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New WBR Admissions! Closed! Announcements coming soon!

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Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
As I'm sure you all have noticed, the WBR has officially been given its own User Group, like most other Back Rooms on the site. Since this is a pretty big occaision for the Brawl+ project, we have decided the time has come to begin taking on some additional members.

Like Back Rooms of days past and present, the WBR is a place for active, intelligent members of the Smash Workshop community. We are looking for good posters to come and provide additional insight and experience for the project. If you feel like you'd be a worthy addition to the Room and would be an exemplary representative of the WBR team, please post an application here to be reviewed by myself and the other WBR members.

In your application please include:
  • Your forum name
  • The character(s) you play: Any and all Smash games.
  • Smash Bros. tournament experience: While this is not just Brawl or Brawl+, but all Smash games, Brawl+ is certainly preferred. Tournament experience is not a mandatory requirement, but it definitely helps since our project is currently geared towards the creation of a more competitive gameplay environment.
  • Interest and Contributions: Why you want to be a part of the WBR, and what you plan to do to help us out. This is the big one. Activity and commitment to the project are required when joining the WBR. Members new and old alike need to be active in discussions and contribute to the project and community. Now, with this project steadily getting closer to our "Gold Release," the scope of the room could change slightly. We might start looking at more people involved in the greater community as an outreach to more players, or top players to start helping us chart the metagame. Whatever the facet of skill or knowledge we're looking for, however, the core requirement of admittance to this room will always remain Contribution.
  • Lastly, please provide at least three links to discussions you played a significant part in, or where you otherwise sufficiently demonstrated your knowledge of Smash Bros. intricacies.
  • As an optional bonus, get a recommendation from a current WBR member and/or answer this question: Given the power to change anything in the game, how would you have gone about buffing Bowser or nerfing Metaknight?

One last thing. All admissions are to be made in this topic only. Please don't send PMs to me, Almas, or any other WBR members asking to be let in. You'll just be ignored. That's it, now who wants in?

Edit: Thanks for all the applications!
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
At first I thought this would cause a huge rush of applications, but the entry requirements turned me away. I've been discussing B+ for a while now, but my lack of tourney experience will probably bar me entrance. :(

I also won't be able to show many major debates on SWF, I'm usually in smaller ones, or just contribute my opinion to the big people, though it's usually ignored. Though I have the primal desire to want to be in the BRoom, I'm sure there are some more qualified people out there, like GHNeko and maybe MK26, off the top of my head.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
I realize these look like a lot of requirements, but most of them are just a list of things to put down here for visibility purposes. As I said, you don't have to be a regular tournament attendee. It just helps, because you understand the environment better, and gives you insight to more stuff overall. Also small contributions are fine, so long as you can show us you know what you're talking about. If you had a point to make and you backed it up well, that's what I want to see. Our primary trait for member admittance, besides commitment, is being knowledgeable.
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
Is there a time limit to applying or certain number of members you are looking to let in?
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
No, there's no limit to apply yet. If things start to really pick up then I might set a deadline but who knows right now. And we're looking at somewhere between 5 and 10 new members, I'd say.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Meh, lots of people don't like me, and I will not really contribute anyting to the back room. Also, the application looks like it is too big, for now, at least, because I am really busy with school. Still. :(
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
I will apply, IF I can find 3 good links. I have been mostly satisfied with the recent codesets, so I haven't made many points.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
Forum Name: Stingers
Real Name: Alex
In-Game Tag: Xeno

Characters I play:
SSB64: Link, Jiggs
SSBM: Mewtwo, Fox, Marth, Jiggs
SSBB: ROB, MK, ICs, Jiggs
Brawl+: Lucas

SSBM Tournament Experience: Low placings at Munkaids 4, 5, and 6, my first 3 tournaments ever. Then I almost got out of pools at the last Melee only MP Jubilee, being crushed by ChuDat, Narrowly losing to Lord Karn (back when he used Marth), and winning my other 3. Ever since Brawl came out I've been placing around the middle of the pack.
SSBB Tournament Experience: Best ROB in Atlantic South, Arguably 2nd best in NC next to Dr. Peepee, I have always placed top 3 except for...one tournament D:.
Brawl+ Tournament Experience: At the only Billfest with Brawl+ I got 3rd place with Wolf, who was a character I picked up only for Brawl+, PP got first gaying it up with Marth and someone named Mitsurugi got 2nd with Snake. Note, they both use those characters in vBrawl. At Rawfuls' tournament about 2 weeks ago I got 2nd place in Brawl+, losing to Lord Karn in Finals. I took him to 2nd set before losing to his Marth as well. Note, I came from losers.

(Note: Corey, I hope you understand most of the tournaments and people I'm referencing, because some others probably won't D:)

Interest and Contributions: I am incredibly interested in Brawl+, I'm always experimenting with new codes and am frequently one of the only people to bring a hacked Wii to tournaments, I help out tons of people in the area with questions about Brawl+. I'm quite good with balance issues, and I know how to make a game fair. I post on the Workshop infrequently, mainly due to the confusion on where I'm supposed to post things :laugh: (Almas has moved quite a few of my posts...sorry man.) Also, the general knowledge of the majority of people posting on the Workshop seems very low at times and sorry I just lose my temper when dealing with annoying people >.< I need to work on that.

3 discussions: http://www.smashboards.com/showthread.php?p=7521102#post7521102 - From that post until the end of the topic, basically. Well, the end of the topic at the time I'm posting this.
http://www.smashboards.com/showthread.php?p=7496941#post7496941 - From that post (note: the post I'm linking to is half serious, but it sparked a debate...lol) until the argument ends, I guess.
http://www.smashboards.com/showthread.php?t=235325 - My replies to this topic...obviously :laugh:

I think shanus might back me up and give me a recommendation, but in case he doesn't:

Given the power to change anything in the game, how would you have gone about buffing Bowser or nerfing Metaknight?

Buffing Bowser: Bowser is the quintessential Tank character, one that is supposed to die late and deal lots of damage, albeit with slow (but powerful) attacks. In Brawl+, a game focused mainly on speed, it's quite hard to be effective with such a tanky playstyle. To this end, I think some buffs to other areas would've been needed: Mainly, his ALR. Giving him a safer approach by lowering ALR to about 20% would make Fair crazy fast, but given how easily comboed he is, he needs something safe to approach with. Also, his recovery would probably of needed a boost in order for him to make sure he can make it back with the increased gravity (I'm assuming the gravity would make his recovery worse anyway, I can't exactly test it out now...) and so that he can't be so easily edgeguarded due to no more auto ledgecling.

(Note: I would've never thought of that thick skin idea, so whoever did is pretty smart.)

Nerf MK: Decrease his weight. Make him go into freefall after a glide. Decrease hitstun by a small amount on all aerials, because he comboed way too easily. Not so much that they don't combo at all, but enough so that if you DI right, MK won't be able to follow up forever and ever. Fix the bug where Aerial Tornado doesn't clank with anything (note: If you didn't know, Tornado was supposed to clank whenever a move hit it, but for some reason, it doesn't in the air. Ground tornado doesn't have this bug. If tornado worked how it was supposed to, he would be far more balanced.) Decrease knockback on Dsmash. In my opinion, MK should be played like Melee Jiggs with more range but less aerial friction: Dies early, but can really **** **** up with combos if you can get in. Good recovery, but hard to straight up kill with. Mainly a gimping character.
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
jokey665
Smash 64: Kirby
Melee: Link, Doc, Marth, Sheik, Game & Watch, Mewtwo
Brawl: ROB, Diddy
Brawl+: ROB (so far)

Tournament Experience
Smash 64: None outside of mini 'tournaments' with friends.
Melee: Tons of local and semi-local tournaments, most of which I got top 3 at least. No big tournaments.
Brawl: Everything from local tournaments to circuit events. I don't place super high but I've had a few top4's and top8's. I've beaten OS 2-0 in a ROB ditto mm if that counts for anything. :þ
Brawl+: ...I don't think Ohio has even had any Brawl+ tournaments yet.

