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COMPETITIVE Brawl+: Code Agenda

Ulevo

Smash Master
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Dec 5, 2007
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Unlimited Blade Works
Im not understanding what is bad about easy combos. It's ridiculously long combos that we should be concerned about. If Sonic can easily Uthrow to Uair, what's the big deal? I say we look at modifying hit stun if Sonic starts juggling people with Uair to 90%.

The last set I used had hit stun way too low, and a lot of standard combos for character were very easy to escape from. It felt like regular Brawl again.

I'd also like to note that there was a fair bit of hit stun in Melee, and it never presented a huge problem. I think a large reason why some people may be believing the hit stun is too high is there opponents are not bothering to DI correctly out of the combos.
 

storm92

Smash Ace
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Feb 6, 2008
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Im not understanding what is bad about easy combos. It's ridiculously long combos that we should be concerned about. If Sonic can easily Uthrow to Uair, what's the big deal? I say we look at modifying hit stun if Sonic starts juggling people with Uair to 90%.

The last set I used had hit stun way too low, and a lot of standard combos for character were very easy to escape from. It felt like regular Brawl again.
Same here, I played with 2 friends today and can second that it simply felt like vB.
Maybe we're going a bit too low with the hitstun?
I like .485 much more than .484.
It's not too much of a difference in decimals, but it makes a pretty noticeable difference.
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
I actually feel like plus could go for more shanus...a tad bit, the teching code is secks which should allow us to increase just a tad imo...When ganon DI's out links aaa combo I start getting Vbrawl flashbacks @_@. Also against dark Peach there were times when he would just break my shiz combos with falco :p. Im talking legit dair> utilt> other shenanigans type stuff.
Id try 8.75

The kb code needs to decrease certain chars grab kb
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Thats what I'm saying. We need to stop lowering hitstun here. Its stupid.


Also Dark Sonic, you never responded to my reply post earlier which I think has very valid points.
So i'll post it here again:
PLEASE NOTE THAT I ONLY SUPPORT THIS CODE IF WE HAVE CODESPACE FOR IT, AND CODESPACE FOR NECESSARY DEFENSIVE BUFFS IF NEEDED.


The same could be said for no auto sweetspot ledges, and hitstun, and lower buffer (especially lower buffer). Every physics change that we made was a major change, and most of them were negatively received at first (I know that when my brawl friends first tried brawl+, they hated it because they couldn't attack me out of my combos, or drop their shield and f-smash me after shielding my aerials). I really don't see how this is any different.
That's only depth if it does something that isn't already done. But that also seems fairly easy to do.
Tell that to Guilty Gear.
Why are you forced to jump out?! You're not forced to do anything. You choose to jump out because you don't know if it's a combo or not, because you don't know when you're not in hitstun, which was exactly my point. For if you know that you're not in hitstun, then you know when you should be wiggling out, you're just not doing it, which means that you're contradicting the purpose of this code (these things only apply assuming that everyone can...do it. Even if they have to practice, they still have to actually apply these principles)

How about because mashing airdodge mindlessly should not be a guaranteed way to minimize damage? Airdodging gives you full control over your momentum (you can drift forward or back), and you get closer to the ground. Is that not the best thing you could ask for? Even if you're airdodge gets predicted, you're better of than the other scenario (get hit right after exiting hitstun), which is my biggest gripe with the system. Where's my reward for predicting you? I predict your airdodge and I get....a forward air, since you used that airdodge to drift to far for my uair to connect, even though I knew exactly what you were doing.
Or you time the wiggle since you know it's not a combo.
It is still in-discriminatory. It is still an option. It just takes some actual timing now (*gasp, there's prediction involved now?!?)

As you mentioned previously in our back room discussion, being frame perfect with wiggles is not practical. In fact, you said even the best players fail to be within a 3 frame window of being frame perfect and that even silent wolf isn't frame perfect. As such, for heavier chars, if they need an instant option, jumping/attacking is their only bufferable/instant option. This is why I used it as an example. They might have exited hitstun and have a 2 frame open window before the opponent can uair them again. They might try to wiggle and AD out, but according to your previous argument, that isn't consistently feasible. So wait, how is this in-discriminatory? You have characters with strong feasible buffer exits, and others that do not? I know they are going to uair me again, but now I only have these two options. I'm predicting them, just as they need to predict my air dodge. This is why its an imperfect system. You can say, why don't I get more for predicting them, but why don't I get more for knowing that I can exit a huge combo. In fact, 70-80% combos still exist. Why do we need to make them even longer?

