Cowbox
Smash Cadet
Yes'm.
*salute*
*marches off*
*salute*
*marches off*
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!
Except for me. Panzer knows that I manage to pull off a crash every other match. Still trying to figure that one out.3) A lot of freezes have been reported with 3.3, however, our next beta (4.0) will be released "soon" and has been perfectly stable. Check the IRC chat room for more information on that..
LOL at this. Sing has ALWAYS combo'd into rest xDBut if you really REALLY have to push for a buff to sing. Do NOT let it combo into rest as that is a ridiculous combo that should NOT exist.
LOL at this. Sing has ALWAYS combo'd into rest xD
Jigglypuff was good without the rest buff, and now she's DOUBLE good!>_>
it wasnt always guaranteed. The buff he wants would make it work 100% of the time.
The Soul Calibur example pretty much summed up my point. The problem with your counter was that you dumbed it down to a level that obviously changed the focus. Of course if there is one move in the game, then adding a second move will double the depth. But there is a curve there. In a game like SC, where the move count is 50+, adding another move will do close to nothing since the options are fairly exhausted at that point.But that would happen no matter what...I mean, look at vBrawl...here, however, we're trying to make it a fantastic game. I'm not saying that you should use every move in your moveset, I'm saying that in Brawl+, we can dictate depth, so let's maximize it.
I understand your point. I'm not going to argue because what you said makes sense, however, the biggest reason not to change a character has been "This character is fine. Leave 'em alone." This is what I dislike, because of each characters unique flavor. Look at Bowser. We could've said he's "fine" a long time ago, but he kept getting more and more buffs. Now? He's perfect! I'd rather not have each character's flavor to be "fine", it should be perfect, like Bowser's is in the 3/24 4.0 Beta codeset.The Soul Calibur example pretty much summed up my point. The problem with your counter was that you dumbed it down to a level that obviously changed the focus. Of course if there is one move in the game, then adding a second move will double the depth. But there is a curve there. In a game like SC, where the move count is 50+, adding another move will do close to nothing since the options are fairly exhausted at that point.
A move limit is what makes a character unique against the rest of the cast. So what if character X has no fast ground option? If his ground option sucks because it's slow, that's what we call character design. If he doesn't have enough other options to make up for it, that's what we call bad character design, and that's when you buff.
I'll stress again the fact that Smash is a game that has the same number of moves for every character. When designing a game like that, it's easy to come to a point where you've fleshed out some great moves for a character and realized they were suddenly complete. Yet in Smash, there are those slots that simply have to be filled. So what do you do? You put a less useful move in there to prevent an imbalance. Sure, you could throw in a useful move, but then you would have to tone down every other move in the arsenal until the balance was once again met. There is no need to do that when you already have an interesting character that doesn't need the extra options.
I'm not saying the game is perfectly balanced at this point, but you get the gist in terms of characters that play just fine they way they are.
Glide Attacks.I'll stress again the fact that Smash is a game that has the same number of moves for every character.
Pit, MK, Char...3 characters with 1 extra move.Glide Attacks.
Bowser kept getting tweaks and updates because he was a free win without them and thus did not provide an enjoyable gaming experiance. Even with the current tweaks it still takes a lot of skill to win against the majority of the cast as him and the number of characters he can counter/hard counter is low compared to someone like marth.I understand your point. I'm not going to argue because what you said makes sense, however, the biggest reason not to change a character has been "This character is fine. Leave 'em alone." This is what I dislike, because of each characters unique flavor. Look at Bowser. We could've said he's "fine" a long time ago, but he kept getting more and more buffs. Now? He's perfect! I'd rather not have each character's flavor to be "fine", it should be perfect, like Bowser's is in the 3/24 4.0 Beta codeset.
You've got a very low standard for "fine" and "perfect."I understand your point. I'm not going to argue because what you said makes sense, however, the biggest reason not to change a character has been "This character is fine. Leave 'em alone." This is what I dislike, because of each characters unique flavor. Look at Bowser. We could've said he's "fine" a long time ago, but he kept getting more and more buffs. Now? He's perfect! I'd rather not have each character's flavor to be "fine", it should be perfect, like Bowser's is in the 3/24 4.0 Beta codeset.
