Stevo
Smash Champion
lol sheiks slap is so bad with brawl DI
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Wouldn't it boil down to if fixing how the game reads controller input as DI is possible? And this seems to have more of an impact on gameplay with moves that have close to pure horizontal knockback.Find a way to melee-ify DI vs. reformatting every move for half the cast. I dunno about that one.
The only difference in how DI works is that it affects trajectory more than in Melee. Thus, we cannot and will not compensate for this by lowering the trajectory of some horizontal killing moves, because then on no DI and bad DI they'd be even worse off than in Melee.I know that, but DIing makes it different, yes? So unless you can fix the issue of DI, adjusting the move would be the next step.
i know devs keep saying that data (physics/hitboxes) have been ripped straight from melee but, (i'm just wondering) would there be a possibility that maybe data isn't read the same in the Brawl engine as it is in Melee?well rather than the fact that weRIPPED THE DATA STRAIGHT FROM MELEE...that could be a reasonable suggestion.
can't argue with that answerBut it does.
Well i don't recall reading that. Perhaps i missed it. Sorry.I think it's been stated many times that Mewtwo2000 is working on FoD.
I thought Magus made it clear that Brawl DI was likely twice as strong (because instead of averaging the two directions, it adds them).I don't know actually how effective DI is in each game by percent, but doing a side by side comparison of each game makes it clear that Brawl has more potency.
Catching things we haven't implemented yet, catching things that still feel off that we may have missed in our coding, seeing how a character's playstyle is in relation to how Melee is etc.So what IS an issue that would be of someone's concern at this point? What are the play-tester's play-testing for? I'd love to test it out with some Canadians here. are they just testing the melee physics?
We like to hear feedback on how things look, etc. Small nuances like the framespeed of his usmash however, are things that will always be in flux and won't contribute a whole lot. But being like, I think HA functionality looks a little too abusable and might be better if it did XYZ would add to the conversation.alright, my bad.
it just stuck out to me. I shouldnt have mentioned it.
Sonic looks pretty cool, on the other hand.
So what IS an issue that would be of someone's concern at this point? What are the play-tester's play-testing for? I'd love to test it out with some Canadians here. are they just testing the melee physics?
if Sonic's overall melee'fication is not an issue, why are the testers playing sonic and sheik like 30 times?
Is there anything someone who ISNT a dev or playtester can do besides HYPE and not post useless comments like a dumb-***?
You're a snappy little fellow, aren't you?Catching things we haven't implemented yet, catching things that still feel off that we may have missed in our coding, seeing how a character's playstyle is in relation to how Melee is etc.
Feedback on balance is welcome but, we likely wouldn't implement balance **** until LATER for good reason and that reason is getting the game to feel right.
No, not really. "LATER" capitalized is usually meant for emphasis to me, not... anger.You're a snappy little fellow, aren't you?
Not specifically the post I quoted was snappy, but your responses in general are.No, not really. "LATER" capitalized is usually meant for emphasis to me, not... anger.
quit being a *****.Not specifically the post I quoted was snappy, but your responses in general are.
I understand, with coding having to deal with the sensitivity of the shield button being pressed. Takes a lot of technical work, I'd assume, but we all know what assuming does.1. Light shielding; it's being attempted at the very least, but it's not exactly the easiest thing to code.
Kindly suck my gigantic *****.quit being a *****.
We already have a light presses code, it just doesn't generate a light shield. We have the input, just no light shield.I understand, with coding having to deal with the sensitivity of the shield button being pressed. Takes a lot of technical work, I'd assume, but we all know what assuming does.
Now, the answer to question number 2. Go!
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Dantarion did not solve the landing detection. He found how to modify the detection from going underneath to on top of a plat, like on battlefield.Well, shanus managed to get CC and jab resets working to (IIRC) perfection and Dantarion got near landing detection on accident (last I remember, again) so I know they'll find the spot for it.