It's not hard to anticipate airdodge, but the reward you get for predicting the airdodge is less than hitting them after the string, so it's still a better situation for them. The vertical transition turns onto a horizontal transition, most of which cannot be combo'd from and also don't kill the opponent.

Why is this a bad thing? You just put on say 75% on me but failed to kill me due to the DI that I performed. I see that your going for the kill move or to try and keep going. I air dodge, as you know and claimed, is the best option for many characters. You see it coming, since you say its easy, and hit me again. **** I'm at 90% now and still working on recovering. Your advantage is still way higher here. So now this is your logic. You hit me in that 75% and I exit the combo. Air dodge is still my best defensive option. I now need to focus on the exact frame i exit hitstun, wiggle, AD and am in the exact same situation. But wait, I can't be frame perfect. Now I get fwomped in the face if I'm a big slow character. Why is this any better? AD is clearly still the best option, but now I can't buffer it.

At this point, most strings are strictly done close to the ground, most punishing whiffed attacks. Punishing an airdodge is typically the end of that string, because it sends them too far to follow up, which in turn makes airdodging the ultimate defensive option (better than all the others for most characters). This is about the risk/reward system, because the risk for having your airdodge predicted is actually less than the risk of not airdodging at all, which in my eyes is a serious flaw. To that end, it's effect on balance is a small problem (with the appropriate buffs to those who need it of course), because it goes against the principle that tumbling is nota neutral state, and that a predicted action should be worse than no action.


None of these are a problem when you do what you're supposed to do! I play Marth in melee, I know what getting juggled with no defense below me is like (and back then I couldn't even airdodge anyway). Fox players know what it's like to get juggled by me too! I also know that brawl has answers to these that are still applicable even after the inclusion of this code. The difference is that they're only applicable if you know what your opponent is going to do, which seems perfectly fair considering that your opponent purposefully put you in that position with the intent of limiting your options. They put you in that spot so that they could go for a mixup between strings and true combos...but mashing airdodge dramatically reduces the effectiveness of the former.

You said they go for the mix–up. It is easy to go for the mix up. I'm fox, I uair you, you expect a follow up uair and start your air dodge. I do my fair which has a nice length and vertically neutral and knock you even higher for it. There's an effective mix–up. And look, I'm still at a vertical advantage. If i know what the opponent is going to do and exit hitstun, I SHOULD be able to act on it. But as you said before, and I reiterate, I cannot act equally across the cast. If I'm bowser, my best option is to wiggle AD. I can't aerial. I can try and jump it but will likely fail. This combo string still exists with or without your code. Your code adds nothing but an attempted roadblock at the same reason.

The mixup should only exist when it is possible to do a true combo or a string. If they are only able to do a string from that position, then obviously you'll just wiggle and time your airdodge. It takes practice but it is more than doable and does not take away your options. All it requires is that the person being combo'd has to actually think about whether it's a combo or a string and act accordingly. Yes it is a buff to offense, but not in the sense that you're taking it. You're taking it to mean that jugglers can now juggle characters 100% of the time because they can't airdodge (which is flat out untrue).

No i'm not. I'm saying it hurts their ability to exit juggles as often as they can now. Even if this only made them get stuck in 1 more juggle than they did before, it is still a nerf to a portion of the cast which is severely biased. However, you know as much as I know, that its going to be a lot more than just 1 juggle. Otherwise, this code would serve no purpose.

I'm taking it to mean that mixups between strings and combos actually work, because now your opponent has to guess between the two (but only if both are possible). For this...both players have to have knowledge of the character's combos. To escape your strings, your opponent has to know what your combo options are (and if you have any and how reliable they are in that situation). That's just a part of matchup knowledge.
I acknowledge these weaknesses, I just believe that the benefits outweigh them (cost vs benefits).

I'm glad you see them. I see some benefits as well, but I truly think the costs are greater than you acknowledge. If I'm going to play bowser, I'm going to need to work on perfecting my wiggle to AD for so many combos. Additionally, if you try to lower hitstun more, if I do improve my ability to do to near frame perfect, won't this make the situation even worse?


To reiterate, it is a buff to offense, but only in the sense that it punishes players who spam generic escapes when they don't know what they're getting hit by. When you predict a spotdodge or a roll, you get quite a large reward because of 2 things. You know how much invincibility it has and most importantly you're 100% sure where it ends, even before they actually do it. They have predefined distances that can be quickly measured with your eyes. Airdodges are much more powerful, because they take away from the certainty of that aspect. An at the end of an airdodge, the opponent can be anywhere along a large arc, making it far less punishable than the other defensive options (since you have to react to the direction that the opponent drifts during the airdodge, meaning you have less time to position yourself, meaning that you're limited to using quick moves for punishment and only in 1 or 2 directions).

