kupo15
Smash Hero
Ill post some fox, ganon, sonic, DDD (mario?) and pit matches the next time i play (and CF hehehe)it would be nice if people stop testing with falcon
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Ill post some fox, ganon, sonic, DDD (mario?) and pit matches the next time i play (and CF hehehe)it would be nice if people stop testing with falcon
What do you expect? They are the former top tier and people want to see what they can do. If you want to help the situation, start posting about other characters and get people into it!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
will do sir *salutes!* to bad i dont have any vid equipment... guess words will have to doWhat do you expect? They are the former top tier and people want to see what they can do. If you want to help the situation, start posting about other characters and get people into it!
Good stuff. I'll try to mix it up too. No one's really talked about I'm surprised there hasn't been much on Lucario, Wolf, Pit, G&W, or Rob. There's also DK, Kirby, Lucas, Peach, Ivy...will do sir *salutes!* to bad i dont have any vid equipment... guess words will have to doill probley be talking alot about how new codes effect link,samus, bowser, sonic, yoshi and ness because these are my sudo mains.
Just as well. No point in the code process getting mucked up by trying to create a system that puts meta on the same level as the others.Good stuff. I'll try to mix it up too. No one's really talked about I'm surprised there hasn't been much on Lucario, Wolf, Pit, G&W, or Rob. There's also DK, Kirby, Lucas, Peach, Ivy...
I do find it amusing that no one's even touched MK at this pointWe've only speculated, but we probably don't want to confirm our deepest fears...
The more codes come out, the more MK gets balanced out with the rest of the characters so I don't think MK will need nerfs but we shall see.indeed, when we have a set of codes that we have agreed upon, then we can look into character specific tweaks, such as nerfing MK
You really don't need MAD. MAD will give MK the God tier back that he lost with all of the codes we have. You want mobility? DDing and even a faster FF and make all turn around skids and halt animations 2x as fast. Play 64 if you want to see some good mobility because it was really good and it didn't even have an air dodging systemI use 11.75 and earlier I used 10 not much diff imo and I also use ALC, No trip and MAD, I know some of you dont like MAD but I think its good for B+, It gives characters mobility against characters who would just dominate them. With added hitstun Marth, Meta, Fox (some combo chars) can completly ravish heavys and slow people once they are caught in an attack, now this is not really a problem because it kinda makes sense but its too easy, and with nefed shields I can only see inbalance with range chars..
Great counterpoint. I was thoroughly convinced.MAD does not fit brawl. I am dead serious. It just doesn't fit the game. We don't want to make Melee 2.0, we want to make Brawl+.
Well, when you switch from MAD to BAD, the game feels so **** slow if you don't play fox, or any similar speedy character.MAD does not fit brawl. I am dead serious. It just doesn't fit the game. We don't want to make Melee 2.0, we want to make Brawl+.
I can see Marth and Oli becoming a problem with shields, so we'll have to be careful. But more importantly, I see the game shifting to mostly spot dodges if we do nerf shields. Spot dodge spamming is already good, and with nerfed shields it will be an even better option.With added hitstun Marth, Meta, Fox (some combo chars) can completly ravish heavys and slow people once they are caught in an attack, now this is not really a problem because it kinda makes sense but its too easy, and with nefed shields I can only see inbalance with range chars.
What AT's would that be? So far all I've noticed that suffers are the occasional auto cancel and a lot of the ledge-camping tactics...The gravity and fast fall stuff makes the game just completely broken, many ATs don't work anymore and many recoverys get nerfed.
From what I've tested it doesn't. Even if it does it should be miniscule.i though the downward vertical gravity modifier does not cause problems with the Up+B recoveries
No, you can not get out of combos with MAD because you are invincible for a shorter period of time and you move practically nowhere. Plus, you are in gimp mode afterwards which makes metas fast aerials even easier to punish you. MADing against anything MK will act as if you don't air dodge at all and to ban MK because MAD makes him broken is a horrible excuse.I think with nerfed shields No Mad will give him god tier, he would simply be 2 fast and once ur caught in something its over, with mad you have wavelanding as well as the directional dodge which can get you out of combos. When the other codes (shields, ledges, good DD) come out maybe then we will see, but as of now I like Mad even though its not finished imo
Last I checked, brawl had more ppl in it than Melee. You won't attract a large crowd with MAD.wavedash community is too large to ignore
It's more like auto Z-cancel. I really dislike the idea of S-canceling. I noticed on Wiird (I actually got the action modifier off of one of your posts there) that you suggested modifying aerial lag into action 016, which is the landing lag from a double jump. I prefer changing it to action 017, which is the landing lag from a short hop.the aerial lag=landing code is still buggy as hell as it basically is an auto S-cancel code.
it's funny to play with though, but you can SH sweetknee -> shield grab, and stuff like that.
I really have to disagree. While I think 1.25 may be suitable as an ABSOLUTE MINIMUM, characters still feel too floaty even at 1.3. While my preferred fall speed is 1.4, I think either that or 1.35 should be the value. Anything less is doing too little to combat Brawl's unacceptable floatiness.After playing with 1.3 fall speed for a while, it seems a little much. Gonna test 1.25 now. Using 11% hitstun as well. I was previously using 11.5%, but with faster fall speed, it feels like it needs to be reduced a tiny bit.
Because characters fall faster, they are not able to cover as much horizontal distance while falling. This is minor though and should not be too much of an issue, and certainly nowhere near as much of an issue as when universally increasing gravity. This fallspeed mod also nerfs vertical KOs and buffs horizontal ones which is an extremely good thing. I think if it really becomes a problem, we could lower the upwards gravity, letting characters jump higher.Who exactly is gimped? If you're only using the downward gravity modifier then there shouldn't be any jump height nerfs. Are you basing this instead on them not being able to DI themselves towards the stage well enough because they fall too fast?
You are obviously used to Brawl's horribly floaty nature.I don't think 1.25 feels that bad at all.
ahhh is that the only reason most of you are on board with this?? it was my understanding at the begining that we werent getting our hopes up at this becoming big. i thought we agreed that this would probley never go anywhere but would be a much more balanced, competative versoin af brawl for us to have fun with...It doesn't matter half as much what casual brawl players at home think. The biggest issue is "will tourney players show for this in tournaments?" which we can't tell yet. Once we get the codes in and try a standard, and a few of kishprime's brawl+ tourneys pass by we should know where it stands. This new brawl needs the support at tourney showings to go anywhere serious.
Fast Edges(v1.0):
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000018
92210004 00000068
92210005 0000007C
58010000 0000007C
58010000 0000002C
58010000 00000004
92210006 00000018
80000007 BF800000
4A001005 00000000
30000038 00000074
4A001002 00000000
34000040 40100000
C0000000 00000012
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 81040014
81240018 C004001C
C0270044 FC010040
40810010 C027003C
FC010040 4081002C
C0460040 C0270040
EC2100B2 FC010040
40810014 C0270038
EC2100B2 FC010040
40810008 4800001C
39400001 B1490008
3940000E B149000E
3940FFFF B1490010
B8410008 38210080
4E800020 00000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Added functionality for pressing back.
Must now actually input the joystick direction instead of just hold it when you hit the edge.
Time until you can quick drop is slightly delayed.
No Sweetspotting(v1.0):
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
32000000 0000000F
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000018
58010000 0000007C
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000
Does not work for Ness, Lucas, and Lucario as they are write protected.
Slight glitches may occur with Wolf's side B
You may have to aim more carefully with Diddy's Up B