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All of these random PSA and professional abbreviations make my head hurt and frustrated. Can somebody PLEASE for ONE TIME put these things in plain English? Or at least offer a translation... >.>Version 1.1 Changes:
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Side+B Momentum change
IASA on Ftilt 1, less KBG, varied BKB, more downward angle, no SDI, faster, trips 100%
+5 KBG on Ftilt 2
+3 KBG on Dtilt
Nair has non-reversible knockback
More inward angle on Utilt punch, -2 KBG
+3 KBG on Utilt slash
Fsmash start and swing anim 1.3x faster
Eliminated grab hookshot
Uptaunt is Side+B
Fthrow BKB 30 -> 45; +4 IASA frames
Bthrow KBG 6E -> 71, 64 -> 68
Dthrow +5 IASA frames
Dsmash explosion -4 BKB +5 KBG
Up-facing Getup atk KBG/BKB swapped
Side taunt is now a 1% attack with a preset (very high) knockback
Wall detection for wall-slide is improved (slide off edge of walls faster)
Double jump lost and not regained after first 5 wall jumps
Dsmash is faster, -1 dmg on both hits
Final Smash lasts for shorter time
Sorry, I was in a hurry to upload it and the info and then go to dinner. I'll put up a laymen's changelist in a bit. Anyway, enjoy the new version! He should be quite potent now.All of these random PSA and professional abbreviations make my head hurt and frustrated. Can somebody PLEASE for ONE TIME put these things in plain English? Or at least offer a translation... >.>
Edit: Disregard that. Someone delete this. XD;I might post the pac he gave me, but it'd balanced for B+, not Brawl/BBrawl.
I'd have to ask him but he isnt online >_>
No. No it is not.Changelist at bottom of this post!
Nice catch. That was from when Wisp was separated into multiple posts.No. No it is not.
Aw. Why come?Ftilt is still dumb in a bad sense. xD
Probably because how slow it comes out in ratio to how much you have to commit to the move and even if you get it out in time, the move has so little shield stun, you're giving a negative frame advantage meaning you get punished for using ftilt.Aw. Why come?
Zero actually does run, it just looks very similar to walking and goes only a very small amount faster. Basically, Zero's run speed sucks. As you know, this is to counterbalance his Side+B as well as give a significant drawback to his Down+B.I'm sure this has been addressed within the thread already, but due to the fact that there is no mention of it on the front page and there are 44 pages to go through, with the word "dash" being repeated A LOT, I feel the need to ask.
Why is there no running animation? I understand the need for balance with slow speed, given that he has a very nicely done dash, but having Zero literally STOP as soon as I try to dash is really screwing up my game.
Honestly, if there were any way I could replace this with his currently used dash animation, gawd, I'd be in heaven.
Good question! The only differences currently are that the momentum out of aerial dash may be at different speeds (haven't tested myself, and if they are it's not drastic) and that the landing lag on his aerials are reduced by half or more.What are the differences between the Brawl and Brawl+ versions?
Actually, I was given the impression you could just side+B nair all day and lose. I mean, it's his best option, but he still was apparently underpowered. I didn't do anything to make it worse, so it will still probably see a lot of use... but the fact that other things have become better should give more incentive to do something other than Side B and nair.sideB+nair spam eliminated? That was a LARGE problem with the old Brawl+ test build you let out. You could just sideB+nair all day and win.
Well, I use BBrawl, so it seems alright to me. It leaves him vulnerable unless it's at the right percents/positioning/angle/etc. It's entirely possible that Zero can use it with impunity in B+ due to the increased hitstun and decreased landing lag, in which case I'd have to increase the landing lag to account for that.Seriously, try it. He whores up the whole stage and not even Ness's fair can hit through it >_>;;
sideB+nair spam eliminated? That was a LARGE problem with the old Brawl+ test build you let out. You could just sideB+nair all day and win.
The move comes out on frame 11 and doesn't have a lot of shield stun. The only thing that makes it good is the fact that he slides past you making it hard to punish him.Seriously, try it. He whores up the whole stage and not even Ness's fair can hit through it >_>;;
DSMASH -> sideBnair -> dsmash -> sideBnair -> dsmash -> sideBnair etc.The move comes out on frame 11 and doesn't have a lot of shield stun. The only thing that makes it good is the fact that he slides past you making it hard to punish him.
But timing sidesteps properly > IAD Nair because IAD Nair is extremely predictable and because it's good, he going to rely on it more than other tactics. Hell. He's only decent because of IAD. And that doesn't have a hitbox and its predictable.