You as an offensive player should know where their air dodge will end. That takes practice too and match–up experience too, doesn't it?

Giving them this option directly out of hitstun just makes strings as a whole very ineffective, making the match devolve to just some guaranteed combos and only pulling strings when you want to link kill moves (at least when it comes to the air game).

We can buff defense by other means, but airdodging directly out of hitstun just discourages creativity when preforming combos, because anything that is not a true combo will just be airdodged out of, and the punishment for predicting that airdodge is often not enough to keep your combo going.

Doesn't stop my creativity and approaches. If anything, it makes me consider more options as to how to counteract their Air dodge. instead, I fell this code makes strings more effective at reinforcing the current combos they have now and lengthening them.
I still fail at multiquote, so read the red again.
[/quote]
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
Shanus, would going higher than 8.5 to say 8.6 or 8.75 be too much? I dont think it would, we have legit teching now. Although 8.5 could be our base, and then proceed with KB code fixes later on.
 

shanus

Smash Hero
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Nov 17, 2005
Messages
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Shanus, would going higher than 8.5 to say 8.6 or 8.75 be too much? I dont think it would, we have legit teching now. Although 8.5 could be our base, and then proceed with KB code fixes later on.
I have it at 8.65 right now and its feels fantastic. Nothing I've experienced yet reeks of too much hitstun.
 

storm92

Smash Ace
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Great, isnt the plussery standard 8.4? Idk, Im going with 8.65
I'm going to start to as well now.

It wasn't satisfying playing earlier today, the only good combo I did was a Fox Uair string from 60-death :laugh:
But in 2 hours of playing...yeah.
 

Oracle

Smash Master
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Apr 15, 2008
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Wow there are a lot of codes
I'm too stupid to understand any of then =P

Is there an official accepted list of codes yet?
 

kupo15

Smash Hero
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I'd also like to note that there was a fair bit of hit stun in Melee, and it never presented a huge problem. I think a large reason why some people may be believing the hit stun is too high is there opponents are not bothering to DI correctly out of the combos.
The reason why no one complained as much about hitstun in melee was because moves generally sent you less most of the time which equals less stun. Having long hitstun in melee at 80% is fine and feels appropriate, but when that same amount of hitstun exists in brawl+ at 40% (arbitrary) plus being more floaty, then you notice it. With melee's gravity, the throws that gave the most hitstun at low percent didn't send you in the air like they do here (lower kb) thus you got to ground faster and regained control faster than you do in brawl where you are stuck in the air.

As an example, Bowsers dash attack on falcon at 0% sent me halfway up the screen as if I was at 60%. 60% worth of stun does not make sense when applied at 0%. There are far too many moves that act like this which is the problem I have.
 

DangerLance

Smash Rookie
Joined
Jul 5, 2008
Messages
12
Hey guys. So I tried this out for a couple of hours, and I feel that I need to throw in my two cents.

Let's all step back for a second and remember what we're all working towards here. Basically, this code sucked. A lot. Across the room, the whole lot of us agreed, drop this code. Gameplay with this was not only less fun, but also, very frustrating.

It's a step in the wrong direction. We need to be focusing in on the overall improvement and FUN of Brawl+, not tacking on gratuitous codes for the hell of it. Lose the code, keep it fun.
 

kupo15

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Hey guys. So I tried this out for a couple of hours, and I feel that I need to throw in my two cents.

Let's all step back for a second and remember what we're all working towards here. Basically, this code sucked. A lot. Across the room, the whole lot of us agreed, drop this code. Gameplay with this was not only less fun, but also, very frustrating.

It's a step in the wrong direction. We need to be focusing in on the overall improvement and FUN of Brawl+, not tacking on gratuitous codes for the hell of it. Lose the code, keep it fun.
But the code is fun to me and others, its a step in the right direction in our opinions. I bet you no one would be complaining and they would already know how this code affects the combo game and would be adjusted. We (my circle) knows how to adjust with this code and see the benefit it brings which is why we have fun with it. We are not solely relying on the air dodge to break out of combos anymore.
 

Shadic

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No, and there won't be until we get enough game time in. And a codeset that we can settle on for more than two weeks.
 

storm92

Smash Ace
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Thanks guys

Is there a brawl + tier list? Last I heard kirby was ****** everyone's faces off
Nope, but Kirby is very good in B+.
Everyone can agree though that the tiers overall have shrunk a great deal and there are no huge disparities between tiers such as in vB or Melee.
 

