Remember how every character could do **** combos to fastfallers in Melee? What if there was less stun, but EVERYONE fell faster (not necessarily Melee Falco fast, just faster)? That would fix the "help I'm trapped in the air" feeling and also make better combos that don't have a ridiculous room for error to pull off. It also wouldn't nerf anyone's recoveries.
I think we should try to get that code next.
Well, we can already do that with the gravity code. The problem is that increasing fall speed will inevitably nerf recoveries, simply due to the way the game calculates vertical momentum.
First thing you need to realize is that there is no such thing as acceleration due to gravity in brawl. No, really, there isn't. You always fall at the same rate. The game just makes it
look like there is acceleration through the use of some kind of momentum degeneration. Basically, if your jump has an initial launch power of 6 units per frame (upf) which then causes your vertical position to increase by 6 - x upf (where x is the number of frames since beginning the jump and cannot exceed the initial jump force), and gravity causes your vertical positioning to drop by 2 upf, then your vertical positioning each frame can be illustrated as such (x in the following is the vertical displacement from the start point):
x(frame number) = previous x + jump force - gravity
x0 = you're on the ground
x1 = 0 + 6 - 2 = 4
x2 = 4 + 5 - 2 = 7
x3 = 7 + 4 - 2 = 9
x4 = 9 + 3 - 2 = 10
x5 = 10 + 2 - 2 = 10
x6 = 10 + 1 - 2 = 9
x7 = 9 + 0 - 2 = 7
x8 = 7 + 0 - 2 = 5
x9 = 5 + 0 - 2 = 3
x10 = 3 + 0 - 2 = 1
x11 = you're on the ground again
Of course these numbers were selected just for the sake of an easy example. The actual numbers the game uses are obviously quite different, but as you can see, on frames 5 and 6 in this example, it is possible to create the appearance of acceleration after reaching the apex, while everything afterward is just a constant fall rate, but since you don't have to drop much further, it still looks more or less natural since you've already seen "acceleration."
This is the reason that gravity nerfs recoveries and jumps. In the example above, if this were on heavy brawl, the -2 would be replaced by a -3, resulting in the following:
x0 = you're on the ground
x1 = 0 + 6 - 3 = 3
x2 = 3 + 5 - 3 = 5
x3 = 5 + 4 - 3 = 6
x4 = 6 + 3 - 3 = 6
x5 = 6 + 2 - 3 = 5
x6 = 5 + 1 - 3 = 2
x7 = you're on the ground again
I'm not exactly sure how the game handles the momentum degeneration, but I do offer a possible reason for it in this post:
http://www.smashboards.com/showpost.php?p=5984253&postcount=169
Let's try and take this discussion over to that thread, since this thread is supposed to be for hitstun.