Juushichi
sugoi ~ sugoi ~
Falco400, are you going to Sole's Test Your Might in December?
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I'm trying not to come off as a whiner, but Jiggs NEEDS to be nerfed somehow.
All of the characters in smash are pretty equal when it comes to risks and rewards. However, the closest Jiggs comes to a risk is with rest, and considering the power and speed of that attack the reward still outweighs the possibility of being punished.
So its pretty obvious that Jiggs is one-of-a-kind in the smash world. The margin of error is maximized for her opponents while Jiggs can enjoy the comfort of being difficult to combo at kill percent, having the best offstage game, and her rest combos are easily the fastest and most lethal finishers amongst the cast.
of course, you could say that my opinion is solely based on the fact that "da 2 behst playahs use pUff" but that doesn't change the fact that based on her attributes she has a far more uneven risk/reward ratio than pretty much the entire melee cast.
IMO, her risks should be upped by making her kill percent even lower than it already is. Granted, it'll make her harder to combo, but at least Jiggs mains will be forced to play with a bit more caution if the stakes are higher and Jiggs is more like the majority of the cast.
Well it has the ported Melee values... but that was done before the animation change.So has the animation change in ganon's wiz kick changed anything about the attack, or does it just look cool?
Proooooobably not, I stopped playing Bawrl so there's no real reason for me to go. Plus, unless it happens around the time I get out of college for break I doubt I can go anyway.Falco400, are you going to Sole's Test Your Might in December?
Eh... It's more or less a personal preference. Ganon was actually the only clone that I liked. Ganon's Brawl Dair was dumb looking. Looks like he's trying to take a standing dump. His run looks like he's in desperate need to find a toilet. I'm glad his Melee run and Dair are back. They look far more pleasing to the eye than that crap on vBrawl.why do you want him to be a nigh 100% falcon clone...again...?
anywho, this brings up another question from me:
I know Ganon got his usmash, Dsmash and i think Dair Animations changed (dont like the last cus I feel the Brawl Murder Stomp has more of a feeling of POWAH behind it), and Falco got his old Shine back, but are there any other plans to change vets to be more like their melee selves, or will things from brawl be kept?
(for example, Peach's Hearts vs 'splosions, FLUDD, etc)
While we haven't discussed anything like this in the PMBR, I personally think it should be possible to turn almost any in-match rule into a code, we just need to talk about whether that's something we want to do.Even if AMKalmar's particular idea isn't practical, it does raise another issue I don't see brought up too often.
Melee tourneys always had really vague anti-stalling rules that were (arguably) necessitated by things like Puff's rising pound and a few ledge-camping strats. I dislike this rule since, in addition to being vague, the stage/match-up combinations in which one character can completely evade the other in an easy and deterministic way are few and far between. What sort of implementations could be brought in to make it so we don't need vague anti-stalling rules for these cases?
This varies greatly by stage and match-up, but here a few ideas anyways. One thing that BBrawl did was make it so that you automatically get up from a ledge if you grab a ledge(s) a certain number of times before landing on a surface. This would probably deal with a lot of problematic situations nicely.
Would it be possible to limit the number of times Puff could use pound per airborne period? The condition for regaining the pounds would be landing on a surface in this case. To make sure that this wouldn't actually hurt her recovery in a particularly significant way, you could give her at least as many pounds as she has midair jumps. This would have almost no influence on her recovery, yet it would largely hinder pound's stalling potential.
We sped up the aerial Side-B cooldown, so he should still be able to get followups out of it. Plus, by mixing up grounded and aerial versions, you sometimes trick the opponent into missing a tech since the timings are different.There was already a techchasing factor before you allowed them to tech it, plus it nerfs the hell out of the Aerial Gerudo.
He turned it into a Brawl+Melee event, but I understand on the last part. OH's trying to revive it's Melee scene.Well it has the ported Melee values... but that was done before the animation change.
Proooooobably not, I stopped playing Bawrl so there's no real reason for me to go. Plus, unless it happens around the time I get out of college for break I doubt I can go anyway.
Bahahahahaahhaha I love youAt least you pretended like you knew what you were talking about.
Yeah, I'd be down.Dewd, we should totally play. I have it you knoowwww.
