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Brawl-: 1.5-1.6 thread archive. 2.0 is stickied

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Timotee

Smash Journeyman
Joined
Jun 12, 2006
Messages
302
Location
Denver, CO
Did find one little piddly bug. With sheik, if you start charging her needles in the air and then land to finish charging, the landed charge speed is vBrawl speed, not brawl- speed.
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Next batch of changelists:

[collapse=Falco]---------
==Falco==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Endlag decreased.

==TILTS==

Forward Tilt - Down-angled Ftilt sends opponents downward.

Up Tilt - Improved IASA.

Down Tilt - Sweetspot hitbox added, does more damage and sends opponents straight up.

==SMASHES==

Forward Smash - Damaging windbox added to the end of the attack.

Up Smash - Unchanged.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Speed increased. Damage decreased. SDI-ability increased. Greatly improved IASA. Landing lag decreased slightly.

Forward Air - Speed increased. Last hit damage increased. Last hit hitlag increased. Landing lag decreased.

Back Air - Speed increased. Landing lag decreased.

Up Air - Tip hitbox knockback increased slightly. Tip hitbox size increased slightly. Landing lag decreased.

Down Air - Sweetspot knockback increased slightly. Sourspot hitbox spikes. Improved IASA. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Unchanged.

Forward Throw - Knockback increased.

Back Throw - Laser damage decreased slightly. Shoots 11 lasers instead of 3.

Up Throw - Laser damage decreased slightly. Knockback decreased. Shoots 9 lasers instead of 3.

Down Throw - Laser damage decreased slightly. Damage increased. Electric element added.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Fires 3 lasers at once on the ground. Cancelable by jump after laser is fired on the ground. Endlag decreased on the ground. Startup and endlag decreased in the air.

Side Special - Damage, knockback, and hitlag increased in air on aerial opponents. Does not go into helpless state. Added additional graphics.

Up Special - Fire graphic size increased. Increased number of hits when charging and when flying. Final hit increased damage and knockback. Vertical momentum boost given at end of animation.

Down Special - Damage increased slightly. Hits grounded opponents up and toward Falco. Hits aerial opponents downward. Jump cancelable after a certain point. Added additional graphics.

==OTHER==

Attributes - Full Hop Height decreased slightly. Aerial Jump Height decreased slightly. Added 2 additional jumps in air. Falls slightly faster.[/collapse]

[collapse=Fox]-------
==Fox==
-------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Attack cancelable after a certain point. Improved IASA.

==TILTS==

Forward Tilt - Unchanged.

Up Tilt - Damage increased. Knockback increased.

Down Tilt - Unchanged.

==SMASHES==

Forward Smash - Unchanged.

Up Smash - Hitbox size increased slightly.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Landing lag decreased slightly.

Forward Air - Damage decreased very slightly. Hits link together better. Landing lag decreased.

Back Air - Damage increased slightly. Sweetspot trajectory lowered. Landing lag decreased slightly.

Up Air - Last hit damage increased slightly. "COME ON!" SFX played on hit. Improved IASA. Landing lag decreased.

Down Air - Additional hitbox added after looped hits. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Grabbox size increased slightly.

Dash Grab - Grabbox size increased slightly.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Knockback increased.

Back Throw - Laser Damage decreased slightly.

Up Throw - Laser Damage decreased slightly. Knockback decreased slightly. Shoots 8 lasers instead of 3.

Down Throw - Laser Damage decreased slightly. Trajectory sends opponents downward. Improved IASA.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Lasers travel faster and farther.

Side Special - Added looping tripping hitboxes on grounded version. Cancelable by attacks, grabs, jumps, and Fire Fox. If Shield is held, travels at a much slower speed.

Up Special - Charge damage increased. Added additional hits to charge. Flying hit sends at the same angle Fox is traveling. Cancelable by a walljump at the end of the animation.

Down Special - Damage increased slightly. Hitlag decreased. Trajectory sends grounded opponents outward, aerial opponents downward. Cancelable by jumps.

==OTHER==

Attributes - Walk Speed increased slightly. Run Speed increased slightly. Full Hop Height increased slightly. Short Hop height decreased. Aerial Jump Height increased slightly.

==MISC==

Airdodge works like a Hybrid Airdodge. If directional inputs are used when airdodging, Fox will dodge in that direction, then will go into a helpless state shortly after. If no directional input is used when airdodging, he will perform a normal airdodge.[/collapse]

[collapse=Ike]-------
==Ike==
-------

==JABS/DASH ATTACK==

Jab 1 - Endlag decreased slightly.

