kupo15
Smash Hero
Is that so? I thought there was some test proving that there was a stale system. I forget the specifics..It's all in the OP.
No, it didn't happen in Melee =_=
Only damage decayed, not knockback.
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Is that so? I thought there was some test proving that there was a stale system. I forget the specifics..It's all in the OP.
No, it didn't happen in Melee =_=
Only damage decayed, not knockback.
This .Only damage decayed, not knockback.
Ok, I thought that since knockback is calc after damage, and since stale moves affect damage, it also affect knockback. You learn something new everyday...Shall I add this to list of codes?No, it didn't happen in Melee =_=
Only damage decayed, not knockback.
I should have had vids but my plans with my friends fell through. Ill see if I can have some good matches with the next best opponent at my school and record them.Sigh i hear alot about how broken hitstun 12.5 is. Yet no one seems to have a camera to show all us non belivers whats so broken about it. Come on 1 !!! vid somethings not right with that. >_>
im not saying i dont belive you all, but i would like to see it for myself so i can gawk and make disgusted sighing sounds.
also for those of you that belive that 12.5 hitstun is broken or "too good" does the jab/laser lock code help?
You are correct. However, in Brawl, both damage (and therefore indirect knockback) AND direct knockback decay separately.Ok, I thought that since knockback is calc after damage, and since stale moves affect damage, it also affect knockback.
If you want. Stale moves have affected Brawl's metagame a lot, but I'm not sure it's a positive effect.Shall I add this to list of codes?
What characters do you guys typically use?After playing on 10% hitstun for a while now I think it's too low. Once my friend and I started DIing away from each other it turned into regular brawl.
Stale damage is alright, but stale knockback a bad thing IMO. Honestly, if there was a code that set the staleness of attacks to somewhere in between then I think it would be for the best. The reason I say in between is cause most characters have a hard time comboing because of knockback, so if all moves functioned at half stale knockback it won't detract too much from KO's and should still combo fairly well. In any case, that's just me pulling crap out of my ***, if there was a code to stop staleness that is a step up I think. If we could adjust the staleness, even better.If you want. Stale moves have affected Brawl's metagame a lot, but I'm not sure it's a positive effect.
I am very positive that we could find a code for adjusting staleness.What characters do you guys typically use?
Stale damage is alright, but stale knockback a bad thing IMO. Honestly, if there was a code that set the staleness of attacks to somewhere in between then I think it would be for the best. The reason I say in between is cause most characters have a hard time comboing because of knockback, so if all moves functioned at half stale knockback it won't detract too much from KO's and should still combo fairly well. In any case, that's just me pulling crap out of my ***, if there was a code to stop staleness that is a step up I think. If we could adjust the staleness, even better.
This is probably because his aerials (except Uair) don't put the opponent into the tumble until much higher percents. Nair has a strange sweetspot and Fair is strange all on its own, Bair is obvious, it's meant for spiking therefore it shouldn't really put anyone into a tumble to begin with (until again, higher percents).Btw, Lucas has some odd properties on his attacks. Like, all his aerials aside from uair have next-to-nothing for hitstun. He's still good, but I figured I'd let you guys know and see if it is a bug or not.
Exactly what I had found.After playing on 10% hitstun for a while now I think it's too low. Once my friend and I started DIing away from each other it turned into regular brawl.
Well this is what the Smash Wiki says on the subject.Some or maybe all projectiles in Melee actually decay similarly to Brawl's decay system. It's most noticeable with things like Samus' charged shot.
In Super Smash Bros., stale-move negation affected both damage and knockback. Here, damage and knockback decrease to 75% of their original power and remain constant from that point on (given the attack power is 4% or higher). In Super Smash Bros. Melee, special attacks suffered both reduced damage and knockback, while all other moves only suffered reduced damage. In Super Smash Bros. Brawl, the effect affects both damage and knockback for all moves.
Meh, it was a bit of a double-edged sword. The timing was off so I couldn't DI when I wanted to directly after a hit, but at the same time neither of us could pull off combos to even close to their full extent. I've SDI'd out of combos irl as well though, so it's not that one example that I'm banking my experience off of.... Wouldn't the lag make that easier?
It does not affect all special moves. The only ones affected that I know of are all non-item (like turnips & Link's bombs) and hittable (stuff like lasers aren't hittable) projectiles, such as Sheik's up-B hitbox (yes it's a projectile), Zelda's din's fire, Samus' charged shot/missiles/bombs, Doc's pills, Mario/Luigi's fireballs, ICs ice blocks, Yoshi's eggs, Link/YLink's boomerangs, Pika/Pichu's thunber jolts, M2's shadow balls, and G&W's sausages.Well this is what the Smash Wiki says on the subject.
