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COMPETITIVE Brawl+: Code Agenda

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
I think the pro-inescapablezerotodeath people need to understand one incredibly important thing about games. Not actually getting to play them isn't very fun.
Basically, playing the ICs are always fun as it is a very unique match-up, as it revolves around keeping Nana and Popo separated. However, if you actually get grabbed, you suddenly have no saying in what's going to happen in the game for quite some time. This while the other player completely and utterly ***** you.
Not actually getting to affect the course of the game is complete ****ing bull****. If you think that's what a game should be about, you have no business playing games at all.

I think everyone can agree that we should avoid this kind of non-gameplay if we can, but in this particular case there are some pronounced downsides to removing ICs infinites.
As we are all aware of, they aren't really the best characters in the game, and thus shouldn't receive any nerfs. Removing the infinites would undoubtedly make the ICs worse, but this argument can be worked around by buffing them in other aspects of their game.
If you think this would make the ICs play less unique, there is still desynching, which many argues would lead to IC players playing even more uniquely than before (presently they don't actually have to incorporate it into their playstyles).

This scenario can only play out if we find a good way to remove all infinites and keep all CGs which you can escape from by DI/teching. How we go around buffing the ICs aren't all that important.

A good thing to remember is that both sides are actually making valid claims, so lets sum 'em up along with some opinions (mine).

Pro-Infinte

"Don't fix what ain't broken!"

I must argue against this point, since a game without infinites would always be a better one. Just because something isn't broken doesn't mean it's not undesirable.
Thus the argument is invalid.


The ICs doesn't need any nerfs!

This statement is unanimously agreed upon, but if the sum of the buffs and nerfs the ICs receives in the final version of brawl+ is in favor of the ICs, they aren't actually being nerfed.
Thus the argument is invalid.


"Infinites are hard, ICs mess up really often!"

http://www.youtube.com/watch?v=uu-9fm5GM-E
If someone can master that, someone is going to master CGing. I think we've debated technical skill enough considering the l-cancel debate.



"Pro-Fun"

"Infinites are boring."

I explained my stance on this in the wall of text above. Seriously, they are.




I'd like to end this in favor of the "Pro-Fun" people, simply because I think they're right. Makes sense, amirite?
However, it all comes down to if we can construct a code that removes what we want removed without affecting any other aspects of the ICs gameplay. If we can't remove it with hacks, I'd suggest we leave it untouched. It will still be boring and un-fun to face IC mains, but I can guarantee they won't dominate tournaments.



TL;DR


Infinites are gay.
I completely agree. No developer would design a character's playstyle around inescapable 0-death combos, and it's just no fun. No player should have to drop his controller during a match to wait to respawn. There should be an opportunity to get out of everything.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
So, Dedede is still viable:

http://www.youtube.com/watch?v=dWN0JvrwYdo&feature=channel

vBrawl "combo" video. This stuff is actually possible now, makes me want to play him again.

Faster jab could help him out a bit, and I would like to see his "WD" a bit easier to do.

Something we could maybe do is lower the knockback of his U throw a bit to give him more options out of it?

He has D throw for tech chases, U throw for combos and setups (and maybe a fast faller CG) and he has forward and back throws to get people off the stage.

Or we can just make his forward B throw Waddle Doos and Gordos only.
And the momentum code will help out the WoP. I know we can't change hitboxes, does that mean we can't move them either? If so, making anything come out faster is impossible and we can only touch the cool down lag
No! Don't take my DACUS away.
its still there. If anything, I would like it to be for Falcon and the other two that slide a lot
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
cAm did mention it and I did tell him at the time that the task would be a pretty sizable undertaking if it's even possible, so I guess I'll repeat that here.

The system you're suggesting Sketch, though it looks promising in theory, the only one I see actually working out in terms of coding is the one where decay queue is used to register the number of grabs and then incite a grab break.

And even then, that sounds like it would take some pretty darn complex coding. I mean, the decay queue system doesn't cause any direct action on the game, creating a responsive system like that would be... well... a Phantom Wings-esque task.

I don't even know if it'll be worth the lines it might take up...
The logic itself is not that bad. It seems more like a "possible or not" question.

