I know the second thing about Pikachu is true, I believe the first thing is also. “The U” might be best since there is no way to add time to Stamina matches yet the only character with “infinite” airtime would be Jigglypuff with the rising Pound technique (as far as people getting the lead and running the time down). Hmm…and maybe a few people with wall jump abilities who carry bombs that can maintain altitude but self-injury + Stamina would take care of that.
xS A M U R A Ix - I know you posted this topic on Smashboards (with mixed response…), have you put it up at AllIsBrawl.com ?
I got some free time at GameFrog to test this and Thunder actually goes through the spike ceiling so Pikachu is safe [edit]pending on vertical height
Bowsercide and Ganoncide fail on both the spikes and the springs since the attack is interrupted and in the case of the spikes both of you take the same damage. They might have use if your opponent is nearly dead but it doesn’t give them any really big advantages other than Bowser’s abilty to corner/pit trap them on a spike or spring with his flame breath. On the other hand, Stamina + Cage may be something really good for DK. Runaway is harder in a confined space + Heavy gravity and his Headbutt is the absolute last thing you want to be hit by due to his ability to rack up damage while you’re stuck in the ground.
Smash Balls are still a pretty bad idea for this mode. I tested Jigglypuff’s and while it wasn’t max-0HP like I originally thought, I was still able to do over 100 damage with rebounding the CPU against the wall. As far as other items, if you’re playing in a spiked stage you can really jack someone up with a well placed bumper since they’ll get rebounded against the spikes. Didn’t get to test the Soccer Ball. :sad:
Yes. It’s in the nav bar at the top (or just www.allisbrawl.com/forum ). I just recently signed up to it. I meant to post up a link to this topic but I wasn’t sure of the appropriate place to do so. I actually did embed it in one of my posts in the North Carolina thread since we have some stuff on campus Friday and I plan on trying to run a few Cage matches to see how it goes.
Got some player tests and the mode shows promise. Shiki and Darklight were there to help out. I made a number of different variants to the level types so we got to error test a few things such as the fact that small stages could be really bad, empty gaps could be asking for spikes of death, and my “brilliant” stage idea actually promotes runaway tactics for for flyers (and thus it is ban worthy or at least counterpick at best). I recorded a few videos on a mediocre digital camera. I was zoomed out a tad too much (trying to find a “safe” spot for the camera since I didn’t have a tripod) and the video itself was sort of fuzzy so it might be better to lower your computer’s resolution before you watch them. I’ll try to update this thread as I get more of them uploaded.
Dungeon: A generic one with the spikes on the edges. The guy talking at the beginning is actually me (somebody was asking about the setup).
Highbound: Springs on the edges. To be honest, I actually uploaded these out of the order that I took them.
Icebox: Ice floor with spikes on the edges. The traction issues add an interesting dynamic to the fight.
Lockdown: Still needs a little more testing to see how well it does or doesn’t work. It actually is a somewhat open stage that might be playable in normal Brawl.
No Escape (vid 1): Very small with pits on the edges. Seems okay at first…
No Escape (vid 2): …and then the edge spike of death. May or may not be an issue if the stage was larger but for the time being it doesn’t seem to be really usable.
Doomship (vid 1): Seems cool for play…with normal characters.
Doomship (vid 2): But the stage becomes broken in favor of flyers.
So while alternate terrain can work for Cage matches, small stages may restrict motion a little too much, using holes can lead to premature spikes, and open design can lead to runaway.
I’ll try to get the stages uploaded and I’ll try to find a way to take some better quality vids.
I think this is pretty neat. What about having different amount of stamina for characters? Like a set amount? Higher for Bowser or something, ECT.
I think this would be a good idea but kind of annoying to sort out. I think 2 vs 2 would be pretty good too with team attack. Also would upping the knockback ratio be better in any way?
Wait, you can’t change the knockback on special Brawl, right?
@Kix: Yes, you can. 1.2 damage (which increases knockback) seems like it might be the standard to prevent some infinites. You can’t add *a time limit *to Special Brawls which really sucks though the enclosed nature of this mode really reduces runaway.
Yeah I checked it. That sounds like it might be good. What about set stamina? I am going to experiment and see what would be reasonable for the characters but obviously people are probably not going to agree.
It’s a really tough call on stamina variance. While it makes sense, the problem is choosing who gets how big of a boost. I’ve been sticking with 200HP for everyone since it seems to prevent matches from being too short or long and seems moderately fair. With the exception of the Doomship level I made, true runaway is hard unless you are just being blatantly broken with it (rising Pound, Diddy and Lucario’s permanent wall cling) and those tactics are easily banned.
I don’t want to take anything away from this thread AT ALL. In fact, if I knew many people in person to play with, I would be posting here a lot more often. I’m not sure if such a question could use its own thread, but if I’m wrong lemme know and I’ll just delete this post.
I’m just curious. has anyone else found interesting ways to play Brawl? For instance, I once saw a youtube vid of two people playing “Brawl Soccer”. They had these huge goals up and they were kicking the soccer item around into each other’s goals. I dunno if that’d be any fun or not, but yeah… it’s just something I saw
I don’t want things to go too far off topic either but in response to your question–try playing Coin mode (instead of Stamina) in one of these enclosed stages with a limited selection of items and damage turned up to 300%. It’s hilarious when the damage causes wall rebounds to get so bad you can almost combo together fully charged bat swings.
This might be required for the Ice Climbers. In normal Brawl, they can be separated. Not only can you not do that with the setup of this mode, but while the partner can be killed they have a full lifebar of their own. Trying to decide if Ice Climbers should have half or 75% of the HP the opponent has to compensate for this.
in honesty this give Brawl a new feel. Ive been testing it for a few months now and i never realized that someone else thought of this idea. Although im not surprised. Its pretty fun. Im gonna test this at my next tournament