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Your character is so laaaaame. :[Most of my matches are past the 7 minute mark.![]()
: )your character is so laaaaame. :[
Why would some WANT to be behind?1/2 stocks is bad because Lucario's aura caps out at 182% when he's 2 stocks behind. You can't be 2 stocks behind in a 1 or 2 stock match, and I think it's fair to say that the limit to Lucario's power (ie damage and knockback) should be determined by the game, not by us.
Actually wait **** Lucario I play ZSS
Since Project M hackers had trouble toggling tripping off, I suspect what with Brawl being a rushed game with Wolf bouncing off ledges there just wasn't time for a tripping toggle option. Conspiracy theory aside, the developers may have just wanted it there for casuals or thought it enhanced gameplay for everyone. It's not necessarily there purely to sabotage tournament players.Tripping.
I think one stock would ultimately be best (more interesting) for Brawl, but understand that it would come as a bit of a shock to people. Two stock is an acceptable medium.
I don't know why people cling to three-stock other than "It's how it is now." If that rationale was used when deciding 4 stock vs. 3 stock, we'd have 50%+ of Brawl matches going to time and an even more boring game.
It is not classy to threaten to report people for posting a different opinion than you hold.Seriously, if anyone mentions says lowering stocks nerfs Lucario again, I will report your post for trolling.
Not sure what your point is here.Once you bring it back from 2 stocks down, you are 1 stock down(worst that can happen in a 2 stock match) , then you are only down by percents (worst that can happen in a 1 stock match).
This is so constructivist idk what to do here.For the record, I don't feel that 3 stock makes tournaments last too long. I think it just makes sets last too long. If you look at the competitions that are related closest to Smash, you will find 99 second timers and much shorter sets. I feel that there is no depth lost in 2 stock matches and it makes the game far more intense and spectator friendly. 1 stock however I think improves the game by eliminating stock leads. There are alot of ways you can look at this. You might feel that coming back from a stock deficit should be a core part of the game. However, I think with the already very defensive nature of the game, its even less interesting when defense is dumbed down to avoiding a handful of moves. It also gives way to alot of abusive tactics that we the community still can't seem to overcome (even with massively reduced stagelists).
If Lucario is at over 100%, he still hits really hard, regardless of the stock count. That's the game-changer. Being down in stock count just makes all of your moves "super effective," like PT's weaknesses. It's not -that- big a change.The point is, lucario is losing when he has a strong aura. Once he ties it up stock wise, he loses it anyways.
Some MUs Lucario not taking the first stock puts him at a severe disadvantage since he usually can't revenge kill since his aura is weak at 0% even with a stock deficit.
I'm sure it's supposed to do a lot of things; among what you described, I imagine stock-based multipliers are supposed to make it so that Lucario isn't able to completely wreck you if he's winning by a stock or two, though it hardly matters, because the stock-based multipliers are insignificant compared to damage-based multipliers.A lot of people are missing the point of Lucario's Aura. It's not supposed to make it easier to come back, it's supposed to make it easier to maintain a stock lead. I'm not defending lowering stocks, but the Lucario argument is getting ********.
The only tripping that was difficult to remove was random tripping on (iirc) Sakurai-angle moves. Removing Dash-tripping was the first code made for Brawl, and is far more detracting for gameplay/intentionally put there as a "Hah!Since Project M hackers had trouble toggling tripping off, I suspect what with Brawl being a rushed game with Wolf bouncing off ledges there just wasn't time for a tripping toggle option. Conspiracy theory aside, the developers may have just wanted it there for casuals or thought it enhanced gameplay for everyone. It's not necessarily there purely to sabotage tournament players.
Games in Starcraft II usually take 50 minutes from what I've heard, 20 at LEAST.If you look at the competitions that are related closest to Smash, you will find 99 second timers and much shorter sets.
Yeah, this is the right angle. Lucario can deal buttloads of damage while his opponent tries to revenge kill him. Kinda goes both ways though.My point (and possibly the first guys point) was that Aura is near useless in 1 stock because you can't use the damage multiplier to keep a lead.
I feel like this is the start of a sentence that never got finished. It will happen 2/3s as often as what? Pulling regular turnips?@Peach: Yes, turnips. The probability of pulling a bob-omb, beam sword, or stitch for a low % kill is linear, it will happen 2/3rds as often.
I'd like to know where you are pulling these probabilities from.It's not going to be 3/2 times as powerful in two stock games though, something more like 5/4 times as powerful, because the projectiles already have such a dramatic impact on the game with any number of stocks less than 10.
I don't think Landing a move well on the opponent is analogous to playing the luck card drawing turnips.It's like the difference in miracle spiking an opponent at 30% and moving onto a win from there versus doing so at 70%, you already have such a dramatic advantage either way that your odds of winning are very high and insensitive to change.
I am still wondering how she is worse with a lower stock because all you've said seems to imply she's better since one good item means the game as opposed to the stock.You might see it otherwise and it's sort of an abstract thing to think about, but no more so than Lucario with whom I made the comparison.
Most games end in a lead of 0-60% (somewhat madeup, but most brawl games are not two stocks), and it takes all three stocks to slowly generate that lead amidst lots of tit for tat, even trading. Sometimes it's a fluke, and the player who wouldn't win Best of Infinity manages to win anyway.If one stock is gg, what's the point of the other 2, overall?
Note: I don't think one stock is GG and am continuing this Socratic questioning to stimulate conversation.
We had 4 at the start of Brawl but found out it takes too long.Then why not 4 stocks? 5? The point is that there needs to be a balance between consistent results and being able to finish the ****ing tourney on time, and I don't know about Austrian (?) Brawl tournaments, but at most US ones they tend to go far longer than the TO usually would like.
If people perform better or worse in 2 stocks it's because 2 stocks somehow either lends itself to a style of play people aren't used to or because 2 stock lends itself to players in a stronger mental state for the duration of the matches. Neither of those seem like bad things. The first one would clear up over time as people got back into the game.Dunno, but fewer stocks just seems really bad to me. Constant results will be even harder and people might stop playing, because it'll get more random. Maybe some "randoms" would like it since they now have a chance to win something... but if you go "up and down" in results it might get annoying for them too.
They -don't- have a much more significant impact on the game. They have a slightly more significant impact on the game, because a low % kill is already devastating whether you make it "3/2 times as good" or not. It's like the difference between kicking a 15 yard field goal and a 10 yard field goal.Peach isn't any more likely to draw a Bomb on the 80th pluck than she is on the first. Extending the stocks and therefore the match has no effect on the rarity of the items she draws.
I'm keeping on the subject because you still haven't answered the simple question. How is Peach nerfed by a lower stock count if a bomb/stitch have a much more significant impact on the game?
http://www.smashboards.com/showthread.php?t=210557 said:3.4 Aura Multiplier
This is the formula for the aura multiplier:
![]()
where
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In coin mode, each coin counts as a stock for the purpose of the stock multiplier.
The damage multiplier is in the interval [0.7, 1.4]. It is 0.7 for all damages <= 20% and 1.4 for all damages >= 170%. It is exactly 1 only when the damage is 75%. A very good approximation for the damage multiplier can be found by reading the value from this chart:
![]()
For example, the damage multiplier for 95% is 1.09.
This chart was created by using quintic interpolation between some exact values that we worked out.