Well, the guys that seem the most interested in the SBR are the Kishes, and that's who I've been talking to mostly. Almost everyone else is interested, but they don't participate in the discussions that much. So hopefully that gives you a frame of reference of who I'm referring to as SBR.I'll give 10 a try, but only because it's you, Mooks. I've kinda stopped taking most of SBR seriously by now. =/
With what other codes? You can't just say a hit stun value without the rest of the codes. MAD, gravity, and the form of lag canceling make a huge difference in deciding the level of hit stun@Interim
The SBR is going with 10% but they think that may be too much. I'm trying out 9%, and honestly I don't notice much of a difference from 10%, but I haven't done much testing with it at all.
If your playing with regular brawl gravity, l canceling and regular brawl AD, try 12.5%. The code bit is in the bottom of the OP.I'll give 10 a try, but only because it's you, Mooks. I've kinda stopped taking most of SBR seriously by now. =/
MAD, S-canceling, Auto L-cancel, No trip, Infinite replay, the yummy PT codes, and hitstun. I think that's all of it right there.With what other codes? You can't just say a hit stun value without the rest of the codes. MAD, gravity, and the form of lag canceling make a huge difference in deciding the level of hit stun.
lol if you used 4.anything then you could literally throw someone off the ledge and they would never come back. The default brawl uses is .40, and each "percent" increase people refer to is .4 + whatever the percent is in decimal, so 8% would be .48, 9% would be .49, 10% would be .5, 12.5% would be .525, and so on.MookieRah said:@Finns7
I *think* that 9% hitstun would be putting 4.9 into the not rounded variable thing on the hex generator. There actually isn't a specific formula to convert the percentage you want and the number to put into the hex. Assuming what I have inferred is right, 4.8 into the hex generator would give you the hex needed for 8%.
sure thingHey Kupo, PLEASE pass on Magus's code idea to PhantomWings. I think both of us can agree that his idea is the perfect compromise of both of our ideologies behind aerial lag while being better than both. I'd very much love to see an auto l-cancel effect with a true l-cancel that negates all lag from a powershield but at the cost to a third of your shield's strength. It would be too awesome to not try that out.
My bad, i meant to put .49lol if you used 4.anything then you could literally throw someone off the ledge and they would never come back. The default brawl uses is .40, and each "percent" increase people refer to is .4 + whatever the percent is in decimal, so 8% would be .48, 9% would be .49, 10% would be .5, 12.5% would be .525, and so on.
Please, not here ^_^Also, out of curiosity MookieRah, do you like the melee air dodge system and do you think it should be in brawl + or do you prefer brawls airdodge?
I don't think it warrants a ban going off the dair alone. I don't think any of fox's other moves are very combo friendly, but I haven't really experimented with him. I do know that he can get some guaranteed kills from launcher > uair setups, at least on some of the lighter characters.If fox becomes the new mk with hitstun, then he may also be up for a ban.
that's a little ignorant to assume us anti 12.5 ppl are testing with CPUs. For clarification, I based my observations with my friends. Obviously, they all know how to DI, and it did help to escape combos. And of course, we all know how to read DI and follow accordingly. But the problem is that even after DIing away, we were unable to counter with an attack or airdodge. This is what allowed the attacker to "combo": the person getting hit only has the option to DI and can't do anything else. It shouldn't be like that.Exactly what I had found.
zxeon, we actually agree.
But really, for the people that say 12.5% is too high...how?
Please, tell me the CPUs you're fighting are thinking beings which know how to utilize Smash DI or simply DI, in general, to escape or shorten a combo. The truth is, CPUs suck at DI. Real people on the other hand can escape. Most combos with 12.5% on computers are 0-high% or 0-death, but that's not because the hitstun is too high, it's because the CPU doesn't know how to escape.
Play the game with real, competitive people, such as zxeon did, and then try to tell me. For example, Fox's Dair can be SDI'd out of after regular DI to the same side, ending what could have been large, extended combo. Leaf and I played last night, and despite the horrid coast to coast lag, I could still SDI out of his Dairs.
when you DI you move outside the range of a series of attacks, you should easily be able to DI throughout the duration of your hitstun, then attack when you can.that's a little ignorant to assume us anti 12.5 ppl are testing with CPUs. For clarification, I based my observations with my friends. Obviously, they all know how to DI, and it did help to escape combos. And of course, we all know how to read DI and follow accordingly. But the problem is that even after DIing away, we were unable to counter with an attack or airdodge. This is what allowed the attacker to "combo": the person getting hit only has the option to DI and can't do anything else. It shouldn't be like that.