Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
He has lower up grav but the effect is barely noticeable. He is lighter in comparison now a days since a few characters (C. Falcon) got heavier with their gravity changes.wait why/how is he lighter?
Bowser still has a 7-frame advantage in B+ with the 7-frame advantage with his grab release. I forget what that allows him to do, but his grab release is the best in Brawl+.Brawl: Grab release shinanegans.
Brawl+: No grab release shinanegans.
^I'm leaving this out because I knew about it before hand and it's from keeping infinites out of the picture, though this WAS one key feature that made Bowser decent.
These are just my first impressions and I'm more than willing to play around with it some more, but I can't imagine how impossible and not fun it is to play as Bowser against an actual person. I like you guys are trying to make the game better, but nerfing an okay character which happens to be my favorite.... eh...
Okay, yeah, explain this buffer thing, please.the buffer is probably a large factor for you
.... Okay, I'll bite. What's this Vbrawls then? And, is it better? O.obrawlplussery usually have have there buffer on 1. Which basically means you have to do ur moves more percisely and not do them a head of time you have to wait until the move is over, or close to.
Vbrawls is 10 and you have more time to input moves before the current move ends.
vBrawl is original Brawl. The unmodified version everyone normally plays..... Okay, I'll bite. What's this Vbrawls then? And, is it better? O.o
I agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.but it doesn't mean things are impossible I like 1 buffer because the controls are more precise. For example, if MK is tornadoing and mashing B and it clanks, at 10 frames, he is going into the drill even if you didn't press any button when it clanked. This is one way 1 frame buffering rewards players for reacting quickly and adjusting to new situations. 10 frame buffer can't adjust to the constantly changing situations the way 1 frame can. IMO, 10 frames is living in the past whereas 1 frame lives in the present
I took me 5-10 mins until I realized that I actually have more time to QAC than I thought. I can now do it consistently and easilyI agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.
Same with Thunderstorming and full hop n-airs with Snake. I stick with the 10, I feel more in control of my character on 10. For newcomers I suggest the 10 frame buffer, but they won't post a second set without the buffer for newer players or people like me.I agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.
Because his aerials don't lend themselves to tons of momentum like Falcon's do. With full momentum, Sonic's fair doesn't fully connect, nor does his uair.Why are we opting for not very much momentum for Sonic? It feels so out of place when he jumps and doesn't fly like C. Falcon.
With the current settings I can do both consistently with 0 bufferSame with Thunderstorming and full hop n-airs with Snake. I stick with the 10, I feel more in control of my character on 10. For newcomers I suggest the 10 frame buffer, but they won't post a second set without the buffer for newer players or people like me.
Long story short, edit the code set and remove the buffer code and try it then. The buffer code takes a while to get used to and you should try the other physics changes on a control setup you are used to.
Apparently, when I was using 3.3 with v3 last Saturday against Shell, I was thunderstorming every chance I got, which IIRC was on 1 or 2 frames and it didn't really feel any different to 10 frames. Thunderstorming really didn't feel any different to me at all.With the current settings I can do both consistently with 0 buffer
It seems like he'd work better at some sort of middle ground. It just feels so doofy when you're playing as the fastest character in the game and you don't have any sort of extra momentum when you jump.Because his aerials don't lend themselves to tons of momentum like Falcon's do. With full momentum, Sonic's fair doesn't fully connect, nor does his uair.
Why don't you just turn tap jump on and do down on the C-stick? It is MUCH easier that way and Ganon doesn't really need tap jump to be off. (In fact, tap jump being on benefits him more IMO). I'm surprised you don't do it this way. >_>I think its just a diff finger timing u gotta have if you are doing it hold down tap y and rub thumb on A
That still doesnt change the fact that lower buffer feels foriegn to newcomers.
The 1 liner works well with a buffer of 2 and above. The only reason they haven't switched to it from the 16 liner is probably because they're adamant in keeping it at 1, even if it means crouching from fast falls and turning around from bairs, and at 1 buffer on the one liner, some things such as Ganon's thunderstorming don't come out consistently.I thought he 1 liner was buggy, and I'm sure that if it worked as it was intended, we'd be using it.
It seems like he'd work better at some sort of middle ground. It just feels so doofy when you're playing as the fastest character in the game and you don't have any sort of extra momentum when you jump.
Then don't use the name(s) or make one specifically for Ganon. Seriously, all your problems go away if you just have tap jump on and just push down on the C-stick, it's loads easier, more reliable, and tons faster (to me anyway) than the method you're doing it. I used to hate tap jump with a passion as well, until I tried Ganondorf's thunderstorm with it, it really isn't that bad. Of course, everyone else I have it off for, he's the only one I'm willing to have it on for. You really ought to try it GoG and if you have then I guess there's no helping you.I use the same name for all my characters and tap jump is off for them.
I'm a lost cause what can I say. I can do it 90% of the time on 1 and 2 buffer it's just the 10% of the time ends up a terrible turn of events for me. Either way, 1 and 2 buffer feels great for most of the cast, it's just a few here and there that drive me nuts. Either way, the standard is 2 and I play on 2 for serious matches, I just prefer 10 because it feels like less of a chore. My argument on the buffer system was stated above and should be considered for the new players.Then don't use the name(s) or make one specifically for Ganon. Seriously, all your problems go away if you just have tap jump on and just push down on the C-stick, it's loads easier, more reliable, and tons faster (to me anyway) than the method you're doing it. I used to hate tap jump with a passion as well, until I tried Ganondorf's thunderstorm with it, it really isn't that bad. Of course, everyone else I have it off for, he's the only one I'm willing to have it on for. You really ought to try it GoG and if you have then I guess there's no helping you.
if you find 0-death chain grabs enjoyable and acceptable in a game where we can change a character in almost any imaginable way, nothing i can say will persuade you to think otherwise.stuff