MK26

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I pretty much held your viewpoint on the code until today. It's not critical by any means, but by included this code in conjunction with lowered hitstun, you do add a dynamic to the combo game that wasn't there.

Put simply, it causes AD to sacrifice correct DI, and the other way around. To compensate for the buffed offense, you must lower hitstun to balance defense. The result is an extra layer of yomi that will create the opportunity for more unorthodox combos while not arbitrarily extending them.

In other words, if done right, it extends the dynamic range of combos in both directions while maintaining the average. I'd like see some match vids that show this in practice, but sadly that's hardly ever the case :ohwell:
I see your logic, and the end seems valid, but the means is flawed. Where does it say you have to wiggle in the wrong direction to escape DI? just wiggle up and away while simultaneously air dodging. Correct DI, airdodge if it isnt a true combo, and lowered hitstun to boot! This does extend the dynamic range of combos, but it fails to maintain the average. In the rare case where the wiggle is mistimed, a combo can be extended further than normal, but the majority of the time will simply see it prematurely shortened, especially at higher levels of play.

Until I see Kupo's vids where this is used effectively, I'll still think this is a superfluous code that shoud be removed to make way for the tech fix (which should be unanimously agreed to be far more important)
 

shanus

Smash Hero
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But the code is fun to me and to me and others, its a step in the right direction. So you were saying?
A step in the right direction? Maybe to you...

Also learn some respect man. Not only is he an excellent player (easily the best Ness & G&W I've seen in Brawl+), but he is doing us a service to be editing our community combo video when its ready. That's what his job is, and he normally gets paid very well to do it. And he's gonna spend him time helping our community appeal to the other community and you just blow him off like that.

And MK, Kupo's vids won't mean much when its with people who will be seeing this set for the first time. I'd prefer to see matches of players like Cape vs Lord Karn. Two seasoned melee vets and very very high level of play.
 

MK26

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And MK, Kupo's vids won't mean much when its with people who will be seeing this set for the first time. I'd prefer to see matches of players like Cape vs Lord Karn. Two seasoned melee vets and very very high level of play.
You're probably right...I just want to see proof that this isn't just a gimmick, that it has at least some value. And I'm hoping that Kupo's vids can be that proof.

And please, please, please, call me Maestro. I should bring my old sig back, but the quote that's there is too good
 

kupo15

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I see your logic, and the end seems valid, but the means is flawed. Where does it say you have to wiggle in the wrong direction to escape DI? just wiggle up and away while simultaneously air dodging.
What do you mean? You DI when you get hit, then you can't control your trajectory until the tumble where you have air control again. So your DI phase is well been past. The bold is very confusing. How do you escape DI? Is DI a monster trying to attack you?
Correct DI, airdodge if it isnt a true combo, and lowered hitstun to boot! This does extend the dynamic range of combos, but it fails to maintain the average.
What do you mean "fails to maintain the average?" Do you mean you only want combos to be true combos? The perfect mesh of true combos to strings not only are considered combos in themselves, but are more rewarding, satisfying combos.

If you think a combo is only when in hitstun, think again and watch this. http://www.youtube.com/watch?v=aHcdEGAX-mE

That is an excellent combo that was not comprised of true combos except for the dair to knee
In the rare case where the wiggle is mistimed, a combo can be extended further than normal, but the majority of the time will simply see it prematurely shortened, especially at higher levels of play.
Once again, what do you mean? What is prematurely shortened? Wiggling plus an air dodge takes more time (not saying a whole lot) than just an air dodge and if your wasting your time wiggling trying to air dodge when they are on top of you, you are going to get hit. The attacker positioned himself to take away that option and forces you to use your other options that are untouched by this code.
Until I see Kupo's vids where this is used effectively, I'll still think this is a superfluous code that shoud be removed to make way for the tech fix (which should be unanimously agreed to be far more important)
Hopefully I can show you why not being able to take the easy way out all the time is better. And I think we all agreed to not use the tumble codes until we have more space. Then those who believe in this code will fight for it

And MK, Kupo's vids won't mean much when its with people who will be seeing this set for the first time. I'd prefer to see matches of players like Cape vs Lord Karn.
Excuse me? Seeing people for the first time? Please. First off, the team matches I put on are with regulars that I play with at school. Just because a group is labeled "the gamers club" does not mean they are all noobs and you are out of place to even make that assumption. I put ??? because of other reasons, not because I don't know who the hell they are. Second off, I have my other friends that are quite excellent players to prove it. Stop thinking you know everything about me when you clearly don't
Two seasoned melee vets and very very high level of play
So I and anyone good that I play with suck because we don't have melee vids up? Is that what your telling me?
 

