Grim Tuesday
Smash Legend
Will this work for PAL?
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I've been skimming this thread some, and I haven't heard much about the actual balance of this mod. After playing it a while, the first thing that I immediately notice is probably too good is Sonic and his ridiculous dair. o_o I mean, it dizzies enemies on ground, and spikes enemies in the air. wtf?
You will need to be editing arbitrary offsets to edit Nana's stuff. You should use Open SA2 to find the offsets. If you didn't do that and didn't use the outdated hitbox and throw modification engines (which will explain your final smash crashing if you did use them!), then you didn't edit Nana at all. If you took our .pac file for ICs and just removed the pummel speed change (which was put in to remove an infinite variation FYI; ICs force ground breaks and then have the other climber regrab, works on the whole cast), then you made Nana have a different pummel speed than Popo which I guess also fixes that infinite but is kinda goofy.
I haven't played this, but just to be honest looking over some of the buffs... I find it hard to believe this leads to balanced gameplay. G&W as an example is going to have a sickening shield pressure game in this. So, there's no powershielding which means if you block an attack, you take shield damage. G&W can already easily guarantee shield damage with lingering hitboxes (meaning it will be very hard to spotdodge if not impossible) on safe fair and bair. He's not going to be able to shield break easily off this, but he can easily get your shield down a bit. Now I start going nuts with dash attack. Dash attack also lingers so it will be very hard if not impossible to spotdodge. If I hit your shield, I either take it down to super critical territory at which you can't block anything (which will be easy to maintain with slow shield regen) and get thrown, which I don't mind, or I break it outright. If I break it, you eat a fully charged usmash and don't even get a full shield back instantly so I resume dash attack pressure if you don't die. If you end up with a super critical shield, I can basically do anything lingering, and you can't block it or spotdodge it. Your only recourses to fighting me are to zone with your attacks really efficiently, against one of the most disjointed characters in the game, or to run away until your shield is mostly full which is going to be very slow. I can see how someone like Marth who has a f1 invincible move and a Counter move could deal with this, but the majority of the cast seems like it would have no answer. For instance, what is Kirby supposed to do? I doubt G&W is the only one like this...
So far I've kept a track record of trying out every full game Brawl mod so I'll probably download and test this at least against the AI sometime soon, but reading over that list and knowing what those numbers mean makes me skeptical. I guess you could be going for the angle of shield being something that keeps you very safe (like it does in standard Brawl) but being a very, very, very limited resource (like you can only shield a few times per stock!), but that would seem to require radically changing the whole cast to work around that. Don't take it personally; I'm just being honest here.
Passing thoughts, at machine gun pace:
This suffers from Brawl-'s "Why should I ever block?" syndrome. This in turn means grabbing is generally a bad move for people not named Olimar, DDD, Jigglypuff, and such except in weird super armor cases that are now skewing matchups.
I like how some people are trying to describe this as BB with a higher balance target when MK is nerfed significantly more.
Ganondorf and Falcon are going to have really stupid double-side-b edge games. It's even more dumb on platforms.
Ganondorf's speed changes are pretty inconsistent. Random things are faster without rhyme or reason. Why was Thunderstorming nerfed, of all things? Ganon d-tilt is still way better than most his moves, now joined with nair spam. U-tilt and Warlock Punch are still relatively worthless.
Am I missing something, or is Toon Link substantially buffed? What's next, Olimar?
Oh. He is.
Peach is going to be absurd with crappy shields to begin with, much less specific buffs. A nearly safe counter and an armored projectile?
What's up with changed Fox's weight? Why make him easier to juggle?
Jigglypuff... Why would you nerf Fair? Her ground moveset and sing are still awful with these changes, which I think isn't what you are going for. Rollout wrecking shields is realllllly skewed with respect to level of play; it's irrelevant at high-level and still a trash move but more overpowered than Din's Fire at low levels. Meanwhile, Pound is insane but can no longer kill? Huh? Sing is also still trash.
Not that any of this matters because dair is a guaranteed Rest or Shield Break (OOPS CAN'T POWERSHIELD IT!) at all times, on everyone.
G&W is now even more u-smash spam. There may be some character who literally cannot get through it, at least without certain options. Dash attack is also weird. I don't understand why you'd buff up-b either, it's already one of the absolute best moves in the game, practically Shuttle Loop Jr. Edition.
I'm going to estimate the the Jigglypuff/Diddy matchup is at least 8:2, and Jigglypuff/G&W is 1:9. There's just a lot of balance issues running around here.
Speaking of move disparity, Din's Fire is still terrible. Good luck ever fixing that in the current framework.
Ness fair is already one of the best moves in Brawl, and you majorly buffed it? Ironically bbrawl does too by adding shield damage... which you didn't do. Meanwhile, he poor ground game outside of grabs was left mostly intact?
Snake's nerf pale in comparison to his nair and dair being god-tier moves. You can't dodge them, and now you can't block them either. Why would Snake do much else?
I hope none of this sounds rude, there's just several of these cases where the changes implemented are random or counter-constructive to your stated goals. Many bad moves were ignored or improved in an ultimately meaningless way, and several good moves were made even better. The balance target seems very inconsistent, as well as the exact nature of shield behavior you want. (Which again, in most cases ends up as Brawl- levels of unusability.)
Ultimately it's hard to see this as much else than "someone got a copy of bbrawl and made a bunch of changes to attacks and mechanics he didn't like". (Which is fine.) However, that definition is basically what Brawl+ was, except you started with bbrawl. You seem confused in the comparisons people are making, but the idea that Brawl is mechanically flawed and needs fixing, specifically via means of overvaluing offense, is exactly like Brawl+. The difference is that most complaints people have with Brawl being defensive relate to character speed and victim options on-hit, not that shielding is overpowered. Making shields nearly worthless doesn't change that.
Also, for the attacks with unchanged shield damage, the shield is still almost as good--that's the bizarre thing. Since you focused on shield regen as a nerf target, you've added significant incentive to run away, spam safe projectiles, plank, or scrooge. It just isn't very well thought out.
I really don't mean this as a personal attack at all, but when you throw in things like "I'll take out stale moves", "If luck is removed, the game will be better", or "I know, I'll buff rest!" it comes across as very amateurish. These are the sort of knee-jerk things you see new designers trying to do all the time, it's practically text-book. Again, I don't mean this to be rude at all. Hit me up on AIM/MSN sometime.
Finally, just as a warning you might want to give credit to uh, everyone. I don't give a hill of beans myself, but some other people might crucify you over it.
Oh dant, u so crazyIn Unstoppabrawl, a code is in place to prevent this.
no offense to the creator but i just played this, and am a huge fan of plus, minus and project m. there was almost no difference between this game and brawl
Are you sure you played it as it was supposed to?Unstoppabrawl...throws convention out the window to make Super Smash Bros. Brawl more balanced and more fun. The goals of this project are to make every character as balanced as possible, make nearly every attack useful as an attack, reduce random chance, and deepen the strategy of the game, but all with the intention of making the game more fun. Fun is what I started this project for over a year ago, and it remains the most essential aspect of it, by which every change is judged.
First of all, although the physics of the game are untouched, every character has received numerous changes to their attacks. You will likely have to relearn your character upon jumping into Unstoppabrawl. However, I am confident that you will enjoy these versions of the fighters more than the ones in vBrawl.
How are you going to have power shielding reflects projectiles? Project M still doesn't have a 100% perfect PS reflect code.which will have Melee-style Perfect Shielding.
Ooh, sounds really cool! Can't wait! ;DSpeaking of the next build, balanced Final Smashes and the "Final Stock Smash" mechanic are coming along.