Current Brawl Minus Version: 4.2Current Brawl Zeus Version: BMZ+ 1.0
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Discussion in 'Characters' started by Kien, Apr 23, 2014.
Sometime kirbys eyes stay open during her sleep animation
This seems to happen when Kirby begins to sleep during his sliding dtilt.
Here's some pics of some graphical bugs I described earlier:
No snapshots of these (yet):
- Link's left eye still disappears during a Back Slice.
- A Flying Finishing Blow has no hitbox after the first few frames. You'd expect it to have a static hitbox like D-Air's, but no -- the Master Sword just clips harmlessly through aerial targets. This may have been decided as being unfixable at some point, I forget.
Anytime I die with squirtle, (or the Pokemon team in general) tha last input I tried to make confirms as soon as squirtle gets back
Very minor bug: If Ganondorf uses the Gandouken while wearing a Bunny Hood, the Bunny Hood disappears.
When Luigi's Neutral Special is charged part way, it does nothing at all. I'm assuming its suppposed to shoot a fireball unless fully charged? ...or is this intentional?
It shoots a fireball if you tap the button i believe. Holding it causes him to do a move called Thunderhand which is dangerous up close.
That has to do with Buffer and I'm not sure if it can be fixed at all.
No, that's not what I mean. If you hold it part way, but not long enough to thunderhand, he does nothing. Just does the animation with no electricity or fireball.
Oh.. well.. I'm gonna look into that and see if I can find out why.
Can I just take a second to appreciate your avatar?
But yeah, I have that bug too. Whenever I charge halfway, it plays the fireball sound effect, but doesn't shoot a fireball. However, if I'm close enough to the enemy, the Thunderhand hitbox actually applies.
Basically, it seems to be a GFX glitch for me.
Came here to report the same buffer bug with Pokemon Trainer that Baby Sneak did; the bug actually caused a 0% self destruct for my Charizard today due to a buffered Up-B at a most unfortunate angle. I'm not familiar enough with Brawl modding to suggest a solution, but even special-falling out of spawn would be preferable to getting locked into Fire Spin from the get-go. (Although a buffered Withdraw was about the silliest thing I ran into.)
Project m doesn't have those problem. Is that because they have different buffer or is it to do with the pokemon being separate characters?
It's because the Pokemon aren't allowed to switch out. If you pick Squirtle, you can't trade him out during the match. As such they removed all representative animations of the pokeball or Pokemon Trainer. I wonder if it has anything to do with the option to switch pokemon on death in Brawl Minus?
With the release of 3.Q I'm sure there will be more bugs. It started as a bugfix update and I know we did away with the majority of them. However, we know that finding and solving every bug in a game just isn't possible, especially when that game is forever changing.
Whatever character issues you find, let us know.
After further testing, I've found that when Zelda uses D-Tilt on slopes/inclines/steps/etc., the ranged hitbox is further down than it should be. Take a look at these pictures:
Full album here: http://imgur.com/a/ER99S
If possible, please either match the lower hitbox to the sparkle GFX, or vice versa -- whichever is more useful.
Okay. That helps Bent. It shows that the hitbox is in the right place but the GFX isn't.
There are still voice clip issues on lavender town with Roy and pichu.
On inclines, pichus downb doesn't hit him.
Roy's entering animation now has the ring the other fire emblem characters have, but it still makes the wrong sound. His counter does not sound like the other fire emblem counters either. I also believe that portions of his fast getup attack from the edge(press a to get up from the edge while below 100%) has non sword hit boxes.
Pichu has pikachu taunts now.
Just a little tidbit, Roy's counter sfx is actually from Melee, which is different than the counter sfx Marth has in Brawl.
I know that. This was reported as a bug prior to 3.Q though, so I'm surprised it wasn't fixed.
Mario's grounded Firebrand is still the multihitting variant and not the new, single powerful hit.
Pretty sure this was intended. His aerial multihit was outclassed by dair. He can't dair on the ground so it still serves a purpose. Someone can correct me if I'm wrong though.
Roy's getup attack wouldn't be very effective without them.
Besides that, if grounded FireBrand were changed from multihit to a single hit, it would be too similar to F-Smash.
Oh, it was intentional? My bad. I just thought it was a bug because of the changelog's wording.
changed to an on-the-fly killmove.
The old one was outclassed by dair in the air, and useless on the ground."