MK26

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What do you mean? You DI when you get hit, then you can't control your trajectory until the tumble where you have air control again. So your DI phase is well been past. The bold is very confusing. How do you escape DI? Is DI a monster trying to attack you?
It was supposed to read "wiggle in the wrong direction to DI", in response to Sketch saying you can't DI and wiggle at the same time.

What do you mean "fails to maintain the average?" Do you mean you only want combos to be true combos? The perfect mesh of true combos to strings not only are considered combos in themselves, but are more rewarding, satisfying combos. If you think a combo is only when in hitstun, think again and watch this. http://www.youtube.com/watch?v=aHcdEGAX-mE

That is an excellent combo that was not comprised of true combos except for the dair to knee
Once again, what do you mean? What is prematurely shortened? Wiggling plus an air dodge takes more time (not saying a whole lot) than just an air dodge and if your wasting your time wiggling trying to air dodge when they are on top of you, you are going to get hit. The attacker positioned himself to take away that option and forces you to use your other options that are untouched by this code.
"fails to maintain the average" is assuming that we would have to lower hitstun to balance this code. Prematurely shortened means that at high levels of play, lower hitstun will be taken advantage of, wiggle+AD will be perfected, and combos that should work will not because of this.

And not implementing this code doesn't magically kill all strings. vBrawl has more than enough strings, and are we allowed to airdodge while in tumble?

Not to bash the combo, it was great, but did Cactuar ever have a chance to airdodge? Every hit besides the first and last caused him to hit the ground before leaving hitstun. The string/combo would have been exactly the same with or without no AD in tumble...it changes nothing.

Hopefully I can show you why not being able to take the easy way out all the time is better
I'm looking forward to it
 

CountKaiser

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What do you mean "fails to maintain the average?" Do you mean you only want combos to be true combos? The perfect mesh of true combos to strings not only are considered combos in themselves, but are more rewarding, satisfying combos. If you think a combo is only when in hitstun, think again and watch this. http://www.youtube.com/watch?v=aHcdEGAX-mE

That is an excellent combo that was not comprised of true combos except for the dair to kneeOnce again, what do you mean? What is prematurely shortened? Wiggling plus an air dodge takes more time (not saying a whole lot) than just an air dodge and if your wasting your time wiggling trying to air dodge when they are on top of you, you are going to get hit. The attacker positioned himself to take away that option and forces you to use your other options that are untouched by this code.
Kupo, not to be mean, but that is not a good example of what you are trying to advocate. That "combo" was possible due to superior techchasing on the part of Darkrain, not due to Cactuar not being able to get out because of air dodge.

Also, melee air dodge works differently from brawl's, and brawl is a more aerial-based game than melee, due to it's floatier nature. Strings will most likely be in the air rather than on the ground, like it was in that cliip.
 

kupo15

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And not implementing this code doesn't magically kill all strings. vBrawl has more than enough strings, and are we allowed to airdodge while in tumble?
I realize that but it does make strings weaker. It can be compared to meteor canceling. Meteors still put them in a worse position, but the ease in which a meteor cancel can be performed makes the value of attempting meteors very low. The same can be said for strings. Yes you can still perform a string after predicting an air dodge, but strings's full power is lacking without this code. This code does nothing more than make string combos better (which are more fun and exciting to watch might I add) and force you to be smart about recovering from a combo. The latter almost reflects NASL. You can't take the easy way out to return to the stage anymore. The options are there for you to decide how to escape, its up to you to make the right choice.
Not to bash the combo, it was great, but did Cactuar ever have a chance to airdodge? Every hit besides the first and last caused him to hit the ground before leaving hitstun. The string/combo would have been exactly the same with or without no AD in tumble...it changes nothing.
Even though it would seem I was referencing that combo in relation to how this code would affect combos, I was not. That was merely showing you how strings (and even very wide strings if you will) is also considered a combo. You don't have to be in hitstun for all 6 hits for it to be called a combo.

Kupo, not to be mean, but that is not a good example of what you are trying to advocate. That "combo" was possible due to superior techchasing on the part of Darkrain, not due to Cactuar not being able to get out because of air dodge.

