Games SSBB Discussion - USE SPOILERS FOR ANYTHING NOT REVEALED ON THE OFFICIAL SITE (Read 33753 times)

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Yeah, today;'s Dojo update was a serious unexpected treat. I didn't think that they would post these sort of things, especially how he made the comment on L-canceling.

I don't check it any more for new information, but I check it out of habit just because Sakurai's captions on the images are usually  cute, like something a five-year-old would say about them.

That's teching, the early form of L-canceling, which has been in since the original.
teching and l-cancelling have nothing to do with each other. teching is to press L when about to bounce on a wall/ground/ceiling in order to negate the bouncing effect, whereas L-cancelling is to press the shield button when you're about to hit the ground but still in an aerial normal attack animation in order to negate the lag (hence l-cancelling, it cancels Lag). L-cancelling was an oversight of the first SSB64 engine where it completely eliminated the landing animation, was "officially" added to SSBM as in it wasn't acknowledged but it was known by the developpers as it only reduced the landing lag by half, and was completely removed and "automated" in brawl.

also stale move negation is the most stupid thing ever. you SERIOUSLY suck if you have any sort of trouble getting past projectile spamming in a game where it's so easy to dodge shit. it's like adding SUPER PARRIES to SF3's parry system that would negate JUMPING IN or something stupid like that. god i hate how casual gamers dictate some system direction decisions in games like this sometimes.
Last Edit: February 11, 2008, 09:44:59 pm by Raziel
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also stale move negation is the most stupid thing ever. you SERIOUSLY suck if you have any sort of trouble getting past projectile spamming in a game where it's so easy to dodge shit. it's like adding SUPER PARRIES to SF3's parry system that would negate JUMPING IN or something stupid like that. god i hate how casual gamers dictate some system direction decisions in games like this sometimes.

i actually think its a pretty interesting idea in concept, forcing the attacker to mixup more and more, however I think its too..."passive", I guess? It doesn't make sense at all why your moves suddenly become weaker. I think it would be okay if they expanded on it and showed your fighter getting tired and stuff or bored, y'know? At least then it makes a bit of sense than just there to balance out some gameplay.
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god i hate how casual gamers dictate some system direction decisions in games like this sometimes.
Uh you mean how like 95% of the player base determines system direction? If we were talking about Street Fighter or some other shit you might have a point, but this is Super Smash Bros. Besides, I really think it is less about pandering to "casual gamers" and more about making the game more fun to play overall. People who spam moves (projectile or otherwise) are generally pretty lame and simply not fun to play with. It is extremely boring and repetitive, and having someone use the same move over and over and over again is highly annoying.

Besides, most people are less interested about winning every match every time ever, and more interested in having fun while playing the game, even if they lose sometimes, as long as it is an enjoyable and interesting match. People acting like faggots pretty much ruins that last part.

Edit: Yeah the stage editor is pretty easy to use. The only things that bother me are the inability to overlap parts (especially since some parts have overlap zones that are far larger than the actual part itself) and the fact that since everything is pretty much made up of square blocks and ramps and things, there isn't much visual variation. You kind of get that "tile effect" when you have a lot of identical parts grouped together. Still, it is awesome to be able to design almost any platform/wall/ramp/elevator configuration you want. The game definitely gets a 10/10 in my book.
Last Edit: February 11, 2008, 10:42:18 pm by Belross
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Doesn't SSBM have stale negation as well or am I just making it up? I swear the more you keep using Jiggly's pound the weaker it gets, same with Ice Climbers' Ice Shot, and I'm sure there are a whole bunch of other attacks that get weaker the more you use them.  :hmm:
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Doesn't SSBM have stale negation as well or am I just making it up? I swear the more you keep using Jiggly's pound the weaker it gets, same with Ice Climbers' Ice Shot, and I'm sure there are a whole bunch of other attacks that get weaker the more you use them.  :hmm:
Yeah it does, it isn't really new, he's just confirming its existence I guess. I don't know if it was in SSB though since I never really played it.
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Yeah, I think a bunch of moves had stale negation in Melee if you use them constantly back to back, I can't remember if projectiles had it though. I haven't read the smashbros site, but the way Raziel worded it, it seems that you eventually become immune to damage and knockback from spammed projectiles (I could be wrong, probably am, and I hope I am :D​).
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Quote
teching and l-cancelling have nothing to do with each other. teching is to press L when about to bounce on a wall/ground/ceiling in order to negate the bouncing effect, whereas L-cancelling is to press the shield button when you're about to hit the ground but still in an aerial normal attack animation in order to negate the lag (hence l-cancelling, it cancels Lag). L-cancelling was an oversight of the first SSB64 engine where it completely eliminated the landing animation, was "officially" added to SSBM as in it wasn't acknowledged but it was known by the developpers as it only reduced the landing lag by half, and was completely removed and "automated" in brawl.

I didn't realize L-canceling was in the original. I'll have to go back and try it out.

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god i hate how casual gamers dictate some system direction decisions in games like this sometimes.

Oh man that is among the stupidest things I have ever read.
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Heh heh heh!  Stale Move Negation?  It's about time they added something to discourage move spammers!  It's part of today's update, for those who don't check anymore.

All moves in Melee had stale move negation. They didn't reduce knockback though, as far as I know. The only real difference between the Melee and Brawl version is that in Brawl, it's a more drastic reduction.

