thesage
Smash Hero
Ness was always in the "middle" of floatiness even in vbrawl. He isn't supposed to be mega floatly lol. His whole playstyle is having an aerial game close to the ground.
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Awesome!Lol at Bowser taking no damage during a Meta Knight Tornado, except at the end. I'd be interested to try 2% but then he might not take damage from too many of the projectiles. Either way, it's a cool and innovative way to keep him competitive.
Oh I guess I'm not making this clear. By old floatiness I mean between 64 and MeleeNess was always in the "middle" of floatiness even in vbrawl. He isn't supposed to be mega floatly lol. His whole playstyle is having an aerial game close to the ground.
To make a competitive version of Brawl which can be more thoroughly enjoyed than regular vanilla Brawl.So are these codes meant to fix Brawl? Or to make it more fun for people who know how to hack?
Theres one more who feels Ness isn't floaty enough.So far a lot of the changes in Beta3 are really great, though there are a few chars I think could be better.
Dedede really needs more aerial options. Honestly his grab game is horrible without chaingrabbing and techchasing. Techchasing is what made his Usmash and Dsmash so good, now they hardly have much purpose. His tilts are pretty good on FF'ers too, but overall he feels really limited and is nerfed a lot from vBrawl. I tried changing his full jump up to 1.5 and he feels really great. He combo's like a more straight forward version of Kirby and the floatiness really helps his slow WoP style aerials since they all have a decent amount of lag. His side-B is also more usable and overall hes just a lot more versatile as a character. Uthrow now has a decent follow-up, and so do Full Jump Nairs and Dairs. Besides that, being the main antagonist of the Kirby series I think he should be a balloon killer, yet he can hardly edgeguard them at all with his slow jumps. I really think Full Jump would add a lot to his game, since he gave up a lot of what made him good in Brawl.
Ness's shorthop feels too low. I really liked vBrawl Ness' floatiness because it was made such good playstyles. He used to be able to Shorthop Fair, double jump Nair and still have time to Dair. Dgrav limits him too, if he could full jump Bair/Fair and still have time to Dair that would be nice. Overall his short hop is my biggest beef, but even then I'd still like him to be floatier.
Some other chars I've tested that I think have really come a nice way are Lucario, Link and Bowser. They feel so awesome. I'm sure there are others I forgot too but yeah I like this codeset.
D3's shieldgrab is nerfed with shieldstun. Also a lot of characters are going very nicely with offensive buffs and the shield pressuring with air momentum is not going to help D3's position at all.D3 is a defensive character. Why are we trying to give him some sort of great offense when he has an amazing defense? His shield grab range is still insane, his Waddle Dees are amazing to spam, his WoP is still good, and he is quite resilient. I'm sorry I'm just not seeing the reason to buff D3, I agree he fell but he isn't awful like Bowser or Link was.
I heard the momentum code isn't really reliant on Dash speed though and a lot of chars go just as far as Falcon. Either way hes still pretty limited with his jumps.momentum code actually helps D3 out so he is buffed
I dont think so. MK doesn't go that fastI heard the momentum code isn't really reliant on Dash speed though and a lot of chars go just as far as Falcon. Either way hes still pretty limited with his jumps.
Well, part of the problem is that his hitstun division constant is too low.Wolf, just wow. I don't know what to say but I hate him. Either something is bugged about him or he is just in mad hitstun all the time. He falls way too fast and can even be chain grabbed at lower percents. He was worse KO and combo potential then Fox. Lower Wolf's gravity or something cause he has a mediocre combo game, a bad projectile, a bad recovery, and gets combo like a fast faller. Basically he all the weakness of the FFers and none of the benefits. I'll play test him some more though.
wolf is relatively unchanged since beta 2. I can combo like crazy with him too. Try him some more I think, but I'm listening.Hmm that makes sense. Any other Wolf players having trouble playing as Wolf now a days?
chain ff uairs and ff fairs. you can actually combo them even into a side B if they DI wrong. Also can combo into bairs. bairs can do fun stuff too. also his utilt is great to set stuff up.Hmmm, how are you comboing with him? He's just a fun character to use, not one of my bests. As I said, I just felt like I was in a whole lot more hitstun then ever before and I was getting combo'd on like mad. On the topic of Wolf, have we consider doing something with the Blaster? It's a good poke but maybe I'm expecting too much from it.
Let me know your thoughts on him after you have played him a bit more. I'm all ears for making chars fit their playstyles best.Ya the best few matches have been better. I still think he falls a little too fast, even for a spacie. Wasn't he the fastest faller in vBrawl? *Shrug* I'll play with him more tonight to get more concrete feedback. On that note, I have a good friend coming over, who haven't we about to see how the play. Sides the Mother characters the two of us are somewhat knowledgeable about the rest of the cast.
gravity unchanged, ff = 1.2. I recover no problem :OI'm curious, how much was kirby's gravity altered? Fastfall nair offstage seems to always be death.
Floatier characters are harder to combo as in general they suffer less hitstun (I'm not actually sure what causes this though, but somehow having a higher fall speed increases the amount of hitstun on you).Bowser
I also agree that he feels a bit floaty. I'm not sure of the logic behind reducing his overall grav. Care to explain?
I was wondering this too, just so I can figure out whether some moves are even worth it to use on him. I really was only able to go even in damage with GS' Bowser using D3, but using other chars I had to pull a lot more moves to get him up lol. Its pretty cool, heavies being used against heavies and all.Ness
Bowser
Thick Skin is cool, but I'm curios as to how the code works? I'm not sure if 0 damage moves are a good thing. Does it decrease damage across the board, or simply eliminate 1% damage attacks? If fractions of damage are still kept in memory, it would be cool if jabs and the like still did a bit of damage after 1 or 2 hits. I'll see how some serious matches go against my friend who plays him well, and get back to you.
Actually that's not true. At all. It's just that floaties are in the air longer and thus seem like they have less hitstun. In actuality, the higher your fall acceleration, the less hitstun you receive. I mentioned this earlier in the thread when talking about wolf. Note I said fall acceleration. Not top fall speed. So it is possible for a character to have a high fall speed acceleration but a low top fall speed and thus get away with less hitstun.Floatier characters are harder to combo as in general they suffer less hitstun (I'm not actually sure what causes this though, but somehow having a higher fall speed increases the amount of hitstun on you).
me said:Hitstun is calculated by h = m*l / d, where m is the universal hitstun constant, l is launch speed, and d is a character specific division constant. Division constants are higher for characters with higher fall acceleration (ie. fox) to prevent them from being combo'd quite so bad, but wolf has a similar fall acceleration to characters like pit and mario. His division constant is 33, in a game where division constants range between 32 and 36. With +.085 hitstun, wolf currently suffers 45 frames of hitstun from an attack with a launch speed of 3000. If he had fox's division constant of 36, he would only suffer 41 frames of hitstun from the same attack. Not a significant amount, but it can matter.
Yuup. It does 1 percent at the very end because it does 1's and then a final 2 which is the only attack doin anything. Makes kirby's downthrow pretty much useless as a damage racker besides the fact that it can be used to start a nice little combo on him with up-tilts or b-airs and what not. I actually like it this way tho (not from a kirby stand point but a bowser of course) It makes him much better and different then any other character. It doenst make him too good tho. Overall its a wonderful buff to his game. gg on whoever thought it up.Anyways, I did Kirby's Dthrow and since the move is separated into several hitboxes he didn't even take damage until the last hit. Heck I'm only waiting for moves to do negative damage now.![]()