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Balanced Brawl Version 2 Release

ぱみゅ

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DI+Jump/Reflector.

I was messing with BBrawl and other stuff, and I discuvered that Online Practice Stage on Fixed Camera Mode only shows certain aerial part of the stage (everyone grounded gets hoopdamage), and it's hilarious to see characters disappearing from middle of the screen and getting star KO'd.
Again, why did you removed OPS?
 

Steeler

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is there a way to load bbrawl from a usb loader? my wii's disc drive failed so that's the only way i can play brawl...
 

A2ZOMG

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I have no idea if you can file replace stuff on your ISO package directly. Or if SD ports are still compatible with USB loaded games.
 

MonkUnit

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You can USB load but you can't really discuss it on swf. Go to the project m irc for help with that. Yes, Usb loaders still read from the sd card as well... That's how they load edited files and such. You just set up your sd card like you would with gecko os or stack smash.

:phone:
 

Virum

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Anything that's done with Gecko, you do with USB Loader. The SD file set up is the same, because USB Loaders work with Ocarina codes.
 

Orange_Soda_Man

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Is there a way to have balanced brawl and to be able to play on stages made in the stage builder in-game? What I'm reading says I can't.
 

ぱみゅ

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You'll need to find another way to load BBrawl (Gecko/Riivolution, for example), and delete the stage file included on the download.
 

Steeler

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i've got it working, guys, thanks. turns out the gct was in a GECKO folder instead of a codes root folder
 

Igni3

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I tested the Balanced Brawl 3 and I have to say, it's amazing! =D

But, there's something strange to me, when you use the baseball bat against Ganondorf loading Wizard Punch, nothing except damage happens to Ganondorf, that means, Ganondorf will spam Wizard Punch and Foot everytime, because these skills have a good priority.

Fix me if I'm bad, I'm newbie =P
 

Igoos

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I have to play with my original game?? Because so far, I had only played with my external HD. BB will work that way or I have to play with my original??
 

Last Elixir

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I tested the Balanced Brawl 3 and I have to say, it's amazing! =D

But, there's something strange to me, when you use the baseball bat against Ganondorf loading Wizard Punch, nothing except damage happens to Ganondorf, that means, Ganondorf will spam Wizard Punch and Foot everytime, because these skills have a good priority.

Fix me if I'm bad, I'm newbie =P
There are two important points here.

A: The patch is designed around you playing with items turned off, so really you should never encounter a bat.

B: That bat is much better when used as a throwing weapon! Just chuck it at his face and grab it while he is recovering! =o
 

ぱみゅ

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Some HardDrive loaders are unable to handle more than 256 lines of patch codes -and BBrawl has A LOT more than 256).
If yours can't and you want to play BBrawl, you should look for one that works like that.

Or... y'know... get the actual game if possible...
 

Igoos

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Stop pirating ****. There ya go, problem solved.
Shut up ******. If ain't gonna help, keep your mouth close before I stick my **** inside it.

Some HardDrive loaders are unable to handle more than 256 lines of patch codes -and BBrawl has A LOT more than 256).
If yours can't and you want to play BBrawl, you should look for one that works like that.

Or... y'know... get the actual game if possible...
I do have. The problem is that i played SO MUCH and for very long periods (weekends tournaments with school's friends) that he is very damaged. Sounds fails a lot, glitches occur, etc. I will look it then. Thank you for the help. Instead of some people that just ***** about it. (*whisper* Sleek Media)
 

ぱみゅ

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If it is glitchy, then you MUST look for another one lol.
Also, try to keep changes as little as possible, Movies, Added or SSE stages use to be too much for a third-party loader to handle.
Just the regular BBrawl patch, and if you want, texture/model and music patches. That's just enough to do it.


pro-tip: Do not argue like that, is just pointless. Just sayin'
 

Igoos

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Ty. And I don't save replays, pictures nor do I like personalized textures or music. So thank you for your time ;D

pro-tip response: when someone appear swearing out of no where, even if he is a Smash Ace, a SSBM or SSBB champion or even M2K himself, I will never hold back. :)
 

Sleek Media

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Shut up ******. If ain't gonna help, keep your mouth close before I stick my **** inside it.

I do have. The problem is that i played SO MUCH and for very long periods (weekends tournaments with school's friends) that he is very damaged. Sounds fails a lot, glitches occur, etc. I will look it then. Thank you for the help. Instead of some people that just ***** about it. (*whisper* Sleek Media)
Hahaha! Do you speak English as a second language or something? And this "I played the disc so much glitches occur and sound fails" excuse! That's not how discs work, especially when broken. Honestly, it's a wonder to me that kids like you can even plug a HDD into the back of the Wii properly.
 

