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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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Liquid Gen

Smash Ace
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Ganon is sex without the amazing side B tech chase; a dthrow CG (diable, but if so a wizkick still owns), a sexy dair to uair at like.. any percent if it doesn't kill them with dair first, etc..

This is why I main Brawl+ Ganon. XD
 

Eaode

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even so, the techchase is always a good thing to fall back on, I would support a murder choke speed increase

Also, is the techroll increase in Beta 3.2? because I didn't particularly notice anything...

I'm usually not one to be testing out the latest codes (out of laziness mostly), although I did add the momentum capture yesterday and I love it. this one:
Code:
[COLOR=Yellow][B]
Momentum Capture [Phantom wings, spunit262][/B][/COLOR]
C28669D8 00000007
807D007C 80630038
2C03000B 41820010
2C03000E 4182001C
4800001C 48000005
7C6802A6 C1C30020
C03B0008 EC2103B2
D03B0008 00000000
20000000 FADEF00D
[COLOR=Yellow][B]3F800000 [/B][/COLOR]00000000
E0000000 80008000

[B][COLOR=PaleTurquoise][B]Default Float 1[/B][/COLOR][/B]
is pretty much perfect (unless you want to fix things like ROB's >B, which I personally love but ROB doesn't need another recovery move lol) unless we're fixing the airdodges which I will wait and see on which option is better. but I mean character wise, it feels perfect. Falcon Falco Fox Marth MK (lol), everyone feels great. Kupo back when you said that "special thing" had to be air momentum, you were right xD
 

Dark Sonic

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is pretty much perfect (unless you want to fix things like ROB's >B, which I personally love but ROB doesn't need another recovery move lol) unless we're fixing the airdodges which I will wait and see on which option is better. but I mean character wise, it feels perfect. Falcon Falco Fox Marth MK (lol), everyone feels great. Kupo back when you said that "special thing" had to be air momentum, you were right xD
Try Sonic. You'll be sad:(

Also, try Sonic's B moves. You'll still be :( (since you can't combo from spindash jump anymore)
 

Swordplay

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we really need to fix the air momentum. Lots of characters don't get it and some that do could use less...
 

Eaode

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MK doesn't get that much from it. His Fair gets more distance but w/e. if we decide to not give him momentum its not a big deal.

I don't play Sonic so I will withhold my opinion in the area entirely.
but really, the characters who got momentum really didn't get too much imo. Falcon's is great, Fox's is great. Marth doesn't get much and it's appropriate. And please don't take it away from Falco ;__; Falco with Momentum is so fun I actually picked him up now <_<;;

I don't see why everyone has been complaining about characters having too much momentum, except sonic because I admit to not knowing at all how that should be handled.

I really wouldn't tone v3 down at all, again except for things like Sonic, because I know little about him or his playstyle, or anomalies like momentum specials.
 

leafgreen386

Dirty camper
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Playing melee and smash ultimate
The fact that mk is still amazing obviously makes it a bad idea, but I think that after all mk nerfs are in place, it will be fine. I don't think momentum is too much for any character right now, and a character specific version of the v3 code should only be used to buff the momentum of characters who didn't get any.

As for speeding up ganon's sideB... I obviously wouldn't mind this, as ganon is one of my mains. However, I'm not quite sure I understand the issue here. The techroll speed modifier doesn't affect regular get-up rolls (I just tested this), which is the only roll a character can perform after getting dropped by ganon's murder choke. The sideB definitely became less useful for true techchasing, but it shouldn't have been impacted for roll chasing. If we did speed up the whole duration of the sideB, we'd also have to increase the speed of get-up rolls slightly, to prevent ganon from being able to follow your roll and MC you again purely on reaction, which would be kinda broken.

I haven't actually tried to do much techchasing with ganon's sideB lately, though, so I wouldn't know if something's happened to make it harder to techchase with. I've been working on finding combo options more lately, so I've just been hitting them out of the MC with dtilt or whatever. So if one of the codes is affecting his ability to techchase in some way, then that needs to be taken care of.

