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Exam studying bogged me down most of the weekend and I never got around to do much of the editing I needed to do. Yes it needs music and yes it needs the teaser added about our upcoming combo vid, but I want some feedback. It's one of my first serious, edited videos so I might not be the man for the job, so if someone more professional wants to take this on I have the clips ready for you. Anyway here are my questions:
1. Does it contain relevant, interesting, and well described information?
2. Does it look decent or something we'd want to show off with some tweaking?
3. Can you edit two clips to appear side by side in windows movie maker? My main concern is the clips not being side by side makes it tough to tell the differences in things, shield stun is a big one.
4. Music choice?
5. Misc feedback.
As with the entire B+ project, this a community project and this being something I'm relatively new at I kind of want some of your guys feedback and criticisms.
Red text is mostly legible at low-quality. Could be easier.
2:08 change "then" to "than"
2:48 there's a pause without anything happening
In general, you could trim the ends of many of the clips.
The MK thing was kinda hard to tell since he dies in both clips and the charged smashes are going to be rather strong anyways. Maybe show one where he doesn't die from and uncharged u-smash (fox?) and then one where he does die at the same percent?
Similar with the bowser. You mention that he "shrugs off attacks" but it's kind of hard to tell exactly what that means from the clip. Maybe highlight the percentages before and after?
Otherwise, looks good so far. I'm sure I'll think of other things.
Thanks for the work you've done, this will be very helpful to new / perspective players.
I like the idea with uncharged Smashes on MK. I'll try and look into and get the clips tomorrow.
I also like the black and red text, maybe I can increase the text size to make it easier for people to read. Also yes, I ripped your quote because it was perfect. Summed up the whole project in my eyes.
Either way, I think I was being a little to hard on myself. Hopefully others think it's a good start. I'll be done with it by the weekend. Latest will be Sunday
Some text or graphic overlay should be used to differentiate the VBrawl clips with the Brawl+ clips.
Though I didn't see it, for future reference, the term Vanilla Brawl should not be used in the video, instead standard Brawl should be used.
The term L-cancelling should be avoided. Just explain the it in terms of aerial lag.
The beginning description of Brawl+ could include a few goals, maybe after the quote:
-give all characters more offensive options
-character balance
-encourage aggressive play
-discourage camping
-speed up gameplay
-capture the magic of past smash games, haha
These are just rough suggestions.
Those with little experience with Melee (or competitive Melee) will have no idea what Dance Dancing is, how to use it, and why it's in Brawl+. The demo vid does little to help this, try using a more easy to distinguish dash dance (Shiek's, Falcon's). Either explain it out a little more, or use something along the lines of "The technique known as Dash Dancing is back from Melee to give more offensive and defensive options." Letting people know it's link to past Smash games gives it more legitimacy and respect.
Ideally, demonstrational videos should not have any name identifiers for the characters (COMBO). This is so players can readily identify with the demonstration, and it makes it a bit more professional. If you wanted you could use the ID's "Brawl" and "Brawl+" to allow individuals to easily differentiate between the game versions.
Also, for now I'd avoid the momentum segment. It is not a a part of the official codeset, the video would only cause confusion.
Dash cancelling is missing altogether. I think it's much more important than Dash Dancing to inform people of.
You might want to explain how each character has been modified to have unique jump heights and gravity to amplify their differences and enhance their strengths.
Faster dash speeds was not mentioned.
Infinite replays (something that would attract casual and competitive players alike to hack their Wiis) would be good to add.
I also think a better description of the new hitstun is needed.
I realize this is a very rough draft, and a good attempt. There's still much work to be done, though, if you want it just right.
Ideally, a bit more technology would be behind it, allowing for properly captured video, side by side comparision shots with splashes to differentiate the versions, recorded dialog to explain the differences as the videos play, not just text, and a few other things.
You used the same video twice, before and after the shieldstun text.
The histstun text is goofy.
Basically, all text is poor quality. The red on black is terrible, especially at the low-resolution this video is.
There's... No difference in the Metaknight thing. In all four clips, you show him dying. He should live in the vBrawl clips to actually show that he dies earlier.
Thank you very much for all the tips Cyber. I'm not sure that Windows Movie Maker allows me to edit clips side by side like that but if it can I'm totally going to do it. I'll take those suggestions to heart and hopefully fix this up.
^^^^The percents are different. I can see the confusion since I know what to look for and others might not.
