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Brawl+ Beta Build (GSH1) Discussion

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Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
What's wrong with "Fun speed activating" ?
1. yes.

2. go into private/wii/APP/RSBE/pf/menu/strap/ and delete StrapEn.pac


But you don't like it? D:...
I absolutely detest "fun speed activate". It makes Brawl+ look like a lame, internet meme-filled fan project (I realize it's not one, but it sounds like one). On the cosmetic front, I think we should try to make Brawl+ look as official as possible. A few examples being get rid of that silly, unfunny slogan, and get a new SSS screen that groups stages into sensible categories (my OCD really hates how WWR looks so out of place). And even though Brawl+ is focused on being a game for the competitive player, I still think that all aspects of the game should be functional, including Final Smashes not freezing. I also remember some items not functioning properly a while ago but I haven't checked lately. But I understand if that's not possible or a waste of resources.

Really trailed off there...
http://www.mediafire.com/?hgjmqzmy02v
I made these real quick to remove fun speed activate from the loading and title screen. Place StrapEn.pac in private\wii\app\rsbe\pf\menu\strap, and sc_title.pac in private\wii\app\rsbe\pfmenu2.

Seriously, who came up with that slogan? I haven't met a single person IRL who actually likes it. If I could change one thing about Brawl+, it wouldn't be balance, it would be getting that slogan erased from history.
That's awesome, thanks dude. I agree, the slogan needs to go.

I may just go back to using the original strap screen since I like the original "Now Loading" font and Smash logo better.

BTW, great job on the set. I've wanted NADT and FFDT to be in with lower hitstun for a while now so I'm glad it's finally in.

Any chance a faster and more dynamic camera will be added in the future without the rocket ship sounds?
 

Sterowent

Smash Ace
Joined
Mar 10, 2008
Messages
648
Location
Southgate, MI
minus blast off, that cam code was crazy good.

apparently, once the grab changes are ported over into the .pac files and that code for modifying them is removed, FSes will work again. or so i hear.

and, for all intents and purposes, the slogan isn't so great. yet, i'd feel bad seeing it go; somehow, "Fun, Speed, Activate!" has grown on me over time, hah. it's like a friend that's great most of the time but has this annoying flaw that rears its head once in awhile, especially when you first meet. after awhile, you realize he's really generous and interesting, but that superficial flaw's still there. it's part of his identity, in a sense.

if there were a more fitting slogan, i could not find it.
 

5ive

Smash Champion
Joined
Mar 13, 2008
Messages
2,008
Location
USA USA USA
I think we should try to make Brawl+ look as official as possible. A few examples being get rid of that silly, unfunny slogan, and get a new SSS screen that groups stages into sensible categories
That was added into previous nightly builds. It caused a lot of replays to be corrupted.
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
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Messages
10,253
Location
San Francisco, CA
NNID
reverite
Except PW's custom SSS doesn't crash when viewing replays.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
There are still bugs to be worked out of this set. Indeed I am sure they have not all been discovered. There is still work to be done.

Having said that, this is the best set produced so far. Having played through it I can see that many significant problems present in 5.0 have been dealt with. The roster appears far more balanced, and individual characters have added depth.

I was extremely hesitant about many of the changes, the veritable legion of changes, proposed and enacted by Cape. To his credit he did not roll over my objections, he patiently listened to my criticisms. For that, I thank him. Lowering hitstun to .44 was the wrong choice, but .48 resulted in what at times were boring and repetitive combo sequences. At BtL2 I was really turned off by the seemingly unending chorus of Johns: "waaaa Ness, waaa combos, waaa rest, waaaa etc". I spent a lot of time thinking about this though, how though many of the Johns were in fact scrubtastic scrubbery, some rang true.

