Sinbad's Aerial Neutral Special is by far the strongest move in his toolkit, performingessentially anything you need. Damage? Check. It deals 8% per hit and is a multi hit. Quick move to pull out? Check. Safe landing option? Check. Combo move? Approaching tool? Check and check. This move has it all.
Kiki:
Kiki's Forward Tilt is easily the best move for her simply due to its sheer damge and range. It outranges almost every other attack and deals a solid 8%, making this a staple in her moveset
Pepper:
Neutral Special is Pepper's essential tool, starting combos, allowing her to recover and to escape combos. It works as a useful spawn trap to help you get in close, and lets you start many combos leading into her more powerful moves, like Forward Air.
VGSage:
VGSage's moveset is pretty evenly spread out in terms of power (aside from Side Special), but his Dash Attack is probably the best of the bunch, starting a lot of combos, and if done correctly, can give VGSage a lot of aerial momentum leading to quick KOs off the side. I would also give this spot to the inital part of his run for doing the same thing, but running isn't really a move.
I have no idea why I make these but they're strangely fun to do anyways heres a Drip Pigeon
Side special hits straight down-works as a spike or a combo move
Speedy aerials reverse combos
Aerial Neutral Special has a massive hitbox, deals massive damage, is cancelable, and is one of the safest landing options in the game
Up Air lasts a long time, can juggle and has a falling hitbox
Easily punishable
Small range
Kiki:
Good stage control
Spear-like range keeps opponents out
Good combos
Great jab
Great for gimping recoveries offstage
Useful counter with high knockback
Able to use her walls as a shield to poke through
Great tilts (Forward Tilt deals 8% and has great range, KOs off the side incredibly early)
Strong aerials
Down Tilt/Air spikes
Lack of unique moves
Lack of killing moves (Forward Tilt/Air, Down Tilt/Air
Worst recovery of the roster
Pepper:
Huge knockback options
Has a projectile
Has a fail-safe to recover or escape a combo or continue her own
High knockback aerials (note: Neutral Air can KO at 0% if at the edge)
Damaging Down Tilt -> Up Tilt -> Up/Forward Air
Good edgeguarding jab
Spiking Forward Air can drag down opponents and KO them very early
Most tilts and dash attack combo into her killing aerials
Neutral Special true combos into Dash attack, setting up powerful combos that can KO at even 0%
Recovery has low vertical gain, requires setup of Neutral Special to recover well vertically
Very low damage
Few killing moves (Neutral Air, Forward Air)
VGSage:
Great combo potential
High knockback move that will land if given enough time
Hard to counter recovery
High damage
Jab covers ledge very well
Has a neutral air that reverses combos
Dash Attack-> Dash Attack -> Up Air/Forward Air kills insanely early
Kamikaze offstage option in Down Special
Area controlling Down/Up Tilt
Dash Attack lasts very long and can be used in reverse very quickly
Dash Attack -> Forward Air KOs at any percent from near the middle of the stage
Slow movement speed
I think VGSage still needs a nerf to his Dash Attack speed - it gives him way too much momentum if he jumps at the start of it, leading to KOs off the side incredibly early, and Sinbad needs a nerf to his Aerial Neutral Special (smaller hitbox, less damage) and Dash Attack (lower knockback).
Kiki may need buffs to her specials a small amount, making her Neutral Special last long enough to be more than just "Make them land early so I can hit them with an Up Tilt".
Pepper is in a pretty good place at the moment, can still hold her own against the other characters due to her high knockback options and mixups.
This is my updated analysis of the characters and what they would need to become more balanced. Also, meet the big hitter Igbik!
(Yes, I know he's small)
I will have a few more of his alternate colors later, tap the image for the link
Haha, that's cool. Sorry for the late reply. I love your analyse of characters, exactly the kind of feedback I lack the most. Thank you!
