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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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No question that Lucas has the better PSI Magnet. He can actually move with his more reliably, it has a hitbox, and it seems to drop faster.

I'm actually loving Ness' physics as of now. I think they're perfect and should stay as is.
 

metaXzero

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About ness, several things could make him better.
- His down B being quicker with less lag could make him less vulnerable if he uses it, could be used almost like a shine stall, and could edgegaurd
-Make his usmash come out faster
-Maybe making his dmash launch angles similar to zeldas
-Pk fire less lag
-faster or stronger bat
-maybe make the hitbox for his fair slightly wider

I know this codeset updates constantly, is the official one updating this much too?
No. The official codeset's updates have large gaps in between each other. The Nightly Builds are to test stuff out. The official codesets take what's stable and agreed upon from the Nightly Builds.

From my understanding anyway...
 

_clinton

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Good to hear. Aerial PK Fire actually having a decent use again would be nice. Usually I lag long enough for my opponent to DI out of the flames after an aerial PKF. >.>
Just making sure we both agree on the reason why Ness' aerial fire should have more cool down time with this statement...

Aerial PK Fire already had IASA frames...but Brawl+ sort of took away their use because of the gravity affecting the fall speed...

The usmash and dsmash have their situational use. I just don't think buffing the Yoyos would address any problems he has. He can already edgeguard and anti-aerial like a beast. They wouldn't help him power through anything, it'd just make them less situational.
Although I suppose it wouldn't break him, it just seems a bit unnecessary.
The point of the yoyos is to counter people who spot dodge and roll too much...granted Ness does have ways of dealing with them already in fact they already sort of do that...but having more options isn't a bad idea...mostly for the fact that they do leave Ness open if he misses with them anyway...

Well, the spacies just reflect with their reflectors. Ness and Lucas heal themselves. No other characters can do that. Making it shine-fast would be absolutely insane.
Again though, it seems unnecessary. Ness and Lucas are both very floaty and have decent air speed. Most projectiles in the game will simply force them into the air, which would be an issue if most of their good approaches weren't aerials anyway.
The recovery help though...that's not a bad idea.
God you make it sound like the space furries just reflecting things is a bad thing...when they at least have more than just that use with them (granted...Lucas' magnet adds to his recovery, has a somewhat strong low angle knockback effect, and happens to have an advanced extra tech to it as well)

Wolf's reflector
Frame data
1-6 invincible
7-14 (8) hit time at the least
28 total at least...if you smack someone with it...you have a 4 frame + over them...
Here are some more stats on it...
+Adds at least 2x speed to any projectile that he reflects (I'm not sure about what the damage boost is if any though) making it very risky to attack him with any projectile weapon overall just because you might not have time to react from it being bounced back
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+He has invincibility frames on his device as well at the start of it...it is an alternative to spot dodging overall in a way...
+Has a low angle knockback for gimping
-Very limited use in the air because of his recovery/fall speed
-Turning the thing off only has 13 frames of cool down...granted that total can become at least 20 if someone blocks though on the 1st frame it is an attack

Falco's reflector
Frame Data
First hits on frame 4 – 6 at least
+In vBrawl it trips a foe on a hit...but of course it was changed for the better in Brawl+ (even if the chance for tripping wasn't that bad of an outcome IMO) for adding to Falco's combo game...
+It is a reflector move that also works as a mid range projectile move in a way...it kicks ***...
+I'm pretty sure it adds 1.5x KB and damage to whatever it reflects as well
+It passes though anything and everything
-It is out for a total of 51 frames...if you miss you are open

-Fox' reflector
Frame data
Hits and reflects on 3-9
17 total frames at the very least
+Adds 1.5x to the KB and damage of whatever it reflects...
+It also adds to his recovery because it stalls and starts over his fall...oh and while limited it does add an inch or so of horizontal distance each time it is used with proper wavebouncing use...although I wouldn't use it for trying to do that because of his Fox copter adding enough to his recovery (even with it being much harder to use in Brawl+ because of the input for buttons changing it is still there)
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+As a low angle knockback meant for gimping
+It only has 8 frames or so of cooldown time...
-Because of Falco's and Wolf's reflectors having special properties to it...you want them as well (even if overall as a move...I can't think of anything truly wrong with Fox's reflector as a move overall)

Anyway...now that I've wrote about a page on the space furry reflectors...lets talk about Ness and Lucas...