I think it's kinda gay that people can't deal with projectile spammers. All you really have to do is go in and that renders their projectiles useless. The only really annoying projectile spammers are Falco and his SH lasers and a good Samus missile canceller, which is hard to find since not too many people play her well. Still though, I don't think it was changed in Brawl because people bitched. I think it was just Sakurai's idea.
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I was pretty good at missile cancelling and some people just don't know how to deal with it.
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Samus's Missle Canceller is crazy. I would forfit if I knew that my opponent could do that. The Missle Cancel is when Samus fires a missle and L Cancels so she can fire another one, its best used on stages with platforms close to the ground like Dream World and Battlefield so you can fire a missle, drop down, L Cancel, fire a missle, jump up fire a missle, etc. I could never pull it off well, but I got the hang of her Super Wavedash.
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Damnit, Sarhan, you stole my post!

Anyway, the thing I'm happy about is my friends who abuse certain smash moves, like Peach's down-smash, won't have the same knockback every hit anymore. Also, I wonder how this'll affect Fox/Falco/Wolf's reflector's distance? Fox's was always the same no matter the damage, I remember, but if knockback decreases with usage, something else might happen. Maybe this will give way to a whole 'nother universe of Fox combos?

This also might mean that infinites aren't infinite anymore? I don't know much about them, but since you have less damage/knockback per repeated hit, the same move over and over again against a wall might eventually allow a tech or uzemaki or something? I don't know.

The perfect shield might become a big thing, I don't know. It seems interesting. I'll have to practice with that!

It's cool that they recognized short hops, and it sounds like they're easier to do, now. just end the jump before the starting animation, as opposed to lightly tapping the buttons.

Glancing Blows and swimming don't seem that interesting. I think Pivot Grabs will become pretty important, if they increase range. Also, the Breaking Reflectors bit I guess stops the Black Hole glitch!

Great update today, imo. Really cool that they did this.

Anyway, Belross... Can you shed some light on the WiFi play modes? Is With Anyone really only 2-minute matches?
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Anyway, Belross... Can you shed some light on the WiFi play modes? Is With Anyone really only 2-minute matches?
I can't figure out the Wii menus enough to set up a wireless connection. As it is, it just gives me some kind of error when I select the Wi-Fi menu, so I can't even set up a match to see what kind of options there are.
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Ah... Oh well.

Here's a list to all the Japanese menu screens, translated.

http://faqs.ign.com/articles/849/849163p1.html

Hopefully that'll come in handy, if you haven't seen it.
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I think most of those where on the Dojo, but there are some on there I have never seen. Thanks for the link.
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Samus's Missle Canceller is crazy. I would forfit if I knew that my opponent could do that. The Missle Cancel is when Samus fires a missle and L Cancels so she can fire another one, its best used on stages with platforms close to the ground like Dream World and Battlefield so you can fire a missle, drop down, L Cancel, fire a missle, jump up fire a missle, etc. I could never pull it off well, but I got the hang of her Super Wavedash.

Actually, missile cancels are performed by firing a missile the last possible second before you hit the floor or a platform. You don't have to l-cancel since the firing animation ends as soon as you touch the ground. It's hard to master at first, but if you practice for a bit, it's pretty easy. You just have to have very good timing and focus.

SWD is even harder to do consistently than missile cancels. In my Samus prime, I used to be able to do it like...40% of the time. Since I've stopped playing with her as often, it's dropped a lot. The main thing with any sort of AT is to keep up with your practice just to keep the timing down.

I can't figure out the Wii menus enough to set up a wireless connection. As it is, it just gives me some kind of error when I select the Wi-Fi menu, so I can't even set up a match to see what kind of options there are.

I can answer his question. Yes, with anyone is only 2 minute timed matches. No way to change it.

Check these glitches out:
---Bowser's infinite jumps (can only be done right above the ground I think): http://hk.youtube.com/watch?v=p1wx0bz_6FQ
---Fox's infinite shine: http://uk.youtube.com/watch?v=yQylP570VvI
---Falco's laser lock (very situational...can be teched out of before the lasers start): http://uk.youtube.com/watch?v=3UTpaKhElhk
---Ice Climbers infinite grab (hard to pull off): http://www.youtube.com/watch?v=RwwJoMFGlZc&feature=related
---Snake recovery glitch: http://www.youtube.com/watch?v=GRATNm9sdBo
Last Edit: February 12, 2008, 03:56:21 am by Sarhan
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SWD is hard as heck. Missile Cancelling is really easy once you get the hang of it and becomes pretty natural. It's also very necessary if you want to be good with Samus. It's great on Pokemon Stadium.
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Not being familiar with SSB games just yet.... can you explain the implications of an infinite jump like the one you linked us to?
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Not being familiar with SSB games just yet.... can you explain the implications of an infinite jump like the one you linked us to?

With Snake, you can get back on to the stage from anywhere. With Bowser, it'll just allow for some crazy combos/mindgames since he has to do it above a platform.
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The snake recovery thing isn't a glitch at all, he can use his upb after taking any damage.

And the infinite jump think is probably just mobility, you can't use it if theres no ground underneath bowser so...
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The snake recovery thing isn't a glitch at all, he can use his upb after taking any damage.

And the infinite jump think is probably just mobility, you can't use it if theres no ground underneath bowser so...

Yeah, I said that thing about Bowser.

Another glitch. You can fall through in Pokemon Stadium 1.

http://www.youtube.com/watch?v=BDYdxoNaxTY

EDIT: More vids:
Meta Knight's glide: http://www.youtube.com/watch?v=jY70NKRm1Ws
Super recoveries: http://www.youtube.com/watch?v=2cYV42reMeQ

EDIT 2: Yet another glitch (caused when DIing a certain way):
http://www.youtube.com/watch?v=rbFnHBI-kts
Last Edit: February 12, 2008, 04:34:05 am by Sarhan