Magus420
Smash Master
Should be anyway. The reductions on each slot are halved (in 3 different ways), and the fresh bonus of +0.05 is the same.
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facepalm nintendoI wish i had my wiimote to test these. But i left it at a friends house and i cant get off the menu screen Good job on that one nintendo.
No you can still reverse grab.No auto-sweet spotting? It's tempting to try, but I kinda like what in Brawl already.
And this code doesn't remove the ability to ledgegrab while facing the opposite direction, does it?
Whats the point if you can reverse up b and auto sweet spot anyway?I'd rather have auto sweetspot but not backwards ledgegrab, but that's prob just me
It was a surprise for me too.Thx for the code I thought he was done until the holiday.
ill request DDing to PW after the holidays. But spunit says he is currently working on shield stun but shield stun is really important over DDing atm IMO. We will get DDing soon I suspect. Im thinking Shields then DDingThat looks really awesome. I'll go try those out later today.
Is there any way you could request dash dancing before all of the shield work? We've had a lot of debates about ground mobility, and since the current MAD won't likely make it into the final set (still hoping for a HAD), it'd be really nice to test dash dancing.
Even if you don't request it till later, could he possibly check out Wind Owl's suggestion and allow a dashed turnaround at any point in the dash (not just in the initial animation ala 64/melee).
I know exactly what you mean man. I played an old Melee rival today and It took me a few games to get warmed up because it's been awhile but once I got my C.Falcon going as well as my other characters I've decided that the movement is perfect. Brawl+ still needs dash dancing badly because without it good players are stuck making noob mistakes when they can't dash cancel so they dash forward and get hit with a silly attack. It's crazy.That looks really awesome. I'll go try those out later today.
Is there any way you could request dash dancing before all of the shield work? We've had a lot of debates about ground mobility, and since the current MAD won't likely make it into the final set (still hoping for a HAD), it'd be really nice to test dash dancing.
Even if you don't request it till later, could he possibly check out Wind Owl's suggestion and allow a dashed turnaround at any point in the dash (not just in the initial animation ala 64/melee).
In fact, Brawls current decay system is how 64 worked except it is much more powerful. So by using say 1/2 power brawl decay system, it essential is making it closer to 64's decay systemMost of the stuff we've added isn't exclusive to melee.
In fact, other than modifying decay, all of the current unofficially standard codes are are things that were in 64, as well.
Calling it Melee+ would limit our potential to just focusing on Melee, as well as being a slap in the face to the people that adamantly support Brawl.
It's intentional because they don't grab the ledge properly without the autosweetspot in place. This worked like this in Melee for Ness, he wouldn't go past the edge he would autosnap on if you aimed right. (Like it is in Brawl). Lucario NEEDS the autosnap due to how his Up B works, and as it is, it's a horrible recovery to begin with (no way to defend himself) so if he couldn't autosnap, then he'd be screwed greatly.So the No Auto Sweet Spotting doesn't work for Ness, Lucas, and Lucario? Is that a problem do you think? What does it mean that they are "write protected?" Does that mean there's no way to make it work for them?
I think if you took away Auto sweet spot, lucario may not be able to up b to wall clingIt's intentional because they don't grab the ledge properly without the autosweetspot in place. This worked like this in Melee for Ness, he wouldn't go past the edge he would autosnap on if you aimed right. (Like it is in Brawl). Lucario NEEDS the autosnap due to how his Up B works, and as it is, it's a horrible recovery to begin with (no way to defend himself) so if he couldn't autosnap, then he'd be screwed greatly.
Alright, cool. I'm fine with that. I jus twasn't sure how it was supposed to work. I'm glad then, I'm glad that Ness, Lucario, and Lucas won't be negatively affected by this..It's intentional because they don't grab the ledge properly without the autosweetspot in place. This worked like this in Melee for Ness, he wouldn't go past the edge he would autosnap on if you aimed right. (Like it is in Brawl). Lucario NEEDS the autosnap due to how his Up B works, and as it is, it's a horrible recovery to begin with (no way to defend himself) so if he couldn't autosnap, then he'd be screwed greatly.
