• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

COMPETITIVE Brawl+: Code Agenda

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
Magus, I was actually just talking to leaf about this on AIM.

Either we make the window something like 15-20 frames, or we remove the system altogether.

@CloneHat- Exactly what I'm arguing against.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
Magus, I was actually just talking to leaf about this on AIM.

Either we make the window something like 15-20 frames, or we remove the system altogether.

@CloneHat- Exactly what I'm arguing against.
I think it should be gone, you can't stop attacks if they hit you up, or sideways!
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Definitely not. Looking at your video, Brawl's MC system almost seems like a nerfed version of it just with longer delay before you can MC. Anyone figure out how it works exactly using the frame advance code? If it's still a universal delay on knockback before you can cancel you could just increase it. Maybe like Melee's being 7, and if Brawl's is like 15, then make it 20 something if you want to nerf it further, or inbetween if you want to buff it a little.



Edit: Oh, so the the thing you want to nerf is how you can mash up-b to do it in Brawl? That makes more sense since I don't see much of a problem with the effectiveness of the cancel itself in Brawl. You still need to go a good amount of the distance before it becomes cancelable.
Yea, the biggest problem I have is how you cancel it. Up b is mashable and both windows never shut off once its open. I'm pretty sure melee's MC window shut off and you suffered the full spike if you were too late.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I'm pretty sure the window is always there in Melee. However, since mistiming it requires you to wait out 40 frames before attempting it again or you keep restarting the timer (similar to how mashing L/R to tech will cause you to miss your techs repeatedly by restarting the disabled tech period over and over), you would usually wait out most/all of the stun or die before you get a 2nd chance.

So is jump not mashable in Brawl to do it? If you try to cancel with jump too early on a very strong hit can you wait without trying to jump for a while and then try again? If there's a similar timer following a failed MC with jump, perhaps you could do the same thing for using up-b?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I'm not sure exactly how it works but the jumps work fine. If the up b can act like the jump that would be good. I'm not sure if there is a timer to retry or not. I thought melee had a small window to perform the cancel. Guess not. It seems to make sense to me that the timing should be very strict since MCing usually puts the attacker at a disadvantage and it kills meteors like Mario's fair. A missed MC makes Mario's meteor good. I was playing against my roommate once and he actually was able to jump out of my falcon spike and he doesn't know that much about the game at all. He was either button mashing or he happened to react right when the window is open.

If the window never went away, maybe we should buff MCing in melee so that there is only a x frame window in which you can cancel it and if you miss, too bad.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I wouldn't base anything on Mario's fair -- that may need a slight individual KB increase anyways

Edit: Classic face-stomp, there.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
Definitely not. Looking at your video, Brawl's MC system almost seems like a nerfed version of it just with longer delay before you can MC. Anyone figure out how it works exactly using the frame advance code? If it's still a universal delay on knockback before you can cancel you could just increase it. Maybe like Melee's being 7, and if Brawl's is like 15, then make it 20 something if you want to nerf it further, or inbetween if you want to buff it a little.



Edit: Oh, so the the thing you want to nerf is how you can mash up-b to do it in Brawl? That makes more sense since I don't see much of a problem with the effectiveness of the cancel itself in Brawl. You still need to go a good amount of the distance before it becomes cancelable.
This is not an example of MC. It's just an example of how awesome kirby is :)
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
048E159C 3B9D0000

Just need this tested to make sure I'm on the right track, should make MC impossible.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I honestly think that the easiest solution would be to just remove MCing entirely. Personally, I think that if you get hit by a spike... you should die. Period. None of this meteor cancel BS. In melee, the two top tiers that had spikes... had real spikes. If you got it with one of them at a high enough percent, you died. Period. The end. You dealt with it and it became a part of how the game was played. I really think that the MC is just an unnecessary mechanic that takes away from the purpose of spikes.

edit: Awesome, spunit. Gonna test that. I think we may want to just stop here and think about if this is the fix we want. Because if all we want to do is disable MCing, then going further would be pointless.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I'd still like MC's to be very difficult (especially at percents above 50ish) yet still possible for more of an "Oh snap!" moment when it does happen, but I'd test a no MC code. It could be a very easy option, as you say.
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
Not that my opinion matters much, but I'm on the fence about brawl+ as it is, and the removal of meteor canceling is one of the things that will immediately push me to the vbrawl side.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Just because you can't MC a spike doesn't mean you won't survive it, depending on your percent, speed, and strength of the spike.