As for a teching code enabling ganon's sideB to be techable... I highly doubt it. The move doesn't even have a launch speed (go ahead, try it - boot up a game of brawl, use ganon's sideB, then quit the match and check the max launcher speed - it'll read 0), so by very definition, it is untechable. You can only tech moves that put you in the tumble. Moves with low launch speeds won't do that, much less moves with a launch speed of 0. The character falling is a special part of the animation and is not considered to be in true knockback.
 

Shell

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I haven't actually tried to do much techchasing with ganon's sideB lately, though, so I wouldn't know if something's happened to make it harder to techchase with. I've been working on finding combo options more lately, so I've just been hitting them out of the MC with dtilt or whatever. So if one of the codes is affecting his ability to techchase in some way, then that needs to be taken care of.

As for a teching code enabling ganon's sideB to be techable... I highly doubt it. The move doesn't even have a launch speed (go ahead, try it - boot up a game of brawl, use ganon's sideB, then quit the match and check the max launcher speed - it'll read 0), so by very definition, it is untechable. You can only tech moves that put you in the tumble. Moves with low launch speeds won't do that, much less moves with a launch speed of 0. The character falling is a special part of the animation and is not considered to be in true knockback.
Yeah, I've mostly just been d-tilting / f-tilting too. And that's good to hear about it not being techable.

Also, SMK and I had a ganon ditto. Not sure if it got recorded or not, but he had a couple 2-choke chases during the match.
 

Revven

FrankerZ
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Yeah, I've mostly just been d-tilting / f-tilting too. And that's good to hear about it not being techable.

Also, SMK and I had a ganon ditto. Not sure if it got recorded or not, but he had a couple 2-choke chases during the match.
Unfortunately, I did not save it, but yes, I was able to choke chase him (hahahahah that's what it should be called from now on! :p). I didn't find it any different than vBrawl choke chasing but, maybe I'm wrong. :ohwell: (I don't main Ganondorf afterall).
 

Adapt

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MK doesn't get that much from it. His Fair gets more distance but w/e. if we decide to not give him momentum its not a big deal.
I tend to disagree with you. It increases his ability to follow up attacks (which is already too good to begin with because of the hitstun issue)
 

trojanpooh

Smash Lord
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I have some feedback from my excursion with the momentum code. I'm sure most of this has been brought up before, but I just need to make sure (this is using V10 with the settings of Beta 3.3 beta)

*ROBs and Dorfs B> still have the momentum. I think ROB should stay and Dorf should be returned to normal

*When you run and jump if you immediately jump again after landing, you still have a tiny bit of momentum.

*ZSS felt pretty good

*I haven't had a chance to test everyone yet, but I feel like one of the new characters should have C. Falconesque momentum. My vote goes to either ZSS, Squirtle, or Sonic.

*ROB feels nice and heavy now. I'm not sure what changed, but its good.

*Holding V on the Joystick still freezes the game. This is a MAJOR issue and I feel Brawl+ can not truly go gold until its fixed.

*I like how Lucario doesn't feel like Mewtwo in a wolfs body anymore (as in super floaty). I assume this is still the case, but I haven't played him since 3.2.

*While I have yet to test, I fear Jiggs may need a little more umph now that more people can fly through the air at crazy speeds. Maybe its time to buff her Rest, Rollout, or Run Speed (or all)?

*Once again, the Joy stick freezing is a pretty major problem especially if you are a DDD main who likes to taunt by crouching.

*The hitlag has gone back down, and I really like it

*No ladders goes great with these. If you play in every stage, do yourself a favor and head over to the free for all thread to euthanize your ladders.
 

CountKaiser

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I've one question.

Does MK really need more nerfs?

Frankly, he seems fine to me. He's still good, but not unbeatable. I'm asking this because we've already put lag on his dsmash as well as made him survive less. I thougt we weren't going to go crazy with the nerfs.

Chances are that most MK mains who see brawl+ already don't like it because we've given MK so many nerfs. Honestly, does he need any more?
 

Ulevo

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I've one question.

Does MK really need more nerfs?

