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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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Revven

FrankerZ
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-Shield stun is ridiculous. Lucas can literally LOCK someone in their shield with nair spam and break their shield(NL did it yesterday and said the opponent couldn't move). Shadowlink suggested that the amount of shieldstun be relative to the amount of knockback or damage on the move if possible. If not that, then maybe allow rolling during shieldstun so that Lucas can't lock people in their shields..
We have been discussing the shieldstun for the past few days. I personally want it toned down for weak hits (which is what I THINK Lucas's Nair is apart of) but, we will see what we can about lowering it some more. You're welcome to try and figure out how the shieldstun code works and test some values out and add them to the 4.1 set if we don't change it anytime soon.

Silven, you should really come to the IRC when you can. A lot of the discussion for sets like 4.1 is done there.

Edit: Also Silven, I have not experienced what you're talking about with Wario's bite and I have been using him since day 1 of Brawl+. I could look at it right now in the set I have. I'll report back shortly, I'll try it on Ike.

Edit 2: Nope, the bite worked 100% on Ike Silven, it even worked on R.O.B 100% as well. So, it's probably just a one time thing. If you get it again PLEASE tell us what the cause of it was because it needs to be replicated in order to be fixed.
 

Revven

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I don't have much time to fool around with a lot of these codes but I did get a chance to make a video of the Wario thing I was talking about.

http://www.youtube.com/watch?v=v9Ws_IGaet0
That... is weird! o_O

I haven't had that happen to me at all and I used the set last Saturday. Maybe it's the texture interfering with it somehow? I have NO idea as my bite worked fine when I used 4.1 on Saturday and worked fine tonight as well.

Maybe you should try redownloading the .gct from its source and replacing the one NL gave you (I'll send you a PM).
 

XSilvenX

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Yeah I got the one you sent me and tried it and it did the exact same thing. The hitbox seems to be displaced from his body. Oh well....by the way it can't be the texture code because NL uses textures also. I might try doing a 100% fresh restructuring of my card to see if it has anything to do with the files I have on it. If it still does it then maybe my Wii is just stupid lol.
 

Revven

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Yeah I got the one you sent me and tried it and it did the exact same thing. The hitbox seems to be displaced from his body. Oh well....by the way it can't be the texture code because NL uses textures also. I might try doing a 100% fresh restructuring of my card to see if it has anything to do with the files I have on it. If it still does it then maybe my Wii is just stupid lol.
I didn't mean the texture codes, I meant just textures in general.

But anyway, yeah it's not happening on my copy of the set and it didn't happen to me last Saturday when I did some actual matches with Wario so I don't know what to say. :(
 

GHNeko

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Yeah I got the one you sent me and tried it and it did the exact same thing. The hitbox seems to be displaced from his body. Oh well....by the way it can't be the texture code because NL uses textures also. I might try doing a 100% fresh restructuring of my card to see if it has anything to do with the files I have on it. If it still does it then maybe my Wii is just stupid lol.

Yo **** is ****ed up, yo.

Redo that ****, *****.


;D <3
 

zephyrnereus

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I have a question...does 4.1 have the fast fall during tumble code? for some strange reason, it doesn't work, and I was SURE to check all codes when I made the .gct a while ago...I haven't noticed it until just recently...
 

thesage

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Ok, what I'm about to say will probably piss of a lot of people, but meh. I played brawl+ v 4.0 today and apparently it had quite a lot of changes from the previous version I played. One of them being decreasing the amount of hitstun. This decrease makes Ness have barely any combos. Usually it's like small two hit combos that barely do any damage. These combos are not even set and it's entirely based on how the opponent di's. This wasn't the only problem I encountered.

