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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Huh..? What do you mean?
He means this. Right now, the current hitstun that is programmed into the game by default is not enough to combo still which means we need more hitstun like 64.

Our prev. solution was to keep the low hitstun already and then add a flat rate of stun in the beginning of the tumble animation, like 60 frames or something. So every move that puts you in the tumble will always have 60 frames of stun plus the calculated stun the game does So this way the hitsun still varies with the move.

The NEW plan is to forget adding 60 frames to the tumble and just give us a longer hitstun period.

Solution: The game treats a jab's hitstun as a jab hitting someone at 200% always. The game will reg an Utilt as hitting you with an Utilt at 200% always. This wiil not effect the knockback the give us a longer stun time while still varying it depending on the move.

It seems genius
 

Makkun

Smash Journeyman
Joined
Jun 26, 2007
Messages
407
Location
Ypsilanti, MI
It works pERFECTLY, then the starting screen freezes after a little bit
Your code list is screwed up. Make sure it's set up PERFECTLY. A lot of people don't know that you need a blank line at the very top of your .txt file.
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
Melee combos were highly dependent on the characters speed, and how floaty the opponent was. A lot of people played high combo characters that were also very easy to combo(fast fallers). When you got to the more floaty characters, large combos did become significantly harder to use.

IF you have a working code, that isn't buggy, that doesn't let you attack or airdodge out of hitstun, try taking a character that's fast, and comboing against a fast faller. If, after the experience, the game still doesn't seem to allow enough combo's and doesn't provide for enough momentum in the match, instead of looking to extend the hitstun further, instead (at first) you might want to look into something like increasing fall speed a little bit, as in the "heavy brawl+" thread. Anything that would decrease the knockback and/or increase the speed.

In brawl I see some characters that should have real combos if the hitstun was actual hitstun because they do have the weak knockback, high mobility combination that should allow for combos. Like Wario, and Sheik, just to name two off the top of my head. Some characters just DON'T have the right sort of move+mobility to do that, but those are usually also the characters that are getting the most benefit from the l-cancel(I'm thinking Ganon).

If all else fails, adding hitstun altogether with the +200% damage idea is pretty good. But I think there should be consideration of other possibilities first.
 

cultofrubik

Smash Journeyman
Joined
Jul 19, 2006
Messages
452
Location
Orlando, Florida
leafgreen386 is onto something here. It's so simple!

To whoever said something about it needing to be developed: fine then, lets develop it! We can talk it about right here and now to see if such a thing would actually cause problems. As he said, the percent wouldn't change, therefore attacks would increasingly be harder to follow up on.

First thing is first - we have to come up with a relative consensus, just as leaf said. Think about it: it's probably easier to implement this one code than several different codes that attempt to achieve the same terminal.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
I'd say just increase the speed of every character (attacks, running, jumping, fastfalling) while still keeping the same amount of hitstun from the code PW presented. But then again that may take up too many lines of code.

That would make the game faster paced and definitely comboable. Let's just hope no infinites or chaingrabs are found.

But then again leaf's idea is pretty simple and most likely not hard to code at all.
 

BBQ°

Smash Champion
Joined
Mar 26, 2008
Messages
2,018
Location
Woodstock, GA
One thing I have been kinda wishing was still in Brawl was the old Melee edgehog. Press L the moment before they hit you with their up-b and the game registers you as still on the ledge and makes them fall and die.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
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In a world of my own devising
One question: has anyone researched isolating hitstun from knockback in these percentage overrides you're talking about? How do you know there isn't one checksum and it computes both from that?

Personally I think you guys are getting way too far ahead of yourselves (the addition of L- or S-canceling and wavedashing alone will be enough for a month or 2 of research imo), but don't let me stop you when you're having fun.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Good point. I initially thought that it was two completely separate calculations. It's possible that it only runs the main calculation once, then applies the knockback and hitstun modifiers as an additional two calculations. If it does this, then yeah, this would not work. However, there's still a fairly good chance that they programmed it as two separate calculations, and is what we're all hoping for.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
:urg:

Right so you just don't like how it helps out one character over the other. You know I'd rather have Sheik play her amazing off the stage edgeguard game and gimp people than to see Ike noob #6341 Dtilt spike spam edgeguard. Or fair you now that you're forced to come in from above.

