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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
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
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!
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I think it has a lot to do with the fact that the Cap'n is so terrible before the codes and utterly combo-less that everyone can see and enjoy the stark difference once the codes are applied. Additionally, most of Falcon's old combo strategies (d-throw to nair/uair to knee, for example) still work from melee, so these combos are already figured out and accessible.

Second of all, people like to see a combo finished into a KO, which Falcon does well with his knee and hump.

Now, of course I agree that I'd like to see more people. This just why we've seen so much of the Cap'n.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Well, I have 1.4x fallspeed and zero lag from aerials (action modifier to change aerial lag into landing animation) because I have PAL Brawl, and something I've noticed while playing Zelda is that even at 0% hitstun, with 1.4x fallspeed, Zelda can combo spacies, Link and Captain Falcon with Usmash > Dash Usmash > Dash Usmash etc at low percents. With hitstun, it would most likely be a genuine combo.

There's some Zelda info for you, I might test Bowser and Samus, especially when I get my NTSC Brawl and can play some proper Brawl+. I think people focus on Falcon, Sheik, Falco, Fox etc because it's well known that they're the combo characters.

Edit: With Zelda's Usmash combo, if they DI left or right you just dash in that direction before the Usmash, at low percents just DIing left or right won't let them escape the combo.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
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!
will do sir *salutes!* to bad i dont have any vid equipment... guess words will have to do:ohwell: ill probley be talking alot about how new codes effect link,samus, bowser, sonic, yoshi and ness because these are my sudo mains.

everyone is starting to play/try sonic now becaues he can combo well and is fast so im gonna skip him. i think we all know how freakin awsome samus got XD

for starters did you know at mid percents ness can Dair a grounded opponent and he cant do anything to dodge the incoming bat! (or pk flash or nair or another dair) grounded spikes are like free hits that you cant DI but ness just has really nice things he can do once he lands one. ness just gets awsome with the codes. not sure if hes moved up a teir or not but hes definitly better.

(posted this one on the other thread) this is really a cool combo/combo starter with link: down B> full hop>air dodge> Zair > throw bomb> run attack>>> up tilt, up smash, sh neutral air, bair, fair ect... its really sweet kinda like samuses zair> charge shot its odd how when your holding a bomb if you air dodge first you can Zair with the bomb in hand.

Yoshis ftilt tilted up can be used like an ftilt and you can get some ftilt combo damage and finish with a forward smash,usmash, nair, or whatever suits you.. his egg though still easy to out prioritize is really awsome if you manage to hit onece at low to mid percentes. you can go to town back and forth if they dont DI right.

saddley bowser plays almost exatly the same as without the codes other than his arials because of the auto l.. sigh i really thought something good would come for him but hes just shifting back to melee tiers. not only can he not combo but he is still huge and super easy to combo... makes me want to have a code to make him kill in like 5 hits >;D >_> the only 3 moves that can semi combo are his run attack... (and we all know how great that attack is) his utilt wich compared to other utilts his is stupid easy to DI, and his down smash at low percents .... i was hopeing that he would have some gaurenteed bowser bomb combos or somehting but no he just blows with these codes.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
will do sir *salutes!* to bad i dont have any vid equipment... guess words will have to do:ohwell: ill probley be talking alot about how new codes effect link,samus, bowser, sonic, yoshi and ness because these are my sudo mains.
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 point :laugh: We've only speculated, but we probably don't want to confirm our deepest fears...
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
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 point :laugh: We've only speculated, but we probably don't want to confirm our deepest fears...
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.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
ROB is awesome, even with a reasonable amount of grav he can SHDF, and hitstun affects his projectiles greatly. He also gets very good combo potential out of his DThrow and Dash Attack. He's easily as good as he was before, all things considered.

Bowser... Meh. I have to admit I only play him for fun, but he still feels too slow to get anything good out of him. His grabs often lead into setups, though, and he has to hit less to achieve the same damage.

Jigglypuff is weak overall, but has her moments. Apparently without grav you can combo UAirs like crazy - with it it's possible at times but can be tricky to get into. Lagless edges+sing cancelling can be nifty. She actually occaisionally has the ability to combo into rest now (I have a preference for Cornernia as a result of this - it's very easy to pressure the enemy against the wall, and rest will kill at low% - the tradeoff is that jiggs dies really early too).

Kirby is a beast. Can WoP, Dair combos into everything.

