kupo15
Smash Hero
Try 11.5% mookie?
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That ain't real.Still doesn't top this, IMO.
How dare you say that about the CromboThat ain't real.
I completely agree in the game with Brawl's gravity..With hitstun being continuously lowered, I ask that you please try to have the hitstun as high as possible without being broken, as opposed to as low as possible without being useless, which is what you seem to be going for. Just because some characters (most of not top tier) get good/great combos out of it, doesn't mean it should be turned down. The tier list in Brawl+ may be different in than in Vanilla Brawl: preserving it in its current state is neither a priority nor a goal at all. Please stop shoving the hitstun as low as it can go and demonstrate something incontrovertibly broken at 12.5% before you decrease it anymore.
I can't play it to test it out, having a PAL version of Brawl, but I haven't seen anything game-breaking at 12.5%; if anyone could produce such evidence, I would withdraw my statements, but as it is I think hitstun shouldn't be lower than 12.5% at the very least.
Well, Mookie has been swayed to go towardsThe Ship of Fools is hosting a Brawl+ tournament on January 3rd for anyone that's in the MW:
http://www.smashboards.com/showthread.php?t=206285
Right now we're leaning toward S-canceling and 5% hitstun. I know 5% is a bit low for most of you, but we're planning on hosting more and if it's deemed too little then it'll be increased for the next one. But honestly, the rules are up for debate and if popular demand is for higher hitstun then we can go that route.
Has anyone run Brawl+ tournaments yet? Any success stories or anything else learned at these events?
Do you use gravity mods?I dont agree with 12 im in the 10 region. We all have different playstyles/characters so of course our opinions are going to be different. In time Im sure we can agree on something.
Ok just checking because most of the ppl who disagree and like 10% have gravity mods on or s canceling. We really need a thread that are the rules of posting in brawl+ forums so ppl don't have any doubts like I hadNot regularly, I didnt like how it felt at the time with my main (Links recovery >_<)
And I want our tournament to be a good beta test for Brawl+. I'll bring up the idea of increasing hitstun to the rest of the Ship.Yeah, I think being organized with our posting would help things out a bit. In effect we are all beta testing.
If you are getting comboed at 10% hitstun you might want to rethink how you are DIing away from attacks. With good DI all combos are escapable at 10%. Metaknight is just an offensively overpowered character IMO but he himself can still be comboed.And I want our tournament to be a good beta test for Brawl+. I'll bring up the idea of increasing hitstun to the rest of the Ship.
However, I think we're pretty set on MAD for the time being. We'll see how our tournament goes I guess, maybe we'll change our minds. I can see how BAD would work well with hitstun.
EDIT: Too much hitstun means that characters can easily 0-death or do 50-60% per combo. In playing for 2-3 hours, I saw plenty of those with 10% hitstun, and I can't imagine what it would be like at 10%+. But again, we should let tournament results determine the need for more/less hitstun. Until you have pro players at a high level playing each other, it's all theory.
So encourage people to come to our tournament so we can get some good beta testing!
Something else - we saw MK to be almost broken with 10% hitstun. What do others believe about that?
I don't see how that is true, because of what KishSquared already said. Ledge codes and shield stun won't add to combos, so we could definitely pinpoint a good amount of stun without them. That said, we'd probably have the codes around before we find the proper amount of stun.It is gonna be hard to come up with a solid hitstun standard until we, at the very least, have the shieldstun and possibly the ledge codes.
Yes, I ran a Brawl+ side event at one of my (melee lol) biweeklies. Brawl players were there though lol. This wasn't that recent however so we didn't have things like the new hitstun so we used:Has anyone run Brawl+ tournaments yet? Any success stories or anything else learned at these events?
It still matters because of the efficiency of combo starting moves. Its about risk and rewards. Characters right now might have a harder time starting combos then they will when shieldstun comes out. This does not usually apply to raising hitstun most of the time but to lowering it. I have not seen stuff in 12% yet that really make me feel like it needs to be any lower but if Kish can get some videos or go into more detail about all this stuff at 10% then I may be convinced earlier. I feel that as soon as shieldstun comes out I will want hitstun to be lowered a bit because of the efficiency of connecting combo starters. I wouldn't mind lowering it before this if I saw better evidence.I don't see how that is true, because of what KishSquared already said. Ledge codes and shield stun won't add to combos, so we could definitely pinpoint a good amount of stun without them. That said, we'd probably have the codes around before we find the proper amount of stun.
Wait... it affects DDD's CG too? I thought it only affected Falco's so far (from what I have heard).Why is it that the addition of hitstun removes DDD / Falco's chaingrabs? And of course solo Popo's chaingrab. I think this is pretty lame, especially because I also main Falco.
Initially I was going to jump on the offensive because I thought for a moment that you were referring to the ICs CGs as "easy-- and take no skill whatsoever." Though, you then excluded them negating any reason for me to rebuke.Wait... it affects DDD's CG too? I thought it only affected Falco's so far (from what I have heard).
Anyway, think of it this way Orca. In exchange for those exclusive CGs, those characters NOW have viable combo ability unlike before. You're also IMPROVING characters like Falcon in exchange for lame and easy CGs that take no skill to do whatsoever (except ICs). IMO, Falco not being able to CG = good. If this is ALSO true for DDD's, that would be AMAZING. (But, I kind of doubt it due to its strange properties).
Lame CGs doesn't make a good fighting game, combos do, combos make it fun. CGs don't, at least, CGs that can't be gotten out of (i.e DDD's) until either a certain percentage or until the CGer feels like it. If I remember right, one of the main ideas behind Brawl+ was to at least remove DDD's and Falco's CGs, be it through hitstun or just making weak hits DIable (or able to DI out of them easier to escape said CGs).
This would be uber sexy and make me uber happy if this is true. I'm literally tired of DDD's CG when people can do it consistently in normal Brawl. Just bothers the crap out of me and sucks all the fun out of the match once that grab happens.As for DDD, though I haven't tested him I'm pretty sure his grab is gone. The enemy can DI away and into the ground, which is why Falco can't regrab, I'd image this would make it impossible for DDD to CG consistently as well.