Interest and Contributions
I'd like to say I'm super-active and post in every topic about everything, but as you can tell by my post count that simply isn't true. I read the brawl+ topics a ton though, I spend a lot of time on smashboards each day but I tend not to post unless it's something I'm really interested in or have a strong opinion on one way or the other. I'm extremely interested in how Brawl+ will turn out and hope it gets a large following, but I haven't payed too close attention to things like tweaking individual codes because I don't necessarily "get" how some of them work.
That said, I have voiced my opinion on a few issues regarding tweaks that were being talked about (see links below), especially when it comes to stages (I'm a sucker for less-than-"neutral" stages). I can also bring a ton of vBrawl experience and can help with probably anything related to ROB at all. I'd like to think I'm fairly knowledgeable on Brawl in general (both v and +) even if I probably have a fair bit less Brawl+ play experience than some.

Links
http://www.smashboards.com/showthread.php?t=226211
Post 5 and on. Not related to Brawl+ but related to the smash scene in general.
http://www.smashboards.com/showthread.php?t=226211&page=12
Post 176 and on. Similar to the last link, and in fact in the same topic. The issue is different but the premise is the same.
http://www.smashboards.com/showthread.php?p=7270653#post7270653
(another couple posts on the same page as well) Related to Pokemon Stadium 2 and why I didn't think it should be a "neutral" and instead left as it was. Part of it is bias, part of it is I don't think legit counterpicks should be changed, only banned stages.
http://www.smashboards.com/showthread.php?p=7270515#post7270515
About Yoshi's Island (not pipes) and why I thought it should be left as is.
http://www.smashboards.com/showthread.php?p=7212700#post7212700
Brawl+ and items.

I might and probably do have better posts, but I'm too lazy to go more than 10 pages back through my posting history. :þ I don't really have any big debates or anything, but I try to make myself heard when I feel it's needed.

Recommendation/Bowser/MetaKnight
Falco400 might give a recommendation for me. We always talk and stuff when we're at the same tournament. /shrug
Buff Bowser: Give him super armor during the wind up of his forward and up smash, similar to Wario's forward smash. Give him a lot less landing lag on his aerials. Maybe up the KB of back air.
Nerf MetaKnight: Lower KB on all of his kill moves by a lot except for his forward smash. Lower priority on tornado and drill rush by a lot. Make all of his moves do slightly less damage (ie each hit of f-tilt would do 1% less, d-smash would do maybe 2% less).

...I think that's it. Oh, and a question! What color are the names, officially? Is is dark pink? Purple? Mauve? Please say it's mauve. :bee:
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky

  • cAm8ooo


  • Been a faithful Kirby main for the good times and the bad times (poor melee Kirby)


  • Due largely to a lack of a tournament friendly area I have not participated in many tournaments but have gone to a handful before being “turned off” by the lack of a good gameplay experience in vbrawl (though I did get top ten in most). My last tournaments and smashfests were largely spent trying to spread brawl+ to an already anti-hacking crowd. I’ve talked to TOs in Lexington and Louisville and hope to continue bringing setups and answering any questions. Since the summer is here I plan on making it to some brawl+ tournaments and hopefully a big one in the future.


  • If admitted into the WBR I plan to voice my concerns and opinions to help try and create a better smash experience for not only myself but for others as well. I have followed and contributed to discussions since brawl+’s beginning. Having followed it from the start I can help others who are weary about what this community is and its goals. I have helped explain why many codes or changes have been implemented into the game and have tried to clear up any concerns others may have by providing logical explanations and examples. While I have mostly contributed through “marketing” ways I also feel like I’m knowledgeable enough in all things Kirby to provide well thought out discussions regarding one of the most loved pink puffballs of all time (not that there are many pink balls out there). While I can’t argue with framerates and the more technical aspects of coding I believe I can discuss in a more “ideological” way by saying how I believe things should be done while not necessarily being able to go out and make it happen. I also believe being one of the few Kentucky players in the brawl+ community it would be helpful for me in spreading brawl+ because of the respect a “backroom” member can have.

Arguing why ZSS isn’t over powered

Talking about brawl+ goals

On whether brawl+ is made to be melee 2.0


  • Metaknight at his core is no doubt designed to be a good character and often times it’s hard to nerf (or buff ) someone while keeping those individual aspects alive that make a character who he/she is. I feel like the biggest flaw in Meta’s design was that he was meant to be a “in your face” fast, combo character but somehow (Sakurai!!!) was given a lot of strength in that blade. I would begin nerfing meta by coming to the conclusion that he should have to work for his kills and rely mostly on gimping his opponent (think Sheik like).

  • -Lower KB and KBG on Downsmash. This move should have never been a kill move. It was much too fast for the crazy power that it has. Instead this move should be looked at as a GTFO of me and punishing move. It should help meta control the area around him and set up for his great gimping ability but shouldn’t be sending people to blast zones.

  • -Nerf nado (slight vertical ability) and increase end lag. Does Meta really need 4 recovery moves? Nado has always been made fun of for its priority and spammability. With these two nerfs it help keep the nado in check.

  • -Nerf KB on Up B. No recovery move should have the brute force (as well as invincy frames) that this move does. Up be shouldn’t be killing people so early but instead (like Dsmash) put meta in a favorable position intill higher percents. Instead with no nerf it is used for finishing mad long combos often ending in death and making your opponent question why he lives in such a cruel and unrelenting world in the first place.

  • -Slight more KB on D-air to prevent dair chains often leading to early deaths.

  • With these changes meta keeps his unrelenting attacks and speed that he is known for but comes down to earth by having to work for those kills. With good stage control and survivability Metaknights foes should be able to take a beating but know that if they stay on the stage long enough then they can come out with a win.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Forum name: VietGeek...? o_O

------------------------------------
The character(s) you play:

SSBM: Marth; dabbles into Roy, Link, and Fox at times.
SSBB: Toon Link
Brawl+: Wolf, Marth, Toon Link

------------------------------------
Smash Bros. tournament experience:

During the 2nd and third quarters of 2008, I've placed 5th and generally in top 8 for Brawl tournaments at the WABA Game monthlies.
During Impact Clash II, I placed around 17th out of 50 entrants in Brawl singles. My specific placement is unknown due to only top 13th placements being posted.

The fourth quarter of 2008 into most of 09 has left me with 1 top 8 placement and several last places, and middle of the road placements. I have begun to play Brawl less and less as the B+ project picked up steam during that fourth quarter, and competition in the once-small GA community began to rise. As of now I am retired from Brawl, but still continue to meet with the community both online and face-to-face.

My personal opinion and consistency in results leads me to say I am a mediocre player, not particularly talented in the game, but express acceptable knowledge of the metagame, especially of Brawl.

I was ranked 9th in the GA Brawl Power Rankings in March 2009 before I retired from Brawl: Link

I am new to the competitive Melee scene, but I do have some knowledge of the game on a competitive level, more or less I am acquainted with the top four of that game.

To date, the small and rather conservative GA Smash scene has yet to see a Brawl+ tournament.

------------------------------------
Interest and Contributions:

I've found the intricate workings of the games I play to always be interesting. While what makes something tick is interesting...what's more interesting is naturally the end-result.

While a competitive game can seem extremely deep or overly shallow, the balancing process of characters, especially of a large cast, becomes a difficult task. Balancing also often takes into account giving characters a specific role to play in the metagame. The task is long and hard, and like a puzzle, it takes time to fit it all together, unlike a puzzle one does not know how all the pieces will fit together immediately though.

