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More damage = More knockback, even if you don't change the knockback on it at all.
+3 makes a big difference to it, apparently.
+3 makes a big difference to it, apparently.
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NO, you don't get it. I selected Hanebrow and I got Hanebrow. Not wifi room...They did they intentionally, since Hanabrow is just a bad stage for competitive 1vs1
Did you use a custom codeset? If yes then just put these in and I think your good.NO, you don't get it. I selected Hanebrow and I got Hanebrow. Not wifi room...
lol.Pound is also ridiculously easy to bait, and has a good amount of ending lag. Using it as a primary offensive move in a serious match is simply unheard of. You'll use it about as much as Samus' up-b.
No I never touched the codes. and I don't know how to mess with game data. and even if I did, I wouldn't know where to place that infoDid you use a custom codeset? If yes then just put these in and I think your good.
Hanenbow is WiFi Training Room
C26DCEE0 00000003
A37A0022 2C1B0025
40820008 3B600037
60000000 00000000
WiFi Training Room Music
0410FE04 386327C3
I did all that. I just don't know how to add codes like the wifi roomOk ok, Im going to try to walk you through it manually step by step (this will be the Smashstack method)
1)Go to the download link at the First Page: Under BalancedBrawl it says download link click it. Now it takes you to Mediafire.
2)Download the first file titled: Balanced Brawl.zip and place it on your desktop.
3) Extract it on you desktop and a folder that says Balanced Brawl appears. When you open the folder you should see 4 files:
"Boot.elf"
"gameconfig" (a text document)
A folder named "codes" and
a folder named "private"
4) Now take "Boot.elf" and "gameconfig" and just put them at the root of you SD card.
5) Ok here's where it can get iffy.
If you have an empty SD card or if it does not have the folders "private" and codes" just put both folders at the root of the SD and then skip to step 7.
6) Now If you already have the folders "private" and "codes" on the root of your SD do the following:
a) Take the file titled "RSBE01.gct" and put it into the "codes" folder.
b)Then make sure your "private" folder is set up with this hierarchy: private\wii\app\RSBE\st
c) Now on your desktop go to the same directory that you have in you SDcard and take the file titled "st_080805_0933" bin file and then place it in the same directory except this time on your SD card. Now all the important files are on the SD.
7) Insert the Sd card and Brawl game into Wii
8) When Brawl loads up and gets to the main menu immediately go to the stage builder. When you do you should see strange text and a green screen appear briefly automatically. Then Gecko loads up.
8) in Gecko go to the first option and then it will load the codes and the game. Then Brawl will load up as normal but with the modifications. Now take out the SD card (or your game will freeze cause of the bin file in the stagebuilder.)
9) Now every time you want to play Balanced Brawl just repeat steps 7-8 and enjoy
If that doesnt work then I HAVE NO IDEA what is going on.
The thing is that we don't want to homogenize the cast. It would be all too easy to make Sonic better at killing, Ganondorf faster, Pokemon Trainer individual, and Link better recovering. The problem is that the difference between the characters takes a big hit with that method. Sonic is about raw mobility at the expense of range and kill power (not sure where you're getting that his approach is bad; with his mobility, Sonic can bait like a pro or run-up grab/dash attack with no risk if the opponent doesn't bite). He's that fly zipping all over the place that is so fast just in terms of raw mobility that he's hard to swat (seriously, even in Sonic vs Captain Falcon, Sonic's mobility advantage is really big). Of course he ran into some problems, mostly because of the basic fact that he was a fly fighting some lions who didn't mind his sting enough for his slippery nature to translate to wins. However, those damage buffs, especially dash attack which is seriously a really good move (for the unaware, Sonic's dash attack, like Squirtle's, goes right through shields so it's pretty much always safe on block), suddenly make Sonic sting a lot more. Some of the moves we buffed that largely got overlooked have more use in Sonic's hardest matchups (the characters who put walls of priority in front of them). For instance, Sonic's down tilt is usually just plain ignored, but if Sonic for whatever reason needs to stop moving for a second and go for a good range poke, it is actually really good at that with the new hitbox values we gave it (the only reason it wasn't good in standard Brawl for this purpose was because it wasn't exactly great on hit). I know Thinkaman did some location testing and found Sonic's dtilt way more effective against Marth than anyone expected it to be. We have fairly limited data on the way it ultimately panned out for Sonic in the end, but I do have confidence that our approach on him had the potential to produce a balanced character and the advantage of making sure Sonic was still Sonic and not Fox 2.These buffs are nice and everything but don't deal with Sonics real problems like range, approaching and killing. Why not just simply make his Fsmash and Dsmash faster and stronger...?
