• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Woah. That's awesome. And amazing. And incredible. And how the frick were we this lucky?

This'll certainly be interesting now... here's to hoping that it works the way we want it to and that we don't end up with some very bizarre trajectories.

And shell, if this is gravity during knockback, then wouldn't you actually be looking to just set it to the default of 3F800000?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Dunno, I just assumed it to be a modifier for the knockback, like he said. But I see what you're saying, and that would make more sense considering it's a slightly modified gravity code.

I'll go test.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I just tested Fox on Fox @ FD.

As we know, Fox kills Fox (without DI) using an Usmash in the center of FD at 82% in vanilla.

Then, I booted up the hacks and set the Up/Down gravity to 1.00/1.00 and the "Vertical Knockback" value to 3.00. I didn't see any change, another 82% kill.

Either the code doesn't work like we thought, or changing the eighth digit didn't translate correctly to NTSC, or it needs to be used in conjuction with an altered up/down value.

Could a PAL user test paprika's original code and verify whether or not it's a translation issue?

Meanwhile, I'll try to test it with altered up/down values.


Edit: again, fox/fox FD. With down grav at 1.25, Fox's usmash kills at 91%.

Add in the Vertical Knockback at 3.00, and it's still 91%.

Either porting it wasn't as simple as paprika thought, or it doesn't do what we thought.

Any PAL users have any luck yet?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Your method of finding it? Hopefully I'll find it lying around with the other values somewhere hidden in the mists. Can't access my wii at this moment in time to get it sorted, but hopefully I'll get the correct code up within the next 2-3 hours.

Hopefully there will be a horizontal equivalent.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
hmm.
i've done more testing and the third code (vert. knock) seems to apply during both hitstun and normal falling, while the normal down gravity only applies during normal falling.
I tested with fox usmash on bowser, set to 100%. I made it that they canceled each other out so .5 and 2 or the other way round (left upward on 1).
this way the normal falling clearly was the same as no codes at all, but there was a clear difference how high bowser was knocked when I used .5/2 or 2/.5.
hope you get this ported, as this surely adds more to the movement tweaks
I don't understand.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Are you sure you tested "normal falling" right? Like... jumping really high up and then watching your fall rate after all your jump momentum was gone? Characters still carry jump momentum even after they've already started falling, so the game would just treat you as whatever the rising value was set to until it wore off.

Because from what we've been seeing, it's your downward grav value that seems to affect both knockback and falling... it would be weird if it was the other way around.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Here's what he's saying:

One of the codes is in effect both when you're in the hitstun state and normal falling.

The other code only applies during normal falling.

Thus, if you multiply the one that effects both by 2, and halve the one that only applies to normal falling, the normal falling cancels out and you're left with one that only affects gravity while you're be hit.

paprika, is it definitely only vertical? Or does it also apply to horizontal?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
You mean it doesn't really exist in the PAL version either? It's just the same code stacked on top of itself?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Wierd. I guess I'll have to start messing around with stacking, then.

Edit: So I tried what you'd mentioned, paprika, and doubled the downward gravity code with one set to 2x and one set to 1/2x and the 2x just took precedence.

I'm eager to see if anyone else can find anything with this stacking, but I suspect a very subtle (1.06) bump to knock back ratio may be the only way to remedy our problem.

I just returned to my home for winter break, so I don't have any good opponents to test match conditions with. However, I'll check out 1.00/1.35 gravity, 10% stun, and 1.06 dmg/knockback with CPU just to check for broken things. Side note, anyone in Columbus, OH looking for some offline Brawl+ action any time in the next four weeks?
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
I'm eager to see if anyone else can find anything with this stacking, but I suspect a very subtle (1.06) bump to knock back ratio may be the only way to remedy our problem.
I personally don't think this needs to happen. Vertical KOs are all well and good, but one of my favorite aspects of Melee was the edgegame: edgegaurding and recovering. Brawl has nerfed this enough already, and I don't think an over-reliance on vertical KOs is in Brawl+'s best interests. Anyway, is it really that much to ask for one or two extra hits before a KO? Methinks it's not.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Well, in my personal opinion, vertical kills should happen at higher percents than they do now because they compose a majority of the kills I see and they require no edge guarding. And I agree that vertical kills could, on average, use a nerf. However, I doubt that the rest of the brawl+ community shares this sentiment.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Well, in my personal opinion, vertical kills should happen at higher percents than they do now because they compose a majority of the kills I see and they require no edge guarding. And I agree that vertical kills could, on average, use a nerf. However, I doubt that the rest of the brawl+ community shares this sentiment.
*raises hand* I do ... i cant stand how everyone dies off the top just about every stock. and things like foxes Usmash need nerf. it does hurt samus and bowser alot though :dizzy: but not enough for it to matter to me.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Would anyone mind posting the dash dance code a few have talked about? The one where you can turn without lag during any portion of the dash. I'd like to test on it a bit.

It also seems the dash cancel code only works during the second portion of the dash and can't cancel the start up animation. This would make it near useless with dash dancing right?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Here you are. I forget the author (possibly MuBa).

4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0008 40820008
3B800007 60000000
939E0038 00000000

This second code also allows you to turn during any time in the dash (excluding startup). Try 'em out (but not at the same time).

No Dash end animation - MuBa
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0005 40820008
3B800000 60000000
939E0038 00000000

Yeah, we're still waiting for a real DD code.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Here you are. I forget the author (possibly MuBa).

4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0008 40820008
3B800007 60000000
939E0038 00000000

This second code also allows you to turn during any time in the dash (excluding startup). Try 'em out (but not at the same time).

