kupo15
Smash Hero
you are correct. It should be
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well sticking around generally would be nice. Basically if there are changes that affect all characters, you would be someone who would know if it would break peach, either for the good or that bad. I don't think there is gonna be any more specific changes to peach but you never know, eventually there will probably be something, and it'd be nice if you could say "hey wait a minute" if someone is suggesting a change that really doesn't fit her or makes her feel not like peach.How do you want me to rep Peach on this?
I used the one from this link that Shanus PM me:Dark pch, which code file did you play? I have a feeling you will soon be playing a considerably better code set in a few hours
Alright. So far I have no problems with her. The only think I am a lil worried about is her being a floaty and mixed with the longer hit stun in the air. Characters like Meta can eat hair alive like that. Worst than before.Basically, say what is good/bad about Peach given the current Beta set. Jump/gravity/etc. is modified accordingly.
Yep, but I feel he needs one more buff...lower kb on the raptor boost. Then he will be set. But we don't have that code though![]()
I used the one from this link that Shanus PM me:
http://shanemulliganphotography.blogsite.org:6111/~shane/Smashcodes/3-8-2009/Beta3.3/
I'll try to get friends over or if people have the same codes as me on thier wii, I'll play them online and see how this goes.
What does KB mean?The set from the link you posted contains the No Decay code. Your moves shouldn't lose any knockback or damage with use.
Right now I don't think KB/damage can be modified, but Almas is working on KB modification I think?
You can get out of tumble by tapping the control stick once while you're not in hitstun. In other words, you still have all your options from before (they come one frame latter of course), but now of also have the option to tech instead of airdodge when you're close to the ground.I've just noticed that shanus codeset has "No AD during Tumble v3". This has been probably discussed before, but I don't see why should we remove all the defensive options when you're in tumble. Learning to predict what your opponent is going to do is very important in vB, and that should remain in B+. Moreover, it's not like AD is a broken option or something.
Also, I don't think it balances characters, but makes chars with faster aerials even better than they already are.
Just wanted to see what you guys think.
Leak really isn't the right word, I myself have had access to it for quite awhile now. As long as you were on the chat at the right time, he gave you the URL of the Brawl+ beta 3.3 betaYAY beta 3.3 got leaked ^__^
I typed that link. it says site can't be found.Two things I thought you should know Drk.
1. You can see what's been changed by going to the site shanus linked you to and clicking on the file called "changelist" and see what has changed in the code set. You can also take a peek at the file called "beta 3.3.txt" to see what codes are activated/on in the set. In Brawl+, moves don't decay in knockback or damage (though we DO want damage decay) so, everybody has an equally better chance at killing with their KO moves if you've already used them.
2. You can send people the code set you use (in this case, the official plusery set) to play them online. In fact, if you go to the IRC I bet you could find someone to play right now (irc.gamesurge.net/BrawlPlus incase you wanted the link).
Haha sorry, this is it: http://www.gamesurge.net/chat/BrawlPlusI typed that link. it says site can't be found.
I see... but that's not good if we want to make Brawl+ more n00b friendly. It's easier and more "natural" to press a button in order to dodge than tapping the control stick+button. And some combos are already hard enough to escape without the proper DI. It's not like they need to be harder. Not everything should demand X skill, not when AD'ing it's your only defensive option.You can get out of tumble by tapping the control stick once while you're not in hitstun. In other words, you still have all your options from before (they come one frame latter of course), but now of also have the option to tech instead of airdodge when you're close to the ground.
It really doesn't nerf the defensive game at all (assuming that you actually...practice a little so that you air dodge immediately after tapping the control stick), but rather buffs it by simply giving you more options to work with.