Unless Strong_Bad had his way with the codeset and I'm not aware of it, the Handicap=Buffer system is still there, you just have to turn it on yourself.Can we still select the buffer window when choosing our character?
Doesn't look like she can handle C. Falcon though, sure she can set up fire traps but that guy is all over the place, it won't do any good lolZelda's sooooo broken lol.
I wanna try that out.
That is a VERY good ideaUnless Strong_Bad had his way with the codeset and I'm not aware of it, the Handicap=Buffer system is still there, you just have to turn it on yourself.
What we wanted when we made this change was to remove buffer for serious matches because the game is about testing skill and buffer does create an artificial skill by extending the windows on what should be frame perfect timings. If you see a Project M side tourney or something of the like, expect zero buffer because we want the true skill to be the deciding factor here.
However, we also recognize the usefulness of the system. One problem with Melee is the technical barrier of the game that makes it hard for a new player to get into. When showing Project M to Brawl players who are interested in the game but have no Melee experience for example, you can turn on the Buffer system in the advanced options menu for them so they will have an easier time getting the timing of AT's down.
It makes it much easier to ease yourself into the game because you have the ability to start at like three frames of buffer (or whatever is good for you) and slowly work your way down to two frames, then one frame, and lastly zero as your dexterity improves.
Thank goodness, on all accounts. Especially the Up B and Dair improvements. Zelda's always been a sitting duck when trying to make it back down to the stage after being hit vertically.Her Up B allows you to airdodge out of it (only in the middle of the teleport, not after). And her neutral B can be ground canceled as momosugar demonstrated in the other videos. Her Dair sweetspot is also actually a bit useful and can actually hit short
That seems like an ideal solution to me.Buffer stuff.
1) Sweetspots work like Melee.Interesting concept for the new Zelda, I have to say. Do the sweetspots on her fair and bair stay out longer, or was that just my imagination?
And can her dair actually pop up grounded opponents now?
/stupid questions
truthPeople will always complain huh? If zelda is bad, ppl complain. If she's good they still complain lol. Her new Din's fire trap wont be broken in a melee enviroment. Oh, you want to set traps? Sorry Im already in ur face uthrow upairing u. ~Fox~
Yeah, I'll admit it, it took some getting used to aesthetically. It doesn't look quite as polished in execution as the brilliant work that's been done on Wario's modified moves. (nothing wrong with that, since its all WIP)lol At first I thought it was a glitch... wtf are you guys serious?
Looks like some Melty Blood s***.
Also, trig functions are slow, which can become a problem when all calculations need to be done within 16ms.
The equation is just for the values. Testing could be done with a linear equation, then once you've decided on values of i and f, do this:LOL @ TRIG
ahahah oh god thanks for the laughs
no but really try to do it linearly with 7th gradeish math because you know
sakurai did not add the cosine function in brawl's language because
it's not needed why would it be needed
it isn't
ok
This would probably be best, but you could leave it linear as I said was an option in the first post regarding this.If you don't have access to trig functions, you could always get a good approximation with a maclaurin series.
My idea is not a nerf. It removes the need for an additional rule and that's one less thing TOs have to enforce. It would be a nerf if you were extreme and made the values of i and f too small, but we'd be reasonable. Consider how many times you would ever realistically need to use rising pound in one "flight" if you were not killing time. Let's say 10 uses. After that point, the move could degrade over 20 uses. These values are too small if they affect real gameplay at all, and too large if they don't negate stalling. Be realistic here, would you ever really need to use rising pound more than a dozen times before touching ground? Think about it.I like Puff unnerfed.
With everyone below top tier getting buffs, I think it will balance out. The idea should be to make better what is bad, not make worse what is good. Unless something is insanely overpowered, it will probably remain unchanged.I'm trying not to come off as a whiner, but Jiggs NEEDS to be nerfed somehow.
He brought it up because genkaku said my idea was a nerf.We're not "nerfing" anyone right now, I don't even know why you brought it up.
No, if you watch the other Bowser matches there is a point where Peach's shield is just fine after being hit by his Down B. The Peach player was just holding the shield way too long prior to Down B which caused the shield break (both times to be exact).Is Bowser's down-b an automatic shield break now?