IKOU
Smash Apprentice
I get a freeze when trying to load from a snapshot, and i'm pretty sure that it's the knockback modifier code.
EDIT: oh, i'm using B+ tweaker v008
EDIT: oh, i'm using B+ tweaker v008
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Since Beta 4 is all about balance changes we have decided to start a new topic in order to centralize all the ideas and post. Think of it as a fresh slate.Which explains why this isn't in the plusery...I don't feel like setting up codes as a joke, whats so April Fooly about the Punch?
Everyone in the IRC is loving it.Looks like good **** here. :D
We messed with DK's over B for a bit, but in the end we decided to release the set without it. As you said DK is a good character. When we get something nifty for the side-b we'll add it though.I am not completely sure this is the right place but I have a few ideas for DK tweaks. From what I have seen even in beta 4 the only changes are faster fast fall and a shorter short hop. I know DK is probably one of the most balanced characters and doesn't need any real changes (he is that awesome), but it would be nice to have some tweaks to spice things up even if they aren't game changing.
1) Being able to move backwards during a grounded up-b for better spacing.
2) A mini boost similar to Peach's double jump after a successful headbutt spike. Kind of like a face powered footstool. This would help DK spike lower than before and help make it safer on hit at the same time. Making unsweetspotted headbutts either knock them too far to punish you on hit or changing the hitbox so that it always sweetspots would be nice.
3) Being able to grab ledges with his giant punch (at least being able to grab the edge right after the punch when really close). If he could grab the edge a bit past his fist it would be awesome.
4) Give his nair a bigger hitbox. His uair and bair have better damage, knockback, priority, and outreach the nair. They even end quicker and attack earlier. Its only avdantage is that nair's attack lasts longer than both but the hitbox is so awkward that taking advantage of the prolonged attack is almost luck. With a bigger hitbox hitting with the end of the attack would be a lot more manageable.
I doubt 3 and the first part of 2 can be done but hopefully these changes can be implemented. None of these changes are overpowered or anything and would definitely add some flavor to DK's game.
Is it possible to do that kind of stuff with his headbutt with the codes we have now? What kind of changes were you looking into? Where can I find a complete list of codes at? Thanks in advance and sorry for all the questions if they bug you.We messed with DK's over B for a bit, but in the end we decided to release the set without it. As you said DK is a good character. When we get something nifty for the side-b we'll add it though.
We made a few tweaks to Sonic, try him out.****, I was hopping the sonic momentum fix would have gotten in before release 4.0.