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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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Roager

Smash Ace
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Jun 14, 2008
Messages
704
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Idaho
The problem I have with the wifi stage is not the sandbag.

Rather its the camera. It closes in on the players so much that it goes to the point where I can't estimate how long the stage is.
Funnily enough, that might actually be remedied by the sandbag...
 

Perfect Chaos

Smash Master
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Salt Lake City, Utah
NNID
PerfectChaos7
Just take the 4.1 .txt file and take the sandbag>money code. Then put it in the nightly txt.
but there isn't a txt for this build....
Like I said before, I'm currently using sandbag-less WR on the July 10th nightly build (mainly due to the panning-out camera problem), by having the NPC is now W-F WR code in the .gct and the Brawl+ codes as a snapshot. This method is awesome, since it allows me to use kupo's awesome camera code, even without the .txt file, and also to play with vBrawl (although that's pretty rare) with cosmetic stuff like the camera, shield, texture mods, and infinite replays with tags, by simply not loading snapshots.
 

Yingyay

Smash Ace
Joined
Dec 4, 2008
Messages
693
I actually never liked the wifi stage. But now that it got worse (this is a fact) because the sandbag is there then why not remove it again. Isnt this the reason Luigi's mansion got perma-destroyed? (even tho its back now but it has a longer respawn time and now that its back the pkmn glitch should be gone) There's no benefit in have the sandbag in an already bad stage. It wasnt even meant to be fought on mind you.
 

Wander

Smash Journeyman
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May 26, 2008
Messages
461
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I feel cramped by all the arguments over stages that were never meant to be there in the first place.
 

Mattnumbers

Smash Master
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I actually never liked the wifi stage. But now that it got worse (this is a fact) because the sandbag is there then why not remove it again. Isnt this the reason Luigi's mansion got perma-destroyed? (even tho its back now but it has a longer respawn time and now that its back the pkmn glitch should be gone) There's no benefit in have the sandbag in an already bad stage. It wasnt even meant to be fought on mind you.
How is it a fact that it's worse, it's not even debatable that that's an opinion.
It makes you look like an ******* when you proclaim your opinion as fact.
 

Roager

Smash Ace
Joined
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Messages
704
Location
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How is it a fact that it's worse, it's not even debatable that that's an opinion.
It makes you look like an ******* when you proclaim your opinion as fact.
This is the internet. Proclaiming opinion as fact is how we fly in this town. You wanna fly some other way, you go to some other town. kthxbai.
 

Roager

Smash Ace
Joined
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Messages
704
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Intelligent people usually do not proclaim their opinions as facts, even on the internet.
I thought my joke was obvious, but okay.

Anyways, yeah, if you don't wanna look like a ****ing toolbox, admit that your opinions are just opinions and nothing more.
 

Mattnumbers

Smash Master
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Messages
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Sorry, I can never tell if someone is joking on the internet unless I've seen them post a lot before.

Anyways, why did you guys decide that Jigglypuff needs better throws? I thought she was really balanced already.
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
Guys, please stop the stupid WiFi Stage argument. It's a CP. The sandbag stop projectiles and give a tiny bit of hitlag. And if you want a better FD, grab the Community Stage Pack.
BTW slowing down the WiFi Stage shouldn't slow down the sandbag's respawn time. Because as soon as the sandbag is "KOed" it respawns immediately. The sandbag is an item, so slowing down the stage itself won't slow down the sandbag itself.
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
3 questiosn:

does the nightly build use file replacedment 3.1a or 3.2?

where's the wifi waiting room? i can't find it on my selection thing

and what happens if you select "menu" on the stage selection (just curious, too lazy to go to my wii right now)
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
3 questiosn:

does the nightly build use file replacedment 3.1a or 3.2?

where's the wifi waiting room? i can't find it on my selection thing

and what happens if you select "menu" on the stage selection (just curious, too lazy to go to my wii right now)

you're last 2 questions answer themselves.
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
Thanks, shanus. I hope this issue doesn't come up again in the future- I'd like to believe we all have common goals/visions for Brawl.

*Goes to figure out music*

Edit- Did anyone see my post regarding Jiggly's throws?
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
thank god. now, what do i need to do to get rid of the ****ing sandbag/get deadlands back?
Donwload the Community Stage Pack for a better FD, or just make a custom flat stage yourself.
To get deadlands back, we can again just make a custom stage.
BTW, how do I exactly use the SSS code? I need a detailed explanation. I want to try making a SSS myself.
 