Also the amount of time Lucario is in stun is larger but it's hard to tell without a side by side comparison.
you use similar videos for everything but when you do the momentum with falcon and DDD it might illustrate it better if you try to do the same things and keep it short so people can see the clear difference.
You may also want to mention in the Brawl+ goals: -remove glitches that are detrimental to gameplay
And have a section for triple jump glitch. If people learn they have a broken game that can be fixed by B+, they'll be more interested in it.
No problem. I think I vid like this is really needed, so I appreciate your efforts.
Unfortunately, Windows Movie Maker sucks, I know this through experience. If you have access to other movie editing software, use it instead.
The NASL code could probably use its own demo vid altogether to show it's effect on most characters and how to properly space yourself.
Lagless ledges, faster techrolls, and buffer mods weren't mentioned. This is understandable. The first two are more subtle differences and the buffer mod is still being worked on as far as implimentation.
I hope Brawlplussery puts the default settings mod back in, cause that was a very appealing modification to casual and competitive audiences alike and would be a nice thing to show off.
At this point in time we must be very conservative on linespace. The Default Settings mod will undoubtedly be included if we are able to free up space.
I'll whip up a player-specific code for all of PW's old stuff (lagless ledges, aerial lag reduction, and -maybe- NAS and hitstun) later tonight - maybe they will help in construction of clips.
I don't like how there's a little wait between each thing. We're trying to keep people interested, and the way to do that is to make sure there's always something going on. Have the information in text in front of an active background displaying the difference, or something, so that people don't get bored (provided it remains easy to read). The tutorial is an advertisement just as much as a guide.
That said, I do think it's a great start, and I'm glad someone is working on something like this.
yeah what Almas said, even mimicking the age old "How to Play" smash demo that's in every game in how they freeze frame for a second, and have on screen instructions etc.
It's really good over all. There are only a few problems I saw.
For one, Red text on a back blackground is always problematic. It's very hard to read.
Second, the blood spilling transition was a little annyoing and took too long to appear. people find nothing wrong with just fading in the text, it doesn't have to be super flashy.
I hope my critique helped, and good job on putting hard work into this
At this point in time we must be very conservative on linespace. The Default Settings mod will undoubtedly be included if we are able to free up space.
I'll whip up a player-specific code for all of PW's old stuff (lagless ledges, aerial lag reduction, and -maybe- NAS and hitstun) later tonight - maybe they will help in construction of clips.
I don't like how there's a little wait between each thing. We're trying to keep people interested, and the way to do that is to make sure there's always something going on. Have the information in text in front of an active background displaying the difference, or something, so that people don't get bored (provided it remains easy to read). The tutorial is an advertisement just as much as a guide.
That said, I do think it's a great start, and I'm glad someone is working on something like this.
The video looks pretty good so far. I'm sure that there will be more coming into the video.
Praise/Critique:
=First off, props to you, sir, for trying to convey in a demonstrative manner the differences between regular Brawl and Brawl+. Hopefully, this video will help others understand and grasp some of the changes in the gameplay between the regular Brawl and Brawl+.
=Red Text against a Black background is hard to discern/hard on the eyes. I'm sure that others have pointed this out for you. As such, instead of using red text, why not stick with white text?
=This is a bit of a quibble, but I think that you might want to be a bit more formal in the terminology. While I know that "Nanners" refer to Diddy Kong's Banana Peels, I'm less certain if others outside of the website communities such as SWF or AiB might recognize what is meant by "Nanners"...then again, this might be moot point as the video might be aimed primarily for members versed in Brawl Terminology. :/ Again, very minor quibble.
=Around 0:19, when you showed Diddy use his banana peels to trip Snake, I thought that it wasn't well demonstrated in that it could have been the banana peel hitting Snake rather than actually tripping Snake that forced him off of the edge. A suggestion to remedy this is using the same scenario but close to the center of Final Destination so to show that Snake did trip, Diddy throwing the banana peel at Snake so to trip him, again close to the center of the stage so to show that Snake did indeed trip, or Snake deliberately walking onto a banana peel to show that the Nanners are not affected by the "No Trip" Code?
=The Transition from Video Clip to Text at around 0:22 didn't agree with my eyes. The blood letting transition at 1:14 later on seemed to be more for show rather than for substance. While I understand that :you are trying to keep the attention of the audience with this demonstrative video, I think that you may want to be more conservative with how to segue from clip to text to clip and so forth. As God-is-my-Rock stated before, there is really nothing wrong with fade in/fade out effects.
