MBlaze
Smash Champion
This thread needs to be updated and tell us what level of gravity should be used with what level of hitstun.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Yes*sigh*
This is the perfect thread to post this in, and is something that really needs to be cleared up.
We already have a fall speed modifier. This is called gravity. Why do different characters' jumps get nerfed with gravity? Because they're falling at a set (higher than normal) rate, thus it takes less time for the force of the jump to equal the force of gravity and for the character to fall. Certain upBs seem to ignore gravity, while others are momentum based, and of course, all jumps are momentum based.
From the best that I can tell, when you are launched, the game launches you at a base speed with either a) a linear degeneration or b) a power based degeneration (ie. quadratically). I'm not sure which yet. I'll need to do some testing. Let's assume it degenerates by a linear based reduction for now, though, since that's considerably easier to model. Anyway, when you're in freefall, you're falling a set number of units each frame, modeled by (fall speed) = (character fallspeed variable)(gravity constant). This force is always acting on you when you're in the air. This is important to realize. Regardless of what is pushing you up or down, this is also going to be acting on you, whether you're spiked (so they're adding) or you're jumping (so you're subtracting this value from the jump force). I'm going to refer to the force exerted by gravity as g from here on out.
Now, when you're launched upward, your movement can be modeled by y = f - g units each frame, where f is the force still acting on you that you were launched upward by (or downward, in which case f would be negative). I believe that f gradually decreases each frame, although I am not sure exactly how. Like I said before, I'm going to assume it's a linear degeneration, meaning one possible formula for such would be f = l(c - x), where l is the initial launch speed (or some number before the actual launch speed is calculated as shown in the game), x is the number of frames since being launched, c is a constant, and x cannot be greater than c. I'm not sure, but I think that the developers may have made it so that a character cannot still be carrying force from a launch after a certain number of frames have passed.
Although I pretty much stated the whole issue in the first sentence of the last paragraph, I'll summarize everything here. Characters with no additional upward or downward force acting on them besides gravity will travel at a constant velocity downward (g units). When a character does receive an upward or downward "acceleration" they move a certain number of units each frame, which the number of these units decreases with each frame. The number of units traveled each frame by the force is added to the number of units traveled each frame because of the gravity constant. Since the value of f is decreasing, it will cause characters to appear to be slowing down as they reach the peak of the trajectory, for a brief moment have zero vertical velocity, and then cause characters to appear to accelerate downward while the value of f drops below g. When the value of f has finally reached zero, then characters will continue at a constant velocity downward equal to g, aka freefall.
This is, of course, all speculation, and I'm not really sure how I would go about testing it, but basically, if you've been following what I've been saying, with what I am pretty sure on, you will see that it is very unlikely that there is a way to adjust max fall speed of a character without also changing their "acceleration," thus making the nerfing of jumps and upBs inescapable.
While the game is still slower paced than melee, people die fast in Brawl+. Whether you are using Kupo's setup or something more like mine, or a mix, if you have 10% hit stun or more then you can KO people quickly if you know what you are doing. I switched things to 4 stock recently cause of this.Characters should be more edge gauradable and die faster and this game is too slow... blah.
Im not going to argue with you but FYI, there IS an Auto l canceling code. Maybe do some research before making claims like that. I also don't see why your opposed to the ledge nerfs seeing how that won't turn brawl into melee in any way, shape or form...Goddammit, no matter how many times I look, I don't see a Brawl+. I still see a Melee 2.0.
Are all the planned codes there just to make Brawl a carbon copy of Melee with more characters? Are the codes there to create dozens of broken 50%+ combos? Do you guys want Melee airdodging just so that you can go back to endless clacking Melee days?
And the absolute dumbest idea anyone has ever thought for Brawl+ was L-Canceling. No, I don't mean that because it reduces aerial lag. I mean that because YOU HAVE TO PRESS THE FRIGGIN BUTTONS TO ACTUALLY L-CANCEL. THAT'S JUST BEYOND ********. IF YOU'RE GOING TO PUT IN L-CANCELING, AT LEAST MAKE IT AUTO L-CANCELING.
Look, obviously for gravity, the biggest problem is a few nerfed recoveries. So why not fix the recoveries for them? In account for combos, I'd put in like 1.08-1.09 or something.
For air dodging, I'd rather have a more punishable Brawl airdodge. All Melee airdodge does it degenerate(YOU HEARD ME) Brawl into Melee.
As for possible planned codes, only greater shield stun I support.
It degenerates Brawl into Melee? It seems you are in support of Brawl+, it's just that you don't want it to be like melee. I will ask you this, if Brawl is so great and melee is so bad, why do we have to hack Brawl into being a good game?For air dodging, I'd rather have a more punishable Brawl airdodge. All Melee airdodge does it degenerate(YOU HEARD ME) Brawl into Melee.
Yeah, you got it right. The gravity constant in regular brawl is 1, in heavy brawl it is 1.5, and I guess in light brawl it's 0.5 (or whatever they made it - I haven't even touched light brawl).So if x = v - g*s*f is the code for vertical placement, we couldn't just slap on a constant multiplyer like 1.25 or so in front of 'x'? We already multiplied gravity via the gravity mod code, and if we increase v by the same amount, you get x = v * 1.25 -g*s*f*1.25, which can be reduced to x = 1.25 (v -g*s*f). In this case you are just multiplying 1.25 to the final product x.
