The Stoopid Unikorn
Spiciest of Guacamoles
No.Are there any plans of bringing back wavedashing and L-canceling?
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No.Are there any plans of bringing back wavedashing and L-canceling?
I assume this was in response to me, in which case I ask that you read the very top part of my post again. I was not suggesting that each character should be getting every buff I listed. I was merely compiling a list of all the ways characters have been nerfed in the transition between Brawl and Smash 4. Getting the info together in one place makes it easier to see what each character could potentially benefit from just by regaining what they lost.Why would you make Zard Bair safer and rock smash do more damage?
One does 16% and is safe on block while outranging almost every aerial in the game and killing sub 100% easily.
The other can already potentially do 30% and super armor a ton of things.
Regardless I would think it would be better to just look in context of this fake rather than comparing to past ones.I assume this was in response to me, in which case I ask that you read the very top part of my post again. I was not suggesting that each character should be getting every buff I listed. I was merely compiling a list of all the ways characters have been nerfed in the transition between Brawl and Smash 4. Getting the info together in one place makes it easier to see what each character could potentially benefit from just by regaining what they lost.
Best change for good ol' Pally would be for Super Speed and Lightweight to become her standard side and down specials, tbh. As for up smash, instead of having the pillar of light and its hitbox attached to her animation you could turn it into its own transcendent kind of projectile that she generates on whatever frame you want up smash to happen (kinda like how Villager's f-smash works). It would require some tricky programming, but it would fix the annoying problem of the pillar's hitbox simply vanishing after she gets hit out of the animation.If I were to reasonably change I would:
These are just changes I could see making her more competitively viable, while at the same time not making her ridiculous. Despite it being a mod, I wouldn't mind discussing these things.
- Keep Jab as it is in patch 1.1.6
- Decrease endlag in Side Tilt, and Slightly for Up Tilt.
- Decrease endlag in Dash attack
- Decrease endlag in FSmash, and DSmash.
- Up Smash's endlag was always reasonable to me, so I would keep it the same in regards to the endlag. I would however, slightly increase the active frames of USmash, and also fix where if Palutena uses up smash and gets hit as soon a the pillar comes out, the opponent would go right past it.
- Keep DThrow as it is in 1.1.6. (I'm indifferent to the other throws, so I'll let you be the judge.)
- Slightly decrease the endlag in Reflect. Not as fast as you did in your patch 1.1.7, but not as slow as 1.1.6. Same goes for Auto Reticle.
- As for Warp, I heard other Pallys want it to have invisible start-up. So I guess that's a start. I'm personally indifferent. Just as long as I can still Warp cancel, I'm fine.
- Bair, Fair, Uair, and Dair should stay the same. And the reason why I even say leave Uair alone is for the same reasons as USmash, it was reasonable, considering it's kill potential. Besides, a Palutena player really shouldn't be using Uair as a combo move anyway. It's always best as a combo finisher. (Like DThrow > Nair > Uair)
- Which brings me to Nair, just slightly decrease endlag, making it a slightly better combo move.
I fully agree with this. Don't nerf anyone, and don't buff characters that are already high tier (Meta Knight, Ness, Villager, etc).I also don't think Meta Knight needs any nerfs. He's not overpowering at all. In fact I would highly discourage nerfing any aspect of any character at this point. The focus should be on improving those who are worse off.
Sonic is already top tier and doesn't need any buffs. Rebalancing him with buffs and nerfs could ruin him for many Sonic players who like him the way he is now.Give sonic's aerials reduced lag tbh. Espesially bair and nair. I know what you're thinking but hear me out ok?
