.
Good Job, you just took the best and worst characters in the game as an example to say that you need to limit the player.
I disagree that the decay is similar to the Pity Final Smash. Many Final Smashes are almost guaranteed to kill and are typically not too hard to land. In contrast, it takes considerably more skill to still get a KO without a ridiculously overpowered attack. It's not making you any more capable of KOing them, you need to work just as hard to get a KO as normal, it's just making it harder for them to KO you temporarily. Once you KO them, the tables turn, and you must work hard in order to keep it "even." I think it's perfectly fair. I personally think it gives you a slightly longer time to adapt, and at the same time, it makes it so you have to adapt or change up tactics more frequently within a single match.I don't know what kind of Melee you've been playing then. It's very uncommon for those types of percentages to occur. Most KOs come from the range you posted yourself about no decay, 60-130%. Sometimes people live for incredibly long periods of time, but that is far from typical, and the same can happen without decay.
It is more significant than in melee, as now there are varying strengths of DI. Moves that send you into tumble in Brawl give you bonus DI strength. I'm not sure if this was in melee or not, but if it was it wasn't nearly as noticeable. The very fact that Kupo and others were thinking about having a DI nerf to make it more like melee should give you an idea between the differences.
I very much disagree with this philosophy. Why should anyone who loses a stock be granted any favors for getting KOed? This is the same concept behind pitty final smashes. No, no no, I don't think the person who lost a stock deserves any sort of inherent advantage upon respawning. That's crap. That isn't tightening up anything, what it does is serve to help destroy the flow of the match. If someone is on a rampage and doing extremely well, the opponent doesn't deserve a get out of jail free card which makes him more of a threat.
Again, why did the "gap" get there in the first place? It's because he wasn't playing as good as his opponent! There doesn't need to be any hand holding for the person who got KOed, as they already come back with a decent amount of invincibility.
On your last point, Meta is just ridiculously good. The codes make him even better. We are planning to nerf him so he doesn't rock everyone's face off. In any case, Falcon still gets advantages in that matchup having no decay as well, and he sure as hell gets better "overall" against other matchups. Besides, your point is moot. Bad matchups exist. You have to find a way to deal with it. My Mewtwo ate a lot of Marth players back in my day, and it's one of the worse matchups in Melee. I didn't cry about it, I just dealt with it.
I didn't say the majority of stocks lasted that long, but it was not a rare occurrence. Did you play against GERM, MikeG, Wes, or some of the other DA crew or DBR crew a lot? I got in a good amount of matches with them, and either them or I (if not both of us) would at least once per match survive into the 180-260% range in 4 stock matches. That's around a 15-25% frequency rate, whereas in Brawl it seems to happen maybe once every few matches.I'm with Mookie here. As someone who frequented the tourney scene and did well, I still don't know what version of melee you are playing
Most deaths would happen between id say 80-140ish with many many more gimps happening earlier on
Who the **** are you playing? Are you thinking of Ganon on dreamland against like... Peach or something (and even then, you should've been gimped long before then).In Melee, if you properly DIed, you could live to over 180-260% on a fairly regular basis (not every stock, but usually once per match, which is enough to make for an exciting come back)
Maybe if your opponent doesn't land any strong attacks and hits you in the wrong direction and completely fails at edgeguarding.leaving it up to your ability to recover to determine whether you die or not.
So you admit that you live much...much longer.In Brawl you're not even given that ability. If you don't die outright, you'll almost always make it back on stage in vBrawl (not considering edge guarding), where in Melee you had to work for it.
With Sonic I live past 110% every stock! And I'm a mid weight!I admittedly have only played with gravity settings of 1.05 up and 1.1 down, so I don't know what it's like at a more extreme setting. Maybe it does make survivability from DI better, but if the average lifespan is between 60-140% I'm skeptical.
Maybe not in 2005!I didn't say the majority of stocks lasted that long, but it was not a rare occurrence.