5.0 is really fun, and I am proud of it, and all the work that was put into it. I enjoy playing that iteration of B+... almost always. While many Johned about the "cookie cutter combos" that characters like Fox had, I learned the SDI necessary to escape these combos, and it showed in my matches with Yes!. Unfortunately, the nature of many characters movesets so strongly disposed them to favor a small set of tactics that playing as, and against, them lost its appeal. I love B+ more than any game I have ever played. I have spent more time delving into the mechanics of it than well, anyone. Without B+, I would probably have stopped playing brawl all together.

This beta is not merely a small set of optimizations, it breathes new life into a project that was running at top speed... into a wall. The workshop backroom is a fractious and opinionated organization. Many of us are extremely wary of change to a fairly stable and effective set of changes. I was, and to an extent still am, one of these people. Why fix what isn't broke? The problem with that statement is that we can usually only surmise what is "broke" about a set. While tournament results and rigorous testing are of immense value, it would be disingenuous to suggest that we are absolutely certain of the validity of what we have done.

In the end, the direction of this project must reflect the will of the competitive community. Were we to simply accept 5.0, it would be as though we had resigned ourselves to mediocrity.

Brawl +, at its very core, rejects that mentality.
 

Sterowent

Smash Ace
Joined
Mar 10, 2008
Messages
648
Location
Southgate, MI
There are still bugs to be worked out of this set. Indeed I am sure they have not all been discovered. There is still work to be done.

Having said that, this is the best set produced so far. Having played through it I can see that many significant problems present in 5.0 have been dealt with. The roster appears far more balanced, and individual characters have added depth.

I was extremely hesitant about many of the changes, the veritable legion of changes, proposed and enacted by Cape. To his credit he did not roll over my objections, he patiently listened to my criticisms. For that, I thank him. Lowering hitstun to .44 was the wrong choice, but .48 resulted in what at times were boring and repetitive combo sequences. At BtL2 I was really turned off by the seemingly unending chorus of Johns: "waaaa Ness, waaa combos, waaa rest, waaaa etc". I spent a lot of time thinking about this though, how though many of the Johns were in fact scrubtastic scrubbery, some rang true.

5.0 is really fun, and I am proud of it, and all the work that was put into it. I enjoy playing that iteration of B+... almost always. While many Johned about the "cookie cutter combos" that characters like Fox had, I learned the SDI necessary to escape these combos, and it showed in my matches with Yes!. Unfortunately, the nature of many characters movesets so strongly disposed them to favor a small set of tactics that playing as, and against, them lost its appeal. I love B+ more than any game I have ever played. I have spent more time delving into the mechanics of it than well, anyone. Without B+, I would probably have stopped playing brawl all together.

This beta is not merely a small set of optimizations, it breathes new life into a project that was running at top speed... into a wall. The workshop backroom is a fractious and opinionated organization. Many of us are extremely wary of change to a fairly stable and effective set of changes. I was, and to an extent still am, one of these people. Why fix what isn't broke? The problem with that statement is that we can usually only surmise what is "broke" about a set. While tournament results and rigorous testing are of immense value, it would be disingenuous to suggest that we are absolutely certain of the validity of what we have done.

In the end, the direction of this project must reflect the will of the competitive community. Were we to simply accept 5.0, it would be as though we had resigned ourselves to mediocrity.

Brawl +, at its very core, rejects that mentality.
Quoting for Truth...

And History. Something to keep in mind.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
starscream, if it makes you feel any better, the official name for this set (GSH) is "Get Sexy Here"
This is why "Fun Speed Activate!" is still used. Good slogans aren't the forte of the smash workshop.

Edit: FFFFFFFFF. Just got off the computer. I guess it would be too convenient to have the already convenient app upgrade itself? ^_^

Seriously, I'm not whining. I'll DL it tommorow.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
This is why "Fun Speed Activate!" is still used. Good slogans aren't the forte of the smash workshop.