Igoos

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Yes *******, indeed, english is my second language. Yeah, well, when you're the only one in the house who actually care about the disc, it's kinda hard tor preserve.
 

Gatlin

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Igoos and Sleek Media, this discussion between you two stops here.
Thank you.
 

Igni3

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Hmm, is my idea, or Pit is a bit overpowered? I tried him against Bowser, and Marth (Marth sucks, he has no real buffs =/).

Pit can win Marth easily D=, I dunno if I'm noob xD, but Pit has, good range attacks, good melee attacks, good recovery, returns proyectiles, and he can do a lot of % spamming the thing that returns proyectiles, because it has a lot of priority.

Again, fix me if I'm bad, and fix my english too D=
 

Amazing Ampharos

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Marth was one of the better characters in standard Brawl, and the characters who were better than him before (the only two really uncontroversial were MK and Snake, Diddy is going to be widely agreed though) are pretty safe to claim as overall worse. It's not really fair to claim he's bad in BBrawl, and most testers would disagree with that.

As per Pit, most of what you said about him is true, but it kinda misses the bigger picture. Pit's mobility is mostly not so great (he's only really moving fast while gliding, which has its own limits), and Pit's attacks are all around pretty middling in speed which isn't so bad except unlike most characters with that sort of speed of attacks he doesn't have any one that is just really fast. Pit's projectile is good in many ways, but he really can't fire it nearly as quickly as something like Falco laser so it's more of a tool that keeps tagging bad approaches and less of one that fills the screen with hitboxes (it's played more like a Link projectile). His range is also good and mostly disjointed which is nice, but it's not really in the same class as the real big range characters (Meta Knight, Marth, Mr. Game & Watch, Ike, Donkey Kong, King Dedede, etc.). He ends up being pretty middling in a lot of ways which lets him play a really strong fundamentals game and lets him compete with anything, but he doesn't have the same ability to shift matches toward extremes as some other characters have. I suppose it would be strictly more accurate to give him credit for being on the better side of the mid-way point of the cast on most areas, but then you have to consider his generally below average KO options which actually don't really skew his game much just kinda act as a diminished reward on everything else he does since being at, say, 120% against Pit just isn't scary like it is against so many other characters.

Also, about Pit's recovery, the distance is ridiculous, but it's actually pretty easy to catch inexperienced Pits coming back if you use a character with strong off-stage tools (like G&W, Jigglypuff, MK). His jumps are laggy, and his up special is super slow. None of his aerials do an especially good job of keeping him safe. Better Pits will use gliding to be much, much harder to edge-guard, but keeping in mind what you can do against Pit's assorted options is always important.

Angel Ring is a trap that catches a lot of low level players while not being nearly as good as it seems, no offense. It seems really good at first since it's high damage and very high priority, but the problem with that move is that it's really huge commitment. If Pit whiffs it, you can usually hit him with just about whatever you want. Marth is a good example since he can easily just fsmash Pit. The start-up is too bad to be practical to beat projectiles (his shield, on the other hand, is pretty good against certain kinds of projectiles), and since the move can't really be used practically as an aerial move, relying on it ends up forcing you to be really predictable. It still has its uses, but most stronger Pit players use Angel Ring sparingly. If you're against a Pit player who is using it a lot, just focus on baiting whiffs and punishing them.

Most of our testers put Pit in the bottom half of the cast but competitive, though I'll admit BBrawl Pit is one of the relatively unpopular characters so there's somewhat of a larger margin for error here. Since Pit isn't really much of a specialist in anything, most characters just need to play their basic games here. Focus on your character's biggest strengths, which are probably bigger than Pit's biggest strengths, and try to move the momentum of the match away from your biggest weaknesses, which are likewise probably bigger than Pit's biggest weaknesses.

