Adapt
Smash Lord
One last thing I noticed... I don't think a forward roll reverses the direction of Wisp
at least not all the time
at least not all the time
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Thanks for the comments: are you sure you haven't found use for Dsmash as a "get away from me" move? I know I have.Comments in Orange... with some updates due to me playing for another hour or so.
This should work for having both options of side-B:
Assuming the baby one comes out in 4 frames:
in the small attack subaction have the hitboxes come out immediatelyCode:Async timer: 4 frames if(condition: button pressed: B) goto: large attack subaction else goto: small attack subaction
Wow, sweet! Uh, does this mean I should set all the offsets to be negative (if I want a fair and bair that are identical)? Or does it just stop the hitboxes from going wonky?Change the hitbox type to Special Offensive Collision. This makes it so hits cannot be reversable.
To make the hitbox actually work, in Undefined parameter 2, c/p 004FFFC3 in.
Magus is so amazing at finding these things. o_O
Hmmm, you sure? I've had computers roll-dodge out of a constant stream of 'em before. Maybe I'm just a bad button masher.Uncharged side-b can jab lock, fully charged launch angle feels weird imo should be more like 45-60 degrees
Pivot-grab has insane range
Also, I think the back throw should throw them, you know, back...
The guy who made mewtwo got the tag to stay while air-dodging, maybe that could help with the shield/tag invisibility problems
o.o Yea, I posted my ideas on that issue in your video comments.There's two errors with Wisp.
First with the side b in Brawl+. I seriously could not get out of it when I was being bombarded by it.
And when using up B against Mewtwo, it allows Mewtwo to keep using his Up B over and over.
http://www.youtube.com/watch?v=WBPhMMlfz4E
Edit:
Mewtwo part is around 5:35
Also, this is quite amazing work btw.
PfgfhahahWisp has joined the Brawl!
http://www.youtube.com/watch?v=fr-q3nEebiE
Not a match, a machinima short. My way of a formal introduction for Wisp.
Is there no way to DI in Brawl+? The DI multiplier for the side B hitboxes are x1. The tip of it is even x1.2.There's two errors with Wisp.
First with the side b in Brawl+. I seriously could not get out of it when I was being bombarded by it.
And when using up B against Mewtwo, it allows Mewtwo to keep using his Up B over and over.
http://www.youtube.com/watch?v=WBPhMMlfz4E
Edit:
Mewtwo part is around 5:35
Also, this is quite amazing work btw.
Its not that, its that the global hitstun modifier has been bumped up a notch or two, so what may seem balanced in Brawl may need a little tweaking in Brawl+.Is there no way to DI in Brawl+? The DI multiplier for the side B hitboxes are x1. The tip of it is even x1.2.
Do the different forms actually do anything, or are they for show? I can't seem to find any differences in forms
I don't knowFor some reason Wisp makes my game freeze whenever I try to load a fight
Why?
Ah! Thank you very, very much for the in-depth review. I really appreciate it, especially since I know firsthand you're good at balancing things.I decided to mess around with Wisp a bit, and here's what I noticed...
Wisp has terrible hitboxes on most of its moves, and it's very hard to hit with anything. You don't really notice it until you're actually fighting something, but you have to be really precise to hit with most of Wisp's stuff. That makes Wisp do way better against someone big like Bowser instead of someone small like Olimar.
I'm not sure what you mean about Pivot Grab... when you do a pivot grab, I literally have it change action to a normal grab. It's exactly the same. (Or it should be). I'll make it a Goto just to be sure it works.Wisp's grab is not good. It can't shieldgrab or really use its grab to protect itself. It seems to just plain not have a pivot grab. When you actually do a pivot grab, no graphic effect happens and it seems like there's no grab to be done. I think it's just doing Jigglypuff's pivot grab with no grab hitbox. Given that the throws are fairly poor as well, Wisp is left with a pretty bad grab game all around.
As for Wisp focusing on running away, that makes perfect sense after I gave her the moves she has. I can imagine how it might be a very polarizing character... I'd like to change that. Do you have any suggestions how I might make Wisp less ridiculous at counterpicking? I suppose I could lessen the number of jumps, but I'm hesitant to do so. (Uniqueness and all that.)Wisp's dominant strategy seems to be run-away. Its small hitboxes are pretty bad for approaching, and its non-existant shield game makes it bad on defense. It is pretty mobile though (especially factoring in smart use of dair, which is a fairly mediocre attack but an excellent mobility option), and its ridiculously good side-B rewards running away even more. This is extremely polarizing in terms of both stage and matchup. Wisp basically will never lose on Norfair, and it's pretty ridiculous on Delfino Plaza and Halberd since it just spends the whole match playing under the stage games. On the other hand, Wisp is really awful on Final Destination where it really can't run (except by going under it I guess). Wisp has no real way to fight Olimar at all as far as I can tell; Olimar just camps, and I don't think it has an approach (and yes, Olimar uair beats Wisp dair cleanly). If Wisp were a part of standard Brawl, I would expect it to mostly be confined to counterpicking... where it would probably be pretty ridiculous.