First of all let's go over some basic Ness combos:

U-tilt -> u-tilt (low-mid percents)
U-tilt -> aerial (low mid percents
Uair -> dj uair (low percents)
Fair -> grab/jab/d-tilt (low percents, not very reliable)
Dash attack -> aerial (low-mid percents)
Pk fire -> lots of stuff (works until pk fire does not connect together or they learn how to DI out of pk fire)
D-throw cg (works if they don't properly di the d-throw, works at lots of percents)
D-throw to aerial (depends on how they di, never landed a d-throw -> dair that often, but it should work)
U-throw/D-throw/Uair/dair/u-tilt -> pkt2 (also known as Project Omega, works at low percents but it's extremely situational and there's a certain percentage window this works at. Good luck landing any of these moves with extreme precision though). I only landed this once today against Charizard, somebody pretty easy to combo for most characters anyways and he still lived.

There may be some other combos, but they're usually just 2 hit combos anyways. I'm not going to go through every single detail. It is possible to get three/four hit combos with him, but it's not like you'll be 0-50'ing anybody with decent di anytime soon. I was very dissapointed when I figured this out today. I thought the people on the vids I saw were just bad at combo'ing, but Ness is the one at fault.

That's pretty much it. These work until like 70-ish percent (depends on the character). After that, Ness' moves are too powerful.

Other problems:

He's so slow. His ground speed is a joke. His aerial momentum is absolutely horrible for an aerial based character. Out of all the characters I played today, I felt he was the slowest in the air. Look at somebody like Falcon, Falco, Sheik, heck even Ivysaur. There's no way he simply can keep up with them. You have to think 3 steps ahead of the opponent when the opponent has to think 1 step ahead of you. Ganondorf's speed gave me trouble. His sh is so high. He needs to be able to do aerials quickly but half the time he spends just floating there.

Ness is very susceptible to combos. He's a mid-weight. He can't combo very well. Doesn't generally do a lot of damage. Has a terrible and gimpable recovery. This basically means you'll have to be landing in more hits than your opponent, and have a harder time doing it. The only reliable kill move Ness has is bair, which obviously gets extremely predictable. He also is killed very easily (it's not like he's the heavyweight champion) and gimped easily. It's the same problem Metwo had.

Ness' ground game is crap. His only viable moves are pk fire, jab, f-tilt, running attack, and u-tilt. Everything else just sucks. You know I'm getting desperate when I mention pk fire as a viable move. It's only because it's his only way of racking up any damage at all, and it's so slow and has almost no range and is easily dodge/shielded/ powershielded. F-tilt is randomly good at getting kills and fair sets up for it nicely. U-tilt is basically a grounded uair. It is very hard to hit somebody on the ground with it. Jab doesn't set up for anything reliable if the opponent di's correctly. Running attack has decent range and sets up nicely for an aerial, but it has the same problem as all running attacks (predictable and thus easily shielded). None of these moves are easy to land or that useful. Sure you could say Ness is an aerial character, but his air speed is so slow most of the time you'll be hitting opponents places they can't be touched with these moves.

Ness' aerials (supposedly his main attraction) are also fairly bad. Nair isn't great at combos, but is great at setting up kills/edgeguards. It has barely any range and since Ness moves so slowly in the air that hurts it a lot. Uair can combo at lower percents and kill at higher percents, but has a weird (as in generally bad) hitbox. Fair has range, but barely dues any damage and sets up for almost nothing. It does set up for fair->dair if they, again, di incorrectly. Dair is a great combo move, but it needs to be ac'd since it has so much lag. It also is pretty slow at coming out. It's a good thing that it spikes well, it's like the only thing he has. Bair is his best killing move, but it's so predictable and d-throw only combos into it (if they di incorrecty, which isn't so much of an issue since the correct di for b-throw sets this up). They are pretty fast and have little lag (save for dair).

Ness throw game is pretty good, but his crappy standing grab really hurts him. Fair is the only thing that leads into a grab, but that works only at lower percents and you need the grab combos at higher percents (where Ness is really grasping for combos). Ness' running grab is amazing, but you need to really practice how to space it. All of his throws have some use. This and his spike are the only things going for him right now.