Although this will hurt my application, I will be honest, I am much more interested in observing the balancing process. While I like to observe, this doesn't mean I won't contribute.

I understand the standard methodology adopted that is used to balance characters in this project, and understand as a fan project that the goal of balance often clashes with appeasing to the fanbase. This makes the job harder but is necessary for such a project to prosper. I provide a neutral point of view, neither too liberal or too conservative, and believe that both methodologies have a time and place.

I post in the SW almost daily, and take some time to visit Smashboards almost everyday. Needless to say, whether or not I'm always free, I feel I have a commitment and addiction to this place. Activity probably won't be an issue. <_<

I've gotten 2 to 4 people in my community into Brawl+. The idea seems to be picking up steam and being the lone advocate of it, I have shamelessly advertised it numerous times. I suppose if B+ ever gets somewhat popular in the metro-GA area...I am to be credited or blamed for that. =P

------------------------------------
Links:

Ugh...I hate this part...

Post 1 - Pokemon Trainer and Independent Pokemon, and their roles and purpose in Brawl+. Yes...that phrase was the summary.

Toon Link's OoS game (vBrawl) - An old thread describing staple OoS options and the efficiency, and uses of most standard OoS options.

I maintain the Toon Link match-up threads for vBrawl, and have taken time to summarize match-ups from time to time, more recently:

TL vs Link
TL vs Marth

How I feel about TL's placement in vBrawl (regarding June 5th tier list) -

Post 1
Post 2

Shanus allowed me to mess around with Toon Link's dsmash one day...Starts around there.

I'm sure I've written something more detailed and intelligent in my past, but digging through that pile of junk isn't worth the time. =<

------------------------------------

The REQUIRED Bonus?!

Meta Knight: ...I find this *bonus* question particularly mean. <_<

Hmm...while I wouldn't exactly apply all these ideas into nerfing MK...a few here or there could work...maybe.

Edited in:

"First and foremost, I would lower BKB on Shuttle Loop, reduce range on fair, reduce both damage and knockback on nair, and reduce both KBG and BKB on dsmash, as well as adding more end lag. This makes it more punishable, and more of a GTFO move than an all-purpose spam move. Tornado, like in the B+ sets, would probably be best left to not be able to rise, as well as add end lag to it, while leaving start-up alone."

if I could, I would make him lighter while maintaining the current..."floatiness" to him. He seems to have the quality of being combo'd somewhat decently. He should be made into a "glass cannon" character in a sense. His recovery should not be tampered with, simply make him for susceptible to death for every mistake he commits, knowing he will get a worthwhile reward if he succeeds in his approach.

Reduce the damage of dthrow to around 7-8 while adding back KBG to compensate for the change. Make dair send more vertical over horizontal similar to Pit's and Marth's vertical sourspot (although perhaps not as extreme). This is more of a trade-off than a nerf, allowing him to extend his vertical combo options while trading off an option that allows for perhaps...too many excellent edgeguarding options.

Perhaps reduce the grab hitbox of dash grab, and give some lag to his pivot grab.

Give him 4 jumps instead of six. I mean really...on Jiggs it's fine because she has no true recovery move...nor wings. With MK it's just overkill how he presents himself as the ******* that simply refuses to die.

Slow down dtilt to come out on frame 6, and make IASA be around 20 instead. I believe it would make it a less potent frametrap.

Considering MK is a character that boasts high speed, excellent pressure and little blindspots except in key moves (below on Shuttle Loop for example), he should simply be toned down in his tools to set-up for the gimp, and be given the ability to be killed off early.

I understand the dair change may be rather extreme, and is a trade-off more so than a nerf. Although it would interest me if his staple move was changed to become like that...

Err...looking at the more experienced people I have to compete with...I really do like the idea of a tornado that cancels when it clashes with anything.

-------------
Wow that was long. Seems I lost the drive to continue as it went on and on. I basically just put down mental notes for the bonus question...I need to be hands-on when trying out nerfs and stuff. Paper isn't too good for that unless it's just the general gist...at least for me. =/
 

Rhubarbo

Smash Champion
Joined
Jun 21, 2007
Messages
2,035
Forum name: Rhubarbo

Mains:

Smash 64: C.Falcon, Pikachu
Melee: Doc, Marth, Falcon, Falco
vBrawl: Meta Knight, Ike
Brawl+: Squirtle, Sheik, Marth

Tournament Experience: Nothing formal, however I've been LAN parties that my friends and I have hosted where Smash was the main event.

Resume: I am extremely active on the Smash Workshop forums; I almost attend on a daily basis. Brawl+ has reinvigorated my passion for Smash after being somewhat disappointed by the lackluster game play of vBrawl. I am eager, and yearn to contribute to making Brawl+ the best game it could possibly be by pouring in all my effort to make the game as balanced, refined, and hearty as possible.

I have immense experience with the Smash Bros franchise. I have accumulated over 350 hours in Melee, 220 hours in vBrawl, and approximately 20 hours in Brawl+ (over its many builds). I am a rather skilled player, utilizing techniques, strats, and match-ups I find//created on the forums.

I am a HUGE proponent of Brawl+! I plan on creating a Youtube channel dedicated to Brawl+ chalk full of compilation vids of combos, tricks, and even some Brawl+ satirical propaganda videos. Even when on other sites, such as Gametrailers, I express my affiliation towards Brawl+ and advertise its superb game play. I am very keen on attracting players to the community, and I feel as if though I have a creative enough mind to reel in newcomers very intuitively.
---
Below are several threads I have created regarding Brawl+

http://www.smashboards.com/showthread.php?t=235873:
In this thread I propose a new character, a solo Ice Climber.

http://www.smashboards.com/showthread.php?t=235043:
In this thread I discuss potential ways of individualizing Toon Link from regular Link and making him more distinct.

http://www.smashboards.com/showthread.php?t=234451:
In this thread I suggest possible ways of implementing items into competitive play in an extremely fair, predictable, and strategic manner.
---
I also contributed heavily in the Community Stage Pack thread below. I submitted two original stages, and four re-make stages to the project.
http://www.smashboards.com/showthread.php?t=234992&page=6-Stages
---

How to nerf Meta Knight: vMeta Knight would need more lag applied to several of his moves, such as downsmash, tornado, fair and bair.

-Slowing down the downsmash in general would be a good nerf

-Adding a ton of more end lag to the tornado, as well as adding more downgrav and reducing how long it lasts would help un-break it. I would also reduce the tornadoes hitbox and stickyness to add to the nerfing.

-Meta Knight's aerials are just too good. Adding some lag in between his multi-hitting aerials would help balance him out. Adding some end/start lag to them would help too.

How to buff Bowser:
-Bowser's specials were just too predictable to be used effectively. I would greatly increase the speed of the Bowser bomb, and give Bowser less hang time in the air while performing the move.

-I would make the flames harder to DI out of, and last longer, but not to the extent where more than 19% could be built up.

-Whirling fortress just has too much lag too it. I would cut both the start/end lag. I would also slightly increase the attack's hitbox.

