MK26
Smash Master
Since when does Falcon have 40% ALR? That's ridiculous, he doesn't need it at all.
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This is giving it Melee-like properties, but it was fine in Melee, and for Brawl, they took away one of Sheik's kill moves. It isn't really copying Melee as it is restoring usefulness to a move.i'd like to avoid making shiek's fair too strong just for the plain fact that we aren't supposed to be making melee 2.0
Exactly! :DThis is giving it Melee-like properties, but it was fine in Melee, and for Brawl, they took away one of Sheik's kill moves. It isn't really copying Melee as it is restoring usefulness to a move.
No. That doesn't help with her KOability OFF the stage, which is the BULK of Shiek's problems.. I spend way too much time tossing the enemy around in aerial combat only to NEVER KO--- or to try wayyy to hard to kill the enemy.I'd rather have dsmash as a kill move again instead of fair.
She didn't have this problem in vanilla, some how it got worse in +? She's supposed to combo into fair and then throw them off the stage with fair, which you can try to gimp. But it isn't suppose to be as dumb as it was in melee, which was pretty much an easy edgeguard after 40.No. That doesn't help with her KOability OFF the stage, which is the BULK of Shiek's problems.. I spend way too much time tossing the enemy around in aerial combat only to NEVER KO--- or to try wayyy to hard to kill the enemy.
I don't play Ness, but I know the bat is an EXTREMELY powerful KO tool, and PK fire does good damage and immobilizes the enemy, even with good DI. I think those are high risk/reward moves. Maybe, idk, we could make his neutral B a little more usable?I'm interested in seeing what you guys do to improve Ness. Possibly speed up his bat (f-smash)? Perhaps lower the attrocious lag he has on PK fire (side-b)? Seriously, that ending lag makes the move almost unusable against any half-decent opponent.
LOL why is it whenever the main of a char comes in and suggests something the next poster says something like " now i dont play the char but your buffs are wrong and it thing X move should be buffed" I mean I play ness(look at sig) and those 2 moves are what I would give a speed increase 2 not the neutral B. I dont know. I just see this alot. (no offense to you at all CloneHat I'm not calling you out just using this one post as an example.)I don't play Ness, but I know the bat is an EXTREMELY powerful KO tool, and PK fire does good damage and immobilizes the enemy, even with good DI. I think those are high risk/reward moves. Maybe, idk, we could make his neutral B a little more usable?
You really thought it was fine? o_OThis is giving it Melee-like properties, but it was fine in Melee, and for Brawl, they took away one of Sheik's kill moves. It isn't really copying Melee as it is restoring usefulness to a move.
fixed imoThis is giving it Melee-like properties, but it wasfinef***ing dumb in Melee
The byte count is the 14 on the first line.So! ...which of the values on the first line is the byte count?
I am also curious about this.(reverse knee)
Maybe don't give her a melee fair, but a better one than what she has nowi can't believe im debating against giving sheik her melee fair back
It's fine the way it is now. People complain because it doesn't have the easy mode ability like melee. Right now, it seems like the fair continues the combo chain as opposed to finishing it.The byte count is the 14 on the first line.
Falcon's sweetspotted knee hitbox is the only move in the game that doesn't have a backwards hitbox because sakuria was spiteful. Essentially this means that with proper timing, you could be facing forward and have them sent backwards just like any other move. This also makes the sweetspot not so pathetic for timing. It was 17 frames long in melee (I think) and it is 2 frames in brawl. This would make it 4.
And now thinking about it, can zelda's kicks send you the opposite way? If not, they should be fixed also
Maybe don't give her a melee fair, but a better one than what she has now
Errr... if you can find the linespace for it, we'd be happy to use it. At the moment, this code is huge and we have NO space left.That's cool kupo! Is this going to be in the next beta?
It won't be melee easy. Trust me.It's fine the way it is now. People complain because it doesn't have the easy mode ability like melee. Right now, it seems like the fair continues the combo chain as opposed to finishing it.