Right now, Ness is a huge blah. He's bad at combos, mediocre at damage, slow on the ground and in the air, has a bad recovery, and very susceptible to combos by other characters.

Almost every matchup I played as Ness today felt like it was a heavy advantage to the other character. If Ness had the advantage, is was against characters that are generally considered pretty bad. Even then I had problems.

Don't say I'm bad at combos. I played Pikachu and had no problems getting combos with him and I never even played him seriously before. He was doing just as good as my Ness was.

I now have brawl+ installed on my wii so I won't mind helping the brawlplussery make Ness a viable character. If for some reason they decide to ignore my post, they can look at the videos and see that everything I've said is true. If they don't feel like buffing him, I'll just switch to Pikachu, w/e. I had no problem combo'ing with him. I'd like to see Ness a viable character outside of low tier tournaments lol.

I find it funny his combos were actually nerfed from vbrawl lol.

I'm posted this in the Ness brawl+ thread as well.
 

Eaode

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You're asking if it's possible for the game to calculate knockback as if you had more damage than you actually do have... using data from a system only used for causing damage, from which it is not only taking data from the last move, but it is taking the damage that the move DID NOT DO rather than the damage the move DID, which really... is just a little bit ridiculous just to get attacks to kill some 5% sooner if you've been spamming them.

Yes, if a move is staled by 5%, then that is the only difference that you will see in kb... the opponent goes the distance that they would go if they were hit by a fresh version of the move and were 5% less when you hit them. The way kb is actually calculated remains the same in a damage staling system. The reason moves do less kb at the same percent but different stales is because when the game calculates the kb... they aren't at the same percent. If you hit a 95% foe with a fresh attack that does 15% and you hit a 100% foe with the same move staled down to 10% on a stale damage only system, they would both do the same kb.

Of course, in brawl, stale moves not only takes away from the damage you deal, but also launch speed (which is what hitstun and knockback are calculated from) by a rather substantial amount. A fully staled move in brawl will be reduced to 46% of its original power, not only in damage, but also in launch speed. Well, not exactly, since stale moves doesn't effect the base launch speed a move has, only the growth.
Uhm, thank you for explaining damage stale to me, when I was suggesting a way to do damage stale. :confused:

Magus' idea is probably more likely to be workable. A workaround for Stale damage should be looked into.
 

Skip2MaLoo

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Ok, what I'm about to say will probably piss of a lot of people, but meh. I played brawl+ v 4.0 today and apparently it had quite a lot of changes from the previous version I played. One of them being decreasing the amount of hitstun. This decrease makes Ness have barely any combos. Usually it's like small two hit combos that barely do any damage. These combos are not even set and it's entirely based on how the opponent di's. This wasn't the only problem I encountered.

First of all let's go over some basic Ness combos:

U-tilt -> u-tilt (low-mid percents)
U-tilt -> aerial (low mid percents
Uair -> dj uair (low percents)
Fair -> grab/jab/d-tilt (low percents, not very reliable)
Dash attack -> aerial (low-mid percents)
Pk fire -> lots of stuff (works until pk fire does not connect together or they learn how to DI out of pk fire)
D-throw cg (works if they don't properly di the d-throw, works at lots of percents)
D-throw to aerial (depends on how they di, never landed a d-throw -> dair that often, but it should work)
U-throw/D-throw/Uair/dair/u-tilt -> pkt2 (also known as Project Omega, works at low percents but it's extremely situational and there's a certain percentage window this works at. Good luck landing any of these moves with extreme precision though). I only landed this once today against Charizard, somebody pretty easy to combo for most characters anyways and he still lived.

There may be some other combos, but they're usually just 2 hit combos anyways. I'm not going to go through every single detail. It is possible to get three/four hit combos with him, but it's not like you'll be 0-50'ing anybody with decent di anytime soon. I was very dissapointed when I figured this out today. I thought the people on the vids I saw were just bad at combo'ing, but Ness is the one at fault.

