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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
On stages: I thought all walk off stages were insta banned by the SBR? Cause if not wouldn't that mean bride of eden could be made neutral by freeze codes? And if they are banned than why all this talk of trying to save the mariokart level?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
...Why's it sound like your scolding him (or her)? I didn't know a new verion of the ledge code was out.
Didn't seem like scolding to me... in fact I was poking fun at myself too. It's no secret I like MAD a lot lol. I've been enjoying the exchanges with Kupo. It's nice to have a debate without it turning into a flame war. It's been pretty civil so far. I would go to lengths like that to keep MAD in until I like a replacement(s) for it in my set hahahha.

<--Him btw
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
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Playing melee and smash ultimate
On stages: I thought all walk off stages were insta banned by the SBR? Cause if not wouldn't that mean bride of eden could be made neutral by freeze codes? And if they are banned than why all this talk of trying to save the mariokart level?
Because there's always been some gay tactic that breaks the stage. In SSB, mushroom kingdom was banned because of pipe camping, not because of the walk-offs. In melee, walkoffs were banned because of fox's shine infinites and in brawl, walk-offs are banned because of DDD's easy CTs. In brawl+, DDD and falco lose their CTs, and we're trying to get a code that removes jab locks.
 

kupo15

Smash Hero
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Mar 14, 2008
Messages
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Playing Melee
Didn't seem like scolding to me... in fact I was poking fun at myself too. It's no secret I like MAD a lot lol. I've been enjoying the exchanges with Kupo. It's nice to have a debate without it turning into a flame war. It's been pretty civil so far. I would go to lengths like that to keep MAD in until I like a replacement(s) for it in my set hahahha.

<--Him btw
Yup!

And whoa am I going blind here? The bolded was not there the last I checked and I don't see a "last edited by" in the post...this isn't the first time I was skeptical...
 

Osi

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

And whoa am I going blind here? The bolded was not there the last I checked and I don't see a "last edited by" in the post...this isn't the first time I was skeptical...
I added it really fast after posting that. I think there is a 5 min timer or something before a edited message appears.
 

kupo15

Smash Hero
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Mar 14, 2008
Messages
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Playing Melee
anyone know attacks that give a lot of shieldstun?
Ganon's Fsmash, Dk's fsmash or charge punch....

I dunno if shield poke and shield stun are the same thing but G&W's Bair does.


So basically you're going to try to make a shield stun code that has the properties much like a specific character attack does?
That would be harder to use. I think he is going to try an make a shield stun code and needed help with what is good for testing!!!!! But he would also need to test things like jabs for shield stun also since there are two variables: strong and weak hits..

tears of joy if that is true T_T
 
D

Deleted member

Guest
yes I'm making a shieldstun code, since that is basically all that is left to do.
then we can compress the codes and start the large testing.
 

kupo15

Smash Hero
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Messages
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Playing Melee
yes I'm making a shieldstun code, since that is basically all that is left to do.
then we can compress the codes and start the large testing.
I...love...you....(no homo)

But yea, use the moves I said but I think dk fsmash has two hitboxes so be careful when trying that. Another good move is ganon's Dair....
 
D

Deleted member

Guest
I'm looking for a simple move since I need to control everything by myself, so I'm gonna go for DK neutal B for now.
 

MuBa

Smash Lord
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Nov 4, 2005
Messages
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Dragon Kick you into the Milky Way!
Oh and paprika killer, I would love you (no homo) so much if you can find a way to make a less buggy version of the character speed increase code. It seems like a lot of people like the idea of having faster gameplay.
 
D

Deleted member

Guest
funny, tried to increase running speed this afternoon.

(didn't work out though)
 

Vulcan55

Smash Lord
Joined
May 7, 2008
Messages
1,824
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May-Lay
I'm having port priority problems with the no-auto-SS.

The highest priority port player can only SS right after the tip of the Up-B, during the first few falling frames, but not at the tip. Meaning you have to overshoot a little to be able to grab the edge, but you are making yourself vulnerable. Also after you start falling, you go into your helpless fall state, in which you also cannot grab the edge. This leaves a very small window in which to grab the edge. With some characters like Kirby and Fox, it is impossible. But if course, for player two, everything auto-SS's.

Ugh this is just like the lagless ledges that never got fixed. P1 = ****ed, P2 = not working.
halp?
10char
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Supposedly shieldstun works with an equation of the form

stun = damage*ratio + constant

However, it is suspected (and very likely) that there are two pairs of ratio/constant - one for attacks which are designated 'weak', and one for those which are 'strong'.

Somewhere in this thread there is frame data provided by Magus for a variety of attacks performed by Luigi, ranging in damage from 0->25%.

EDIT: If it's not too much to ask, I'd like to have PW's contact details please, Kupo. I'm working on some jumping codes and I'll have to make use of some values which the system will keep track of for me (They're called Gecko Registers to programmers). However, I know PW makes use of them too, and I'd like to know which ones are available for me to use.


