kupo15
Smash Hero
Not only that, but Zelda's Usmash has a LOT of stun on it. Do electric moves deal more stun? If so, we should consider reducing how much more frames you get from electric moves
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We definitely need more invincibility when ledge hopping. That's a no-brainerAdd 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.
Sometimes I feel like most of the combos I see in Brawl+ are "stupid combos". Perhaps because of people's inexperience combined with easier combos, watching Brawl+ videos almost seems like watching two people flail at each other until something just happens to work and look cool. Melee just looks so much more precise to me, and I never doubt that the players know what they're doing.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
Lucario does NOT need any more buffs. He's already in the top 1/2 of characters.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.
I don't thnk landing lag on lucas' aerials would help him much, although 1/2 the landing lag on pkfire definitely would, as in addition to speeding up his grab (although something about that not being possible?)@Shanus: I'm not really sure about the Lucas specific ALR. I think it could possibly help, but I don't think it'd change too much. I'll keep thinking about him. I'd like to hear some ideas from SCOTU and CyberGlitch or any other Lucas players as well.
Brawl's quite weird. well, Melee had this too, but it's FAR more pronounced in Brawl. Different attacks have different amounts that they can be DId, so sometimes, despite the fact that you can DI, you can't always escape a utiltx4 combo while just standing still.That does sound lame but you have to remember to DI in B+ if you don't that will happen. Once the metagame develops and people figure out how to DI out of moves then We'll start seeing more dinamic combos.
Once we have the Knockback code an the space needed we will be raising the base knockback on moves like Shiek's Ftilt and Fox's Utilt so that they are less ridicuolus. I heard Kirby's Utilt chains can de SDIed down for a tech. I don't know how many other Utilts you can get out of that way but it's worth a shot.Brawl's quite weird. well, Melee had this too, but it's FAR more pronounced in Brawl. Different attacks have different amounts that they can be DId, so sometimes, despite the fact that you can DI, you can't always escape a utiltx4 combo while just standing still.
But as for *real* stupid combos like the one you mentioned, I felt like some combos were stupid quite awhile ago when I saw Cape combo with 3-4 Mario upsmashes into a bunch of aerials. He didn't even have to move, just upsmash upsmash. What's the fun, difficulty, or coolness factor in that?
That might of been me. I do Dthrow > Usmash x2-3 and Dthrow > Utilt x2 > Usmashx1-2 alot.I have NEVER done this. Find the clip and show it to me.
The only change Lucario needs is to remove the stock aura powers and hi u-tilt needs more knockback. It chains much like Sheik's f-tilt.This may be too radical of a change to be taken seriously, but I really feel Lucario should be changed so he's a fast, momentum keeping monster. The massive amounts of nerfs that would be required may not be worth it, but I think it would be pretty sweet. We could start by murdering aura in both % and Stock as far as KB and % dealt is concerned (minus the aura sphere move).
The problem is that several SBR+ers are afraid to even give it a try in their matches. I think I am the only one trying the code currently, or so it seems from talking to themWe definitely need more invincibility when ledge hopping. That's a no-brainer
I noticed this too. It was against a CPU, but it still seemed legit.I feel I should say Snake's 1st hit ftilt is ********. Like, really really ********.
Knee lock is actually possible, whhhhyyyyyy
You can tech it and SDI out. Improved tech window code or player skill fixes this.I noticed this too. It was against a CPU, but it still seemed legit.
And if we get a better tech window and can tech the first hit of the F-tilt, then what? It's not the 'lock' that's ******** it's the fact that you can knee them then u-tilt, d-tilt, a-jab, and probably more. Hell, sometimes you can get a free stick.You can tech it and SDI out. Improved tech window code or player skill fixes this.
Yet your theories of the major plankers have been debunked. You should still try it out instead of being a theorizer.Ledge invincibility opens up options for stalling akin to planking. I think its a setting at >3 frames certain chars can stall. Thats why I think just about all of us don't use it.
I'm pretty sure if you SDI down to the right, and tech, most of those options are eliminated. I need to test it thoughAnd if we get a better tech window and can tech the first hit of the F-tilt, then what? It's not the 'lock' that's ******** it's the fact that you can knee them then u-tilt, d-tilt, a-jab, and probably more. Hell, sometimes you can get a free stick.
The f-tilt needs to not have that bounce so you can use the hit properly. Maybe no one else agrees and likes the options but the move is broken on a few levels. F-tilt should lead into the double fist and maybe those others if someone isn't paying attention. It's always more beneficial to hit with a knee then lead into one of the others.
Your right, you can totally SDI, some better then others but it's still possible. Granted, all that does is fix the lock since you'd need inhuman timing, a little luck, or a predictable opponent to escape those options on just one knee.I'm pretty sure if you SDI down to the right, and tech, most of those options are eliminated. I need to test it though
Its easy to tech gaw's throw regardless of buffering. Remember this game calculates teching based off of distance to the ground. Any player who plays against gaw ever knows how to tech it easily. Not a valid concern, sorry :-\I see problems with the teching window modifier.
Namely, G&W's dthrow and Sonic's dthrow.
If a person techs G&W's dthrow, it becomes useless. This is bad as it is the only good throw he has. The other three are slight variations of each other, and they throw the opponent to far to follow up with anything. They also don't scale well, so you can't use them to kill.
And if I remember correctly, you can tech the first part of Sonic's dthrow, which makes it useless, I believe.
I'm not saying that I don't want the window, I'm just explaining the ramifications.
It's still tough to tech even on 10. Yes it's significantly easier then on 1 or 2 but it can still be difficult. Do we want teching to be almost muscle reflex like it was in Melee or do we want to reward people for having the tech timing down pat?Its easy to tech gaw's throw regardless of buffering. Remember this game calculates teching based off of distance to the ground. Any player who plays against gaw ever knows how to tech it easily. Not a valid concern, sorry :-\
The new tech code will take action id=tumble and set buffer to 10 frames akin to vbrawl
Ahhhh, lol. Reading comprehension FTL. Anyway, I think it's fine but at times I feel it's just way to hard to get off the edge. I'll get around to testing Kupo's ledge code and see what happens. It's at least worth giving it a shot. Not like editing a codeset takes hours or something...Well ya im just saying if the tech code will have vbrawls buffer enabled when you hit the button or w/e, will it matter if we use brawls buffer as a whole?
Edit: OOOo I was talking about ledge invincability..I dont see any point in having more.
Qft. It doesn't even need to come to that since we can limit it to a certain amount of continuous invincibility frames or a max of two invulnerable jumps.Edge invincibility for stalling shouldn't really be considered too much an issue. With the way the game plays, it wouldn't be advantageous to do so. Look at melee for instance, there were plenty of perfect stalls or near perfect stalls that were relatively easy to do, but you didn't see people abusing them. They might just stall for a second to see how their opponent is edgeguarding and take a little time to think. Nothing ever went down for more than just a few iterations. Then you can look at brawl, there are ledgestalls in brawl (marth's) that are perfect invincibility edge stalls (some that are very close), and the only kind of stalls that you see are MK planking and sometimes some marth planking. Theses aren't invicibility edge stalls, they're ones that use aerials to cover them and kill someone if they come close. I don't think adding edge invincibility would be a bad thing if it just opened up the possibility for some invincibile edge stalls.