-Bowser's aerials are a great way to mess with foes, and smack a good beat down while in the air, but they leave Bowser too vulnerable when he hits the ground. I would apply the effects of l-canceling multiplied by 1.5 to his aerials. I would also give Bowser so Super Armour when performing his d-air and b-air.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
Blank Mauser

64: Pikachu, Kirby
Melee: Falco, Shiek, Luigi
Brawl+: Ivysaur, Sonic, Pikachu, Diddy, Kirby
vBrawl: Kirby, Diddy, Sonic

Smash Bros. tournament experience: As far as vBrawl goes, I entered the scene only less then a year ago. My first tournament I placed 2nd, and have only been placing decently at circuit events and other tourneys since. While some of my placings are nothing to flaunt, I do shine sometimes and I'm no slouch at the game. There are honestly some great players here, and I'm proud to fair well against them. Brawl+ on the other hand is only just starting to gain attention in my area. I plan to attend my first Brawl+ tournament next weekend. All I really have is my youtube, which is full of friendlies:

http://www.youtube.com/user/BlankMauser

Interest and Contributions: My main interest in Brawl+ is the character balance. Its the latest game that smashers may one day be able to call balanced, you can't speak much of that with any other smash game. I also take great interest in the game simply because I believe there is a great amount of untapped potential with it. A lot of small techniques that were useless in Brawl become more appealing in Brawl+'s faster-paced metagame. There is also an entire roster to rediscover and reinvent. The potential just feels so overlooked, and it needs to be unlocked first to truly balance the game. I try to be as keen as possible on the intricacies of the game, as I aspire to be a true developer myself one day.

A lot of times, people who watch my youtube will tell me "I've never seen X character played that way in Brawl+." This is because I'm constantly trying to be different and innovative with each character. To shed the stereotypes and assumptions about Brawl+ I try to exemplify Brawl+'s qualities with my own skill, and by constantly improving. This is the same thing I plan to contribute while in the WBR. By constantly improving through experimentation I want to give new insight to any character that doesn't get sufficient attention, or even show a new twist to characters you think you know. I can start to pick up any character and just go to work, be it breaking the game or enhancing it. I want to be able to offer insight from standpoints the backroom may be missing.

As someone who has contributed ever since Brawl+ was in its early stages, I don't think I'll have trouble keeping up with the topics at hand. I usually diversify my thoughts to a variety of debates, so there is no real topic I shouldn't be able to pitch in on. I also tend to have a very analytical personality, and am quick on the criticism. :lick:

Some topics I contributed to:

http://www.smashboards.com/showpost.php?p=7406744&postcount=31
^Here I state my opinion on the project's organization as a whole, and stated my opinion on both Ivysaur's razor leaves and Sonic's Usmash. Two things that I've been very consistent in fighting for. I make a few other posts in this topic before its closed.

http://www.smashboards.com/showpost.php?p=7340771&postcount=270
^This is the infamous Sonic topic. As best I could I tried to examine both Sonic's true playstyle and what he truly deserves. I think a few other backroom members had the same idea as me, though it settled down on an inconclusive note.

http://www.smashboards.com/showpost.php?p=7185604&postcount=10559
^Here is where I make connections with altering ledge range to real situations. Figuring connections is something I do often, and this post pretty much is the best example of my general stance. Good options don't need to be removed purely because they're good.

Aside from that, most my contributions come on the IRC. One change that got in off the top of my head was the shrinking of Metaknights fair by making the hits do no knockback. Though its kind of mundane now that we can change hitbox sizes, I worked with what I had. =\ I also made an entire thread of Sonic suggestions:

http://www.smashboards.com/showthread.php?t=229442

I'm assuming with the bonus question we shouldn't stray too far from the formula. Here we go...

Bowser: The moves I would cut noticeable landing lag on are Uair, Side-B, Neutral-b, and Up-B. With uair I would have it kill better at the start of the move, but if you hit with the backside of it there would be a sweetspot that doesn't have much knockback and combos instead. On the ground this could combo into a sped up Usmash(I'll get to it later) at lower percents or even a grab, at higher percents it would most likely give Bowser a fair or bair. Neutral-B canceling on landing could give Bowser some nice grab setups as well.

For fortress, along with the lag cancel on landing I would let him be able to fast fall it after a certain amount of time. Not soon enough he could repeat it at DJC speed though. To compliment this, I'd also make it so he doesn't go into freefall after it. He could slide off edges and platforms, maybe even combo out of fortress if he lands. Another thing I would do is increase the hitbox slightly and have the center of the move be a sweetspot that kills off the top at decent percentage.

Utilt could be a little faster, as the sped up Utilt covers his blind spots well, but not too fast. What I would do is speed up Usmash instead. While Utilt combos better, Usmash comes out faster and has cool down. Another thing I would do is make the ground hit that Bowser does when he lands for Usmash have a pitfall effect. On-stage, this could be trouble for shielding opponents, and off-stage it could spike. Both these moves help him against characters with aerial momentum. Dtilt could also be sped up to help him kill. I kinda want Ftilt to stun people if it hits straight in the face, but I don't think brawl has any headshot detectors. =P

Instead of cutting the lag on dair, I'd speed up the entire move. Fast enough to autocancel and get another aerial off afterwards. Fair could use a slight damage buff and send at a lower angle. Other moves that could be deserving of more damage would be his jabs and grab pummels. His Fthrow could plop people upwards like his Side-B used to do in Melee.

Really I didn't like the thick skin code. At first I thought it was a good idea, but one of my friends is a Bowser main and as I watched more and more replays I realized "Why are all my combos on Bowser so long?" The thick skin code only helps him get combo'd longer, I'd rather up his survivability with better recovery/weight.

Metaknight: As I said before, I was the one who suggested the no knockback fair. My idea for Metaknight is to emphasize the glass part of glass cannon. Hes one of the lightest characters in the game but his moves keep him also one of the safest. After nerfing his kill moves, I'm not really sure if he needs much more. If he did however, his ranged moves would be the first things I'd nerf. I would have certain moves do damage, but no knockback, that or only have the opponent flinch. This keeps Metaknight on his toes, having to mix-up between range and up-close moves for reward, and being prone to deadly counterattacks along the way. He would still be straight up lethal off the stage, and keep his speed and combos, but if he got predictable he'd just get punished easier.

I'm currently counting on 3 members to recommend me. Those 3 being Falco400, GHNeko and Dark Sonic. Though really, anyone else can surprise me too. ;) Maybe Shanus, that butt knows he needs me.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Though I have the primal desire to want to be in the BRoom, I'm sure there are some more qualified people out there, like GHNeko and maybe MK26, off the top of my head.
Does this count as a recommendation?
Dammit clonehat u made me feel all tingly inside when i saw that lol

And neko's already in the wbr

======

EDIT: Full Application!

Your forum name

MK26/Maestro26

The character(s) you play
64: anyone
Melee: little melee experience, but sheik, falcon, and kirby
Brawl: Kirby, Sheik, ROB, Bowser
+: Kirby, Sheik, assorted randoms

Smash Bros. tournament experience
None. Too young johns. Canada johns. Nowhere near anybody even remotely interested in Smash outside family johns. etc etc

Interest and Contributions
I'd love to help out with this monumental change in the Brawl community, even being just a little part of it. I'm pretty active, and more than willing to help out, as many of you already know. I've all but dropped vBrawl and i never got into competitive Melee, so splitting time and resources is not a problem.

I'd try to find a happy medium between competitive balance and fun, where very few fundamental changes are made to characters, but their individual playstyles stay intact. That means the heavies stay heavy, slow, and powerful. I'm also almost as knowledgeable as cam when it comes to kirby. Not only do i have several ideas, out-there or otherwise, Im willing to test new things, figure out if chanegs seem excessive, and so on. Beta testing on characters, if you will. Unfortunately, i can't get hitbox data firsthand, as i dont have a usb gecko.

Links

Snapshot Hacking Guide: http://www.smashboards.com/showthread.php?t=226649
A page of people praising my stuff, and 7 more of other people asking for help

Brawl+ Tweaker: http://www.smashboards.com/showthread.php?t=222151
Ideas, ideas, ideas, testing. I'm basically lead tester, debugger, r&d department, and #1 fan of the tweaker. Mucho <3s to Shortfuse.

