Ffamran
The Smooth Devil Mod
- Joined
- Aug 25, 2014
- Messages
- 14,629
I was not a competitive Brawl player, but from what I was told, looked into, and understand about Brawl was that it had very strong hitstun canceling which also lead to momentum canceling. So, combined with the reduced knockback of most moves, lowered fall speeds of everyone, and gravity factoring into vertical knockback, combos didn't really work well. You could string and follow up with stuff, but not to the extent of Smash 4, Melee, or 64. Check out this page: https://www.ssbwiki.com/Hitstun_canceling, and check the momentum canceling page that's linked on there. Also, ask someone else on Brawl who'd be more knowledgeable on this than me.I think this somewhat confirms your speculation about Brawl's knockback being too much generally to do many followups. But I'll say that Brawl had quite a few weak knockback moves dedicated to combo extension---Wario's fair and nair are standouts (vid related below).
For the change in knockback, you can compare frame data of characters from Melee to Brawl to Smash 4. I've already linked my spreadsheet on Falco in a previous post a while back where you can see that Melee Falco and Smash 4 Falco generally had higher knockback than Brawl Falco.
There's also the issue of SDI being fairly strong, so if you can SDI well, you can severely screw up how a move is supposed to send you, especially multi-hit moves where you can escape them. This video demonstrates what SDI could do in Brawl: https://www.youtube.com/watch?v=SyEa_zUXjp8. Whether or not people were able to do this consistently is another thing.
So, it's kind of weird where Brawl's knockback was lower which you'd think would mean more combos, but because of hitstun canceling and momentum canceling, there's actually less combos in Brawl than in the other games. Ultimate's story is entirely different where it's the knockback system making it hard to follow up. In the other games, people get sent flying in a way characters can chase after them to combo, follow up, or string together moves. I think an appropriate way to say this is that there's acceleration with regards to knockback in the previous four games. You might have heard about the balloon knockback of Ultimate where when you hit people, it's like popping a balloon. They explode and immediately or get sent to where they're going much faster than in the previous games. So, there isn't acceleration, but more like instant position changes. Part of this I can see being the developers wanting to stop or lower the amount of easy combos being performed, so stuff like ZSS's Uair juggles to Boost Kick or maybe even stuff like Fox and Mario's early Utilt chains which I feel like could have been fixed by changing their knockback entirely instead of the entire system itself. At the same time, however, it screws up with everyone's ability to follow up in general unless, as I stated, you're playing as Ken and Ryu who have actual cancels or Bayonetta.
I'd look into the balloon knockback elsewhere since I don't think I'm explaining it properly.
So, part of this is how multi-hits worked in games before Smash 4. Most multi-hit moves, so more than 2-3 hit moves, including rapid jabs didn't have high knockback scaling for their final hits or a final hit at all for rapid jabs. Smash 4 changed that which is why you see, in this case, Falco's Nair and Fair having much higher knockback in Smash 4 and Ultimate compared to in Brawl. The other thing is that landing hits were added to some multi-hit moves in Smash 4 of which in Smash 4, Falco's Fair has one, but Nair doesn't. This means that if you land with Fair, then the opponent gets sent flying, but if you land with Nair before its final hit, then you could achieve something similar to what happened at 1:10 where Falco lands with Nair and follows up with Utilt. I say could and similar because Falco's Brawl Nair had 9 landing frames while Smash 4's Nair had 15 which isn't surprising since Smash 4's direction was give most moves higher recovery.Also, if you skip to 1:10 in the video above, you can see the dramatic difference between how Falco's nair used to work vs how it works in tr45h.
In Ultimate, with aerials having lower landing frames or better auto-cancels, I could see Falco being able to do the same thing as he did in Ultimate. It's just people haven't been doing it or Nair already ended before they land. For one, Ultimate Zelda's Nair has similar landing frames or maybe slightly lower to Smash 4 Falco's Nair and I wouldn't be surprised if both of them can do landing Nairs to setup stuff. Alternatively, they could possibly try setups where they land with the last hit of Nair, but given the new knockback system, they might still not be able to follow up.
Yes it is. Check it out here where DR. DVD, the Luigi player, kept instinctively trying to use Luigi Cyclone to gain some height before recovering with Super Jump Punch or as a follow-up after a setup: https://www.youtube.com/watch?v=hIo-oLCympQ.Is that a thing now?
I can see why they did this since Luigi Cyclone not only had great vertical height if you could mash it, but it was also a pretty strong move to kill with. That said, I feel like they went too far by making so Luigi doesn't even move in any direction. If Dr. Tornado is the same, then Doc has it much worse when his jump and Super Jump Punch have shorter vertical travel than Luigi's jump and SJP or Mario's jump since Mario Tornado became his Dair after Brawl.
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