Lucas' Magnet
Frame Data
First absorbs energy on frame 10
First hits on frame 17
Shield hit lag: 11
Shield stun: 11
Advantage: -18
Total: 35
+It stalls his recovery and due to Lucas' aerial stats he can actually add a good % of horizontal range to his recovery normally however it also makes absorbing things easier as well...also bringing up aerial stats...I'd like to bring up his wavebounce advance tech. which abuses the knockback from an aerial PK Fire to add a ton of horizontal range
+He does recover an ok % if he absorbs something at least (15% or so from a fresh Luigi fireball...13% from Mario's IIRC)
+The knockback from the hit on his magnet is by far stronger than any of the space furry low angle knockbacks...in fact it could very well cost a stock on more than 1/2 of the cast at semi high %
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+The absorb box is ****ing huge...and it does cover both sides
-The speed for everything kind of sucks...to compare Lucas' Fsmash comes out on frame 14 and has by far more knockback...and even the cooldown time is an issue sometimes

Ness' Magnet
Frame data
PSI Magnet
Absorbs: 10
Hits with wind: 31
Ends: 46
+It stalls his recovery and due to Ness' aerial stats he can actually add a smaller than Lucas' amount of horizontal range to his recovery normally however because of his cooldown time he can't take advantage of it...it also makes absorbing things somewhat easier at least...
+The absorbing hitbox is pretty large...however it isn't as large as Lucas' however his backside to it is larger at least...
+The wind affect from it is a fixed affect...which is full body...which can make hitting him in the downtime of turning off the magnet somewhat harder on certain characters (plus you can gimp certain recovery moves that are picky as well...but the odds of that happening are about the same as seeing a shiny wild pokemon or so)
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
-The absorbing power isn't even worth it sometimes (10% from Luigi's Fireball...8% from Mario's)
-Each use if you don't cancel it will cost you about a second for each use...

On another note, someone said something about dair being too powerful to be faster. Timing it to meteor is not hard as is, and plenty of other meteors/spikes are faster and similarly powerful. I believe it was thesage who brought it up to help out onstage comboing, and I agree.
Dair being faster would help...because at a certain % it is an effective way to set up an Uair kill...

Also...while it does have some issues with landing the hit...it does have set ups (PK Fire)
So I don't think making it somewhat faster would truly hurt anything
 
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Just making sure we both agree on the reason why Ness' aerial fire should have more cool down time with this statement...

Aerial PK Fire already had IASA frames...but Brawl+ sort of took away their use because of the gravity affecting the fall speed...
Yeah, PK Fire cancels with ADing or a random aerial don't work anymore. So you're stuck lagging no matter what you do, making aerial PKF situational at best.


_clinton said:
The point of the yoyos is to counter people who spot dodge and roll too much...granted Ness does have ways of dealing with them already in fact they already sort of do that...but having more options isn't a bad idea...mostly for the fact that they do leave Ness open if he misses with them anyway...
Point made. Again, I don't have a problem with yoyo buffs. Just not something I personally am pulling for. Seems a lot of others feel differently though.

_clinton said:
God you make it sound like the space furries just reflecting things is a bad thing...when they at least have more than just that use with them (granted...Lucas' magnet adds to his recovery, has a somewhat strong low angle knockback effect, and happens to have an advanced extra tech to it as well)

*Frame Data*
No, I don't want to give that impression. However healing yourself is a far better move than knocking a projectile back since most projectiles in the game will expire before they reach back to their sender.

However, after seeing the frame data, I'd definitely agree with some buff to it. Maybe not spacie fast, but at least a decreased drop time. Near 50 frames of lag is just depressing. x.x

_clinton said:
Dair being faster would help...because at a certain % it is an effective way to set up an Uair kill...

