LouisLeGros
Smash Journeyman
+1 internet to you for your epic win, no temptation to respond to the idiocy now
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+1 internet to you for your epic win, no temptation to respond to the idiocy now
This made me lol.Marvel vs. Capcom 2? THE ENTIRE ****ING GAME.
Exploit glitch its the same thing. IT was not an intended outcome of doing something. Its still stands as a glitch.This made me lol.
@Jafar:
You still don't understand how wavedashing works.
When u use an airdodge it cancels all areal momentum and propels u in the direction u press. When u land from an airdodge u slide. So wavedashing comes from airdodging right after you leave the ground and sliding using the momentum from the airdodge and jump. None of these aspects are glitches as they are all programmed into the game. The combination of all these things into a wavedash is an exploit and not a glitch.
I was just stating that levels had to be removed because wave dashing allowed characters to be too powerful on the level.Y are u arguing that since stages are banned characters should be banned too? People clearly think that characters are way more important than stages. In all smash history there hasn't been a character broken enough to be banned.
Now i never said they are not tricky but the error margin is lower. once u get the djcffl off the up air is easily done with the c stick and if i click cstick up it will always go off.And if you think the button combinations aren't tricky in melee plz try to do a perfect djcffl uair with Ness on your first try. That's just performing one move.
It was used in a way that was not intended. A ****load of people consider it a glitch and no one can show proof it was put in intentionally.And l-cancel (i'm referring to it as lag cancel to talk about ssb64 and melee) was a glitch in ssb64 involving putting up your sheild or something but that animation is canceled, canceling ALL lag from an areal. This can only be done by pressing Z. In melee you can press R, L, and Z to remove half the lag (rounded down) from an areal move when you land it. Some moves cannot be l-canceled as their lag is already only 4 frames which is the minimum amount of lag you can have after landing an areal. L-cancel in melee was obviously put in the game by the developers.
My assumption would be to balance the game out. You cant say melee is more balanced then brawl.Nobody knows why they developers took out l-cancel in brawl. There were other things removed that have been in since smash64 such has double jump canceling, and dashdancing.
As a game in whole, or just for the competitive aspect?Oh man.
Just played melee for the first time since Brawl's release.
Holy god. The differences and increased depth are just... obvious. Seriously.
No silly buffer system, no incredible defensive advantage, no over-powered projectiles, actual hitstun, varied fall speeds, very tricky DI, increased movement options, an actual edge game...
Wavedashing, dash-dancing, l-cancelling, comboing... all work together to make a deeper game experience. I've been playing Brawl competitively pretty heavily, and this was my first return to melee... I'll keep playing brawl, but as of now, Melee is FAR, FAR SUPERIOR.
To be honest, both. The mere fact that it can be both a simply-for-fun party game and an incredibly complex competitive game (Brawl is a great party game... but not an entirely complex competitive game) demonstrates its depth.As a game in whole, or just for the competitive aspect?
also, excellently said Shai Hulud, you just described wavedashing better then I could hope to.
Now if you still think it's a glitch after that, you are really ****ing stupid I couldn't have said it better.They're called exploits if they aren't due to programming errors. The air dodge was programmed so that you could do it in multiple directions. The physics engine conserves velocity from air dodges. Think of the air-dodge as a velocity vector. That is, a character is imparted with some velocity over a predefined interval for an airdodge. This velocity is conserved for the duration of the interval. When a character strikes the ground before the interval's end, the collision conserves the velocity and the character slides by the x-component of the velocity vector for the remaining interval. So if you air dodge and hit the ground at a 45 degree angle half-way through the air-dodge (that is, half the air dodge frames have completed), you move by approximately 1/4 the magnitude of this vector (1/2 x 45/90 = 1/4). The exact distance the character slides depends on his traction parameter.
So you might have D = (Vx * T)t, where D is distance you slide, Vx is the x-component of the velocity vector, T is character traction, and t is the time interval remaining for the completion of the air-dodge. I don't know the details of the actual implementation, and the properties may vary slightly (for instance, character weight may also be a parameter), but these are the fundamental principles that govern the air-dodge.