FrozenHobo

Smash Hero
Joined
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Nowhere Land
Donwload the Community Stage Pack for a better FD, or just make a custom flat stage yourself.
To get deadlands back, we can again just make a custom stage.
BTW, how do I exactly use the SSS code? I need a detailed explanation. I want to try making a SSS myself.
there are codes smart one. i'm asking where i can find the txt for the official release so i can get the sandbag -> money and deadlands codes.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
there are codes smart one. i'm asking where i can find the txt for the official release so i can get the sandbag -> money and deadlands codes.
The sandbag is actually pretty cool from the time I've played with it. Especially with multi-hit moves, it adds more depth than just a projectile block. I've found myself using it to abuse the hitlag gains from hitting it to punish sidesteps more effectively. I'd appreciate it people gave it more of a chance before hastily jumping to conclusions.

the same applies to deadlands. We could make it respawning even later, (i.e. like even 3 minutes) so that its even more defined.
 

FrozenHobo

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does the SSS code cause any problems with the NPC = WR code? i know they switched the waiting room to 75M so would it be on both?
 

Wavedash Master

Smash Journeyman
Joined
Dec 14, 2008
Messages
322
there are codes smart one. i'm asking where i can find the txt for the official release so i can get the sandbag -> money and deadlands codes.
Deadlands
4A000000 90180F3A
38000000 FF000004
48000000 805B8ADC
DE000000 80008180
1400020C 4F000000
3000024C 00000000
1400024C 01010101
3000024D 03030303
1400024C 00000000
E2000001 00000000
14000250 41C00000
14000254 41C00000
1400025C C1C00000
14000260 41C00000
90010000 00000000
58010000 FFFFFDF0
10000150 00000007
14000154 4F000000
4A001000 00000000
58010000 FFFFFDFC
10000150 00000007
14000154 4F000000
E0000000 80008000

Also, it'd be appreciated if you would put that together a little more nicely.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
does the SSS code cause any problems with the NPC = WR code? i know they switched the waiting room to 75M so would it be on both?
look on like the 3rd or 4th line from the bottom. There will be a part which says 0025, replace that with 0008.

That changes it from New Pork to 75M. This i sjust off the top of my head though, so I might remember the numbers wrong.

Also, way to disregard my points on the hitlag use on sandbag.
 

FrozenHobo

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i'll try out the number change to see if it works. and i didn't disregard it, i brought it up earlier. i'm just sick of having to dance around sandbag instead of just fighting my opponent.
 

grim mouser

Smash Journeyman
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Jan 15, 2009
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464
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If I recall, someone made a vid showing Rest's hitbox automatically shield-poking a D3 after Rest hit a Waddle Dee. Might that work with Sandbag...? =O

Edit- Doesn't seem like it...
 

Mattnumbers

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Kirkland, Washington
More about the Ness changes....


I do not support the changes to PKT1. Having it have less startup is unnecessary with the other buffs and giving it more BKB is a buff that I think could have gone somewhere else. The tail size increase is fine though.
PK Flash is too large. 50% larger is enough that they get hit well outside the visible boundaries of the move and it can hit people well below the edge, which shouldn't happen.

Instead of these buffs I would like to see some Yoyo and Throw changes, specifically Dsmash and Dthrow. Dthrow is easily escapable and can't really lead to anything if you DI correctly, and Dsmash could be made into a useful move if you give it edgeguarding properties (Lingers in front, sends outwards.
 

Yingyay

Smash Ace
Joined
Dec 4, 2008
Messages
693
How is it a fact that it's worse, it's not even debatable that that's an opinion.
It makes you look like an ******* when you proclaim your opinion as fact.
LOL i wanted to try my hand at being a douche online. (Since no one pays attention to my posts otherwise >_>) Sorry bout that. Thinking about how wifi room is so big, the sandbag actually helps with the view but the thing is that it can be a hassle to fight around. If there was a way to make it so that the stage zooms out a bit more, I think it'd be a better stage. (without the douche-baggery and the sandbag)
 

FrozenHobo

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Nowhere Land
More about the Ness changes....


I do not support the changes to PKT1. Having it have less startup is unnecessary with the other buffs and giving it more BKB is a buff that I think could have gone somewhere else.
PK Flash is too large. 50% larger is enough that they get hit well outside the visible boundaries of the move and it can hit people well below the edge, which shouldn't happen.

Instead of these buffs I would like to see some Yoyo and Throw changes, specifically Dsmash and Dthrow. Dthrow is easily escapable and can't really lead to anything if you DI correctly, and Dsmash could be made into a useful move if you give it edgeguarding properties (Lingers in front, sends outwards.
i generally agree with this. he feels good right now, but some stuff needs to be changed. but he's close to a gold standard, just needs a few more tweaks.
 

SSBFalco

Smash Cadet
Joined
May 25, 2006
Messages
69
More about the Ness changes....


I do not support the changes to PKT1. Having it have less startup is unnecessary with the other buffs and giving it more BKB is a buff that I think could have gone somewhere else. The tail size increase is fine though.
PK Flash is too large. 50% larger is enough that they get hit well outside the visible boundaries of the move and it can hit people well below the edge, which shouldn't happen.

