And I'll answer what I can!
1. With WindOwl's discovery on bypassing filesize limit, will you now be implementing codes such as moonwalking that need to be in the char's files to work? Will it be universal, or limited to certain characters? If so, which characters?
A universal moonwalking code was attempted, but after that I don't think it has been revisited. Or at least Shanus hasn't posted in the BR that he has taken a shot at it again.
Right now the current method to give a character moonwalking is done on a character by character basis, and was limited by the size of a character's .pac. Removing this restriction does mean that each character could be given a moonwalk (ie ZSS would be hot with a moonwalk imo but wasn't possible until now). However being that this is still done on a character by character basis does mean it is time consuming. I'm also pretty sure that the moonwalking coding creates issues with foxtrotting, so especially on characters with useless moonwalks it would be a poor choice right now to give them one even if possible.
In the future when more important things are done moonwalking will probably be revisited though.
2. Would you guys consider adding either a weakness to L canceling or a strength to forgoing it's use, so it is a decision instead of an automatic 'press this button for success' mechanic? For example, if L canceling stopped all momentum, then you might instead choose not to L cancel, for the movement it preserves.
This has been brought up before. I don't really think the discussions went too far though. One of the ideas was more about changing how certain moves worked rather than L canceling itself. Almost all of us (apparently not Windowl) feel that the mechanic is perfectly fine, but for example if certain moves had landing animations lower to the ground than a characters crouch then it would create situations where the character would not L cancel in order to dodge using the landing animation.
3. How does the input for AGT zair and AGTing items differ? Airdodging and pressing A or Z both cause characters to Zair, even when holding item. How did you work around that?
There is a window where throwing the item will take precedence over Zair when canceling your airdodge. I don't know the exact frames that the window is open, but I know it is right at the start of the airdodge that it begins. Basically to AGT Zair while holding an item you have to delay your input of the AGT.
6. I'm sure alot of people are curious about specific character changes and plans, what recent plans and changes have been made to everyone?
Brawl characters that seem to be getting attention right now are MK, Charizard, and ZSS. At least these are the characters that have seen changes produced for testing or that I know for a fact are being worked on. As for the plans for them, I don't want to say anything I shouldn't. Generally speaking if you don't see it in videos or on a Dojo post it hasn't been deemed worthy of release yet. Any mention of character changes is bound to be met with a lot of... well... discussion that may or may not be wanted right now. Other characters are always under discussion though, but actual changes being done to them is not happening at this moment.
Probably more importantly is the discussion on what moves the lower tiers from Melee will receive from Brawl. Only a few characters are under discussion (Link, Pikachu, G&W and Ness as Shanus has said in this thread before) but more will be opened up as these are finished. It's basically taking the best aspects of these characters from each game to make the character as good as can be.
8. I believe that someone mentioned earlier that the moonwalking preventjs DACUS(?) from working, if it does indeed, why, and can that be fixed?
DACUS works fine on characters with moonwalks (tried it with Falcon... his DACUS is useless but it still worked
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
). Moonwalking does mess up foxtrotting though as I mentioned.
DACUS is effected by friction and are not as useful as they were in Brawl without the crazy stage crossing distance that the prevalent ones had, but are still fully possible.
3 Questions (For now...)
1. How are you guys intending to handle Ike? Is he going to play out like Ganon with a sword or do you have something else in mind for him?
Ganon with a sword is probably the best way to compare him to a Melee character right now (Kage playing Ike
![Laugh :laugh: :laugh:](/styles/default/xenforo/smilies/laugh.gif)
). I can't say for sure what is going to be done to revamp him, if anything. It might be decided that a similar playstyle to Ganon is what Ike needs (slow, but monster spacing tools, staple combos, and kill power up the wazoo).
3. What is Wolf's speciality in comparison to the other spacies (besides being able to pummel crazy fast)? Are you planning to do something special with his shine? Or will laser baiting then reverse wavedash to fsmash be his main tactic?
First of all, his Shine is ground cancelable ala Fox in SSB64. Just look up Fox's shine cancel in SSB64 to see what it is if you don't know.
His lasers are jump cancelable. So he can laser > wavedash, laser > jump > aerial/special, laser > JC grab, laser > Usmash, laser > SHGC shine (short hop ground canceled)... basically he has a ton of tricks and combos with his lasers, and he can really lob out laser spam too (though not to the degree of Falco). Saying that laser wavedash Fsmash is the only thing he can do with his lasers is a huuuuge understatement. I would say that he has much better use of the JC than that too.
I don't really play Wolf other than casually so I can't make too many comments on his playstyle because I don't play him at the same level as my actual characters.