YES, actually, I just watched Mike G play 2 days ago. The opponent banned dreamland and he never lived past 160% (and even getting that high was a rare occurance).Did you play against GERM, MikeG, Wes, or some of the other DA crew or DBR crew a lot? I got in a good amount of matches with them, and either them or I (if not both of us) would at least once per match survive into the 180-260% range in 4 stock matches. That's around a 15-25% frequency rate, whereas in Brawl it seems to happen maybe once every few matches.
Only it's quite possibly invalid since people got better at the game. They got more daring with off stage edgeguards, they got better at timing edgeguards against recoveries (lightshield edgehog->nair with Peach? WTF?)I honestly don't know when you started, but I quit somewhere between late '04 and early '05, possibly after both of you started really getting into the competitive scene. And yes, I was a member of the MBR up to the point when I quit, so I'm not just pulling **** out of my *** and do have a decent amount of competitive experience.
A decay system kinda makes more sense in the traditional fighters since your combos are memorized that work all the time. In smash, you always need to adjust DI to continue to combo and always change your strategy with teching and the environment so in that sense you can't compare traditional fighters to smashstuff
This MAKES sense, because my codes started working properly AFTER I switched to my own stage freeze/reverse code!I tested the merged code again and I found it works perfectly on normal stages. However, for some reason on frozen stages dash cancel, lagless ledges, and autocancel aerials don't work.
Matches still didn't last that long and people still didn't routinely survive to the percents you posted then. Seriously, at no point in Melee history was it routine for people to break 200%, which is basically part of what you were saying.First off, I stopped playing Melee competitively in 2005, so I honestly don't know how the meta game progressed beyond that point.
Fun doesn't matter in competitive play. There is no reason to help out someone who is playing poorly. The snap back when the person lost the KO is not any better, as like I have stated, it totally ****s the flow of the match.Why is this? It's because seeing someone flat out annihilate another player is not as fun as seeing it come down to a potential upset.
I really doubt that adding in decay will make bad matchups better. In fact in most cases I would say it makes it worse.In fact, if the match is heavily stacked in your opponent's favor, you might be the better player overall, but you are not good enough to overcome the advantage.
Yeah, still not with you on anything above 200%. 180? Yeah, occasionally. 260? That's far, far, far from common. Also, THIS ISN'T MELEE. I hate to say this, as I'm trying to incorporate many Melee features back into Brawl, but we can't make this game just to be like Melee. I think decay is bork, many people agree with me, and I'm backing it up with some good logic. Decay would, in my opinion, make Brawl+ worse rather than better and it should be tossed, unless there is a code that takes away the knockback portion from the staleness.In Melee, if you properly DIed, you could live to over 180-260%
That wasn't my point. I said it's the same "concept" behind the pity final smash, which is to reward the player who is losing.I disagree that the decay is similar to the Pity Final Smash. Many Final Smashes are almost guaranteed to kill and are typically not too hard to land.
BS. I have survived at ******** percents regularly in Brawl because of decay, DI, and the fact that what you are saying is completely wrong. There is FAR more area to cover in brawl before you hit the blast zone than in Melee. In Melee you go flying off and "BOOM" in Brawl you DI up and come back until you have ******** percents.In vBrawl for most stages, even with default decay on, there is a VERY SMALL chance that you will ever live beyond 180%, purely because while DI is technically more effective
I played MikeG a lot. My crew took him to Getting School'd 2 in Maryland (we went from Tupelo, MS to Atlanta, and all the way to Maryland.) I also was pretty close with all the peepz from the Atlanta scene back in my day. I've stayed at MikeG's place and commented on his stove that transformed and his LCD microwave. Still, it was still extremely rare for him to survive to those percents. He would tank like a mofo, but the percents you are talking about is absurd.Did you play against GERM, MikeG, Wes, or some of the other DA crew or DBR crew a lot?