I don't think there's been any discussion about removing either, has there? I don't think this mod should change game mechanics in general, since that could mess up for people who want to play both tournaments and casuals (like me). If I play, say, Ness against buffed mid-tier characters in practice, I probably won't be (much) worse off in tournaments. If I play without rage or footstooling I will be worse off, though. This is also one of the reasons why I don't want nerfs in general. If I play vs a nerfed Sheik in practice I might be in a bad spot if I'm facing an unnerfed Sheik in a tournament, not to mention that Sheik players might dislike the mod if it nerfs one of their favorite characters.Also on a side note to the modder. Please please dont get rid of footstooling. [---] I do agree about rage, dumbest thing since dairy free cheese.
I don't think the purpose of this is to make every character top tier. In fact, I'd argue that high tier and high-mid tiers are more balanced overall than top tiers. Perhaps this is what you meant and I'm nitpicking, but, well, better safe that sorry, eh?I feel that Wario is overall a pretty solid fighter, but I personally think he's lacking in a few of his moves that keep him from moving to the top.
I think this is a mistake and here's my reasoning: This patch is highly unlikely to reach widespread use for tournaments (or even amongst casual Smash 4 players, chances are only a small subset will play it). Let's say I get this mod and play it at home for fun, and I later want to participate in a tournament. Well, I'd be worse off since I'm not used to dealing with rage or footstooling, and even the removal of glitches could prove problematic since I'd be less likely to adapt to them if they show up in a tournament.I would also like to eventually fix/remove/adjust various things that are jank about Sm4sh (Ex: Rage, Footstooling, Glitches, etc) when the tools are available.
I never directly said I wanted to remove Rage and Footstooling. If possible, I'd like to reduce the effect of Rage or re-work it and make Footstooling able to be teched.He said he wanted to remove footstooling and rage in his first post.
I get your point, and I'll be sure to put these into consideration if such things are possible.-snip
Truthfully, a good portion of the air speed buffs that I inputted do focus on improving the recovery of certain fighters. The problem is, there's always a yin-yang dilemma when it comes to air speed buffs, as while you're helping to make a fighter's recovery better, you could also end up making the fighter's air game better as well; this is a rather large dilemma that Luigi is in, as he would appreciate the air speed buff to be less reliant on Green Missile for horizontal recoveries, but this would also make his air game better.I agree that Kirby definitely needs an increase to his Air Speed, but increasing it to 1.04 might be too much. I probably wouldn't go above 0.95 at the most.
I also don't think Meta Knight needs any nerfs. He's not overpowering at all. In fact I would highly discourage nerfing any aspect of any character at this point. The focus should be on improving those who are worse off.
The difference is context.If that's what you think, then feel free to ignore the info I posted. I, however, disagree. There are quite a few nerfs that I feel were unnecessary, especially to characters who were already mediocre.
Kirby is a perfect example of a character who would benefit from being made closer to his Brawl counterpart, where he had more range, slightly better air mobility, and a Down Throw that could combo. I hardly think those changes would break the character.
As far as I know, no. This is a balance mod of Smash 4, not Smash 4: Melee Edition. The game isn't balanced with these mechanics in mind, meaning we would have to go back and make a ton of changes to each character to make sure they aren't overtuned with these new mechinics.Are there any plans of bringing back wavedashing and L-canceling?
The issue here would be that Launch Star is rarely used as an offensive attack anyway, so you would be comepensating a small nerf with significantly better aerial game, survivability, and making an already Top 5 character a much bigger threat overall. This would be like slightly increasing the ending lag on Cloud's up smash, but then increasing his air speed to 1.25 and making Climbhazzard always snap to the ledge.And from what I've seen myself, while buffing Rosalina's air speed to 1.25 does make her more mobile in the air, this can also increase her longevity, and make her a bigger air threat as well. And my reason for the buff was to compensate for how Launch Star can't deal any damage. It's once again, one of those yin-yang moments.
The funny thing is, the only buff I gave to Cloud was to his weight. Limit Break already covers the speed boosts, so I saw no reason to touch Cloud's speed attributes at all.The issue here would be that Launch Star is rarely used as an offensive attack anyway, so you would be comepensating a small nerf with significantly better aerial game, survivability, and making an already Top 5 character a much bigger threat overall. This would be like slightly increasing the ending lag on Cloud's up smash, but then increasing his air speed to 1.25 and making Climbhazzard always snap to the ledge.