Yea. It's hella good. But it's far from unstoppable/unpunishable/unbeatable.
I've had CPUs beat out my SH IAD Nair more times than I care to mention even though I spaced and timed my inputs right because nair comes out soo slow and even when it did come out, they could read inputs and spot dodge.
i don't know if it will work for Pal, but you can get the standard brawl version in the OP.Does this work on Pal? I would like a standard brawl version two
There's not a single aerial he can use to get out of strings, so he suffers the exact same way ike does that the only aerial actions he can do are overly commited aerials which you can see from a mile away and are heavily heavily heavily punishable if dodged/blocked, or air dodging which just resets the situation or they can wait it out and punish. Falls fast as hell, has nothing but up B to commit to if he's hit out of his side B. Air dodging at all off the stage is an automatic commit to a low, very likely zair-assisted (see: Hogged) recovery. Character's low tier tbh, Ike is downright terrible and honestly has more going for him. In plus I can see him being mid-ish due to the system being better for him but in reg brawl, character is garbs.I think he's decent now. Not balls, but not high/top tier.
No, I'm saying Glick knows how to do it. Yes, there's some lag in between but Zero's on the other side of the stage when that lag hits (or if you're stuck in the combo, you can't hit because hitstun)Dsmash and Nair take way to long to come out combo. They can't combo at all.
Also, Wifi = dumb. Zero is like Ike over wifi. better than he should be. Zero is a hard character to punish, so trying to seriously punish him online is like trying to properly space with marth online.
Also, just because it's glick doesnt mean anything. There are too many variables between you and glick to say "this this and that"
if it starts to happen consistently with multiple people over time, then okay.
This is terrible if true, but as someone who doesn't play B+, I'll have to rely on further tests for changes.DSMASH -> sideBnair -> dsmash -> sideBnair -> dsmash -> sideBnair etc.
it COMBOS (!!!) and is overall safe. Even if you hit Zero out of it, he can do something else temp. to combo you out whenever you open up and continue. Play Glick, he'll show you >_>
I don't think Fair, Uair, or Bair are very committed aerials. But, I can see how he might be easily caught in strings. Have you found him to be terrible in practice, or is this conjecture based on his sometimes poor recovery?There's not a single aerial he can use to get out of strings, so he suffers the exact same way ike does that the only aerial actions he can do are overly commited aerials which you can see from a mile away and are heavily heavily heavily punishable if dodged/blocked, or air dodging which just resets the situation or they can wait it out and punish. Falls fast as hell, has nothing but up B to commit to if he's hit out of his side B. Air dodging at all off the stage is an automatic commit to a low, very likely zair-assisted (see: Hogged) recovery. Character's low tier tbh, Ike is downright terrible and honestly has more going for him. In plus I can see him being mid-ish due to the system being better for him but in reg brawl, character is garbs.
That is very odd. Thank you for testing to figure it out... I wish I knew the intricacies of Final Smashes, but alas, I do not. For now I don't know how I would fix this.Edit: I'm noticing that the Smash ball effect disappears occasionally. Not sure why, am testing it right now.
Edit Edit: Okay, apparently grabbing the edge multiple times after grabbing the Smash Ball causes it to wear off without you being able to use the Final Smash. Though this doesn't occur all the time... AH! I found it, if he clings to the wall he loses the Smash Ball Effect (the glowing right before you can use a Final Smash). Another thing, if he dies after using the Final Smash, he respawns with the effects still working.
The lack of side B is just something I notice regardless but the clunkiness of the character makes him very sluggish in practice. In effect, the character can be punished for connecting certain moves at the wrong time and his lack of ground mobility without overutilizing his dash combined with his pretty paltry aerial game (most of the moves have to be done on ascent and that means that if youre committing to an aerial on the way down all it really takes is someone baiting you into acting with aerials that take as long as marth's fsmash to come out with terrible landing lag to dodge and punish you for it). Lack of an effective walling game, lack of a fluid projectile game aside from the boomerang which in effect completely removes his ground and aerial mobility means the character has a lot of sitting duck situations, even if he connects. His boomerang is rather good, but the character right now is too clunky to be defensive and way too open to be offensive.I don't think Fair, Uair, or Bair are very committed aerials. But, I can see how he might be easily caught in strings. Have you found him to be terrible in practice, or is this conjecture based on his sometimes poor recovery?