As per those two specific match-ups, for Pit vs Marth as Marth, try to focus on your strong range. If Pit is sticking to the ground, approaching with well spaced fairs will be decently difficult for him to handle as long as you move unpredictably enough to avoid arrows (you are more mobile than Pit so you're geting mindgamed if he's controlling the positioning). Look for big whiffs from Pit both from Angel Ring and fsmash, and punish both with your own sweetspot fsmash. If Pit starts jumping at you, counter with Dolphin Slash which will easily stuff all of his jump-ins but is very unsafe if baited out so be sure to be right when you go for it. If Pit starts being overly cautious and gets scared to throw stuff out, try to wear down his shield and go for Dancing Blades which will put the hurt on him pretty quickly. If the battle comes down to really close ranges, guessing with Dolphin Slash, sitting in shield, and grabbing are really the only things you have, but Pit's options in this domain are hardly great so it's unlikely to come up often. If you find yourself losing with this style of play, it's probably because the Pit is reading your movement and both putting arrows in really annoying places and tagging you with "random" pokes which is hard to really counter, but you basically just need to be less predictable.

As Bowser, it's going to be a slow battle like all Bowser vs strong projectile battles, but it's very winnable with Bowser here. If the Pit is throwing out anything sluggish that you can armor with fsmash, do it since the risk-reward here is really far in Bowser's favor even if fsmash is pretty unsafe to throw out. If you get in semi-close range, ftilt is going to be a good friend here to tag Pit trying to do something he shouldn't from surprisingly large range, and power-shielding arrows that are fired too close is going to be a big key to sneaking in hits. Klaw-hopping used cleverly can be both a great movement option and a great way to tag Pit with a very damaging attack, and it goes to the general philosophy you should have of trying to position yourself so Pit's arrows would be unsafe. If you can ever make Pit want to go on the offense against you, you are in a very strong position as your grab is much stronger than his and Whirling Fortress OoS is the kind of option Pit can only dream of. If you start to slip, don't get reckless, but at the same time, remember that you're a heavyweight who hits really hard so if you are entering exchanges and trading hits, it's almost certainly winning for you. You have to play patiently but at the same time not be afraid of getting hit which sounds contradictory, but it's the same sort of basic play important for all big characters in pretty much all fighting games. Calculated risks that might end up getting you hit are much more the norm than with most of the rest of the cast, and espcially against a character like Pit who will have a very, very hard time scoring KOs on a non-reckless Bowser, you will be amazed at how long you can stretch out stocks.

---

Also, while we haven't had much to say lately and have been focusing on some things that aren't really related to this thread, we aren't dead and are still doing some work here. BBrawl3 final is basically going to be BBrawl3 rc with a few very minor tweaks most significantly on Sheik but also hitting a small number of other characters with some issues.

No one in this thread was complaining about Sheik, but in BBrawl3 rc we internally found she could combo jab1, jab2, fully charged Needle Storm which was fairly abusable and mostly beyond the dsmashes, tilts, jab loops, and grabs that we were intending and most people were doing (about half the cast could hold down to aSDI out of it and shield, but it's hard to do on reaction, a horrible DI direction agaisnt any of Sheik's other options, and the other half of the cast couldn't do anything anyway). It turns out that jab2 was actually +17 on Jigglypuff which was... pretty obscene (combo into fsmash possible), and I feel kinda bad letting that slip by without notice. We're cutting that frame advantage back to +3 for jab1 and +7 for jab2 against grounded opponents in a way that makes it universal across the cast which should still be very powerful (+7 on hit off a jab is very good in Brawl) but not the silly things it was doing before and also now normalized across the cast (in the rc, it was way, way better against Jigglypuff than against, say, Fox). For those crunching numbers versus standard Brawl, remember that standard Brawl Sheik jab2 was one of those moves that depended a ton on growth so it comboed only at very narrow percent ranges where it had grown enough to do good hitstun but not so much to knock people away, and in BBrawl now it's a fixed knockback move. The only match-up we anticipate any real negatives to this change in is Sheik vs Luigi since Luigi will slide out of most of Sheik's jab shenanigans now (she can still combo ftilt though). Much less notably on Sheik, we polished up her fsmash a bit so it links better in edge cases. Heavy characters like Bowser no longer drop, and Jigglypuff can no longer wiggle through it.

Speaking of Bowser, we're considering adding a bit of a shenanigan that should make Fire Breath more fun and certainly more useful; Thinkaman assures me this will help him in the Olimar match-up which I'm skeptical of but still this animates shockingly well to the point that I'm kinda loathe to say no. More mysteriousness coming later.

We're looking at how Charizard usmash links too, but that's still a WIP. The easy way to make it link better against grounded opponents makes it worse against opponents above you on platforms; it should be improvable in a reasonable and balanced way, but it's a subtle case that most players will in the end not notice except for being told here. It will have a fairly minor impact on Charizard as a whole for sure, just basically a bit of extra polish.