Also, melee air dodge works differently from brawl's, and brawl is a more aerial-based game than melee, due to it's floatier nature. Strings will most likely be in the air rather than on the ground, like it was in that cliip.
Read above. That clip was to support the fact that being in pure hitstun is not the only requirement for something to be called a combo
 

GHNeko

Sega Stockholm Syndrome.
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Technically, if you're going by a literal defintion. That wasn't a combo.

But if you're not going by a literal definition, then it's all up to perception. :/
 

CountKaiser

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Kupo, if the vid was merely to demonstrate what a string was, then why go through the trouble of posting it? I'm sure everyone here has a concept on what a string is.

I call it a string because that is what it is: a string and not a combo. That's why that clip and other strings like it can be referred to as "Darkrain combos". They aren't true combos, just awesome strings.
 

kupo15

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Technically, if you're going by a literal defintion. That wasn't a combo.

But if you're not going by a literal definition, then it's all up to perception. :/
Did you read this at all?
That was merely showing you how strings (and even very wide strings if you will) is also considered a combo. You don't have to be in hitstun always for it to be called a combo.
I believe I already acknowledged what you just said.
 

4Serial

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Great, isnt the plussery standard 8.4? Idk, Im going with 8.65
what's the code for that hitstun? i'm not completely sure if i'm using the hex converter right
is it
Code:
02B88F48 00030001
04B87AA8 [b]3F5D70A3[/b]
?


what's the best code set to go for right now?

i added the new teching code and took away.. the pokemon trainer codes, bowser's thick skin, no AD while tumbling, ff while tumbling (i don't know why this code was made.. any explainations?)
updated dd shield, and trippling
 

kupo15

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i added the new teching code and took away.. the pokemon trainer codes, bowser's thick skin, no AD while tumbling, ff while tumbling (i don't know why this code was made.. any explainations?)
I don't feeling like starting another debate and I just wanted to ask this one question. You do realize that you can still attack and jump out of tumble right? You don't have to wiggle out to attack or jump, just air dodge and wiggling takes...1 tap
 

MK26

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I realize that but it does make strings weaker. It can be compared to meteor canceling. Meteors still put them in a worse position, but the ease in which a meteor cancel can be performed makes the value of attempting meteors very low. The same can be said for strings. Yes you can still perform a string after predicting an air dodge, but strings's full power is lacking without this code.This code does nothing more than make string combos better (which are more fun and exciting to watch might I add) and force you to be smart about recovering from a combo. The latter almost reflects NASL. You can't take the easy way out to return to the stage anymore. The options are there for you to decide how to escape, its up to you to make the right choice.

Even though it would seem I was referencing that combo in relation to how this code would affect combos, I was not. That was merely showing you how strings (and even very wide strings if you will) is also considered a combo. You don't have to be in hitstun for all 6 hits for it to be called a combo.
@bold1: since when do we need to make strings more 'powerful'? And how does it force you to be smart? It just adds another input you have to do.

@bold2: Wait, what? What does it have to do with anything we're talking about?

Let's look at this scenario. I have just been hit. I am in hitstun. I'm hit just too far away for a followup. Without NAT, I have several options - airdodge, jump, counterattack. The most obvious is airdodge. If I'm close enough to the ground, I can airdodge into it and escape. And why shouldn't I escape? After all, you failed to continue the combo. With NAT, I waste vital frames wiggling. Suddenly, my options don't look so hot. Maybe I miss the ideal wiggle window, and you hit me again. Maybe I attack and your attack is faster, Maybe I jump, but I'm too late. Either way, I'm put into a disadvantageous scenario that I shoudn't be in. Sure, without NAT, the jump or attack could be too slow. But you can still predict my airdodge, because it's my best option.

My point is, NAT does nothing for the game. It adds a mechanic that simply doesn't need to be there. The burden of the proof is on you to show me that whether the depth this adds is more along the lines of what no trip does, or if it's like what s-canceling does - do we really need NAT, or is it just a little gimmick?

This code seems to be another one of those codes that falls under the umbrella of 'we can, therefore we must' - codes that have no inherent value but are put in because, quite frankly, they can be put in. For instance, why do you have to be able to shield out of a dashdance? What does it accomplish? Nothing. It's another option that we can add in. And since we can, we do.
I think it was Ulevo I was debating with about jc grabs. Why do we need jc grabs? It's another option. Does it change the game for the better? Fix some flaw? Add in a vital mechanic from the previous games? No. It's an option. We can, so we do. (But this is a debate for another day)

I did not intend to make this post so long.