Most characters are more flexible at core than you give them credit for, and please don't worry so much about that old Diddy Kong comment (his value in Balanced Brawl is not completely static anyway). The main point was to say that we are balancing toward the near-top but not the absolute-top.My biggest qualm with this project is your ambition to put every character on the same level as Diddy Kong. Diddy Kong is an excellent character who many believe to deserve a much higher spot in the tier list, and I don't think pointless buffs like giving Fox's illusion a 1% increase will make them a character of the same calibur. Sure, chaingrabs are gone which is nice, but it just doesn't seem like enough. For example, you claim that Jigglypuff is now viable with its changes, but a buffed Pound isn't enough to make it win in a metagame wrought with Marths and G&W's. How could you let this happen with a project where the focus is balanced mathcups? Furthermore, some buffs simply will not make some characters move down. For example, you can nerf Snake's tilts as much as you want, but he will always have more options than most characters due to his extremely versatile moveset.
Pokemon Trainer is unique among characters in being at his very core designed around a constant switching of "characters", and we're all too aware that in standard Brawl "Pokemon Trainer with no stamina or forced switching" is just code for "Squirtle". In the spirit of maintaining what is unique and interesting about this character, we decided to focus on improving Pokemon Trainer within his team dynamic. Each individual buff on every Pokemon was informed by their role on the team, and the switch times were sped up to address any issues Pokemon Trainer may have with getting stuck with no stamina on one form. I definitely very strongly feel that Pokemon Trainer no longer has weak links holding the whole team back; playtesting has suggested he's actually incredibly effective and can really leverage his amazing diversity when his entire team is performing up to standard (instead of him having to worry about the opponent just waiting for Ivysaur).This might have already been asked by why didnt u get rid of stamina for PT
Don't you use PAL? Not all codes are avaialble on PAL, just stage stuff missing. I'm sorry; we are limited by what codes exist. Anyway, to iterate from the starting post, here's the stuff that you are going to be missing...Got it to work... but whenever I select Hanebrow, I get... Hanebrow. Wifi Training room?
If 3+% will really make a difference, I think that would help a lot. From my experience, sonic's problems are in killing, and dealing with range/disjointedness(I think sonic's approach is pretty good, with his sheer speed). His two worst matchups: Marth and g and w. They both have very disjointed attacks, making it very hard for sonic to get in their defenses. Sonic is ok at racking damage against them when he does find an opening though, since his throws are pretty strong and his spindash combos usually do good damage. Of course, killing is where the problem is, because even his fresh smashes do not do much damage or knockback. This boils down to sonic having to poke at them repeatedly (the minor buffs do make this faster) and attempt to land one of his k.o. moves, each one being slow in start up and not having too much knockback. While he's doing this, he has to avoid being damaged, which is hard due to his opponents great range, and sonic's lack of priority. They also kill earlier than him especially g and w).A simple tacking +3 to fSmash makes it so that you can use it as a damaging punisher at the cost of staling it later.
What we really need is info on why the matchups suck.
How do they shut down Sonic? If every single one of them is "They simply kill him at a faster rate." then a kill move might be needed. If it's a gameplay flaw, you give him a niche move that trumps gameplay but can be used sparingly.
@AA:
Just wondering about Sonic's Dair: Which side complained about this? The sonic players, or their opponents? If the opponent complained about it, you could tone it down a little. I don't, however, see why the Sonic mains would complain.
Make sonics sweet spot dair spike.
This is a fair and balenced addition that helps alleviate a lot of sonics problems
also make his up air do at least 12%
Makes sense, I can see your point. I'd just like to thank you for taking the time to actually address the things I've said. Please keep in mind that these were simply aspects of the game that I didn't fully understand, and I in no way am showing a lack of support for this project. In fact, I've been wanting to try it for a few weeks now.Amazing Ampharos said:Most characters are more flexible at core than you give them credit for, and please don't worry so much about that old Diddy Kong comment (his value in Balanced Brawl is not completely static anyway). The main point was to say that we are balancing toward the near-top but not the absolute-top.
The thing with Fox is that he's not really "bad" in standard Brawl in the sense that he has a pretty effective moveset and a coherent playstyle. In most matchups, Fox is really not bad; if we just take him at total face value, he may even be high tier (remember those Japanese tier lists that put Fox pretty high up?). The reason he's ultimately low tier in standard Brawl is because of how abusable he is. Pikachu and Sheik in particular just wreck him with stupid stuff, and Zero Suit Samus gets some pretty silly stuff out of dsmash as well. We made those issues pretty much go away for Fox; that's his real buff. Now we're seeing how he pans out in a game where he's not shot in the foot by a few horrible matchups before he even gets started. Sadly, Fox has not been used very much so we have fairly limited data on him...
Jigglypuff is not nearly as bad as people make her out to be; it's not like Mr. Game & Watch can use turtle over and over again and Jigglypuff has no choice but to jump into it. Her game is focused around a more narrow set of moves than all the other characters which makes her somewhat tricky, but given that Thinkaman mains Jigglypuff in standard Brawl, we have expertise about her on our side.
