Leon89
Smash Cadet
- Joined
- Aug 22, 2009
- Messages
- 25
hmmm... would that be the RSBE01test.gct file?The ONLY thing you need to do is switch the old .gct file to the new one. Nothing else needs to be changed.
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hmmm... would that be the RSBE01test.gct file?The ONLY thing you need to do is switch the old .gct file to the new one. Nothing else needs to be changed.
o really..... nice. where can i download the rsbe01.gct file and the txt file. did it replace the one on the download link on the first pageThey are back to normal in the standard release. They were only this way in the earlier releases due to code limits related to throws which have since been resolved.
Is this the final release you are speaking of?Tonight whenever Thinkaman gets back from his tournament. His Balanced Brawl tournament I should note!
Also, are there any PAL players around right now? I have a PAL codeset ready, but of course I have no idea if it works. PM me ASAP if you have a PAL Wii/Brawl that is homebrew enabled and are willing to help. If no one does, we'll just launch not knowing if it works.
ok kool. I'll check back in a couple hours to see if the rsbe01 and the txt file will be up. at least pikachu and dedede up throws are fixed so im happy. that was the only problem i hadWe apologize and ask for a bit of patience on this release. It's still coming tonight; it just may be very late (which I suppose makes it tomorrow morning). Smash tournaments are notorious for running behind schedule...
And yes, this is the standard release that will stand for months.
We apologize and ask for a bit of patience on this release. It's still coming tonight; it just may be very late (which I suppose makes it tomorrow morning). Smash tournaments are notorious for running behind schedule...
And yes, this is the standard release that will stand for months.
still asking =(it lags at loading at the beginning?
we've been having trouble with load, we waited for about 5 mins, but nothing happened; and even the wiimote we were using for settings turns off (we think that means it has already frozen).
I've been trying use the test version, btw.
@ ratman19:
please, DO NOT double post. Use the edit button at the right of your post =)
BTW
still asking =(
It is not possible and it will never happen. Both have different goals...i wonder if anyone thought about combining brawl + and brawl balanced into one game. i wonder if thats possible.
what, have an official release so the metagame can develop?I wish Plus would follow this example LOL.
The thing is, B+ has no clue on how the tiers are. BB's seem to already be set in stone. I actually wonder how BB's is though, I guess it's like vBrawl's but everyone's a lot closer.I wish Plus would follow this example LOL.
Grenades, C4, D-throw, and the massively unfair range on Snake's 4-6 frame tilts (keep in mind, the average tilt comes out in about 6-7 frames) is enough to make him stupidly good. I mean if you tone down his damage a lot he'll still come out with gay traits reminiscent of ROB (and with other advantages like being moderately harder to juggle, harder to Jab cancel combo, etc).You do realize that when Snake hits you with jab1 he has a mix-up, right? He can do for the full jab combo or jab cancel into ftilt (also jab cancel to grab, but most people in my experience are good at avoiding that one). This is really too fast to react to; you have to predict. It's also extremely good, especially against characters like Mr. Game & Watch who have to stay in Snake's face (i.e. are scared of getting grenade camped) and are focusing so intently on avoiding utilt because utilt kills them stupidly low that they are going to eat more jab1s than you'd think they "should" and probably won't react that quickly to all of them. Making jab3 not a kill move (which really makes it like everyone else's jab3s) is a general nerf to this mix-up in specific without really affecting much of the rest of Snake's game (nerfing ftilt more would affect a lot more than this). Snake has +3 frame advantage with his closer hitbox on jab1 and +6/+0 with his farther one depending on whether they do an aerial action or a grounded action (the hard landing animation takes time). The mix-up is definitely real; that's pretty good frame advantage. It's not in the same league as Ike's, but it is among the game's better jabs.
http://www.smashboards.com/showthread.php?t=236603 is a good resource for information about frame advantage out of jabs.
As per dair, Snake tends to do best against the aerial characters whom his grenades impede when he uses them intelligently and who fear his up tilt more than most. I hate to keep bringing up Mr. Game & Watch, but he really is such a good example! The nerfed Meta Knight feels the exact same way too. If Snake is jumping to do dair, those characters are happy even if dair is a really good move. On the other hand, if Snake is playing a cautious, grounded game they're unhappy, and his jab mix-up fits into that nicely.
Also, in general, Snake is a fragile system. We understand exactly why Snake is so good in standard Brawl. Turn just a few knobs on Snake a little too much the wrong way, and he drops from top to low nearly instantly. I mean, he's a big, slow character who is extremely poor at fighting in the air due to his poor aerial mobility and really huge commitment on all five of his aerials. That is a recipe for failure in Brawl, and it's only through a very delicate balance of several extremely powerful tools that he's good (quite contrary to, say, Meta Knight who is good in a way that is pretty resilient). Sakurai doubtless understood this, and out of trepidation for making a character as unique as Snake that wasn't good at all, he left Snake stronger than he should have been (top tier and all). We don't want to balance everyone but Snake and leave Super Snake Bros. Brawl, but we did address Snake with the utmost of caution since we know it would be way too easy to ruin Snake.
I'm sure no one will believe me when I say that Snake could easily be a low tier character with not so major adjustments; everyone knows the amazing Snake of standard Brawl as their "norm", and it's strange to think of such a good character as being at risk. Still though, I feel as though we dodged a bullet with Snake; I think as a whole package, we got him about right.
When you have the code in a txt file. You should have a small program named codeManager.exe. This program generates a *.gct based on that txt. There you can uncheck portions of code. Or else you can remove portions of code on the txt file.please help me [exagerating] if you can.
uhm... do you know if there is a way to get the original spear pillar and hyrule temple back? its in balanced brawl, but i dont like their version. i prefer the old ones, but i still want to keep balanced brawl. do you think thats possible? thanks.
P.S. i'm new to the...hacking wii and ****...so im a bit.....confused? i get confused with the codes and ****. i would really appreciate your help. thanks again.
I never implied that moves don't share the same staling rate. Actually, I would think that would actually be interesting and possibly even beneficial to the game if only certain moves staled. But anyhoo I never intended to imply such a thing existed.First, the idea that moves stale a different rates or speeds is a completely false perception. Except zairs and zamus nair which don't stale at all, all moves stale along the same pattern per standard input. Ganon is actually affected less by stale moves because all of his moves are chock full of immense knockback growth that gives him massive overkill at higher %s, and he has such a wide variety of kill moves. However, his slow pummel, poor grab range, and lack of a safe poking move (like nado or Jigglypuff dair) does inhibit him from refreshing his moves. The only issue I ever have with Ganon's stale moves are uair, and rarely dash attack.
Here are the new BBrawl showcase videos.BTW I'm interested in seeing what you did to Up B. That actually being darn useful would be....well....darn useful!