K1T3
Smash Lord
Gravity Modification
Advantages of Gravity Mods (different gravity mod will offer varying results)
- The game is faster paced
- Semi combos are more possible
- Teching actually has a purpose and is even needed
- Edge guarding becomes important again (even for non MK characters), and there is actually a high risk/gain for attempting it now
- Many "bad" characters become fairly usable
- Ledge camping becomes more risky
- You can't just keep DI/air dodging to recover as you'll fall much further with each air dodge and DI alone can't get you back now
Disadvantages (depend on level of mod)
- characters that could normally perfectly auto cancel now may not be able to (this is fixed by L-canceling)
- Sonic's up B is nerfed (but is helped with the directional air dodge)
- Upwards kills are harder to get
- Bowser's recovery is worse
- All recoveries are worse to an extent (none I believe, even at my highest recommended setting, are so bad that the character becomes terrible, also these worse recoveries lead to some of the advantages listed above)
Damage Modifiers
It is suggested that an appropriate dmg modifier be coupled with any gravity modifier
Effects:
- balances Falco as it will slightly decrease his chain throw (increased gravity increases the effectiveness of his chain throw to spike and his double laser)
- keeps kill percents off the top normal
- allows characters to be knocked off the stage a little easier and lends to the slightly greater emphasis on edge guarding
- characters in general die a little faster (this is needed as games are way too long even with 3 stock)
Levels of Gravity Modification
1.25x mod (w/ 1.1x dmg mod)
- most appropriate setting for shuffling out of the three as it lets you get to the ground the quickest
- greatest increase to game pace
- characters games are changed from SH double aerials to full hop double aerials
- some recovers are noticeably worse (ie. Sonic, Bowser)
- Snake can't full jump and complete a Nair
1.15x mod (w/ 1.05x - 1.1x dmg mod, needs testing)
- double aerials like Marths double Fair, TL's and Diddy's double Bair are still doable at this setting, some characters games are still switched to full jump double aerials (ie. DK)
- still somewhat worse recoveries but much better than 1.25x gravity
- decent for shuffles, still increases the pace of the game just not to the extent of 1.25
- Snake still can't full jump Nair
1.05x mod (w/ 1.025x dmg mod)
- Almost no characters major gameplay is affected
- The only character I've seen is DDD cannot SH double Bair, but now can easily SH Fair/Bair to waveland
- All other characters can still SH or FH double aerial as they could normally (that I have seen) Snake can even still FH Nair
- Though small it still allows characters to get to the ground a bit quicker which will at least a little bit allow more combo potential from characters like Captain Falcon and other lower tier characters
- Recoveries are very slightly worse. This is good as getting back to the stage will at least be a tiny bit harder (see point under advantages of gravity mods) Sonic's and Bowers recoveries do not really suffer with this modifier
I cannot say which modifier is the best as each has it's own merits and flaws, but at the very least, even if you don't like the idea of gravity mods, I would still push for at least the 1.05x modifier.
I would also appreciate others comments/input/testing/ideas as to what is a good modifier and why. Please use logical arguments and not simply I DON'T LIKE IT /CRY.
Melee air dodge
- reduces characters to a single air dodge, but in exchange for letting you air dodge in a direction. This has multiple implications.
Advantages
- Allows wavedashing which makes the game faster/more fun and adds depth in having better control of your character, being able to space much better and more approach and retreat options.
- Gives characters more options for recovery. One could now airdodge up and grab the edge which would assist in the recovery in high gravity mode.
- Ledge hop wavelanding is also another possibility for getting back from the ledge
Disadvantages
- You can accidentally suicide by airdodging off the stage (but with a gravity mod even if you airdodge with normal brawl airdodge it would be like suiciding since you fall further so you really don't lose a whole lot here)
- You can only air dodge once so getting down back to the ground would be harder than before (This just means you have to actually be smart about when to use your air dodge now and not simply spam it, in other words it adds mind games =P, also again with a gravity mod you will descend more quickly so getting to the ground will be easier)
L Cancel
- with a timed press of L/R/Z one may cut the lag of landing any aerial still in it's animation in half
Advantages
- allows a solution to messed up auto cancels due to gravity mods
- allows characters to do attacks at any height without fear of missing the auto cancel timing (provided you have the skill to L-cancel)
- works well with grav mods to allow greater possibility of stringing attacks together and performing combos
- allows greater control of characters, greater character movement, more seamless play, and overall faster and more fun play
- adds lots of depth to the game
- allows lower tier characters many more options and the chance to be playable in competitive play
Disadvantages
- could be said that the designers when balancing the game did not intend for there to be a way to reduce lag (the balance is kept though as all lag is only halved so slow powerful attacks will still have a decent amount of lag compared to fast weak attacks, and the option is open to all characters)
If you would like an explanation of why L canceling over S canceling I have written up quite a bit on it and it would not be too difficult to find and I can add a section in if people feel it is needed. It basically came down to L canceling added a lot more to the game and allowed it to stay balanced much better than did S canceling.
