0RLY
A great conversation filler at bars and parties
Melee powershield: 1 frame
-Harder Powershield
Decrease the window of powershielding by 3 frames
Brawl powershield: 2 frames
Failure.
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Melee powershield: 1 frame
-Harder Powershield
Decrease the window of powershielding by 3 frames
Like, free falling as in what you look like after a melee air dodge in brawl. Not blinking, but cant do anything. No it would not be a good idea to work off of 1.2 and here is why.Im Confused to this Gimp Mode, thing your talking about Kupo......free fall as in what exactly?
Also would it not be smarter to just build off 1.2, and implement any features from 1.1 if needed?
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This....is too good. Ppl have to listen to this...srsly.I honestly don't think the people who are demanding that L-canceling stay manual have any idea how real fighting games work, or what the purpose of a "cancel" is. =/
When there is no advantage to NOT canceling, it's an extremely pointless technique.
It's like "Hey guys, Guilty Gear would be so much more competitive if we had to manually cancel every aerial to do combos."
...no
Besides, I really feel like manual L-canceling would alienate a good portion of newer Brawl players, and I don't think that should be our goal.
Why don't we see how broken auto L-cancel is or isn't when we have a code to do it?
I made a guess. I thought I heard 3 frames and was waiting to be corrected. So what....big deal...Melee powershield: 1 frame
Brawl powershield: 2 frames
Failure.
It's their ****ing job to know this stuff when they go to tourneys, stop being lazy and/or making it easier than it really needs to be, this is the reason Brawl is the way it is now. Sakurai tried to make it easy and playable for everyone so it wouldn't seperate the good from the casual.I honestly don't think the people who are demanding that L-canceling stay manual have any idea how real fighting games work, or what the purpose of a "cancel" is. =/
When there is no advantage to NOT canceling, it's an extremely pointless technique.
It's like "Hey guys, Guilty Gear would be so much more competitive if we had to manually cancel every aerial to do combos."
...no
Besides, I really feel like manual L-canceling would alienate a good portion of newer Brawl players, and I don't think that should be our goal.
Why don't we see how broken auto L-cancel is or isn't when we have a code to do it?
Having to Press L every time you do an aerial to be "Competively viable" Is bull.It's their ****ing job to know this stuff when they go to tourneys, stop being lazy and/or making it easier than it really needs to be, this is the reason Brawl is the way it is now. Sakurai tried to make it easy and playable for everyone so it wouldn't seperate the good from the casual.
If there are newer Brawlers that don't know adv techs when they go to tourneys tough ****, they learn.
If I wasn't a man insecure about his sexuality. A person mentally strong enough to do something without the discomfort of being called "Homo". I would hug you for this post.Just curious, what about applying Magus's powersheilding idea? I forgot most of the details, but does it involve replacing the Sheild in S-canceling with Powershield (making it P-Cancel, P-Can, Pecan, Toucan, Fruit Loops, Cereal. . . Hungry!)? That would give landing aerials an L-Cancel effect, while adding a frame or two of protection, if perfom correctly, that is.
Yep. . . I'm about to rant now, nothing serious though.
I think the Melee Air Dodge is out of place in Brawl(+). It seems as if hacks have been built to accommadate the Wavedash. If anything, we should find a way to make SJR/ISJR easier to perform. That technique is like the mother of all techniques. It combines L-cancel with the mobility of Wavedashing and the intensity of shuffling(SHFFL). Besides that it would give Brawl(+) it's own unique gameplay. When looking at the previous Smash games;
Smash 64 is more shield breaking, l-canceling ,combo oriented - making seem more like a traditional fighter (compared to Melee).
Melee is more l-canceling, wavedashing, spacing, edge gaurding, chain grabbing, combo oriented - More emphasis was placed on SHFFLing and Wavedashing, which made the gameplay of Melee completely from Smash 64.
Brawl(+) could be Aerial and possibly sheild breaking (when hit stun develops), if SJR/ISJR was made easier to perform. ISJR/SJR could do for Brawl what Wavedashing did for Melee. Not to mention the wavebounce, chain grabbing and infinite aspect of Brawl.
In short I think Brawl(+) has a lot to offer and doesn't need to play like Melee. I think we should improve Brawl original mechanics, instead of changing into something altogether new. Think I should make a new thread regarding SJR/ISJR and it's place in Brawl(+)?
/rant. . .
I'm just responding to their very logical posts. I know I can do that Kupo but if it and stuff like gameplay speed up get decided to use for alternative tourneys I'm not participating.Yea, I agree with you, and I am making an in depth vid of what you can do with it to show how overpowered it really is.
Marioblaze: You don't have to play with auto l canceling. You have l canceling and can keep it instead of switching. Please tell me why certain players have to overcome an additional weakness by adding tech skill to their game when others don't have to? And you mention reflexes. What reflexes are you talking about? Your in control of the l cancel and the button press for the l cancel is on your terms. You know when its coming up so its not really a reflex that adds anything like DI. You need more reflexes to have good DI than you do l canceling.
No one every said that. I brought up that as an example to show that DI takes skill and L canceling doesnt. DI takes more reflexes (esp in melee) than l cancel because you control l cancel, you dont control what move will hit you so you need the reflex to make fast changes at times where your hit unexpectedly.Also how does someone make a comparison between DI and L-cancel. DI takes more skill to do than L-cancel. Infact, you can L-cancel with your eyes closed. DI'ing with your eyes closed is Stupid.