I think you are simply mistaken in saying Snake's moveset is fundamentally more versatile than the average character's. If anything, Snake is a prime example of a character who succeeds primarily on the basis of just being really rewarding (high damage, high kill power). I think if you give the other characters a fair shot, you'll discover they aren't exactly simple either; there are no one trick ponies in Bbrawl.
I wouldn't say no to a ROB-style spotdodge-into-Dsmash spammable mindgame combo, although since the point of BBrawl is to improve characters without making them play differently than on vBrawl, changing his Dmash speed to make it come out faster will unhinge that. The same with his FSmash.that could work...
I mean, the move even looks like it should be spammable to an extent (he just rolls around)
IMO, it's either that or make one of his throws a high percent kill move.I wouldn't say no to a ROB-style spotdodge-into-Dsmash spammable mindgame combo, although since the point of BBrawl is to improve characters without making them play differently than on vBrawl, changing his Dmash speed to make it come out faster will unhinge that. The same with his FSmash.
:/
Iv'e played sonic since this game came out. to be honest with you, chis is right. You have to deal with his killing issues. if we dont do something its not gonna matter what you do to everything else, and that's fact. you have to make the kill moves more viable and reliable, which basiaclly comes down to adjusting the speed of the attack or the power. i am leaning towards the speed buff since this matches with sonic's game well, as well as the fact that he is a fast character. even if i had a slight power nerf on my kill moves i wouldn't mind if they were more reliable and faster. If these aren't changed then maybe a buff on his running speed to make up for those horirble matchups where he has too much trouble getting in, thought i even doubt that would be sufficiant.These buffs are nice and everything but don't deal with Sonics real problems like range, approaching and killing. Why not just simply make his Fsmash and Dsmash faster and stronger...?
I wouldn't say no to a ROB-style spotdodge-into-Dsmash spammable mindgame combo, although since the point of BBrawl is to improve characters without making them play differently than on vBrawl, changing his Dmash speed to make it come out faster will unhinge that. The same with his FSmash.
:/
It wouldn't be too bad if I could just kick Ivysaur to the curb...Those two will never happen :D Ness has a great on-stage game and if you give him great recovery, he will be far too good.
Pokemon Trainer is a team. That will never be broken. Squirtle, Ivysaur, and Charizard are his subordinates. If you don't like playing even one of those, then don't play Pokemon Trainer. They are obligations.
Just to point out, this is not how it works. In a complex fighting game, there's always more than one way to solve an issue, especially one as broad as, "make this character good". There is an enormous number of ways they could make Sonic viable without buffing his kill moves.Iv'e played sonic since this game came out. to be honest with you, chis is right. You have to deal with his killing issues. if we dont do something its not gonna matter what you do to everything else, and that's fact.
Pokemon Trainer - No Pokemon SwapPokemon Trainer is a team. That will never be broken.
That's a terrible and over exaggerated comparison. All these minor buffs won’t improve Sonic as nearly as enough as giving him a reliable kill move which would help in loads of match ups. People have been playing this game for over a year so surely they would know exactly what would improve their character by now? You can only improve Sonic in so many ways, you can add a bunch of little quirks and gimmicks to his moves until he doesn't even play as original intentioned, increase his hit boxes, loads of damage buffs, give him a reliable approach or just improve his methods of killing. If you won’t listen to the facts to mainers (and non-mainers) bring, who will you listen too?Just to point out, this is not how it works. In a complex fighting game, there's always more than one way to solve an issue, especially one as broad as, "make this character good". There is an enormous number of ways they could make Sonic viable without buffing his kill moves.
Examples just to illustrate how varied solutions could be:
- Make all his other attacks deal 10% more damage without increasing their knockback.
- Give Sonic an infinite shield.
- Make all the other characters suck.
- Give Sonic the ability to spawn food at-will.
Naturally all these solutions are utterly ridiculous, and would contradict the purpose of the project. But my point is that there's never just one way to fix a character -- don't assume just because Sonic's problem involves killing, he can't be fixed by changing something other than his kill moves.
My example buffs are certainly over-exaggerated, yes. But I'm just trying to dispel the attitude of, "if you don't make Sonic's KO moves better, you CAN'T fix him". I don't think anyone ever said that improving his KO moves wouldn't fix him, so it's not like that opinion is being ignored. But the point of BBrawl is to try to fix things with the smallest and least noticeable possible changes. We should focus on what's going wrong in the matchups Sonic loses in, and try to find the most subtle, suitable changes we can make to fix those matchups.That's a terrible and over exaggerated comparison. All these minor buffs won’t improve Sonic as nearly as enough as giving him a reliable kill move which would help in loads of match ups. People have been playing this game for over a year so surely they would know exactly what would improve their character by now? You can only improve Sonic in so many ways, you can add a bunch of little quirks and gimmicks to his moves until he doesn't even play as original intentioned, increase his hit boxes, loads of damage buffs, give him a reliable approach or just improve his methods of killing. If you won’t listen to the facts to mainers (and non-mainers) bring, who will you listen too?