EDIT: my huge reply should answer Kupo's post above
 

kupo15

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@bold1: since when do we need to make strings more 'powerful'? And how does it force you to be smart? It just adds another input you have to do.
It forces you to be smart because air dodging will no longer will be the first option you think of when trying to escape. Without NAT, whenever you get hit, your first thought is, air dodge because it is the most powerful form of escape. With NAT, instead of thinking air dodge, you have to think about all your options and which one will be the best. It makes all 5 of our options hold equal weight that all serve difference ways of escaping. When one option becomes superior more often than the others, then depth is lost. I'll quote where you make my point:
Without NAT, I have several options - airdodge, jump, counterattack. The most obvious is airdodge
Air dodging shouldn't always be the only form of defense and it shouldn't be the foremost form to escape. They all should be equal so you have the depth of decision making
@bold2: Wait, what? What does it have to do with anything we're talking about?
This (bold)
I can airdodge into it and escape. And why shouldn't I escape? After all, you failed to continue the combo
And also, why shouldn't you escape? I never said you shouldn't, but there are 5 ways to escape, not one.

With NAT, I waste vital frames wiggling. Suddenly, my options don't look so hot. Maybe I miss the ideal wiggle window, and you hit me again. Maybe I attack and your attack is faster,
That is your fault for chosing to wiggle which turned out to be the wrong way to escape.
Maybe I jump, but I'm too late. Either way, I'm put into a disadvantageous scenario that I shoudn't be in. Sure, without NAT, the jump or attack could be too slow.
How can you be too late to jump or attack out when this code doesn't affect jumping or attacking out of the tumble in the slightest? You don't have to wiggle out to jump or attack. Just do the move. No wiggling required. Its that simple.
But you can still predict my airdodge, because it's my best option.
Yes your right. It is your best option and why should it be the superior option than the rest of the escape options? How is that balanced and how does that add depth?
 

Dark Sonic

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^^Well, every change felt "wrong" at first. The first time I tried hitstun...I was still trying to momentum cancel after attacks, and was shocked when it didn't work. But...me being a melee player really helped me get used to it and like it much sooner than I would've otherwise so meh...
 

Roxas215

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^^Well, every change felt "wrong" at first. The first time I tried hitstun...I was still trying to momentum cancel after attacks, and was shocked when it didn't work. But...me being a melee player really helped me get used to it and like it much sooner than I would've otherwise so meh...
Hitstun is one of the MAIN reasons this project even exists. No AD in tumble is just in the way imo.
 

MK26

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It forces you to be smart because air dodging will no longer will be the first option you think of when trying to escape. Without NAT, whenever you get hit, your first thought is, air dodge because it is the most powerful form of escape. With NAT, instead of thinking air dodge, you have to think about all your options and which one will be the best. It makes all 5 of our options hold equal weight that all serve difference ways of escaping. When one option becomes superior more often than the others, then depth is lost. I'll quote where you make my point:
Air dodging shouldn't always be the only form of defense and it shouldn't be the foremost form to escape. They all should be equal so you have the depth of decision making
This (bold)

And also, why shouldn't you escape? I never said you shouldn't, but there are 5 ways to escape, not one.

That is your fault for chosing to wiggle which turned out to be the wrong way to escape.
How can you be too late to jump or attack out when this code doesn't affect jumping or attacking out of the tumble in the slightest? You don't have to wiggle out to jump or attack. Just do the move. No wiggling required. Its that simple. Yes your right. It is your best option and why should it be the superior option than the rest of the escape options? How is that balanced and how does that add depth?
Again, your argument is that airdodging is inherently broken. You're basically saying "omg invincibility frames while moving!! Nerf it, because Melee and vBrawl had the same thing but it's only become borken now!" Why shouldn't airdodging be so good anyways? It's invincibility, for goodness' sake. And where is the loss of depth? I still have all my options. I just prefer one, because it's better. You, knowing that it's better, are more likely to predict it. So...why don't you?

You've been asking me to justify leaving the code out, when I should be asking you to justify putting it in. It's just unnecessary. It doesn't change the game in any important way; rather, it makes it more complicated (complicated != tech skill). What's the depth in picking jump or counterattack over airdodge? You're just trying to fix something that is not, was not, and never will be broken.

And if you really want to fix airdodges, just make a code that prevents you from ADing in the first 5 or so frames of tumble. Not that it changes the result, but at least it gets rid of that stupid wiggle.
 

kupo15

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Again, your argument is that airdodging is inherently broken. You're basically saying "omg invincibility frames while moving!! Nerf it, because Melee and vBrawl had the same thing but it's only become borken now!"
I never said air dodging as a whole was broken. I said that being able to air dodge in this context is better than the other 4 escape options instead of equal
Why shouldn't airdodging be so good anyways? It's invincibility, for goodness' sake. And where is the loss of depth? I still have all my options. I just prefer one, because it's better. You, knowing that it's better, are more likely to predict it. So...why don't you?.
I said that its superior to the other escape options which is anti depth. Having 5 escape options while having one superior option is not depth. If you have 5 options in which all are equal and you need to decide which is the better option, that is depth.

