Vex Kasrani
Smash Master
What is the current hitstun in the currently being tested 3.3? I think the hitstun from 3.2 is perfect honestly.
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It was at .485 and is now at .484. I think the tumble code might make more sense with this adjustment when we get to try it out.What is the current hitstun in the currently being tested 3.3? I think the hitstun from 3.2 is perfect honestly.
I'm going to be using the grab & utilt changes. I dont know about usmash change though...
Its more along the lines of it'd probably not break him, but I dont know how much its worth it either. We still want more codes in, and the last thing i want to do is instate a char specific and have to remove it later due to line limit.Thanks. I'd like to stress that the values I put in are just starting points. I tried 1.5x speed for the grab and SMK thought it was a little too fast, so I bumped it down to 1.3x. (You should try the U-smash code, though, if only to confirm that it breaks Lucas).
Edit: And if I moved this discussion to the Lucas thread in our forums, would anyone actually go there and respond?
I'm not saying no, don't worryFair enough. Thanks for your consideration. Keep me posted on your utilt / grab findings.
Probably will have Beta3.3 by Friday. Not really sure though lolRemoving buffs shouldn't be a concern until Brawl goes gold.
You could have used the can of worm arguments when Link's aerials were changed from 25% lag to 35%. Brawl+ is currently rapidly developing and very experimental.
Feel free to create a Lucas Brawl+ topic on the Lucas boards, and link to it here, but I have a feeling most of the deliberation over his character changes have been thoroughly made, at least until we get to try them ourselves. (About how soon should we expect to get this opportunity?)
Shouldn't. Sorry, typoStart combos with it? ...wut? Even with half the cooldown this isn't possible.
Also, you can't combo into it at kill percents, from what I've found. I'd love to be proven wrong, though.
Slight changes in hitstun can possibly kill Lucario's combo's and I already have to hit somebody like 6 times to give them 40%It's easy to say a hitstun value feels right. Slight changes are welcome things to try. Are there any specific combos this change intends to thwart?
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You're begging the question, here. You're setting up your own definition of sloppy play and using that to say the game encourages sloppy play, then you cite an example of non-sloppy play and try to show that the game discourages it.if you enter a move while you are doing another move, the input shouldn't register. you want the game to punish you for inputting something "wrong" when it should not even react to your inputs in the first place. this is in no way comparable to punishing players for sloppy inputs (inputting things when they are not supposed to).
Low buffer makes the input system more precise and does not encourage sloppy play. Brawl can punish you for doing something right, but then ending up in the wrong position to do that by the time the action can be used (the classic example being a Nair suicide when trying to shieldgrab). that input shouldn't have been read at all, which would be the punishment for doing it wrong. instead the sloppy buffer window can screw you over.
yes, both systems punish one thing and encourage another. but one makes players know their proper timings and be more precise, and one facilitates sloppy play and can potentially screw you over when it shouldn't. take your pick.
Thank the lord someone else said it and phrased it so well.You guys know that it's okay for characters to have bad moves right?
I mean, just looking at my main, Sonic has 2 pretty much useless attacks (they are very situational and there are often better options even in those situations). Nair and Homing attack. Neither are safe when blocked or whiffed, neither have good knockback, homming attack has ridiculous start up lag and ending lag (both when hit and when whiffed, and an extra long landing animation gets tacked on if you land on a platform.), nair's knockback after the first few frames is pathetic, ect. They are bad moves. But Sonic is still a good character despite these moves being bad...because he has other moves that are good.
You don't have to use every move a character has, and as a result it's not important that every move be useable.
Food for thought.
It would be an easy fixDrunken or not it's a very valid post. I believe we want AD to stop momentum for just this reason.
That was your main argument right? Anything else I missed?
Wow I honestly don't know what to say. Thanks for that. I kinda wish I knew what the exploitative was....or maybe I don't??? I'm glad you think we are in the right direction. Its nice to know we are doing things rightI have to disagree with Finns. I must say when I last left here I was feeling Brawl+ but only because of Muba's codeset. With the update and new codes I actually like the game. Not just playing around with it but I genuinely like playing the game. My Brawl got ****ED as a result I was unable to play for like 2 weeks but the game has made DRASTIC!!!!!! Improvements. I feel the need to apologize to you specifically Kupo. Being honest I though you where some ******** shaping the game for his own benefit but I was wrong, you know what your doing. I'd say the game is Nearing perfect IMO. Still some improvements can be made here and there but If the project was suddenly shut down today I'd be satisfied with it.
I'm so glad we have so many godly pros in the B+ BRoom. Otherwise we'd be making unnecessary changes and johning about Brawl's buffer system because we can't get used to it. Besides that, everyone would be totally hard to relate to. I mean how can you relate to nubs? They suck so much they and know anything about competitive play. They just come here to complain, ****ing scrubs.I'm so glad none of the nubs are in the B+broom or we'd have a massive buffer >_>
Considering you already know my stance on Sonic, I'll just pitch in.You guys know that it's okay for characters to have bad moves right?
I mean, just looking at my main, Sonic has 2 pretty much useless attacks (they are very situational and there are often better options even in those situations). Nair and Homing attack. Neither are safe when blocked or whiffed, neither have good knockback, homming attack has ridiculous start up lag and ending lag (both when hit and when whiffed, and an extra long landing animation gets tacked on if you land on a platform.), nair's knockback after the first few frames is pathetic, ect. They are bad moves. But Sonic is still a good character despite these moves being bad...because he has other moves that are good.
You don't have to use every move a character has, and as a result it's not important that every move be useable.
Food for thought.