CountKaiser
Smash Lord
Yes, there's a new code to allow this.
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I think the problem is that the hitstun basically has to stay where it is right now. Any lower and characters loose essential combos, like DK loosing cargo Uthrow to Uair.I apologize for the not detailed thoughts, but they weren't that detailed in general.
Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.
What I meant to say by the whole not Melee 2.0 business even though it is less is that I feel we should look at altering the hitstun level rather changing characters in some changes, when the issue has to do with the combos the character has. After all we are still experimenting with different shieldstun levels. Worded bad yes, but it's been tiring going to bed at 6 AM and needing to get woken up by loud music next door.
QFT.Brawl+ needs another disclaimer.
"Your Zero to High Percent combos do not work when you learn how to DI. Stop thinking there is too much hitstun until you learn to DI in B+."
Lolthis.TOO MUCH hitstun? He's been playing vanilla for too long. M2K obviously doesn't know how to DI.
LOL yeah Falco is still too awesome, but I really hope he doesn't get nerfed. Don't touch my main, pleaaaase?Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.
Yeah, a monster onstage, a dead bird offstage (unless you're offstage too ; phantasm spikes are now deadly at high percentages)...Falco is fine. His recovery alone is enough balance for me
I don't think there is any way to edit throws yet :\Wow, Ness' bat has a ping sound. Epic.
I don't want to sound annoying, but is there a way to increase it's speed?
The action of the move is slow. I've also noticed that the backthrow of doom has been nerfed. (kills way to late now) Can you even change the backthrow's power guys?
(since IIRC the problem originated due to the new gravity)
Well, we can edit their damage, which directly influences the move's growth rate. If we buffed its damage by 1-3% it would probably kill much lower.I don't think there is any way to edit throws yet :\
I love the bat sound though. So great XD
I hope the whole move wasn't sped up, just the cool down-I still think Wolf's Dair is too fast, spikes are supposed to be powerful moves and risky at the same time if you miss.
Which nerf are you talking about? If it is the reverse knee, I don't see how that affects balance at all.-Falcon's knee nerf is sad but its for the good of balance right?
Yes.Well, we can edit their damage, which directly influences the move's growth rate. If we buffed its damage by 1-3% it would probably kill much lower.
In what way?The DI window gets altered when you are on a different buffer. If you are playing with a 1 frame buffer, you have to be aware that the timing is different from the default buffer of the game.
I agree with the momentum suggestion. I find myself flying across and off stages very often.falcons reverse knee is gone but samus' super missiles still have ****-ability? also if hitstun is lowered the nadt code should be put back in. also can falcon's momentum be lowered a few? if I run just a few steps I leap across the stage really messing with some of my earlier combos..
The thing is, we can't go any lower right now without the compromise AD code. We have tried many different levels of hitstun before and going ANYWHERE below 8% (.48) makes characters lose a lot of staple combos we have right now which would greatly hinder their current metagames so far (DK for example Cargo Utoss to Uair will not work below .48). This has been explained before many, many times. The hitstun is actually not that high if you go by the numbers. In essence, we have only increased hitstun by .8, which is a VERY VERY small amount increase from the default of .4. Think of it another way, Brawl is so floaty and the stages are SO much bigger than in Melee that you NEED a lot of hitstun in order to catch up to your opponent, hit them and continue a combo higher into the air (juggling). Where as if that amount of hitstun was not present, we would be seeing a lot less comboing and more boring matches if we went down to .45 without the AD code most of us agreed to get.I apologize for the not detailed thoughts, but they weren't that detailed in general.
Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.
What I meant to say by the whole not Melee 2.0 business even though it is less is that I feel we should look at altering the hitstun level rather changing characters in some changes, when the issue has to do with the combos the character has. After all we are still experimenting with different shieldstun levels. Worded bad yes, but it's been tiring going to bed at 6 AM and needing to get woken up by loud music next door.
NADT is no air dodge during tumble, so if you just got hit and are spinning in mid air, you can't air dodge.If I may ask, what is NADT and Shanus' idea?
No Air Dodge During Tumble.If I may ask, what is NADT and Shanus' idea?
Its floaty if you make it floaty. You can combo fine at .45 if you up gravity and change some of your game mechanics. And did you say stages are "SO much bigger?" I really must disagree and I think most people feel this wayThink of it another way, Brawl is so floaty and the stages are SO much bigger than in Melee that you NEED a lot of hitstun in order to catch up to your opponent, hit them and continue a combo higher into the air (juggling). Where as if that amount of hitstun was not present, we would be seeing a lot less comboing and more boring matches if we went down to .45 without the AD code most of us agreed to get.
.
No air dodging from the tumble. You can still jump and attack out but not air dodging. You have to tap once to stop twirling before you can air dodge (or jump air dodge)If I may ask, what is NADT and Shanus' idea?
Not because your gravity is just in general higher but also because of NADT. If you didn't have NADT, you wouldn't be comboing as efficiently on .45.Its floaty if you make it floaty. Like I combo just fine at .45 because my gravity is higher.
No.Wait, so is NADT going to be implemented for the next Plussery release?
It's not a problem, I was just explaining to Dai why hitstun is so "high" and why we can't lower it any further.Wasn't the argument solved during my and falco400's hivemind post? Shanus' idea is everything we will ever need, startuplag on AD from tumble. Wiggle if you wish, AD normally if you wish. Wiggle will, with skill, give you a few frames less hitstun and u might escapde som combos.
What's the problem? Sorry for being harsh but it's the third time we're discussing it.
So will there be moar Shanus in the next set then?It's not a problem, I was just explaining to Dai why hitstun is so "high" and why we can't lower it any further.
I'm showing both sides of the coin and if it makes you happy, I'll just change my post to make it "in general, higher gravity" blah blah blah.Bolded: And I also had a feeling you would, again, post about your set in comparison to the Plusery. -_-
No.
You could lower it if you decided to change some of your game mechanics. Take this at line at face valueIt's not a problem, I was just explaining to Dai why hitstun is so "high" and why we can't lower it any further.