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Balanced Brawl Standard Release

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Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Important notice! Visit our website for test builds! http://balancedbrawl.net

Latest test build can be downloaded here! http://balancedbrawl.net/publictest/bbrawl2rc3.zip

LEAVE YOUR SD CARD IN IF USING THE TEST BUILD

Balanced Brawl
DOWNLOAD LINK

ALTERNATE DOWNLOAD WITH FILE REPLACEMENT (TEXTURES)



Designed by Amazing Ampharos and Thinkaman


Welcome to Balanced Brawl 2009 Standard Edition! This has been months in the making, but the final result is worth it. We now stand with absolute confidence that our game rises to the challenge we set for ourselves; this is the same Brawl you know and love, but where every character is viable at a competitive standard.

To step back a moment, we should explain. Balanced Brawl is a modification of Brawl that seeks to improve the game in several key ways. The foundation of this project is that Brawl is a fun game that we enjoy playing. As such, we will deliberately not change any core elements that make Brawl... Brawl. This includes:


-No changes to physics
-No changes to character movement
-No changes to hitbox size
-Very few changes to timing (attack startup or ending)
-No changes to established rules
-No frozen stages

In other words, no one should have any problem moving between standard Brawl and Balanced Brawl. There should be nothing to learn, relearn, or unlearn as you play one or the other.

Balanced Brawl has three main goals:

1. Increase Overall Character Balance
2. Remove Infinites and Inescapable Lockdowns
3. Increase Stage Viability

We are hard at work producing high quality content to cover our changes in depth, including the reasoning behind them. Unfortunately, the surprise release of Smash Stack put us on a very constricted timetable so this content is not yet ready. In the meantime, please reference our older topic; the content is somewhat outdated, but it should be a good introduction:

Public Preview Thread

A simple change list can be found in the first reply.In this case, there was only time to either make character summaries or the PAL version before release, and the PAL version was deemed more important. Such content will be available in the very near future.

We are pleased to announce that this standard version is geared toward widespread play, including tournament play, more than ever before. By working in conjunction with Smash Stack, a new program written by Comex, Balanced Brawl can be booted on any Wii, including Wiis without the Homebrew Channel! That's right, hacking your Wii with HBC installation is no longer a requirement! All you need is an SD Card (2 GB or smaller required), a Wii, and a copy of Brawl to play. Just follow these simple steps (North American version only).

1. Place the files in the correct structure on the SD card. A .zip archive is available for download that will automatically place all files correctly (be sure you put the contents of the folder "Balanced Brawl" in the SD card, not the folder itself), but if you wish to do it manually, put the gameconfig.txt and the boot.elf file in the root of the SD card, rsbe01.gct in a folder named codes, and smash stack as the only file in the folder private/wii/app/rsbe/st
2. Delete all custom stages from your Wii, including the three that came with Brawl by default. If you wish to save any stages, back them to your computer or a second SD card.
3. Boot up Brawl and go to the stage builder. Press A to "Launch Game" when prompted. Brawl should restart.
4. Remove the SD card and enjoy Balanced Brawl! Failure to remove the SD card may result in crashing on the stage select screen.


Note: If you do not immediately go to stage builder, it is possible that Stack Smash will not load. If this happens, just restart the Wii and try again.

If you are using a version with the "no custom stages code" by Phantom Wings on (which will be most users), removing the SD card is not needed though not a bad idea anyway. Thanks go to illinialex and Bionic Sonic for this suggestion.


Tournament organizers are advised to go to each Wii and follow steps 2-4 with the same SD card. It should be easy to load on several Wiis in merely a couple of minutes, with only one SD card. This allows for Balanced Brawl events to be held using any Wiis, and the tournament organizer has confidence over which codes are being used.

Players with Homebrew Channel can of course boot as usual using the .gct file.

PAL users (Europe and Australia) will require the Homebrew Channel to play Balanced Brawl for the time being. Be sure the gameconfig.txt and rsbp01.gct files are in the correct directories, and then use the Homebrew Channel to boot Gecko OS 1.9.2. We apologize for the inconvenience to PAL users.

For tournament play, we recommend using standard SBR-B rules with the exception of the stage list. For that we recommend the following:


Starter

Battlefield
Final Destination
Delfino Plaza
Yoshi's Island (Brawl)
Halberd
Lylat Cruise
Castle Siege
Smashville
PictoChat
Pokemon Stadium 1
WiFi Training Room (select Hanenbow)


NOTE: Rather than making a Starter/Counterpick section, it is just to be understood that removing any and exactly two of these stages from the Starter list to make a list of nine is not to be considered a deviation from the recommended rules.

