He DID know, learn2read the whole Opening Post of a thread.This was in melee. It is called "stale moves" if you didn't know.
In Melee, a move might do 1% damage after a period of time, but the KNOCKBACK would be the same.
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He DID know, learn2read the whole Opening Post of a thread.This was in melee. It is called "stale moves" if you didn't know.
I already have a whole paragraph in the topic post saying why this is not the same. /slapThis was in melee. It is called "stale moves" if you didn't know.
I'm quoting this because it's a great post. This might actually contribute to the Brawl metagame.I also realized something else as I keep watching these videos... This could easily explain why the game lasts until 150%+. In Melee, we could Melee spam our KO attacks until it actually kills them. But in Brawl when people do that, they end up not being able to kill them anymore because of the drastically reduced knockback. This could make the game MUCH faster, and bring the tournaments back up to 4 stock once people learn to save their KO attacks until damage is racked up. Wow. Then throw in the possiblity of comboing better by purposefully doing this on weaker attacks. Assuming this is true... Ryoko, you may have discovered the most important aspect of Brawl so far. To the extent that it'll change how Brawl itself is played.
Why isn't this topic like 20 pages already? We need some people with Brawl to run tests and see if this is real, and if so, how drastic the knockback reduction is.
My apologies for hijacking the first post, Ryoko. I just wanted people to see this and truly understand what a big discovery this is.I already have a whole paragraph in the topic post saying why this is not the same. /slap
I don't think any testing is actually required to prove that this exists in Brawl. There is evidence in nearly every Brawl match video out there. The only thing that really should be tested is the precise effects of knockback decay and getting it back.
No, if anything, this might HELP the competitive scene.Well that killed the competitive game.
I'm really hoping that we can get back to 4 stocks. That would make me happy, since on 3 stock the punishment for a low % death due to a mistake (like recovery) is very harsh.I also realized something else as I keep watching these videos... This could easily explain why the game lasts until 150%+. In Melee, we could Melee spam our KO attacks until it actually kills them. But in Brawl when people do that, they end up not being able to kill them anymore because of the drastically reduced knockback. This could make the game MUCH faster, and bring the tournaments back up to 4 stock once people learn to save their KO attacks until damage is racked up. Wow. Then throw in the possiblity of comboing better by purposefully doing this on weaker attacks. Assuming this is true... Ryoko, you may have discovered the most important aspect of Brawl so far. To the extent that it'll change how Brawl itself is played.
Why isn't this topic like 20 pages already? We need some people with Brawl to run tests and see if this is real, and if so, how drastic the knockback reduction is.
That's fine.My apologies for hijacking the first post, Ryoko. I just wanted people to see this and truly understand what a big discovery this is.
And just so people know, I added stuff to the first post.
If you can greatly diminish the knockback, this adds TONS of strategy.this *could* add a lot of strategy.
lol no if moves diminish in knockback players will be forced to use other moves, and since there is no l cancelling the spammable moves will not be spammed thus slowing the gameplay.No, if anything, this might HELP the competitive scene.
EDIT: Bad bad Panda, no playing with your Katana for a week..
Wow, that's quite a bit. If this is true for all characters and attacks, then the spam-to-reduce-knockback into combos could very well be a powerful strategy.As just a note for the numerically interested, in the video here the ike player's fully charged FSmash goes from 32 to 27 to 24, unfortunately the ike player moves slightly between hits, so the damage probably isn't perfect, but it seems to be roughly 15-20% decrease in power per hit proportionally. Meaning 32-(15%*32=4.8)=~27, 27-(15%*27=4.05)=~24 damage. I'd guess the force/distance thrown cuts down by ~ the same percent.
Edit: This obviously only applies for Ike's FSmash here, but until we have other info can be extrapolated out to other attacks.
Indeed, Toon Links bair just got more imba then it already is if it aplies to that attack aswell.But, of course, we don't know how much this knockback decrease affects attacks that don't have much knockback. We know that the knockback is reduced for strong attacks (but how fast/how much has yet to be determined), but we don't know if the knockback is reduced for weak attacks, and if it is, to what extent.
And to the post above this, gameplay would likely NOT be slowed down just because you're forced to use a variety of attacks. The automatic L-cancel is now adding a layer of depth to the game. No longer will we be able to spam the same strong air attack over and over if it has long landing time. But we CAN spam air attacks that have little to no landing lag, then when the time is right we can land the air attack that has long landing lag but KOs the opponent. But if we miss, we're in trouble. It makes perfect sense.
This game just got ALOT deeper than any of us expected... and all the balance changes that we've noticed throughout the game make MUCH more sense now. Think of it like this: Sakurai wanted players to be good with every move in a character's arsenal (he even SAID that in his blog I translated so long ago) so he implemented this system to FORCE you to be good with everything. And of course, assuming my "less knockback = more combos" thing holds true, then even MORE depth has been added to the game.
Man, I gotta go to work now so I wont be back for a looong time. And just when this stuff is getting good >_<
and another question is in melee or 64 or both did the move get worst even if you missed and spammed it? or only if you made contact?
It should be pointed out that from what I have seen there are A LOT less useless moves this time around. That was something that plagued melee... just having garbage attacks that would tend to hurt more than help.Think of it like this: Sakurai wanted players to be good with every move in a character's arsenal (he even SAID that in his blog I translated so long ago) so he implemented this system to FORCE you to be good with everything.
I wholeheartedly agree with your statement. Both the first and second parts of it.It should be pointed out that from what I have seen there are A LOT less useless moves this time around. That was something that plagued melee... just having garbage attacks that would tend to hurt more than help.
I say that but ganon's uptilt is still that big ******** piece of crap.
This isn't even a glitch.YoshiFan said:Remeber: glitches doesn't make games better
Sneaky Panda, off-topic question for you, how's the Resolution on the iPhone? I've used my blackberry to browse the 'net occasionally, but the resolution is really poor so it's tough to navigate sites as everything is turned into a giant column.I wholeheartedly agree with your statement. Both the first and second parts of it.
<3 using my iPhone at work to browse SWF.
It depends on the glitch/exploit. Some can hurt a game, while others can help it. I've seen it work both ways.Remember: glitches don't make games better.
Game mechanics =/= GlitchesRemeber: glitches doesn't make games better
THAT'S WHY I'M SAYING THATThis isn't even a glitch.
Yes, it brings in a new layer of depth and an additional variable to keep in mind, but at the same time, it, unfortunately, also puts a serious limit on how we can play the game competitively.If this is true, it will change the face of competitive Smash DRASTICALLY. In a good way, in my opinion. More mind games, varied moves, and strategy to add to your game.
Peachori's post brings up an interesting point. Just how much damage and knockback does this effect diminish? Spamming moves to make it comboable could be useless, or extremely effective.