The difference is context.
What worked in brawl may not work here. Kirby might be perfectly fine with those changes. Others though like readding gliding, upping damage on things, giving Diddy a second banana won't work with how smash 4 is set up.
For example giving Marth is melee range is a bad idea, there is a reason his sword has gotten shorter and shorter, because it was overbearing in past games with most of the cast.
I'n of the opinion to look at this game alone and figure out what should be changed here rather than using past games as a baseline.
No, as it's against the rules to tell others how to mod their systems. You'll have to search for it yourself.-snip
How would other people know how to do YOUR thingy?No, as it's against the rules to tell others how to mod their systems. You'll have to search for it yourself.
Not sure if I'm allowed to say where, so I'll avoid saying it since it's against the rules to directly tell you how, but there are a couple of dedicated modding sites that go over how to do this kind of stuff, you should be able to find everything you need to know by googling something like "how to mod a wii u".How would other people know how to do YOUR thingy?
So I can't just download stuffs to a SD Card like Project M and be on my merry way?Not sure if I'm allowed to say where, so I'll avoid saying it since it's against the rules to directly tell you how, but there are a couple of dedicated modding sites that go over how to do this kind of stuff, you should be able to find everything you need to know by googling something like "how to mod a wii u".
No, there are extra steps that need to be made, which can't be brought up here.So I can't just download stuffs to a SD Card like Project M and be on my merry way?
Yes my post was meant to as better way to balance Wario.About Wario
I don't think the purpose of this is to make every character top tier. In fact, I'd argue that high tier and high-mid tiers are more balanced overall than top tiers. Perhaps this is what you meant and I'm nitpicking, but, well, better safe that sorry, eh?
You're right on about potential outcry against Gordo [buffs]. Lots of people would cry BROKEN/CHEESE/IMBA etc
And not without cause. But you have to ask two questions with buffs:
- Is it balanced? Absolutely. A harder to reflect Gordo would immediately force all lighter characters (ie 80% of our bad matchups) to actually shield or play around the thing, like I don't know all other projectiles in the game. This would force Sheiks/Diddys etc to approach and prevent us from having the bloody 60+ frames necessary to get Gordo out. Now they're approaching, now D3's decent punish game would instantly start working better. I like. But even if we just dream: take away the whole Gordo reflecting mechanic, D3 would still be bottom tier. He just wouldn't lose AS HARD to the keepaway. But that's would honestly not fit the character as well, which is the next question.
- The better question is: would this fit D3's character design? Not sure. To me, the Gordo reflect mechanic fits the King perfectly. Yes, framewise, it would be really easy to buff the frame data on our normals and call it a day - except that really wouldn't fit the character. D3 isn't meant to be stupid mobile. To me, D3 is more of a gimmicky character, one meant to take damage, trick opponents, and hit hard. It's just that all of our tricks (Gordo traps, fastfall Bair, Inhale, etc) are all beaten by really, really simple tools, and all require a ridiculous commitment. Buff our gimmicks - Gordo, Inhale, UpB, heck even Jet Hammer - and we have an even more hilarious D3. That's what I want.
Many of those were examples, not speaking for you.First of all, I never mentioned adding gliding back in. All of the changes I listed dealt solely with character attributes, range, active frames, damage, and lag. I know that gliding would be A) too controversial and B) probably not even possible at this point, so I left it out. I'm not interested in adding or changing any gameplay mechanics.
Second of all, I never mentioned giving Diddy back his second banana. In fact, I never mentioned Diddy at all since he is already very good. All of the characters I listed are mid-tier and below on the current tier list.
Third of all, I never mentioned using Melee as a baseline for anything. The difference in gameplay between Melee and Smash 4 is much more significant than Brawl and Smash 4.