That's pretty much it. These work until like 70-ish percent (depends on the character). After that, Ness' moves are too powerful.

Other problems:

He's so slow. His ground speed is a joke. His aerial momentum is absolutely horrible for an aerial based character. Out of all the characters I played today, I felt he was the slowest in the air. Look at somebody like Falcon, Falco, Sheik, heck even Ivysaur. There's no way he simply can keep up with them. You have to think 3 steps ahead of the opponent when the opponent has to think 1 step ahead of you. Ganondorf's speed gave me trouble. His sh is so high. He needs to be able to do aerials quickly but half the time he spends just floating there.

Ness is very susceptible to combos. He's a mid-weight. He can't combo very well. Doesn't generally do a lot of damage. Has a terrible and gimpable recovery. This basically means you'll have to be landing in more hits than your opponent, and have a harder time doing it. The only reliable kill move Ness has is bair, which obviously gets extremely predictable. He also is killed very easily (it's not like he's the heavyweight champion) and gimped easily. It's the same problem Metwo had.

Ness' ground game is crap. His only viable moves are pk fire, jab, f-tilt, running attack, and u-tilt. Everything else just sucks. You know I'm getting desperate when I mention pk fire as a viable move. It's only because it's his only way of racking up any damage at all, and it's so slow and has almost no range and is easily dodge/shielded/ powershielded. F-tilt is randomly good at getting kills and fair sets up for it nicely. U-tilt is basically a grounded uair. It is very hard to hit somebody on the ground with it. Jab doesn't set up for anything reliable if the opponent di's correctly. Running attack has decent range and sets up nicely for an aerial, but it has the same problem as all running attacks (predictable and thus easily shielded). None of these moves are easy to land or that useful. Sure you could say Ness is an aerial character, but his air speed is so slow most of the time you'll be hitting opponents places they can't be touched with these moves.

Ness' aerials (supposedly his main attraction) are also fairly bad. Nair isn't great at combos, but is great at setting up kills/edgeguards. It has barely any range and since Ness moves so slowly in the air that hurts it a lot. Uair can combo at lower percents and kill at higher percents, but has a weird (as in generally bad) hitbox. Fair has range, but barely dues any damage and sets up for almost nothing. It does set up for fair->dair if they, again, di incorrectly. Dair is a great combo move, but it needs to be ac'd since it has so much lag. It also is pretty slow at coming out. It's a good thing that it spikes well, it's like the only thing he has. Bair is his best killing move, but it's so predictable and d-throw only combos into it (if they di incorrecty, which isn't so much of an issue since the correct di for b-throw sets this up). They are pretty fast and have little lag (save for dair).

Ness throw game is pretty good, but his crappy standing grab really hurts him. Fair is the only thing that leads into a grab, but that works only at lower percents and you need the grab combos at higher percents (where Ness is really grasping for combos). Ness' running grab is amazing, but you need to really practice how to space it. All of his throws have some use. This and his spike are the only things going for him right now.

Right now, Ness is a huge blah. He's bad at combos, mediocre at damage, slow on the ground and in the air, has a bad recovery, and very susceptible to combos by other characters.

Almost every matchup I played as Ness today felt like it was a heavy advantage to the other character. If Ness had the advantage, is was against characters that are generally considered pretty bad. Even then I had problems.

Don't say I'm bad at combos. I played Pikachu and had no problems getting combos with him and I never even played him seriously before. He was doing just as good as my Ness was.

I now have brawl+ installed on my wii so I won't mind helping the brawlplussery make Ness a viable character. If for some reason they decide to ignore my post, they can look at the videos and see that everything I've said is true. If they don't feel like buffing him, I'll just switch to Pikachu, w/e. I had no problem combo'ing with him. I'd like to see Ness a viable character outside of low tier tournaments lol.

I find it funny his combos were actually nerfed from vbrawl lol.