You've been asking me to justify leaving the code out, when I should be asking you to justify putting it in. It's just unnecessary. It doesn't change the game in any important way; rather, it makes it more complicated (complicated != tech skill).
How does adding decision making and depth not change the game in a positive way?
What's the depth in picking jump or counterattack over airdodge? You're just trying to fix something that is not, was not, and never will be broken.
Because with this code, air dodging won't always be the best option and sometimes jumping will be the better option and sometimes attacking will be the better option and sometimes, a FF tumble will be the better option. Without this code, your first sentence is correct and is the question I should be asking you. Where is the depth in chosing to jump or attack over an air dodge when air dodging is always the better choice?

And if you really want to fix airdodges, just make a code that prevents you from ADing in the first 5 or so frames of tumble. Not that it changes the result, but at least it gets rid of that stupid wiggle.
I don't want to fix air dodging as a whole. I want to bring air dodging as a viable escape option down to the level of the other 4 options to add decision making and depth to the game. What your proposing is actually more of a nerf to air dodging than what this code does.
 

shanus

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hey guys the code suks. everyone doesn't like it.
sorry to offends you kupo, didnt mean it like that
 

Zelc

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I said that its superior to the other escape options which is anti depth. Having 5 escape options while having one superior option is not depth. If you have 5 options in which all are equal and you need to decide which is the better option, that is depth.
I think what MK26 meant is that if airdodging is more beneficial, then opponents will predict you will airdodge more often and thus be in a position to hit you after the airdodge ends, or at least be in a position to put pressure on you. It's like RPS where you need 4 points to win and winning with rock gets you 3 points, scissors gets you 2 points, and paper gets you 1 point. Rock may be the "best" option but people will just throw paper more to balance it out. That doesn't mean there's no depth.

I think that to make your point, you need to show that airdodging can't be punished if predicted, and that in those situations, it's not better for the combo to just end at that point (i.e. the player took enough damage in exchange for making the mistake, let's give him another chance rather than force him to call a coin flip just to get back to neutral).
 

kupo15

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I think what MK26 meant is that if airdodging is more beneficial, then opponents will predict you will airdodge more often and thus be in a position to hit you after the airdodge ends, or at least be in a position to put pressure on you. It's like RPS where you need 4 points to win and winning with rock gets you 3 points, scissors gets you 2 points, and paper gets you 1 point. Rock may be the "best" option but people will just throw paper more to balance it out. That doesn't mean there's no depth.

I think that to make your point, you need to show that airdodging can't be punished if predicted, and that in those situations, it's not better for the combo to just end at that point (i.e. the player took enough damage in exchange for making the mistake, let's give him another chance rather than force him to call a coin flip just to get back to neutral).
I never said that airdodging can't be punished. As Dark Sonic clearly stated before, predicting the air dodge is not the issue at all. Its the fact that your reward for predicting the air dodge is less than if they never air dodged to begin with.
Dark Sonic said:
My point was that being hit after your airdodge was always better than being hit directly after you exited hitstun, because during the airdodge your position changes dramatically (that positional change is also completely under your control). So even when I predict your airdodge perfectly, it is still a better situation than before...which frankly doesn't make sense to me (I predicted you but I get a lesser reward than before?)
 

MK26

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hey guys the code suks. everyone doesn't like it. sorry to brst the bubble!

sorry to offends you kupo, didnt mean it like that
For some reason, I have a feeling that this post is more effective than anything I would write in reply to Kupo. But, either way...

Kupo, you're talking as though airdodging is some ban-worthy, broken tactic, bringing it "down to the level of your other 4 options". This code doesn't add anything, how many times do I need to say this? It implements a minor change that doesn't need to be added. It doesn't "add depth", it doesn't give me more options (i still have all of them), it's just a waste of line space that doesn't need to be implemented, whether or not GeckoOS 2.0 comes out.

I'm just throwing it out there that FF during tumble and shield during dashdance are off my codeset too, for the same reason.

And I'd like to request a code that gives Kirby's inhale some actual hitstun, because I just learned that a succesful inhale on a Jigglypuff can be punished with Rest... :/
 
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