zxeon
Smash Lord
No! Don't take my DACUS away.
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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.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.
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 lagSo, 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.
its still there. If anything, I would like it to be for Falcon and the other two that slide a lotNo! Don't take my DACUS away.
I thought the friction code was to counteract sliding done by the Momentum code.No! Don't take my DACUS away.
The logic itself is not that bad. It seems more like a "possible or not" question.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...
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.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.
The Nana grab thing is probably way easier if possible, so it should also be considered.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.
Horrible idea. Nana is waaaay too easy to kill. She even kills herself sometimes. Its not fair to have to rely on a half ******** computer to keep you alive.The other thing we can do, is make them both die when one dies.
Is that another joke? Oh you.The other thing we can do, is make them both die when one dies.
No, that sounds about right.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...
The momentum code, while it's in beta form, is very fun and not as glitchy as the character speed modifier Igglyboo made.MuBa, don't you think you should wait until the horizontal momentum code is fixed before using it in your code set?
...What? Why? Snake is strong enough as-is.Snake's Fsmash and Dsmash is a bit faster (not much)
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.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.
I might have. I mention it in the brawlplussery thread.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?
Lol don't worry. It's not going to be overpowered....What? Why? Snake is strong enough as-is.
You, sir, fail. Though I may be biased. I feel every stage should have K.K. Rider playing, haha.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.
Really? Hows that?So I just realized that walk-off momentum is a nice buff for tether characters.
Because they can still easily hug the edge by tether as soon as they leave the egde, almost before they're fully off.Really? Hows that?
Read-only recovery, we couldn't edit it.How come Lucario has ASL but nobody else does?
His Up-B appears to be write-protected, so we can't make it not ASL. It's ok, though, because he's one of the few characters that really needs it.How come Lucario has ASL but nobody else does?