Oh ****, that's awesome kupo.
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!
If your CSS doesn't have MK in it, you can't random him.EDIT: Oh ya. I still play a lot of 4 player matches, and my roommates and I made a soft ban for Meta Knight, but it's always upsetting to get him in random. Any chance we can remove him from random? lol
I would like it gone but a lower PS window means less frequencyFFFFFFFFFFF, now I'm gonna have to remove the sexy new custom CSS. This new code is too good to pass up.
However, auto-powershielding still remains, doesn't it? Shouldn't that be taken away as well?
-Attacks window: 5/6 frames
-Projectile window: 3 frames
And added
Hopefully the shield up and PS part of the code works. This is what spunit said.Wait... why are we messing with how long PS'ing lasts?
Making it shorter just makes it more powerful, and it's already pretty dammn powerful.
Making it longer defies its purpose.
PS'ing is perfect as it is, it just needs a slightly smaller execution window.
Especially since there's Near Perfect Shielding as well as PS'ing.
(http://www.youtube.com/watch?v=LJnHumS4Wac for anyone who missed it)
EDIT: Ok, so I guess I just got confused by your wording, kupo. The code IS a PS'ing WINDOW length modifier?
If so, I am ELADED TO THE MAX!!! XD XD
I can't quite figure out what X and Y do but they should do something.
Yes because projectiles are easier to time because they are predictable. This is how melee was...larger projectile windowAre you sure it wasn't the opposite?
I recall that the consensus was that projectiles needed the larger window since making PS'ing projectiles hard would just greatly boost the camping game.
its a mysteryWait, one of us is confused. Does the code change how long the PS animation lasts if you do it correctly? As in, a longer value means the shield stays up longer than a normal PS and is thus less effective?
Or does it affect the window to PS? Where a higher value is a larger window?
Exactly... so why would we make it a smaller window than physical attacks in Brawl+?This is how melee was...larger projectile window
What's Barwl's current PS window again? Are you going to add HAD back on the list? Sure DCing and DDing are good for midrange but there is nothing good for close quarters.-Attacks window: 5/6 frames
-Projectile window: 3 frames
And added
Who says we are going to make it smaller than the melee window?Exactly... so why would we make it a smaller window than physical attacks in Brawl+?
Fine!What's Barwl's current PS window again? Are you going to add HAD back on the list? Sure DCing and DDing are good for midrange but there is nothing good for close quarters.
X how long the PS last Default Float 8
Y delay before shield comes up Default Float 4
Z shield drop Default Float 8 (does nothing atm)
I have a feeling that if brawls PS window makes the distinction, then that value will scale both equallyHmm... well I found Magus's post on Melee Powershielding, here it is:
http://www.smashboards.com/showpost.php?p=5947466&postcount=153
So the projectile window was smaller in Melee.
Ok... so I understand the values you mentioned above now, kupo.
I'll test it out and see what that code does to the PS, exactly.
Unless someone's already done that?
Either way, if we reduce the PS'ing window on projectiles too much and Pit's arrows start pissing me off more than they already do... I'll be very vocal about bringing that window up.
Projectiles are far more powerful in Brawl than they were in Melee.
And we still can't reflect projectiles with Brawl PS so Brawl+ PS doesn't need to be that connected to Melee's window.
I mean, 3 frames only? Only 1 frame more than Melee's window? With Brawl's projectiles? I'm thinking 4 frames might be better. Don't think more will be needed.
Sorry, I didn't follow that. What value will scale equally if Brawl PS can make the distinction?I have a feeling that if brawls PS window makes the distinction, then that value will scale both equally
That the window of physical attacks to projectiles scaleSorry, I didn't follow that. What value will scale equally if Brawl PS can make the distinction?
Also, so Jiang confirms that it just modifies how long the PS stays out for, not the window of its activation?
Aww.... lame...
Well, that part of the code is useless, then.
And I don't really support messing with any of the other shield constants either.
There's nothing really wrong with how long it takes for the shield to come up or how fast it goes down...
A better question would be "how many licks does it take to get to the center of a tootsie pop."Agh, I'm confused now. Does the code modify the window for PSing or not?
God*mnit what's going on here? I don't get it at all!Agh, I'm confused now. Does the code modify the window for PSing or not?
The answer is three?A better question would be "how many licks does it take to get to the center of a tootsie pop."
They both have the same answer
...srsly
It's not really a problem when you look more closely at it.If we add a little shield drop time it can help with the near powershielding issues.
meh i just plugged in random values because neither of those do what they're supposed to. you won't notice a difference.OK, confirming that the PS code affects the PS'ing window, NOT the length it is out for.
WOO!
I tested 9999 for the window value and you can PS every time, even when your shield is already out, lol. It was pretty funny to her the "Ping!" everytime Fox's lasers hit my shield.
@Zxeon
I thought it was that at first, but it's not. If you're referring to the blue ring, that is. I tried many times to get the NPS while the blue ring was still visible, and it didn't work. It's really really precise timing and it's very hard.
@ Jiang
I will test those right NOW!
EDIT: Wait, Jiang, why did you change the delay before the shield comes up to 8 instead of 4?
I'll test 0 PS and 3 frame PS, but I don't see the need to lengthen the delay before the shield comes up. Shielding should be fast. So I'm going to keep the 4 float value while I test those.
yes he did and he felt that it went down too fast. Then maybe ill inform spunit that the shield up value is the wrong one.Didn't Kish feel that the shield goes up much too fast?
Not necessarily. The way I see it, shield drop basically replaces the addition in the shield stun formula. They work the same way in increasing shield stun across the board. The main difference would be that shield drop would nerf out-of-shield options like shield grabbing on top of it's nerf on shield retaliation out of stun. Do you agree?Messing with the shield drop time will probably affect overall shieldstun the most, and not in a good way.
Increasing shield drop time is an effective increase of shiledstun across the board. That'll just complete things needlessly. It's especially needless when everyone seems to be agreeing that the 11/22/5 values I posted are pretty ideal and changing shield drop would mean doing all that testing all over again...
If you're comparing it to Melee...3 still feels kinda easy
Actually, I think we should just weaken DI. Not only will it accomplish the same as what Osi says but its a more natural adjustment that makes a ton more sense for the game. Melee's DI was perfect, brawls is waaaaaay over the top with control and being able to easily get away from your opponent.BTW Osi makes a strong case for dash speed. I think it might be worth extra testing if what he says holds merit.