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 you are being stage spiked, you can tech it. Ledgeteching akin to melee where if you get fsmashed by marth near the edge and tech it, however, is not incorporated yet. We want to make it happen though.Hey i noticed u guys focusing on different things, but is anyone working on ledge teching? To my knowledge peach still ***** with it and it is kinda a pain, when you die at such low percents from a stage spike.
you can tech stage spikes. Edge teching is SDI'ing INTO a collision where you normally wouldn't have hit the wall, like when hit by something that hits you away, such as Marth's fsmash.Hey i noticed u guys focusing on different things, but is anyone working on ledge teching? To my knowledge peach still ***** with it and it is kinda a pain, when you die at such low percents from a stage spike.
0B00003B 3F5E9BD3
1E00003B 3F777777
0A000040 3FAAAAAA
1A000040 3FAAAAAA
01000040 3F2AAAAA
25000041 3FD11111
FF000041 3FD55555
Can you PM that to Almas for the next set?Almost kupo. 88 in hex is 58.
11 lines after first. 11 x 8 = 88. And then 88 in hex is 58.
EDIT:
Here is the Grab Release Fix with Bowser's 23 frame grab break.
To avoid confusion, I removed the first line, which is the first line of the Frame Mod code.Code:0B00003B 3F5E9BD3 1E00003B 3F777777 0A000040 3FAAAAAA 1A000040 3FAAAAAA 01000040 3F2AAAAA 25000041 3FD11111 FF000041 3FD55555
So just insert this into the Frame Mod code you're using, make sure any prior grab release/break related lines are removed, and then modify the first line of your Frame Mod code to reflect your new line total. Whew!
If anyone needs it, this is the site I use for my hex conversions:
http://www.easysurf.cc/cnver17.htm#b10tob16
EDIT2: Also, I'm done with the Brawlplusery thread... there are far too many posters there that are just not worth arguing with and who just do not understand simple concepts like "bias" and "double-standard" and "wait until we actually have the needed codes". At least in this thread, I get intelligent discussions that actually lead to sensible, compromised results.
Case in point: SketchHurricane and our Bowser release chat.
Use beta 2. It's a ton of funI will record many many Brawl+ matches tomorrow, (1on1s and 2on2s) 3 friends of mine are comming and we will play with:
no tripping
ALC
+8,5% Hitstun
30% Hitlag
1.25 Downward Gravity
1.15 Fast Fall
1.2 Dash Speed
Dash Dance
Shield Stun, Shield Gain, Shield Damage and Perfect Shield codes
P.Trainer stuff
Oh good, a super fast AND more advanced codes. Can't wait to try it out. I'll let you know how it went. Warning though, not sure if you have been up to date with the codes, but something about Beta 3 has been causing freezes after battles.
The only thing I took from the beta 3 are the character specific frame modifier, everything else I took out.Oh good, a super fast AND more advanced codes. Can't wait to try it out. I'll let you know how it went. Warning though, not sure if you have been up to date with the codes, but something about Beta 3 has been causing freezes after battles.
The problem is that you can still pummel in between alternate throws. Some alternate throw combinations make use of the Fair > Regrab in the middle. Percentage pending you could make Nana Cstick an Fsmash prior to the throw... etc. There's a lot of ways to mix up the alternate throws. That's part of what makes it fun for the IC player, and is part of what makes it unique in general.@ Alopex- I'm not a coder. So i have no idea if its even possible. But Is there no way to make a code that would make it impossible to grab after four consecutive grabs? This would be the best solution if possible. It would allow them to keep their alt grab but prevent 0-deaths.
edit: maybe make some kinda que that after every fourth grab would trigger a grab break?
Can I just say this is really stupid? Do you have any idea what you're saying? You're saying that in order to prevent brokenness, we need to put an arbitrary limit on the chaingrab via tournament rules, when there has yet to be any kind of precedent for doing so. I would like you to especially note the term "arbitrary." All that this will do is cause a player to perform the number of alt throws that they're allowed to, perform one regular chaingrab the opponent has a chance of escaping, and then go back to alternate throws. Ok, so you succeeded in stopping the player from just using alt throws to get the kill, but... now what? How many alt throws is "too much?" What makes 5 alt throws so much more broken than 4 alt throws? What makes 6 more broken than 5? 7 than 6? 8 than 7? There's no real way to draw a line here without it being completely arbitrary, which means the only things you can do as far as "rules" go are to either 1) allow it completely, or 2) ban it completely. We can take the "ban" option one step further by hacking it out of the game, but...@Shanus
I sent Almas the PM.
@cAm8ooo
The IC CG's is a can of worms so huge that I'm afraid to go near it for fear of brain damage.
I mean, here's the thing:
The IC's didn't have true CG's in Melee. They had the Wobbling, which was an infinite, and they had things like Dair CG which could be escaped with SmashDI. And they were still high tier.
So, are CG's the way the IC's have *always* played? No. They only play like that in Brawl.
Is a grab heavy game the way they have *always* played? Yes.
So let's examine what that means.
The IC's CG comes in the form of a unique element: Alternate throws.
Unlike Melee's "CG's", which were completely escapable via SmashDI, Brawl's Alternate throws are entirely inescapable. The grabbed character remains completely and entirely at the mercy of the grabber. They can literally do nothing unless the IC player messes up. They have no form of defense.
That's... pretty powerful.
But it does have a drawback, and that drawback is that the Alternate throws are gone once Nana is gone.
Not only that, but the IC's also lose another important aspect of their game without Nana: Desynchs.
Desynchs have always been part of how the IC's play. Since Melee, it was a key cornerstone. But in Brawl, the Alternate throw is so prevalent that most vBrawl IC players just ignore the desynchs in favor of the grabs. I find that disheartening.
Either way, if you're asking me whether or not a support the 0-deaths they have right now, the answer is a resounding no.
I like the concept of Alternate throws, and I like Nana Fair CG's. But I think the former needs to be toned down and the latter needs to be escapable via proper DI like it was in Melee, like Captain Falcon's current CGs are in Brawl+.
How to tone down Alternate throws? I do not know. I don't think there will be a way to fix this with code. I think the only way is to do it via tournament rules. No more than 4 consecutive throws... etc.
Going after Nana in order to avoid Alternate throws is a fun part of that match-up. But being 0-death'd is not fun at all. To retain the dynamic of the first sentence, I think all that can be done is the enforcement of rules to prevent 0-deaths but preserve alternate throws.
q4relevancyRE: ICs CG
*light bulb turns on* Somebody make a code that halves the amount of buttons you need to press to escape from an IC grab. Makes it easier to escape from 0, and if they try to charge a smash you can escape before the second smash. Problem solved.
Change your orange number to 58 and it'll be all good.Almost kupo. 88 in hex is 58.
11 lines after first. 11 x 8 = 88. And then 88 in hex is 58.
A CG is a CG. Apparently the posters in the Brawlplusery thread are cool with double standards.yes plz leave the boozer aloneWe should focus more on Ic's cg then bowser's lol.
It would be no different then teching any other attack, no?Actually I guess you can tech the Fair if you're awesome.
what do you mean "coming from me"?!That's interesting coming from you, Jiang.