zxeon
Smash Lord
I just noticed that I duck after shines with Fox on one frame of buffer. Do not want.
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I completely disagree with about everything you you said. 0 buffer feels more fluid than any amount of buffer. You can't pull off sick combos and be very fast without SHFFLing. It's probably the most important combo technique to combo well. I don't feel that buffering is essentially to brawl in any way. Learn when your animations end and learn to time the moves correctly. Its not that hard and its not awkward at all.I've already gotten used to buffer and crouching after SHFF's is no longer problem. Just as 0 buffer has the potential to be fluid, so does having 3-5 buffer. You just have to get used to it. I think too many people are focusing on SHFF'ing, but as a vBrawl player I'm much more about aerial patterns/mindgames that require instant aerials or good buffering otherwise it feels unresponsive.
I personally find buffer to make the game more fluid, and that more people just need to get used to it and realize the options you make so hard with 1 buffer. Buffer is essential to Brawl and created a lot of the tactics used in vBrawl and theres no point in making the game feel so awkward. I feel like I have to mash every time I'm in the air now, and it only gets worst when I'm trying to land into another move. 0 buffer has also messed up my recovery many times.
Maybe you didn't hear me the first time. Falcon's deceleration is the same as it was in melee. Falco, please stop with the false assumptions with the "I don't like it therefore I don't want it in" crap because that is not the reason. I need to make sure that: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.
It. Needs. To. Be. In. It's not a question of "I don't like it." It's necessary, kupo.
This is a good idea.@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.
If actionID=tumble, set buffer=10. Voila.Aren't we using a buffer so that instant aerials are possible?
Besides, wouldn't the buffer need to be dynamically changed in order for teching to be improved?
So then, it's possible to give Bowser only a 10 frame buffer for the infinite claw to be as useful as before? (see Bleakwun's post a page or two back)If actionID=tumble, set buffer=10. Voila.
Maybe, but I'm pretty sure he can do the infinite koopa claw right now, it just requires more precise timing.So then, it's possible to give Bowser only a 10 frame buffer for the infinite claw to be as useful as before? (see Bleakwun's post a page or two back)
I'm not talking about PLAIN deceleration. I'm talking about when you hold back on the control stick after dash jumping you don't take as much momentum or hardly go anywhere, it acts as if a regular SHFFL. Do you want me to make a bloody video to show you what I mean? Because it's fairly simple for you to just go turn Melee on, run with Falcon, jump and hold back at the same time and Uair to see the difference between when you leave the control stick in neutral position vs. when holding back.Maybe you didn't hear me the first time. Falcon's deceleration is the same as it was in melee.
Yes its still very possible atm, its just much harder to do, but with practice can be done easily.Maybe, but I'm pretty sure he can do the infinite koopa claw right now, it just requires more precise timing.
No that is what I am talking about. I ran with momentum as melee falcon, held back and the result was the same as brawl+I'm not talking about PLAIN deceleration. I'm talking about when you hold back on the control stick after dash jumping you don't take as much momentum or hardly go anywhere, it acts as if a regular SHFFL. Do you want me to make a bloody video to show you what I mean? Because it's fairly simple for you to just go turn Melee on, run with Falcon, jump and hold back at the same time and Uair to see the difference between when you leave the control stick in neutral position vs. when holding back.
I know what I'm talking about, you're just not understanding it, if I have to make a video, let me know as I will do so.
Your wrongI always find it ironic when somebody is arguing about somebody not reading what they say (Kupo) when they didn't understand the post that they're replying to correctly.
You can kinda get away with 10 frame buffer in vb because there is less to do. Brawl+ is more technical and there is a lot of things that require precise timing to be really good at which is why 10 frame buffer doesn't work. There were still some mistakes in vb with buffer and there will no doubt be more mistakes in B+Saying 0 and 1 buffer feel more fluid than 10 is based on you. I use 10 and I feel its smoother. You have been playing on 1 and 0 so much that it feels natural, but to me, and others it doesnt feel that good. I also doubt it will feel good to some VBlers who will SD "cuz there upb didnt come out and it was cus of teh hitstun" or something stupid like that. When you hear about VB not being a good competitive game its not the buffer that people mention. Why make people relearn there timings of things that were once natural. Id see if we where making a completely new game, but it is still brawl. Can someone who is used to 1 or 0 buffer make a vid and do ganons thunderstomp consistently or shieks dac with it.
You can combo/shff with buffer on too, it feels very seamless and comfortable and theres no point in taking that away. I still do sick combos and I feel like I hit the ground and leave much faster. It seems people just haven't gotten used to Brawl's buffer. SHFF'ing without crouching is not hard, and low buffer frames just makes things harder to do for no reason.I completely disagree with about everything you you said. 0 buffer feels more fluid than any amount of buffer. You can't pull off sick combos and be very fast without SHFFLing. It's probably the most important combo technique to combo well. I don't feel that buffering is essentially to brawl in any way. Learn when your animations end and learn to time the moves correctly. Its not that hard and its not awkward at all.