EDIT again: Found the data. Wow, I'm not used to forums where the search function is actually good.

Character . Attack .... Damage .... Hitlag .... Shield Stun
-----------------------------------------------------------
Luigi ..... Up-B Wk ... 1 ......... 5 ......... 0
Luigi ..... Jab 2 ..... 2 ......... 5 ......... 1
Luigi ..... Jab 1 ..... 3 ......... 6 ......... 2
Luigi ..... Down-B 5 .. 4 ......... 6 ......... 2
Luigi ..... Jab 3 ..... 5 ......... 6 ......... 2
Luigi ..... N-B ....... 6 ......... 7 ......... 2

Luigi ..... U-Tilt .... 9 ......... 8 ......... 3
Luigi ..... F-Tilt .... 10 ........ 8 ......... 3
Luigi ..... D-Air ..... 11 ........ 9 ......... 3
Luigi ..... B-Air ..... 12 ........ 9 ......... 4
Luigi ..... U-Air ..... 13 ........ 10 ........ 4
Luigi ..... N-Air ..... 14 ........ 10 ........ 4
Luigi ..... U-Fwd-Sm .. 15 ........ 10 ........ 5
Luigi ..... D-Smash ... 16 ........ 11 ........ 5

Luigi ..... Up-B Sw ... 25 ........ 14 ........ 8
Luigi ..... Side-B Ch . 26 ........ 15 ........ 8



Some means of reducing hitlag would be awesome too, by the way. I have no idea how to find those things, but if you give me the means I'll work on it.
 
D

Deleted member

Guest
GR 0-8 are in use by various codes, so just using grF and then counting down should be safe.
(I'll make the shieldstun code to use 9-C or something like that then)
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hmm, thanks both of you. Why did your run speed code fail to work? I'll have to use similar data myself (mainly storing horizontal speed), so if it's a problem there I'm kinda doomed.

EDIT; Yeah, I did Kupo. You sent me that link ages ago but I couldn't sign up then because they were upgrading their Captcha system and it was broken at the time.
 

kupo15

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Some means of reducing hitlag would be awesome too, by the way. I have no idea how to find those things, but if you give me the means I'll work on it.
lol beat you to it for the table. But yea, reducing hitlag would be awesome. Did you get my pm?
 
D

Deleted member

Guest
Hmm, thanks both of you. Why did your run speed code fail to work? I'll have to use similar data myself (mainly storing horizontal speed), so if it's a problem there I'm kinda doomed.
I was only messing around with character specific run speed, nothing usable anyway.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Hmm... if there are two pairs of hitstun constants, one for weak hits and one for strong hits, then it could be possible to isolate the weak hits and create the "DI Weak Hits" code that Wind Owl has said would be needed.

It's certainly the code we want if we want to fix Sheik's Ftilt with hitstun.

Afterall, the hitstun code increases DI strength when the hitstun % is increased, so it seems those two are related (note that this is not hitlag and SDI that I'm talking about). So if there are two different hitstun constants depending on hit strength, then maybe there can be two DI constants too.
 

Magus420

Smash Master
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Close to Trenton, NJ Posts: 4,071
I would think that hitstun combined with the reduced stale moves effect codes would cause them to go into a tumble and be directional DIable much sooner on the f-tilt, making it act more like a normal combo than a lock that keeps them in non-DIable 'flinch' stun? Has anyone tested the lock with the hitstun and stale moves codes? It should work pretty differently already.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I would think that hitstun combined with the reduced stale moves effect codes would cause them to go into a tumble and be directional DIable much sooner on the f-tilt, making it act more like a normal combo than a lock that keeps them in non-DIable 'flinch' stun? Has anyone tested the lock with the hitstun and stale moves codes? It should work pretty differently already.
I think the problem is that most people also try it with gravity, which pushes it back towards a lock again. This should be tested w/o gravity to see if you're right.
 

KishPrime

King of the Ship of Fools
BRoomer
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Stage freezes are a horrible idea, and I doubt that we would ever use them in a tournament.

By the way, we did figure out our rules for the tournament. The only thing I think we would've liked to try more was gravity, I think. Since we didn't try it, we left it off.

Hitstun - 8%
Auto L-Cancel
No delay on Edge Grab
No tripping
Reduced Stale Moves - Right now we're using the half code and actually may reduce it more because it's not a large effect at all
RAWRizard
No auto-sweetspot ledges

We are not trying to balance characters in any way, just mechanics.

Feel free to point out any glitches in these codes that may cause problems in a tournament setting.
 

KayJay

Smash Ace
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Stage freezes are a horrible idea, and I doubt that we would ever use them in a tournament.

By the way, we did figure out our rules for the tournament. The only thing I think we would've liked to try more was gravity, I think. Since we didn't try it, we left it off.

