kupo15
Smash Hero
^^Not exactly. I'll answer this after my midterm
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How exactly is this bad? That's exactly what kind of combo system we were going for isn't it? Where combos that are a result of hitstun and combos that are a result of a positioning advantage or the opponent's slow reaction/wrong reaction are interwoven to make really long elaborate combos that only happen occasionally because they require the opponent to make the wrong decision when getting combo'd (like he wasted time trying to wiggle when it was a true combo and that just screwed up his DI, or he tried to fair out but he didn't have enough time to do it, so he should've just wiggle'd out and airdodged).since true combos may now be extended when they turn into strings.
QFTHow exactly is this bad? That's exactly what kind of combo system we were going for isn't it? Where combos that are a result of hitstun and combos that are a result of a positioning advantage or the opponent's slow reaction/wrong reaction are interwoven to make really long elaborate combos that only happen occasionally because they require the opponent to make the wrong decision when getting combo'd (like he wasted time trying to wiggle when it was a true combo and that just screwed up his DI, or he tried to fair out but he didn't have enough time to do it, so he should've just wiggle'd out and airdodged).
That's exactly what I was looking for in the combo system. The ability to actually hide strings between true combos.
As will I(in the event of increased code space I will argue for these)
3.4 isn't out yet. It's currently just a modified 3.3 that shanus is tampering with here and there.where can I find the Plusery 3.4 that you all are talking about?? I could only find the 3.3 beta version...
So what you're saying is...a string becomes a combo not because you trick your opponent, not because you read his option, but because the button input gets in the way of him performing the maneuver? I just read Sirlin's SF2 Turbo articles, and that seemed like one of the main things he was trying to get rid of - the player being punished because of an unnecessarily difficult button inputHow exactly is this bad? That's exactly what kind of combo system we were going for isn't it? Where combos that are a result of hitstun and combos that are a result of a positioning advantage or the opponent's slow reaction/wrong reaction are interwoven to make really long elaborate combos that only happen occasionally because they require the opponent to make the wrong decision when getting combo'd (like he wasted time trying to wiggle when it was a true combo and that just screwed up his DI, or he tried to fair out but he didn't have enough time to do it, so he should've just wiggle'd out and airdodged).
That's exactly what I was looking for in the combo system. The ability to actually hide strings between true combos.
But alas, this is a community project, and it seems like a lot of people (including some other intelligent posters) don't like the tumble codes, so I guess we'll have to leave them out for codespace (in the event of increased code space I will argue for these)
Grand Idea, Jiangjunizzy, why not change it to a simple button input. So you can stay in tumble if you want (to tech) or get out, to not get comboed so easily. If you think mashing is already slimple then, 0k.mashing to get out of a tumble sounds a lot like manual l cancelling to me
Except it's not.So what you're saying is...a string becomes a combo not because you trick your opponent, not because you read his option, but because the button input gets in the way of him performing the maneuver? I just read Sirlin's SF2 Turbo articles, and that seemed like one of the main things he was trying to get rid of - the player being punished because of an unnecessarily difficult button input
QFTExcept it's not.
1. Even if you predict that they will airdodge, they still move during the airdodge, thus lessening the effect of the positioning advantage that you had be trying to establish (for instance, you wanted them to be slightly above you so you could uptilt, but their airodge will let them reach the ground so no matter how well you predict it you won't get that up tilt). Landing lag is only 2 frames and some character's attacks only stay out for 1 or 2 frames (Marth's f-smash only has a hitbox for 1 frame for instance), giving you only a 3 frame window to punish their completely predictable action.
2. It is because you tricked them. Wiggling is not hard to do!! You just tap the control stick and then airdodge! The player is being punished because he picked the wrong solution (trying to wiggle out of a true combo and thus ruining his DI, or trying to DI a string and thus missing his chance to escape it entirely.)
This removes the blanket solution of "always go for the airdodge when trying to escape, just in case it's not a true combo," which allows them to both DI true combos very well, and also escape all strings, and even mitigate the effects of being in a bad position (since being closer to the ground is typically better than not being closer to the ground), even if you predict the airdodge. It is the superior option in almost every single situation, and dispite it being punishable it's still better than taking the hit you were trying to dodge. As in, this completely predictable option is still better than before, despite me predicting it!!.
I really do not see this. It is very easy to get out of tumble quickly. I've never encountered a circumstance in which I was combo'd purely because I didn't escape tumble in time, even with bulky characters like King Dedede.I can see the depth this adds, I think one of the biggest problems we have is the blanket nerf it makes to a chunk of the cast. Those with aerials that can't cover themselves, have slow jumps, have poor jumps, or any combination of the three are just left out in the code to be juggled. This code is a juggler and combo characters dream, but don't forget even with histun there are still characters that aren't meant for juggling and play a 1-2 game or a straight up defensive/camp game.