It makes perfect sense in my mind and if I had a USB Gecko, I'd be testing the **** out of this, but I don't. Leafgreen, could you explain to me how the gravity code works right now in Brawl? Is Gravity literally just a constant of 1 that is a placeholder for heavy(1.5) / light(0.5) Brawl or what?
Now, if the x value was multiplied by 1.25, we'd basically end up with an infinite rising jump:Basically, if your jump has an initial launch power of 6 units per frame (upf) which then causes your vertical position to increase by 6 - x upf each frame (where x is the number of frames since beginning the jump and cannot exceed the initial jump force), and gravity causes your vertical positioning to drop by 2 upf, then your vertical positioning each frame can be illustrated as such (x in the following is the vertical displacement from the start point):
x(frame number) = previous x + jump force - gravity
x0 = you're on the ground
x1 = 0 + 6 - 2 = 4
x2 = 4 + 5 - 2 = 7
x3 = 7 + 4 - 2 = 9
x4 = 9 + 3 - 2 = 10
x5 = 10 + 2 - 2 = 10
x6 = 10 + 1 - 2 = 9
x7 = 9 + 0 - 2 = 7
x8 = 7 + 0 - 2 = 5
x9 = 5 + 0 - 2 = 3
x10 = 3 + 0 - 2 = 1
x11 = you're on the ground againn
Only time will tell. In all honesty people who think Brawl+ is a bad idea and will never be accepted because it's a HACKED game have a very shallow mindset. Their reasoning behind that is the single most stupid thing that prevents new ideas from even becoming a success. Seriously guys, people need to start being more open-minded about things rather than being close-minded about it.A modified brawl is going to be no more accepted than melee these days
cool we shouldn't worry cuz then melee is still playedA modified brawl is going to be no more accepted than melee these days
I'm willing to bet some personal pride that over time, Brawl+ will overtake Brawl as a true competitive game. Brawl will still have tournaments, but I think it would be for a more casual audience such as anime conventions and the like, but as more and more people try Brawl+, and the fact that it will be a far deeper game when it's completed (hell it's already far deeper), competitive players will continue to drift over.A modified brawl is going to be no more accepted than melee these days
I'm willing to bet some personal pride that over time, Brawl+ will overtake Brawl as a true competitive game. Brawl will still have tournaments, but I think it would be for a more casual audience such as anime conventions and the like, but as more and more people try Brawl+, and the fact that it will be a far deeper game when it's completed (hell it's already far deeper), competitive players will continue to drift over.
Also, on a completely different note, CF isn't quite as good as I've been making him out to be. He has problems with swordsmen (with the exception of Ike), as their attacks just completely out-prioritize CF's everything. He still combos like a crazy man, but getting inside TL and Marth is a ***** and you have to play very carefully. Dunno much about the Link matchup, but I really won't think it would be as rough as TL or Marth.
For most other characters CF's uair has enough priority to work it's way in and keep up combos after the stun wears off. To combo in his other aerials CF can position himself pretty well so if you are experienced in the matchup you could continue combos while avoiding aerials from your opponent.
Kupo will be happy to hear this, but I'm more and more becoming not a big fan of S-canceling. As a CF against a defensive Marth it's a seriously uphill battle to get inside and do some damage. If I try an aerial I get faired, if I try to sneak in a grab it's hella risky, if I actually land a hit on their shield I get grabbed. Blah. I don't think it's broken, but yeah, it's really lame. When the shield stun code comes out I'll gladly switch over to it and drop S-canceling. Hopefully having enough shield stun so that jabs are really effective for harassing shields (like in Melee) can be implemented without having too much shield stun.
I'm looking forward to Magus canceling as well. That is going to be sweet. Phantom Wings, please get your **** together and make this crepe happen!
Wow, what an uplifting post. I have a question though. If Brawl+ is destroying their regular brawl and they want it to overshadow regular brawl, then will we be getting a subforum? Things will be more organized if we can get one..I was pro Brawl modding ever since I heard it was possible. Back then the SBR was saying stuff like "There is no way that we could have modded game tournaments that force you to hack your wii." Me and like 3 other guys were like "BUT IT'S A SOFT MOD!!!" I honestly lost hope with Brawl and started doing other stuff, but the moment I found out that the SBR was testing Brawl+ I came back just to do my best to promote it. For some of the people in the SBR that actually tried it, they **** themselves, and many said that Brawl+ had completely ruined Brawl for them.
The thing is, look at all the people that are hard at work trying to make this into a better game. Look at all the people following and discussing it. It's a decently large group of people so far. We aren't even done with it either. There are still lots of codes that haven't been created that we will use for tournaments, the game is still evolving. I think even more people will be on board once we have something that is considered finished.
Plus, you have to think about how awesome this whole project is. Considering that a lot of sequels lately dumb their games down to sell to more casual players, we came together as a group and gave Sakurai a perverbial middle finger and we began to change the game into the game we wanted. That has NEVER been done to console game before, and I don't think anyone has modded any game to the extent we are doing right now to make a tournament version (more or less what we are doing). It's so radical that anyone who says it is impossible has no idea what they are talking about. Like you said earlier Muba, most people are naysaying because it's never been done before.
Brawl+ has a bright future. I hope it completely overtakes Brawl. I want it to have a huge scene. I want it to spread throughout all of the smash communities. I want Sakurai to take notice, as well as Nintendo, so they can make a game that is good for everyone and not mostly casual gamers. Melee was like that, and really people dislike Melee so much now because when Brawl was announced everyone swarmed to the smashboards and they got jaded by the tournament mindset. They don't hate melee, they hate competitive play, and they are projecting that onto Melee.