It also puts a little more skill into escaping combos, since now instead of spamming the shield button when trying to escape, you have to time it to coincide with a control stick tap (and you'd better not spam control stick taps, unless you want to have the worst DI ever in the case of you still being in hitstun when you get hit)
Freaking awsome. I am gonna record some of these matches and post them in here. be back in a few hours.........yea its that serious.Haha sorry, this is it: http://www.gamesurge.net/chat/BrawlPlus
Tech window isn't an issue with that button, we actually don't need the No AD during tumble to fix teching at all. The reason we use this code was to make it so the player needed more skill to get out of combos. However, you still do have another option, you can still buffer in an attack during hitstun and instantly leave hitstun doing any aerial. So you have a choice, wiggle AD, or instant aerial. You still have plenty of options, it just makes it so the player can't supermash AD and instantly leave it. I'm still not entirely sold on the cold, but the benefits seem nice thus far.I see... but that's not good if we want to make Brawl+ more n00b friendly. It's easier and more "natural" to press a button in order to dodge than tapping the control stick+button. And some combos are already hard enough to escape without the proper DI. It's not like they need to be harder. Not everything should demand X skill, not when AD'ing it's your only defensive option.
I feel that Brawl+ should be the more competitive possible, but this is just unneeded. Maybe changing the input for teching would be a better solution? (dunno if that's viable).
Ok great, then you should be updatedI used the one from this link that Shanus PM me:
http://shanemulliganphotography.blogsite.org:6111/~shane/Smashcodes/3-8-2009/Beta3.3/
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I feel throws have too much kb also in which I will be experimenting with when the kb code is made so don't you worryIf falcon gets that then link better get lower KB on his dthrow...
Idk it still feels like certain chars (not just link) grabs have just a tad bit too much kb. With proper DI alot of **** can be DIed out of ;p
This game IS more noob friendly and it will always be (using melee as a comparison) I don't want a game that puts noobs over good competitive play. I'd rather not see us make an easy game over depth and even this change isn't challenging anyway and it benefits the game as a whole over all in a positive way from my matches.I see... but that's not good if we want to make Brawl+ more n00b friendly.
So we got a Peach representative for Brawl+ now? :D Awesome. Glad you're enjoying Brawl+. Brawl+ is spreading pretty quickly.Freaking awsome. I am gonna record some of these matches and post them in here. be back in a few hours.........yea its that serious.
I know you guys didn't want to include wavedashing but do you think you guys may reconsider? It adds more control and the like. Maybe when the community gets bigger we can take a poll? And yea brawl+ is the way to go. Good work
I *think* hitstun is always the same length of time. It's just that a harder hit makes you go faster, so you go farther before the hitstun ends. Confirmation, please?One problem though. When you get launched, the hit stun is longer.
I am talking about from regular brawl and brawl+. In the old version when you got lanuched by a strong attack, you could do anything in the air like a sec later. thus why momentum cancelling was good.Can't fit it ATM anyway. If/when Gecko 2.0 releases, anyone who wants it can just add it in.
I *think* hitstun is always the same length of time. It's just that a harder hit makes you go faster, so you go farther before the hitstun ends. Confirmation, please?
Thanks for clearing that up. Learned something new! =)Hitstun is proportional to launch speed, and is multiplied by a constant depending on the character. It is generally believed that there are three categories for this constant (one for floaties, one for heavies, one for normal people).
I know this, but I was incorrect in thinking that launch speed didn't affect hitstun.I am talking about from regular brawl and brawl+. In the old version when you got lanuched by a strong attack, you could do anything in the air like a sec later. thus why momentum cancelling was good.
Brawl plus when you get launched, it takes you about 2-3 secs for you to do anything. You can't move at all.
Sorry to hear that. But, in my opinion, she's much better. With the hit stun, she's a combo machine with dAir. *look at my sig for example*. I don't know what you mean by "taking Samus out of Brawl+" though. That seems impossible.As a samus main, i was extremely disappointed in what was done to her. Buffering system messed up everything, and her overall appeal has dropped. Everyones aerials are virtually lagless, so its not like thats a benefit for her anymore. Not to mention she has the floatiness that makes her easy to juggle. She's extremely boring, and should be buffed or taken out of brawl +.
I think he means to leave Samus untouched i.e. make her work exactly like in Brawl. Which I think would be stupid, and a waste of lines.You could easily take out a character by adding a new CSS without her in it. But this would also take out ZSS and not to mention it would be completely ********
Or just put ZSS in her place...You could easily take out a character by adding a new CSS without her in it. But this would also take out ZSS and not to mention it would be completely ********