Jab 2 - Endlag decreased slightly.

Jab 3 - Damage increased slightly. Slightly improved IASA.

Dash Attack - Knockback greatly reduced. Interuptable on hit.

==TILTS==

Forward Tilt - Endlag decreased.

Up Tilt - Startup speed increased.

Down Tilt - Startup speed increased. Sourspot hitbox spikes. Endlag decreased.

==SMASHES==

Forward Smash - Speed increased slightly. Added windbox to charge animation. Windbox added at end of attack.

Up Smash - Windbox added to back end of attack.

Down Smash - Trajectory lowered on both hits. Windboxes added to both hits. Improved IASA.

==AERIALS==

Neutral Air - Aerial endlag decreased. Landing lag decreased.

Forward Air - Improved autocancel window. Windbox added on Landing animation. IASA frames added to Landing animation.

Back Air - Aerial endlag decreased. Landing lag decreased.

Up Air - Gains upward vertical momentum if "A" is pressed repeatedly. Landing lag decreased slightly.

Down Air - Spiking hitbox duration increased slightly. Cancelable by Special Attacks after a certain point. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Endlag decreased slightly.

Back Throw - Unchanged.

Up Throw - Damage increased. Knockback increased. Added fire element.

Down Throw - Damage increased. Knockback decreased. Added knockdown element. Endlag decreased slightly.

==SPECIALS==

Neutral Special - Charge animation cancelable by shield. If charge is held for ~3 seconds, will store a Full Charge Eruption upon next use(if canceled with shield). "Prepare Yourself!" SFX played when Full Charge is able to be stored. If charge is held for longer than 3 seconds, or if Ike charges while he has a Full Charge stored, Ike will incur self-inflicting damage. Full Charge self-inflicting damage raised to 20%.

Side Special - Charge animation cancelable by shield. Attack animation interuptable at any time. Aerial Dash animation interuptable at any time. Does not put Ike in a helpless state.

Up Special - Heals Ike 5% on hit from landing hitbox.

Down Special - SFX delayed to denote start of "counter frames." Counter attack knockback increased slightly. 1/25 chance of OHKO attack. "You'll get no sympathy from me!" SFX played on successful OHKO execution.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Snake]---------
==Snake==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Added ability to Jab Loop. Improved IASA.

Jab 3 - Shield Damage increased. Hitlag increased.

Dash Attack - Shield Damage increased. Hitlag increased. Cancelable by jump after a certain point.

==TILTS==

Forward Tilt - Shield Damage increased. Hitlag increased. SDI-ability decreased.

Forward Tilt 2 - Shield Damage increased. Hitlag increased.

Up Tilt - Shield Damage increased. Hitlag increased.

Down Tilt - Trajectory sends opponents downward. Knockback greatly decreased. Shield Damage increased. Hitlag increased. Trip Rate increased.

==SMASHES==

Forward Smash - Explosions loop twice, graphics and damage increasing with each successive explosion. Angled Forward Smash sends "rolling" explosions outward, decreasing in damage with each successive explosion.

Up Smash - Shoots 3 mortars instead of 1.

Down Smash - Damage increased. Mine activation speed increased. Mine trigger radius increased. Mine duration greatly increased. "There!" SFX played on setting Mine.

==AERIALS==

Neutral Air - Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. If "B" is pressed between 3rd and 4th hits, C4 is planted. "Good!" SFX played on successfully planting C4 on the opponent. Landing lag decreased slightly.

Forward Air - Startup speed increased slightly. Shield Damage increased. Hitlag increased. Improved autocancel window. Improved IASA. Landing lag decreased slightly.

Back Air - Shield Damage increased. Hitlag increased. Landing lag decreased slightly.

Up Air - Shield Damage increased. Hitlag increased. Improved IASA. Landing lag decreased slightly.

Down Air - Speed increased. Hits link together better. Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. Improved autocancel window. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Damage increased. "Ommnn..." SFX played.

Forward Throw - Trajectory lowered. Knockback decreased slightly.

Back Throw - Trajectory lowered. Knockback decreased slightly.

Up Throw - Damage increased. Trajectory sends opponents downward.

Down Throw - "Tasty!" SFX played.

