leafgreen386
Dirty camper
With windboxes.The cutscene better be MK getting killed by every character.
including MK
obv
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With windboxes.The cutscene better be MK getting killed by every character.
including MK
fix'dThe opening scene should just have everyone lined up and then all of them have multiple windboxes and makes everyone go flying away.
windboxes
fix'dfix'd
more like winboxes mirite
mulberrywindboxes
You've misinterpreted 'scaling' to mean 'staying the same', as opposed to 'scaling up'.what you aren't taking into account, sir, is that low-level smash is a lot different than high lvl. low level? people don't tech enough. No DI. getup attacks every time. offstage game's either non-existent or too risky for them. mid lvl? people learn to tech, but they don't think about whether their opponent will follow it because they don't. there might be some DI, but certainly no SDI. there are more grabs now, but most will stick to one grab because of how good it is for 'combos' or whatever. more offstage, but SDs sometimes. high lvl: people tech...or not. they think about it and their opponent's intentions a lot more. lots of DI, but there's Pro DI (awesome) and SDI. grabs for everything, including mixups and ledgeguarding. offstage is active, lots of gimps and suicide kills. top lvl: i don't know. i'm not in enough for that.
Edit: so, uh, yeah. lots of fighting games are great because they scale with player skill. there's no need to make a bunch of baseline 'legit' combos because a low-lvl player vs. a low-lvl player already supplies enough human error to allow that.
If you're referring to the current beta... I tried it. It's not that good. The matches are slow as molasses, and significantly more defensive than any previous iteration of Brawl+.that's also what's great about cape's set right now! it scales much better with player skill! high lvl play feels high lvl.
No. I never tried to do that. I am a firm believer that there is no SFX on clanksIIRC, kupo jacked up the volume but it sounded horrible to him so idk.
And windboxesWith windboxes.
obv
Wow dude, did you forget your pac files? There's no reason this build would be ANY slower than before. The combo system was modified, and jumps are actually FASTER.If you're referring to the current beta... I tried it. It's not that good. The matches are slow as molasses, and significantly more defensive than any previous iteration of Brawl+.
Yah that was SMK. Sakurai went for realism this time around so the clank sound effect is basically two fists bumping together. GOOD GOINGi remember someone turning up SFX on it before and hearing someting bad.
If you're referring to the current beta... I tried it. It's not that good. The matches are slow as molasses, and significantly more defensive than any previous iteration of Brawl+.
Combo system? I am unaware of any combo system you refer to. You must be referring to the tech-chase system. It seems similar, although with more emphasis on the teching itself than the DI out of juggling.Wow dude, did you forget your pac files? There's no reason this build would be ANY slower than before. The combo system was modified, and jumps are actually FASTER.
Have you ever fought someone with DI?How is it more defensive? Because you can recover a little faster? It didn't really break any combos that I know of, just made it so juggling wasn't easy mode. At it's previous setting you could up-air people around like sandbags and generally there was just too much time to follow up starters.
It could just take a little bit of tension away for shielding and stuff and is there anyway to only make certain attacks build tension or anything? I'll think of something that has a higher chance of working that I didn't think of in 10 seconds later. ;PTension wouldn't really work in smash, at least not in the traditional way. Tension was designed to reward players for being aggressive. However, aggressive or defensive moves cannot really be measured the same way in smash, since the game doesn't keep track of if you're facing your opponent (not to mention how screwed up it would be in doubles). The game has no way to determine if you're running away from a foe or if you're running toward them. Sure, you could make it take away tension for spotdodging, airdodging, rolling, or shielding, but these aren't even always used defensively; for example, it's possible to bait an attack by running forward and then dashcanceling into a spotdodge when they go to attack you, which is very much an offensive technique, despite the spotdodge generally being a defensive move. At the same time, rewarding a player for hitting a foe will reward the player just as much for camping (a highly defensive style of play) as it would for going on the full out offense. In fact, to deal with the camping, the opposing player will probably have to use primarily defensive moves such as the shield or airdodge, causing their tension to go down and the camper's tension to go up, the exact opposite of what we want happening. It's just not something you could integrate into the game very well at all.
COMBO SYSTEM. As in HITSTUN, and NO AIR DODGE DURING TUMBLE.Combo system? I am unaware of any combo system you refer to. You must be referring to the tech-chase system. It seems similar, although with more emphasis on the teching itself than the DI out of juggling.
Have you ever fought someone with DI?
This argument doesn't make much sense to me, because if you think about it, a game with ATs that increase the number of hits you can land in succession... still would have the same DI wouldn't it? Once you have an opening to get away, DI still affects gameplay.Looks like someone can't follow/predict DI and wants to make techs that let him combo more easily.
i'd agree that, to an extent, there isn't enough room for higher stakes at higher lvl play, but i disagree to the extent those followups should go. 5-6 does sound fantastic to me, above the 2-3 you'd have in an intense fight. that's why i'm in such favor of motion techniques being introduced: they would alleviate from this problem -- as long as they made sure to make the player committed to a direction to prevent abuse.I'm going to go back and address this because it still bothers me.