About lgbik, I won't pick it in the official build because I am really touchy with which character should make it to the main roster. But, I admit he is promising and would fill a hole in the current cast. Did you know the game can be modded, we even have a character editor: https://benoitryder.github.io/stb-mod-editor/#/ for now it is quite technical to build the game after creating a character in the editor, but I could personally help with that when you are happy with the character in the editor ;)
A new CPU level would be cool, I am sure I have that somewhere on the TODO-list. Sadly it means rewriting chunks of the AI's logic, so I have to focus on more impacting changes first. Notably, next release the Arcade mode should be way more enjoyable than now 😉
I think a character that has slow mobility and lacking combo potential but massive damage would fill in an empty slot relatively well. We have:
Kiki - Ranged controller
Pepper - Weak setup character with complex combos and dragging moves
Sinbad - Combo speedster
VGSage - Good damage with powerful combos
I think something similar to a shadow warrior would fit the role pretty well. Here's an image for my concept - his name is Igbik. He uses his Jade Sword to deal massive damage and start strong combos relying on momentum. It's hard to find an opening with how slow he is, but if he can find one, you're in for a tough time. (I'll make more sprites if you like the concept)
This is because there are not a lot of players. Your chances to be on a server at the same time as another user are very thin. The game is quite unknown :)
You can still play online with your friends, or come on Discord to ask if someone wants to play in our matchmaking channel ;)
What exactly is the problem? Does it freeze when choosing "casual", or when you already choosed your server and estimating latency, or ingame?
Are you on browser or desktop? If on browser, when trying to go online without fullscreen, do you see a red popup saying that your performance are too weak?
I agree. I plan to remove the hitboxes on prepare time, maybe reduce the range of the strong hitbox, and maybe increase end lag duration.
Another thing that would be cool would be to have the big animation + instakill only once per game (maybe on the sage's last stock). Normal, punch would be powerful but not instakill.
The character will be heavier than others, with high ground mobility but poor aerial speed, multi-hit attacks, and a kind-of falcon punch with a big full-screen animation.
Easy and Fair AI are actually the same code than Hard AI with longer reaction time. I guess you run toward Kiki, so the time she take a decision, you are so close she can only jab.
Improving AI is on the plan. Notably for Kiki who may benefit a lot from using her specials more. It will come in quite some time though (I am currently working on a new character and an arcade mode.)
In the mean time you may try to jump more against her, forcing her to use aerials.
It matches mine on most points. Except for Kiki's recovery which I think is the poorest of the game. You can recover high because "double jump -> spe up -> double jump" can gain a lot of height rapidly. But if you are forced to recover low, it is too predictable, you don't have any tool to hit a edgeguarder, and wall-jump does not allow a second up-spe.
I will try my best to get him back to others level. I just fear to ruin what makes him so pleasing to play: very good frame data. This is a point where he is too good, but also what makes him so reactive controler in hand :/
The game is not loading and shows only a grey screen? If you are playing in the browser I am interested in browser's error messages in the developper console. And which browser/operating system are you using?
My friend is trying to take credit for your game and at school says he made it on his personal laptop, we are doing a competition to see who is better at coding and I do not want be beaten by a kid who steals other peoples work, especially since my crush knows about it.
Please reply and somehow prove that it is not him.
I haven't played this game in a while and I come back to new music and skins! That's cool. Also, I have a suggestion. What if you added an extra-hard diffuculty? Don't mean to brag (I'm definitely bragging) but hard mode is too easy for me. Anyway, I'm excited to see future updates, this game is really good. 5/5 stars
An extra-hard mode would be cool indeed. It would require me to improve significantly the AI though, as hard mode is already unleashing all current logic can do. I definitely add it to my TODO-list, thanks for suggesting it.
An arcade mode is in the work, with a timer so you can improve your score each time, and possibly opponents with unfair advantages.
Oh, and did you try the Konami code on the title page?
Every controller that works with gamepadtest should work. You may have to configure it though. Configuration can be opened by clicking the "cross" icon on top or the gamepad images at the bottom of the screen.
Nice you found it, it was actually the first Pepper's combo voluntarily designed in her moveset.
It is really strong, but the careful opponent has a number of options: first if they bait your down attack they can punish it as it is quite slow. Second, if not perfectly executed, it is not true and the opponent can react before the forward-air (also you need a fastfall between forward-air and down-attack). Finally, the opponent can tech instead of crashing (pressing down+direction before hitting the ground), making it a tech-chase situation.
It is possible the AI implements none of those strategies, but if you play against an human it should not be gamebreakingly good, but still a powerful move to be feared ;)
Wow, that's a super impressive project! Congratz, I hope you will keep working on it ;)
Note about your take on AI, as people on the internet want to try a game before bringing it to parties, a very dumb AI is way better that no AI.
My first AI was as dumb as : always push the stick toward the opponent, and if close push the attack button. It really made it playable by curious people out there.