Counterpick

Luigi's Mansion
Mushroomy Kingdom 1-1 (hold X or Y)
Mario Circuit
Norfair
Frigate Orpheon
Pokemon Stadium 2
Distant Planet
Yoshi's Island (Melee)
Jungle Japes
Onett
Corneria
Rainbow Cruise
Green Greens
Brinstar


Counterpick/Banned (most favorable to least favorable, roughly)

Spear Pillar: Dialga (hold X or Y)
Spear Pillar: Cresselia (hold X or Y AND L or R)
Green Hill Zone
Bridge of Eldin
Big Blue
Port Town Aero Dive
Temple
Pirate Ship
Skyworld
Shadow Moses Island


Banned

Mushroomy Kingdom 1-2 (hold L or R)
Rumble Falls
Spear Pillar: Palkia (hold L or R)
WarioWare Inc.
New Pork City
Summit
75m
Mario Bros.
Flat Zone 2
Hanenbow (unselectable)


In order to allow players to see the game in action before playing, we have prepared a demonstrational video that shows this standard version of Balanced Brawl in action. Created with 300 replays showcasing every character, it is the largest Smash video production ever created:


In order to allow the metagame to mature, we have decided that this standard version of Balanced Brawl will remain unedited for the next 4-6 months.

We are very confident in the quality of Balanced Brawl, and we hope the stability this choice provides will allow players to explore the depths of the metagame. We do reserve the right to reverse this position if an extreme flaw in Balanced Brawl is found or if an extreme development in Brawl hacking comes along, but we hope to not have to exercise this right. We will still be here delivering high quality content and support for Balanced Brawl, and we welcome all community input to allow us to make the eventual next version even better!




We hope you enjoy Balanced Brawl!


*****************​
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Final Changelist:

Biggest changes in Yellow


Core Mechanics changes
Random tripping removed
A precise speed-up in the flopping animation makes jab locks impossible

Slipping while already slipped now results in standing up (makes infinite banana locks impossible)
The glitch by which certain characters would "store" landing lag upon sweetspotting ledges has been fixed
Ground breaks from grab release last 3/4 as long, preventing assorted abuse against Ness and Lucas
Jump breaks from grab release last 3/5 as long, preventing assorted abuse across the cast, particularly against Wario

Being slammed into the ground after being hit by an aerial footstool now results in a normal landing animation

:mario2:
Down tilt close hitbox angle (80) -> (100)
Down tilt far hitbox damage (5%) -> (6%), angle (80) -> (100)
Down smash first hit knockback (73/40) -> (83/47)
Down smash second hit knockback (75/35) -> (86/42)
Up smash knockback (90/32) -> (100/32)
Forward aerial (75/20) -> (75/70)
Back throw knockback (63/70) -> (82/70)
Fireball damage (5%) -> (6%)

:luigi2:
Fireball (Luigi's move, not the projectile) is double speed starting on frame 25
Dash attack repeated hits slip element (like bananas)

Dash attack final hit damage (2%) -> (5%)

:peach:
Forward smash knockback: golf club (70/50) -> (75/50), frying pan (68/30) -> (68/50)
Back aerial sweetspot damage (14%) -> (15%)
Neutral aerial sweetspot damage (14%) -> (15%), angle (45) -> (25)
Neutral aerial sourspot high damage (10%) -> (11%), angle (45) -> (25)
Neutral aerial sourspot low damage (9%) -> (10%), angle (45) -> (25)
Forward throw knockback (83/45) -> (95/45)
Down throw knockback (60/60) -> (15/75), angle (108) -> (106)
Peach Bomber knockback (40/50) -> (50/50)

:bowser2:
Jab 2 damage (5%) -> (6%)
Dash attack sweetspot damage (11%) -> (12%)
Dash attack sourspot damage (8%) -> (10%)
Forward tilt damage (11%) -> (13%)
Up tilt damage (12%) -> (13%)
Up smash sweetspot damage (20% -> (23%)
Up smash sourpost damage (15%, 12%, or 10%) -> (17%, 16%, or 13%)
Forward aerial damage (13%, 12%, or 11%) -> (14%, 13%, or 12%)
Neutral aerial sweetspot damage (14%) -> (16%)
Neutral aerial sourspot damage (9%) -> (11%)
Down aerial repeated hits damage (3%) -> (5%), knockback (100/0) -> (15/55), angle (80) -> (270)
Down aerial landing hit knockback (30/60) -> (30/68)
Down throw less knockback (30/75) -> (15/65)
Whirling Fortress initial damage (11%) -> (13%)

:dk2:
Jab 1 inner hit knockback (100/0) -> (0/30)
Dash attack sweetspot angle (50) -> (30)
Forward tilt angled up knockback (100/10) -> (100/30)
Forward tilt angled straight knockback (100/10) -> (100/30), angle (-) -> (40)
Forward tilt angled down knockback (100/10) -> (100/15), angle (-) -> (15)
Down cargo throw knockback (26/65) -> (10/80)
Aerial Head Butt sourspot knockback (40/15) -> (40/35), angle (70) -> (20)
Hand Slap damage (14%) -> (15%)
Grab release animation sped up 1.2x (as releaser)