Frankly, he seems fine to me. He's still good, but not unbeatable. I'm asking this because we've already put lag on his dsmash as well as made him survive less. I thougt we weren't going to go crazy with the nerfs.

Chances are that most MK mains who see brawl+ already don't like it because we've given MK so many nerfs. Honestly, does he need any more?
The main concern is the fact that he can combo a little too easily, and his combos all basically lead to Shuttle Loop, which is an amazing kill move now thanks to mechanics.

After a little more experimentation, and after the momentum codes being input into my SD card, I feel the need to wait it out for Meta Knight and see exactly how strong he potentially is in comparison to everyone else before making a decision on whether or not to nerf him further, and how to go about doing that.

On another note, I am REALLY for buffing Jiggs Rest. Rest is a very high risk move, that if whiffed, will likely mean you've lost a stock for missing a single move. Therefor it should have high reward. I killed at 15% in Melee for crying out loud. Why does Jiggs have to wait until like 90% to kill people with a move she may die from using?

I also believe her FSmash needs to return back to the way it was in Melee. She has few safe kill moves to use, and although the lack of decay has helped her, it has helped everyone else as well.

I'm going to go do some testing right now for momentum of characters and give my analysis on changes I think should be made. * Looks at Falco * :ohwell:
 

CyberGlitch

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Keep in mind that he's also received big buffs because of the way his playstyle takes advantage of the new hitstun and NASL (he still very good at edgeguarding). No stale moves also helps give him more kill options.

The Down Smash nerf doesn't affect the effectiveness of the move, only how easily it can be spammed. The move still comes out extremely fast.

The goal so far for Brawl+ is to retain MK's playstyle from VBrawl as much as possible while making simple tweaks to his moves and survivability to allow better character balance. If he still isn't balanced after these then further changes will be made. Simple as that. Tourny results will hopefully make this kind of decision more clear.


And I've argued for a reduction of lag at the end of Jigg's F-smash, with mixed opinions in response. People seem to think Jiggs is fine as is.


Oh, and keep in mind that knockback can't be modified as of yet, and rest has already been pretty widely agreed as deserving a buff in it once a properly working code is available.
 

Shell

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^ Yeah, true.

I'd like to experiment with a crazy jumping Squirtle, though. It would unquestionably compliment his play style very nicely -- good fair/bair follow ups, longer uair juggling, and most importantly allow him to edgeguard better or just follow combos farther off the side for a kill. As I said, I think it would balance and compliment him very well.
 

Azurie

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I've just spent the day playing Brawl+ and I've got to say it's awesome. I hope I played with the most updated standard codeset, so hopefully my opinions will apply. I think that L-Cancel should be manual, and this is coming from someone who never managed to master it in Melee. It keeps the fingers moving and the pressure intense. That said, if you decide to go for auto-l-cancel, I can't really complain, cuz I never mastered L-Canceling in the first place. Also, I don't know if code has been developed for this already, but I found myself unable to edgehog. It would be awesome if edgehogging was the same as in melee. Lastly, about airdodging... I love melee airdodge, but I understand why it may not be implemented. I think a poll or something should be taken to see what the majority wants ;)
 

leafgreen386

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Unfortunately, I did not save it, but yes, I was able to choke chase him (hahahahah that's what it should be called from now on! :p). I didn't find it any different than vBrawl choke chasing but, maybe I'm wrong. :ohwell: (I don't main Ganondorf afterall).
More like murder chase, amirite?

I could support a slight lag reduction on jiggs' fsmash, but the problem is... we don't have unlimited lines. If and when geckoOS 2.0 comes out, we will have a lot more room to play with, and allow us to make all these small little tweaks without having to worry about compromising other codes. Yes, I know it's only one line, but "only one line" adds up over the course of 40 characters. Jiggs can kill quite effectively through edgeguarding right now (her sweetspotted fair has really nice knockback, too) and plays well enough overall that she doesn't need the buff.
 

Shell

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So I was thinking about the murder-choke-mega-death-chase and realized that I would definitely rather see other parts of Ganon's game (namely defensive) boosted instead of this. Why?