I haven't gotten to do much play testing with the code yet, but I honestly can't see how this is a problem. If you know that you're not going to be in hitstun on the next hit, then obviously you should be able to time a control stick flick and an airdodge (stop mashing and start timing).I really do not see this. It is very easy to get out of tumble quickly. I've never encountered a circumstance in which I was combo'd purely because I didn't escape tumble in time, even with bulky characters like King Dedede.
D3 has a few decent, disjointed aerials, but the d-air does an OK job of protecting him.His up-b has super armor so he can escape that way, especially if he is juggled off the stage. The characters I feel that become worse with this code are:I really do not see this. It is very easy to get out of tumble quickly. I've never encountered a circumstance in which I was combo'd purely because I didn't escape tumble in time, even with bulky characters like King Dedede.
What about dair? Or nair for in front of her.Peach-Lol at her 'second jump' so Peach's only options are to time that flick to dodge perfectly or use an aerial to cover her. She really doesn't have one.
How about just timing the dodge. If you know it's not a combo it should be simple right?Bowser- Slow, poor jumps and no aerial to cover him.
Double jump->nair.Yoshi-Jumping is a poor idea because if he gets knocked out of it or off the stage after it's done the Yoshi is gone.
See BowserDK- see Bowser
Double jump dair, double jump up B teleport. Or just time the airdodge...Zelda- see Bowser. N-air is weak below, before anyone suggests that.
Nair comes out pretty fast for in front of him, double jump dair is decent (dair comes out pretty fast too anyway).Toon Link (inexperienced here)- Not really too bad, but he doesn't have a solid aerial to cover himself. His jump is good, but a little slow.
See Bowser.Ganondorf- see Bowser
They get separated regardless, because Nana lags behind Popo and doesn't airdodge in time anyway.ICs- This just screams to get the two separated, something that I'd argue is almost too easy to do now.
See Bowser. Double jump dair works fairly well too.Ike- see Bowser
See Bowser.Ness-no good aerial and his awkward jump can put him in a situation he doesn't want to be in.
See Bowser. Up B kinda works too.
Charizard- see Bowser
Learn to DI and use your jumps.Jigglypuff-She got juggled really bad when we used her, I can chalk it up to inexperience I suppose.
Dair and nair aren't good GTFO aerials? Fast fall bair? Also, see Bowser.Snake- No good GTFO me aerial, slow jumps and if he gets hit after jumping his recovery is spike bait. Can't forget the whole 'grabbing the Cypher' thing either.
I fail to see how any of these didn't already apply without the code, the only difference being you would always try to airdodge regardless of whether or not you knew the next hit was a true combo. Sorry to say this...but maybe you're just used to mashing airdodge and having it work without really thinking at all. How about you try actually timing the wiggle and airdodge since your so certain that what you're getting hit by is not a combo.I don't want to sound like a prick or anything, but we need to keep the original spirit of Brawl in tact. Besides momentum, the game still feels like Brawl. Brawl is known for it's simplicity of gameplay and stronger defensive game. It's another topic. Really, I just want to know the opinions on those 11 or 12 guys.
Because that same safe reliable counter can be spammed with literally no thought and still net them a better outcome (regardless of it being predictable)? How about so you have to think when getting out of combos? Hitstun is one of the least satisfying ways to pull off combos, because it's simply too defined (they're either in hitstun or they're not). Strings are much more entertaining, but are only viable when they can successfully blend within the veil of true combos. This can only be done if there is no foolproof counter for them (which is currently...mash airdodge and you'll be better off than if you didn't mash airdodge 90% of the time)I also reiterate, why must those characters now jump through an extra hurdle to perform what is really their only safe, and reliable counters. It's like adding a code that requires you to hit jump twice just to jump once. (Poor example but whatever)
No autosweetspot ledges, hitstun, shield stun, 2 frame buffer, ect, are all fairly difficult to get used to when picking up brawl+. We're not striving for simplicity, we're striving for depth (it is nice if things are simple, but simplicity can be sacrificed if there are merits to the change). It "taking getting used to" is not justification for excluding the code. What matters is the end product when everyone is able to do it, which I think is a very good end product in this scenario. You're able to airdodge out when you know it's not a combo, you're able to get the optimal DI if you know it is a combo, but you have to guess and possibly be punished for guessing wrong if you're not sure. To me...that's depth and well worth having to practice timing a tap of the control stick for.I also agree that B+ doesn't hold your hand quite to the level of vBrawl, and also the camping and defense are much less potent, but the game is still quite easy to pick up. Sure there are a few guys (coughSONICcough) that have A LOT of depth to them, but the game is still very simple. I just feel this code is a direct nerf to the simplicity that not only is prevalent in Brawl, but I also thought we were striving for in B+.