No Dash end animation - MuBa
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0005 40820008
3B800000 60000000
939E0038 00000000

Yeah, we're still waiting for a real DD code.
So this replaces your halt animation with standing right? That means that this acts like 64 and when you add the real DD the mobility will really be like 64. 64 had great mobility
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
WOW, i just found out a new recovery method for Link in Brawl+ with MAD:

when you try to get back to the stage, pick out a bomb, double jump, airdodge diagonally upwards, throw the bomb and you can either do another airdodge or an UP B recover. WOOT :)
 

oliwonder

Smash Cadet
Joined
Dec 5, 2006
Messages
63
Location
Long Beach
Switch FC
SW-7363-3324-0043
that link recovery trick has been known. good job findin it out tho. Another variation is to jump and at the peak MAD, throw bomb, double jump and grab bomb then MAD again and throw bomb. Then MAD-zair or UpB.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
I was playing around with CF yesterday at 11.75. Did anyone else notice the down throw chaingrab? Is this inescapable?
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Is this inescapable?
That's been known for weeks, and can be done in 10% even. It's not inescapable though, all the opponent has to do is DI down and away and tech it. Otherwise, it's a semi-chaingrab and punishes bad DI (which is pretty sweet, IMO).
 

Link_enfant

Smash Apprentice
Joined
Nov 27, 2005
Messages
92
Location
France
Hello everyone,

It's the first time I post in this thread but I've come to read message really often :)

Brawl+ is an awesome project, and it's already amazing to play it (I don't think I'll ever play regular SSBB again :p). I would like to suggest a code idea for something I hate in Brawl's gameplay, this is the automatic fastfall when you do a dair. How about removing it so it only does a dair like in Melee, without fastfalling ?
Oh and, I'm sorry if it has already been posted, I couldn't read everything in the thread ^^
Thanks, and Brawl+ ftw ;)
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
yes, thats already been suggested no one is gonna jump on your case for mentioning it again. Only problem is that it might turn out to be a pretty lengthy code, but if possible I hope it's short that way it has a better chance of gettimg fixed because it's got to go.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
I don't mean to burst anyone's bubble, but I really doubt we'll find a simple solution to that one, or even a solution at all. They changed the way the C-stick works in Brawl from Melee. It now overrides the analog positioning for a frame or 2 in order to do what you tell it to. That's why b-sticking does what it does. If you were to be jumping left, and C-stick right, to the game, it looks like the controller is pushed left, then for one frame it's slammed to the right and the A button is hit, then it's put back where it was. It's the same with d-air. You're flying along, then it thinks you've hit down really quickly and hit A, then back to the previous position, but it trips the fast fall. I really doubt we're going to figure out a way to bypass this without completely reprogramming the controller interface. My only remedy is to man up and get more dexterous with your left thumb. :\

Edit: Paprika, that might be a viable option, but it'd also probably make it impossible to FF Dair if someone were to be doing one on purpose. Not an ideal solution IMO.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
yes, thats already been suggested no one is gonna jump on your case for mentioning it again. Only problem is that it might turn out to be a pretty lengthy code, but if possible I hope it's short that way it has a better chance of gettimg fixed because it's got to go.
Actually, there's already ways around the fast-fall dair, although they aren't ideal. Tilting instead of smashing will prevent the fastfall, and the other way is to already have down held before the apex of your jump, in which case even the c-stick wont fast fall you (IIRC).

The real problem is that c-stick down is the best way to dair while moving forward, and there is no way to do this without fastfalling unless you do it on the way up, which is limiting. As long as it's a short code, I'm down for it, but it's not a priority.
 

Link_enfant

Smash Apprentice
Joined
Nov 27, 2005
Messages
92
Location
France
Thanks for your answers !
Of course it's not a priority, but it would b very cool if it can be done :)
Yeroc => I understand hat you mean, I noticed that change on the C-stick in Brawl very early while playing it. What happened most is that when I did a short jump (I don't know if it can happen with a normal jump) and a fair/bair with the C-stick right after it, the character moves to the right/left without attacking.
This is no important anyway, that was just to explain how I noticed he way the C-stick worked in Brawl, so I understand it would be hard to find a code. ^^
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
That's been known for weeks, and can be done in 10% even. It's not inescapable though, all the opponent has to do is DI down and away and tech it. Otherwise, it's a semi-chaingrab and punishes bad DI (which is pretty sweet, IMO).
Yea it's a pretty cool chaingrab. It isn't that hard to get out of though, so it works just like most melee ones (just DI correctly). You can also tech chase with the side B and keep the combo going.

Falcon has a lot of cool little combos now.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I've been testing mostly on Falcon/Fox/Jiggly since I main them...

I've also played a lot on mario/marth/falco.

The people I play against use: marth/samus/falcon/zelda/luigi/peach/ness/lucas/G&W/ike/ganon/pikachu/lucarion for the most part.

It's not like all we are loading is falcon on falcon hehe.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
it would be nice if people stop testing with falcon
AH-****IN-MEN ... i have been saying this for weeks.. every time a new code comes out people only talk about how it will/is affecting falcon,fox,marth,shiek, and occasionally falco

for god sakes those arent the only chars in the game. i know that your all giddy there getting broken agin but please some of us would like to know how it affects the chars that suck ***... and see if they WONT suck *** any more wich should be top priority :ohwell:

VVVoh yeh zamus and toon link i forgot they got pretty broken aswell ^_^ thanks cobaltVVV
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
it would be nice if people stop testing with falcon
Well if it makes you feel better I test with Zsmaus and Sonic. However I'm more or less a smash nub when it comes to the finer details of this series so explaining the differences or quriks would be awkward.
 
Top Bottom