Although a staple of Vanilladorf's game, it just isn't as applicable here. Given the choice of d-tilting straight into arial combos (which do massive damage and set up for kills) or trying to predict the enemies actions for the gain of an additional 9% (half of what most arials do, and risks ending any combo if incorrect), it just seems so much more logical to go for the guaranteed tilt.

Goodoldganon, you have much more Brawlendorf experience than I, though, so I'd like to hear you oppinion on this.

Still 1+ vote for roll buff instead if we really wanna change him.
 

Eldiran

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In the unlikely event that this post is read by those who have the info I need... is it possible to split up the Frame Data code, for example? I am highly intrigued by the concept of modifying lag on moves, (particularly for Metaknight) but I'm not willing to buy into all the changes. So if there's anywhere I can access codes that specifically explain what the lines do, that would be great.

That said, thanks for all the hard work on Brawl+! Even if I don't approve of some of the changes (I think it's very important to not change the way the characters play from regular Brawl) the more codes the better; people like me can pick and choose to improve our game!

Thanks!

EDIT: Woops; I have found the codes used to make the Frame Data code and can now deduce it myself. An outlined version would still be helpful, but not necessary.
 

Shell

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First, look at Makkun's Wii modding / Brawl hacks thread. Once you understand this process, check out kupo's Competitive Brawl+ Code Agenda. On the first page you should see the frame speed engine code, with some directions. Just use this code alone. Come back if you have questions after reading the various guides and instructions.

I'm sorry Brawl+ isn't your bag (you tried it, right?) but good luck with your personal mods.
 

goodoldganon

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I don't think I accurately conveyed what I meant by tech chasing cause in all honesty I was thinking of the wrong thing. I used to be able to Murder Choke someone as they were using there get up roll but I just can't get it anymore. Even if I predict the roll perfectly I still can't go into a murder choke.

Either way my vote is to speed up the Murder Choke to allow him to read not only get up rolls but also tech rolls for when we get that code. Problem is I didn't think of the consequences of reading rolls AFTER the murder choke.

I can't figure out what it is, but the Murder Choke is harder to land now a days. I'd love its speed to be increased but it could become too good with techchase reading. The possibilities after the choke are already quite nice. Therefore if we need to buff Ganondorf (who I believe is SLIGHTLY below the curve) a roll would be the easiest way to do it without running into balance issues.
 

Rikana

Smash Champion
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I've just spent the day playing Brawl+ and I've got to say it's awesome. I hope I played with the most updated standard codeset, so hopefully my opinions will apply. I think that L-Cancel should be manual, and this is coming from someone who never managed to master it in Melee. It keeps the fingers moving and the pressure intense. That said, if you decide to go for auto-l-cancel, I can't really complain, cuz I never mastered L-Canceling in the first place. Also, I don't know if code has been developed for this already, but I found myself unable to edgehog. It would be awesome if edgehogging was the same as in melee. Lastly, about airdodging... I love melee airdodge, but I understand why it may not be implemented. I think a poll or something should be taken to see what the majority wants ;)
Welcome to smashboards.

Manual L-cancel isn't included because it takes up many lines which we're limited on for codes. Plus, it's not true L-canceling so we just went with automatic lag reduction (ALR).

We don't want to include Melee airdodge because we want to keep unique aspects of Brawl. Plus, we don't intend on including wavedash.

You can edge hog. It's somewhat the same in Melee.

Hope you enjoy the upcoming codeset for Brawl+. Remember to check by frequently!
 

SCOTU

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after playing 3.3 for a whole bunch today against Ankoku, Bowyer, and Levitas,, i'm really starting to like the way this game is feeling. But as much as i appreciate you trying to make the melee top tier return to top tier, there are a few balance things that i believe need taking into consideration.

First off, i believe there needs to be less hitstun. There are way too many stupid combos that shouldn't work in the least (i.e. fox usmash > jump > double jump as high as you can > uair an hour later because they were at 90% after the usmash).

Also, something seriously needs to be done about sheik's ftilt. It has this nice ability to auto combo like, the whole cast from 0-70 including followup. Things you could try would include increasing the base knockback of the attack so it always hits reasonably far, or you could try like, doubling/ trippling the cooldown lag of the attack, so it would be timed more like melee.

