Blank Mauser
Smash Champion
What you should do is just remove all the mods then test it. That way you know you aren't erasing half of one mod and breaking the code.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
If a return is outprioritizing spring then it would most likely outprioritize most of Sonic's aerials besides Bair, which is pretty slow already. So if you really were to go for the gimp you'd be straight up close, where a spring would do be able to do its job. Im not saying that it'll be a crazy good option but its one that makes itself available in a lot of places where Sonic's aerials already have a good niche. Not to mention its a horribly annoying change for the opponent to deal with, I'm sure they'd rather deal with Sonic himself. A well placed spring can actually beat quite a few recoveries.I do not know how much **** it would be, but if you reduce your entire game to trying to land the spring on the opponent then your game should already be called into question.
I know at least for my game I am rarely given the chance to drop a spring on someone without their return out prioritizing it to begin with. Any decent sonic main that is trying to pull off flashing gimping like they should be doing wouldn't even bother waiting for the opponent to get near the stage where they could attempt it safely but instead would be attempting gifts either mid way between the bounds and the stage by nair, fair, etc or going for the guaranteed KO of Bair to into the side of the stage. Even the homing attack would be a safer option if the opponent has a slow return ala jigglypuff or kirby.
But again as I have not tested it I concede the suggestion and take believe you two that the "light spike" in question is actually a guranteed KO under B+ physics. Still won't stop the few spring spikes I do mange.
2F039946 0004B032
03195A00 010E0000
FFFFFFFF 3F800000
2F036400 00064033
03053200 00640000
FFFFFFFF 3F800000
2F0B501E 00169033
0B641E00 01690000
FFFFFFFF 3F800000
2F085514 00169033
08143C00 00550000
FFFFFFFF 3F800000
2F055A14 00169033
08143C00 00550000
FFFFFFFF 3F800000
2F200032 40400000
2F0D0032 40000000
If you want them to be above Sonic, then Usmash spike and then techchase with a grab and then Uthrow.This is the third time we've gotten some solid activity as soon as I come back.
I'll try to codes tomorrow Blank, I'm too busy editing all these songs into my Brawl, but as soon as thats done I'll try out your set.
On the topic of Spring, we already have hitstun which kinda already makes spring pretty good. Sure its only half at most of what what the light spike does in BB, but remember we can still Dair back to the stage > quick release the edge, and deliver a Bair to most of the cast. I would prefer doing that versus just having spring to be the OMG **** move. I'm siding with Blank when I say its just a bad idea.
Also, I don't like the Usmash Spike idea anymore. After thinking about it, sure, the Usmash doesn't combo or have a guaranteed or near guaranteed 'tech chase', but it puts your opponent above Sonic which is PROBABLY the worse case scenario the opponent can be in at anytime. And the fact it changes up his gameplay too much just like the spring spike it just doesnt' seem Sonicish to me.
And please don't forget about the change list. [Link]
As an anti-air it can actually be used to predict and punish a few things, but his grab or even Uair all lead to much better options, are safer, and require less commitment. Usmash has slow start-up and wind-down, and considering punishment is so harsh in this game it just isn't worth using compared to his other options. Now its a risky move that requires prediction but can setup for a techchase nair kill along with many other combo options if executed right.I have never heard of the upsmash being considered worthless. While not an estiental part of his game, it does have its uses. Would not mind trying out your changes though.
The new engine has a more efficient way of handling frame speed changes. As of now, the data for frame speed leaks out into other areas when there are too many codes, so we're limited in that regard.New engine? Could you elaborate?
The engine is what handles the modifications to hitboxes.New engine? Could you elaborate?
well surely if it was cancelable with upB and side B it would significantly boost his recovery (which is pretty dam good already)So I'm curious: was there a reason that homing attack was only made cancel-able with jump and d-special? Before, in that one article on brawlplus.net, it said it would be made to be cancel-able with ALL specials. I'm just wondering why it was decided to only be with d-special now.
Shanus said he couldn't do anything with the startup animation of HA. That means no cancels and no speedups. As for the rest of HA, making it jump cancelable during launch would just make it spammable as a psuedo long distance approach option (you'd lock on and then jump out at any point during the movement) and it would still be far too slow to be used for any kind of pursuit. So all that was left was making it do stuff when it's succesful (on hit)So lets give him JC HA to compensate.
I mean come on.
MIND GAMES MAN.
http://www.youtube.com/watch?v=FGdAod20fR8Shanus said he couldn't do anything with the startup animation of HA. That means no cancels and no speedups.