Zodac
Smash Journeyman
Save Tags in Replays v3 [Y.S.]
0404B140 38A00000
convert to pal please?
0404B140 38A00000
convert to pal please?
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Well no matter how bad a moveset is a char can be good with the right tweaks...I'd mostly like to think that Link is only still a little bad because of how his move set was made. Clearly not a lot of thought went into it.
I've played a bit of Link with the Beta4 set, and I really dont think he needs much of this.Well no matter how bad a moveset is a char can be good with the right tweaks...
If we REALLY wanted link to be as good as say Marth or something then:
* means its being considerd when we have more code space.
all death percents are taken from middle of FD on mario.(no dI)
1. Up b Speed and base kb buffed. *
Right now it uncharged it kills at 145 and 78 charged it should kill at 120 unchared and 70 charged.
2. Faster tilts (all of them) for better combos.
Dtilt should get the biggest speed boost. Ftilt should just get a starting lag boost, and Utilt just a small ending lag boost. So you can get in the air before there hitstun wears off. (faster dtilt is being considerd*)
3. more KB scaleing on Fsmash, Ftilt and Fairs second hit.
Fsmash first hit kills at 120 and second hit 125. First hit should kill at 110 second hit at 115. ftilt kills at 135. It should kill at 125. Fair second hit kills at 125 it should kill at 115 (fsmash is bieing considerd i think?*)
4. rang damage % brought up to 12 close range (and ofcouse it would lose alot of this as it goes further)
It does 7 up close 5 from a far (no im not kidding) it should do 12 close 9 from far away.
5. speed up the claw shot ending frames.*
6. increase the second jump by very little to help with combos.
OH and 7. dtilt base kb reduction.
(if something could be done with the spike that would be great)
none of this would make him 2 good. it would just make somethings (grounded up-b, ftilt, dtilt, claw shot, fair, second jump increase) ACTUALY USABLE!!!
he doesn't need any wierd ****. He just needs what he has now fixed/made better.
and before anyone says this is 2 much. Melee link had almost all of this and still sucked. Im hopeing that this + his brawl buffs to range, air claw shot, ect will even him out to being a good char.
That's a dumb thing to say. Of course every move on every character should be useful.Sure, your ideas would make every attack useable, but then wouldn't we have to make every attack that every character has useable?
Who decides what move is unusable?That's a dumb thing to say. Of course every move on every character should be useful.
I took it off because it wasn't competitive. I should have given it over to trojanpooh's thread. Why? You want it?Where did the colored shields code go?
Magus420 said:It's a bit complicated.
1) Cancelable with mid-air jump(s) or up-b as early as frames 8+ of meteor knockback.
2) Using up-b at almost any time begins a no MC timer/window, where you can't MC with a jump or up-b at all for the next 40 frames. For example, if you're recovering and get meteored out of the startup of your up-b you won't be able to MC it until that timer has cleared.
3) Inputting a jump on frames 1-7 of meteor knockback prevents you from MCing with a jump for the next 40 frames (jumping at other times does not trigger it unlike the one caused by using up-b). If still available, you can MC with an up-b like normal during this period however. Using up-b on frames 1-7 counts as a jump and also triggers the no MC window using a double jump if the up input for the up-b is far enough to have caused a mid-air 'tap jump' with the control stick. If the stick isn't pressed far enough to do that when doing the up-b then a jump can still be used to MC, since only the no MC with up-b window is triggered.
4) Inputting an up-b during hitlag doesn't trigger the no MC window.
5) Extra freeze frames added from hitlag don't count towards the 40 frame no MC windows.
6) Auto-jumps on multi-jumps by holding a jump button (holding a jump input with Kirby/Jiggs after at least 1 mid-air jump has been used) does not use up your mid-air jump MC opportunity as long as it's pressed/held before frames 1-7, and since the auto-jump property of them will try to jump at the first possible opening to do one it MCs on frame 8. Holding jump when able to auto-jump, and then pressing up-b during frames 1-7 only prevents MCing with up-b for 40 frames, and doesn't prevent them from MCing with a jump. However, when not able to auto-jump (Kirby/Jiggs with all 5 jumps, or every other character), having a jump input held down when using up-b during 1-7 does trigger the no MC with jump window as well. (this whole part with auto-jumping is dumb imo, and those 2 characters can basically auto-MC by just holding up the whole time as long as they've jumped at least once and they start holding it before hitlag ends)
I beg to differ about jig's upB.Jiggly's UpB and Ganon's Up tilt to name some (practically) useless moves.
Why have useless moves? It doesn't make sense.
Lol, thats gonna be a doozy to code it seems.I took it off because it wasn't competitive. I should have given it over to trojanpooh's thread. Why? You want it?
Also, I asked Magus for his wisdom on MCing. This is how it worked in melee
Yeah ledge sing is a use, and also great in teams.I beg to differ about jig's upB.
http://www.youtube.com/watch?v=ZwqBrj_EN-k#t=0m35
It's got some use to it. Not totally useless.