These mechanics were all completely intentional. The programmers designed the air-dodge to function in this way. Did they foresee players wavedashing? Probably not. Players saw an unintended result of the air-dodge physics, that when air-dodging sufficiently low they could make t approach the total time of the air-dodge. And if they angled the control stick just below horizontal, then they could make Vx approach ||Vx||. Hence the wavedash was born.
There was no programming error, no faulty code. An engine was built and we learned to exploit it.
Right, all they have to show is the fact that it was in both games and was recommended as a method to cut down the lag on your attacks by sakurai. But he only made the game.It was used in a way that was not intended. A ****load of people consider it a glitch and no one can show proof it was put in intentionally.
Melee is more balanced than brawl.My assumption would be to balance the game out. You cant say melee is more balanced then brawl.
Right, now slow characters get to be punished every time they even land an attack! Everybody wins! Except the slow characters.And the effect of L cancaling on stronger but slow characters was too good. Now its gone.
SOmething im sure captain falcon players wish they had back.
Lol, god you are such a ridiculous scrub. L-cancel was put into Smash.I cant speak of tekken. or soulcaliber
but who the hell was ROLL CANCAL a glitch? That was put in the game. Street fighter has used move cancaling in a majority of there games. Heck SF 4 had dash Cancal till they removed it in the latest build.
And MVC2 was crap. MVC on the other hand.
So do you call shffl a glitch too, as that was definitely unintended.Exploit glitch its the same thing. IT was not an intended outcome of doing something. Its still stands as a glitch.
Hence why wave dashing is a glitch.
There were other things as well involving marth and peach camping, set knockback throw, kirby's neutral b, laserz, cargo throw, infinite loops etc. Wavedashing only factored in because of waveshining, and was not the only reason those stages were banned.I was just stating that levels had to be removed because wave dashing allowed characters to be too powerful on the level.
It's impossible to c-stick a djc >.> Well, it's possible, but it's just better to use the a button.Now i never said they are not tricky but the error margin is lower. once u get the djcffl off the up air is easily done with the c stick and if i click cstick up it will always go off.
How can l-cancel (in melee) be used wrongly? It only has one purpose, to cut the lag of areal moves in half. Nintendo knew about l-cancel in 64 and they put in a more balanced version in melee. Considering it can be done with the z button and the r button, which both do completely different moves AND certain areals cannot be l-canceled to have less lag than 4 frames, it shows that they programmed it in.It was used in a way that was not intended. A ****load of people consider it a glitch and no one can show proof it was put in intentionally.
Yeah you can considering in melee every character had at least one counter. As of now Game and Watch ***** everyone in brawl.My assumption would be to balance the game out. You cant say melee is more balanced then brawl.
All the slow characters were still considered bad. >.> If anything l-cancel made them barely playable.And the effect of L cancaling on stronger but slow characters was too good. Now its gone.
SOmething im sure captain falcon players wish they had back.
Unintended part of the game = glitch.Now if you still think it's a glitch after that, you are really ****ing stupid I couldn't have said it better.
P
Care to show where sakurai stated that? About melee please id be very interested.Right, all they have to show is the fact that it was in both games and was recommended as a method to cut down the lag on your attacks by sakurai. But he only made the game.
Yeah i wonder why everyone played fox falco sheik falconMelee is more balanced than brawl.
If your ganadorf and u falocn punch a player how will that player punish you?Right, now slow characters get to be punished every time they even land an attack! Everybody wins! Except the slow characters.
Provide a source for that? If it was put in why is it gone now?Lol, god you are such a ridiculous scrub. L-cancel was put into Smash.
My mistake i thought u were talking about CvS2:EO which fixed that glitch.Roll cancel is not traditional move canceling. It only exists in CvS2. It involves canceling the first few frames of a roll into a special move, giving special moves the invincibility frames of a roll. It's a glitch that was never intended, and it is allowed in every CvS2 tournament. Every character can do it, and it makes characters like Blanka, who's already one of the best characters in the game, even better.
Actually you didnt prove me wrong.MvC2 may be crap. But it's a game where tournaments are held that allows glitches. You said Smash is the only game that allows glitches. I just proved you wrong with five examples. Seriously shut up already.
I'm not trying to flame so don't take this the wrong way, but what is your definition of depth? I notice that people mention "depth" a lot and I'm starting to think I have the wrong idea of what depth is...In the end, it doesn't matter a **** if we use glitches or throw bananas at the gamecube controllers... the discussion here is the comparative depth.