I'm posted this in the Ness brawl+ thread as well.
I agree, samus' missiles are ********.
 

JCaesar

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I agree Samus' missiles could probably be toned down a bit in speed and power. Her wall of spam is ... impressive, to say the least.
 

KAN

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Dec 31, 2006
Messages
63
I tested out the newest Brawl+ codeset with a friend yesterday.
We are really impressed what has been done.

We tested out some characters but 2 seemed to be outstanding:
- Falco has a lagless shorthop double laser, quick and lagless aerials and you cannot really do something against him. He should have more laser lag or should only be able to fire one laser. The shdl locks down bigger opponents completely and is really imbalanced. There needs to be a bit of balancing.
- Marth really ***** bigger/heavier characters in the air. His aerials are just too quick. With the hitstun he can (even with proper DI) add like 50% to a Bowser in the air and the Bowser player can absolutely do nothing against that.

^ If this isn't correct and you have a few hints for me to handle these situations I'm glad to read them. If it really is like that, please someone balance it. ;)

Also I have a question: Is the explosion in Bowser fsmash a bob-omb explosion? It certainly is extremely powerful. :D
 

cAm8ooo

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Also I have a question: Is the explosion in Bowser fsmash a bob-omb explosion? It certainly is extremely powerful. :D
Nah. I believe it is just a fire effect but i may be wrong. The KB your seeing is because the Kb was buffed, the fire effect is just something really cool that was added for visual purposes.
 

Rkey

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Your comment had nothing to do with what you quoted...

And do you mean the power of the super missiles is ********?
Troll sensors are only 3'95£ in the stock market.

@thesage There's still headbut combo, I had a Ness dito with my bro earlier today, we're pretty medicore, but I managed to give him 80% in like 5 seconds with ness combos, the last four hits were 4 headbuts (this was on BF). He's been considered good in the IRC too, and caz combo (pkfire to dair) is like epic. He has a lot of stuff out of pkfire, just the pkfrie to dthrow is a good 30%, and has followups. You can get a grab out of fair to, which rocks.

I don't know, I only play my brother as it is know, and he really likes Ness and we haven't even got the ALR-code working here in Sweden yet. I do agree that something has to be done about his neutral-b though (my bro hit me with a fully charged one when my Ganon was recovering, but once in like 60 games isn't enough I'd say), and I'd like a KB increase on the release of his down-b, which would make the wind effect of it a really usable move. I mean, if you're so easily gimped as Ness is, I think you deserve to be really good at gimping yourself, kind of like Ivy is (and was).
 

Plum

Has never eaten a plum.
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Seeing how vBrawl has opened up another "Should Meta Knight Be Banned" poll, all I have to say is that I LOVE Brawl +.

MK is still great, and more than likely the best in the game, but the multitude of characters that can more effectively deal with him now is beautiful.

He has inherent weaknesses as a character that just can't be exploited with the physics of vBrawl, and Brawl + changes that. A little balance in the game goes a long way :)
 

Rkey

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Seeing how vBrawl has opened up another "Should Meta Knight Be Banned" poll, all I have to say is that I LOVE Brawl +.

MK is still great, and more than likely the best in the game, but the multitude of characters that can more effectively deal with him now is beautiful.

He has inherent weaknesses as a character that just can't be exploited with the physics of vBrawl, and Brawl + changes that. A little balance in the game goes a long way :)
Oh yes ^_^

The one thing I'm longing for now is when all the obvious tweaks and characterspecific **** has been done, and we're just releasing like really small patches. I'm talking about something like decrease KB by 2 on ganons f-tilt or something ridiculously small tweaks to make everything perfect. However, what I'm trying to say is that I'm longing for the moment when B+ isn't really changing much, and we can being discussing the matchupchart! This is because I hope to see a REAL rock paper scissors type one, which would be glorious flawless win.
 

