Shadic
Alakadoof?
Exactly. I don't see the problem.
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No it does more than just the killing power for finishersIsn't the keep fresh bonus just making moves that you don't use have a bit more damage/knockback? If so, I don't see the problem with it. It's the positive reinforcement of stale moves.
Me
I was originally for the fresh bonus for attacks but I am no longer. Why? There is no control. You don't know exactly when your attack is fresh either. It just happens. Lets say I need to use this one move to continue the combo and the move is fresh. I have no choice but to use a fresh attack. The problem is that unexpected increase in kb or even expected ones have a negative affect on the combo game.
You are mainly using damage as a judge and you know how far your moves should send someone and a fresh move will make you lose the combo because they are sent further than expected. This I feel limits your options because if you chose another move then the ideal move, you may lose the combo because the set up to the next move is not as good but if you use the ideal move, the fresh bonus still puts them in an undesired spot.
I am not against the fresh idea concept, I am against how fresh hits are implemented. You should have a choice whether or not to use the fresh hit or not. It's great for kill moves, but bad on combos when you have such limited control
Not exactly, but I do keep track of how much I use potential kill moves when playing brawl. I can normally tell as ZSS how many times I have used bair in the last 10 moves because it is my number one kill move and I need to know the relative percentage to use it as a finisher.actually I agree with Kupo. the fresh thing keeps brawl's "save you kill move" mentality, the fresh move is really unexpected, because I'm assuming nobody remembers the last 10 attacks they used.
1) I don't think stales moves are a stupid mechanicreplies in red
Not exactly, but I do keep track of how much I use potential kill moves when playing brawl. I can normally tell as ZSS how many times I have used bair in the last 10 moves because it is my number one kill move and I need to know the relative percentage to use it as a finisher.
Depends on the character. Some characters simply are not fast enough to punish MK's d-smash. (For some, if they try, he can d-smash or use another attack and punish the attempt. THAT is why it needs bonus ending lag.)3) DSmash is really not his broken moves. DSmash spammers are really easy to deal with in Brawl, I say that as a player...
Damage only staling would be ideal, but so far no headway has been made in finding out a way to do this, and it's pretty low-priority as we can just use no-stale.Would it be possible to make a Melee style stale move system? Only damage being reduced and not the knockback would solve most of these problems, including Ness/Lucas d-tilts, needing to memorize reliable kill percentages for each character, and still somewhat take away spamming.
Also, I'd stick with the 10 frame buffer...
Not only that but, with 10 frames of buffering + the new aerial momentum code and I can see Falcons accidentally Nairing with momentum if they only meant to move forward with a jump instead of dash and jump and thus, messing up/dying.Damage only staling would be ideal, but so far no headway has been made in finding out a way to do this, and it's pretty low-priority as we can just use no-stale.
a large buffer window allows you to play sloppily, as well as making it possible to make stupidly fatal mistakes like trying to shieldgrab but being pushed off the edge and Nair-ing to your death etc. you don't need a large buffer window, just learn to time your attack properly.
I agree with some of this... Bowser may be strong, but he is clearly at a disadvantage in brawl+. I think he should be buffed, but I don't like the "thick skin" (and for that matter, I also disagree with "flimsy armor"). The ending lag on d-smash isn't a bad nerf though... it was an unusually fast and strong move before. It's not the main problem I agree, but it was voted as the best d-smash in the game a couple months ago.2) Yeah, character balance... Bowser is repaed by combos but is powerfulBalanced, isn't it ?
3) DSmash is really not his broken moves. DSmash spammers are really easy to deal with in Brawl, I say that as a player...
Playing MK in Brawl+ is probably where you see the limits of Brawl+ : A community can't recreate a game entirely. If you have to buff something... buff his Up B or something... Or just ban him, this time.
I figure most if not all good players keep track of at least a few of their killing moves. I think that stale moves rewards knowledge of a character and helps create a sense of strategy in brawl. This is a good thing. I do however think that brawl's system is a bit too strong. There is a code to modify the strength of the degeneration that should be used over the "no stale" code.1) I don't think stales moves are a stupid mechanic [....]
I try to do the same with my FSmash / USmash as Falco.
See, thing is Adapt, we tried that. We gave the system a chance. First we lowered it by 3/4, that wasn't strong enough (still VERY noticeable), then we tried 1/2 (STILL noticeable and ridiculous for tilts) and then we tried 1/4 (still VERY noticeable). "If we went any lower, what's the point? We may as well just get rid of it." Is what we said a whole two months ago when we decided this. You missed the discussion on it and it's pretty much set in stone. We agreed upon a stale in damage only when we have no other codes to do and no stale in knockback. It's an arbitrary system and just needed to go, it's still too strong even when weakened.There is a code to modify the strength of the degeneration that should be used over the "no stale" code.
I think this may be ideal as well. I'm finding that 1 Frame simply isn't reasonable when trying to perform precise tactics.I would prefer a buffer window of around 3 to 5 frames.