Also, it seems like some characters (lucario) can actually gain speed by jumping out of a run, not just preserve speed. Not that this is disbalancing, it's just kinda weird.

Pikachu's quick attack also seems like it can't sweetspot when angled downward for the 2nd part. Didn't actually thoroughly test that to see if it's the case or if it was just us sucking the couple of times, but that's rather not good.

W/o the edgesnaps any more, edgeguarding becomes much rougher. In brawl system, you can't tech by pressing R before being hit, nor can you tech during hitlag, meaning, for a lot of recoveries, someone like peach can just dsmash at the edge, it'll stagespike and KO guaranteed because it's impossible to edgetech (and avoid in most situations). The ability to press L/R before being hit but still w/in the tech window in order to tech would be an excellent addition to this game.

Something that might be addable to make the cast more diverse would be to add DJCing back in for the characters that could before (peach, ness, yoshi, and probably now lucas). Speaking of lucas, consider speeding up the come out time of his grab to make it normal grab speed. Lucas seems like... really bad, and this would at least give him some advantage.


As far as most other stuff goes, great job guys, i'm really liking your product, and I hope you keep up the good work.
 

kupo15

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Yea I know what you mean by stupid combos. I call 3/4 Zelda Usmashes in a row a stupid combo. Maybe we should slow down the cool down lag of that move because it is way too spammable and safe for the most part
 

goodoldganon

Smash Champion
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I'm glad to hear you like this SCOTU. Almost everyone agrees with every point you made, especially the Sheik F-tilt. Sadly, our best fix now is to soft ban F-tilt span amongst friends. Hopefully it will be fixed here soon.

I also agree that edge guarding is very very rough in Brawl+ It's tough enough to get on the edge, let alone on the stage from there. Hopefully a tech code fix we have been waiting for will solve all this.

Either way, thanks for the feedback and keep it coming. Hitstun should be coming down some here soon since we added momentum and what not. I think we play at 8.5% and it's dropping to 8%.
 

kupo15

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I also agree that edge guarding is very very rough in Brawl+ It's tough enough to get on the edge, let alone on the stage from there. Hopefully a tech code fix we have been waiting for will solve all this.
Add more invincibility since we lost a lot. We lost about 26 frames of ledge invincibility from the lagless ledges code. Adding half back should be our maximum and will help you return to the stage without adding stupid stalling techniques.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Lucario gets a ton of distance from the momentum code. I'd say it's pretty CFesque.
It would be pretty interesting to super buff lucario's run speed and give him a nice momentum jump. It may bring huge issues involving balance, but he already is a slow attacking character, so it may work out. Do we have a character specific run speed modifier? That may be good for buffs/nerfs.
 

Greenpoe

Smash Ace
Joined
Nov 6, 2007
Messages
852
It would be pretty interesting to super buff lucario's run speed and give him a nice momentum jump. It may bring huge issues involving balance, but he already is a slow attacking character, so it may work out. Do we have a character specific run speed modifier? That may be good for buffs/nerfs.
Ooo, that would be great! Then he could run like at his REAL run speed!
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
after playing 3.3 for a whole bunch today against Ankoku, Bowyer, and Levitas,, i'm really starting to like the way this game is feeling. But as much as i appreciate you trying to make the melee top tier return to top tier, there are a few balance things that i believe need taking into consideration.

First off, i believe there needs to be less hitstun. There are way too many stupid combos that shouldn't work in the least (i.e. fox usmash > jump > double jump as high as you can > uair an hour later because they were at 90% after the usmash).

Also, something seriously needs to be done about sheik's ftilt. It has this nice ability to auto combo like, the whole cast from 0-70 including followup. Things you could try would include increasing the base knockback of the attack so it always hits reasonably far, or you could try like, doubling/ trippling the cooldown lag of the attack, so it would be timed more like melee.

Also, it seems like some characters (lucario) can actually gain speed by jumping out of a run, not just preserve speed. Not that this is disbalancing, it's just kinda weird.