Brawl characters are generally more balanced(although a few come to mind that throw it out of wack) but the game play is definitely heavily unbalanced towards defensive play styles.I'm not trying to flame so don't take this the wrong way, but what is your definition of depth? I notice that people mention "depth" a lot and I'm starting to think I have the wrong idea of what depth is...
btw Brawl is more balanced than Melee XD
It was in the SSB64 guide. I'm sure he didn't just "accidentally" put it in melee as well.Care to show where sakurai stated that? About melee please id be very interested.
Actually, Fox Falco Sheik Marth. Good try though. Each of them has low tier counters as well. Considering luigi, a low tier, is incredibly tourney viable, there's a solid amount of balance. Brawl gives absurdly large advantages to characters with projectiles... especially olimar, falco, and dedede.Yeah i wonder why everyone played fox falco sheik falcon
Right, this is relevant to l-cancelling. Wait...If your ganadorf and u falocn punch a player how will that player punish you?
Combos were intended.. Thats why certain moves combo together and certain ones dont because of attack lag. Using a mecanic to cancal out that lag and make diffrent combos that were not intended.So do you call shffl a glitch too, as that was definitely unintended.
Both techniques are just combining aspects of the physics engine. I guess you could also call combos unintended as well.
double jump cancal.It's impossible to c-stick a djc >.> Well, it's possible, but it's just better to use the a button.
Do you know what a djc is? Say which characters can djc. It involves six inputs in order to properly pull off this single move and the timing is less than 10 frames.
The way it was used in conjuntion with some characters was not intended.How can l-cancel (in melee) be used wrongly? It only has one purpose, to cut the lag of areal moves in half. Nintendo knew about l-cancel in 64 and they put in a more balanced version in melee. Considering it can be done with the z button and the r button, which both do completely different moves AND certain areals cannot be l-canceled to have less lag than 4 frames, it shows that they programmed it in.
L-cancel doesn't cancel the animation of the landing lag, but it speeds it up making it skip every other frame.
Care to explain why? also for now im sure at one point some one will figure out his counter.Yeah you can considering in melee every character had at least one counter. As of now Game and Watch ***** everyone in brawl.
And now slow characters are usless.All the slow characters were still considered bad. >.> If anything l-cancel made them barely playable.
EDIT: Compared to melee, brawl is lacking >.>
"Depth" is essentially the amount of options provided to a player. It can be something like counterstrike, where you can have silly mods and crazy maps as well as a strong competitive skill-based scene, or something like final fantasy 7, where there's a heavy amount of customization allowing you to improve your characters.I'm not trying to flame so don't take this the wrong way, but what is your definition of depth? I notice that people mention "depth" a lot and I'm starting to think I have the wrong idea of what depth is...
btw Brawl is more balanced than Melee XD
Only if the game stops being slow and one-dimensional... which would require some sort of "glitch." You don't seem to be too much in favor of them.And i dont think its lacking. Give the game 6 months and people will change their mind.
Was it in the Super Smash Brawl Melee guide?It was in the SSB64 guide. I'm sure he didn't just "accidentally" put it in melee as well.
yes i know who the top tier characters were you forgot to mention peach to your list.Actually, Fox Falco Sheik Marth. Good try though. Each of them has low tier counters as well. Considering luigi, a low tier, is incredibly tourney viable, there's a solid amount of balance. Brawl gives absurdly large advantages to characters with projectiles... especially olimar, falco, and dedede.
Just saying if you do it you hit em they wont come back. if you miss you should be punished.Right, this is relevant to l-cancelling. Wait...
People advance and move forward to how others play. Its called adaptation.Only if the game stops being slow and one-dimensional... which would require some sort of "glitch." You don't seem to be too much in favor of them.
Beats me. It's irrelevant. You don't "accidentally" code something you put in the last game. It'd be like bungie "accidentally" coding the Battle Rifle in Halo 2.Was it in the Super Smash Brawl Melee guide?
They had low-tier counters.yes i know who the top tier characters were you forgot to mention peach to your list.
I also know that
falco had an advantage over fox and shiek but a disadvantage to marth
Fox had an advantage to marth and shiek but a disadvantage to falco
and shiek had an advantage over marth.