(Retired) Kirby Matchup Thread: http://www.smashboards.com/showthread.php?t=195032
I saw it all the way through, and i think the Kirby board was the first board to go through every matchup twice

Discussing NAT: http://www.smashboards.com/showthread.php?p=6911025#post6911025
My first post in what eventually became a flame war between me and five people who now have purple magenta names about something completely unnecessary

Custom CSSes: http://www.smashboards.com/showthread.php?t=226010
I'm adding this just because 20% of the posts in the entire thread are mine...ive provided tons of troubleshooting help for nubs and not-so-nubs alike

Bonus
Recommendations...uh...if anyone wants to recommend me, I'm here...

Meta Nerfs
Anything i dont put here is unchanged. Assume the starting point to be vBrawl.

First off, i believe there shouldnt be any major playstyle changes to characters in the switch from Brawl to Brawl+, outside physics alterations (ie lrn2sweetspot, momentum jumps). That means metaknight shouldnt fall like a brick, or go into freefall from a glide, or whatever. However, simple little changes need to happen, such as:

Uair: its primary aim is a disruptor, not a silly little self-combing machine. Slight increase in bkb, moderate kbg increase, add a few frames of endlag
Fair: Make the angle a bit more diagonal, slight endlag increase
Dair: Cut down the hitbox size, and a few frames more starup, but no other changes
Decrease damage by 1 on all.

Dtilt: Keep the endlag the same but make the iasa window a bit later; slightly higher bkb and just slightly lower kbg to compensate
Utilt: (just a wacky idea of mine) Slightly more than the usmash's bkb but little kbg, at a 60 degree angle, to make it more of a positional reset that can conceivably combo into a shuttle loop if you read your opponent's di and get a little lucky. Also, slight damage increase

Dsmash: startup lag on the first slash. Shorten the rest of the animation (including the animation for the second hitbox) to keep it the same length in total

Tornado: Moveswap with Meta-Kirby's tornado do what the plussery did. Also, remove the autocancel window on landing just after finishing the move
Dimensional Cape: remove IDC for good...somehow
Shuttle loop: I'd nerf the reverse hitbox much more than the forward facing hitbox. Reverse has a fair amount less bkb but a little higher kbg, while Forward has slightly less of both. Increase the angle a little bit too. Also, make the initial (vertical) hitbox around a 75 degree angle but otherwise unchanged

Bowser Buffs
I see him as a tank that can take a lot of damage but punish in return. To polarize the playstyles of heavyweight versus lightweight, id make several of bowsers moves more damaging (kb increases do not take into account damage increases)

Uair: faster startup but more endlag, keeping overall length the same
Fair: bkb and damage increase
Bair: slight angle lowering, damage and kbg increase
Dair: increase damage on all hits by 1; change last hit to be the same as other hits, but with a high bkb and a moderate amount of kbg. slight hitbox size increase.

Dtilt: Either first hit (damage decrease) is slightly faster and combos into second hit (which has a slight bkb increase) OR first hit has slightly increased bkb and size in exchange for a slower startup, and time between two hits is increased in exchange for less cooldown after second swipe (which has increased damage and kbg)
Utilt: moveswap with Kir- *shot* what the plussery did
Ftilt: what the plussery did

Fsmash: again, i cant think of a better way to do it than what the plussery did
Usmash: slight size increase and increased damage; if the hitbox that hits on the way down is different than the one that hits on the way up, make it spike a la Dedede up-b

Up-b: change gravities so that it can rise about 1.5x higher at the beginning and reaches the apex around halfway through; also, can sweetspot around 3/4 of the way through the animation
Down-b: increase size, bkb, kbg, and damage while being slightly slower. Either that or make aerial hit combo into a supercharged version of the ground hitbox, resulting in massive lulz when you spike someone with the air hit and cancel the attack by grabbing the ledge.

Endnotes
Oh. Given the power to change anything? in that case, id make sonic say "you're too slowwww" every time a dsmash, shuttle loop, uair, dair, tornado (each individual hit), and dtilt connects with the opponent. And each time you connect with a grab. And I'd edit throws:

Dthrow: slightly lower angle and a tad more bkb
bthrow: more bkb and kbg

For Bowser, i'd add 'C'mon! Show me your moves!' to the end of each of his taunts, and 'YEHS!' each time an fsmash or suicide claw hits. Throws:

Dthrow has a slightly higher angle and extra hitstun, but also a more bkb and a bit less kbg, to make it more 'techchasey', much like mk's above
Bthrow: see mk bthrow

And I'd make kicakss textures for every character and stage, and hack custom music into the game. Obviously. And lengthen Kirby's HIIII! to HIIIIIIIIIIIIIIIIIII! like in Melee, even though that has nothing to do with buffing Boozer or nerfing MK. Which reminds me, I'd make Bowser's CSS icon read 'Boozer' for the lulz.

As you can see, I'm much more of an ideas guy than a discussion guy. Notice that I didnt make
m
any massive changes, but simply provided optimizations of moves for bowser and slight, subtle nerfs for most of meta knights moves, which will add up when applied together.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
Well, I'd be kicking myself later if I didn't at least throw my name in. I'm fairly sure there are more deserving than me, but here goes.


Tatsuman
64: Ness, Kirby
Melee: Falco, Marth, Doc
Brawl: Dedede
Brawl+: Ness, Lucas, Sonic (most of the roster for friendlies)

Smash Bros. Tournament Experience: Mostly vBrawl tournaments with okay placing. Since I started playing Brawl+ though my vBrawl skill has gotten rusty from a lack of practice. xP Haven't yet found a B+ tourney in my state, so no tourney experience. Just friendlies.

Interest and Contributions: Anything I can to help further the community. I've gone to a few small vBrawl tournies and set up a station for B+ with my crew. Haven't gotten much response yet, but I can hope. >.>
I'm incredibly interested in the project. It sort of revived smash for me as a series, as Brawl was beginning to bore me and Melee tournies are scarce to say the least.

I'll have to fill in the links bit later, I suppose. The only "discussion" I can think of off the top of my head is the Sonic+ thread, and that was less of a debate than dueling text walls of insane irrelevance.

Bonus question: Buffing Bowser is tricky. The easy way would of course be to make him faster, but that completely destroys the point of playing Bowser.
If pressed though, I'd have probably made his throws more combo-able to compliment his dashgrab range and make up for the lost grab release shenanigans.
Then I'd suggest adding SA frames onto the entirety of the Bowser Bomb and making the move begin it's decent much faster in the air. Then drastically reduce the knockback on the move until it hit the ground. This would help him escape juggling by simply powering through it with SA frames rather than giving him a drastic decrease in hitstun or fall speed. A floaty Bowser is scarcely a Bowser at all. A Bowser that blasts out of a combo with Super Armor sounds more his style. The hitbox/knockback changes are to keep the move balanced.

Nerfing MK is again tricky, but I think I'd go with nerfing his kill moves so he has to rely on gimping. Then increasing his SH and make him more floaty on the way up to slow him down and hopefully make approaching a bit harder. Increasing just his DJ height might also make him more vulnerable when trying to plank.
This one sort of uses a character's physics against them, which any other time I'd be against. However the only other way to nerf him that I see is to shrink his hitboxes, a change which I find to be a bit more potentially harmful. Lesser of two evils I suppose.
 

