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Super Smash Bros. Melee: Shield Breaker

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
MAIN THREAD AND DOWNLOAD HERE:

http://smashboards.com/threads/super-smash-bros-melee-shield-breaker.418641/

SSBM: Shield Breaker
---- The Most Balanced Melee, to date.

(note: "Shield Breaker" is simply a nick name here)
(ver: 1.05 as of 10/05/2015 3:55PM EST)


So for some reason, we had fast characters outputting faster and more damaging moves than slower characters with their slower attacks. Also, fast down angled moves like Falco's dair and Marth's dair spike while slow attacks like Falcon's dair and Ganon's dair meteor. This inherently broken logic has been unquestioned until now.


Patches


- 1.05: I over-nerfed fox and falco, their shines have been restored but with a catch. The hitboxes both occur at frame 5 and both do 8 damage. Fox's shine angle is 361 vs 0

- 1.04:

Achilles-Tech (Velocity-Redux(V-Cancelling)/Aerial Guard) sound effect added.

Marth & Roy Full Shield Breaker KBG now similar to Falcon Punch.

Marth, Link and Young Link Dtilt KB changed to angle 361 (their Dairs can all Meteor).
Falcon and Ganon Dair Foot Hitbox sizes back to melee standard.
Misc changes to Mario, DK.
- 1.03: Falco's laser granted flinch again, but only if the opponent is grounded. The leading hitbox does not cause flinch if the opponent is airborne. However, if the opponent were to land onto or jump into the bottom or top side of a laser, that area will cause flinch.

Fox's and Falco's lasers can also be fired in the air at half speed if the z button is held thanks to Achilles.

- 1.02: Tech Jump only allowed at frame 20 of a stationary or roll tech

- 1.01: KB buff to specific characters


Main Changes
- Shield Damage Multiplier is now 1.5x vs 1.0x

- Damage is now equal to frames needed to attack + 3 points

(divided appropriately based on multi-hits, rapid jabs, etc)

- This is not street fighter, combos will be earned beyond 3 inputs

This means anything in vanilla that was too low-risk, high reward;
too bread and butter;
too much knockback has been changed

-All previous spikes are now meteors. Bowser's Down Special is the only
spike in-game because he can die in the process so the kill must be secured.

-This is a balance patch for SD Remix but is simply nicknamed "Shield Breaker"
Debug Menu will refer to SD Remix as will some Labeling data.
Any problems that existed in SDR will exist here.
You have the option to choose their partial character balance or my full character balance.

Their game can be found here:
http://sdremix.com/

Their changelist can be found here which mostly applies to my changelist
except for damage and some KBs (knockback) and KBGs (knockback growth):

http://uglook.net/writing/sdremix/

- With that said, if you want to be a true competitive gamer that does not rely
on randomly assigned damage values or random elements such as stage hazards,
randomly generated turnip/hammer pulls, chain grabbing availability based on your random
opponent's character choice, that is tired of getting outclassed instead of outplayed, then this is the game for you:


______________________________________________________________________________
Damage Balancer:
- New DMG = frames required + 3; Max 30
Before, damage did not make any sense

EX| Before
a 1 frame Faclo shine did 8 damage and 8 shield damage
a 4 frame Marth Fair did 10 damage and 10 shield damage
a 3 frame Ganon Jab did 7 damage and 7 shield damage
a 52 frame Falcon Punch did 27 damage and 27 shield damage

EX| After: frames needed to attack + 3 = new damage (max 30)
a a 5 frame Falco shine does 8 damage and 8 shield damage (it already reflects projectiles)
a 4 frame Marth Fair does 7 damage and ~10 shield damage
a 3 frame Ganon Jab does 6 damage and 9 shield damage
a 52 frame Falcon Punch does 30 damage and ~82 shield damage​
(52 frame move would be 55 dmg, but max is 30)

(Shield dmg = 55 x 1.5 = ~82 sdmg)​
- Projectle damage is roughly untouched
- Again, Jab damage divided if multiple jabs exist

______________________________________________________________________________
New Mechanics

- Tech Roll Jump [Achilles]

Press Jump at frame 20 or higher during stationary techs or tech rolls to jump

- Grab Infinite Removal [glook]

https://www.youtube.com/watch?v=5PcRjGP7b_E
Any attack knocks opponent out of a grab when the grip has run out
NO 2v1 gang bangs (aka wobbles)

- Reverse Aerial Rush [Achilles]

switch facing direction if jumping out of TurnRun

- All characters can wall jump [Y.S]

traditional tournament infinite stalling rules apply

- Dual 1v1 Mode [Achilles]

Players will only be able to hurt other players set to the same team color.

1. Turn Friendly Fire to OFF.
2. Switch to Team mode and set the team colors so that each set of
players that should fight each other are the same color.
Players will only be able to hurt other players set to the same team color.
(Optional) Switch Team mode back off so players can switch to whatever costume they want.
3. Start the match
4. When the match is over, re-shuffle team colors as desired.

Nudging Only Affects Teammates (1.02) [Achilles]

nudging as in walking next to a player and moving the x-coordinate of that player

Players on Different Teams can Simultaneously Grab the Same Ledge (1.02) [Achilles]

- D-Pad Up/Down toggles Rumble on CSS [Dan Salvato]

Rumble when character is selected, Ignore Nametag Rumble Settings

- Ledge Invincibility Attrition [glook]

Ledge invincibility decays and regenerates similarly to shields
______________________________________________________________________________
Disjointed Hit/Grab-boxes

- Any disjointed/over-extended boxes changed to match more the size of the grabbing/attack object
- Roy and Marth Grabs shortened to match other character grab lengths
because they already lean in

______________________________________________________________________________
Reflecting Objects

- All objects which can reflect attacks and articles can now mainly reflect articles:

Fox Shine Hitbox causes no flinch
Falco Shine Hitbox causes no flinch
______________________________________________________________________________
Randomness Removed

- All attacks which relied on randomness now do/go average damage/distance.

Peaches turnips now do average damage (8)
Game & Watches Hammer now does equal damage but #1=10KB, #2=20KB,...#9=90KB
Luigi's Side-B max charge distance = Misfire distance, occurs at frame 52
Self-Damage for Pichu and Roy removed
Chain Grabbing removed for notorious characters like Marth, Roy, Ganon, & Sheik

Topics below detailed in the main thread:
http://smashboards.com/threads/super-smash-bros-melee-shield-breaker.418641/
______________________________________________________________________________
S-tier Deranking

______________________________________________________________________________
Old A-Tier

______________________________________________________________________________
Old B-Tier

______________________________________________________________________________
Old F-Tier

______________________________________________________________________________
Notes to Users

______________________________________________________________________________
Notes on Character DAT
 
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