thesage

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@thesage There's still headbut combo, I had a Ness dito with my bro earlier today, we're pretty medicore, but I managed to give him 80% in like 5 seconds with ness combos, the last four hits were 4 headbuts (this was on BF). He's been considered good in the IRC too, and caz combo (pkfire to dair) is like epic. He has a lot of stuff out of pkfire, just the pkfrie to dthrow is a good 30%, and has followups. You can get a grab out of fair to, which rocks.
Your brother needs to learn how to DI and Ness is easy to combo. That's doesn't really help much. Try doing that to a character like Sheik, Falco, or Sonic. Ness doesn't even have that many effective combos vs. Falcon. A lot of other characters have an easy time doing a 50 damage combo, for Ness it's a huge hassle.

Also I'd like to know how you Uair juggled him at 60%ish percent 4 times. Uair has enough knockback to send Ness really high up.

Cazcombo is situational, doesn't work on every character, and is negatively affected by how much speed pk fire has.

The problem with pk fire to d-throw is that it's really hard simply hitting somebody with pk fire. If they're good enough they can di out of it before your lag is over. The pillar burns slowly enough that characters with quick smash attacks can hit you while being burned. Floaties like Jiggs can jump out of it. You're looking at a move that's hard to set up, can be punished easily, slow, not very rewarding (it lets you do combos that half the cast can do without using such a terrible move). It's inferior to almost every other character's combo starters.

Fair to grab works at lower percentages on certain characters. The opponent has to be on the ground. They may even be able to DI out of it since Fair has barely any hitstun.

I don't know, I only play my brother as it is know, and he really likes Ness and we haven't even got the ALR-code working here in Sweden yet. I do agree that something has to be done about his neutral-b though (my bro hit me with a fully charged one when my Ganon was recovering, but once in like 60 games isn't enough I'd say), and I'd like a KB increase on the release of his down-b, which would make the wind effect of it a really usable move. I mean, if you're so easily gimped as Ness is, I think you deserve to be really good at gimping yourself, kind of like Ivy is (and was).
ALR doesn't really help Ness much since only dair is laggy and he ac's that anyways.

I never said anything about neutral b and down b. Increasing the power of the wind effect of down-b would be useless since it has barely any range for how much startup lag it has. Neutral is a good edgeguarding tool (better than pk fire in some situations). I've had some weird instances where people survive at 60% from it though. Considering other characters gimping abilities and their recoveries, Ness doesn't really stand out. Mk, Shiek, and Falco are just a few examples of characters that surpass him in both aspects.

I'm kinda dissapointed nobody's really discussing this...
 

Wave⁂

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Increasing the power of the wind effect of down-b would be useless since it has barely any range for how much startup lag it has.
Well, increasing its range, windup lag, and strength would help Ness deal with projectiles.

Then again, there's the bat, so you could argue it's not necessary. But PSI Magnet is just awesome.
 

thesage

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Bat is also kinda slow to deal with projectiles effectively.

I also was talking about the wind effect, not about the actual absorbtion power of psi magnet.
 

Revven

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I'm kinda dissapointed nobody's really discussing this...
The thing is Sage, I don't think Ness is as bad as you say he is. I agree that his ground game is terrible and needs some work but, I don't think he should lose something like double Fair in a short hop which is unique to him or any of his other stuff that makes him a floaty character. He shouldn't play like Fox, that's for sure.

I was thinking just buff his ground game, make Ftilt a better GTFO move, Dtilt maybe pop people up instead of used as a tripping move, fix Yoyos to work better, and make PK Fire have less landing lag and faster startup.

But, that's all I'm thinking of right now. I think his air game is quite fine as it is... but that's just me.
 

Blank Mauser

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If you guys were to buff Ness, I agree that I wouldn't want him to be like Fox either. Everyone could combo better with a shorter shorthop and better momentum really, but I don't think we want that to be the all-around fix.