Edit: FFFFFFFFF. Just got off the computer. I guess it would be too convenient to have the already convenient app upgrade itself? ^_^

Seriously, I'm not whining. I'll DL it tommorow.
Edit Edit: DL Link isn't up.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Great post Veril! I agree, this is the most solid set yet, and is leaps and bounds better than 5.0. It can only get better from here. ;)
 

5ive

Smash Champion
Joined
Mar 13, 2008
Messages
2,008
Location
USA USA USA
There are still bugs to be worked out of this set. Indeed I am sure they have not all been discovered. There is still work to be done.

Having said that, this is the best set produced so far. Having played through it I can see that many significant problems present in 5.0 have been dealt with. The roster appears far more balanced, and individual characters have added depth.

I was extremely hesitant about many of the changes, the veritable legion of changes, proposed and enacted by Cape. To his credit he did not roll over my objections, he patiently listened to my criticisms. For that, I thank him. Lowering hitstun to .44 was the wrong choice, but .48 resulted in what at times were boring and repetitive combo sequences. At BtL2 I was really turned off by the seemingly unending chorus of Johns: "waaaa Ness, waaa combos, waaa rest, waaaa etc". I spent a lot of time thinking about this though, how though many of the Johns were in fact scrubtastic scrubbery, some rang true.

5.0 is really fun, and I am proud of it, and all the work that was put into it. I enjoy playing that iteration of B+... almost always. While many Johned about the "cookie cutter combos" that characters like Fox had, I learned the SDI necessary to escape these combos, and it showed in my matches with Yes!. Unfortunately, the nature of many characters movesets so strongly disposed them to favor a small set of tactics that playing as, and against, them lost its appeal. I love B+ more than any game I have ever played. I have spent more time delving into the mechanics of it than well, anyone. Without B+, I would probably have stopped playing brawl all together.

This beta is not merely a small set of optimizations, it breathes new life into a project that was running at top speed... into a wall. The workshop backroom is a fractious and opinionated organization. Many of us are extremely wary of change to a fairly stable and effective set of changes. I was, and to an extent still am, one of these people. Why fix what isn't broke? The problem with that statement is that we can usually only surmise what is "broke" about a set. While tournament results and rigorous testing are of immense value, it would be disingenuous to suggest that we are absolutely certain of the validity of what we have done.

In the end, the direction of this project must reflect the will of the competitive community. Were we to simply accept 5.0, it would be as though we had resigned ourselves to mediocrity.

Brawl +, at its very core, rejects that mentality.
I think you should marry Brawl+.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I think you should marry Brawl+.
I already made that joke/extended metaphor in a blog post long ago.
You just can't understand our love.

On a serious note, I sorta have, as anyone who knows the absurd amount of time/work I've put into testing can attest to. I will bear all of B+'s children.
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
In the end, the direction of this project must reflect the will of the competitive community. Were we to simply accept 5.0, it would be as though we had resigned ourselves to mediocrity.

Brawl +, at its very core, rejects that mentality.
In after history.



Is anyone else getting weird glitches with Samus's Bomb IASA? Sometimes it allows for multiple bombs in a row and instant bomb drop -> aerial attack, and other times samus sits there throughout the entire animation until she gets out of her ball.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
get a new SSS screen that groups stages into sensible categories
This gave me an idea. Since there are more than just Melee stages in the "Melee Stages" tab, someone should make a texture that changes "Melee Stages" to "Extra Stages" or "More Stages" or "Next Page".

Good idea yay/nay?
 

Elefterios

Smash Journeyman
Joined
Jun 16, 2005
Messages
488
Location
Montreal
So as stated before, yoshi's shield drop animation needs fixing. Now I find a weird glitch after cancelling his grounded egg roll. When cancelling it, yoshi kind of looks like he's getting up from a fall. The animation is laggy as hell preventing him from any kind of follow-ups afterwards. His Egg roll cancel in the air on the other hand works properly.


I don't understand why there are that many problems with yoshi when only one change has been made.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
This set seems fun and while I can't test it 2 things don't sell for me.

