D
Deleted member
Guest
but why would increasing the 1 liner remove tiltlocks?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I think that's the popular oppinion right now.Ah, shield stun is finally out. Thank God.
I'll go test a few values in a bit. It's pretty confusing so far. But it should at least be 3 on both the 11-liner and one liner, right?
Ill ask spunit to clarify here.Sooo... people are using 3 for the multiplier and 4 for the addition and that is 'pretty good'?
It'd be nice to get a better explanation of that formula because it officially makes absolutely no sense to me whatsoever. With those settings and going off that formula you should be able to do a lot of blocked aerial->grabs while they're still stunned, and really dumb things like walking up angled f-smash with Luigi (an absurd ~27 frames of stun on a 15 dmg move o_O)->grab... and even uaf-smash->uaf-smash->etc trapping them in their shield for however long it takes to be pushed away enough.
It doesn't effect slide exclusively, it just applies slide based on the stun. Set the 1 liner to 10 and do a jab. You will slide far, but also be stuck in your shield for about 5 seconds.I'm shure the one liner affects slide.
Try plugging -9000 (C60CA000) into the one liner. Your opponent should be pulled off the stage at an alarming rate.
On the one line code negative values pull your opponent in and posititve values push them away.
Thanks, I also know how to adjust the values now. It just looked more confusing than it really was.hows that?
That's what it does. Shields no longer offer that amazing counterattack option. Ironically, due to the added slide, it also makes it "harder" to shield pressure, but it's definitely a nerf, and helps the attacker more than the defender.So what does the current shield stun codes do to the behaivor of the game. Is it to penalize the attacker more-so, or the shielder? I thought the purpose of the code was to make shielding less awesome as compared to how good it is now.
Played some matches with the ol 3/4 shield stun combo. I have mixed feelings about the push. In most instances I didn't like it. The push on Fox's dair (and most drill moves probably) keeps you in front, which actually kinda makes it easy to shield grab. I noticed Link's zair becomes really good, thouhg, as the push keeps you out.That's what it does. Shields no longer offer that amazing counterattack option. Ironically, due to the added slide, it also makes it "harder" to shield pressure, but it's definitely a nerf, and helps the attacker more than the defender.
If Fox's spam lasers in Brawl+, somethings wrong.3/4 gives fox's laser spam huge pushback
not really. people play to win, and if spamming lasers turns out to be a good 'get off me' tactic, people will use it. shine>standing laser, i can see it now...not to mention if it has too much push it will make it hard for people trying to get to a camping falco (assuming his lasers have as much pushback)...If Fox's spam lasers in Brawl+, somethings wrong.
Seriously, the lasers will go back to how they were in Melee. Used for racking up a bit of damage and baiting the opponent.
thats not right. Its all the 1 liner code's fault. That needs to be fixed3/4 gives fox's laser spam huge pushback
I never said it affects slide exclusively.It doesn't effect slide exclusively, it just applies slide based on the stun. Set the 1 liner to 10 and do a jab. You will slide far, but also be stuck in your shield for about 5 seconds.
Once again, the 1 liner is not slide, it just couples slide with stun. The 11 liner doesn't seem to apply as much slide as the 1 liner, which is probably based on either the formula, or just how strong moves work as opposed to weak.
you're right. i was just imagining a really spammy fox though.@petre
I don't see why Fox would want many "get off me" moves, considering that he has to get in really close to do damage :-P.
I hear that the number that worked for the 11 liner code before acts weaker than before which I think is the problem. Please tell me a number to use instead that resembles what it was before. I have no wii to test this myself right now and its making me angry that mine broke >(I'm trying the suggested value in your OP for the new SS code, kupo, and it's feeling like too little, personally.
Jiang, are your values an increase over kupo's? Cause if so, I'll try them out.
On a delayed sidenote, 10% hitstun feels perfect to me.
its a slight increase. try it out. it should feel fine.I'm trying the suggested value in your OP for the new SS code, kupo, and it's feeling like too little, personally.
Jiang, are your values an increase over kupo's? Cause if so, I'll try them out.
On a delayed sidenote, 10% hitstun feels perfect to me.