kupo15
Smash Hero
lol thats because the correct dash dance length was already in brawl..we just had to tap into it :razz:PW nailed the length of the dash dance right on. However, characters are bigger in brawl than predecessors, so the same length actually feels shorter relative to the size of the player. Does this make sense and does anyone else feel this way? Also, tomorrow I'm going to try MuBa's dash ending animation remover with the new DD code. It should be crazy.
Nice! The ledge speed looks fine to me. Do falcon >_<http://www.youtube.com/watch?v=fForK5xSSUI
Some Lagless Edge action in there too
The 8-character montage is processing. Didn't do much other than quick DDing in these, though.
http://www.youtube.com/watch?v=9Y9oLJWOp78
Idk but why?Is the DDing code easily modifiable in any way, shape or form?
Well so far every other buffer value has been glitchy and you can't stack what? 0 buffering is very precise and is a vast improvement in game play by FAR. Its been a while since a code actually felt as good as this one doesAfter playing around with the ledge and DD codes im very happy, those codes work great. Now I dont agree with the 0 buffer, There should be somewhat of a smaller one but I dont agree with 0 it takes away too much. I kno I will get verbally assaulted for this but the buffer code takes away stacking at 0, I think we should go a for a little higher buffer than 0.
After 30 minutes at 0 buffer, It was much more fluid than ever before and much more enjoyable than ever before.Also, I agree that SOME buffer is better than 0 buffer. It just makes the game feel so much more fluid. Doesn't matter how much time you invest practicing with 0 buffer, two things remain true:
1) It does not feel like Melee did.
2) It does not feel right on Brawl.
It just doesn't fit and takes away from, really, the FUN of the game. And, as has been stated before, it cripples the accessibility and adoption rate of Brawl+ because the game will feel like crap to newcomers from Brawl. And remember, we want widespread acceptance in order to get recognition, a scene, and tourneys. 0 buffer just really isn't helping out this project.
Reduce the buffer window, but keep some buffer. I think I'm seeing the consensus of 3-4 frames in the responses?
Me and my friends felt imprecise. We would actually point out every time buffering messed us up and this happened quite frequently. You don't have to be a robot to do it frame perfect. With enough practice you can do things frame perfectly even in melee. The simple standard moves you do are easily strung together without buffering, buffering only helps crazy techs like wingdashing (which I can still do with no buffering rather easily) and Ganon/falcon AC dair. Falcon doesn't really need dair to be ACed anyway.In all the complaining people have made against Brawl, I have never heard anyone say that "Brawl is less precise than Melee or 64".
"Precision" was never something people saw as a problem in Brawl.
In fact, almost everyone that complained about the buffer in Brawl complained specifically because of the "got shield pushed off stage and buffer made me die" issue.
Precision is not a problem. No one felt they were being "imprecise" in Brawl. In THEORY, yes you would be more precise with 0 buffer. Unfortunately, in practice, no one has that kind of reflex anyway. You'd have to be a robot.
The end result is that the buffer actually makes you feel MORE precise because every input you enter actually gets recognized and enacted.
I agreeYou're making it sound like we want you to waveshine repeatedly to make you do things in Brawl+, it's not like that at all. 0 buffer just requires you to be more precise, it's not making things more complicated, it's not adding a huge strain on you. It's not like there are long preset button combos in Brawl like traditional fighters where a small buffer window does help.
And a large part of the L-cancel debate was the fact that you would always want to L-cancel over not L-cancel and the outcome for a failed L-cancel was the same as not attempting to L-cancel. That part of it doesn't apply. The other part of adding unnecessary tech skill kind of does but 0 buffer doesn't make you press extra buttons. It's just making YOU input your actions when they are actually available, not before.
And I wouldn't say execution should NEVER hamper application. If you input something too slow, too fast or just plain sloppily then why shouldn't it hamper the application? You messed up, you pay the price.
Plus I'm just really annoyed by crouch after shffls.
If a really small buffer window makes it into to Brawl+ I won't cry or not play it, but I would just really prefer none at all. It really doesn't make the game slow or not fun at all. It's more fun for me anyways. And Brawl's buffering always annoyed me, I'm just not the kind of person that *****es on forums about these kind of things. Just because you don't see something doesn't mean it isn't there.
Oh yeah, DD is totally awesome. Good job PW. I like the new ledge code too. I've been using the default value posted and it works just fine, why are some people changing it?
What other codes are an absolute necessity in Brawl+? Air momentum, and shorter short hops would be awesome but I wouldn't say are necessities. I think a vertical knockback modifier is though so that people can actually give higher gravity values some consideration without worrying about horizontal attack buffs and vertical attack nerfs. A shield stun without so much push back would be nice too.
EDIT: that sucks about Olimar screwing up the grab release code, I really liked it.
Never ever ever argue with magus. He will be right and you will be wrong every time.Edit: ok you're right, my memorys tricked me, you could do instant aerials in melee at 1/4 speed, sorry 'bout that, but the brawl 0 buffer aspect remains true. I even tried to auto cancel ganons dair with auto-fire on 1/4 speed in brawl with 0 buffer, instant aerials don't work, maybe it's the codes fault but as it is now, it's not working like melee.
It does not affect teching and why would we be able to shield during a DD? DDing from the vids I see already has a buff by being able to use smashes at anytime during the DD...it doesn't need to be more powerful than it is.I agree that we need to be able to shield during dash animation.
I also hate auto fast-falling with D-airs.
Question about the 0 buffer code: Does this affect teching in any way?