Blank Mauser
Smash Champion
The locks have already been removed by editing the frame speed of the bounces. Samus' missiles didn't really get faster themselves, but they now have less lag so you can shoot more faster.
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She was my main along with Ganondorf in Melee and I'm still not the hugest fan of her, but she is A LOT more fun now a days then in the original Brawl. I really just miss a good charge shot and the pimp D-smash with crouch canceling.Oh ok that's cool when i get a sd card my friend might want to play samus again haha. He mained her in melee and hated her in brawl.
Yes that's true about the d-smash and the charge shot. I mained doc and ganon myself, but i was never amazing or anything. i was just starting to get ok when brawl came out and that gimped my melee skills haha. But I'm definitely excited to try B+. Oh and it the plussery code set does the c-stick make you FF on aerials?She was my main along with Ganondorf in Melee and I'm still not the hugest fan of her, but she is A LOT more fun now a days then in the original Brawl. I really just miss a good charge shot and the pimp D-smash with crouch canceling.
No. They made a code where you can press c stick down and not fast fall. You can take it off if you want if you use the txt.Oh and in the plussery code set does the c-stick make you FF on aerials?
fixedwhy isn't "it's boring lame and unfun" a fair argument against zero deaths?
Snakes F-tilt needs to be Smash DI'd down and away from him to escape that lock.I've been playing the brawl+ codeset for the last week and seriously, kudos to you guys. I can't imagine going back to vanilla Brawl after playing this for only five minutes.
Yesterday my cousin and myself were playing it nonstop to get a feel for the changes and I noticed that snakes ftilt you can just spam the first part (knee) over and over and the opponent can't do a thing. Sanke is one of my mains, but I feel this is quite overpowered.
My cousing who mains ROB said that he doesn't grab the ledge everytime he uses his upB and was wondering what affected this.
Also I love how Bowser feels, He is my personal favorite and even though he can't combo like the rest of the cast he can still hold his own. I love being able to use a fresh Fortress everytime Oh, and the last thing is can someone explain to me exactly what the "Bowser don't care" code does exactly? Is it like a psudo super armor?
It's competitive in the sense that it's what makes them viable at the moment, and it's so far been proven avoidable at high level play. The only thing keeping it in discussion is that it matters to them as a character. If it didn't matter so much, we would have probably already decided what to do about it.But sketch, I find nothing about a simple, easy, uncontrollable death chain grab competitive in any sense of the word. Its no worse than DDDs standing infinite. For popo's dthow CG, I would at least like it to put you in the tumble so you can DI better and tech away if they are not accurate instead of handing them 90% on a silver platter
Because "fun" and "unfun" are arbitrary, subjective, and nothing to base proper decisions on. How would you feel if I walked in here and started telling you, and everyone else that taking out sweet spot ledges is stupid because I think it's unfun and boring? You can say the same thing about items, about combos, about characters, about anything. I can argue here that we need to delete every stage in Brawl except for 75m and Norfair because the other stages don't promote fun. Do you realize has stupid that sounds?why isn't "it's boring lame and unfun" a fair argument against zero deaths?
We're still playing a competitive game. If you want to go play for fun, go play Brawl with your own codes. Competitive Brawl Plus has the intention of fair, balanced competition in which skill is the most important factor in deciding the out come of a match. Your decisions on fun do not support these purposes.this is a game. a game is meant to be fun. a game we can edit in almost any way we wish. we aren't playing vbrawl anymore, we aren't latching onto melee;
I'm going to get this out of the way. You think it's stupid. And you know what, probably some other people do too. But just because you put the word "obviously" beside "stupid" does not mean that your opinion automatically holds truth or value. That is still your opinion, and to be very blunt, it isn't obviously stupid. Keep it to yourself.the world is our oyster.. just because melee tournaments allow it doesn't mean we shouldn't fix something that's obviously stupid.
The goal is still maintain balance. Weakening the Ice Climbers by removing their best and only asset that makes them truly viable for competitive play at high levels is not promoting balance. Argue against this, not whether or not it is fun.we can make the characters as powerful or as weak as we wish.
Russian Roulette? What the hell? We're not playing Yu-Gi-Oh. There's nothing random about Ice Climbers CGs, or anything else in their playstyle. If you're grabbed at a percent higher than 30%, you're screwed. They have weaknesses to compensate for that fact and to help eliminate the character prior to this happening in a match. It balances out. There's nothing random about it.i think that getting rid of the russian roulette play style of ice climbers would help greatly in making them more interesting to play..
