zxeon
Smash Lord
I kind of like the way the hitlag works right now (aside from the Lucas 40% Dsmash madness and the like). It helps to offset the really hard hitting moves so that you can catch up to your target.
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I'm going by what Magus said, since Magus tends to be... always right...Do you really think hitlag is the problem? I mean wouldn't it affect all moves so then you would adjust the added frames and things would be fine? Does it lock without the hitlag codes?
For the Fox's lasers thing on shield, you have to consider hitlag as well as shieldstun in this case. Since the lasers are projectiles Fox does not go into hitlag himself when they hit, so the hitlag has the same effect here as the shieldstun for trapping them in their shield.
His lasers repeat every 10 frames, so if they were to stay in place they would be trapped in shield if the hitlag + shieldstun >= 10. Since they get some pushback from them, to consistently trap them it's probably hitlag + shieldstun >= 11.
Hitlag on Fox's lasers?
Yes, they have hitlag when they are blocked. Well, they did this before anyway. If they actually don't anymore and a 3 damage hit is doing about 10-11 or more frames of shieldstun you guys are waaaaaaaay off base with the values you're using on the code, lol.
Kirby is not fast and he combos just finewell i agree with the majoirty thank god i can use whatever i want because the hitstun9 is only good with the fast chars or more combo-y ones... everyone eles is **** in the ***
well with no ASL it will be easier to edgehog someone, i don't think we need to add more time to when the game marks you as being on the ledge. just learn to time your invicibility frames from grabbing the edge better.I'll say, the one thing I kinda miss from Melee is the ability to edgehog by rolling onto the stage from the ledge. I know, it was kinda cheap, but even now I keep doing it, hoping that my opponent won't be able to grab the ledge.
When your over 100% it takes longer for your character to get on the ledge and you get longer invincibility frames. Not quite the same tho lolI'll say, the one thing I kinda miss from Melee is the ability to edgehog by rolling onto the stage from the ledge. I know, it was kinda cheap, but even now I keep doing it, hoping that my opponent won't be able to grab the ledge.
The biggest opposition to brawl+ is melee players who want competitive brawl to fail.i have always wondered y a person would like vanilla brawl over brawl+, its just so dumbfounding really.
most of the people who rag on brawl+ havent even tried it and yet most of them complain that vanilla brawl is too slow and combo worthless. hypocrites.
/rant *deep breath*
Wat's wrong with the crouch cancel code, with dd it creates a much better ground control and options. Is the only reason ppl don't like b/c it LOOKS like wavedashing!?So here is an important thing I think we all need to do, and that is to come to a general consensus on codesets and values while we wait on the last few codes. How do you think would be the best way to approach this? I think most everyone has the same feelings on the following codes:
Pretty Non-Disputed:
No Trip
Infinite Replay
Auto L-Canc
Hitstun (final value ~9%)
Shield Stun (11/22/5 currently, might go to 13/22/5)
Lagless Edges
No ASL
Buffer 0 or 1?
Dash Dancing
Hitlag 50% or 60%
No Stale Moves
Disputed:
Downwards Gravity 1.1-1.25, which is best? (I personally like 1.15)
Dash Speed 1.1-1.2, which is best? (I personally like 1.1)
Short Hop Height
Fastfall Speed
Upwards Grav?
Sorry for my wording. What I meant was due to the buffering window being so low, Bowser's infinite jump with side-b becomes too hard. By fixing the glitches, I was talking about the glitches that cause everyone to stay at 1 or below anyway (you know, the repeating action thing). If that glitch is fixed, we can start reliably playing with slightly higher buffer windows (come to think of it, I've messed with a few windows and haven't come across that bug).Wait, Sketch, are you certain that's a glitch and not a consequence of the reduced buffer window?
Yeah, same thing. It's definitely possible at 1, but not enough to be reliable IMO. It was pretty much a toss up for me at 1 considering I had to mash for it. Can well can you do it at 1?I can still infinite Koopa Klaw at 1 buffer. Is that the same thing, or not?
You're way behind, but yeah, we're not going to get into movesets for now.>_>' huh? buff sonics B .... i thought we werent going to mess with movesets... if so we should do something with a char that sucks not sonic....
If we don't just fix the jab/laser/icicle locks altogether as we ideally should...and I found a nice little infinite for him if we decide not to ban jab locks.
*sigh* you're right. hahaahOne word Zilactic... WHORNADO.
So here is an important thing I think we all need to do, and that is to come to a general consensus on codesets and values while we wait on the last few codes. How do you think would be the best way to approach this? I think most everyone has the same feelings on the following codes:
Pretty Non-Disputed:
No Trip
Infinite Replay
Auto L-Canc
Hitstun (final value ~9%)
Shield Stun (11/22/5 currently, might go to 13/22/5)
Lagless Edges
No ASL
Buffer 0 or 1?
Dash Dancing
Hitlag 50% or 60%
No Stale Moves
Disputed:
Downwards Gravity 1.1-1.25, which is best? (I personally like 1.15)
Dash Speed 1.1-1.2, which is best? (I personally like 1.1)
Short Hop Height
Fastfall Speed
Upwards Grav?