The current AI is a little bit more evolved, but nothing super smart, and some people have real fun against it. A bit long to explain here, you can find the github project and I guess you are familiare enough with 6502 asm to understand it 🧐
Anyways, you have better things to do before. Just don't say "never" to AI, they are useful and a lot of fun to program ;)
Just to be clear, that project is not by me. I thought you might find it interesting... Some nice ideas about AI, BTW, maybe you should try to reach the dev on YouTube.
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Every character's best move
Sinbad:
Sinbad's Aerial Neutral Special is by far the strongest move in his toolkit, performingessentially anything you need. Damage? Check. It deals 8% per hit and is a multi hit. Quick move to pull out? Check. Safe landing option? Check. Combo move? Approaching tool? Check and check. This move has it all.
Kiki:
Kiki's Forward Tilt is easily the best move for her simply due to its sheer damge and range. It outranges almost every other attack and deals a solid 8%, making this a staple in her moveset
Pepper:
Neutral Special is Pepper's essential tool, starting combos, allowing her to recover and to escape combos. It works as a useful spawn trap to help you get in close, and lets you start many combos leading into her more powerful moves, like Forward Air.
VGSage:
VGSage's moveset is pretty evenly spread out in terms of power (aside from Side Special), but his Dash Attack is probably the best of the bunch, starting a lot of combos, and if done correctly, can give VGSage a lot of aerial momentum leading to quick KOs off the side. I would also give this spot to the inital part of his run for doing the same thing, but running isn't really a move.
I have no idea why I make these but they're strangely fun to do anyways heres a Drip Pigeon![](https://img.itch.zone/aW1nLzExNzY2ODc2LnBuZw==/original/ujpgj3.png)
Sinbad:
Kiki:
Pepper:
VGSage:
I think VGSage still needs a nerf to his Dash Attack speed - it gives him way too much momentum if he jumps at the start of it, leading to KOs off the side incredibly early, and Sinbad needs a nerf to his Aerial Neutral Special (smaller hitbox, less damage) and Dash Attack (lower knockback).
Kiki may need buffs to her specials a small amount, making her Neutral Special last long enough to be more than just "Make them land early so I can hit them with an Up Tilt".
Pepper is in a pretty good place at the moment, can still hold her own against the other characters due to her high knockback options and mixups.
This is my updated analysis of the characters and what they would need to become more balanced. Also, meet the big hitter Igbik!
I will have a few more of his alternate colors later, tap the image for the link
Let me know if you want me to make more sprites
*Me, acting like I know what's best for the game*
Haha, that's cool. Sorry for the late reply. I love your analyse of characters, exactly the kind of feedback I lack the most. Thank you!
About lgbik, I won't pick it in the official build because I am really touchy with which character should make it to the main roster. But, I admit he is promising and would fill a hole in the current cast. Did you know the game can be modded, we even have a character editor: https://benoitryder.github.io/stb-mod-editor/#/ for now it is quite technical to build the game after creating a character in the editor, but I could personally help with that when you are happy with the character in the editor ;)
Cool! I'll be sure to check it out!
Project Igbik is underway!
how do i play this game on computer?
Dowload the Linux, Windows or MacOS version depending on your system and launch it.
Alternatively, you can download the itch.io client that should diwnload the appropriate version when you click "install" on Super Tilt Bro.
Thanks,but i cant find the application or even a way to launch it
Click that "Download Now" button on the game's page![](https://img.itch.zone/aW1nLzExNjEzNzgxLmpwZw==/original/ffFUYJ.jpg)
this is so cool!
Thank you ♥️
really good! I love the speed at which this game moves, I like the 4th character
Thanks 😊
realizes that windbox accelerates other movement...
I was running at my friend from behind and they used punch wrong way, but i jumped over them and windbox sent me flying into blast zone.
VGsage punch is crazy
Very fun game , it has lot's of potential but I wish more people knew about it. One suggestion would be to add a harder cpu level
Thanks!
A new CPU level would be cool, I am sure I have that somewhere on the TODO-list. Sadly it means rewriting chunks of the AI's logic, so I have to focus on more impacting changes first. Notably, next release the Arcade mode should be way more enjoyable than now 😉
I am now a Vgsage main
whats the next character???
Not yet decided ;)
Do you have any suggestion?