TLMSheikant

Smash Master
Joined
Oct 6, 2008
Messages
3,168
Location
Puerto Rico
My forum name: TLMSheikant

Characters I play:
64: Pikachu/Link
Melee: Young Link/Sheik
vBrawl: Toon Link/Pikachu/Marth
Brawl+: Toon Link

Smash Bros Tournament Experience:
Mostly vBrawl tournies. Have gotten top placings multiple times and am considered a top player in my region.
------
Interest and contributions:
I would like to help the community in every way possible. Ive been making some ppl try out brawl+ and so far ;D its working.
-----
Discussions/threads/past contributions:

http://www.smashboards.com/showthread.php?t=220697

A thread for the Toon Link boards for critiquing videos. Helping toon link players get better. Sasukebowser merged his video thread with critiques. But when it was active it did help. :)

http://www.smashboards.com/showthread.php?t=230272

Ive participated and given my opinions on the current brawl + toon link.

http://www.smashboards.com/showthread.php?t=235150

I participated in a discussion on whether or not zair should be spammed (that continued in sasukebowser's profile).

And Ive helped the vbrawl toon link boards countless times with matchup information, stage counterpicks, etc.
------
Bonus questions:

Buffing Bowser: The best way to buff bowser to me would be: To make his ALR 30% to allow for a safer and faster aerial game. He should also feel like ganon in that he only needs some 6 hits or so to put you in percentage for KO. I dont think the solution is making him faster overall (except for ALR) since that would destroy the whole point of playing as bowser. He should feel like a tank. The idea of giving him rough skin is great and I liked it.
--------
Nerfing MK: The best way to nerf MK to me would be: Nerf his down tilt and change its IASA frames to 22. As it stands its way too good of a frametrap. I would also nerf the range in his forward tilt but keep the other properties intact and nerf his dsmash's knockback a little. I also feel like he would be more balanced if he had less range overall in his hitboxes. He should still be the gimping machine but have trouble killing and getting inside of some character's range. Giving him some potential bad matchups.
 

Hylian

Not even death can save you from me
Administrator
BRoomer
Joined
Sep 9, 2004
Messages
23,165
Location
Missouri
Switch FC
2687-7494-5103
Your forum name:

Hylian

The character(s) you play:

64: Ness/Kirby
Melee: Fox/Falco
Brawl: G&W/IC's/Snake/Falco/Diddy/Samus (I know how to play most of the cast at a competitive level though)
Brawl+: GW/Falco/Marth

Smash Bros. tournament experience:

I have been playing smash competitively since 2003. Needless to say, that's a lot of ****ing tournaments :). I've been going to brawl tournaments since before the game came out in america, have been to almost all the nationals, and am very familiar with almost every top player in the tournament scene. I've won a fair amount of money playing brawl (close to $2000).

At apex I got 4th place in brawl+, only losing to ChuDat who got 1st. I 2 or 3 stocked everyone else I played.

Interest and Contributions:

I'm very interested in the development in anything smash related. I'm one of the people in charge of the SBR, I'm in the Smash Lab, I'm extremely active in the tournament scene and on the character boards...I just like to contribute as much as I can to this community because I love it. I have experience against top players for a ton of characters and I'd like to think I have a pretty good understanding of things that work/don't work and need to be changed.

Really, I just think I could contribute a lot with my experience and knowledge as a player.
 

bleyva

Smash Ace
Joined
Feb 17, 2009
Messages
511
Your forum name:

Hylian

The character(s) you play:

64: Ness/Kirby
Melee: Fox/Falco
Brawl: G&W/IC's/Snake/Falco/Diddy/Samus (I know how to play most of the cast at a competitive level though)
Brawl+: GW/Falco/Marth

Smash Bros. tournament experience:

I have been playing smash competitively since 2003. Needless to say, that's a lot of ****ing tournaments :). I've been going to brawl tournaments since before the game came out in america, have been to almost all the nationals, and am very familiar with almost every top player in the tournament scene. I've won a fair amount of money playing brawl (close to $2000).

At apex I got 4th place in brawl+, only losing to ChuDat who got 1st. I 2 or 3 stocked everyone else I played.

Interest and Contributions:

I'm very interested in the development in anything smash related. I'm one of the people in charge of the SBR, I'm in the Smash Lab, I'm extremely active in the tournament scene and on the character boards...I just like to contribute as much as I can to this community because I love it. I have experience against top players for a ton of characters and I'd like to think I have a pretty good understanding of things that work/don't work and need to be changed.

Really, I just think I could contribute a lot with my experience and knowledge as a player.
smash got em some benjamins, this dude knows his ****
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
I 2 or 3 stocked everyone else I played.
wtf lies!

I'd like to think I have a pretty good understanding of things that work/don't work and need to be changed.
Like when you thought G&W was bottom tier? :laugh:

You just want a gRAPE name don't you?

Heh I'm just playing. I know you know your ****.
 

Hylian

Not even death can save you from me
Administrator
BRoomer
Joined
Sep 9, 2004
Messages
23,165
Location
Missouri
Switch FC
2687-7494-5103
wtf lies!


Like when you thought G&W was bottom tier? :laugh:

You just want a gRAPE name don't you?

Heh I'm just playing. I know you know your ****.
I've never thought he was bottom tier lol. More like mid-high. I just don't agree with him being top.

And sorry, I should of clarified that I 2 or 3 stocked everyone when I started playing with GW lol. I beat you with Marth >_>. That was the first time I've ever played marth in brawl+ >_>. lol <3.


Also, I can't use the magenta name because I'm a mod so that's not really an incentive. Otherwise my name would be green right now lol.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Illinialex24

Smash64: Ness, Jigglypuff, Mario
Melee: Jigglypuff, Marth, Sheik
Brawl: Jigglypuff, Marth

Have been to a few tournaments, mainly COB in Chicago, going to it again in June

I am very good at helping people most of the time and have made a Youtube account and some threads here based off of it. Have helped thousands of people install Homebrew (although I don't generally discuss that here), help people with troubleshooting with codes and apps, and have done much more. I would like to join because I would be interested in where Brawl+ is going and I have been increasingly playing it since 4.0 came out.

This part is EASY:
I wonder.....: Generic Q&A
Also here:
Maybe here as well?
Too many to count.....
Here as well
This list is getting long.....

And this is why I am not going to get in:
http://www.smashboards.com/showthread.php?t=235686

I'll go get a recommendation but in the meantime, I'll answer the question... I would have reduced the speed of most of Metaknight's moves, especially the following:

Increased the startup time for tornado, so he truly has to use it far away from an opponent, not the catch them off guard, and lengthen the landing lag from it.

Taken away any invincibility from Metaknight's B-up on the ground and made it so he can press A to get a highly reduced landing lag right before landing and taken away a glide attack, like Charizard.

Reduced the knockback on his down smash but kept the damage

Kept his B-up the same with possibly a 1% damage increase because of the loss of his D-smash, but increased the time before it attacks by 2 frames from the ground.
 

Kataefi

*smoke machine*
Joined
Oct 12, 2008
Messages
3,377
Location
igloo
I'll give this a good try :)

Kataefi
SSBM: Sheik/Zelda, Peach, Jiggs
Brawl/+: Sheik/Zelda, Peach, Jiggs, Diddy
Tourney Experience: Nothing major at all. I run small weeklies in Brighton UK, at my University with a pretty good turnout give or take. I have a competitive mindeset. Currently we've been using the latest PAL brawl+ codeset.
Interests and Contributions: Bluntly put, I want to be at the forefront of the discussion, granted I will not know everything thrown at me for every single character, but I've researched and feel confident in knowing my mains and matchups in general regarding brawl+ and vbrawl enough to support any claims I am willing to make should I be considered.
Smash Bros. Intricacies:

I feel very close to this thread. It's a research thread on Zelda. With proper testing, the community was 1 frame away from a legit dtilt > lightning kick sweetspot true combo. Alas, it was too good to be true, but it's now a research thread for any findings.
A stage discussion thread here. As the OP, I wanted to encourage more strategy in how to handle the stage rather than a generic out of 10 rating.