Funny how these things always work out. When I made Usmash I thought it'd be one of Wisp's worse moves.Wisp's best smash is easily usmash, and its best attacking aerial is uair. It really, really depends on getting opponents above it if it wants to take the offense, but it seems to have no way to do that.
That's probably Wisp being all wispy. I do also find myself having to be really careful recovering or risk going past the ledge.For some reason, grabbing the ledge as Wisp seems hard.
I was able to "t-pose" Wisp once, but I'm not sure how I did it and wasn't able to repeat it.
I guess I'm the only one who ever uses it to get people away from me quickly. Maybe I've just been using it instead of a better attack, I'm not sure. Up+B should be very situational, or it would easily cross the line to being absurdly overpowered. If you think I should move it closer to the line however, I'm taking suggestions.I'm pretty sure dsmash and down-B aren't good at all. Up-B seems pretty bad as well except probably to refresh stale moves and against select recoveries.
This is unfortunately kind of inevitable with a graphics-based character.In general, you can't "feel" what you are doing with Wisp, making everything pretty awkward.
Yyyep, Wisp and items don't exactly get along well. That's why I made Wisp unable to carry things -- because otherwise the items simply wouldn't appear while being held.Fun item observations. Gooey Bombs are invisible when stuck to Wisp but behave normally. It is invisible when frozen, including the ice. Likewise when grounded by a Pitfall. It seems to mostly render in front of the smoke from a Smoke Ball, and the ball itself is invisible when stuck to it. Actually, all transformation items are invisible when attached to it though they are still functional. Its Final Smash is terrible; it doesn't kill. The immunity to being pushed on the ground has some funny interactions with Piplup and Kyogre.
-Yeah, I understand what you're talking about on the first point. I think I made some of those moves back when the values were still switched in PSA... >.<If you want to make Wisp a better character design wise, here are my suggestions.
-More base knockback and less knockback growth on several moves. Nair really stands out as just being off in this regard, but usmash could use a bit of tweaking like this as well.
-You need to raise the angle on some of Wisp's moves; the character really wants people above it, but it has no way to do that. If dtilt hit at a typical angle (169h), it would be much better for Wisp, as an example of a possibility.
-I know it's "this character isn't finished" bugginess, but the shield being generally visible (like it is when Wisp is hit) and having an off-screen bubble (not to mention a pivot grab) are pretty important.
-I'd just rethink the grab. I'm quite convinced it isn't good; it goes out far ahead, but it doesn't cover the most important area a grab needs to cover.
-In general, Wisp needs wider hit areas on a lot of moves. It's just too hard to hit with almost everything; it's like half of your moveset is Captain Falcon's sweetspot knee.
-I don't know what, but Wisp needs to reward run-away tactics less. I mean, Norfair is just a free win for it if it ever has a lead...
Thank you very much for your feedback, it really helps me out. I'm actually glad you find Wisp to be weak; that means I succeeded at my original goal. Now I'm aiming to remove polarizing elements and make Wisp strong enough that it's fun to play.These are just my casual observations based on training mode and explorative play with the AI; don't take this post as anything more. You did succeed in making a character who is very unique and not obviously broken (like all the other PSA characters), but I don't think I'd really want to play a serious game with this character as it stands now.
-You can chain them at low %s sometimes-Speaking of, has ftilt been useful at all? Is the angle a good one as is?
-Do you think I should enlarge the "fake" shield?
-One option is to limit Wisp's ability to do so by removing jumps
Reading the comments, that place seems almost as bad as /b/http://www.destructoid.com/fan-created-brawl-character-wisp-is-kind-of-a-badass-145300.phtml
You got featured on Destructoid :D
Playing this character right now btw, loads of fun.
Oh man! Nice. I didn't expect that.http://www.destructoid.com/fan-created-brawl-character-wisp-is-kind-of-a-badass-145300.phtml
You got featured on Destructoid :D
Playing this character right now btw, loads of fun.