1. After each grab, check the queue for X grabs
Q: is there a way to monitor the queue?

2. If X grabs are present, trigger something like "replace grab hold animation with grab break animation"
Q: can we trigger stuff based on the queue?

3. Have the above happen only once (IE a one-time action replacement)
Q: are one-time replacements possible?

Of course, each of those steps could be further broken down into more pseudo-code based on what is possible. If PW (or anyone) can answer those questions, we'll have a better idea if we should even be bothering with this :dizzy:

BTW, to the guy who mentioned stalling: stopping 0-death also stops stalling, and if we can't stop 0-death, we can just use a the ol' %-based stalling rule approach (no need for a code).
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
so you're suggesting that ICs automatically let go after 10 grabs? Well if you boost pummeling damage or something else that could work, but I'm still skeptical.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Hmm... the friction code... does it apply a broad change to friction, applying the same multiplier to everyone? Can we make it character specific?

Cause that's what's most needed. It'll allow us to control Luigi's traction separately from CF and even work on extending the DACUS in a character specific manner. Zelda DACUS for mass ownage?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
A few points:

-Have you guys ever thought that maybe the whole notion that the ice climbers suck without infinite chain grabs is because that since their metagame is so developed around chaingrabs that other facets of their gameplay is untouched?

-if a player can put down his controller while receiving damage, then there's something wrong. even in combos, you have the chance to tech or DI. in a chain grab situation, you can go take a **** and come back. this is NOT good gameplay. this is POOR design. you should be able to get out, not wait to die or for the ice climbers to mess up.
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
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In space
@Jiang: Probably. From what I can gather, desync doesn't seem important anymore. Orca, is desync useful in Brawl+?
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
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Carlisle, PA
Desync sets up the throw infinites.

I still think removing Nana grab would not hurt them, it would remove their infinites and put in some more crazy need for other kinds of CGs that can still zero to death, but give the other player an actual chance to get out.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
what 0-death CG's do they have with only popo grabbing. Besides the footstool ones you posted that im pretty sure r no longer possible do to buffering.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
so you're suggesting that ICs automatically let go after 10 grabs? Well if you boost pummeling damage or something else that could work, but I'm still skeptical.
If possible, I think it would be a good solution (though the number would probably be less than 10). The average IC mainer messes up before 0-death anyway, right? We want to preserve the CG for the damage potential, since in practice, that's what it comes down to due to the difficulty of completing the 0-death.

IC Throw Damage (fresh)
F-throw - 8
D-throw - 6
B-throw - 6.5
U-throw - 6

A 5 Fthrow to Dthrow chain is still ~36%. That's a guaranteed 30 or so percent every time you grab. Start mixing in fair and/or other moves, and the damage climbs (no pun intended). A grab limit would have the positive side effect of forcing creative chains to pad the damage before the limit is reached. A 5 Dthrow (~30%) to fair (~12% IIRC) with an fsmash (18%) finisher would net you about 50% (an estimation accounting for fresh bonus). Sounds pretty reasonable to me. Start throwing pummels in there to pad it even more. And in the end, we can still buff IC damage in any number of ways to make up for the grab limit.

It's all wishful thinking though, since we don't even know if we can limit anything!

Desync sets up the throw infinites.

I still think removing Nana grab would not hurt them, it would remove their infinites and put in some more crazy need for other kinds of CGs that can still zero to death, but give the other player an actual chance to get out.
The Nana grab thing is probably way easier if possible, so it should also be considered.
 

The Cape

Smash Master
Joined
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Messages
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Carlisle, PA
They still have:
D throw to D throw (Popo)
D throw to fair
B or F throw to toadstool hop fair
B or F throw to toadstool hop dair
Grab to down and B
Grab to forward B (miss last hit)
And of course, throw to smash.

Those are all CG setups with only Popo's grab. I think thats more than fair (and yes, some are more practical than others).

The other thing we can do, is make them both die when one dies.
 

The Cape

Smash Master
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That was my kidding part of the post. The rest was completely legit.