The first is NADT destroys computers. They can't do anything and I do enjoy a computer fight when nobody is around.

The second point is my main concern. The SSE is a good stage but WHY REPLACE TEMPLE. THAT WAS A FUN STAGE FOR CASUALS.

WHy couldn't you replace classic mario or classic DK's stage. Those stages blow. Removing temple was a poor choice.
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
So as stated before, yoshi's shield drop animation needs fixing. Now I find a weird glitch after cancelling his grounded egg roll. When cancelling it, yoshi kind of looks like he's getting up from a fall. The animation is laggy as hell preventing him from any kind of follow-ups afterwards. His Egg roll cancel in the air on the other hand works properly.


I don't understand why there are that many problems with yoshi when only one change has been made.
Also, if side-B is canceled right at the ledge, he'll fall off in fallspecial, instead of being able to jump back on as if he had canceled the move in the air.
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
This set seems fun and while I can't test it 2 things don't sell for me.

The first is NADT destroys computers. They can't do anything and I do enjoy a computer fight when nobody is around.

The second point is my main concern. The SSE is a good stage but WHY REPLACE TEMPLE. THAT WAS A FUN STAGE FOR CASUALS.

WHy couldn't you replace classic mario or classic DK's stage. Those stages blow. Removing temple was a poor choice.
I believe temple was used because it's pac was most compatible for the SSE stage.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
We tried to fix the wall stall with sideB, but it seems it had unwarranted effects. Will look into it and get a Yoshi fix out here soon.

Edit:
Fixed it and Bionic Sonic is uploading it to the site, should take a few minutes.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Why was marios bthrow changed to suck? It can't kill until 180 or higher, and it looks akward. Just want to know why? Does it help him in some way im not seeing?
 

The Cape

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The throw sadly always sucked. This was a way to attempt to have it actually KO (off the top) and helps against floaties whom Mario cannot D (or U) throw to fair as easily.

However the move is STILL garbage.


Edit: Yoshi .pac is uploaded.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
A 65 angle on a slow throw like his bthrow isn't really going to kill anyone off the top since it's going to be DIed every time towards the corners the same way it was before. It'd need to be like 75 or higher which would be pretty strange looking.

Edit: Maybe try trimming out the multiple spins in the animation so he just whips them quickly behind him in a single spin? That way you could try to catch them DIing poorly on it since it'd be fast. Kind of a signature move of his though.
 

The Cape

Smash Master
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His B throw is one of the moves I would like to relook at before this set becomes an official. Unsure what to do with it as the lower angle it had in RC1 didnt do jack for it. Looks like its going to need more KBG and that angle back more than anything.

Edit: Actually think it would be fun to have reversed weight KB on it so he tosses the heavier characters harder. Would be an interesting mechanic that would help Mario with his KO issues and give a shoutout to the old school "So Long King Bowser" From Mario 64
 

Elefterios

Smash Journeyman
Joined
Jun 16, 2005
Messages
488
Location
Montreal
The throw sadly always sucked. This was a way to attempt to have it actually KO (off the top) and helps against floaties whom Mario cannot D (or U) throw to fair as easily.

However the move is STILL garbage.


Edit: Yoshi .pac is uploaded.
cool that was fast.....but yoshi's shield drop lag is still there.
 

Shadic

Alakadoof?
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That'd be awesome. I'd approve for harder-throwing on heavier characters Bthrow.

Hell, it could be added for a few other moves too, as an interesting mechanic. Or just keep it at one, and give Mario something unique other than the cape.
 

The Cape

Smash Master
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Messages
4,478
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That'd be awesome. I'd approve for harder-throwing on heavier characters Bthrow.

Hell, it could be added for a few other moves too, as an interesting mechanic. Or just keep it at one, and give Mario something unique other than the cape.
If we can find the KB modifier to do it. Gives Mario the jack of all trades aspect even more as he has a special throw to trash the heavies.