Sure. Whatever you say<paraphrase>
can't can't can't
no no no
</paraphrase>
No we don't. Momentum at 95% has the same momentum control as melee falcon did. The control is the same believe it or notSpeaking of which, we really do need stronger pull back on momentum, I find that what's there now just isn't enough like in Melee was. As in, pushing back on the stick should just completely cancel the momentum, IMO.
TBH, 1 frame buffer isn't that different from 0 frame buffer. It's only 1 frame, a 60th of a second, it's not going to make a vast difference.Ulevo you just need to practice your inputs are too sloppy. I don't ever screw up my combos anymore. Even a buffer of 1 frame makes you duck after SHFFLs. Just practice and you'll get used to it and be grateful for the tightened control.
I realize that but using falcon as a comparison, I saw now difference in slow down speed/time between melee and brawl and I have done some thorough research on this.@Kupo's response to Falco400-He means when you're trying to slow down.
It's really noticable with characters who have decent default airspeed in melee (I'll use Marth as an example).
If you do a dashing fair with Marth, and immediately hold backwards (while c-sticking forward), you not only lose all of your forward momentum before your jump ends, but you actually move backwards for a little bit and end up in pretty much the same spot that you started.
Some of the faster dash jumpers (like Falcon, Fox, ect) didn't lose all of their forward momentum, but the did lose a significant portion of it by simply holding backwards. I think that's what Falco400 is looking for. It gives you more control of your dash jump...after doing the dash jump. Holding forward (or no direction) retains normal dash jump properties (normal momentum with a small deceleration rate), while holding back drastically increases the deceleration rate.
I can't flame you! Your avatar is adorable!Now, I recently found this thread, and I've been lurking it and reading it for a bit just so I can get a feel for where the conversation is going and at least do some commentary with a little bit of context behind me. I don't want to sound like a pretentious idiot/ignorant jerk, etc.
With that said, congrats and doing this. All of this, everyone that is involved. I think this is what will save the game. Seriously. Because after recently watching the metagame at its peak (@ BIO 2) I witnessed DSF simply tossing grenades and winning whole sets because of it. vBrawl is competitive, sure, but not very entertaining at a high meta-game, not very deep, and not very fun (unless I'm playing Lucas, my main, or Meta Knight.) Right now, I feel as if I'm slowly losing faith in a game I'm gradually no longer enjoying, and the only thing keeping it alive is the vigil of these fine coders/hackers/what-have-you.
I'm all behind this project.
But, I fear as of right now there is a lack of direction. Like, I get what you guys are doing, and I know why you're doing it, but where is it headed? You want to make it competitive but right now, Brawl+ is only slightly more popular than standardized item play. But worse than item play, we have tons of a different people having tons of different meanings for Brawl+. Is it Melee 2.0, is it this, is it that? I know the intention is to have Brawl be its own game, and that's fine, and Brawl+ is only meant to augment the experience, and that's great, but with the way certain changes are being implemented, don't you think some people will miss the point?
Right now my biggest concern is just balancing. Obviously, some things needed to be changed ASAP (grab-releases, standing infinites, Meta Knight, Snake's tilts) but after the obvious, is there an agenda? Are you going to avoid auto-cancels/wave-dash, etc? I think you should. Brawl is its own game. Leave it at that. Changing hitstun, weight, moves, and all that is fine in my book, but if the changes keep leaning towards momentum or movespeed why not just play Melee? Do you really want to play a Melee Poketrainer that badly?
These have been my couple cents and I hope my questions will be answered or discussed over. Flame me if you wish.
I couldn't agree more but apparently 0 buffer removes instant aerials. I don't believe anyone has tried to rectify this but even if it was I'm sure it would still be rejected. I personally love 0 buffer, crouching after SHFLLs sucks ***.From being a Melee player I can assure you that a 0 frame buffer has the ability to be much more fluid, just requires more practice. It also lowers the possibility of screwing up stupid things as mentioned before in the thread.
Yes yes yes yes! This is what I want! If I can't do this, my muscle memory is going to instinctively and perhaps on accident at times dash jump to try and SHFFL an aerial like in regular Brawl and I'm going to try and hold back like in Melee with Falcon and I'll just careen off the stage and thus put myself in a terrible situation. I KNEW it was in Melee and I don't know why kupo won't get it added to the code (asking PW to do it that is). It is essential to characters with high momentum like Falcon, can we PLEASE just do this? Holding back so it slows you down as strong as Melee's is so when I dash jump to try and catch you into the air with a Uair, I don't go flying past you.Some of the faster dash jumpers (like Falcon, Fox, ect) didn't lose all of their forward momentum, but the did lose a significant portion of it by simply holding backwards. I think that's what Falco400 is looking for. It gives you more control of your dash jump...after doing the dash jump. Holding forward (or no direction) retains normal dash jump properties (normal momentum with a small deceleration rate), while holding back drastically increases the deceleration rate.