Also, by making it so she cant grab it doesnt hurt Popo himself in the least.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
There's one thing I WILL miss if Nana's grab get's removed, and it's something very legit and smart that I've seen some players do and have done myself to immense satisfaction:

Nana dashgrab approach.

Essentially, you run towards the opponent, Nana always runs a bit behind you. You shield (preferably Perfect Shield) the attack and then immediately shieldgrab. Done with proper timing, Nana won't have put up her shield at all but will instead just do a dashgrab. Popo takes the attack, gets pushed back a bit and his shieldgrab doesn't connect or just isn't in range to grab with it, but Nana is not hit by the attack and passes ahead of Popo with her dash grab and in this way she'll actually grab the opponent for you.

I've done this a few times. I'm no IC main so I don't know if that's a practical thing to do but it is certainly a lot of fun and is an extremely satisfying way to approach.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
MuBa, don't you think you should wait until the horizontal momentum code is fixed before using it in your code set?
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
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Location
Chapel Hill, NC
Okay, tried the air momentum code.

went halfway across final destination with captain falcon in a short hop

I don't think this code is quite ready yet...
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
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In space
Yeah, its a bit strong.

Question about the frame modifier. Say a move take 100 frames to execute (lol example), what would I need to put into the LLLLLLLL in order to make it execute by, say, 125 frames?

I ask this bcause I think I see an error in the Brawl+ beta set.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
That math is:

LLLLLLLL = x in float point
Actual frames/x = Desired frames

100/x = 135
x = 100/135
x = 0.740740...

0.740740... in float point is 3F3DA12F.

So the LLLLLLLL would be 3F3DA12F.


EDIT:
So did you find an error?
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
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Dragon Kick you into the Milky Way!
MuBa, don't you think you should wait until the horizontal momentum code is fixed before using it in your code set?
The momentum code, while it's in beta form, is very fun and not as glitchy as the character speed modifier Igglyboo made.

I'll continue to use this code set since I am trying to make a more competitive version of FUN SPEED ACTIVATE.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
The momentum code, while it's in beta form, is very fun and not as glitchy as the character speed modifier Igglyboo made.

I'll continue to use this code set since I am trying to make a more competitive version of FUN SPEED ACTIVATE.
Fair enough. And I guess it lets you get the values right so you don't have to put too much effort into the transition to the fixed momentum code.
 

CountKaiser

Smash Lord
Joined
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Messages
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In space
That math is:

LLLLLLLL = x in float point
Actual frames/x = Desired frames

100/x = 135
x = 100/135
x = 0.740740...

0.740740... in float point is 3F3DA12F.

So the LLLLLLLL would be 3F3DA12F.


EDIT:
So did you find an error?
I might have. I mention it in the brawlplussery thread.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
Ugh, I hate to ask this but here goes:

Smashville rules but the music sucks, I need a new song on it. Can someone link me the music mod? Or if someone wants to do the work for me, Smashville with the Metal Gear Solid Love Theme or Open Your Heart from Sonic Adventure.
You, sir, fail. Though I may be biased. I feel every stage should have K.K. Rider playing, haha.

There are codes that allow you to do custom music on each stage. I forget where they are linked at though. In any case, this is NOT the topic to ask this sort of question.


Alright, until momentum is fixed, I'd like to bring up another topic, because the issue hasn't been fully dealt with. How do we feel about the tether recoveries? Are Olimar and Ivysaur too easy to gimp? Should they be able to tether 3 times in the air, like Samus uses her grab, or would this be too overpowered? Should they be able to attack after using the tether attack?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Tethers are fine because they have the advantage of ASL that no one else (cept Lucario) has. If you mess the edgehog up on Olimar or ZSS is kinda spells death.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
How come Lucario has ASL but nobody else does?
Read-only recovery, we couldn't edit it.
It's fine though for him, he kind of needs it because it is so laggy on the stage it would be punishable almost every single time.

Edit: Write protected.
Read only, write protected, same difference :D
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I dunno, other characters have grapples that can hit the person hanging on the edge and be used again , like Samus (unless I'm mistaken).

Is it fair that Olimar and Ivysaur don't?
 
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