Studies have shown that memories are unreliable, especially the longer you have to change them in your head.I honestly don't know when you started, but I quit somewhere between late '04 and early '05, possibly after both of you started really getting into the competitive scene. And yes, I was a member of the MBR up to the point when I quit, so I'm not just pulling **** out of my *** and do have a decent amount of competitive experience.
I'm 99% confident it works fine on Reversed Warioware and Reversed PS2. Are yours frozen or reversed?I tested the merged code again and I found it works perfectly on normal stages. However, for some reason on frozen stages dash cancel, lagless ledges, and autocancel aerials don't work.
I have no idea why, but I am 100% confident that this is the case.
Use bowser's bair on a frozen warioware, then a normal stage like battlefield, you'll be sure to find somethings up. Maybe we need to look at the frozen stages code and see how its interacting with the merged code...
This has been stated before, but I just wanted to confirm it, try it yourself.
Have Squirtle/Ivysaur/Charizard individual option, which means no stamina and no forced switch. I assume these indie pokemon also have the useless Down B move. IF SO...I personally think the Trainer should be kept as is with the option to separate from the trainer, whether it be holding Shield or using the CSS.
The general consensus over at the P.Trainer boards (though response has been minimal at best) is to keep the Trainer himself as is, while allowing the Indy PKMN.
I'm having a similar issue Kupo. I'm trying to set mine to 5, but it keeps coming up 3. I even tried setting it to 7 just incase it was come kinda of "wanted value +2" issue, but that still got me 3 stock default.
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000100
0417F364 04000A00
0417F368 07000101
0417F36C 01000000
E0000000 80008000
imo we should keep the auto switch mechanic for PT, offer the ability to play independent pokemon, and whether the no stamina code is implemented or not doesn't really matter to me. It's a small buff and isn't going to break the character by any means, so we might as well if we have the room.
Once again, I'm going to quote myself, like I've done 2 times in this thread already:I personally think the Trainer should be kept as is with the option to separate from the trainer, whether it be holding Shield or using the CSS.
The general consensus over at the P.Trainer boards (though response has been minimal at best) is to keep the Trainer himself as is, while allowing the Indy PKMN.
And as a follow-up:I still prefer the PW codes.
I mean, what exactly does the Regular PT have that Zelda/Sheik don't have that justifies the Regular PT needing fatigue for balance? One more character choice? What a misconception.
The tally of Regular PT drawbacks is huge. Removing fatigue and allowing switching is actually what balances the character to the Zelda/Sheik level.
-Zelda/Sheik maintain respawn invincibility after transformation, allowing safe transformation post stock loss. PT can't swap until after invincibility is gone.
-Zelda/Sheik can transform in the air, allowing for vastly safer transform options compared to the PT's extremely punishable ground-restricted swap.
-The PT is forced to swap upon lost stock, potentially forcing a terrible match-up. Not so for Zelda/Sheik.
-The PT has fatigue.
That's the PT. Why would we want to keep that character like that?
PW's codes remove the last two issues on that list, making the character exponentially more viable, while still keeping the first two drawbacks in order to balance out the fact that the character is 3 fighters. And in the process it allows individual Pokemon use as well if you never swap.
How can anyone justify keeping that original PT, with those 4 huge drawbacks, as a "balance choice"?
PW's codes are the ideal PT codes. I really don't see why it's not just made standard and end the story.
Not to say that switching won't be possible or viable. But the first 2 drawbacks will make switching take planning. The best PT players will create switching opportunities and that in and of itself will take skill and planning. They'll either work hard for the switch, or work hard for the kill because after killing the opponent is the safest time to switch.Once again, given the PT's extremely limited transformation options, what is so dangerous about No Swap on Death?
What's so scary about the PT that warrants he keeps 3/4 of the above drawbacks?
Even in an advantageous match, you lose a life. But with the PT, if he is winning the match with Squirtle and then loses a stock, the one stock will have changed the entire match, possibly putting the opponent in an advantage situation.
No other character has to deal with losing their match-up advantage after 1 death.
Why is it balanced to force it upon the PT?