If you want to talk about context, then you should probably try to stick to the context of my actual post rather than bringing up a bunch of things I never even mentioned.
The fact remains that quite a few average/mediocre characters in Smash 4 could benefit from some of their previous Brawl data. Zelda, Kirby, Mr. Game and Watch, Marth, Falco are good examples. Again, I am not saying they should gain back everything, but I made the list to make it easier to pick and choose.
You want to nerf your main? Alright then, all the DDD mains will rage in 3.. 2..A few suggestions for Dedede:
- Revert DThrow knockback so it doesn't combo as well. Although I would love a kill confirm from a grab, I just don't think that's Dedede's style.
Down Throw:
- Reduce mobility:
- Throw BKB: 70 -> 60
- Throw KBG: 82 -> 65
- Increase the gordo reflect from 1% to 3%. You can check out the Dedede discussion boards for more justification on this, but essentially it boils down to the opponent should have to commit to a reflect, shield or dodge just like any projectile instead of just spamming a jab and getting the reflect. I honestly think it should be 6%, but non Dedede player's might complain that it's broken (It's not, you'll just have to shield or dodge the gordo instead of reflecting it, just like every other projectile, but also if you get the reflect, the gordo locks onto Dedede). Maybe try out 6% and then either tone it back or increase something like the reflect speed to keep it balanced.
- Air Mobility: 0.72 -> 0.69
- Walk Max Velocity: 1.08 -> 1.01
- Initial Run Velocity: 1.46 -> 1.36
- Increase shield damage to the crash down sweet spot of Super Dedede jump. This move can currently just be shielded and punished.
- Decrease the ending lag when Dedede swallows a projectile or give him health back for eating it.
- Remove the hit stun when someone is mashing after being swallowed by inhale. If you mash fast enough, not only do you get out, but Dedede cannot do the spit or move. Make this more like a grab, if the opponent mashes when grabbed, it doesn't prevent you from throwing or pummeling, it just reduces the amount of time you have to follow up with those actions.
My wish list that that isn't as realistic as the above, but I would love to see:
1. Up-B should break shields on the sweet spot crash down like bowser's Down-B (There is a hitbox that buries, make it break shields as well).
2. F-Air should spike on the tip of the hammer like Cloud's FAir.
3. Cut down the D-Air start up and ending lag and make the entire hammer spike, similar to Gannon's DAir.
4. Give jet hammer the ability to short hop.
5. Give jet hammer heavy armor when fully charged.
6. Decrease the end lag on a canceled UpB.
Here's something to keep in mind with future changes to Dedede:
Don't make him rely on grabs. He has tons of different, unique, and fun tools, let his play style revolve around those tools and using them properly. Also, his main kill strategy is reads, punishes and edge guarding so try to stay in the realm of that.
Here's a quote from the great @Soul Train on Dedede's play style and the gordo reflect:
landing lag 23F/25F -> 20F/22F
sweet-spot hitbox size 1.9 -> 2.4
outermost sour-spot size 5.0 -> 6.0
sour-spots
damage 4 -> 6
bkb 5/5/5 -> 20/20/30
kbg 80/80/96 -> 70/70/90
No, I want to balance him and keep his play style what makes him fun. I'm guessing you didn't expand the quote or read the buffs that I suggested in conjunction with the removal of the mobility changes.You want to nerf your main? Alright then, all the DDD mains will rage in 3.. 2..
Thanks for giving me your thoughts on the Zelda changes.-snip
I'd like to say that no fighter should ever have to deal with an air speed value that's below 0.7. That's pretty much why I raised Dedede's air speed to 0.7.You want to nerf your main? Alright then, all the DDD mains will rage in 3.. 2..
I wouldn't call toning down buffs (that are arguably still WIP) a nerf. He's still faster than on live.You want to nerf your main? Alright then, all the DDD mains will rage in 3.. 2..