Overall we're pretty happy with the balance we have at this point and don't think we have strong evidence of significant imbalances so we aren't wanting to introduce major balance changes to BBrawl3 right now (other than a stop-gap on us going a bit too far with Sheik and being happy no one noticed). We were adding some polish in these areas for a maximum quality experience, but we think this is an rc we got mostly right the first time.

Also, I know steeler said something about an Ivysaur dtilt issue, but Thinkaman did some of his typical high quality testing and didn't uncover any issues in regards to this move. Of course for all multi-hit moves there will be ways for them not to link with staleness, victim character, victim damage, and in PT's case fatigue, but by and large, Ivysaur dtilt seems like a good linking multi-hit move.
 

Thinkaman

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I tested the Balanced Brawl 3 and I have to say, it's amazing! =D

But, there's something strange to me, when you use the baseball bat against Ganondorf loading Wizard Punch, nothing except damage happens to Ganondorf, that means, Ganondorf will spam Wizard Punch and Foot everytime, because these skills have a good priority.

Fix me if I'm bad, I'm newbie =P
Two very different cases going on here.

Warlock Punch is one of the slowest moves the game. By the time Ganon starts the move, most characters have time to do two entire moves of their own and *still* dodge it. It's not uncommon for someone to hit Ganon for some free damage, easily dodge the punch, and then punish him even more.

Keep in mind too that you can still always grab Ganon during Warlock Punch; this applies to any sort of "armor" on moves on any character.

Wizkick is a much more dangerous, easy to land move. However, even after being made much stronger, it's just as terrible on block. (Which is extra significant on such a slow move.) Most characters get a free smash on Ganon after shielding Wizkick.

There are two important points here.

A: The patch is designed around you playing with items turned off, so really you should never encounter a bat.
Well, it is true that 1v1 play without items on the suggested stages is the "target", the "bulls-eye in the middle" that we aim for and focus most of our attention on. However, other play environments that surround this target are not ignored or dismissed. We certainly do test with regards for extra-unusual behavior and stability in other contexts.

Hmm, is my idea, or Pit is a bit overpowered? I tried him against Bowser, and Marth (Marth sucks, he has no real buffs =/).

Pit can win Marth easily D=, I dunno if I'm noob xD, but Pit has, good range attacks, good melee attacks, good recovery, returns proyectiles, and he can do a lot of % spamming the thing that returns proyectiles, because it has a lot of priority.
Pit is underrated, but Marth and his ever amazing disjointed priority is a serious, game-defining threat. He's quite hard to master due to demanding significant spacing mastery to be played effectively at all; he's deceptively hard to pick up.
 

Igni3

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All your answers, amazing, even you give me hints to win. =D

As I see, it's like the perfect balance for all characters, seems like you thought in every little detail. o_O

I was a 64 player, I was a bit angry, because that game was very unbalanced, I thought Brawl was more balanced, until I saw MK only using tornado, and getting his opponent 100+% easily, now I think even 64 was more balanced.

Thanks to all your effort, and your crazy ideas to balance, hahaha.

I saw this topic: http://www.smashboards.com/showthread.php?t=303600

I thought, can be very interesting some mix of those fixes in BBrawl, I saw this interesting:

Falco's Blaster:

Freeze frames multiplier changed from x1.0 to x0.1
Type/Effect changed from Typeless/Normal to Energy/Electric
It was a typeless attack? o_O

Good luck in your project, the best hackmod for me =P

[EDIT]

I saw this: http://www.smashboards.com/showthread.php?t=287382

Later read the changes, Marth has a change I don't understand, and some nerfs, but he is in the same rank than Diddy, and Diddy received a buff, and apparently no nerfs =P.

Hmm, I think you have a good reason, but I can't figure it out.

[EDIT 2]

Now I saw Diddy is on spot 3, and Marth in 6, comparing with Wario [5], they have very similar nerfs.
 

Amazing Ampharos

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I suppose that's a good point Thinkaman! XD

Also, is there anything at all that can be done about the bug in Shadow Moses where if Kirby uses his upthrow on either side of the stage, it actually "lands" the pair on the top of the pillar, even if it is at full height?

http://www.youtube.com/watch?v=DxQod9NK_dg

Video I pulled up from Youtube to demonstrate.
Uh, probably not easily. There would be ways I think (I'd have to tinker), but it would be a lot of work for a stage we're really not pushing anyway. Either the trajectory of the uthrow would need changed, which I'd guess is a tangled mess and could have implications on a lot of other stages, or the collision on SMI would need rebuilt. I'm also guessing this applies to MK's uthrow too so it could be a double trouble situation.