Pikachu's quick attack also seems like it can't sweetspot when angled downward for the 2nd part. Didn't actually thoroughly test that to see if it's the case or if it was just us sucking the couple of times, but that's rather not good.

W/o the edgesnaps any more, edgeguarding becomes much rougher. In brawl system, you can't tech by pressing R before being hit, nor can you tech during hitlag, meaning, for a lot of recoveries, someone like peach can just dsmash at the edge, it'll stagespike and KO guaranteed because it's impossible to edgetech (and avoid in most situations). The ability to press L/R before being hit but still w/in the tech window in order to tech would be an excellent addition to this game.

Something that might be addable to make the cast more diverse would be to add DJCing back in for the characters that could before (peach, ness, yoshi, and probably now lucas). Speaking of lucas, consider speeding up the come out time of his grab to make it normal grab speed. Lucas seems like... really bad, and this would at least give him some advantage.


As far as most other stuff goes, great job guys, i'm really liking your product, and I hope you keep up the good work.
You'll be happy to know the following:

We are waiting on a code to fix move specific knockback. This we plan to use to fix sheik's ftilt and pika's downthrow and possibly initial knockback on MK shuttle loop.

We also plan to improve the tech window because buffer @ 1 frame makes teching hard.

Yeah Lucas sucks, we are working on him as you speak.

And momentum is in the process of becoming character specific so people like lucario don't look quite so ridiculous.
 

matt4300

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after playing 3.3 for a whole bunch today against Ankoku, Bowyer, and Levitas,, i'm really starting to like the way this game is feeling. But as much as i appreciate you trying to make the melee top tier return to top tier, there are a few balance things that i believe need taking into consideration.
@_- hmmm? I wasn't aware of this... is this a back room thing? That would be incredibly lame.
 

SketchHurricane

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Mar 21, 2008
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Yea I know what you mean by stupid combos. I call 3/4 Zelda Usmashes in a row a stupid combo. Maybe we should slow down the cool down lag of that move because it is way too spammable and safe for the most part
I agree. Zelda's not broken, but that move is. Maybe we could give her something in return, but I doubt even that would be necessary. Usmash would still be sick, just not stupidly comboable. As long as she can't be punished after landing it.
 

Ulevo

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I agree. Zelda's not broken, but that move is. Maybe we could give her something in return, but I doubt even that would be necessary. Usmash would still be sick, just not stupidly comboable. As long as she can't be punished after landing it.
Why not just increase the knock back of that move? You don't want to eliminate combos, just tone them down. By placing more frames on the cool down, she won't be able to do anything out of it.
 

Shell

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Feb 7, 2007
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@_- hmmm? I wasn't aware of this... is this a back room thing? That would be incredibly lame.
It's not really a direct intention. It's just that most of the Melee top tier were great at comboing or dealing with combos, so if you add combos back in they get a lot better. They don't have any hidden Melee top tier agenda.

That I know of. :evil:

(P.S.) didn't we have a ninja emoticon?)

Edit: And I didn't think we could speed out the start up of Lucas's grab since the hitbox won't change, although I confess I didn't even try it. Shanus, by "we're working on him" are you referring to the utilt / grab cooldown?
 

shanus

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Yes, Shell. So far, the utilt grab parts seem nice overall from what ive tested. He seems a little lacking still. Would lower character specific ALR for more versatile use of fair, and dair help at all or no? I am by no means an excellent lucas and am all ears for his improvements.
 

kupo15

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Playing Melee
I agree. Zelda's not broken, but that move is. Maybe we could give her something in return, but I doubt even that would be necessary. Usmash would still be sick, just not stupidly comboable. As long as she can't be punished after landing it.

how did it work in melee? How did they solve the problem of Zelda's Usmash? I don't think giving her something in return is necessary.
 

SketchHurricane

Smash Ace
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Mar 21, 2008
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Why not just increase the knock back of that move? You don't want to eliminate combos, just tone them down. By placing more frames on the cool down, she won't be able to do anything out of it.
That's probably the way to go. Hopefully we get a knockback solution that works. Right now it's the missing link in much of the balancing effort.
 
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