Hold your horses, we're not done yet.Another thing we should be able to think about now, given the expanded codeset, is do we ban Metaknight? From my experiences playing as him he's an unholy beast, and needs the banhammer. My custom CSS eliminates him.
I'll make a video of it or something. It's pretty cool.@Dark Sonic
Got any vids? I could try myself, but I don't wanna steal your shine
I don't think this is a glitch, it's just a smaller input window to do the inf. koopa klaw. In vanilla Brawl, you have to input the fB before you begin to land, the 10 seconds of buffer allows you to do that. When it's 1 buffer, it's a smaller frame window and thus, is made harder to do but, not much harder.The texture project is actually really exciting. There's too many cool texture ideas for that to go un-attempted.
Back on topic, I think the buffer code glitches should still be looked into. At 1 buffer, Bowser loses the infinite jump. I'm sure any Bowser mains would be appalled to see that go. I'll do some testing to see where at which point it can feasibly be done, and hopefully it re-appears around 3 at least.
The instant aerials have been tested over and over at 1/4 speed with 0 buffer and they are confirmed to not work. Since Melee had 0 buffer and still had instant aerials, this can only be a glitch in Brawl+.I really don't think ANY of the buffering "glitches" you guys are talking about ARE glitches.
I wasn't talking about 0 buffer, I was talking about the other buffering frames, the ones people say have "glitches" but, don't appear often enough or have even been mentioned again at all. 3 buffer for example, people said many pages ago there were "glitches" with that, yet, I haven't seen anyone else trying it and playing with it for a few hours to confirm any of those "glitches".The instant aerials have been tested over and over at 1/4 speed with 0 buffer and they are confirmed to not work. Since Melee had 0 buffer and still had instant aerials, this can only be a glitch in Brawl+.
Not one person has come in here and said they've pulled off an instant aerial with 0 buffer. It's the main reason why 1 buffer is the most common standard - instant aerials still work there.
Several people confirmed those glitches. No one is going back to test them as they have already been confirmed.I wasn't talking about 0 buffer, I was talking about the other buffering frames, the ones people say have "glitches" but, don't appear often enough or have even been mentioned again at all. 3 buffer for example, people said many pages ago there were "glitches" with that, yet, I haven't seen anyone else trying it and playing with it for a few hours to confirm any of those "glitches".
I know about the 0 buffer thing, that's the only buffer glitch that should even be thought of to fix.
Since when is the no stale moves a non-disputed code? Most of the people, like me, like the fact that you are rewarded when you mix between your moves and don't just spam them in your opponent's face. I don't want a game when chars like Snake, MK or G&W can spam their finishers all day.So here is an important thing I think we all need to do, and that is to come to a general consensus on codesets and values while we wait on the last few codes. How do you think would be the best way to approach this? I think most everyone has the same feelings on the following codes:
Pretty Non-Disputed:
No Stale Moves
We had a decent length discussion about it earlier on actually. Unless we can find a stale moves system to decay damage and not knockback I dont think we plan on changing it?Since when is the no stale moves a non-disputed code? Most of the people, like me, like the fact that you are rewarded when you mix between your moves and don't just spam them in your opponent's face. I don't want a game when chars like Snake, MK or G&W can spam their finishers all day.
It adds depth, diversity and is no way bad or broken.
Nothings wrong witht he CC code, I just forgot to list it!Wat's wrong with the crouch cancel code, with dd it creates a much better ground control and options. Is the only reason ppl don't like b/c it LOOKS like wavedashing!?
Quoting myself just to keep the discussion going.So here is an important thing I think we all need to do, and that is to come to a general consensus on codesets and values while we wait on the last few codes. How do you think would be the best way to approach this? I think most everyone has the same feelings on the following codes:
Pretty Non-Disputed:
No Trip
Infinite Replay
Auto L-Canc
Hitstun (final value ~9%)
Shield Stun (11/22/5 currently, might go to 13/22/5)
Lagless Edges
No ASL
Buffer 0 or 1?
Dash Dancing
Hitlag 50% or 60%
No Stale Moves
Disputed:
Downwards Gravity 1.1-1.25, which is best? (I personally like 1.15)
Dash Speed 1.1-1.2, which is best? (I personally like 1.1)
Short Hop Height
Fastfall Speed
Upwards Grav?
Wait, what? I thought we were still up in the air about whether we'd just be weakening the stale moves system or if we were going to just remove it completely. Personally, I think the ideal solution (if making stale moves only apply to damage is not possible) is a +.05 bonus for fresh moves and no penalty for non-fresh moves. You shouldn't be punished for using your moves, but it almost feels wrong to completely take away the whole mindset of "fresh moves kill easier."We had a decent length discussion about it earlier on actually. Unless we can find a stale moves system to decay damage and not knockback I dont think we plan on changing it?
I could be wrong though.
I don't think this is the one you're looking for, but this is the 11/22/5 version posted earlier back:What's the latest shieldstun code and values that people are testing right now (can I get it in code form so I could just copy paste it please)? Which one was it that made Fox's lasers lock shields ( I want that one please)
Shieldstun vers2 - 11/22/5
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9C000B
3B9C0016 38800005
7F9C23D6 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000