The current adjustment to G&W, only 25% ALR, was mostly put into place to prevent key spam. With this adjustment his neutral, back, and down air attacks all seem just right.Cyberglitch, quick question.
Do you think G&W needs any changes to his moves, be they nerfs or buffs?
I ask this because I know there was discussion about nerfing him further some time ago. Now that e can edit the lag of aerials individually, and the knockback of moves, what would you change?
It's even worse for people who use the analog to jump. ._.I just thought of something.
Would it be possible to code gliding to it's own button (Like R or something people don't often use.)? I find it very unintuitive to hold the jump button.
It's a known problem. Shanus had it last night. We're trying to fix it.Sometimes I have a problem with the 4.0 beta. Sometimes, all but the bottom part of the left side of the characters are unselectable, as in it does not let one pick them despite them being displayed. Once, I went back and reselected Brawl, and it worked, the other time I needed to restart the Wii. Anyone else have this problem?
I... I don't want to even think about that. That must be god-awful.It's even worse for people who use the analog to jump. ._.
Auto-Jab Fix [spunit262, Phantom Wings]
C2784774 00000004
7C7B1B78 809C007C
80840034 2C040024
40A20008 547B003C
60000000 00000000
Its pretty ********. A code solves the problem a little bit but you can still hold a during the rapid part instead of everything being mashable. Its in my OPI... I don't want to even think about that. That must be god-awful.
While I'm on a roll of thinking of stupid ideas, how about taking out that stupid "HOLD A TO RAPID ATTACK!!!"? I'm sick of just trying to get in a couple quick jabs with Falcon and am instantly flung into rapid punches.
I thought it was put into place to avoid key and case spam. Either way, the case has far too much lag for my liking. If it had as much lag as the key, or maybe a frame more, it'd be awesome.The current adjustment to G&W, only 25% ALR, was mostly put into place to prevent key spam. With this adjustment his neutral, back, and down air attacks all seem just right.
Personally I'd like to see an adjustment to his box move (forward air). It's almost always a better choice to use his back air. Reducing it back to 50% lag would be enough.
Does G&W need further nerfs? Others would suggest that his smash moves are too spamable/powerful. While his forward smash is certainly spamable, I don't think it's overpowered, that's how the move was in Melee, and it can be punished without too much trouble. If anything needs nerfed, it's his down smash. The move comes out very quickly, sweetspots to kill vertically at pretty low percents and the nonsweetspotted hit knocks at a very horizonal trajectory. The effectiveness of the sweetspot has naturally been nerfed by the gravity adjustments to most characters. The move's knockback shouldn't be reduced, but it should have added ending lag.
You don't understand. My previous post described the perfect feel of a character. It doesn't matter if Bowser has 50-50 matchups with the whole cast if Bowser mains think he's boring to use, just like it doesn't matter if he was incredibly fun to use but had 0-100 matchups (Granted, this is a slightly hyperbolic use of the term "doesn't matter", as there will always be outliers). Ideally, the entire cast would have a perfect moveset and 50-50 matchups with all the cast. Unrealistic goal? Maybe, but the closer, the better.You've got a very low standard for "fine" and "perfect."
To me "fine," means tournament viable. As in, you can take that character to a tournament knowing that you can win the tournament with that character (though you may need a secondary for a few matchups).
"Perfect" would be the same thing, only you don't need the secondary because your character can handle every matchup without having a severe disadvantage (Marth).
Well, those are my definitions with relation to balance of course.
I'd like that. I also had an idea back in the day to make gliding possible on the first jump. That would probably make some broken approaches though.I just thought of something.
Would it be possible to code gliding to it's own button (Like R or something people don't often use.)? I find it very unintuitive to hold the jump button.
The perfect moveset is highly subjective, especially since your equating perfect to fun. Fun is great but must take the back seat to effect when talking about character changes.Ideally, the entire cast would have a perfect moveset and 50-50 matchups with all the cast. Unrealistic goal? Maybe, but the closer, the better.
But can we please fix Sonic's down B? That's not an improvement at all!! It's a nerf to what used to be a very combo friendly move!Also, the ROB side-B and Ganon side-B thing is a desired affect of the momentum code. We're leaving it in. Also, I don't think the momentum code is causing freezes.
added.I don't know if anyone is working on it. Kupo needs to put that into the code agenda, as well as a hitbox mod that affects projectiles and throws.