Althought he diesn't need itId imagine if his FH was slightly increased it might help as well. (as long as the increase is very small) Let me talk to finnz7 to make sure b4 you make that changeThe boomerang is not really important, the clawshot already has 0 lag when it hits the ground, and the second jump fix can be done (but it would also slightly increase his full hop, is that a problem?)
I've played a bit of Link with the Beta4 set, and I really dont think he needs much of this.
The only buff the up-b needs besides the one it already got is giving back its Smash 64 kb, and that's just for the lulz.
The dtilt is a ridiculous comboer already, it doesnt need a speed increase. Not every utilt needs to be able to combo into itself, but I do agree the ftilt can use a startup lag reduction.
I can see more kb scaling on the fair, but i doubt the tilt and smash need it - he has other kill moves.
The boomerang is not really important, the clawshot already has 0 lag when it hits the ground, and the second jump fix can be done (but it would also slightly increase his full hop, is that a problem?)
And the dtilt doesnt need to be weaker, it's already a ridiculous comboer, and the spike would be nerfed if we decreased it
Your Link buffs arent basing him on how he would stack up to the other characters, but how each attack fares compared to the others. Not every kill move needs to be equal. Link isn't necissarily a combo charachter outside of a few two hit quitters like uthrow>uair. Sure, your ideas would make every attack useable, but then wouldn't we have to make every attack that every character has useable?
On an unrelated note, it seems CPUs are unaffected by the shieldstun code. They were shieldgrabbing left right and centre
Save Tags in Replays v3 [Y.S.]
0404B140 38A00000
convert to pal please?
Save Tags in Replays v3 [Y.S., PAL Port: Almas]
0404BE7C 38A00000
I thought the point of brawl+ was to take the good aspects of each smash game to make the 'perfect' smash game with what we have available.So what if Link's d-tilt has never been useful in other Smash games? This is Brawl+, we don't need to make it like the other games.
We're not trying to reinvent the characters. We're going off how they have played before, if possible. We're not going to make Fox slow, heavy, and strong just because we can. We're doing what makes sense.So what if Link's d-tilt has never been useful in other Smash games? This is Brawl+, we don't need to make it like the other games.
That's a very good point. Perhaps translating the vertical trajectory into a more horizontal one with all his moves would be good. Too many of Link's moves send you at an upward diagonal. Which is the worst possible direction.Once we get a vertical constant for vertical killing moves to offset the nerf gravity gave those moves he will be better as he was almost completely a vertical killer.
What changes are there?We have an updated camera code. I'm so excited to check this out :D
PW IDed a lot of the unknowns so I am playing around with it right nowWhat changes are there?
It is SO much better.You and your silly camera code. I really need to try this code since you talk so highly of it. I never found Brawls camera to be a problem. How does it play in teams and FFAs?
Fixed to avoid douche bags harping on brawl +We have a new camera code to adjust how much ahead the cam looks when you face directions. A good camera should be right around the corner
This isn't about being tough on the B+Broomers, this is about being able to voice what we think should be done, as compared to having them hold our hands and tell us what we need.This is getting ********.
Instead of harping and pouncing on what needs to be improved give the B+ BR the time to implement the changes we've suggested. From there we can move on and continue discussing character balance issues.
Cut these guys some slack. They can't remake a character in a single day. It takes time and testing. Besides we still need more lines which we are getting soon.
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Launch angle is in degree 0 is forward 90 is up 180 is backward and 270 is down and some values over 360 have special meaning (361=20, 362=0, 363=270(spike), 364=10? 365=no launch)
Reverse Knee fix
09065023 00169033
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That code is beyond comprehension. Where do you live so I can buy you a beer?Experimentations proved that the "bubble id" wasn't very good at what we were using it for.Code:Hitbox Property Mod Engine [Phantom Wings, spunit262] C2744A3C 00000017 3C008180 80FC0028 81070008 8108FFFC 7C080000 40800098 81080030 80DE0020 5106C00E 801E0000 5006821E 801E0018 5006442E 80E7007C 80E70038 813E0030 5127C0CE 801E0014 50076226 390204CC 85480014 81680004 7D405B79 41820050 7C0A3000 4082FFEC 7C0B3800 4082FFE4 88080008 90030004 88080009 9003001C 8808000A 90030024 8808000B 500906FE 91230034 A008000C 90030018 80080010 2C00FFFF 41820008 90030038 7F83E378 60000000 00000000 Hitbox Property Mod Data [Phantom Wings, spunit262] 065A9800 00000014 GGHHIIJJ KKLLLMMM NNOOPPQQ RRRR0000 SSSSSSSS 00000000 GG charactor id HH original damage II original KB gain JJ original Base KB KK original Element LLL original launch angle MMM action id NN new damage OO new KB gain PP new Base KB QQ new Element RRRR new launch angle SSSSSSSS new SFX Launch angle is in degree and some values over 360 have special meaning (361=20, 362=0, 363=270, 364=10? 365=no launch)
Code:Reverse Knee fix 09065023 00169033 135D1E03 00200000 85A00000 Rest values 250F4B64 0E058115