Hit Stun
- still no perfect code for it yet
- helps so you don't accidentally dodge and die off the stage when trying to tech
- allows more combos
- speeds up game play, makes it more seamless, makes it more fun/exciting
No Tripping
- allows characters to not randomly trip
Infinite Replay Time
- allows replays to be saved on games of any length
- not really a competative code but nice
Possible Competitive Code Ideas
- Increased Fall Speed – this code would allow increased fall speed without a change in jump or up B heights, thus would allow almost all of the positive effects of a gravity mod without most of the somewhat negative effects
- Shield During Dash Animation - can open up many avenues of approach and help brawl to not be so campy and become more aggressive and approach oriented, make brawl less slow
- Applicable Dash Dance – allows similar things as wavedashing, more options, better spacing, more avenues to attack and retreat, more depth, etc
- Slightly Greater Shield Stun – this can help to prevent so much shield camping, can balance and allow shielding during a dash animation so it won't be too good, will speed up the pace of the game as there will be less camping (if they do camp with the shield lag they will be punished), etc.
- Grapple Anywhere – a code to allow grapples to grab any part of the stage (though I doubt this code is possible)
Let me know if there is a problem with anything I have proposed or any ideas that you have of your own so that I can update this post. Please present any arguments or new suggestions logically and with reason behind your thought, I have no care for completely subjective opinionated views without any evidence (real or theoretical) backing them up. I do appreciate new information and ideas though.
I would like to suggest please give all of these codes a try before making a judgment on any of them. If you wish to bash them without even play testing them to see how they work for a moderate period of time then please comeback again once you have tried it and preferably have a more open mind.
Advantages of Gravity Mods (different gravity mod will offer varying results)
- The game is faster paced
- Semi combos are more possible
- Teching actually has a purpose and is even needed
- Edge guarding becomes important again (even for non MK characters), and there is actually a high risk/gain for attempting it now
- Many "bad" characters become fairly usable
- Ledge camping becomes more risky
- You can't just keep DI/air dodging to recover as you'll fall much further with each air dodge and DI alone can't get you back now
Disadvantages (depend on level of mod)
- characters that could normally perfectly auto cancel now may not be able to (this is fixed by L-canceling)
- Sonic's up B is nerfed (but is helped with the directional air dodge)
- Upwards kills are harder to get
- Bowser's recovery is worse
- All recoveries are worse to an extent (none I believe, even at my highest recommended setting, are so bad that the character becomes terrible, also these worse recoveries lead to some of the advantages listed above)
Damage Modifiers
It is suggested that an appropriate dmg modifier be coupled with any gravity modifier
Effects:
- balances Falco as it will slightly decrease his chain throw (increased gravity increases the effectiveness of his chain throw to spike and his double laser)
- keeps kill percents off the top normal
- allows characters to be knocked off the stage a little easier and lends to the slightly greater emphasis on edge guarding
- characters in general die a little faster (this is needed as games are way too long even with 3 stock)
Levels of Gravity Modification
1.25x mod (w/ 1.1x dmg mod)
- most appropriate setting for shuffling out of the three as it lets you get to the ground the quickest
- greatest increase to game pace
- characters games are changed from SH double aerials to full hop double aerials
- some recovers are noticeably worse (ie. Sonic, Bowser)
- Snake can't full jump and complete a Nair
1.15x mod (w/ 1.05x - 1.1x dmg mod, needs testing)
- double aerials like Marths double Fair, TL's and Diddy's double Bair are still doable at this setting, some characters games are still switched to full jump double aerials (ie. DK)
- still somewhat worse recoveries but much better than 1.25x gravity
- decent for shuffles, still increases the pace of the game just not to the extent of 1.25
- Snake still can't full jump Nair
1.05x mod (w/ 1.025x dmg mod)
- Almost no characters major gameplay is affected
- The only character I've seen is DDD cannot SH double Bair, but now can easily SH Fair/Bair to waveland
- All other characters can still SH or FH double aerial as they could normally (that I have seen) Snake can even still FH Nair
- Though small it still allows characters to get to the ground a bit quicker which will at least a little bit allow more combo potential from characters like Captain Falcon and other lower tier characters
- Recoveries are very slightly worse. This is good as getting back to the stage will at least be a tiny bit harder (see point under advantages of gravity mods) Sonic's and Bowers recoveries do not really suffer with this modifier
I cannot say which modifier is the best as each has it's own merits and flaws, but at the very least, even if you don't like the idea of gravity mods, I would still push for at least the 1.05x modifier.