Touche...^^^Your forgetting an option. The double jump plus AD and your forgetting about fastfalling the tumble
At the same time that you add depth, you also want the game to be approachable. This is a mechanic which a large portion of new members (read: players who are competitive now but weren't in melee, a LARGE scene which we are hoping to attract) will not be attracted too. Notice how everyone's first reaction to it is: disgust. Even if this mechanic was the best thing since sliced bread, imagine trying to convert a large quantity of players to this game when they won't even give it a chance. You can add the ultimate depth with the up b down a up down left right b start combos, but depth alone does not make a game good. The appropriate balance between playability AND depth on the other hand does. Its not hard to time a wiggle when you know you've exited a combo, but when your a large character in the mix of getting juggled to death and then your usually forced to jump out and AD (which when we discussed in our chat room how easily punishable that is), I don't think thats adding depth or playability.Because that same safe reliable counter can be spammed with literally no thought and still net them a better outcome (regardless of it being predictable)? How about so you have to think when getting out of combos? Hitstun is one of the least satisfying ways to pull off combos, because it's simply too defined (they're either in hitstun or they're not). Strings are much more entertaining, but are only viable when they can successfully blend within the veil of true combos. This can only be done if there is no foolproof counter for them (which is currently...mash airdodge and you'll be better off than if you didn't mash airdodge 90% of the time)
No autosweetspot ledges, hitstun, shield stun, 2 frame buffer, ect, are all fairly difficult to get used to when picking up brawl+. We're not striving for simplicity, we're striving for depth (it is nice if things are simple, but simplicity can be sacrificed if there are merits to the change). It "taking getting used to" is not justification for excluding the code. What matters is the end product when everyone is able to do it, which I think is a very good end product in this scenario. You're able to airdodge out when you know it's not a combo, you're able to get the optimal DI if you know it is a combo, but you have to guess and possibly be punished for guessing wrong if you're not sure. To me...that's depth and well worth having to practice timing a tap of the control stick for.
Tech window V0.5 [spunit262, Phantom Wings]
C277F190 00000012
80810010 2C040046
41A00080 2C04004C
41A10078 80BF0068
88C5008F 2C0600[COLOR="Yellow"]14[/COLOR]
41A10068 88E5008E
7CC63A14 2C0600[COLOR="Red"]28[/COLOR]
41800058 2C040049
41820050 41A00008
3884FFFC 3884FFBA
5484083C 38840060
2C040062 41810030
41820010 80C50038
54C66D3E 48000014
80E50074 50E4EFFE
80C5003C 7CC69E70
2C0607E5 41A00008
60840001 90810010
60000000 00000000
C2765394 00000005
88C30058 2C0600[COLOR="Red"]28[/COLOR]
41A10014 7C060214
2C0000FF 41800008
380000FE 98030058
60000000 00000000
[COLOR="Yellow"]Tech window 20[/COLOR]
[COLOR="red"]Retry wait period (includes tech window) 40[/COLOR]
Yes.missed tech reset counter
so spunit, when you say it includes tech window for the red, does that mean right now, when the teching window is over, it takes 20 frames before you can tech again even though its set to 40?
I was just jumping around for about 3 secs and got a freeze
Tripping Rate Modifier [KirbyIsCool, spunit262]
04B883E0 00000000
Default is .02
Apparently you missed the point where he said that you lose strategic positioning. Predicting the air dodge isn't that big a deal because of how easy it is, but, that valuable time waiting for the air dodge moves them away from the position you wanted them to be in. So instead continuing the string right where they exit hitstun, your continuing it at a much different position which makes a difference.DS, you say that AD was the best option regardless of whether it was predicted, but I disagree. If your AD is predicted, you will get hit in the cooldown. If your AD is not predicted, you will not get hit. How, then, is getting hit (predicted) the same as not getting hit? You can make your AD unpredictable through delayed timing, but your opponent can catch on and still punish. You can then start to AD immediately to continue the mixup, and your opponent will adjust. If they think you will delay, you can start to aerial, not only avoid the hit, but also turn the situation in your favor. Here is the current mixup between AD (less risk, less reward) and attacking (bigger risk, bigger reward). There is depth without this code..
[B][COLOR=Yellow]Tripping Rate Modifier[/COLOR][/B] [KirbyIsCool, spunit262]
04B883E0 00000000
[COLOR=LightBlue][B]Default is .02[/B][/COLOR]
It's just a one-line no tripping code. We need all the extra lines we can get.Code:[B][COLOR=Yellow]Tripping Rate Modifier[/COLOR][/B] [KirbyIsCool, spunit262] 04B883E0 00000000 [COLOR=LightBlue][B]Default is .02[/B][/COLOR]
So, what do we need this for? Don't we just want to get rid of random tripping altogether?