I currently edit the Zelda matchup thread and organise third parties to write dedicated summaries on their mains against Zelda. It is currently going through an overhaul with an influx of rediscussions seen throughout the board. The matchup chart was also designed by me. I thought this would show some kind of dedication you might be after :)

Optional Bonus:-
I would choose to buff Bowser. How I would go about this:
- visiting the vBrawl bowser boards and asking the community on the weaker aspects of bowser's character to get insight.
- putting those negative traits in perspective amongst the brawl+
- started working on solutions if those problems are existant within brawl+.

Bowser is a character I don't know enough about to start providing changes. Therefore, I'd do the above first and then begin my pursuit of change.

Thanks for reading.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
And sorry, I should of clarified that I 2 or 3 stocked everyone when I started playing with GW lol. I beat you with Marth >_>. That was the first time I've ever played marth in brawl+ >_>. lol <3.
Yeah, I've learned since then to stick with ROB for that matchup. Squirtle just ... doesn't quite have what it takes to go toe to toe with Marth. At least ROB can camp, outrange, and gimp him, and is much harder to kill.

But this is the wrong topic for this discussion so I'll shut up now :X
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
Forum name:

Plum

Characters I play:

SSB64: (Main) C.Falcon, (Secondary) Mario
SSBM: (Main) C.Falcon, (Secondary) Jigglypuff, (For fun) Mario & Link
SSBB: (Main) G&W, (Secondary) DDD & Wario, (For fun) C. Falcon, Mario & Luigi
SSBB+: (Main) Luigi, (Secondary) Wario, (For fun) G&W, Mario & Charizard

Smash Bros Tournament experience:

The first thing I have to say is high school johns.
So off the bat, I really don't have the tournament experience of other players. I tend as many Smashfests as I can (mostly in a local gaming business Arena 51) and play in the small local tourneys they have there when I have the time. As far as placing, when I do attend I tend to make top 8 in vBrawl with a few finals. I really haven't found a group who enjoys Brawl+ here (either vBrawl or Melee players who just don't bother to try) outside my own friends, so as far as Brawl+ I have been limited to online play in the IRC. Though this will be my first summer in which I can provide my own transportation, so hopefully I will be getting around the EC and playing more often as well (No AP johns with school out... thank god).

Contribution:

I'm no coder, but as far as my contributions go I like to claim myself as somebody who knows what is balanced or not. I've been playing games long enough to know what is balanced, accepted as balanced enough, to just flat out bad. I've avidly played games such as StarCraft or Team Fortress 2 and watched them achieve a level of balance among on a competitive level that other games dream of. I've played games like World of Warcraft (varies between updates of course) or *insert fighting game here* and seen them achieve a laughable idea of balance. I've even played multiplayer games so horrible that my mind just wants to blank the idea of them from my mind. Okay, sure, perhaps that just means I am an avid gamer. I believe that to really have a sense of how to balance a game one needs to have played such a wide variety of games, not even just fighting games, to really know what balance means in a game. Personal experience from a range of different titles and genres gives a player a feeling for what works well, and even what is going to still allow the game to be fun. Yes this is a competitive project, but let's admit that if balance was the only goal the cast could have been homogenized long ago at the sacrifice of what attracts us to Smash.

While I am not the greatest "idea man" I am certainly open and ready to contribute on how to "fix" a character. The level of knowledge I want to say I have in regards to Smash has pushed me to become an encyclopedia of sort; I have a general knowledge of every character in the game as well as how to play them at a high level (though whether I have the ability to do so is another question), and a wealth of knowledge with those I play. With that, and the knowledge of what is borked or just a simple lrn2di/counterpick/character weakness (or strength) I safely say I know the kind of things belong to a character or not, or even what belongs in Brawl+. Not every character needs X move to be useful, perhaps Y move has a solid use but just needs a frame speed tweak to help out, more likely the character is perfectly fine and a character weakness is something that has to be expected. I think it is important that anybody who wants to go deep into the balancing of Brawl+ understands this.

I have never been more interested in Smash as I have been with Brawl+. From the release of Melee Air Dodge to the explosion of possibilities with the removal of the 256 line limit, I have kept a place in my Smash schedule for Brawl+. Now this project has become such an amazing game, and vBrawl is the thing I have to find time to fit into my Smash schedule. I want to be involved in this community as much as possible, and the big increase in my post count since the Workshop was created shows that. I can't think of a better way to be involved in a project I love so much and faithfully follow then to directly help as the game nears its way to a more finalized "Gold" release.

Select posts:

http://www.smashboards.com/showpost.php?p=7059890&postcount=111
This was in regards to whether or not the IC infinites belong in Brawl+. With the changes that have already happened to the Climbers to promote other aspects of their game, as well as Chu's great showing at Apex I am willing to say that they really do not need them anymore. However now I would want the limiter that was supposed to remove their infinite to not allow Popo to regrab from Nana rather vise versa. Either way, I think it is a great post by me :p

http://www.smashboards.com/showpost.php?p=7174121&postcount=1
I will be the first person to say that this thread needs to be updated. My knowledge of Wario has definitely increased since this thread started which was before I really got as serious about Brawl+ as I am. It is sad to see such a lack of interest in Wario, though it comes to no surprise because he is such an underplayed character in vBrawl as well and is naturally bound to have even less players in B+ with less players in general for B+. School is about over, one week to finish before finals so this definitely will be updated soon to be a much cleaner and overall better guide. As it is though, I think it shows the level of effort I am willing to poor into this community to insure it thrives.

http://www.smashboards.com/showpost.php?p=7318975&postcount=5824
A post about me arguing as to why MK isn't broken like some people march in and announce. Self explanatory really. Didn't want to dig too far back into my post count, so I just kind of picked this >_>

Nerfing MK/Buffing Bowser

Well I don't play Bowser, or play against a Bowser so I am going to stay away from him. I really don't know enough into his character as to propose any buffs to him.

Edited this, so it is all from scratch rather building off what has already been done. Nerfing MK:
- My first major thing is to address the Tornado without really changing how the move should work. I think no matter how you change it in terms of lag, it will still have one key flaw and that is the size of it. So as such, I would adjust the actual hitbox part of the move down to the size of Kirby's Tornado. Adding on, I would add more startup to the move while removing some off the endlag currently in the move. The move would have to be used from a distance and then brought in closer due to the startup lag, though MK shouldn't be left as punishable as he currently is after the move is over (certainly enough to be punished if MK doesn't move away at all at the end of the move).
- Uair would be tweaked to remove the degree of comboability it has. My thoughts right now are to give it more BKB so it doesn't combo as easily at low percents. It would be tricky to balance it out so it can still remain a key part of his combo game, though can certainly be achieved. With a higher BKB, the move could potentially become too deadly at higher percents so a less KBG would be given to compensate as well.
- I'm really not sure if this would work, however I would like to see MK be given slightly more grav. His jump height would be compensated to remain the same as it is now too. My idea here is that MK would essentially be made more susceptible to combos, while compensating his other values so that the higher grav doesn't effect his SHFFL game to improve his combo game. He plays the same overall, while being hurt a bit more for mistakes. The nice thing about MK is that higher grav wouldn't have the same effects on him as it does on say Falcon (or Roy, haha) because his recovery is so good and he has multiple jumps. This will give him some slightly improved vertical survivability, but overall I feel the added danger of being an easier combo'd character will balance that out.
- More end lag on Ftilt and Dtilt. It is important that these moves remain potent spacing tools with incredible range and quick startup. More endlag would simply make these freakishly good spacing moves punishable on miss. Let's be honest, for two moves that can render Marth's range null, they are WAY too speedy. I don't want to change the startup lag however because another important thing is to preserve character traits; MK should have very quick startup on his attacks to keep with his character.
- Dsmash is an obvious problem. With its very fast startup and lag it should be used as a GTFO move, however left alone it also becomes a much better kill move than something that fast should be. The answer is really just to lower its BKB and KGB. You could go the route of slowing the move down, but Fsmash already serves as a slow finisher, and it would be overall a better choice to preserve the moves usage as a GTFO move than a kill move.
- Shuttleloop could deal with a drop in KGB, perhaps a slight drop in BKB. I don't want to drop the BKB too much and make the move connect into Glair on hit easily. Another problem with the Shuttleloop is the grounded version because of its invincibility frames. Its obvious that MK has enough GTFO options as it is, and they already have speed and transcendental priority. He really doesn't need a GTFO move with invincibility frames, so I would propose to speed the move up in the specific frames he is invincible to bypass them. It still remains a good move grounded, just lacks the stupid good invincibility frames that literally allows him to go through anything when timed right.