Guess what? I think your idea of Brawl, and what you're suggesting, is boring.and less boring to play against.
It's not about what you want. It's about how to make the character roster as balanced as possible so that everyone can play on equal footing, to reward the skill of the player, rather than the strategy or character used.if you want to run around waiting for a grab so you can 0death someone, go play vbrawl.. this is brawl+.. i want fun speed activate.
Go play another fighter.if it takes 10 lines (how many lines does bowser's thick skin take?) of code to make them viable.. then so be it.. but i don't want death chain grabs in my brawl+.. no sir.
It is in fact worse than Dedede's standing infinite.But sketch, I find nothing about a simple, easy, uncontrollable death chain grab competitive in any sense of the word. Its no worse than DDDs standing infinite. For popo's dthow CG, I would at least like it to put you in the tumble so you can DI better and tech away if they are not accurate instead of handing them 90% on a silver platter
I see momentum. I'm happy.So, I've been livestreaming for the past few days using our in-development Beta 3.3 and decided to put together a mini combo vid of the clips collected (3 hours of live footage):
It could be worth a try. How would you make it techable though, if I may ask?IIRC correctly, didn't all dthrows in melee send people into the tumble even at 0%? Just curious
And Ulevo, I don't think the CG should be removed, but what's the harm in making the dthrow with popo techable at 0%? The CG would still be there but more skill would be required to perform that which I think makes for better competition.
technically, fox and falco's dthrows send people into Meteor Tumble, and falco's when done to fox on the ground, just makes fox stand there (until higher percents).IIRC correctly, didn't all dthrows in melee send people into the tumble even at 0%? Just curious
Well, the dthrow is considered a weak hit. We can modify this property to make it a strong hit so you can go into the tumble at 0% but I think we might need to wait until gecko 2 comes outIt could be worth a try. How would you make it techable though, if I may ask?
I know for a fact that Ambrose caught me a lot of Saturday due to Popos single Dthrow CG. Actually, half the time I lost to Popo by himself.
lulz. Yea those were the exceptions but at least they were techable which is what I was going fortechnically, fox and falco's dthrows send people into Meteor Tumble, and falco's when done to fox on the ground, just makes fox stand there (until higher percents).
Also, i totally lulzed at "IIRC correctly" If I Recall Correctly correctly.
Semantics aside, there's hardly anything fair about an infinite where the victim has no input on whether it works or not. Only problem is, it seems that this infinite is what IC mains are striving for, even though they claim that it isn't really possible to pull it off consistently. It'd be nice if they offered a buff that the IC could use so that they are still tourney viable.
We could give them the Link treatment and reduce their aerial lag even more. We could make a move finish faster(can't make it end faster due to hitboxes coming out in an odd manner).
Now then, if the infinite were to be taken out, what buff could we give the IC? This is a hypothetical question, and a straight answer is required. Don't answer with "don't take away the infinite", this is assuming the worst case scenario.
We don't want to take the grab if possible, just make it non infinite. There's no easy way to do that at the moment, if it's even possible. I've posted a few ideas that I might bring back up, but I don't know if the coders are even thinking about it at the moment either.Well, the chain grab is what makes ICs interesting and appealing. So if you were to take that away, you'd have to find a new and unique playstyle for them. Maybe I'm just being close-minded, but I think they should keep the grab.
as I said. Keep the CG. Add some skillWell, the chain grab is what makes ICs interesting and appealing. So if you were to take that away, you'd have to find a new and unique playstyle for them. Maybe I'm just being close-minded, but I think they should keep the grab.
Which reminds: we should disable footstool for any state other than being in the air/being on the ground. That would prevent those annoying super footstools that shouldn't even happen.the footstool thing isn't a glitch. it's just the computer footstooling you while you're in a non "meteor"able position if you know what i mean (like hanging on the edge, you can't be spiked by a footstool hanging on an edge so they just kind of hop off of you).
Okay, then what about edgeguarding? I hate taking the risk to u-air someone with Captain Falcon off the stage and all he does to turn the tables on me is air dodge and go for the edge.Cero:
Higher gravity levels mean you're less likely to have time to do more than one air dodge anyways.