It should hopefully be in when gecko 2.0 comes out. We already have the code. Correction, zelda's fair/bair couldn't be reversed in melee and also in brawl probably because they are the same move for different directions unlike falcon's single direction so it wouldn't make sense to give it a reverse hitboxThat's cool kupo! Is this going to be in the next beta?
Even with the code which brings it up to 4 frames, it wouldn't be melee easy by a long shot.If in Melee the knee was 17 frames, and in the new code it's 2, I wouldn't really call that "Melee easy".
Its funny how you down right oppose a LOT of things but can do a 180 so quickly and say your try it. I get confused. I also don't see your reasoning behind your threshold of it being "too much" but I don't really enough to debate that point. We shall throw it in when we have gecko 2 then so you and everyone can try it with the other changes we made.As I said, I'm sketchy about the idea. Anything more then 3-5 frames will be too much. But I'm open to test it since it sounds like we have the improved knee code anyway. I need to test that and the Link changes Spunit threw together.
They could, but it was just very uncommon and weird positioning required to connect with the inner side (causes reverse hits) of the outer sweetspot hitbox without connecting with any part of the inner/weak hitbox right next to it (would make it not sweetspot).Correction, zelda's fair/bair couldn't be reversed in melee and also in brawl probably because they are the same move for different directions unlike falcon's single direction so it wouldn't make sense to give it a reverse hitbox
I understand but I don't want to oppose a change without first trying it. I oppose the principle but who knows, it might work out and be a worthy change. First hand experience is always better then an assumption. You know what happens when you assume...Its funny how you down right oppose a LOT of things but can do a 180 so quickly and say your try it. I get confused. I also don't see your reasoning behind your threshold of it being "too much" but I don't really enough to debate that point. We shall throw it in when we have gecko 2 then so you and everyone can try it with the other changes we made.
Oh yes I doYou know what happens when you assume...
Thanks! That's where I expected it would be, but... why is it set to 14? From my understand of hex, that's 20 bytes, and I sure don't see anything 20 bytes long (or short) anywhere nearby. Am I misinterpreting how the byte count works?The byte count is the 14 on the first line.
If you're a damage racking machine, it makes sense for your KO's to suffer. Sheik was a damage racking machine because of ftilt. What we need to do now is look at her general combo and damage potential and see if it makes up for her lack of kill moves. If it doesn't, then it stands to reason that taking away ftilt warrants a buff in another area.Not a shot a t Sheik but a general question, so are we going to start ensuring that every character now has some move that lets them be able KO at around 120%? I ask this because I'd like to know what is considered a rediculous long time to KO someone.
There have been so many changes from vBrawl to plus that it's like comparing Brawl to Melee.She didn't have this problem in vanilla, some how it got worse in +? She's supposed to combo into fair and then throw them off the stage with fair, which you can try to gimp. But it isn't suppose to be as dumb as it was in melee, which was pretty much an easy edgeguard after 40.
Yea the others explained that now. Before leaf and some other stepped in people simply wanted the buff without a why it was needed and if she was garbage without.If you're a damage racking machine, it makes sense for your KO's to suffer. Sheik was a damage racking machine because of ftilt. What we need to do now is look at her general combo and damage potential and see if it makes up for her lack of kill moves. If it doesn't, then it stands to reason that taking away ftilt warrants a buff in another area.
Its more utility. It only sends back if you mess up or if you want to. You have the forward hitbox and a backwards just like any other move in the game.What is the reasoning behind reversing the knee? I would hate comboing into it and just have them fly back towards the stage to safety.
It's not my fault, I even put you first on a lot of them.Ah, sigh. Why is it that the person who discovers the code never gets as much credit as the person who makes it into a usable code? You have no idea how hard it was to find that code in the first place - guess I owe it to irony... Irony and laziness on my part
(yes I know, I sound insanely spiteful - but we're all allowed to show a bit of malice every now and then aren't we?)