Anywho, wall of text is finished, now I just have to hope for the best :)
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
In your application please include:
  • Your forum name: Veril
  • The character(s) you play: I only play B+. I main Jigglypuff and Lucas, I second Pikachu, MK and Ganon. With the changes made in B+, I enjoy most of the roster, so those are by no means the only characters I play.
  • Smash Bros. tournament experience: Very Limited, I went to GIMPED1 and another smaller tourney hosted by Alukard. I have traveled more recently, as my semester is over. I do get out and play, and I don't really do wifi. This summer I plan on hosting a B+ tourney and have found a nice, large venue near where I live.
  • Interest and Contributions: Furthering the metagames of Lucas and Jigglypuff substantially. I attempted this in Brawl, arguably with some success as I developed a very significant set of advanced techniques for Jigglypuff. The "rest interrupts" and "perfect resting" were the result of an enormous amount of testing, my own ideas, and some luck.

    I am currently testing combos that these characters have: Jiggs, pikachu, Lucas, and Squirtle.
    I have tested at least one combo for each character on: Marth, MK, Sheik, Fox, CF, and Luigi. This allows me to see how it works across weight ranges and combo resistance levels. I will actually post these and share them if I am made a member of the WBR.

  • Lastly, please provide at least three links to discussions you played a significant part in, or where you otherwise sufficiently demonstrated your knowledge of Smash Bros. intricacies.
    http://www.smashboards.com/showthread.php?t=231035: My guide to Jiggs in B+.
    http://www.smashboards.com/showthread.php?t=209708: My no longer updated ATs guide for Jigglypuff in vBrawl.
    http://www.smashboards.com/showthread.php?p=7594855#post7594855: My new blog, it contains a lot of what I'm working on in regards to testing and whatnot.

  • Given the power to change anything in the game, how would you have gone about buffing Bowser or nerfing Metaknight?

    I want to keep things simple whenever possible.

    I would decrease the cooldown on bowser's throws in order to give him more options out of a grab. This would help offset the loss of his grab-releases. With MK I would increase the cooldown on his d-throw. He has a ton of options out of his d-throw and nerfing it would be a huge balancing factor. I hesitate to suggest further nerfing as I feel more data on him is needed.

Well, I hope you guys consider me. I work hard, play well with others, and have a knack for getting people excited about a character. I was even made the discussion leader for the Jigglypuff board, a position I am going to resign, since vBrawl is just not interesting to me anymore.

This post will be updated periodically.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Well, I hope you guys consider me. I work hard, play well with others, and have a knack for getting people excited about a character. I was even made the discussion leader for the Jigglypuff board, a position I am going to resign, since vBrawl is just not interesting to me anymore.
After I trolled out of it ;)
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
Forum name:
cman

The character(s) I play:

SSBB: Marth (main), Rob (secondary), MK (secondary)
B+: Samus (main), Marth (secondary), MK (secondary), Zard (secondary)

Tournament experience:

I have been to a few very minor tournaments, with the largest being C3 in may. I do not have much tournament experience, due mostly to school/schedule johns, but plan to attend significantly more often now that I have graduated.

Interest and Contributions:

The characters I play in B+ tend to be unpopular, excluding marth. Because of this, I can provide subtle information about these characters who might not have a representative mainer in the WBR. However, where I believe I will be most useful is in my interest in analyzing different and often obscure topics, such as competitive item use and an in depth analysis of the merits of big blue as a counterpick stage in its newly slowed form. These are two current projects of mine, and now that I have much more free time, I plan to be finishing them up soon. I can fill the role of investigator on some of the more minor aspects which need to be researched in order to release a complete, competitive, and deep game.

Links to posts:

-I am writing the samus+ guide, and I have done nearly all of the testing and analysis in the guide.http://www.smashboards.com/showthread.php?t=230252 School johns for me not finishing it yet, but I'm out now, so I will have much more time to do smash related stuff.

-Samus/lucas matchup discussion for several posts (ongoing).

-Analysis of falcon's aerial raptor boost.

-Quick discussion of the problems with PT's current switching mechanics.

-In the item thread, I analyzed the effect that items in general could have on the depth and competitiveness of gameplay. I am also currently in the process of testing item properties and writing an essay on balanced item implementation into b+.

Optional Bonus:

On Metaknight

Metaknight is at the core a pressure and gimp character. By itself, this character design is not at all broken, so I believe it is perfectly possible to balance him to high tier. The problem with MK currently is that he has strengths in too many areas, even when they have nothing to do with his base playstyle. When the range/pressure/gimp game doesn't work particularly well against a character and most would recieve a disadvantageous match up, his other strengths can be utilized to cover for them. Since his strengths are so diverse, there are always good options to use against any type of character. His strengths aren't so overpowered that he hard counters many others, but he has so many that he can beat every character at least somewhere. This is the reason that led to his advantage against almost all of the cast in vBrawl while he hardcountered relatively few.

For example, he has a quick and long range grab, dash grab, and pivot grab, and solid throws that put the other person into a disadvantageous situation. They are not overpowered by any means when taken by themselves, but they are good, and provide a fundamentally different style of offense than his main pressure game. These are the aspects of his character that need nerfs, like maybe slightly decreasing the range, speed, and dash grab distance of his grabs.

His recovery shouldn't be nerfed by making his glide go into free fall because that compliments his gimp game, and does not add an extra unrelated strength, as his recovery would be good anyway with 5 jumps and good recovery specials. Additionally, his good recovery is offset by his light weight. Dsmash definitely needed the nerf in KB, because it made him too good at outright killing, giving him yet another useful separate strength.

Also, Doubleyou Tee Eff at MK having no arms and shorter sword than marth, yet longer range?!? It just doesn't compute!
 

XSilvenX

Smash Lord
Joined
May 29, 2007
Messages
1,166
Location
Brooklyn, New York
LMAO this thread is such a bad idea. So many random players trying to get into the BR. It's funny though..

Anyway, I wanna vouch for Hylian since he actually knows his stuff and has a lot of experience.

+1 Hylian ^_^
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
LMAO this thread is such a bad idea. So many random players trying to get into the BR. It's funny though..

Anyway, I wanna vouch for Hylian since he actually knows his stuff and has a lot of experience.

+1 Hylian ^_^
I heard every one of these applicants is going to get in...

oh wait!

There are no restrictions on submitting an app to a job in real life. We'll be reading through all the apps and deciding on the best applicants, just like a job does. If a good player doesn't want to submit an app then we really don't want them. Taking the time to fill out this application shows to me you have the time, dedication, and caring to help Brawl+
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I'd just like to clarify -- the Boozer / MK question was asking what you would do to them from scratch, not in addition to their current tweaks.
 
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