I think a character that has slow mobility and lacking combo potential but massive damage would fill in an empty slot relatively well. We have:
Kiki - Ranged controller
Pepper - Weak setup character with complex combos and dragging moves
Sinbad - Combo speedster
VGSage - Good damage with powerful combos
I think something similar to a shadow warrior would fit the role pretty well. Here's an image for my concept - his name is Igbik.
He uses his Jade Sword to deal massive damage and start strong combos relying on momentum. It's hard to find an opening with how slow he is, but if he can find one, you're in for a tough time. (I'll make more sprites if you like the concept)
how to make private room
When going to "private", the game asks you a password.
Put whatever you want in it, and tell you friend to put the same password. You will be matched together.
ohh i see got it
hello love the game but i cant join the discord
Weird, the link seems to still be valid. What is the error message?
when i press the link it says invite invalid so i dont know
it say I got good connection with no red popup no matter how long I wait nobody matches up with me i play on brower by the way
This is because there are not a lot of players. Your chances to be on a server at the same time as another user are very thin. The game is quite unknown :)
You can still play online with your friends, or come on Discord to ask if someone wants to play in our matchmaking channel ;)
ok thanks
this is cool
but online mode not working
Damn, I just tested, everything seems fine.
What exactly is the problem? Does it freeze when choosing "casual", or when you already choosed your server and estimating latency, or ingame?
Are you on browser or desktop? If on browser, when trying to go online without fullscreen, do you see a red popup saying that your performance are too weak?
Thanks for saying it's cool though 😊
This game is awesome! You should add final smashes!
Thanks!
Final smashs would be a nice addition to the game.
What are these characters from?
Sinbad is the mascot of the Ogre3D graphics engine.
Kiki is the mascot of the Krita painting software.
Pepper is the main character of the webcomic Pepper&Carrot.
VGSage is the mascot of the VideoGameSage forum.
The first three are from the free and opensource culture. Based on Super Tilt Bro. being an opensource project.
The last one is from the retrogaming community, because this is a game for the NES.
krita?
Kiki is Krita's mascot yeah :)
We should do a 1v1 sometime, sgadrat.
Sure come on Discord, we'll se when we are both available
nerf neutral special
I agree. I plan to remove the hitboxes on prepare time, maybe reduce the range of the strong hitbox, and maybe increase end lag duration.
Another thing that would be cool would be to have the big animation + instakill only once per game (maybe on the sage's last stock). Normal, punch would be powerful but not instakill.
Yeah. Also, what is The Knight? I have been wondering ever since I saw it in the description.
ingame? It is the character from the big animation when you hit your punch.
In lore? It is another character from the VideoGameSage forum.
Ohhhhhhhhh. I see.
whats "The Knight"
dawg new character is my main now B)
LETS GO NEW UPDATE!!!!!!
Yeah! New character and new game mode 🔥
Let me know your best times in arcade ;)
Ayo my high score is 1.47. The trick to the Final Boss is to spam side attack. I definitely didn't rage so hard I spammed ;)
When is the release date for the new character ?
I am on the final stages of working on it.
The new character pushed the engine beyond its limits, I had to change quite a few things and now need to fix what broke as a result 🤓
I can't give a date, but for sure the next update will be big 😉
I'm excited
Who is the new character?
I am working on the Sage from the VideoGameSage retrogaming forum.
I guess this is the best display I have of the in-development version: https://mobile.twitter.com/RogerBidon/status/1564585957696872462
The character will be heavier than others, with high ground mobility but poor aerial speed, multi-hit attacks, and a kind-of falcon punch with a big full-screen animation.
If you couldn't tell, I'm this games biggest fan B)
YAY NEW CHARACTER!!!
Also the Kiki on the fair difficulty only spams light attack and it gets extremly annoying
Easy and Fair AI are actually the same code than Hard AI with longer reaction time. I guess you run toward Kiki, so the time she take a decision, you are so close she can only jab.
Improving AI is on the plan. Notably for Kiki who may benefit a lot from using her specials more. It will come in quite some time though (I am currently working on a new character and an arcade mode.)
In the mean time you may try to jump more against her, forcing her to use aerials.
Love this game!!!
I'm really into this game. I main Pepper and if used right, her infinite combo can be a devastating combo. Her edge guard is also extremely good.