:diddy:
No changes

:yoshi2:
Dash attack sweetspot damage (9%) -> (11%)
Forward tilt damage (9%) -> (10%), knockback (80/40) -> (77/35)
Up tilt damage (11% or 10%) -> (12% or 11%), knockback (40/72) -> (37/66)
Down tilt sweetspot damage (10%) -> (11%), knockback (30/65) -> (28/59)
Down tilt sweetspot damage (5%) -> (6%), knockback (30/65) -> (26/55)
Down smash first hit damage (15%) -> (16%), knockback (63/30) -> (72/37)
Down smash second hit damage (15%) -> (16%), knockback (56/30) -> (68/37)
Forward aerial sweetspot grounding element
Pummel damage (2%) -> (3%)
Up throw damage (5%) -> (8%)
Down throw damage (4%) -> (7%)
Egg Lay damage (7%) -> (10%)
Egg Roll does not induce helpless fall state, and restores double jump
Yoshi Bomb stars damage (4%) -> (7%), knockback (40/50) -> (40/56)

:wario:
Forward smash damage (19%) -> (17%)
Up aerial damage (17%) -> (15%)
Down throw speed halved on frame 33

:link2:
Forward smash second hit damage (17%, 19%, or 20%) -> (20%, 22%, or 23%), knockback (90/X) -> (101/X)
Forward tilt knockback (96/14) -> (101/14)
Down tilt knockback (50/90) -> (66/90)
Forward aerial second hit knockback (110/20) -> (115/25)
Grounded Spin Attack knockback (72/68) -> (96/68) or (80/~) -> (104/~)
Gale Boomerang close damage (7%) -> (8%)
Gale Boomerang far damage (5%) -> (6%)
Arrows knockback (50/7) -> (65/40), angle (350) -> (10)

:zelda: :shiek:
Transformation disappearance time 50% faster
:zelda:
Jab initial hits damage (2%) -> (1%), knockback (100/0) -> (75/0), flower element
Jab final hit damage (2%) -> (1%), knockback (160/10) -> (100/10), flower element
Forward tilt is double speed starting on frame 14
Forward tilt far hitbox knockback (88/50) -> (15/70)
Up tilt angle (70) -> (90)
Various small adjustments to forward smash hitboxes (traps better)
Down smash first hit knockback (95/20) -> (100/20), angle (20) -> (25)
Down smash second hit knockback (85/20) -> (100/20), angle (20) -> (25)
Neutral aerial last hit damage (5%) -> (7%)
Back throw knockback (60/80) -> (80/70)
Farore's Wind initial hit damage (6%) -> (8%), knockback (100/40) -> (20/75), angle (80) -> (25)
Farore's Wind reappearance hitbox damage (6%) -> (10%), knockback (100/40) -> (20/80), angle (-) -> (270)
:shiek:
Dash attack sweetspot knockback (100/50) -> (30/90), angle (60) -> (80)
Dash attack sourspot knockback (100/20) -> (10/80), angle (-) -> (40)
Foward tilt inner damage (5%) -> (7%), knockback (100/20) -> (80/32)
Foward tilt outer damage (5%) -> (7%), knockback (100/20) -> (75/40)
Down tilt knockback (80/35) -> (80/50), angle (70) -> (110)
Forward smash first hit knockback (100/0) -> (50/0)
Forward smash secodn hit knockback (100/50) -> (90/50)
Down aerial damage (10%) -> (11%), knockback (80/30) -> (30/90), angle (70) -> (75)
Forward throw angle (70) -> (40)
Needles close range damage (3%) -> (4%)

:ganondorf:
Up tilt wind damage (0%) -> (1%)
Down tilt slip element (like bananas; causes trip)
Down smash first hit sweetspot knockback (100/0) -> (90/0), angle (140) -> (150)
Down smash first hit sourspot knockback (100/0) -> (75/0), angle (50) -> (150)
Down smash second hit damage (14%) -> (16%), knockback (75/60) -> (80/60)
Pummel damage (2%) -> (5%), darkness element
Back throw damage (5%) -> (6%) (New total: 11%)
Up throw damage (3%) -> (5%) (New total: 9%)
Down throw has more constant knockback (50/70) -> (25/75)
Aerial Flame Choke damage (12%) -> (14%)
Dark Dive uppercut damage (7%) -> (18%), knockback (90/70) -> (90/80)
Dark Dive repeated hits damage (1%) -> (2%) (new total: 15%)
Dark Dive throw angle (-) -> (335)
Wizard's Foot startup hit damage (12%) -> (16%), knockback (70/60) -> (65/75)
Wizard's Foot duration hit damage (10%) -> (11%), knockback (70/60) -> (70/75)
Aerial Wizard's Foot initial hitbox knockback (100/50) -> (46/40), grounding element
Aerial Wizard's Foot landing hitbox knockback (35/80) -> (0/80), angle (80) -> (0)

:toonlink:
Forward smash hit 1 angle (80 or 76) -> (60)
Down smash hit 1 knockback (100/0) -> (80/0), angle (170 or 175) -> (175)
Down smash hit 2 knockback (107/30) -> (95/50), angle (72) -> (64)
Grounded Spin Attack repeated inner hits damage (1%) -> (2%)
Grounded Spin Attack repeated outer hits angle (45) -> (255)

