Kalm
Smash Journeyman
Are there plans for any character specific changes? Such as correcting Snake's Utilt and Ftilt, or giving Sonic better KO power, maybe setting up for Link to be able self bomb and improve recovery?
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Sure, but if we're going to get into individual character balancing we're talking about the use of potentially quite a bit of code. Remember, we're limited to 256lines of code. That's it. Before we can consider character specific changes we have to get the primary gameplay elements out of the way, for example, many of the proposed ideas on the agenda OP would have to first be taken care of.Are there plans for any character specific changes? Such as correcting Snake's Utilt and Ftilt, or giving Sonic better KO power, maybe setting up for Link to be able self bomb and improve recovery?
If only if only v_v'... but i do agree with you on the first paragraph... if there was a quick 3 or 5 line code that decreases or increases priority/hit stun/damage/knockback that would be just wonderful. beacause some chars cant get magicly better just from 1 or 2 attakcs being better.Case in point bowser... hes slow with laggy moves and thats all there is to it. He cant even combo well with hitstun. so he will be back to melee tiers soon enough ( oh and his recovery is ballz) but yeh im most exited about char balance atm. i can live without nerfed ledges and sheilds to a lesser extent.Truth be told it wouldn't take but 2 to 3 changes max for pretty much any character to totally improve their balance. Any character that would actually need it that is. I think that in the end all anyone would really need is either lower or higher kill % on some moves or and maybe more rarely a shift in priority. Only other thing I could think of would be to add X amount to lag to X amount of MK's moves.
Though it would never happen, I would love to see moveset changes. Like Ganon having some more creative attacks, perhaps even one or two with his sword involved. I'm also really ticked over Sonic, I wish SideB and DownB could just be alternating moves from the same button and for him to have his own other ability, like maybe a Wario style cooldown that boosts his framerate(speed) of movements and attacks for like 5 seconds or something.
Also, why does Yoshi's egg roll put him into free fall? It's a fail in my book.
With limited code lines of 256.... I doubt we see any character specific changes really. The best we can hope for is that the codes selected for the tourney edition standard will help nerf characters like MK and buff ones like link/bowser. Personally I feel jiggly is buffed a ton from the hitstun codes. I'm playing on +10% right now and sleep combos are no issue, they were easy at 11 too. Once most characters hit around 10-20% there are so many options. Hopefully something can be done to try and balance the tiers the best they can be through hitstun/damage/shield stun/edge cancel/lag cancel/gravity global mods. The cast is far too big for mods to each one seperate, and it's not fair to just balance 4 or 5 of them (not to mention the fights on who/what to balance).If only if only v_v'... but i do agree with you on the first paragraph... if there was a quick 3 or 5 line code that decreases or increases priority/hit stun/damage/knockback that would be just wonderful. beacause some chars cant get magicly better just from 1 or 2 attakcs being better.Case in point bowser... hes slow with laggy moves and thats all there is to it. He cant even combo well with hitstun. so he will be back to melee tiers soon enough ( oh and his recovery is ballz) but yeh im most exited about char balance atm. i can live without nerfed ledges and sheilds to a lesser extent.
It would be great to remove some hazards from certain stages. Places like Pirate Ship w/o bombs, Wario Ware without minigames...what if you could freeze Pictochat on a certain drawing for the whole match? I wonder if any of that is possible...There are also various collision mods to PK stadium 1, skyworld, and lylat I'd love to see (imagine if the ship was only center all match instead of shifting ^^).
Aww that's a shame hehe, oh well.... The only thing that exists of those characters is their name on an empty (or near-empty) data file. There are no models, no movesets, no icons, nothing.
Then how would that be any different than vanilla brawl? Sounds like a boring brawl+ if you ask me...:\I support the infinite stamina and no-swap for Brawl+, but nothing else.
He means no other character balances, not just having those two particular codes on. Also, you can already technically have Warioware Inc. with no mini-games. Just use the Level Speed Modifier and it will make the stage freeze at the beginning part (meaning, it won't ever transition to the mini-games). It also effects other moving stages like Mushroomy Kingdom, Big Blue, Luigi's Mansion (the mansion doesn't come back), PKMN Stadium 1 & 2 (always stays at neutral stage) and etc. Of course, it'd be better to have their own stage codes because the Level Speed Modifier also effects other stages, not just the moving ones (it may make FD's background freeze at a certain part, meaning never move).Then how would that be any different than vanilla brawl? Sounds like a boring brawl+ if you ask me...:\
Yes but when do we say the foundation of brawl+ is laid. It seems like we are continuing to add more and more codes and the list is already so long. If we keep adding code the foundation will be all there is to it and we will be stuck with another imba smash game. Theres got to be some kinda limit to how much space is going towards the new game mechanics, or we will never get around to char ballance. Infact it doesnt seem like anyone give a **** about makeing worthless chars usable.I main Link and Im not for character balance yet, I dont think he needs it particularly, the foundation of brawl+ needs to be laid down first.
i think he was talking to me fins ^_^' and yes i know my link i would have to be ******** not to after so long, and in knowing him i know his limits. But i kinda wish i dident put link im my last post since i do infact main him. So BOWSER, YOSHI, and freakin NESSMaybe you don't know your character well enough yet?
hmm the way i see it nerfed sheilds will pretty much only help fast chars that can attack and get away with it.Powershielding a slow char is just a joke. So thats another one for the fast chars >_> i have no dought that you are putting some codes ahead of others in priority for the sake of an alround better game, but before this post i was under the impression there would be no char balances until everything in the OP was finished. So I feel much better now.Trust me. I have been maining low tiers for a while also so i know the frustration.
I have a pretty good idea when the main foundation is done which are the codes above the red line. I also have a good understanding of priority and codes may be shifted around in priority depending on the effects of new codes. Don't worry, we know what we are doing! ^_^
Yes, character balances is trivial compared to shield stun, hit stun and the like since those main mechanics globally effects the cast as well as contributing to character balances all in the same time. L canceling and hit stun and soon to come shield stun will balance characters much more so than individual character codes. Just look at falcon.
Sounds awesome.I want to let you all know that Igglyboo will be helping us with the shield stun and PS codes since PW is busy. He PMed me back today saying he would love to help. I hope we can get them soon.
Not really, Ganon's jab wouldn't be good for shield pressure. Neither would Marth's, Sonic's...can't think of anymore right now, but there are some jabs that wouldn't be good at this.Brawl jabs with shieldstun are going to be ******** shield pressure. Everyone's jab is ridiculous.
Sonic's jab has a lot of lag though. It comes out fast (3 frames), but it has too much ending lag to really be used for shield pressuring (think of Ganondorf).I guess Sonic could still shieldpressure with jab cancel to death repeating.
CC did not effect jab pressure at all.Oh, also, CC was a good way to get out of jab pressure in Melee, and now that's gone.