kupo15
Smash Hero
what was his recommendations again? And why don't you quote me and respond in the nightly builds thread?
Updated set. Check nightly builds
Updated set. Check nightly builds
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I have had this happen to me and never knew why. It must be fixedBecause of Lucario's new up-b properties, I decided to experiment using Lucario with tap-jump off, and I found a glitch. It turns out that this problem also exists in vBrawl (but I couldn't find any mention of it, anywhere, though). This problem doesn't really come up that often in vBrawl since people have little reason to turn tap-jump off (aside from just plainly disliking it) there; but since there's a good reason to turn tap-jump off in Brawl+ now, this problem may need fixing.
With tap-jump off, whenever Lucario does his up-b while airborne, or if he does his up-b on the ground and just skids across the ground without going upwards, after landing, from that point until the point where he gets off the ground, he can't use up-b.
Quite annoying that you would have to "reset" this glitch by doing a small hop every time this occurs... Happens much more frequently than the Sonic up-b glitch that I found, too, so I think this should be listed until "Future codes" section in the first post if the "Sonic's triple jump glitch" is there.
Edit: What's up with me and discovering glitches dealing with up-b moves that can be "reset"-ed by doing a short-hop fast-fall...
I am not entirely sold on keeping a glitch on a character like this. I don't see how this is different than pika's QAC where the QAC has more versatility on the ground than this does. The reasoning for keeping this glitch sounded very similar to that of not fixing the triple jump glitch. I believe the glitch should be fixed because glitches against characters are not fair or good for competition IMO and if you feel that it makes the move OP (I don't think so), then we should do something else to fix it. It would be as if mewtwo couldn't perform an up b from the ground if he up bs to the ground. This sort of restriction doesn't make sense to meThis upB glitch has been known for a long time. It actually seems to be a side property of his wall-cling mechanics wherein if you upB while on the ground or into the ground you need to rejump to reset the upB counter.
As a Lucaripro user however, I think it is a very fair mechanic. The move is both versatile in the offense and defensive game, and it becomes habit to know that you need to reset your upB. It already can be used evasively on the ground akin to a retreating superwavedash almost and is extremely versatile. In my opinion, I think it should stay in for the sole sake that it might be too good then. I'm fairly certain Lucaripro plays as one of the best characters in the game with this change already in place.
It's not just that; If you up-b from the air, and land after the animation is over (even if you wall cling out of up-b then wall-jump back onto the stage), as long as you don't hang onto the ledge before touching the ground, you can't up-b until you rejump.... if you upB while on the ground or into the ground you need to rejump to reset the upB counter.
The thing is, it only affects people without tap-jump, so it's already discriminatory. (I guess you can call it a balancing factor for making up-b'ing without using your jump easier. But then people can use B-stick for that purpose and not have to deal with the glitch [although this is not as effective in Lucario's case as tap-jump off].)As a Lucaripro user however, I think it is a very fair mechanic...In my opinion, I think it should stay in for the sole sake that it might be too good then.
Considering the fact that you have a big sweet spot range and reverse grabbing, making the ledge function like a ledge without auto sweetspot from below nonsense, no, returning won't be hell. Recovering in 64 was hell yet you can still mindgame your way back to stage and if this is possible in limited 64, I sure do not see how it would be impossible here giving the fact that recoveries are better and the ledge is more forgiving.Ugh, this argument can go both ways.
I believe that you should either hit them on time and not get hit.
You're saying the person recovering should go through hell recovering.
Im saying that its not that hard to gimp most of the gimpable characters.
A failed edge guard is determined by whether or not they make it back to the ledge and on the choices the returning player makes with what to hit you. If that attack is strong enough to knock you away then it works but if not, then they should be punished for using the wrong move. For example, at low percents, marths up b will do nothing to knock the person away opposed to someone at around 100%. So by keeping the auto sweet spot, you are turning a failed recovering attempt into a successful one for no apparent reason. It doesn't matter if you hit me or not.If they somehow hit you because you're being sloppy then I dont see the big deal on them auto-sweet-spotting.
What youre sayin is a valid reason why it should go but thats just my opinion about the matter.
Sometimes you will auto sweet spot sometimes not. The object is to have no auto sweet spots unless you are traveling down. Not "mostly no auto sweet spots with the occasional unexpected auto sweet spot." This is bad inconsistency that I am talking about. Its all or none.Not arbitrary when it's made for a purpose: making edgeguarding skillful.
Also, the part of "making the game inconsistent" doesn't make sense. A lot of moves act differently when you hit someone, and that applies to almost any fighter.
You are punished with the hit but if they use that auto sweet spotted move at the wrong time, then you get an opportunity to punish their counter attack with your counter to the counter which is impossible with the ridiculous ledges.If they are playing more intelligently than you and they react to your moves, you are punished. That's what a fighting game is about.