:samus2:
Dash attack knockback (80/30) -> (90/30)
Forward tilt angled straight knockback (100/10) -> (30/55), angle (-) -> (25)
Forward tilt angled up/down damage (10%) -> (11%), knockback (100/10) -> (27/50), angle (-) -> (25)
Forward tilt sourspot knockback (100/10) -> (29/55), angle (-) -> (25)
Down tilt knockback (60/80) -> (67/80)
Forward smash angled straight knockback (100/20) -> (105/20)
Forward smash angled down knockback (100/20) -> (105/45)
Down smash first hit knockback (50/90) -> (50/95), angle (70) -> (60)
Down smash second hit knockback (40/80) -> (45/90)
Down aerial knockback (100/2) -> (100/10)
Pummel hitbox 1.25x bigger (can hit Bowser)
Forward throw knockback (55/60) -> (55/75), angle (42) -> (30)
Back throw knockback (55/60) -> (55/75)
Up throw knockback (70/80) -> (00/95)
Down throw knockback -> (50/80) -> (00/95)
Charge Shot levels damage (3, 5, 8, 11, 14, 18, 21, or 25%) -> (3, 6, 9, 12, 16, 20, 23, or 28%)
Charge Shot level 7 knockback (60/32) -> (70/35)
Charge Shot level 8 angle (40) -> (35)
Homing Missile damage (5%) -> (8%)
Super Missile knockback (65/40) -> (90/30)
Bomb damage (5% or 9%) -> (7% or 13%)

:zerosuitsamus:
Down tilt damage (6%) -> (8%)
Forward smash inner damage (10%) -> (14%), knockback (100/30) -> (85/45)
Forward smash whip damage (11%) -> (15%), knockback (100/35) -> (85/50)
Forward smash backswing damage (6%) -> (13%), knockback (100/35 or 100/30) -> (70/45)
Down smash knockback (50/40) -> (25/70), angle (70) -> (80)
Forward throw damage (7%) -> (10%) (New total: 12%), knockback (75/55) -> (75/60)
Paralyzer uncharged damage (4%) -> (5%), knockback (100/0) -> (100/10)
Paralyzer charged damage (6%) -> (7%), knockback (100/0) -> (100/20)

:pit:
Forward aerial damage (13%, 14%, or 15%) -> (14%, 15%, or 16%)
Neutral aerial last hit damage (4%) -> (6%)
Forward throw damage (4%) -> (5%) (New total: 11%), knockback (150/30) -> (150/35)

:popo:
Forward smash knockback (105/30) -> (109/30)
Down smash damage (12%, 10%, 9%, or 8%) -> (13%, 11%, 10%, or 9%)
Up smash knockback (105/50) -> (110/50) or (113/50) -> (121/50)
Popo neutral aerial knockback (100/20) -> (15/80), angle (-) -> (160)
Popo down aerial knockback (90/40) -> (84/56), angle (70) -> (90)
Nana down aerial knockback (130/40) -> (123/56) -> angle (-) -> (20)
Pummel is half speed starting on frame 12
Forward throw damage (5%) -> (7%) (New total: 10%), knockback (60/70) -> (65/90)
Back throw damage (6%) -> (7%), knockback (30/80) -> (60/90)
Down throw damage (6%) -> (7%), knockback (100/30) -> (65/80)


:rob:
Strong Laser damage (9%) -> (10%)
Forward tilt knockback (100/30) -> (25/55), angle (-) -> (18)
Up throw knockback (72/70) -> (80/70), angle (80) -> (85)
Down throw knockback (20/110) -> (20/80)

:kirby2:
Up throw damage (10%) -> (11%)
Copy damage (6%) -> (10%)
Stone damage (18%) -> (20%)
Egg Lay damage (7%) -> (14%)
Nayru's Love initial hit damage (1%) -> (2%), angle (10) -> (170)
Nayru's Love repeating hits angle (10) -> (170)
Nayru's Love final hit angle (-) -> (90)
Shield Breaker angle (-) -> (25)
Chef pan damage (5%) -> (6%), knockback (30/60) -> (115/80), angle (10) -> (90)

:metaknight:
Down smash first hit knockback (93/50) -> (82/50)
Down smash second hit knockback (90/50) -> (78/50)
Mach Tornado lower repeated hits knockback (100/0) -> (0/75)
Mach Tornado upper repeated hits knockback (45/0) -> (0/75), angle (30) -> (45) & (150) -> (135)
Mach Tornado final hit knockback (170/35) -> (0/75)
Shuttle Loop ground damage (9%) -> (6%), knockback (80/90) -> (80/70) & (80/90) -> (90/70)
Shuttle Loop aerial damage (9%) -> (8%), knockback (80/90) -> (90/70)
Dimensional Cape knockback (85/20 or 95/20) -> (100/20 or 110/20)

:dedede:
Down throw knockback (100/0) -> (0/80), angle (20) -> (320)

:olimar:
Pikmin Chain for each color:
Red - damage (7%) -> (8%), knockback (90/60) -> (110/60)
Yellow - damage (6%) -> (8%), knockback (90/60) -> (80/75), angle (70) -> (80)
Blue - damage (6%) -> (7%)
White - damage (6%) -> (10%), knockback (90/60) -> (35/60)
Purple - damage (8%) -> (9%), knockback (88/60) -> (90/75)