Also...while it does have some issues with landing the hit...it does have set ups (PK Fire)
So I don't think making it somewhat faster would truly hurt anything
Agreed.
 

Cytrs

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ness's magnet is so crappy i only seriously used it once (on a fully charged 160%ish aura sphere) and the attack stopped like an inch before it hit me.

a fox can stop shooting before it actually starts and approach or just shoot again at the end.

alot of projectiles go too fast for the absorbr to be any use.

id rather a pk frost (or whatever the green thing is) mobility buff, but profectiles can't ber edited yet, so whatever.

dair sounds cool.

i REALLY want usmash to stop clanking.
 

CloneHat

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Who decided to increase the hitboxes so much? Ganon FAIR 25%? Some of this stuff is pointless and needs to be toned down or removed.
 

CloneHat

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Have you even tried it? I seriously doubt you have. You're jumping to conclusions like you always do.
I tried it, although this would have been the easiest jump I've seen in a while. Who complained about the bair and fair? It's not like Ganon's lacking with those moves.
 

weinzey

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when can we expect the pal codes? hope paprika killer got his finals done already;)
 

goodoldganon

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I tried it, although this would have been the easiest jump I've seen in a while. Who complained about the bair and fair? It's not like Ganon's lacking with those moves.
Find me people that think Ganondorf is too good. Before and after this change. B-air was a terrible move before and can at least properly connect with opponents now and not shoot over short characters. Also, Ganon can now space much better with F-air. It helps his approach and spacing game.
 

CloneHat

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Find me people that think Ganondorf is too good. Before and after this change. B-air was a terrible move before and can at least properly connect with opponents now and not shoot over short characters. Also, Ganon can now space much better with F-air. It helps his approach and spacing game.
Thanks for telling me, I just don't like to take buffs without knowing the reason.
 

goodoldganon

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Thanks for telling me, I just don't like to take buffs without knowing the reason.
Fair enough. I've been actually looking at going over the change list and providing reasoning for each change. I think it would help, cause frankly not everyone knows what we are thinking and what simple changes like Luigi's jab is actually doing.
 

Teronist09

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Find me people that think Ganondorf is too good. Before and after this change. B-air was a terrible move before and can at least properly connect with opponents now and not shoot over short characters. Also, Ganon can now space much better with F-air. It helps his approach and spacing game.
Bair was far from terrible. I use it all the time and I don't have much of a problem connecting it. I also can't imagine why anyone would want to use it vs small characters, or even use it so often that you're missing all the time and think it needs a hitbox increase. The bair change really doesn't make sense to me.
 

Shell

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Don't judge the Bair yet, as I've said I'm not done with it yet.
 

Teronist09

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^ It gives a bad character more options. I think its a good idea.
he's far from bad, and he hardly needs any hitbox increases, especially on bair. I'll concede fair could possibly have needed the hitbox increase to a degree, but bair... I can't agree with that one.


Don't judge the Bair yet, as I've said I'm not done with it yet.
I'm just saying I don't feel that it's necessary at all, in this form or a finalized one. The reasoning behind it doesn't make any sense to me, or maybe no one's explaining it well.
 

_clinton

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No, I don't want to give that impression. However healing yourself is a far better move than knocking a projectile back since most projectiles in the game will expire before they reach back to their sender.

However, after seeing the frame data, I'd definitely agree with some buff to it. Maybe not spacie fast, but at least a decreased drop time. Near 50 frames of lag is just depressing. x.x
Again though...10% from a Luigi fireball (for Ness' magnet) isn't even that much of a recovery to be seen as broken...it is just one jab combo in the case with Luigi for example...it really is enough to just give a hint to whoever threw the weapon to be careful with how you use the weapon...because Ness can auto cancel the magnet on the ground if he absorbs something...making it harder to counter...

