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didn't melee's decay system only affect damage and not knockback? Thats what I was referring to earlier.No. HAD allows infinite brawl ADes and 1 MAD depending on how you input it
Ill be willing to give it a try mookie but doesn't other fighters have some sort of decay involved as well? I know MvC2 (I think) the combo deals less damage if you do the same infinite combo but I don't know how that game works
Considering that I never worried about low percent kills in Melee with Marth tips, I don't think you will ever see me thinking otherwise. Also, people seem to forget that people can be gimped in Brawl+ now considering hitstun and fallspeed changes. So yeah, a death via Zelda kick at 70% isn't as bad as you are making it out to be. My best advice for that is to be extra careful at 70%, and to also DI better.however, when zelda kills you with her lightning kicks at 70% 3 times you might want to think otherwise.
I am about to. I'm actually using a lil bit of upward grav, a lil bit of downward grav, a lil deduction in shorthop height, and a small increase in fast fall speed. I think that way it doesn't hurt things as much cause lots of little changes will help things from changing too drastically than a few somewhat large changes. I'll see how it goes and report back.so is anyone actually using the SH and FF height code?
why are you using 4.17? That was without the decay codes.Also, does anyone else think the current value for Shieldstun in the current gct (dont remember what page it was posted on, i think it was 4.16 or 4.17) is too high still? I personally think shieldgrabs are still too difficult to pull off in that 95% of the time they don't work anymore (on CPUs, at least).
Mookierah, I was referring to the code in this post. My gct converter on my mac doesn't work right so this is what I was testing with shieldstun values. I currently think its definitely too high.RESULTS OF MY FINDINGS
At brawls default stale system
Pits stale Nair did not shield lock at 4.16
Pits stale Nair shield locked at 4.17
Translation to the different decay code values:
1 (brawls default) Float 4.17
3/4-Float 3.1275
1/2- Float 2.085
1/4 -Float 1.0425
0 (No decay) Float N/A
Put 0's in for Y's
Basically to find the proportionate float value to a non standard decay system, multiply the decimal form or your decay system by 4.17
Furthermore, I found a hitlag code that I like.
60% hitlag reduction except on 1 frame
Mult-6Code:C2771EC0 00000004 39C0000A 2C040002 4180000C 1C840006 7C8473D6 90830010 60000000 00000000
Div-A
Break-2
FINALLY
http://rapidshare.com/files/182325858/Brawl_.txt.html
http://rapidshare.com/files/182325859/RSBE01.gct.html
I hope this is good >_<
I was using whichever gct you posted from last night at like 1AM. I'm not sure of the value, but I played for a good hour or two this morning and it definitely wasn't feeling perfect yet. Sorry to be nitpicky, just trying to optimize :Dwhy are you using 4.17? That was without the decay codes.
Ah ok, well whatever value is in the gct (your text says 3.1275) it needs to be toned down. Sorry I just read the post and misinterpretted it. Did you play and it felt alright to you? I just did dash attacks with a lot of characters and fairs into shields and found that most of the time the stun was way too long to get any of them with a grab. Even on slow characters like ganondorf or ike. The stun is just insane at times.the gct is not 4.17
I thought shield max is what it starts atShield Reset is what it starts at, and what it goes to when your shield breaks..
Shield Gain is how much it regenerates per frame
Shield Loss is how fast it degenerates while it is up
Shield Damage Ratio is how much shield is lost when it is hit by an attack (as a ratio of the damage the attack would deal)
Not a human since then. It was something put out to test but it didn't seem that much from the limited shield hits against stupid cpus. Some moves that deal the most shield stun need enough stun to almost neutralize the ending lag. Things like ganon's fsmash or Dair are meant to push people away and reset the momentum instead of setting up for a shield grab.Ah ok, well whatever value is in the gct (your text says 3.1275) it needs to be toned down. Sorry I just read the post and misinterpretted it. Did you play and it felt right. I just did dash attacks with a lot of characters and fairs into shields and found that most of the time the stun was way too long to get any of them. Even on slow characters like ganondorf or ike.
Those attacks I was fine with and was perfectly logical. Its things like a characters runs right into me with a laggy attack on the ground or with a medium strength tilt, and I just sit there for hours waiting to retaliate. But I just found in many situations when I played, certain moves which arent necessarily that strong were still too difficult to shieldgrab out of. Granted I was playing with two controllers testing this, which certainly made it difficult (and then I played against CPUs for a while), but it just seemed to needed to be shaved down by only a few frames of stun, maybe 3-5 and it would be near ideal.Not a human since then. It was something put out to test but it didn't seem that much from the limited shield hits against stupid cpus. Some moves that deal the most shield stun need enough stun to almost neutralize the ending lag. Things like ganon's fsmash or Dair are meant to push people away and reset the momentum instead of setting up for a shield grab.
Yeah I'm saying just reduce the multiplier to shave off a few frames. Not add a global subtraction modifierIm not convinced that there should be any value in the add slot, only the multiplier for the moment
it's a good idea. however, it comes back to the problem of who decides on what the official gct will have. will it have wavedashing? 1.1 grav or 1.15 grav? shieldstun to prevent more shieldgrabs, or shieldstun to allow more pressure?Also, what are peoples thoughts again on the homebrew app eventually to check and install the latest "official gct". A Brawl+ launcher so to say, checks the latest release, updates automatically onto your SD, then launches geckoos?
Just an idea
lucky.....Im using USBgecko, changing values after each match makes for good testing ^^
i was more saying in the far long term. like maybe the SBR or something. no ideait's a good idea. however, it comes back to the problem of who decides on what the official gct will have. will it have wavedashing? 1.1 grav or 1.15 grav? shieldstun to prevent more shieldgrabs, or shieldstun to allow more pressure?
this is a whole new topic in itself.
on top of that, even if we do come up with a good, voted upon codeset, who's to stop another group to make their own 'official gct'?
the biggest fear i have regarding brawl+ is the split of the community.. in more ways than we may anticipate.