Yes to an extent. But the object is to make your rules not get in the way of the player and so it makes sense. If the mechanics are in place and you don't notice them, then its doing its job.Man... EVERY single rule in a game is arbitrary. The only thing that matters is if it helps the game more than it hurts and if it's a balanced rule.
Of course you need limits, but you are not limited to how to use those moves. You can break the rules on purpose and do uunorthodox things if you want and make it work. These mechanics are limiting in a different way then what I am talking about. The fact is, the code is "no auto sweet spots" and seeing how you can still auto sweet spot side bs and such means that this mechanic favors throwing yourself off the ledge to keep them from returning. If it was working properly, then you would have a choice because you are not forced by the bias of the game mechanic but rather the player.You say that the game should not force you and you should decide how to edgeguard by your own. But the game IS already limiting you. The physics of the game are limiting you, the propierties of the attacks are limiting you, the frames of invencibility on the ledge are limiting you. It's not like: oh, I'm losing my freedom because they can sweetspot easier. That makes that argument invalid.
The forgiving window of powershielding proved to be balanced much like you suggest, yet we change it to make it harder. The same applies here. I am focused on make the game right and fixable instead of dealing with glitches we obviously know shouldn't be there and that make the game less competitive.For now, and IMHO, it has been proved to be a balanced feature, so I would let it as it is.
Sector Y? Lolhey Kupo, love your set, I was wondering if Corneria could be any bigger. I loved Sector Y in smash 64 and would like to get at least a LITTLE closer to that size.
Big fan of all your work, thanks!
Wow, thanks! Sorry about the little ROB glitch in the last set. I forgot he doesn't have a fall special landing lag which is why air dodging to the ground freezes with him. It will be fixed though and I plan on making corneria a little bigger.hey Kupo, love your set, I was wondering if Corneria could be any bigger. I loved Sector Y in smash 64 and would like to get at least a LITTLE closer to that size.
Big fan of all your work, thanks!
yes it wouldHmm, would the landing lag from ADs make MAD/HAD usable without stacking?
I read your PMs bro. I just thought that the ROB problem was rectified in your latest set because you replied 4 days ago to Ratt about releasing a new patch fixing the problem, yet your latest file (yesterday's) still has the problem. Just an incorrect assumption.Both have cameras turned off? That doesn't explain the bad CSS though and did you get my pm on the ROB freezing problem? Now that I have info on my troubles with code editing, I can finally release a new version soon.
MAD is melee air dodging and HAD is hybrid air dodging. When you wavedash into the ground, you don't get landing lag like in melee but instead go into the standing animation. So by adding landing lag to air dodges, it can act closer to melee's wavedash but my assumption is that it still won't feel as smooth as melee'sBTW, what does "landing lag from ADs make MAD/HAD usable without stacking?" mean? What's MAD/HAD?
The point would be, I BELIEVE, to show the difference of his set and plussery, and changes that the general public adore/approve up can be adopted in to plussery, which would make Plussery B+ better by Kupo's standards.Kupo i really like ur codeset. But onenight when i was in the IRC, shanus said it won't ever be used in tournaments. I like ur codeset because it's not as floaty, has more of the melee esque feel, But what is the point of using it, if i can't use it at tournaments? Atleast he said 99.9% sure it won't be used.
Grab super armor=grab priority.Is there anything that can be done about Super Armor on Grabs? I know it doesnt happen too often, but I dont think its fair in that a rapid attack (Falco's infinite Jab comes to mind, right before the start of the infinite) and on occasion, stronger moves can make contact with an opponent and yet, you find yourself getting grabbed. Imo, if the grabber takes damage from the opponent being grabbed, a grab break should occur at least, instead of the grabber being allowed to get a potential combo or kill.
They only beat out smaller attacks? I could have sworn that a grab actually did beat out my FSmash with Falco too once, but maybe it only read the attack's tip instead of the base of his wings. Oh well, I guess that I'll have to space my jabs just a little better to avoid that grab since the second hit leading into the infinite's too slow to avoid a grab at close range, though I still think that the grabee taking any damage from the grabbed should result in a grab break...Grab super armor=grab priority.
Since grabs aren't attacks, SA makes it so they beat out smaller attacks. It does not make them OP, however, 'cause without you would have trouble grabbing much more than a shield.
Player priority, unfortunately, cannot be fixed according to what PK told me. Basically, the Wii doesn't keep track of all four players so... there's no way to fix it or remove it rather. At least, that's what I remember PK telling me...
Probably should be removed from the OP, kupo (port priority as something to fix since there's really no way to fix it other than removing it).
That is simply not true at all. Tumbling is determined by the launch speed a move causes. This is a static value, not a move property.Currently in brawl+
No moves induce tumbling (I don't think?)