Mario is significantly better, but still not -amazing-. He's got a lot of good comboing moves, but nothing that really sets him apart from the crowd.

Toon Link is verging on overpowered, IMO. His projectiles have amazing hitstun in vanilla brawl, and in Brawl+ you can run across 1/4 of the map and land a hit in hitstun. He can also combo his very powerful USmash into pretty much any aerial.

Peach... I suspect she would be very good if I knew how to play her well. Whenever I pick her up I try to play her like my melee peach, and that always ends horribly. Lots of DSmash + trying to combo with Uthrow or kill with Fthrow = not a winning strategy. She can Ftilt 2-3 times at low% and end with a Utilt for a very nice start of a stock.

Donkey Kong is, in terms of overall balance, probably about as good as he was. He picks up a few combos at low% (usually based on utilts and uairs, which at 0% can be done out of a uthrow against some chars), and can WoP off the edge a little bit (not so will with +grav, of course). His UpB edgehog is a little bit more powerful. However, he also gets comboed quite easily.

I can't really talk about G&W much because I've never seen him played in vanilla brawl (for some reason our DK player swapped to G&W - perhaps he was annoyed of Jigglypuff's priority?), but he's fairly good. I don't think he benefits too much from the changes, but he was high up to begin with so remains a very good character.

Of course, we're not amazingly skilled players, and a lot of my judgements are based on a couple of us who enjoy alternating between quite a few characters.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I disagree about DK. I've been playing him quite a bit over the last three weeks and I think he's more than made up for being a big heavy target.

-His Uair juggle makes a return from Melee
-Stomp -> anything combos (Stomp to Utilt to Usmash is a great damage builder)
-His Nair has enough stun on it to avoid counterattack and actually use
-ALC helps greatly with all of his arials

Plus, his dTaunt is, like, twice as good.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
i'd say overall, every character has gotten a significant boost sans a few.

the characters i've been using a lot lately are mario, DK, samus, fox, falco, pikachu, jiggly, charizard, ness and snake. generally speaking i've seen a significant boost to characters with low knockback attacks that were normally kind of useless in crapbrawl.

i'll talk about my experiences with these characters; although, be wary as i tend to change my codes around a lot to test things. but generally speaking, most of this information would be reliable to someone who uses: hitstun 11.75, ALC, independent pokemans.


mario is really a combo master with the hitstun on. for every situation he probably has a 2-3 hit combo he can do that, if you space correctly can lead into an fair almost everytime. i'd say mario plays very similar to his melee counterpart, but has some elements from mario from n64. it's kind of funny how all these combos from the older installments work again..

as for DK.. he was already kind of OP in the first place. the hacks made him even better. he's a large target, but he has range that out spaces marth. he can combo A LOT of attacks together. one of my favorites, and most obvious ones are dair -> upair combos. they tend to kill quite reliably. his aerials are actually pretty fast for a character his size and at low percents, you can do something like, uptilt -> uptilt-> upair -> nair -> improvise. it's really cool. reminds of smash64 combos.

samus is really freaking awesome, especially with gravity. she can do all kinds of awesome combos and it's much easier for her to set up her charged shot or her bair. (the simplest set up for those 2 killers are her dair).

fox has gotten an insane boost from the hacks. he feels a bit slower compared to melee fox, but he has the combo and damage output of smash64 fox. he is a freaking beast. i'd say he's easily high tier with hitstun alone.

falco. meh, he's falco. his stuff kind of comboed anyway. he can do a lot of stuff to upair though. he hasn't really benefited much (that seems to be a common trend for most high tier characters)

pikachu.. once again.. smash64 syndrome. upair and uptilt combos beckons forth the days of comboing people off stage with your tail whips. pikachu is really, really good. kind of hard to use though. with s-cancel (which i dont use anymore) pikachu can do drills -> grabs (but most people know this already) which are similar to smash64 drill to grab attacks.

i don't get why people think jigglypuff is mediocre. jigglypuff is INSANE. she can juggle the crap out of you upwars, sideways, off the stage, into a rest.. she has a combo set up for EVERY situation. her aerials are quick, STRONG and have ENORMOUS priority. she is definitely going to be taking names in the future.

charizard (i think he's mostly been covered). he gain an overall boost. by himself he's an extremely effective and mobile heavy weight, but his attacks generally come out rather slow. his rocksmash is surprisingly not really anymore effective than it was in crapbrawl (that's not saying much as it's extremely powerful in the first place). his attacks that aren't so slow though, like his uptilt and upair tend to be comboed rather easily with. (i feel like im repeating myself)

ness is too much fun. once again, he feels a lot like his smash64 counterpart (except not as OP bwahaha). his yoyo may not be as strong, but he makes up in his aerial mobility and quick attacks that are great to combo with. his stomp to headbash aerials are very effective combo tools. at low percents, you can do something like, upair, nair, uptilt, uptilt, upair or something. he's awesome.