And Fox's, Falco's, and Wolf's shine is really fast enough to be used up close at least to a point (even though Wolf's doesn't have to be that close because of the speed buff he gives on reflection) Ness and Lucas' magnets can be used close...but overall that is very limited due to their limited after effect and overall longer cool down time that isn't made up for with other things (as in how Falco's reflector works to make up for his downsides on it)...
 

Teronist09

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It also gets rid of a deadspot behind Ganondorf where he couldn't hit a lot of the cast.
but there's really no reason to be trying to use bair vs the short characters (especially when they're approaching from the ground), and I don't agree that making it usable in those situations is good enough reason for the change.
 
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when can we expect the pal codes? hope paprika killer got his finals done already;)
a tad nicer would be appreciated. this is not my job, and if you don't mind, I'm would like to enjoy the fact that school is over for a few days.
 

Nybb

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Fair enough. I've been actually looking at going over the change list and providing reasoning for each change. I think it would help, cause frankly not everyone knows what we are thinking and what simple changes like Luigi's jab is actually doing.
I tried requesting this in here a while ago, but didn't get much of a response. This would be really awesome. Adding in notes might be a lot of work though, so I would be happy if you or somebody else just started doing this consistently with future updates.
 

VietGeek

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but there's really no reason to be trying to use bair vs the short characters (especially when they're approaching from the ground), and I don't agree that making it usable in those situations is good enough reason for the change.
I believe GoG is trying to say that Ganon lacks options for relieving pressure from behind him, especially since short characters like Squirtle with good aerial mobility can simply do cross-ups with Ganon, shield pressuring Ganon and continue to do so rather safely.

Ganon is still currently a mediocre character and like a heavyweight, he gets dealt a lot of pressure for faster characters. It shouldn't be overkill should that character also be short. This just gives him an extra retaliation option other than dair; since really dair can't do everything.

From an offensive perspective I can understand your point, but more often than not the heavyweights will be on the other end of the stick so to speak.

At least...that's my understanding for the change on bair.
 

CloneHat

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Though I still think the fair didn't really need it, I think it helps out his bair in a nice way. Darkness effect looks kinda out of place on just bair, though.

That would be nice, GOG, if you had just a short sentence telling what the change was, since now a lot of changes seem to be being developed behind closed doors.
 

_clinton

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The guy is imbued with darkness. every time his hands touch you. Darkness. Every time his soles touch you, electricity.
Speaking of which...why is it that Peach is the only character that can shoot hearts? Lucas and Ness' main psychic power is based off their emotions and is "the power of the earth" (Hell the default name for Lucas' main special PK Attack is PK Love)
 

Mattnumbers

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That would be awesome if we could change PK Freeze to PK Love, just have PK Love do damage (Not as much as PK Flash obviously)

Also, I think the changes to Ganondorf are great. If they don't make him overpowered I don't see what the problem is.
 

_clinton

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That would be awesome if we could change PK Freeze to PK Love, just have PK Love do damage (Not as much as PK Flash obviously)

Also, I think the changes to Ganondorf are great. If they don't make him overpowered I don't see what the problem is.
I was thinking more along the line of Ness' Dair having a special effect of a heart added to it...which wouldn't be that far off anyway because the move is DJed but whatever...PK Love from PK Freeze is nice
 
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It also gets rid of a deadspot behind Ganondorf where he couldn't hit a lot of the cast.
Modifying hitboxes like this is kind of off-putting. When you say it gets rid of a deadspot.. that's only because you were using sh-bairs in Brawl, whereas they were more viable in melee. They play differently.

Since when was Ganon so underestimated?

This picking and choosing of weaknesses to improve on is getting weird.
 

Teronist09

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I believe GoG is trying to say that Ganon lacks options for relieving pressure from behind him, especially since short characters like Squirtle with good aerial mobility can simply do cross-ups with Ganon, shield pressuring Ganon and continue to do so rather safely.

Ganon is still currently a mediocre character and like a heavyweight, he gets dealt a lot of pressure for faster characters. It shouldn't be overkill should that character also be short. This just gives him an extra retaliation option other than dair; since really dair can't do everything.

