Can I just ask again why the 11.75% is "settled" on?
As discussed in the podcast, I really feel like this is far too high if we're doing awesome combos immediately after it is set. "Feels right" is not particularly scientific. Even at 10%, which we played for a large amount of time, we felt was too high.
I loled during the podcast around there.
Here is the my view point. 12% in
normal brawl gravity and
normal brawl AD seemed pretty good for the combos but it felt like there were a couple of guaranteed combos at certain percents. 11.75% I feel has the same combo potential but it eliminated these guaranteed combos by making you more weary of percent, location on the map and spacing. It doesn't look any different but it sure does feel different since hit stun is calculated in fractions.
In response to your "we are already doing good combos now, therefor its too high" I see what you mean but I disagree and would like to know what you think about this. We have been playing this game for 9 months now and we know a lot of what our characters can do. We have been dreaming up of theses combos in vanilla brawl and now they are a reality. They seem easy because we know how to play our character through gimmicks to help us to combo without hit stun so hit stun will naturally make comboing feel easy when we can use these gimmicks along side of moves that actually combo.
Brawl+ is a "new" game but it feels very much the same. The reason I feel that combos in the beginning of melee was harder was because we were learning melee and how to combo. I'm sure if melee had no hitstun and after 9 months of having no combo game that we were able to put in melee's current hit stun value that ppl would react the same way. It feels easy because compared to what we were dealing with, it is ; Also we are using our previous knowledge to help us with combos. How do you know that there is a decent combo system at a lower percent when its hard for some characters to combo decently there?
Another thing that is undeniable is that brawl is naturally an easy game. Its characters were based on a floaty game and no matter how much competitive codes we put in it, I still feel that brawl+ will be easy to do because that's the way the game is made.
What characters were you using at 10% to determine it was too high? If it is Fox or CF then sure, they will make it seem so but I think that 10% only helps the naturally gifted comboers but limits a lot of other characters combo potential. Do you have any matches online that might help demonstrate your point? I would love to see them!
(and your using s cancel for your tourney? I personally would go with auto l canceling to keep things familiar....hope it goes well)
EDIT: 11.75% is for no MAD and no Gravity changes and ALC. It will obviously be lower with anything else.
EDIT: Looking back at melee and playing it, hitstun seemed to be higher than 11.75% in brawl+ so the only thing I can think of as to why it feels so easy is because the game is slower paced and floaty. Your not as pressed for time.