As for the Yoshi sheild drop lag, can he jump out of sheild now or not?
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
His B throw is one of the moves I would like to relook at before this set becomes an official. Unsure what to do with it as the lower angle it had in RC1 didnt do jack for it. Looks like its going to need more KBG and that angle back more than anything.

Edit: Actually think it would be fun to have reversed weight KB on it so he tosses the heavier characters harder. Would be an interesting mechanic that would help Mario with his KO issues and give a shoutout to the old school "So Long King Bowser" From Mario 64
wtf if that ia possible wow... That would be a buff that would only help him in his tuffer matchups wich is what buffs should do. Go for it man!
 

Elefterios

Smash Journeyman
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Messages
488
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If we can find the KB modifier to do it. Gives Mario the jack of all trades aspect even more as he has a special throw to trash the heavies.

As for the Yoshi sheild drop lag, can he jump out of sheild now or not?
No he can't. I don't necessarily want him to.
 

The Cape

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Ok, will look into the issue in the morning. I never took it out that I knew of, but it might have been overlooked.
 

RPGsFTW

Smash Ace
Joined
Nov 8, 2007
Messages
754
Alrighty, so my tournament is over for today.

This set went off great there. Many people liked it, and most of the changes are great.

It's probably something that it already known, but we, I and a few others at the tournament, feel that Falco's jab (any and all jabs, spinning or not) still seem to have too much priority, and ease of use to combo. As I've said before, I live in Las Vegas, home to SK92, one of the best Melee/Brawl Falcos anybody has ever known. When he was playing today he would almost always do a Dair -> jab -> hold A for rapid jabs. This repeated very fast and worked very easily against almost everyone he played, that includes all of Vegas Smash's power ranked players, who do pretty good in Brawl+. I mention Falco's jab because, like I said, it beat out a LOT of attacks that you would think that it shouldn't, as well as almost completely stopping the Up-Bs of many characters.

Besides that, I'm gonna have a very crappy complaint here, Ness is too good. I can't say anymore. I don't know if that player Fow, a really good Brawl Ness player, is just ****ed smart with Ness or what. If anything I could think of, I'd actually like to ask how you're supposed to dodge Ness' Up-B when you are high up in the air and he spins it a lot. It seems as if you can't FFAD through it because of its tail. =[

But like I said, besides those two characters, the tournament was great. Falco's jabs feel too good still, to us, and Ness is too good, nuff said.
 

RPGsFTW

Smash Ace
Joined
Nov 8, 2007
Messages
754
You got any videos?
Unfortunately, none that I can think of. I'll wait to see what All is Brawl says over the next few says to see how many people entered. Vegas' Brawl+ scene started with 10 in singles and 4 teams for its first time last Sunday. Today (Sunday), Vegas had a lot more people for Brawl+ singles and teams. I'm just glad that we're having Brawl+ tournaments at all.

I'll ask Vegas Smash to start saving replays of the finals for Brawl+ for next week, if I remember. The matches get very intense over here. SK92's Falco is crazy. And Fow's Ness is beyond ridiculous at mindgames. They both like to team as well, and they've won both weeks, so far. Falco + Ness.

As far as I know, I got 4th today, but out of how many I don't know. I'll know soon when AiB uploads the results though. The top three in the tournament today were, in no specific order:

Split 1st/2nd -SK92 (Falco/MK) and Fow (Ness)
3rd - LeoFTW (Bowser)
4th (Me possibly) (Wario/Bowser)

And to Matt; there were some Marios and Links in friendlies. Some of the Marios here are really good at stock tanking, lol. The Mario/Link players didn't really enter Brawl+ though. They just did friendlies.

I beat a Pikachu, Fox, Lucario, and Olimar (3-stocked him with ****in Bowser like a champ) in my singles bracket.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
**** SK92... He probley dident even play meta and just seconded him so that MK could still be on top!
 
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