=You did a good job in demonstrating the Changes in Recovery. Good choice in using Fox. Might I suggest that you note that the "No Auto Sweet Spot" code does not affect tether recoveries to assuage the fears of tether enthusiasts?
=You might want to explain a bit more on what L-Canceling is and how it allows for better approaching. The way it is stated, it is somewhat...vague and unclear as to why this is the case. For consistency, you might want to show all of Ike's aerials in the same order for both the regular Brawl and Brawl+ sections. As a suggestion, how about slowing down one or few of the aerials to half speed for both vBrawl and Brawl+ to emphasize the difference that the Auto L-Cancel codes make for aerial laggy characters?
=For the Dash Dancing sequence, why not show how incredibly short or tight Dash Dancing actually is in regular Brawl, then try to show how much greater distance you could achieve using the Dash Dancing codes in Brawl+?
=I'm not very well versed in how hitstun actually operates so one who has a greater understanding could hopefully critique that part of the video. Also I think that the phrase should be: "Hitstun was added to boost the reward for successfully mounting an offense. Believe me, the combos are much more powerful than this next one..."
=To better demonstrate the Shieldstun, why not actually have Lucario or Character X perform a Shieldgrab after having the shield hit by the powershot? Demonstrate it first in Brawl, then demonstrate it again with Brawl+. While I could see the shieldstun being demonstrated with the triple A combo, I thought that it could be better demonstrated. Additionally, how about actually slowing down the footage to half speed for both shield grabs so to better emphasize how this Shieldstun code allows for attacks to actually put in stun into the shield, thus preventing the shieldgrabbing from initiating as quickly as before?
=I don't know really what to say about the Momentum part except that the Falcon Punch demonstrated it adequately...outside of that, as my understanding of momentum is limited, you might want to ask others who understand the concept more explicitly.
=Thick Skin seems to be well demonstrated, so that's a plus. Additionally, would it be possible to demonstrate Thick Skin using a powerful one hit attack such as a Warlock Punch to demonstrate how much damage is prevented between no Thick Skin and Thick Skin? A Minor Suggestion.
=As someone else suggested before, for Meta Knight's Flimsy Armor, how about show one clip where he survives an attack at percentage X without Flimsy Armor, then show that at the same percentage x he dies off with Flimsy Armor? That way, it shows the effect that Flimsy Armor has on the survivability of Meta Knight.
yeah what Almas said, even mimicking the age old "How to Play" smash demo that's in every game in how they freeze frame for a second, and have on screen instructions etc.
Agree'd. Also, Ithink with each B+ aspect, you should show a clip from an actual game to show that the changes aren't little quirks, but truly game-changing mechanics, I think this would add excitement to the tutorial.
I also think you should narrate text so that you can have text clips go by faster and add that Tutorial feel to the vid. If you dont feel comfortable speaking, Ill do it. <3
@Almas How hard would it be to create a fix for Diddy as far as ASL is concerned? In my opinion, it is a major issue. Other than that, I must say, that like said, the banana example isn't very good. Also, I would show some casual uses for hitstun like you currently have, then have a divider like "with some practice, this becomes possible" then show some a crazy combo or two.
@Almas How hard would it be to create a fix for Diddy as far as ASL is concerned? In my opinion, it is a major issue. Other than that, I must say, that like said, the banana example isn't very good. Also, I would show some casual uses for hitstun like you currently have, then have a divider like "with some practice, this becomes possible" then show some a crazy combo or two.
As a Diddy Kong mainer, I don't find it much of a problem. All you have to do is avoid going too high above the ledge to be hit, not aim directly at the ledge, forward B towards the ledge and then jump to grab the ledge, or hope if you aim correctly that you hit the opponent near the ledge and you snap on. IMO, it should be left alone because Diddy Kong is too good onstage.
It may not be much of a problem per say, but why does it have to be a problem at all? Diddy is actually punished for aiming for the ledge. Furthermore, it takes away his options because trying to grab on to the edge causes you to explode more often then not.
someone needs to do a series of brawl+ tutorial videos of how to play, doing it with voice might be better than with text. You could follow the format of these videos
seeing character tutorials would also be great, if we want new people to come and try this out, both pros and beginners, it'd be good to have resources like that.