Dtilt popping people up seems good, along with making his throws able to combo better but thats not possible yet. Another thing I was thinking was have his Nair trip people. Maybe it already does? Don't know but the rate could always be increased.
 

leafgreen386

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If his pk fire is such a bad combo starter... why don't we start by fixing it? I see nothing wrong with speeding up the animation some to make it more usable.

Fair could probably be fixed by increasing its launch angle. In fact, isn't the fair composed primarily of no flinch hits, greatly diminishing its actual priority? The move looks like it should be a brick wall, but I don't remember it ever really being that tough to get around from what I've played against ness. Perhaps changing the fair so that it actually flinches the opponent would help.
 

thesage

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Well, there a lot of problems with Ness so we need to decide what to fix and what to leave unfixed. I don't want it to seem like I'm arguing for him to be like top tier lol. Just pointing out his major problems right now. I'm going over some stuff with Falco400 right now.

So yea, I think there are basically two ways you can go to buff Ness. Both ways involve giving him the ability to move faster.

Buff his air game so that he relies soley on aerial combos, giving a buff to pk fire and u-smash.

Buff his ground game alot.

His main problem is that he barely has any combos. He also always been able to combo very well. Some people considered Ness one of the fastest characters in melee. Those are his attributes. SH double fair isn't very interesting or useful, plus Marth can do it better (if he can still sh double fair). Things that are unique to him that could be made interesting are his specials (Lucas' specials work so much differently than Ness' so don't say anything about that) and his air game. The only reason he needs buff to speed is that he relied on djc for quick aerials (which is not an option until a code is out for it) and wd'ing (in 64 he ran fast enough). I said what I've wanted to say and it's up for the brawlplussery to decide.
 

Plum

Has never eaten a plum.
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Well, there a lot of problems with Ness so we need to decide what to fix and what to leave unfixed. I don't want it to seem like I'm arguing for him to be like top tier lol. Just pointing out his major problems right now. I'm going over some stuff with Falco400 right now.

So yea, I think there are basically two ways you can go to buff Ness. Both ways involve giving him the ability to move faster.

Buff his air game so that he relies soley on aerial combos, giving a buff to pk fire and u-smash.

Buff his ground game alot.

His main problem is that he barely has any combos. He also always been able to combo very well. Some people considered Ness one of the fastest characters in melee. Those are his attributes. SH double fair isn't very interesting or useful, plus Marth can do it better (if he can still sh double fair). Things that are unique to him that could be made interesting are his specials (Lucas' specials work so much differently than Ness' so don't say anything about that) and his air game. The only reason he needs buff to speed is that he relied on djc for quick aerials (which is not an option until a code is out for it) and wd'ing (in 64 he ran fast enough). I said what I've wanted to say and it's up for the brawlplussery to decide.
I would love to see double jump canceling if it was ever possible; watching Isai play Ness and watching somebody shield an attack and watching how much of a mistake it was as he instantly broke their shield was amazing. In Melee it gave Ness some great combo ability too. But as cool as seeing the code and messing around with it would be, I can't see DJC as something that belongs in Brawl+. His ability to perform rising aerials with his double jump is unique and I would rather see that be buffed then DJC at this point.
 

Skip2MaLoo

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is it possible to make lucas' zair an attack? lol just curious, id love to pimp smack some hoes with my snake
 

GHNeko

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sMexy-Blu

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Fox is too sexy in Brawl+

SH Bair to Fsmash. <3

Utilt isn't as useful as it is in vBrawl but Fox got his Nair combos back.

<-- I made that
 

Sukai

Smash Champion
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turn around....
Utilt isn't as useful as it is in vBrawl.
Say that after you infinite Wolf to 97%

Anyway, on the topic of Ness, as I said much earlier, if Ness needs a buff, I would look into his aerials, his ground games is a bit too sensitive.
The bat could use a slight change, or just make the sweet spot easier to hit.
Give his Up smash horizontal knockback in the direction his yo-yo flies, that'll be classic.
Other than those two, his ground game is fine in my opinion.
 
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