From an offensive perspective I can understand your point, but more often than not the heavyweights will be on the other end of the stick so to speak.

At least...that's my understanding for the change on bair.
in that situation, initiating a jump and using bair sounds like a terrible decision anyway. And why would we want to change a move so it's applicable in a limited number of scenarios? And he has more options than just dair (iDA, jabs, OoS nair, maybe even shield grabs)

I dunno, I don't think the hitbox modifications should be just thrown around like this.
 

Jimbo_G

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I wanted to add my support for the possibility of Change Notes being added to each new build. I agree, although some are obvious, not every change immediately makes sense without a little note as to why it was changed. It doesn't have to be long or super detailed, just enough to tell us "we made this and that change because of this."

Also, would it be too much trouble to ask for a little bit more consistency with the format in which you log the changes? The majority are uniform, but some of them are randomly listed differently. For examble (randomly selected):

-Olimar upB Blue: 70BKB & angle 15 from 6dmg 90KBG BKB 60 angle 20
-MK Downsmash both hitboxes KBG changed to 80 from 93, BKB changed to 30 from 40

It's not a huge deal, just a request if you happen to remember while making the next build.

Oh, and one last thing. When listing speed changes, could you specify whether the change is a speed-up or a slow-down? It may just be me, but I'm confused on some of them, such as:

-Ike sideB swing winddown 3x after frame 15

Is the winddown 3x slower, or faster?

Thanks guys. Keep up the amazing work!
 

weinzey

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a tad nicer would be appreciated. this is not my job, and if you don't mind, I'm would like to enjoy the fact that school is over for a few days.
sry, i didn't mean it that way. all i wanted to say was, that i know what having no time due to learning means and that i wanted u having enough time to do things u like again (including coding). By all means, take the time u need. And as i've mentioned in an earlier post, personally i think somebody should help u with the pal set, since there are many coders that work on ntsc-codes, and pal ports are getting rarer and rarer (not the ingame modifications, but small stuff like buffer=handicap (i know that ones glitchy, but u get the point).

so again, i dont wanna put u in a hurry, and am sry that i didnt get my point across in the first place.
 
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So changes to Ness that I've seen sufficient reasoning/want for are...

-PSI Magnet lag reduction
-Aerial PKF lag reduction or speed up so PKF cancelling works again
-Yoyo buffs (what exactly is wanted here? Power, speed, both?)
-Shave 3-5 frames of off dair's startup


Any objections to this list?

If no, which changes are the priority here?
 

Mattnumbers

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So changes to Ness that I've seen sufficient reasoning/want for are...

-PSI Magnet lag reduction
-Aerial PKF lag reduction or speed up so PKF cancelling works again
-Yoyo buffs (what exactly is wanted here? Power, speed, both?)
-Shave 3-5 frames of off dair's startup


Any objections to this list?

If no, which changes are the priority here?
The yoyo buffs are because neither of the moves do what they're really supposed to. Dsmash is to punish rollers and Upsmash is to defend against aerials.

I think all of these should be implemented in the nightly build and we can later take out any if necessary.
 

VietGeek

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in that situation, initiating a jump and using bair sounds like a terrible decision anyway. And why would we want to change a move so it's applicable in a limited number of scenarios? And he has more options than just dair (iDA, jabs, OoS nair, maybe even shield grabs)

I dunno, I don't think the hitbox modifications shouldn't be just thrown around like this.
Cross-ups means going through the opponent to get behind him. At least in a Smash sense.

thus most of the options you listed only work from a shield release which takes 7 or 8 frames.

I'm just saying that Ganon has a severe blindspot in the back and with how easy it is to apply shield pressure, he should have some tools to deal with that. Adding one extra tool won't drastically do much, but it's better than nothing.

Simply put, Ganon has serious issues with short people. <_<
 
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There seems to be a substantial group of vocal ness players asking for buffs - i just wish other characters had this kind of support. Makes the whole buff/nerf thing really unbalanced.
 
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