:fox:
Fox Illusion damage (4%) -> (5%)

:falco:
Falco throw laser knockback changed from (80/60) -> (48/70), angle from 50 -> 115
Falco b-throw knockback changed from (80/80) -> (25/90)
Falco d-throw knockback changed from (130/45) -> (10/80)

:wolf:
Forward tilt sweetspot knockback (120/40) -> (130/40)
Forward tilt sourspot knockback (110/10) -> (120/10)
Neutral aerial sweetspot damage (8%) -> (11%)
Neutral aerial repeated hits angle (-) -> (95)
Neutral aerial final hit damage (3%) -> (4%), knockback (100/10) -> (35/30), angle (-) -> (270)
Forward throw damage (3%) -> (4%) (new total: 8%), knockback (130/35) -> (50/80)
Back throw damage (3%) -> (6%) (new total: 10%), knockback (150/40) -> (75/60), angle (68) -> (65)
Up throw knockback (110/75) -> (80/55)
Fire Wolf repeated hits angle (45) -> (125)
Fire Wolf final hit damage (3% or 4%) -> (5% or 6%)

:falcon:
Dash attack sweetspot knockback (40/80) -> (25/100), angle (65) -> (75)
Dash attack sourspot knockback (40/65) -> (15/80)
Forward tilt damage (11%, 10%, or 9%) -> (12%, 11%, or 10%), knockback (105/10) -> (110/10)
Up tilt angle (-) -> (20)
Down tilt innermost hitbox damage (10%) -> (12%), knockback (75/25) -> (75/20), angle (20) -> (15)
Down tilt inner hitbox damage (10%) -> (12%), knockback (75/25) -> (75/20), angle (40) -> (35)
Down tilt main hitbox damage (10%) -> (12%), knockback (75/25) -> (75/20), angle (80) -> (85)
Forward smash angled up knockback (85/20) -> (90/20)
Forward smash angled down angle (40) -> (35)
Down smash second hit knockback (90/20) -> (90/35)
Pummel damage (2%) -> (3%), electric element
Forward throw knockback (105/45) -> (20/75)
Back throw knockback (130/30) -> (150/40)
Up throw knockback (105/70) -> (10/85)
Down throw knockback (34/75) -> (20/80)
Forward aerial sweetspot damage (19%) -> (22%)
Neutral aerial second hit damage (6%) -> (8%)
Raptor Boost damage (7%) -> (9%), knockback (52/100) -> (30/95)
Aerial Raptor boost on grounded opponent damage (7%) -> (10%), knockback (80/60) -> (50/75)
Aerial Raptor boost on aerial opponent damage (7%) -> (10%), knockback (60/70) -> (70/60)
Aerial Raptor Boost does not leave Falcon in helpless falling state on hit
Falcon Dive damage (17%) -> (22%), knockback (82/40) -> (95/50)
Falcon Kick hitbox 1 damage (13%) -> (14%), knockback (70/50) -> (0/128), angle (45) -> (65)
Falcon Kick hitbox 2 damage (11%) -> (12%), knockback (40/62) -> (0/110), angle (85) -> (80)
Falcon Kick hitbox 3 damage (7%) -> (8%), knockback (60/50) -> (0/102), angle (50) -> (95)
Aerial Falcon Kick hitbox 1 damage (15%) -> (16%), knockback (70/40) -> (70/65), angle (-) -> (80)
Aerial Falcon Kick hitbox 2 damage (13%) -> (14%), knockback (65/40) -> (65/65), angle (-) -> (80)
Aerial Falcon Kick hitbox 3 damage (11%) -> (12%), knockback (60/40) -> (60/65), angle (-) -> (80)

:pikachu2:
Forward throw knockback (110/45) -> (10/80)
Up throw damage (10%) -> (11%), knockback (45/90) -> (45/100)
Down throw knockback (38/60) -> (1/79), angle (80) -> (95)

:pt:
Pokemon Change entrance and exit speeds doubled
(Stamina unchanged from standard Brawl)
:squirtle:
Water Gun knockback (0/0) -> (0/20)
:ivysaur:
Down smash damage (8%) -> (9%), knockback (80/40) -> (80/60)
Back aerial damage (2% and 3%) -> (4% and 5%)
Down aerial damage (8% or 10%) -> (14% or 16%)
Bullet Seed startup hit damage (4%) -> (2%)
Vine Whip that does not target the ledge now has more ending lag and does not enable the helpless fall state
:charizard:
Forward smash second hit damage (17%) -> (19%), knockback (98/40) -> (105/28)
Down smash knockback (80/40) -> (90/40)
Forward aerial glancing hit damage (2%) -> (4%)
Back aerial sweetspot knockback (130/30) -> (130/45)
Glide attack knockback (85/65) -> (100/80)
Down throw angle (45) -> (40)