FACT: There are characters that are almost designed for off-the stage edgeguarding that wouldn't work w/o that autosweetspot in place. It's nice that these players feel rewarded, instead of feeling like they're playing needlessly risky.

FACT: If every Joe just gets to spam that move that reaches beyond the ledge you just made it EASIER to edgeguard(oohk hey that sounds the same as being more noob friendly argument!)

FACT: Despite the large range on the autosweetspot that you have to account for, there are still numerous up-B recovery moves that can be invincibility edgehogged with good timing.

End conclusion: go have your fun now that you don't feel jealous about Mario making it while Wolf does not, but please, the one-directional thinking that "more like melee" HAS to equal "more skilled than brawl" is just flawed.
That's not what I meant. I don't care that Wolf can't make it back onstage. Wolf has to be the glitchiest character to ever grace a Smash game. What I do care about is that on top of pulling in characters that are jumping to the ledge it also pulls characters trying to wall jump and characters in their Upb animation latch on (for the most part). That means that Characters go from damage bubble straight to invincibility and that is completely broken. It makes all your choices for you and no matter what you try to do if you are near the ledge you will snap on(provided you aren't holding down on the control stick). Not only does it make the game too easy it gets also in the way of players edge guarding. /FACT
 

Hylian

Not even death can save you from me
Administrator
BRoomer
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Sep 9, 2004
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Switch FC
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You should add the videos I uploaded to KylianXelKythe to the first page >_>.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Cool beans hylian. In the videos I watched there wasn't much application of the wavedash. Otherwise they where cool. If you post all the hyperlinks to your videos here it will make it that much easier.
 

Hylian

Not even death can save you from me
Administrator
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Cool beans hylian. In the videos I watched there wasn't much application of the wavedash. Otherwise they where cool. If you post all the hyperlinks to your videos here it will make it that much easier.
Did you watch my Ike?

I wavedash EVERYWHERE.

Lol.
 

Eggm

Smash Hero
Joined
Aug 29, 2006
Messages
5,178
Location
Neptune, NJ
Its more like players have a chance to be good at the GAME now. The reason why those chars "have a chance now" and why melee low tiers did is cause in melee it was deeper and the player had more stuff to get good at therefore they could be better at stuff than their opponent and win with lower tier characters. In brawl pretty much everyone is as good as everyone else at doing stuff and not messing up cause its so easy it strictly comes down to reading your opponent and good your character is. There's less game mechanics to actually be good at and not mess up.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
New Air dodge code!

Posted by: Phantom Wings

I also had to fix a couple of bugs concerning the Air Dodge code interfering with the Hitstun code so:
SSBM Air Dodge:(82 lines)[Phantom Wings]
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 805A0100
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
58010000 0000002C
58010000 00000004
3A0000C0 7FFF8000
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C27816DC 00000004
8963FFFC 2C0B0001
40820008 48000008
98030000 39600000
9963FFFC 00000000
E0000000 80008000
 

Makkun

Smash Journeyman
Joined
Jun 26, 2007
Messages
407
Location
Ypsilanti, MI
Thanks for pointing it out, I just joined.

As for the new air dodge code, what was the problem with the old one?
The only problem with the old one was that it didn't work properly with the old hitstun code. I'm hoping that the airdodging was retained exactly the same, just now compatible.
 

eet

Smash Ace
Joined
Oct 9, 2004
Messages
609
Location
|l|l|l|l|l|l|l|l|l|l|l|l|
so i havent checked this in a while. apparently theres a hitstun code now?

Does the newest one still interfere with wavedashing or what?

ps

dash dance, for great justice.

also, how do you guys write these codes, what method of memory editing are you using? and how can I play around with it too?
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
ah wait wtf...it seems like the hitstun has gotten shorter with the new code...someone explain plz.


Edit: Okay I've found out what my problem was. To all of you guys don't use the NEW wavedash code that kupo15 has posted cuz it causes the opponent to airdodge a lot quicker when in the air.
 
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