Hitstun - 8%
Auto L-Cancel
No delay on Edge Grab
No tripping
Reduced Stale Moves - Right now we're using the half code and actually may reduce it more because it's not a large effect at all
RAWRizard
No auto-sweetspot ledges

We are not trying to balance characters in any way, just mechanics.

Feel free to point out any glitches in these codes that may cause problems in a tournament setting.
Hitstun is way too low, otherwise its a perfect setup imo.
 

kupo15

Smash Hero
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Messages
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Hitstun is way too low, otherwise its a perfect setup imo.
I agree. You should try out 11.75% but otherwise great setup.

Just make sure you have the right half stale value by magus
06FC0988 00000028
3D4CCCCD 3D4CCCCD
3D23D70A 3D23D70A
3CF5C28F 3CF5C28F
3CA3D70A 3CA3D70A
3C23D70A 3C23D70A

and the up to date form of lagless ledges that enable "back' to drop as well.

I actually like 1/2 stale better than the 3/4 stale i was using
 

leafgreen386

Dirty camper
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Playing melee and smash ultimate
Stage freezes are a horrible idea, and I doubt that we would ever use them in a tournament.
How so, when it makes several banned stages playable? I can understand not wanting to freeze any legal stages. I was extremely iffy on the idea, myself. However, making banned stages playable by freezing them can only help the game.
 

KishPrime

King of the Ship of Fools
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We don't really see a need for so much hitstun and it makes some things just ridiculous. There are plenty of new opportunities with 8% from what we can see now. Our opinion may change, but this is what we have found for now.

We'll check the codes to make sure that they are up to date.

As far as stage freezes go, I'm simply of the opinion that I want to see as little tinkering with the game as possible. "Fixing" banned stages opens up the possibility that then people will demand that valid counters also get frozen to make them "better," and I'd rather not see some very interesting and diverse counters fall by the wayside.

I'll try to upload the files later. Is there a consensus on gravity, or is it even used much?
 

leafgreen386

Dirty camper
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There is no consensus on gravity atm, besides that the only gravity that should even be looked at is downward grav. Most gravity supporters seem to prefer numbers between 1.25 and 1.40, while others (such as myself) think that either regular gravity should be used or a small boost such as 1.1 and at the most 1.15. It's pretty well split, though.
 

Phantom1987

Smash Apprentice
Joined
Jul 29, 2008
Messages
95
emmm this was probably mentioned (so I know I will be flamed xD) but when I was playing with the "melee air dodge" I realized you can still throw items once the air-dodge ended. This would mean characters like link or toon link with their bombs or Peach with her turnips (etc...) will get an extra jump plus the posibility of attacking after the dodge (while they are still in air). Furthermore, if you make an airdodge and quicly throw an item, the item will cancel the airdodge but you will still move in the direction you holded. It works just as the glide tossing but in the air. Emmm, I'am pretty sure this must be already known (because I played brawl+ once and I realized it...) so ...sorry for using seconds of your lifes xD
 
D

Deleted member

Guest
yeah the link recovery has been mentioned, but even if you couldn't throw, the bomb could go off in your hand so it barely matters, except maybe for diddy. but MAD is still up for debate now.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
As far as stage freezes go, I'm simply of the opinion that I want to see as little tinkering with the game as possible. "Fixing" banned stages opens up the possibility that then people will demand that valid counters also get frozen to make them "better," and I'd rather not see some very interesting and diverse counters fall by the wayside.

I'll try to upload the files later. Is there a consensus on gravity, or is it even used much?
If you read the discussion about frozen stages on the Code Agenda thread, you'll see that most people are in favour of leaving the currently Neutral/CP stages alone and fixing only what is broken (Banned).

Think about it.

WarioWare would be a Neutral stage if it was frozen.
Port Town would be a CP.
Green Greens would be a CP.

It just adds more stages to the list of viable ones, without touching the ones that are already viable.

Also, make sure you re-evaluate your stages for Brawl+. Once we get rid of laser/icicle/jab-lock, there will be nothing in Brawl+ that makes the walk-off edges of Mario Circuit and a frozen Flatzone 2 that problematic. Those two would be new CP stages under Brawl+ mechanics.


Also, RAWRizard? Are those the two Phantom Wings codes for the PT with no-swap and no-stamina?
 

Osi

Smash Ace
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580
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In a dream
I'll try to upload the files later. Is there a consensus on gravity, or is it even used much?
It looks like the old gravity codes are gone at this point (they had so many negatives). The newer codes allowing you to edit just downward gravity/fall speed are being used by many people. Generally 1.1 is seen as a minor change, 1.25 is the medium, and some desiring a melee fast fall are using up to 1.4 fall speed. Since you all seem to want to make minor adjustments to brawl to fix it rather than change it dramatically to a different game I'd say check out fall speed at 1.1. It's not a huge change, doesn't gimp vertical kills much, and adds a bit more speed to the game still. Personally I use 1.25 on my set, but it is a little fast at times.

I'm very interested to hear how this next tourney goes over too, it will be cool to see the response to the updated code set.
 
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