We were talking about l-cancelling. You can't l-cancel B moves. Ergo, this example is irrelevant. In any case, my point was that even when you LAND an attack--for example, a ganon aerial, you'll still be hit for it.Just saying if you do it you hit em they wont come back. if you miss you should be punished.
Right, because it's an early game. That doesn't mean it isn't one-dimensional and slow. It's not a failure to adapt--rather, I've probably put far more time into trying to turn this into a competitive game than you (read the whole thread, I was a strong pro-brawl advocate), and it still doesn't change how powerful the defensive game is.People advance and move forward to how others play. Its called adaptation.
if you look at tourney results it varies on what the players play
Ive seen ike rob marth g&w dedede snake lucas ness and so forth as winning or being high up.
If you run off a similar engine it can be something thats just in there. the L cancal type was put in the game to do somethign irrelevant to what l cancaling becameBeats me. It's irrelevant. You don't "accidentally" code something you put in the last game. It'd be like bungie "accidentally" coding the Battle Rifle in Halo 2.
That does not matter. Because in a tourney those low tier's never make it far enough to face the things they counter. Its just how things weed themselves outThey had low-tier counters.
Ok i was just using an example. Now if you use the ganon aerial how will u still be hit for it. I dont play him much ud have to enlighten me on this.We were talking about l-cancelling. You can't l-cancel B moves. Ergo, this example is irrelevant. In any case, my point was that even when you LAND an attack--for example, a ganon aerial, you'll still be hit for it.
Its like hockey. they had the neutral zone trap. which teams later adapted to and learned to play against it. it took a few years but they did it.Right, because it's an early game. That doesn't mean it isn't one-dimensional and slow. It's not a failure to adapt--rather, I've probably put far more time into trying to turn this into a competitive game than you (read the whole thread, I was a strong pro-brawl advocate), and it still doesn't change how powerful the defensive game is.
1. You don't code the same for both systems, and the engine between 64 and melee was miles apart. You're ****ed ignorant if you think you can just accidentally program something like that.If you run off a similar engine it can be something thats just in there. the L cancal type was put in the game to do somethign irrelevant to what l cancaling became
That does not matter. Because in a tourney those low tier's never make it far enough to face the things they counter. Its just how things weed themselves out
Ok i was just using an example. Now if you use the ganon aerial how will u still be hit for it. I dont play him much ud have to enlighten me on this.
**** good idea.Dude, pancake, just do what everyone else did and put him on your ignore list.
Why did they take it out of brawl?1. You don't code the same for both systems, and the engine between 64 and melee was miles apart. You're ****ed ignorant if you think you can just accidentally program something like that.
Doesn't mango play jiggly puff who is a good character?2. Tell that to Azen and Mango.
****ty or not its been made that way.3. Without L-cancelling and with extremely low hitstun in brawl, ganondorf (and many others) have aerials which fail to send their opponent very far--allowing the opponent to retaliate before the move's animation even finishes. This is silly.
As for the ******* hockey example... that doesn't even sort of answer what I said. Yes, people will adapt to it. It's STILL slow and one-dimensional.
Scar's thread title said:Scar on the Melee vs Brawl debate: INTELLIGENT POSTS WILL BE RESPONDED TO IN KIND!
This is how I feel when dealing with people like him:Yeah I'm definitely gonna do so after this post. Jafar you are definitely one big *******. YOu didn't even bother reading Shai Hulud's post did you? Because you didn't have **** to say on his, what a one track mind you have and it's sad. You know you're wrong but still sticking with the same argument "It wasn't intended so therefore it wasn't a glitch" well I'm pretty sure G&W's amazing back air was unintended so therefore it's a glitch that's pretty much what your logic says.
What people don't understand is if the worse players didn't want to put in the time and effort to get good at Melee by learning advance techs then they just simply don't deserve to be called competitors and dumbing down Brawl for those lazy *** people doesn't make it better. And Brawl is not turning out to be so balanced as people thought it was or would be. G&W is rising to the top as possible the top of the tier list so now we're gettin characters better than others now, that isn't what I called balance. Plus the whole defensive side of the game is now enhanced and the offensive side has been watered down to make the game even less balanced.Well, it was well stated when brawl was released that it was intented to be more playable by all ages, which generally makes it less competitive. In my oppinion brawl is a much better game because of generally a wider stage choice/character choice Etc.. And although i enjoyed wave dashing in melee, im very glad they got rid of it, because without it worse players who cant use it have a better chance. I think if im just sitting around with friends and want to play brawl or melee, id easily go to brawl simply because i find it more entertaining if not played competitively. Im not too sure, but when i first started playing brawl i noticed it was a bit slower, which was a bit bad to get used to, but now that i am used to it i dont really want it to be any faster.