:lucario:
Dash attack sweetspot damage (10%) -> (11%)
Dash attack sourspot damage (7%) -> (8%)
Forward tilt strange hitbox damage (7%) -> (8%)
Forward tilt first hit damage (5%) -> (6%)
Forward tilt second hit damage (8%) -> (9%)
Down tilt damage (7%) -> (8%)
Forward smash sweetspot (far) damage (16%) -> (17%)
Forward smash sourspot (close) damage (14%) -> (15%)
Down smash damage (14%) -> (15%)
Up smash sweetspot damage (13%) -> (14%)
Up smash sourspot (late) damage (9%) -> (10%)
Force Palm projectile close damage (10%) -> (15%), knockback (60/50) -> (60/60)
Force Palm projectile mid damage (9%) -> (12%), knockback (60/50) -> (60/60)
Force Palm projectile far damage (8%) -> (10%)

:jigglypuff:
Down smash knockback (66/34) -> (66/50)
Dash attack angle (-) -> (15)
Back aerial damage (12%) -> (13%), knockback (90/10) -> (70/8)
Neutral aerial sweetspot damage (10%) -> (11%), knockback (90/20) -> (90/18), angle (-) -> (25)
Up aerial damage (9%) -> (10%), knockback (100/30) -> (100/28)
Pummel speed doubled frames 5-13
U-throw damage (10%) -> (11%)
Pound damage (11%) -> (12%), knockback (75/52) -> (75/50)

:marth:
No changes

:ike:
Down smash outer hits angle (35) -> (25)
Forward/back throw damage (4%) -> (5%), knockback (50/50) -> (20/80), angle (28) -> (20)
Quick Draw hit speed (ending lag) is doubled on frame 1 (ground and aerial)
Aerial Quick Draw no longer causes helpless fall state


:ness2:
Forward smash damage (18, 20, 22, or 24%) -> (19, 21, 23, or 27%)
Down/Up smash initial hit knockback (100/0) -> (50/0)
Down throw main hits damage (1%) -> (2%) (New total: 14%)
Pk Flash knockback (70/10) -> (75/20)
Pk Fire pillar knockback (30/10) -> (30/7), angle (68) -> (112)

:lucas:
Jab 3 damage (4%) -> (6%)
Up tilt damage (8%) -> (9%), knockback (105/40) -> (95/37)
Down tilt knockback (22/6) -> (0/34), angle (0) -> (315)
Back aerial early hit damage (9%) -> (11%)
Back aerial sweetspot damage (12%) -> (18%), knockback (90/30) -> (75/60)
Back aerial sourspot damage (10%) -> (12%)
Back aerial late hit damage (7%) -> (9%)
Down aerial lower main hits damage (5%) -> (4%), knockback (10/50) -> (0/60)
Down aerial upper main hits damage (5%) -> (4%), knockback (100/0) -> (0/35)
Down aerial final sweetspot damage (5%) -> (8%), knockback (110/10) -> (45/40)
Down aerial final sourspot angle (-) -> (270)
Up throw damage (10%) -> (11%), knockback (65/80) -> (62/80)
Pk Freeze knockback (40/50) -> (15/70), angle (70) -> (0)
Pk Fire hit damage (3%) -> (4%)
Pk Fire sweetspot (6%) -> (8%)
Pk Fire sourspot (4%) -> (6%)
Spotdodge speed doubled on frame 19 (New total duration: 22 frames)

:gw:
No changes

:snake:
Jab 3 knockback (105/60) -> (80/60)
Forward tilt 1 damage (8%) -> (7%)
Up tilt knockback (95/55) -> (83/55)
Down smash mine knockback (58/90) -> (62/95), angle (88) -> (90)

:sonic:
Dash attack sweetspot damage (6%) -> (7%)
Dash attack sourspot damage (4%) -> (5%)
Down tilt inner damage (6%) -> (7%), knockback (80/40) -> (20/80), angle (80) -> (90)
Down tilt mid damage (6%) -> (8%), knockback (80/40) -> (10/40), angle (70) -> (55)
Down tilt outer damage (6%) -> (9%), knockback (80/30) -> (15/80), angle (-) -> (70)
Up smash repeated hits knockback (100/0) -> (150/0)
Up aerial final hit damage (6%) -> (7%)
Down aerial early damage (8%) -> (10%)
Down aerial late damage (7%) -> (9%)
Neutral aerial knockback (X/20) -> (X/40)
Down throw angle (20) -> (0)
Spring projectile damage (4%) -> (5%), angle (-) -> (270)

Stage changes
Luigi's Mansion progresses at 1/2 speed
Mushroomy Kingdom progresses at 1/2 speed
Mushroomy Kingdom 1-1 has a higher ceiling (NTSC-U only)
Spear Pillar has a higher bottom blast zone and individually selectable forms (NTSC-U only)
PictoChat progresses at 2/3 speed
WiFi Training Room replaces Hanenbow in versus mode (NTSC-U only)
Temple has closer top and bottom blast zones (NTSC-U only)
Corneria has further top, left, and right blast zones (NTSC-U only)
Green Greens progresses at 2/3 speed
Big Blue progresses at 2/3 speed
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
CO
3DS FC
1779-0766-2622
I've finished up a small upgrade to my BBrawl sig - just a small shiny badge saying the official release is out.
Feel free to take and place as your sig! :bee:


It's kinda big though, so I've made a mini-sig for people who don't have a lot of signature space, but still wanna support BBrawl.
It's only about two text lines high and links to the showcase.