Smash Bros NES demake is not something I would expect anyone to ever make with really good tight controls 🤯
On the web version: click the controller images at the bottom of the screen, or the cross icon at the top.
On the desktop version: go to "controller inputs" in the menus.
Sinbad:
Kiki:
Scarlet:
This is my analysis on the characters. It's probably a little bit off, but i just thought it would be neat.
Nice analysis!
It matches mine on most points. Except for Kiki's recovery which I think is the poorest of the game. You can recover high because "double jump -> spe up -> double jump" can gain a lot of height rapidly. But if you are forced to recover low, it is too predictable, you don't have any tool to hit a edgeguarder, and wall-jump does not allow a second up-spe.
Sinbad is lowkey cracked i think he needs a nerf
thats just me tho
I agree.
I will try my best to get him back to others level. I just fear to ruin what makes him so pleasing to play: very good frame data. This is a point where he is too good, but also what makes him so reactive controler in hand :/
perhaps lower knockback/damage on neutral special and higher knockback on down special
Is it possible to play without a controller? Its not loading for me.
You can play with the keyboard.
The game is not loading and shows only a grey screen? If you are playing in the browser I am interested in browser's error messages in the developper console. And which browser/operating system are you using?
Chrome, Incoginito, Windows 10
Fixed ;)
My friend is trying to take credit for your game and at school says he made it on his personal laptop, we are doing a competition to see who is better at coding and I do not want be beaten by a kid who steals other peoples work, especially since my crush knows about it.
Please reply and somehow prove that it is not him.
I am not him, I graduated a long time ago ;)
Thank you.
If I ever become a famous developer you are on my good list.
I haven't played this game in a while and I come back to new music and skins! That's cool. Also, I have a suggestion. What if you added an extra-hard diffuculty? Don't mean to brag (I'm definitely bragging) but hard mode is too easy for me. Anyway, I'm excited to see future updates, this game is really good. 5/5 stars
Thank you for the feedback!
An extra-hard mode would be cool indeed. It would require me to improve significantly the AI though, as hard mode is already unleashing all current logic can do. I definitely add it to my TODO-list, thanks for suggesting it.
An arcade mode is in the work, with a timer so you can improve your score each time, and possibly opponents with unfair advantages.
Oh, and did you try the Konami code on the title page?
I did not try the konami code, that's an interesting secret!
does it work with controllers I am trying to play it via game controller but it doesn't seems to work for me.
P.S. my controller works perfectly fine on this https://gamepadtest.com/
Every controller that works with gamepadtest should work. You may have to configure it though. Configuration can be opened by clicking the "cross" icon on top or the gamepad images at the bottom of the screen.
love the game. im exited to see future updates.
pepper combo:
down attack -> forward air -> down attack -> forward air
do this over and over again. It will carry them to the edge of the stage and end up spiking them.
Nice you found it, it was actually the first Pepper's combo voluntarily designed in her moveset.
It is really strong, but the careful opponent has a number of options: first if they bait your down attack they can punish it as it is quite slow. Second, if not perfectly executed, it is not true and the opponent can react before the forward-air (also you need a fastfall between forward-air and down-attack). Finally, the opponent can tech instead of crashing (pressing down+direction before hitting the ground), making it a tech-chase situation.
It is possible the AI implements none of those strategies, but if you play against an human it should not be gamebreakingly good, but still a powerful move to be feared ;)
yea
Maybe you will find this interesting or it will give you some ideas: Awesome Slam Siblings - A Smash Bros tribute on the Commodore 64
Keep up the good work!
Wow, that's a super impressive project! Congratz, I hope you will keep working on it ;)
Note about your take on AI, as people on the internet want to try a game before bringing it to parties, a very dumb AI is way better that no AI.
My first AI was as dumb as : always push the stick toward the opponent, and if close push the attack button. It really made it playable by curious people out there.
The current AI is a little bit more evolved, but nothing super smart, and some people have real fun against it. A bit long to explain here, you can find the github project and I guess you are familiare enough with 6502 asm to understand it 🧐
Anyways, you have better things to do before. Just don't say "never" to AI, they are useful and a lot of fun to program ;)
Just to be clear, that project is not by me. I thought you might find it interesting... Some nice ideas about AI, BTW, maybe you should try to reach the dev on YouTube.
Haha, I assumed it was from you without verifying 😅
Thanks for bringing it up, it is indeed very intersting 👍