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This wasn't his point, but a possible solution to puff's rising pound stall would be to make the ability to affect vertical momentum diminish with successive uses of the move. For example, while airborne:there's a point where it's impossible to prevent something from happening via coding/design without at the same time sacrificing something we wish to keep. for example, we want to keep jigglypuff's rising pound, high aerail mobility, slow falling speed, jump amount, etc. as far as her recovery goes, but we don't want puff players to stall with it. what do we do there? there's no way we can program an aspect of jigglypuff without sacrificing this aspect.
solution: ban stalling.
Unfortunately we'd have to wait for JC or anyone else to streamso, i suppose no saturday stream, huh? such a waste!
Yeah, but this is about Ganon, no one else. I'm a Ganon main, so yeah... :3cGanondorf is already awesome. Gerudo is already amazing, he really doesn't need that move to be any better.
..And weren't you complaining about making Melee characters more like they were in Melee just for the hell of it?
A lot of people have no idea what they want and are just trying to boost their post count
Nope, no stream today from us. This is a strictly non-P:M weekend.Unfortunately we'd have to wait for JC or anyone else to stream
I actually like this idea a lot.This wasn't his point, but a possible solution to puff's rising pound stall would be to make the ability to affect vertical momentum diminish with successive uses of the move. For example, while airborne:
x = number of times pound has been used this "flight."
i = number of times pound may be used before its influence on vertical momentum begins to diminish.
f = the number of times pound must be used after it begins to lose influence for it to have no influence on vertical momentum.
y = multiplier for pound's influence on vertical momentum.
if x < i then y = 1
else if x > i + f then y = 0
else y = cos(pi(x - i)/f)/2 + 1/2
In english:
Aerial pound behaves normally for a certain number of uses (i). Then, over a certain number of uses(f), the move's influence on vertical momentum eases from normal to none. After this point (i + f), aerial pound has no influence on vertical momentum. Touch ground to set x to 0.
If youdon't care about easing then the transition could be linear.'re a horrible person and
look for vids by cubisdeath. i subbed him and he has put out a few new vids recently, including one with MK...Oh, I assumed it was recent since I saw it on the same page. Didn't check the date.
Are there any YouTube channels other than JCaeser's that post project M videos?
What are the plans for camera behavior? It think it was too twitchy in melee.
There was already a techchasing factor before you allowed them to tech it, plus it nerfs the hell out of the Aerial Gerudo.Brawl Side B, but people can tech it so it allows techchasing.
It's been done in many PSA Projects, AND Camelot found a variable that does the exact same thing today.Not to mention there are a huge amount of different ways to land, so setting and clearing a bit to refresh the diminishing would likely have a ton of issues.
I like Puff unnerfed.if x < i then y = 1
else if x > i + f then y = 0
else y = cos(pi(x - i)/f)/2 + 1/2
why do you want him to be a nigh 100% falcon clone...again...?Fair enough, Shadic. Thanks for the reply.
I had an idea, and would like to throw this:
Can Ganon have an option-select on his Gerudo? Like, pressing side-B will give you the usual grab, but pressing be at a certain frame window will give you the uppercut or spike, if used in the air. Just wanted to throw that out, since I do miss his uppercut.
If you don't have access to trig functions, you could always get a good approximation with a maclaurin series.[/quote[
gonna kill you
in the second **** postAlso, I know the release date for a public beta is whenever it's ready, but is there any consensus in the PMBR as to what constitutes "ready"? Will you wait until all 39 characters have been meleefied to the back room's satisfaction? Will the release be held back for the inclusion of clone engine characters? Will you wait until every single little detail like landing detection, wall grappling, throws, DI, c-stick behavior, etc have been fixed, along with everything mentioned above?
also FLUDD is not staying afaik
Suggesting a suit for Pichu (For when you get back):Pichu will be discussed with all the PMBR people.
A lot of my ideas for Pichu make him too good, and how to balance it properly will be discussed after everyone gets their hands on it. Working on landing detection and the clone engine kinda gets old when absolutely no progress is made using hours of my time.
Pichu is the first time I have actually worked on a CHARACTER, as opposed to making global codes. Its fun and ****e.
Anyways, all progress for me is stalled since I am not going to be home for a while.
No.Can we still select the buffer window when choosing our character?
Side B and UpB by themselves. His recovery was a major weakness in melee and now he definitely has a great recovery mix up. Side B is just gross don't get me started.One question: you guys keep mentioning that ganon is amazing. But I have to ask, why? Just because you changed his side b, upb and ftilt? What makes him so much better than his melee version?
So its pretty obvious that Jiggs is one-of-a-kind in the smash world.
You really should just watch some videos... like seriously, a lot of your questions can be answered just by watching JCaesar's videos or even others...
anyways, futher pestering:
are brawl-centic things still being kept around? Such as some moves ability to trip (like a good amount of Dtilts), tethers auto-snapping to the edge (lets face it, this may be somethign thats needed now that edgegaurding is more potent....they allready had risky recoveries, and how can oli/Ivy/Zamus "stick" to the sides of a stage?), and momentum canceling (in melee you only really had DI, in Brawl you can DI + Momentum cancel)
and on a character note:
Will Yoshi be compensated at all for his recovery being nerfed due to the Air Dodge change? His recovery was actually quite good in vBrawl considering he could use his air-dodge mid jump to have Super Armor, then be "invincible" for X distance in order to bypass almost all edgegaurd attempts. Seeing as he had no true 3rd jump, this seemed like a fiar trade...which he cannot do any more.
Annnnnnnd, I know this is against the rules, but will snake's silly tilt hitboxes see any re-working? I mean that utilt has the horizontal reach of like Ike's fsmash