I survived Marth's dair and Falco's dair more frequently than you'd probably think in Melee. Never survived the wizkick, though :p

Thus, ROB would still be one of the best to survive from a spike if it didn't initially kill him

That's not saying I'm for the code, necessarily, but it sounds interesting and I'd love to test it once it's working.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Arent we looking at having Melee style MC instead of the Brawl one?

Due to the fact that it requires you to time your recovery instead of just mash the button?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
We were, but we're exploring this N64 style tangent. You're thoughts?

Also, sorry abcool, but I don't know what the current status of ledgeteching is.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Then again. The way the Brawl engine works, no meteor cancelling might not be too bad.

Kirby makes me shudder though.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Better air control, AD is more effective, recovery is better, hitstun isnt stupid high for combos into them and shiz.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Then again. The way the Brawl engine works, no meteor cancelling might not be too bad.

Kirby makes me shudder though.
Don't worry about kirby. I tested him out and his meteor is trash so no MCing won't really affect kirby. I'm all for no MCing. You have wall teching to help you
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Better air control, AD is more effective, recovery is better, hitstun isnt stupid high for combos into them and shiz.
Very true. But I still like the idea of a tiny window, maybe 1-2 frames. Something that's comparable in rarity and power to the Melee power shield.

kupo: you say sp unit's first try doesn't work? Otherwise I'll start testing this out later tonight.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
More fall speed! MOAR FALL SPEED!

but seriously it would kinda be cooler if characters fell faster

EDIT: I mean EVEN faster
I agree. I think its still too floaty :\

We have a launch angle mod to compensate for the horizontal buffs now
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
What if we allowed Meteor Canceling, but set a cap on it?

I think it's exciting when someone lands a meteor smash
I think it's even more exciting when someone meteor cancels
But I can't help but jump out of my chair with excitement when the player lands a 2nd meteor smash

I think a great medium would be to limit the number of possible meteor cancels to only one, but refreshes when you land back on stage (like Sonic's up-b)

What upsets me are instances where the attacker lands 3 or more in a row and the opponent survives.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
A few questions:

1) What's the purpose behind changing the animation using the Animation ID and the frame mod? I mean, like, when would you choose to change the Animation and not the Action?

2) I'm sure someone's asked, so forgive me and please indulge me, but what do the Reverse Knee Fix, Ness's Bat, and Rest Values codes do, exactly? I see them listed, I just don't see their explanation.

3) kupo, have you managed to get a video of the Camera Bubble code in action? I would be interested in seeing that comparison just like your previous comparison vid.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
As long as we don't use anything close to Melee's, unless its something like PSing as Shell mentioned, I'll be happy.
No MC seems pretty reasonable with Brawl's physics.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Kirby Meteor isnt bad for its knockback, its bad because it drags. And his multiple jumps allow him to keep doing it.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
A few questions:

1) What's the purpose behind changing the animation using the Animation ID and the frame mod? I mean, like, when would you choose to change the Animation and not the Action?

2) I'm sure someone's asked, so forgive me and please indulge me, but what do the Reverse Knee Fix, Ness's Bat, and Rest Values codes do, exactly? I see them listed, I just don't see their explanation.

3) kupo, have you managed to get a video of the Camera Bubble code in action? I would be interested in seeing that comparison just like your previous comparison vid.
The knee can finally send backwards being that it was the only one that couldn't out of spite.

I'll make a video I guess
Kirby Meteor isnt bad for its knockback, its bad because it drags. And his multiple jumps allow him to keep doing it.
Well then how would no meteor canceling make kirby's spike so terrible if it never affected it in the first place?
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I never liked Meteor Canceling in the first place. It just makes me miss Smash 64, broken Kirby or not.
 
Top Bottom