SNAKU is still good. however, due to his slow aerials, he tends to be juggled very easily. however, he has a lot of short combos, such as uptilt to uptilt or any variation of his knee, sweep or punch. he didn't really get anymore powerful, but one thing i looooooove to do is his knee -> plant a c4 on their dumb*** combo (could you do this in crapbrawl? i forget).


well i hope that was interesting. i think it helped me organize my thoughts more than it'll help you, but it should prove interesting to try out new characters. go out there and explore! we all know CF is good already :p
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
I played against my bros meta in brawl+ (he is not m2k). Anyway the only advantage meta has now is the edge (this depends on how good you can combo though). Playing with Ike against his meta with MAD helped and kinda hurt. When your off the edge at certain angles meta will not allow you to get back (1 air dodge). But on the ledge if you have your combo/defense game down plus mix in mindgames Meta is easier. Mad actually gets you out of combos if you dodge in the right direction then fastfall and helps your set up grabs and attacks.

When I played my ganon against his meta, ganon felt kinda overpowered lol....Downthrow to fair is death at like 90% and comboing him is easier because of hitstun. Metas combos are basically the same from old brawl so I know them and all I had to do is relearn how to DI them.

Meta is not that cheap to me, he can get comboed, his combos are basically the same and he dies really easy. NOW im not saying he doesnt **** though.

Gaw Is a combo machine he is really good he could combo/chain attacks well in V brawl, and now he can do it easier thanks to hitsun.

Falcon, we all know the yes combos hes good now because of his speed and the easier knee kills

ToonLink, If you dont tech you will lose, his boomerang and bombs set up **** no lie, he has his bairs, **** all his aireals for that matter, he is not overpowered imo though.

Link, my main is 2 good now mainly because his projectiles set up **** combos and he can set up locks easily (prob will be removed but as of now this gives him a automatic KO if you miss a tech, and if they are skilled)

Falco, without the chaingrab he is still **** but his weakness is his fallspeed, he can get comboed easily but he can combo exceptionally well.

Fox, @_@ miss techs and you have 60% congrats...seriously Fox is good but is in the same boat as falco alot of these OMGGZies characters you guys talk about arnt that overpowerd if you learn how to tech in brawl +

DK, is really powerful and if he knows how to bair well he can be a force, his drawback is how easily he can be comboed but his upb is a breaker in some cases. He is good.

Mario is great now (I play with MAD btw) he can use his grabs to start combos. If you played mario in VBrawl just think of all the stuff you THOUGHT you could do on Vbrawl is now legit with hitstun.

Samus, homing missle to zair to chargeshot ftw, wd helps her because her roll sucks D,

Snake can combo very well guys idk he is good if you miss the tech on the ftilt it can be a free kill or 48 %
ftilt to utilt to nair

Marth can ken in some instances. Hitstun helps his already good air game.

I 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.

If the DDing codes solve the problem of mobility then I wouldnt really care as much but I doubt it will. I just will have to test out the finalized or better dding code. The MAD should be combined with BAD but idk how it can be acomplished. Some say having MAD will turn people off, but how do you know these other codes wont, Im a little biased because Im a link main but 2 me the main problem with VBrawl was the chaingrabs, and honestly the hitstun code was the best code for balancing brawl but not getting 2 different for the average brawler (average for popularity reasons).
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Jigglypuff has always had the aerial priority, though. I'm honestly not overly impressed with the combos she's gained, since my enemies know to not go into the air with me unless they have to, and she has few effective ways to get people up there. I certainly think she's good, but still nothing special. Just like in melee, I find her to be semi-decent, but with the occaisional WH0MG moment that can define a match. That said, I definitely think that gravity doesn't help jiggs. Although it doesn't affect her recovery, she needs the time between UAirs because it is a fairly laggy attack.