Its not something you an get used to when things become so technical.. It seems people just haven't gotten used to Brawl's buffer. SHFF'ing without crouching is not hard, and low buffer frames just makes things harder to do for no reason.
I can still wingdash, bowser claw, QAC easilySHFF'ing is important but maybe you don't do a lot of the same techniques I do in Brawl, so you don't know how hard it is to adjust just because people can't shff right. Its not about learning when the animation ends, Brawl's animations are just deceiving. Of course when all you do is land with the moves you won't notice it as much, but what about other playstyles?
When you control when an action occurs, it is more precise then when the game does. Cape made a good point. The human mind changes really quickly and 10 frame buffer is too slow to react to that. If you go for something then change your mind, you have no choice with 10 frame buffer, but with one frame you do.I don't see a good reason to keep buffer mod on at all. It just makes things unresponsive and awkward, and I felt that way about it in Melee too. Except in Melee I didn't attempt to do most the things I do in Brawl, and I learned to take advantage of buffer now. Why take it away? How are frame perfect moves not fluid?
Also its not precise timing, its just different timing.
I agree. I would say 3 sounds about right. The controls feel unresponsive as they are. A player should have to fight his opponent, not the character he's using.So then whats wrong with 3 or 5? Also Kupo none of those are techniques I'm talking about. I'm talking about simple things like Full jump Bair Uairs or Bair double jump Bair.
And the game does not control you, you are still in control you just have to be mindful of what you mash. There is nothing wrong with buffer. Having to learn when the animation ends isn't a good excuse when most the times you will just end up mashing to get the most height when buffer would still let you gain more height with less effort anyways.
Edit: Buffer keeps real time it just helps you do frame perfect moves. You guys blow 0-1 frame buffer out of proportion, it just feels unresponsive.
I can do those just fine at 1 buffer.So then whats wrong with 3 or 5? Also Kupo none of those are techniques I'm talking about. I'm talking about simple things like Full jump Bair Uairs or Bair double jump Bair.
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Make a youtube vid of ganon doing a thunderstomp 7 times in a row at 0 (7 times to show its possible to do it consitently) and Do shieks Sliding Dac upsmash. Hell do shieks on 1 consistently.what I am hearing is a lot of people just saying it is a hard adjustment, which is legitimate, but that also means you can't say it's harder to do things until you have played with 0 buffer long enough to get used to it to make a fair judgment.
DACUS is really easy to do on 1 buffer. I thought it would be harder but its really not.Make a youtube vid of ganon doing a thunderstomp 7 times in a row at 0 (7 times to show its possible to do it consitently) and Do shieks Sliding Dac upsmash. Hell do shieks on 1 consistently.
You mean learn to deal with less options when we can add more?Honestly, just learn to not shield grab near the ledge. No more nair deaths.
it's not like you get to choose when it's convenient to do something, you just have to act, there is no need to limit your strategies.Honestly, just learn to not shield grab near the ledge. No more nair deaths.
Fix'd.Honestly, just learn to not shield grab strong attacks that you never should be shieldgrabbing in the first place near the ledge. No more nair deaths.
Well its obvious that 4 is an unlucky number in korea so we are trying to avoid an international crisisFix'd.
I support a 3-5 frame buffer, because I do think 10 is too much, but I don't see why we need to go as low as 1 (and zero is just plain out of the question due to instant aerials). Although on this same topic, why do people always say "3 or 5?" Why not ever "3 to 5?" What is it about the human mind that dislikes the number "4" so much? lol
Honestly, just learn your character's lag. No more unresponsiveness (I've never felt this was a problem).Honestly, just learn to not shield grab near the ledge. No more nair deaths.
It's not about the difficulty, it's about the utility. Bleakwun already stated that the sideB comes out on frame 8, meaning that any buffer below 8 will make it impossible to grab during the infinite. On 10 frames, you could infinite claw and mix up between actually grabbing near the ground, or doing an aerial (the lag of which prevents a grab near the ground). Anything below 8 takes away the grab option completely, reducing the infinite merely to a lagless jump.Yes its still very possible atm, its just much harder to do, but with practice can be done easily.
Buffering has absolutely no ties to the functions of moves. Buffering only carries over inputs made while you're unable to actually do them. Thus if it is possible to do with buffer, it is also possible to do without buffer, since buffering only acts as if you happened to put that input on the required frame.It's not about the difficulty, it's about the utility. Bleakwun already stated that the sideB comes out on frame 8, meaning that any buffer below 8 will make it impossible to grab during the infinite. On 10 frames, you could infinite claw and mix up between actually grabbing near the ground, or doing an aerial (the lag of which prevents a grab near the ground). Anything below 8 takes away the grab option completely, reducing the infinite merely to a lagless jump.
The bases of giving Bowser 8+ frame buffer is to preserve the utility of the infinite claw. That's what Bleak was trying to say.
As for buffer on the whole, I'm glad people are finally arguing for 3+. I was crying for 3-5 when the code first came out, but I had no backup back then.