IF you did that then you prolly wont read this.Yeah I'm definitely gonna do so after this post. Jafar you are definitely one big *******. YOu didn't even bother reading Shai Hulud's post did you? Because you didn't have **** to say on his, what a one track mind you have and it's sad. You know you're wrong but still sticking with the same argument "It wasn't intended so therefore it wasn't a glitch" well I'm pretty sure G&W's amazing back air was unintended so therefore it's a glitch that's pretty much what your logic says.
there will always be tiers. No game has perfect balance.What people don't understand is if the worse players didn't want to put in the time and effort to get good at Melee by learning advance techs then they just simply don't deserve to be called competitors and dumbing down Brawl for those lazy *** people doesn't make it better. And Brawl is not turning out to be so balanced as people thought it was or would be. G&W is rising to the top as possible the top of the tier list so now we're gettin characters better than others now, that isn't what I called balance. Plus the whole defensive side of the game is now enhanced and the offensive side has been watered down to make the game even less balanced.
Edit: I was thinkin about takin out Melee and just sayin games in general. But Melee is a perfect example of what I'm talkin about.
thank goodness for direct linking, I had lost the link for that comic a long time ago but I have a bunch of them saved and I get upset everytime I see one of those comic because I don't remember where they come from.This is how I feel when dealing with people like him:
![]()
Which is why I'm up at like, 4 friggen AM.
xkcd.comthank goodness for direct linking, I had lost the link for that comic a long time ago but I have a bunch of them saved and I get upset everytime I see one of those comic because I don't remember where they come from.
Because Sakurai wanted noobs to be able to beat pros who practiced the timing for it, so now most aerials have basically zero lag, while others are stuck uncancellable.Why did they take it out of brawl?
Either you're trying to make a blanket "Brawl is how it is, deal with it" and blatantly ignoring the OP, or you seem to think that the original argument has merit, in which case you're failing to illustrate why.****ty or not its been made that way.
Reading the starred posts in the OP will help you out there.Im not sure how you mean by one dimensional.
First of all, you basically just said "the speed looks the same aside from the fact that it's not as fast." Second of all, go watch any Melee match where the players have some semblence of what they're doing, then go watch a Brawl match with the same criteria. Everything is slower. In fact, the stock standard was lowered from 4-5 in Melee to 3 in Brawl, expressly because matches were too slow.But the speed of it seem s the same. The speed looks pretty much even aside from the fact you cant wave and **** super fast.
This was covered in the OP, so again, I refer you there. If you need a link, here you go: http://smashboards.com/showpost.php?p=4126281&postcount=1When in fact it is a glitch. Wave dashing was a mecanic that was never meant to be used that was abusing the game engine which inturn made it a glitch.
Clearly your sense of sarcasm is lacking.The programmers programmed G&W programed that back air so i dunno how you call it a glitch. As they made the animation for that attack.
Again, this is completely irrelevant to the topic, but I suppose I'll indulge you in a response nonetheless. In fighting games, one action that "skips" another is often referred to as a cancel. In SSB64 and Melee, there was Z/L-cancelling that skipped the lag of aerial attacks when landing. In other games, such as the Guilty Gear series, there are several types of cancels that are all intentional and fully recognized by the programmers. Furthermore, the fact that touching the ground while airdodging puts your character into his idle state was, logically speculating, intentional. The default behavior would be for your character to sit on the ground with the airdodge animation until it ended, or worse, go through the ground, which would look pretty ugly.The wave dash SKIPS animations that were made. So tell me if you can still read this.
HOW can something that SKIPS many animations be considered not a glitch.
.... What?hey lets have a reloading animation so players reload there weapons.
Oh **** if i click reload and then back it will get rid of the reloading and insta reload. Yup that would be not a glitch either?