VIVA BBRAWL!

And congrats Thinkaman and AA - this is an amazing project and I hold it in the highest regard.
 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
Amazing job. Both of you guys deserve a hand for how well this project was executed and the effort you both respectively put into it. Everything seems so... professional.

I've supported this project from it's first public release, and I'll continue to support it from here on out. I agree with the goals of the project, and this is something I can see becoming mainstream further down the line, thanks in part due to the fact of being able to now load it on unhacked Wiis. Also, I would like to thank you guys, AmazingAmpharos in particular, for letting me do a tiny bit of playtesting here and there between the earlier releases; I've always felt my feedback was at the very least appreciated!

Here's to this project becoming big!
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
I have few complaints for this and I'm overall pleased to see a user-friendly release. I want to see what my friends think of this.

And let me get this straight, you have a modification on Stage Builder that launches the Balanced Brawl edits? Is this done every time you start the game?
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I have few complaints for this and I'm overall pleased to see a user-friendly release. I want to see what my friends think of this.

And let me get this straight, you have a modification on Stage Builder that launches the Balanced Brawl edits? Is this done every time you start the game?
It's done every time you open stage builder.
 

Rapax

Smash Apprentice
Joined
Jul 31, 2009
Messages
145
Location
Vienna, Austria
Wow, finally also for PAL, you guys are amazing!

I will download it this week, can't wait for it =D

Sadly i'm at work now, so i must wait xD

But yeah, looks awesome =D

Thank you so much =D
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Haha, no one is perfect. We had a bug in the version that's up right now; Peach's aerial changes don't apply while she's floating! This is being fixed immediately; the 3 people who have already downloaded it have subtly bad versions though...

We don't intend to fix this sort of thing in general, but when you find out about it literally 5 minutes after you launch, you feel like you shouldn't just ignore it. We were honestly considering fixing it and not telling anyone, but openness is important to us.
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
Thinkaman did you get my PM? I just want to know if it can be addressed before the next version in 4-6 months.

Edit: Looks like there will be a stealth update.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
I'm a little annoyed that not all the changes were immediately documented on the public review of Balanced Brawl. I kinda wanted to know in my head how exactly this game was going to be different before diving into it. Small changes like increased knockback on power throws like Mario, Falcon, and Ganondorf's B-throw caught me by surprise, and I'm a bit miffed I didn't know about those earlier.

I'm kinda afraid to know how many changes like these weren't completely documented, since every little bit DOES change the way you're supposed to approach this game. New KO percents for example have to be memorized.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
We're posting the full changelist now; it will be up tonight. We figured no one wanted to wait even longer while we polish documentation... Only one change is to be left undocumented; the bonus surprise one that I'm a bit shocked no one has found yet. On that note, Super Mario 64.

Anyway, sorry for the minorly glitched original uploads; the real standard release is here now.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
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3DS FC
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I believe that is common and known with hacks; Blue Falcon is strange and glitchy, just like Timer items.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
I'm a little annoyed that not all the changes were immediately documented on the public review of Balanced Brawl. I kinda wanted to know in my head how exactly this game was going to be different before diving into it. Small changes like increased knockback on power throws like Mario, Falcon, and Ganondorf's B-throw caught me by surprise, and I'm a bit miffed I didn't know about those earlier.

I'm kinda afraid to know how many changes like these weren't completely documented, since every little bit DOES change the way you're supposed to approach this game. New KO percents for example have to be memorized.
I'm staying up obnoxiously late to double check everything, posting them as I do. Sound good?
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Oh anyhow, just speculating.

I highly suspect that Marth is going to come out on top of this metagame. His worst matchups just got a lot better (it seems in high level play, he only loses certain matchups due to getting KOed earlier), and it doesn't look like he significantly loses to anyone. ROB might get a better edge on him with his buffs, and that's about it.

As for nerfing him...I'll wait for my speculation to come true before I give my suggestion. And not like there is anything wrong with him being the best in this game except he's just a lame Nintendo character outside of Smash...

I'm staying up obnoxiously late to double check everything, posting them as I do. Sound good?
And by the way, much appreciated.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Alright guys, only a handful of characters left, and I can't go on any more. I left some TODO notes on those characters, and will update core changes and call it a night.
 

King Funk

Int. Croc. Alligator
Joined
Nov 1, 2008
Messages
2,972
Location
Copenhagen, Denmark
Guys the PAL version doesn't work for me and other PAL users.

Could you please create a zip for the SD card with all the required files that works? It is possible that we are missing something or that we are doing something wrong...
 

daisho

Smash Lord
Joined
Mar 16, 2008
Messages
1,602
Location
College Park, MD
Wow, even I might be able to understand how to do that... and I don't have to hack my wii.

I will definitely try this out.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
Watched the 2 videos, good job guys. This looks very professional!
I still believe needs no Nerf. At most, his Side Special could get a little tweaking. But honestly, he's entirely beatable.
Not like MK in Brawl.

Also, I know I should wait for the changelist, but I have the urge to ask about it.
Did you guys happen to remove Snake's extended invisible hitbox on his F-tilt? It's seriously stupid that it hits so far ahead.
 