I think I may experiment with a small reduction of aerial mobility because it's set to be quite high. In the PSA Aerial Mobility is 1, with the Aerial Stopping Mobility being .05.I don't know if 9 jumps is an inherent evil; it was pretty interesting, and it's fairly character defining. What are the aerial mobility values for Wisp? A possibility might be to trade a little aerial mobility for some grounded mobility; that could have a positive effect.
Hmm. I'll consider that. Of course it'll never hit the really problematic foes like Olimar.If you're expanding hit areas, giving utilt a little more horizontal and downward range couldn't hurt. It literally cannot hit most opponents off the ground... The other moves you mentioned are obvious candidates as well, of course.
Yep, in PSA terms it's "CatchTurn". I never experienced problems with it in its older iteration, but I've made the code a little more reliable now.About pivot grabs
Well, it does do less damage and knockback the further you get from Wisp. I guess I figured you'd rarely get to hit with the base.Usmash doesn't seem slow, and it's really disjointed. That's why it's good. I'm not sure what style of analysis would suggest such a move is bad unless it did 4% or something...
Unfortunately the only size parameters I can change are for graphics and hitboxes, not hurtboxes or anything else.Is it possible you set some size parameters for Wisp to bad values? That could explain the off-screen bubble issues and minor ledgegrab issues.
True. That's why I wasn't too worried making gimmicky things like Up and Down B. I can't help but wonder now if I should make Up B cause an upward wind instead. Or perhaps have the wind less powerful with distance.I don't really know about up-B; to be honest, it seems like a pretty terrible idea for a move just because of what you're saying. I wasn't playing against Ness in my poking around; my advice for this move would be to balance it to be fair in the Ness matchup and to just accept however bad it is (not every move has to be good).
That would certainly have it be a very interesting and useful move. I worry though about giving Wisp strong moves that are usable with any speed -- after all, it's very difficult to telegraph its movements. Your concept gave me an idea though; perhaps I could go with the gradated hitboxes while keeping it as is, so that if you hit with a level 1 Down B while the foe's right next to you they get impaled. Get far enough away from the level 1 and nothing would happen. Each level of charge would simply increase the size of these effects.About down-B, I think this is the start of a really cool move; it's just underbalanced right now. Here's how I personally would do it...
...
That would make it less of a run-away move (you need to be somewhat close to get the good effect) and useful IMO. Of course, that was just my own mental exercise; you can pursue any design direction you want, though I'd realize that, as implemented now, I don't see down-B ever being useful.
Thaaat sounds like a really good idea actually. I used the Invisible effect. I remember a post mentioning how to make character models invisible somewhere, but I can't find it for the life of me. If it worked, I'd totally go with that and give Wisp back her ability to use items.Did you make Jigglypuff not appear by applying the "invisible" effect or by removing every part of her model? You might try the other and see how it interacts with items and shields and such.
I understand that, given your position as someone actively trying to balance the game, Wisp will never fit in. Wisp, or any other PSA character, will likely never fit in in any such initiative. Similarly, I can't imagine Wisp would ever appear in any tournament that isn't hosted in someone's basement. But that's totally okay with me.To be honest, I doubt I'd ever really be playing serious games with Wisp mostly because it's outside of the design direction of BBrawl completely, and given my role in that, I naturally am looking to play it whenever possible. Also, there's absolutely nothing you can do about it right now, but having to replace Jigglypuff is a pretty poor option... Still, messing around with it was an interesting enough exercise; as PSA is implemented now, a character like Wisp is probably the limit of its potential ("Dr. Mario" style characters aren't interesting... at all), and it's a curious thing to see how that plays out.
Very intriguing idea. If I spent the time to port it to green alloy, the only cost would be different size (I think Green Alloy is bigger), and the loss of two or three Jiggly-exclusive sound effects. Also, there's what MaxThunder said.Hey Eldiran, did you give any thought to using the green alloy as your default pac?
I know it's a little late now, but the green alloy is roughly the size of kirby, round, and has multiple jumps. That way we wouldn't have to lose Jigglypuff to play with Wisp.
From my moderate knowledge of PSA it looks to be possible, seeing as the actual animations in the moves don't matter because you made the character invisible.
Uh-oh. I can totally fix that but I need more info. Are you playing vBrawl, BBrawl, or Brawl+? Does he just always get hit, or is it an infinite? And who can do this to him? Thanks!I don't know if its been discussed before, but there is a HUGE problem.
He gets ***** on grab releases.
I thought you could access the alloys through the custom character select screen...as far as i know you cant just pick up an alloy and play whith it... so... unless something allowing that has been made, we still would be replacing someone...