==SPECIALS==

Neutral Special - Grenade trajectory lowered. Detonation time decreased from 3 seconds to 2 seconds. Upon reaching grenade limit(2), Snake pulls out a motion sensor mine.

Side Special - Nikita damage increased. Nikita shield damage increased. Nikita hitbox size increased. Automatically exits controlling animation after firing.

Up Special - Cypher damage increased slightly. Greatly improved IASA. More horizontal control.

Down Special - C4 hitbox size increased. Sticky radius increased. Sticky transfer interval time decreased. Sticky duration greatly increased. Auto-detonation time greatly increased.

==OTHER==

Attributes - Unchanged.[/collapse]
 

Izaniki

Smash Apprentice
Joined
Nov 1, 2009
Messages
138
Location
W. Pennsylvania
@Kirk's Falco changelist: As far as I'm aware, Falco doesn't have the triple laser on the ground anymore. Instead, it's got more hitstun on it on the ground. :x
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
@Kirk's Falco changelist: As far as I'm aware, Falco doesn't have the triple laser on the ground anymore. Instead, it's got more hitstun on it on the ground. :x
Take it super literally. He fires 3 lasers at once. ALL at once. As in, they overlap each other. This has been touched on before too I believe lol. It looks like one laser, but it 3 separate lasers flying in the exact same position.

And if you like proof...when Falco shoots lasers in the air, they do 2% damage to the opponent. When he shoots them on the ground, the opponent takes 6%. 2% x 3 lasers = 6% damage.

Also, an addendum to the Ike changelist I forgot, his Quick Draw does not go into a helpless state anymore.

EDIT: lmao ninja'd by two people. Failure.
 

Izaniki

Smash Apprentice
Joined
Nov 1, 2009
Messages
138
Location
W. Pennsylvania
Oh, wow, that explains things lol. I was too used to the three spaced lasers I guess :p

Shows how observant I am! D:

Oh, and if we can still request changelists early, ZSS would be very nice :) Love her <3

EDIT: Now that I actually look at it, the triple laser makes more sense, cause the colors are different and the GFX are slightly different too :p

Also, Falco's bthrow is orgasmic :Q
 

zephyrnereus

Smash Journeyman
Joined
Feb 8, 2008
Messages
419
Location
Canadia
3DS FC
1048-9153-4450
I think there was this very odd glich when I tried it out. it seems that every now and then, the controllers becom unresponsive. at first I though it was just my wavebird, but then I tried with the classic controller and a wired gamecube controller. the problem continued! has this happened to anyone?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Would any number of people like to wifi a bit later, Id like to try Ike and Link in a number of different match up's.

Speaking of Link, Ive been slightly irked by something, is it still possible to item DACUS (while he's holding a bomb, or even a deku nut), I can Up-smash DACUS no problem,. but whenever I try to Bomb Slide, rarely I can get him to move a few inches, but all I ever get is either a self bomb explosion, or I slide an inch or two, and lob the bomb forward way off stage, so Im figuring the Up-angled throw (let alone the reverse, which I had enough problems doing in normal Brawl) are either harder, or just not possible. Can anyone confirm this
Because of the dash canceling code, you now have to do it out of initial dash or learn to do it with the A button instead of C-stick down. But the dash canceling code is too good to get rid of, try to figure out some of the tricks you can do, especially with crawling characters.


I think there was this very odd glich when I tried it out. it seems that every now and then, the controllers becom unresponsive. at first I though it was just my wavebird, but then I tried with the classic controller and a wired gamecube controller. the problem continued! has this happened to anyone?
...No? I don't know where this is even coming from... Happened to one other person so far only. I wonder what could be causing it...:urg:

Anyways, they said to try using the Gecko OS Rebooter to load the game.


Where should one go to find b- matches?
IRC Chat is dead completely ;p
Well that's where you'd do it... I dunno why nobody's in there though.
 

theeboredone

Smash Legend
Joined
Mar 18, 2008
Messages
12,398
Location
Houston, TX
Sorry if this has been asked, but I gotta know.

1. I noticed your Brawl- Folder lacks textures and custom music, can I just drag and drop my stuff into the appropriate folders and it should work fine?