The vast majority of moves already cause tumble. Only set knockback moves, or moves that don't break the launch speed needed for tumble (even at 999% on the lightest character) would even be capable of NOT causing tumble at some point. There were simply a few moves in vbrawl that disabled momentum cancels on them (and we have absolutely no idea how that worked, not to mention that our most briliant coder is taking a well deserved break at the moment).If brawl+ can be twiqued so to return 'tumbling' into brawl+ at a workable medium (i.e. higher percent kill moves only (e.g. Snake's utilt after 90% or something?) IT COULD BE BETTER FOR THE OVER ALL DEPTH AND COMPETITIVENESS OF THE GAME.
Agreed. G and W mains have accepted it as a nerf to their weight. G and W's survivability in B+ fell, HARD.Momentum Cancelling
In vBrawl, Momentum Cancelling was a very important aspect of survivability and DI 'skill'.
Momentum cancelling made characters such as Game and Watch better for example, with even out of place weight lists, the survivability of individual characters were based on their momentum cancelling AND weight instead of purely just weight.
Wrong. Momentum canceling still exists in Brawl+, you just have to wait to exit hitstun. I suppose that doesn't make it true momentum canceling but a less form of it still exists in Brawl+. You can still jump and aerial after hitstun ends to prevent being pushed back further.At the moment in Brawl+, there is ever growing 'hitstun', momentum cancelling is completely nullified and useless. Characters are dieing earlier, and characters such as D3 and G&W's momentum cancelling properties have been absorbed for the 'greater good'.
I'd argue that it really doesn't take skill but that is besides the point. The point is, in vBrawl there was no reason to not momentum cancel a KO move. Why would you NOT want to live longer. Arbitrary tech skill is something we are avoiding in Brawl+, hence no l-canceling. You don't HAVE to dash cancel every run, it just gives you extra options on the approach if you choose to. Dash attack, grab, etc are still viable options instead of a dash cancel.I don't think Momentum Cancelling, a 'technique' in Brawl that takes skill to master, should be completely removed from Brawl+'s future iterations.
No, that's called hitstun.In vBrawl, hitstun still applies to many moves in a 'normal' (i.e. melee-esque) fashion, such as Marth's JAB and Sheik's ftilt. These moves do no allow for air dodging at the same frame until HIGHER percentages. Marth's untippered jab for example NEVER reaching this 'higher point' has 100 frames of hit stun at 999%, whilst still killing, the move completely ignores momentum cancelling.
To include hitstun and combos into brawl+, the process of 'tumbling' in which when a move reaches a certain damage (or some moves start at this point) that the tumble can then be cancelled by an airdodge/aerial was REMOVED. Literally destroying the idea of momentum cancelling.
So you basically want a blanket nerf to KO moves across the board or to give some characters more weight?However, as I said before, moves such as Marth's jab EVEN AT KILL PERCENTS never induces tumbling. This a property that MANY moves in the game could have added to them. It would require WORK and tedious balancing. In other words, every character has COMBO potential moves, that should never induce tumbles, as to allow combos; BUT REAL KILL MOVES THAT WILL SEND AN OPPONENT WAY OUT OF A 'COMBO RANGE' COULD VERY WELL HAVE MOMENTUM CANCELLING.
I heard ROB needs help...This will in fact then give a boost to characters such as Rob or Pit, who after a hit that's been momentem cancelled (reducing how early they die off the sides) can then be hit by their lasers/arrows to kill them (lol).
It comes down this. Why would you not want to momentum cancel a KO move? This would basically be an increase to everyone's weight in the game for what? Longer matches? More edgeguarding? I'd rather not. Here's an idea...don't get hit by the KO move or the move that leads into it. What you are asking for is an entire retooling of the way B+ works for a simple to learn tech skill that offers 0 depth to the game and instead just makes everyone slightly harder to kill.tl;dr
In vBrawl:
Some (rare) moves don't induce tumbling, giving REAL hit stun.
Most moves cause tumbling, allowing an airdodge or whatnot at around frame 13.
Currently in brawl+
No moves induce tumbling (I don't think?)
If brawl+ can be twiqued so to return 'tumbling' into brawl+ at a workable medium (i.e. higher percent kill moves only (e.g. Snake's utilt after 90% or something?) IT COULD BE BETTER FOR THE OVER ALL DEPTH AND COMPETITIVENESS OF THE GAME.
Sounds good to me.Removed port priority from the list. How does this sound. If you grab a player and get damage, then it forces a grab break.
So what? There is something that is added by being able to DO it... to perform a skill. If you limit yourself to things that are situation and critical thinking, I believe that you are missing out on some of what it takes to be a good player and to be good at a game. As we are well aware, the technical aspect of this game is severely lacking and it seems like we are trying our best to keep it this way by not accepting things that are technical.I'd argue that it really doesn't take skill but that is besides the point. The point is, in vBrawl there was no reason to not momentum cancel a KO move. Why would you NOT want to live longer.