EDIT: I should mention though, thanks for bringing this obscure bug to our attention. It's always impressive that no matter how many little issues you fix, address, or determine not worth fixing that there are always more you don't know about.
 

Last Elixir

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Uh, probably not easily. There would be ways I think (I'd have to tinker), but it would be a lot of work for a stage we're really not pushing anyway. Either the trajectory of the uthrow would need changed, which I'd guess is a tangled mess and could have implications on a lot of other stages, or the collision on SMI would need rebuilt. I'm also guessing this applies to MK's uthrow too so it could be a double trouble situation.

EDIT: I should mention though, thanks for bringing this obscure bug to our attention. It's always impressive that no matter how many little issues you fix, address, or determine not worth fixing that there are always more you don't know about.
Yeah, I think this one is a pretty minor detail, especially given the work involved. An interesting thing to note is that MK's uthrow does not make this happen. =p

And, I'm always glad to pull up random crap and show off what a beautiful work of art this game can be at times! (I love Brawl but really sometimes things in it are just a mess~)
 

Igni3

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And what happens when you use B with Kirby, then you throw down and release characters like Bowser? it's really easy to KO by that way.
 

Blue Warrior

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Hey, just wanted to say great work on this mod. My local friends and I have started playing it a while ago and we haven't switched back to vBrawl since.

Out of personal curiosity, are there any sites/channels/etc. for organizing online BBrawl games or tournaments?
 

Igni3

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I love this mod!

I tested a match against MetaKnight and he's perfectly balanced, Snake too :D

But I have a little question.
Is normal that Pit can do a lot of damage easily? =P

I tested CPU lvl9 vs CPU lvl9, Ike and Marth, and he won to the 2 =/
 

Last Elixir

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I love this mod!

I tested a match against MetaKnight and he's perfectly balanced, Snake too :D

But I have a little question.
Is normal that Pit can do a lot of damage easily? =P

I tested CPU lvl9 vs CPU lvl9, Ike and Marth, and he won to the 2 =/
Fighting AIs is never really a good way to test out anything about a character given the huge disparity between how an AI behaves and the way a human player makes decisions and learns from the situation they are in. That's part of why it is so depressing that online play is so inaccessible.
 

ぱみゅ

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In the first post of this thread, you can find a link to the v1 thread, which is pretty much the recomended ruleset for it, and can also be used for v2
although it may change for the 3rd one...
 

Amazing Ampharos

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BBrawl3 isn't changing things in this front too much, though there were some stage tweaks (that are already live in the public rc). This page contains basic stage information:

http://balancedbrawl.net/stages/

We leave it an exercise to the player to devise his own methods of stage selection, but in any system we recommend those 28 be "legal" and the other 14 stages be "not legal". If you want to use a traditional system of starters and counterpicks, the number of legal stages would suggest a large number of starters (say 9) but we don't take a position on which stages would be the best picks for starter designation as opposed to counterpick designation (though our list does suggest all the stages that should be banned stages). As long as you don't try to make a bad starter list on purpose, it's probably going to work out fine. If you would prefer some creative other stage selection system, that should work out fine too as long as the system is sound. Otherwise, there isn't much to consider in terms of rules. BBrawl by default has 3 stock 8 minutes team attack on set, we suggest for competitive purposes turning items off, and otherwise you should mostly be able to "just play" without a need for further rules. Meta Knight's IDC is gone, planking is fixed, and I don't think we left in any stalling infinites. Yoshi's grab can result in the game locking up if the opponent breaks it at super-human speeds just like in standard Brawl, and I suppose you'll need a rule for that if you want to cover every corner case (though who is to blame in the case of such a crash is really non-obvious), but that's pretty unlikely to come up even if you play with people who are good at breaking grabs and Yoshi is popular.
 

