wazgood
Smash Ace
lol i just noticed the OP was posted on my birthday haha
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Only the GCT is actually there though.its in the Brawlplusery thread: http://www.smashboards.com/showthread.php?t=220363
the text is in the second post >_> just C&P it into notepad or something.Only the GCT is actually there though.
The txt file returns a "file not found" error.
Well now I feel dumb. >_>the text is in the second post >_> just C&P it into notepad or something.
I thought bowser used Air releases, no?Ok, so,
Bowser Math Time!
(Bowser Frame Data)
Bowser's dash grab comes out on frame 10. To my knowledge, it is the dash grab that is used for his chain releases.
Shield comes out on frame 1. Equally, then, you can start a spotdodge on frame 1, but the laggiest spotdodge won't have invincibility frames until frame 3.
So, if we compound that, it would take 33 frames to perform a spotdodge from the moment you get ground released.
Bowser can dash grab you after 10 frames, so compounded it means that it would take 30 frames for Bowser to perform a dash grab from the moment he ground releases a character.
So, in order to remove Bowser's chain release completely, he needs to have a grab release animation length of 23 frames. This way, Bowser's dash grab will always come out on frame 33, just like the laggiest spotdodge (ironically, Bowser himself is the one who has that spotdodge...). This means no character will ever be able to get chain released.
So, this means Bowser would have 7-10 frames of leeway to work with, depending on whether or not his follow-up attack can be shielded or not and also depending on which character you're up against.
Remembering that the opponent's shield will come out on frame 31, what follow-ups does Bowser have with 7-10 frames of leeway?
- Jab (Hits on frame 6, will hit on frame 29. Guaranteed against all characters pending range.)
- Utilt (Hits on frame 8, will hit on frame 31. Might get shielded.)
- SideB (Grabs on frame 8, will grab on frame 31. Guaranteed against all characters.)
- UpB (Hits on frame 6, will hit on frame 29. Should be guaranteed pending range.)
- Meanwhile, if your opponent is slow or doesn't know the match-up, you could Ftilt, Dtilt, Dash attack, or Dash regrab. Those all come out on frame 33. One would hope that your opponent wouldn't let you dash regrab after the first... but if they do, they deserve it. That'll learn 'em! Like DI'ing Falcon's throws to prevent chain grabs.
- You could also play mindgames on your opponent, because if you expect a spotdodge will take place after the release, just use neutral B instead. It'll be out before their spotdodge ends and you can hold it to punish them when their invincibility frames are over. Not bad, right?
- A DownB could also be pulled off, circumstances permitting. It'll hit on frame 34, so it's a risky maneuver, but it could work if you predict your opponent will shield and jump out of the shield upon release.
So, yeah. That's what I got.
What do people think? What do the Bowser mainers think about their options?
23 is as low as Bowser's grab break can get without permitting the chain regrab. So there's no point in asking for it to be any lower than that. I think there are plenty of options left to Bowser with a 23 grab break. And given how he can't combo out of any of them and none of them are reliable kill moves, I don't see this as being any different than the Falcon throws > stuff that SketchHurricane mentioned.
No, he uses ground releases (see: Sliq).I thought bowser used Air releases, no?
Ah I see. Cuz the only grab release I've ever seen of bowser was air release -> Fair lolNo, he uses ground releases (see: Sliq).
Bowser did both, but air releases were the most effective (he could up smash Wario and MK lol).No, he uses ground releases (see: Sliq).
I can throw together a post that links to the important threads. Then have you lock and sticky it, Would that work?This thread has too much overwhelming info in the first few posts. I would prefer that there be a directory linking to more than just this thread. Who knows? I may end up stickying this one too in the future, but I'd like all the Brawl+ threads to be well referenced.
Is this the only real Brawl+ thread?
Um dude. Pika D throw for one. Do your research before you start throwing faux facts around.@Nakamaru
The brokenness kicked in when you mentioned "grab across the stage". Chain grab releases are as broken as chain grabs, and we already got rid of the latter.
Back when Hylian Nightmare came out, I asked Germ "Why do you guys grab so much?" His respose was: "Its guarenteed damage."Sketch, I see your points and you make a solid case, but it's definitely dangerous to think that a grab should earn you guaranteed damage in all cases.
But I can't get enough.And JUS is crazy stupid.
Grab Release Fixes using Frame Speed Mod Data [Phantom Wings, spunit262]
065A9400 00000038
0B00003B 3F2AAAAA
1E00003B 3F777777
0A000040 3FAAAAAA
1A000040 3FAAAAAA
01000040 3F2AAAAA
25000041 3FD11111
FF000041 3FD55555
WOW. Really impressed you went to length to break it down like that. Gold star, my friend.- Jab (Hits on frame 6, will hit on frame 29. Guaranteed against all characters pending range.)
- Utilt (Hits on frame 8, will hit on frame 31. Might get shielded.)
- SideB (Grabs on frame 8, will grab on frame 31. Guaranteed against all characters.)
- UpB (Hits on frame 6, will hit on frame 29. Should be guaranteed pending range.)
hmm. Hopefully we hear back soon.I mentioned:
80% instead of 100%
No walk off momentum
No specials momentum
Fixes on chars who don't have it
No word back yet.
I hope we have a friction mod also
Originally Posted by kupo15
I mentioned:
80% instead of 100%
No walk off momentum
No specials momentum
Fixes on chars who don't have it
No word back yet.
I hope we have a friction mod also
hmm. Hopefully we hear back soon.
I actually like it. Kinda gives it more of a classic Nintendo platformer feeling. Where if you want to slow down in the air, you'd have to hold back. It's not that big a problem in my eyes, you just need to learn a little more aerial control.I still have an issue with the fact that you accelerate instead of slowing down gradually as you hold a direction in midair. I liked the speed of the first code. It just seemed too fast because of the acceleration.
Run-off momentum carries the faster characters too far away from the ledge to actually hit a character recovering close to the stage.How does walk off momentum mess with ledge spikes?
I'd really go with the 23 frames. Even with 1 frame buffer in place, you're still asking for frame perfection with no visual cues! I mean, it's one thing if you can clearly anticipate the small window with some kind of easily recognizable situation (like a projectile coming at you at a steady pace), but trying to time something based on the ending animation of Bowser's grab release? (notice that you can't time it based on your opponent's grab release because then you'd be too late).So what do you think? 23 for some human error cusion in Bowsers favor, or 25 for frame perfect rewarded grab releases? In other words, your idea is awesome, thanks for the research!