It's incredibly hard to switch in the middle of a fight in Brawl and it's near impossible in Brawl+ since the game is much faster while the transformation time remains ridiculously slow. The first 2 drawbacks on the PT make him a sitting duck of switching, so once a stock is lost and the advantage is switched, rapidly switching to go back to the advantageous match-up is just not realistic.
Using all 3 Pokemon "on the fly" is just not going to happen. So I need to know what is so "balancing" about the auto-swap on death, please.
First, read above.Have Squirtle/Ivysaur/Charizard individual option, which means no stamina and no forced switch. I assume these indie pokemon also have the useless Down B move. IF SO...
Pokemon Trainer should have choice between forced switch or not, since i assume Down B is left as is. Maybe some players don't want to switch after each death but still want to switch after killing the opponent or something. Personally I want to switch after death when I'm using the team, because it's a hassle to switch otherwise. Stamina on PT is still unnecessary, but not a big deal. But for Brawl+, i'd say take stamina off in all situations, because it's a very dumb mechanic that encourages stalling and gayness.
If you want to save as much space as possible, indie pokes with no switch/stamina and PT left alone is perfectly fine imo. PT as a team kind of needs forced switch, imo. stamina is annoying and could be taken out, but it's not as big a deal as it is on indie pokes.
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000002A
1626131F 12111A15
22201808 06011004
24170D25 090E0C07
0F210019 0B03271B
1D1C1E05 0223140A
I understand your points. Though, I still think that it'd be perfectly fine to have both a REGULAR PT and independent pokemon with inf. stamina.*Insert lots of stuff here*
zelda has good combos what are you talking about lolUhhhh...
Sheik is a combo-monster with few kill options
Zelda is a killing machine with few combo options
Seems like a distinct trade off to me.
What is that code supposed to do exactly?Would this code work??
Code:0668310C 00000030 387E006C 3B600000 3C808068 38840DE0 7CBB20AE 7CA50775 41800014 94A30004 3B7B0001 2C1B0032 4180FFE8 48000038 04690338 48000068 066900d8 00000008 2c170028 41820168 02680DE0 0022FFFF 06680DE0 0000002A 1626131F 12111A15 22201808 06011004 24170D25 090E0C07 0F210019 0B03271B 1D1C1E05 0223140A
We're not to up to the point of discussing character specific stuff at the moment (except for P.Trainer. He's a special case). Tweaking Link's power has been put forward, maybe using stickers as a base, but that's a while away. Stay tuned.I don't know if anyone has put this forward and I hope tihs is the first place but I think Link needs more power and/or knockback in his attacks. He's heavy and slow and needs much more power than what he has.
I didn't intend to imply that there are NO trade offs between Zelda and Sheik, obviously there are. Any two characters have trade offs after all. You're simply trying to find a fallacy in what I've said and turn it against me, when you've failed to recognize my main point.Uhhhh...
Sheik is a combo-monster with few kill options
Zelda is a killing machine with few combo options
Seems like a distinct trade off to me.
I'm going to have to agree with this.There is no dependency between the Pokemon. The very fact that independent Pokemon are entirely viable stand-alone characters (with the Indep code) shatters that thought.
If I'm reading that correctly, you're suggesting that selecting the individual Pokemon on the CSS should give you the Trainer with the Pokemon you chose as your starter with the No Auto-Swap code active?Ideally, the CSS would feature Charizard, Ivysaur, and Squirtle, choosing them would cause no swap. PT would also be in the selection, choosing him would turn on swap on death.
Well, I think it's important to keep the transformation aspect.Jiggly and Pikachu don't have no trainer. Just make them all wild :D. My cousin gave up on PT because he couldn't use just Charizard.
I don't know if that's what he was suggesting, but MAN that would be SOOOO ideal for me. You have no idea. It's all I want in life.If I'm reading that correctly, you're suggesting that selecting the individual Pokemon on the CSS should give you the Trainer with the Pokemon you chose as your starter with the No Auto-Swap code active?