A2ZOMG

Smash Legend
Joined
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Messages
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Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
At most, his Side Special could get a little tweaking. But honestly, he's entirely beatable.
Marth right?

Because I agree with these two statements. By the next release...one top priority should be nerfing Dancing Blade. It's pretty stupidly good. Basically a 4 hit Jab combo that you can do out of dash, and it does a little too much damage for that matter...outspeeding and outdamaging most DAs.

Yeah...you can make his life miserable if you can bait him however, although I honestly don't see some characters being able to handle him still even with a few damage/knockback buffs. Obviously Ganondorf comes to mind since he's still slow and easily gimped by a Marth that spaces well, and then even with Luigi's fireball buff, vs Marth is probably still pretty stupid since Marth unlike MK can fan away projectiles.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
Marth right?

Because I agree with these two statements. By the next release...one top priority should be nerfing Dancing Blade. It's pretty stupidly good. Basically a 4 hit Jab combo that you can do out of dash, and it does a little too much damage for that matter...

Yeah...you can make his life miserable if you can bait him however, although I honestly don't see some characters being able to handle him still even with a few damage/knockback buffs. Obviously Ganondorf comes to mind since he's still slow and easily gimped by a Marth that spaces well, and then even with Luigi's fireball buff, vs Marth is probably still pretty stupid since Marth unlike MK can fan away projectiles.
He's good mostly because of his disjointed hitboxes. His killing percentages are reasonable and he even has trouble killing when it gets too high. You'd be surprised to see how it hurts his game to nerf DB and decrease damage and knockback.

Well actually, he does deserve a few number of nerfs. But I don't want to see him getting overnerfed like when Brawl+ started. I'm no Marth Mainer anymore, but I'm still very positive that he's overrated.
 

A2ZOMG

Smash Legend
Joined
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Messages
12,542
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RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
I'm not surprised how reliant on DB Marth is. It's overall his best move, and is one of the best out of dash options in the game. This is pretty huge, since wavedashing doesn't exist in Brawl for the most part.

But anyhow, it's pretty stupid that it does like at least 17% or so, and at the same time allows him to laugh off diminishing returns. Especially considering that it punishes almost anything you whiff on Marth....
 

MorpheusVGX

Smash Journeyman
Joined
Apr 11, 2007
Messages
498
Location
Buenos Aires, Capital Federal
I've finished up a small upgrade to my BBrawl sig - just a small shiny badge saying the official release is out.
Feel free to take and place as your sig! :bee:



It's kinda big though, so I've made a mini-sig for people who don't have a lot of signature space, but still wanna support BBrawl.
It's only about two text lines high and links to the showcase.



VIVA BBRAWL!

And congrats Thinkaman and AA - this is an amazing project and I hold it in the highest regard.
Hey, it deserves to be big! By the way, I wanted to suggest a change into the Balanced Brawl Signature (the big one). Why is the HARMONY keyword? I think that the third keyword should be Conservatism, which means the patch is made to preserve the original gameplay and improve the already existing playstyles of characters.

Also, BALANCE is implicit in the hack name.. so.. maybe we could use another word... a synonym of Justice (because Justice seems so political) ...it can be fairness or integrity. I think integrity is a nice word but it is too generic, so I suggest fairness.

Maybe we should add some color psychology to the signature. Using colors as white for purity and goodness, blue for intelligence, yellow for energy, red for passion and love and green for security and hope. I am not saying that we should use all that colors, we don't want it to be a Rainbow right? But I think it needs some color. I really dislike the Brawl+ slogan. I don't know if Balanced Brawl will have one. I think this keyword triforce is better: CONSERVATISM, VIABILITY, FAIRNESS.

Do you think we can come to an agreement or should I try my own signature? :)

P.D: Where will the Balanced Brawl Community gather?
 

FabDelux

Smash Rookie
Joined
Aug 24, 2009
Messages
5
Location
Berlin, Germany
Guys the PAL version doesn't work for me and other PAL users.

Could you please create a zip for the SD card with all the required files that works? It is possible that we are missing something or that we are doing something wrong...
+1 (I'm a PAL user too) :(
 

-dUb-

Smash Cadet
Joined
Jun 16, 2008
Messages
58
Location
Plymouth, Minnesota
I'm curious about the official stance on freezing stages.
Since you did slow some down to increase viability, was there any consideration put into freezing or reversing stages?
WarioWare makes a viable starter/counter while frozen or reversed.
 

ddonaldo

Smash Journeyman
Joined
Jul 1, 2008
Messages
461
Location
London
I have a question, sorry if this has already been asked. But will european wii's always need homebrew channel 4 this or is getting this to work on euro wii's still being worked on?
 

FabDelux

Smash Rookie
Joined
Aug 24, 2009
Messages
5
Location
Berlin, Germany
I'll add this signature if BBrawl works for PAL users, too. :laugh:

@ddonaldo: u won't need the hbc anymore for BBrawl if the smash stack exploit (the stage builder thingy) gets ported to PAL but it's unknown if this will ever happen...
 
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