prOAPC

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BBrawl3 isn't changing things in this front too much, though there were some stage tweaks (that are already live in the public rc). This page contains basic stage information:

http://balancedbrawl.net/stages/

We leave it an exercise to the player to devise his own methods of stage selection, but in any system we recommend those 28 be "legal" and the other 14 stages be "not legal". If you want to use a traditional system of starters and counterpicks, the number of legal stages would suggest a large number of starters (say 9) but we don't take a position on which stages would be the best picks for starter designation as opposed to counterpick designation (though our list does suggest all the stages that should be banned stages). As long as you don't try to make a bad starter list on purpose, it's probably going to work out fine. If you would prefer some creative other stage selection system, that should work out fine too as long as the system is sound. Otherwise, there isn't much to consider in terms of rules. BBrawl by default has 3 stock 8 minutes team attack on set, we suggest for competitive purposes turning items off, and otherwise you should mostly be able to "just play" without a need for further rules. Meta Knight's IDC is gone, planking is fixed, and I don't think we left in any stalling infinites. Yoshi's grab can result in the game locking up if the opponent breaks it at super-human speeds just like in standard Brawl, and I suppose you'll need a rule for that if you want to cover every corner case (though who is to blame in the case of such a crash is really non-obvious), but that's pretty unlikely to come up even if you play with people who are good at breaking grabs and Yoshi is popular.
What happened to WiFi waiting room? That stage is not in that list
Flat Zone 2 is as small as always?
And what about Spear Pillar, i heard it was legal in BBrawl2
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Three forthcoming answers:

WiFi Waiting Room isn't in BBrawl3 at all. There are several reasons. The stage itself is buggy in a few ways. Sometimes the camera gets "stuck" too high, items don't spawn, and fixed camera mode on the stage can only be described as a mess. Secondly, the code we were using to allow it to be picked was kinda problematic in that it introduced a crash into the game in My Music and was really only intended for a more narrow audience. If you like to roll your own .gct files, we still have that code in the .txt version I'm pretty sure, but in the end, we wanted to stick as much as possible to making Brawl strictly superior and had to decide on that.

Flat Zone 2 isn't really that small. The ceiling is relatively low but not super low. Mario's fresh usmash in standard Brawl against another Mario kills at 77% from the ground. That's tied with Port Town Aero Dive while it's flying around and is equal to the starting area of the Halberd (which has the highest ceiling on Halberd). On the other hand, the main ground on Green Greens or the Rainbow Cruise boat results in 75%, and if blocks don't interfere, Yoshi's Island [Melee] ranks in at 74%. The high end, if you're curious, is Jungle Japes at 100% and a "typical" value is Final Destination and a ton of other stages at 82%. Horizontally, obviously there are no side off-stage areas and there's not really good research here that I know of and can easily cite, but the actual length of the stage is pretty long. I don't think it's as long as Mario Circuit or Onett, but it's longer than the ground on just about any of the "floating" stages. The idea that it's a really small stage I think mostly comes from unfamiliarity with the stage and the fact that Flat Zone the Melee stage had a really low ceiling. You aren't the first one to bring that up, but I don't think it was ever an especially small stage, not that it would be clear that it would be a big problem if it were small. Also, FYI, I'm rather fond of this stage, and if you're curious about some of the gameplay I've mapped out on it, I'd be happy to go into details.

Spear Pillar... our changes to it made a decent but controversial and flawed stage. What I said about why we removed WiFi Waiting Room kinda goes double here; we weren't really making the game strictly better, but in this case, we were causing some frustration too. The breaking floor was the worst kind of hazard, very unpredictable with severe punishment and little fanfare (you just kinda fell and died), and the camera issues were not only obnoxious but had some corner gameplay issues (Ivysaur could die by tethering the ledges from max range; it was very silly). With our ability to edit stage hazards and bring stages like PTAD and Flat Zone 2 much more comfortably into the mold, we decided that we didn't need to keep banging our heads into the wall trying to save a stage that was so much more fundamentally flawed as Spear Pillar.
 

Fej

Smash Rookie
Joined
Jul 6, 2011
Messages
2
Hey guys!

I'm just looking for some help getting BBrawl to run.

To start off, yes, I am using a USB loader. Specifically, USB Loader GX. No, I did not pirate the game. I still have the physical copy. My Wii refuses to read it 95% of the time.

I tried running the hack normally. No dice, the game just went to the Gecko OS menu. (I assume that's because Gecko tried to run the game from the disc, and when it didn't see it there, it defaulted to the main menu to avoid a crash.)

Then, I tried multiple variations on the double GCT method Mit posted. Still no luck. Perhaps I messed something up here, I'm going to reattempt this method in the meantime.

I understand that you guys do not provide offical support for USB loaders, but could anyone else who has made BBrawl work with a USB loader help me? If USB Loader GX is the problem, I'm willing to ditch it for another USB loader. Any help would be greatly appreciated!
 
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