I 2nd this notion!i demand fresh videos
You mean a list of what everyone should be using? As of right now no. The values of modifiers will inevitably change as new codes come out. For example, despite the fact that the majority of us have settled on a hitstun level of 11.75% this may change with the release of newer codes. With the addition of fast fall, 11.75% may be too much stun, as it's easier to follow up. We may once more have to tweak the hitstun level. Then, there's the fall speed level. Which I have at 1.35 as opposed to 1.25.well, is there some "pack" recomended with all the values?
I never understood this. Increasing damage ratio will also buff horizontal kill moves, even more than they already have been by the higher grav.I have a question though, with 1.35% fall speed do you guys think it's necessary to include a slight damage boost from a damage modifier due to the fact that vertical moves have been nerfed?
Not surprising, since most of the reliable kills in the game were either upsmashes/tilts or spikes, since it's so easy to get back to the ledge in general. I actually think the gravity mod evens this out, as a few others have said.The downwards gravity mod seems to affect kill%s less than the upwards one (for apparent reasons). I would recommend trying without the mods - many people have pointed out that vertical kills often kill at much earlier %s compared to the horizontal ones anyway.
This, Lucario get's edge hogged so many times already it's not even funny. Imagine him without that auto sweet spot ability.... lol..It's intentional because they don't grab the ledge properly without the autosweetspot in place. This worked like this in Melee for Ness, he wouldn't go past the edge he would autosnap on if you aimed right. (Like it is in Brawl). Lucario NEEDS the autosnap due to how his Up B works, and as it is, it's a horrible recovery to begin with (no way to defend himself) so if he couldn't autosnap, then he'd be screwed greatly.
Lucario, ness and lucas' recoveries do not change. The person most effected is Diddy. He has to be very cautious about up bing to the ledgeNess and lucas have spike options too, so I don't feel bad if their recovery is a bit worse. Ness can kill at such low %s now on edge spikes lol.
Ah, yea since he has the shake the stage from below thing to his up B, forgot all about that.Lucario, ness and lucas' recoveries do not change. The person most effected is Diddy. He has to be very cautious about up bing to the ledge
I just PMed PW about DDing. Spunit said he will help with the shield stun which is awesome so hopefully he can figure it out which I think he can. I wish I had coding experience because the bulk of the codes we need are essentially, find the value and allow us to change it. Its amazing how such a simple change makes such a big difference and shield stun is the missing piece to the puzzle to switch this game from def to offensive.Ah, yea since he has the shake the stage from below thing to his up B, forgot all about that.
These codes bumped MAD from my set lol, longer ledge cancel one plus no sweetspot did it hehe. Now I really want a decent dash dance... without MAD I'm noticing how much more it is gimp in brawl. Just a longer start up animation to turn in would be nice, and add some variety to it.
The only thing I would like from the lagless edges is to keep the ledge invincibility. I also wish that all side bs didn't sweet spotWhat values have you guys been using with fast fall? I think I'm going to test 1.25, as I've only tested 1.35. Personally, I love the speed at which one falls with the 1.35 value but I've noticed some things that bug me. Maybe it's just me, but I noticed that it's much more difficult for certain characters to combo. For example, at higher percents I'll downthrow with Falcon and short hop to a sweet-spotted knee. It was especially effective if the enemy didn't DI correctly. In practicing against bots they fell so fast that a short hop jump over them and they'd hit the ground before I could get the knee out. Also, for characters like Falco I've noticed changes too. We all know that the CGs are gone with proper DI, but seeing as how the CPU doesn't DI properly and was falling too fast to regrab I think that's lame. I did some of this testing against Fox, and he falls fast anyway, so perhaps it's not a big deal. I think regrab should be an option for bad DI.
So what do you guys think? Will I experience this at both the 1.25 and 1.35 values? Is this just somthing that comes with the territory of faster falling? Or perhaps we can look at this differently... is it a good thing that Falcon will have to work harder to pull off the sweet-spotted knee combos?
Also, yeah. Thanks for the input guys. I've decided not to use any damage modifiers.
P.S. The new lagless edges code works amazingly well-- I've seen not a single flaw. Also, the no sweetspot code appears to work PERFECTLY, save for the apparent buggyness that Wolf's side B is said to experience. It's amazing, the edge guarding game is back full force. Awesome!!