You've misinterpreted 'scaling' to mean 'staying the same', as opposed to 'scaling up'.
What you've described is essentially what I find wrong with the system. The scale of followups does not increase with skill. It stays the same. 3-4 hits at low level, 3-4 hits at high level. 5-6 are exceptional cases. In my opinion, high level play should open up significantly longer followups than that. 10-15 maybe, if you play wisely.
I heard they lowered shieldstun in this build, actually. If there's one way to guarantee that a game is defensive, having low shieldstun is a way to do it.How is it more defensive? Because you can recover a little faster? It didn't really break any combos that I know of, just made it so juggling wasn't easy mode. At it's previous setting you could up-air people around like sandbags and generally there was just too much time to follow up starters.
So yeah, if anything it's faster and more offensive... did you notice something I missed?
...Yeah, I have. What's your point? Since your only reply is a vague inference about DI skill, I'm guessing (by the part of my post you quoted) that you mean to disagree with me about the brokenness of juggling in RC1.Have you ever fought someone with DI?
I agree with you on this. Ironically, this is what I feel is wrong with your idea of more "fighting game" esque mechanics in Brawl+. Implementing these would probably alienate many players and fracture the Brawl hacking community into isolated denominations that all play different versions of the game.BEES said:Ideally the community would be large enough for all of us to get the game we want, but we have better chances of this surviving if we all stick to one competitive hacked game, and that means all our conflicting interests are going to have to find some common ground.
Sometimes in a fighting game, you get nailed a few times. Sometimes your opponent has guaranteed followups, providing they have the skill to land them. Part of the strategy in hardcore fighters is choosing your moves to increase the number of followups you can get. I have absolutely no problem with that....Yeah, I have. What's your point? Since your only reply is a vague inference about DI skill, I'm guessing (by the part of my post you quoted) that you mean to disagree with me about the brokenness of juggling in RC1.
Have you ever fought a decent ness user in that build? If you have, you know that when you are traveling nearly straight up, in HITSTUN, DI is not sufficient to alter your trajectory enough to save you from being nailed a few times by a fast, observant opponent with the right moves and physics.
The game is out of proportion with its environment. Landing 3 hits is now a process that takes you clear across a stage, and there just isn't enough room to supplement longer strings except for rare circumstances. I feel this also reduces the variety of followups you can make. I will admit I played the set for about 30 minutes with a small amount of characters before switching back, because everyone else got bored. But the impression I got was that damage accumulated more slowly and stocks last longer. I will revisit the codeset, but I suspect my time with Brawl+ is drawing to an end.Anyway, you still haven't illustrated how this build can be slower and more defensive. Can you explain that a bit further? Perhaps you find the NADT makes play more sluggish? buuut.... NADT is literally a defensive nerf. No auto sweetspot on side-b's could also be considered a defensive nerf since it makes it harder to access ledge invulnerability, making bad recovery more likely to be punished. Also, I forgot to mention ugrav is increased, so you have faster jumps in addition to faster techrolls and faster recovery from hits. Where is the slowness and defensiveness coming from?
I think a game with only 2-3 hit combos will have a harder time attracting Brawl players than a game with longer ones. Why bother at that point, if you already play Brawl? Brawl has stuff in that neighborhood, and you don't have to hack a wii to play it.I agree with you on this. Ironically, this is what I feel is wrong with your idea of more "fighting game" esque mechanics in Brawl+. Implementing these would probably alienate many players and fracture the Brawl hacking community into isolated denominations that all play different versions of the game.
Oh, joy.Also, melee doesn't have glide toss, RAR, boost smash, crawldash... I don't think you can pivot grab either. I might be wrong about that though.
Melee doesn't have reverse falcon punch either. It's clearly an inferior game.
Are you serious? Lacking those doesnt make Melee inferior in any way....
Also, melee doesn't have glide toss, RAR, boost smash, crawldash... I don't think you can pivot grab either. I might be wrong about that though.
Melee doesn't have reverse falcon punch either. It's clearly an inferior game.
Sarcasm and such.Are you serious? Lacking those doesnt make Melee inferior in any way.
I'm not sure I follow. If a move shouldn't be thrown out on shield, it shouldn't be thrown out on shield. If some character is made of fast moves with high shield damage, I can see how you'd want to give them a bit more risk to their moveset, but why can't the game just balance itself in this regard?they made the heavy attacks have less shield stun. you know, big moves that shouldn't be just thrown out on shields in the first place.
Well, a lot of powerful moves with high start-up, but low cool-down and high power should be safe on block, because there's no reason to be hit by one on shield unless you've been tricked or are just not very smart. If it's got low start-up, lots of power, but high cooldown, and you somehow managed to up sheildstun until it was safe on block, then I agree it should be changed, but I find it hard to believe that that's the case.The problem was that a lot of powerful moves were completely safe on block, and you were just stuck in your shield forever from the ludicrous amount of shieldstun. Now you can't just throw them out willy-nilly, you actually have to space them well if you want them to be safe.