Pretty much sums up my point, I'm just on Wiiwebz and lazy though and didn't want to type a lot.I'd say let's keep L-Canceling in Brawl since it's always been a staple in Smash Bros. Also while L-canceling does not really add depth to the game, it does add a type of difficulty that rewards the player (by not getting punished and the ability to string combos together) if executed correctly.
L-Canceling is not simply pressing a button it's pressing a button at the RIGHT TIME. That itself takes skill to use and is something that is necessary in a competitive Smash Brothers game.
Edit: I wish auto-canceled aerials never existed. It limits the game's competitive potential -_-;
Quoted for epic truth.I'd say let's keep L-Canceling in Brawl since it's always been a staple in Smash Bros. Also while L-canceling does not really add depth to the game, it does add a type of difficulty that rewards the player (by not getting punished and the ability to string combos together) if executed correctly.
L-Canceling is not simply pressing a button it's pressing a button at the RIGHT TIME. That itself takes skill to use and is something that is necessary in a competitive Smash Brothers game.
Edit: I wish auto-canceled aerials never existed. It limits the game's competitive potential -_-;
Just because it's how l-canceling worked in the previous smash games and is just what you may be used to (believe me, I am quite accustomed to it as well), doesn't mean that it isn't bad game design.
Seriously. How many good fighting games are there that contain intentional game mechanics/advanced techniques that:
1) Offer great reward for its success in execution at ZERO risk/cost to the player.
2) Failure in its execution always results in the exact same risk/cost/punishment as NOT attempting to perform it.
3) Attempting it in 100% of all cases is absolutely 100% of the time the superior "option" to not attempting it, even if it were to FAIL each and every single time as failure will always result in the exact same outcome as not trying to perform it.
I have nothing at all against tech skill being needed in the game (and if you happen to know me as a Melee player it's actually a strong point of mine). I would also have no problem if the proposed powershield-cancel code were to be created and designed so that it were much more difficult to perform than l-canceling, as that technique's existence would actually add something meaningful to the game. (PS-Cancel = half lag by default, and the cancel removes ALL lag into a PS animation giving the attacker the mixup of instead gaining frame advantage on block when performed and allowing instant A/B attack follow ups, but at the cost of weakening their shield)
I do, however, have a problem with tech skill being implemented in the form of a recycled game mechanic that at its core is straight up flawed game design (though it's a respectable attempt at depth considering it's Sakurai). It's about 1% depth and 99% just an excuse to tack on a rather minor tech skill requirement to a technique that in the end contributes next to nothing to the game beyond the reduction in lag itself. Any minute amount of depth it may actually offer for the rare event someone happens to mess it up, even after the new timing fully becomes muscle memory and is in a slower paced game, is easily trumped by the nuisance it now becomes in this case thanks to the game's gimped L/R buttons.
I'd respectfully disagree here and say the MAD is not perfect.I agree with zxeon that the Melee Airdodge is to be considered perfect.
Although it's very debatable that an autocancelable aerial may become an issue. I'd say we just get a bigger time window for pressing L to half the lag of aerials.
I say we should just take it out, it really doesn't go well with Brawl all that much.I'd respectfully disagree here and say the MAD is not perfect.
We need landing lag. We can't have stacking of WDs and WaveDodges, these give way too many options and Wavedodges are pretty much invulnerable approaches.
I cant believe we actually agree zxeon lol. If you want to make MAD perfect, then MAD will be the ONLY code you have one. I don't think MAD is that important if you cant also have l canceling and the other stuffI say we should just take it out, it really doesn't go well with Brawl all that much.
I dont think its stupid. My friend was a good ganon in melee and he said that one of the things that hurt ganon now is that you don't slide away when powershielding. All his attacks rely on pushing ppl away so that he doesn't get as punished. You slide away in melee when you powershield also.Put for Future Codes.
1 Hit Knock Out.
...wait thats stupid right?
I think the Powershield sliding thing is stupid too.
The shield is going to be important for punishment with L-canceling in, as otherwise you just might not be able to if your a heavy character >.>
Auto sweetspoting doesn't work on the way down, only on the way up. Its the reason why you can't punish ppl for poking their heads above the stage. I think your talking about reverse grabbing which I believe should be in there.i think No auto sweetspot ledges is going abit way to far. like we cant even wavedash off the stage and now you want us to combine wavedash to the very edge and then hug? blahh there goes the down fall of spacies, ike and ganon
Yea I was thinking about that. Question. Did everyone in melee retain their running momentum in their jump? I thought they slowed down a little but im not sure. (except CF)I think that one thing no one seems to have noticed but which would really improve Brawl+ is a hack which makes it so that running jumps (jumps which occur while a character is running) retain the momentum (ie the character is still moves at the same speed after a running jump).
It currently works so that if the analogue stick is tilted forward when you jump, you jump forward at a set speed. Whether you are walking very slowly or running makes no difference whatsoever.
As well as this, I think the maximum horizontal aerial momentum of some characters (fast-fallers mostly) is way too slow, and not conducive to combos.
When I first played Brawl, these basic changes to character physics were what slapped me in the face first. I think they have to be remedied.
The debate wont happen until we have all of the codes we want and furthermore, it will not be discussed in this thread.So when exactly will we be deciding on a Competitive Standard for Brawl+?
Exactly which codes will be active and whatnot. There needs to be a Discussion/Debate thread.
If we have enough room for character specific buffs then we'll do that.Very Important:
DoubleJumpCancle for Yoshi and Ness!!!
I have a Question:
If i want a bit more Gravity then in the Normal Brawl
whitch strengh should I use?
- 2.0 is far to much
- 1.5 is a bit to much
is there a code for 1.3 or something like this?
€//:
You Cant Wavedash out of shield o.O
this should be fixed!