I would also appreciate others comments/input/testing/ideas as to what is a good modifier and why. Please use logical arguments and not simply I DON'T LIKE IT /CRY.
Melee air dodge
- reduces characters to a single air dodge, but in exchange for letting you air dodge in a direction. This has multiple implications.
Advantages
- Allows wavedashing which makes the game faster/more fun and adds depth in having better control of your character, being able to space much better and more approach and retreat options.
- Gives characters more options for recovery. One could now airdodge up and grab the edge which would assist in the recovery in high gravity mode.
- Ledge hop wavelanding is also another possibility for getting back from the ledge
Disadvantages
- You can accidentally suicide by airdodging off the stage (but with a gravity mod even if you airdodge with normal brawl airdodge it would be like suiciding since you fall further so you really don't lose a whole lot here)
- You can only air dodge once so getting down back to the ground would be harder than before (This just means you have to actually be smart about when to use your air dodge now and not simply spam it, in other words it adds mind games =P, also again with a gravity mod you will descend more quickly so getting to the ground will be easier)
L Cancel
- with a timed press of L/R/Z one may cut the lag of landing any aerial still in it's animation in half
Advantages
- allows a solution to messed up auto cancels due to gravity mods
- allows characters to do attacks at any height without fear of missing the auto cancel timing (provided you have the skill to L-cancel)
- works well with grav mods to allow greater possibility of stringing attacks together and performing combos
- allows greater control of characters, greater character movement, more seamless play, and overall faster and more fun play
- adds lots of depth to the game
- allows lower tier characters many more options and the chance to be playable in competitive play
Disadvantages
- could be said that the designers when balancing the game did not intend for there to be a way to reduce lag (the balance is kept though as all lag is only halved so slow powerful attacks will still have a decent amount of lag compared to fast weak attacks, and the option is open to all characters)
If you would like an explanation of why L canceling over S canceling I have written up quite a bit on it and it would not be too difficult to find and I can add a section in if people feel it is needed. It basically came down to L canceling added a lot more to the game and allowed it to stay balanced much better than did S canceling.
Hit Stun
- still no perfect code for it yet
- helps so you don't accidentally dodge and die off the stage when trying to tech
- allows more combos
- speeds up game play, makes it more seamless, makes it more fun/exciting
No Tripping
- allows characters to not randomly trip
Infinite Replay Time
- allows replays to be saved on games of any length
- not really a competative code but nice
Possible Competitive Code Ideas
- Increased Fall Speed – this code would allow increased fall speed without a change in jump or up B heights, thus would allow almost all of the positive effects of a gravity mod without most of the somewhat negative effects
- Shield During Dash Animation - can open up many avenues of approach and help brawl to not be so campy and become more aggressive and approach oriented, make brawl less slow
- Applicable Dash Dance – allows similar things as wavedashing, more options, better spacing, more avenues to attack and retreat, more depth, etc
- Slightly Greater Shield Stun – this can help to prevent so much shield camping, can balance and allow shielding during a dash animation so it won't be too good, will speed up the pace of the game as there will be less camping (if they do camp with the shield lag they will be punished), etc.
- Grapple Anywhere – a code to allow grapples to grab any part of the stage (though I doubt this code is possible)
Let me know if there is a problem with anything I have proposed or any ideas that you have of your own so that I can update this post. Please present any arguments or new suggestions logically and with reason behind your thought, I have no care for completely subjective opinionated views without any evidence (real or theoretical) backing them up. I do appreciate new information and ideas though.
I would like to suggest please give all of these codes a try before making a judgment on any of them. If you wish to bash them without even play testing them to see how they work for a moderate period of time then please comeback again once you have tried it and preferably have a more open mind.