Falco can still gatling combo if you screw up the techs, but yeah, he hasn't gained too much all things considered. The fact that he was so strong to begin with makes him still a very powerful character, though.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
i see what you're saying about jigglypuff. i guess you're right if they stay on the ground she doesn't have many options (in fact her ground game is terrible).

and yea, i agree about falco. although i believe coupled with the fact that falco lost his chaingrab and that he hasn't gained much from the hacks, he is probably much more balanced now, but still very good.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
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.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
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
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.
I 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..
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 system
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
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
 

Sinz

The only true DR vet.
Premium
Joined
Aug 31, 2005
Messages
8,189
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+.
 

KayJay

Smash Ace
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Apr 19, 2008
Messages
530
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Austria
NNID
KayJay84
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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.
The character speed modifier makes BAD matches really exciting and fast, too bad that it has so many bugs so it's no option for playing it serious yet.
The gravity and fast fall stuff makes the game just completely broken, many ATs don't work anymore and many recoverys get nerfed.
So as long as there is nothing that adds up your feel of speed it's MAD >> BAD.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
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.
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.

The gravity and fast fall stuff makes the game just completely broken, many ATs don't work anymore and many recoverys get nerfed.
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...
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
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
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.
wavedash community is too large to ignore
Last I checked, brawl had more ppl in it than Melee. You won't attract a large crowd with MAD.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
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.
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.

I'm going to test Zelda some more with my dodgy version.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
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.
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.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
I don't think 1.25 feels that bad at all.

Brawl's recoveries are based around the default physics engine and 1.4 REALLY hurts some characters recoveries.

We don't really want to gimp characters intentionally.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
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?
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
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?
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.

I don't think 1.25 feels that bad at all.
You are obviously used to Brawl's horribly floaty nature.
 

Problem2

Smash Champion
Joined
Jun 12, 2006
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2,318
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Crowley/Fort Worth, TX
NNID
Problem0
My settings:
No Tripping
Manual L-Canceling (though it doesn't matter)
Hitstun x1.1
Damage x1.025
Faster Falling x1.25

This doesn't feel like Melee. It's a hoot, all it's own. I like it. :)
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
You can directional airdodge out of combos then fastfall with Mad(not talking about off the ledge) With Bad you just dodge and get ***** as your opponent just follows where you'll end up, Mad is the same but quicker because the fast fall can get you back to the ground in certain situations as well as using the waveland to get you out of risk situations.How do you know if the other codes will not make brawl+ popular. Ok so the brawl+ community likes the easier gameplay of brawl compared to melee and introducing them to Brawl+ with Mad might turn them off with the difficulty....well how do you know if they will accept the ledge codes (finalized)? Maybe they dont want to nerf the shields, and messing up the gravity would totally turn people off mainly because it would require them to practice and relearn the timing of certain attacks/combos, who knows how people will react?

Really the only legit code is the hitstun and no trip otherwise your going to the place of no return, so the only prob with mad is prob the code length, but as for difficulty MAD takes no longer than a 1 solid day to understand the general uses its not some ISJR super technique DF, F, DF, P, K, P super shaolin tekken button combination.

On a side note though I kinda feel as though this project is not going to work out. Sometimes it seems as though the brawl community is content with the way brawl is played cheap tactics and all. Would a D3 user who places in tournies and wins money seriously consider maining him in a competiver tourney knowing he is not going to beable to use his most viable move/tactic. Or the shiek mainer (not high tier but whatever) even though the tilt is cheap will she want to get involved in a project that removes this from her game, or the Meta user who likes to use those ledge tricks which are most likely going to be gone in B+?

I feel that it is not only Mad that will turn people off, people, even though they critisize it enjoy the gay normal brawl "pro ATs" which really take no skill to pull off, well compared to melee's.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
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.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
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.
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... :dizzy: are some of you just going to give up if this doesnt get its own tourny scene.. because if so that would be incredibly lame .
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
No its still funner than normal brawl and im going to continue to play it, I also dont care how the normal brawl players feel but I just hear that Mad will turn people off of brawl+. I dont think it will if people actually promote it (sagemoons vids showed its uses aswell as my and yourcombo vid), and show it has its uses. Its not that hard to learn the only problem is its lengthy T_T im hoping it can get modified.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Alright gais Phantom Wing has made more codes!

Code:
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.

Code:
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
 
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