2. Did you guys include the codes in the txt file for custom music and textures? I kinda suck at reading those.
 

Player-3

Smash Hero
Joined
Nov 11, 2008
Messages
8,994
Location
Georgia
when i try to run b- through gecko it says that there's like 467 (or something, idr the right number lol) lines of code and only 427 or so are allowed

i dled gameconfig.txt in the FAQs and it still says it

\:
 

Xyless

Smash Master
Joined
Aug 21, 2006
Messages
3,656
Location
Chicago/Ann Arbor
Well, looks like I fooled people. It's funny, because not only did I prank the viewers, but also the developers (BPC/TSON both were confused why I put TSON as the leader when BPC is).



I'm taking replay files of crazy epic things so I can put them in the video. Notice that I say the replay files and not a video. That's so I can save file size and keep things relatively organized and standardized quality-wise.

If you send me files, make sure you include a text file (yes, put them in rars/zips) saying who is in the replay and, if the clips use a hacked stage, write down where it goes. ALSO include the stage and module, please, if you can. I would love to showcase hacked stages as well.

A few notes:
-Make sure the replay is short and sweet. The MK clip in the trailer is the threshold: no clip can be longer than it, but it had to be added for the sake of how good the combo was, tied with the fact that a CPU did it.
-If you could, write down on a txt file where you think the impressive sections are in each replay. That will make it easier on me, since there's no fast forward or rewinding, and I get distracted really easily with boring matches.
-The chance of the replay being used will be greatly increased if it's something that can't happen in vBrawl. The whole point of the video is to showcase things that have changed. HUMOR is a big plus (minus?), too. This game is supposed to be fun and funny, not to be taken completely seriously.
-Don't forget that there are things other than attacks to show off, there's also plenty of passive changes. If you find a great/funny way to show off things like Olimar's tiny size, Sheik's invisibility, Bowser's heavy armor, or Zelda's ghost hitboxes, then please. To be honest, Olimar in particular needs something like this, as his size is his biggest (smallest?) selling point.
-I don't care if the clips are against the CPU (LEVEL 9 OBVIOUSLY). Obviously, there are certain combos that are pathetically easy to do against them, due to their lack of proper SDI/DI, but chances are, if a combo looks good against a CPU, it'll look great for anyone watching.
-I'm not being stingy with modes. Free For All, Teams, Items, Homerun Contest, Stadium, good & bad stages and so on. Team combos would also be cool. If it looks amazing, over-the-top, or epic, I will give it a fair look-over.
---Quick note about the above: If you want to change the difficulty on any of the Single Player modes, you'll have to remove the sc-selcharacter.pac file from pf\menu2\ folder. It removes the difficulty buttons.
-For a few characters, there will probably be a competition for showing off the most epic way of doing a certain combo. For example, Jiggs' uair > rest is a relatively popular combo that's been sent to me. However, I've seen quite a few iterations of it that work. So, basically, the crazier the combo, the happier everyone will be.

If you have anything that you think is worthy of using, shoot me a PM or talk to me via Skype (XylessBrawl), preferably PMs if I'm not online.
 

Crystalorbie

Smash Cadet
Joined
Dec 3, 2009
Messages
44
Location
Buckeye, AZ---Northern Arizona University
Hmm... did you guys change things about a day after release, or did my buddy keep a weird luigi? (otherwise known as, can you make sense of whatever the heck is below?)

His up-b on brawl- moves like mario's does (slight left/right when going upwards depending on facing), but only half the height of vbrawl. (still got the ping noise and fire hit wherever he hits his opponent during the jump, luigi just goes basically nowhere now)

Mine does a normal luigi up-b movement (straight upwards, no left/right), but with the always ping and other changes you guys made.

He downloaded it about a day after I did (which was about an hour after the download was available here) if that makes any difference.
 

Nelo Vergil

Smash Master
Joined
Feb 16, 2008
Messages
3,962
Location
Where you aren't
I see....using the A button is not gonna be a fun adjustment too make for Item DACUS (thank goodness normal DACUS still works), but I suppose I can make due. If I changed C-stick too attack so it basically is the A button, would that work? Id rather not test a dead horse if someone knows.

Ive been working on a few Ike combo's, nothing crazy, but still pretty decent, but does it have to be against another player, or is CPU acceptable? My connection for wi-fi can be down right bad at times, so Im worried I wont be able to do them on it
 

Xyless

Smash Master
Joined
Aug 21, 2006
Messages
3,656
Location
Chicago/Ann Arbor
CPU's acceptable, as long as they're level 9 (so it at least looks like they're making an effort).

EDIT: heck, in the video, I get combo'd from 0-120 by a CPU. I hardly underestimate them now.
 
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