Instead of these buffs I would like to see some Yoyo and Throw changes, specifically Dsmash and Dthrow. Dthrow is easily escapable and can't really lead to anything if you DI correctly, and Dsmash could be made into a useful move if you give it edgeguarding properties (Lingers in front, sends outwards.
The buffs to PKT1 could have been given to other moves, but I think it would be giving Ness too much buffs. The buffs to PKT1 were subtle enough to not make a huge difference to his game.

I'll need to test this out to make sure, but while I was fooling around with the new PK Flash, the hitbox DID NOT extend beyond the explosion. If it does, then it barely if at all extends past the explosion effect. If you're complaining about PK Flash, Zelda's Din's Fire should be your first concern. Also, PK Flash was designed to hit below the stage, that's why it travels a bit lower than where Ness started charging it.

You say that PK Flash should revert back to its old useless self, while saying to buff Dsmash in return to make it more useful? That makes no sense at all, wanting to nerf a move back to its useless state in order to make another move more useful. Worse yet, you want Dsmash to EDGEGAURD? Are you serious? Ness has better things to do than wait for the opponent to jump back towards the stage without any interference from Ness, then have Ness wait for the perfect moment to use Dsmash to knock them back when he could have just jumped out and killed them in the first place with Dair/Nair/PK Thunder/PK FLASH?

Next, down throw leads into many things at low to mid percentages depending on DI, especially now with the larger Fair, I don't think it needs any buffing. It's fine as it is.
 

Plum

Has never eaten a plum.
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Rochester, NY
LOL i wanted to try my hand at being a douche online. (Since no one pays attention to my posts otherwise >_>) Sorry bout that. Thinking about how wifi room is so big, the sandbag actually helps with the view but the thing is that it can be a hassle to fight around. If there was a way to make it so that the stage zooms out a bit more, I think it'd be a better stage. (without the douche-baggery and the sandbag)
The faster camera code solves the stage's camera issues, and other camera problems in the game overall because you never have to worry about moving faster than the camera can.

But the stupid rocket ship noise is still there, and as far as codes that need to be created/fixed, it's probably not all that high on the list.
I can't wait for that code to be working without the rocket ship noise though; minus that it is very sexy.
 

Mattnumbers

Smash Master
Joined
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Messages
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Kirkland, Washington
The buffs to PKT1 could have been given to other moves, but I think it would be giving Ness too much buffs. The buffs to PKT1 were subtle enough to not make a huge difference to his game.

I'll need to test this out to make sure, but while I was fooling around with the new PK Flash, the hitbox DID NOT extend beyond the explosion. If it does, then it barely if at all extends past the explosion effect. If you're complaining about PK Flash, Zelda's Din's Fire should be your first concern. Also, PK Flash was designed to hit below the stage, that's why it travels a bit lower than where Ness started charging it.

You say that PK Flash should revert back to its old useless self, while saying to buff Dsmash in return to make it more useful? That makes no sense at all, wanting to nerf a move back to its useless state in order to make another move more useful. Worse yet, you want Dsmash to EDGEGAURD? Are you serious? Ness has better things to do than wait for the opponent to jump back towards the stage without any interference from Ness, then have Ness wait for the perfect moment to use Dsmash to knock them back when he could have just jumped out and killed them in the first place with Dair/Nair/PK Thunder/PK FLASH?

Next, down throw leads into many things at low to mid percentages depending on DI, especially now with the larger Fair, I don't think it needs any buffing. It's fine as it is.
SOMEONE never played Smash64 :laugh:

I only said that PK Flash was too large, but I tested and you are correct it doesn't go past the animation (when the animation is at it's largest).I still think It should be sped up but not be larger (or maybe larger by like 10%), I never disagreed with the speedup.

EDIT: also, you should try DIing away from Ness's Dthrow, he can't combo if you do.

EDIT2: Just to explain what I meant in the first sentence, in Smash64 Dsmash was an edgeguard, and was a very good one too. You should play that game sometime, It's very fun.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
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Southeast
The faster camera code solves the stage's camera issues, and other camera problems in the game overall because you never have to worry about moving faster than the camera can.

But the stupid rocket ship noise is still there, and as far as codes that need to be created/fixed, it's probably not all that high on the list.
I can't wait for that code to be working without the rocket ship noise though; minus that it is very sexy.
Rocket ship noise?
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
I played Ness in 64 and he was the MASTER of throws.

I'm fairly surprised the WBR decided to go in a direction in which they didn't make Ness's throws even more awesome to bring back that feeling.

Then again, I don't play ness so whatevs.....
 

SSBFalco

Smash Cadet
Joined
May 25, 2006
Messages
69
SOMEONE never played Smash64 :laugh:

I only said that PK Flash was too large, but I tested and you are correct it doesn't go past the animation (when the animation is at it's largest).I still think It should be sped up but not be larger (or maybe larger by like 10%), I never disagreed with the speedup.

EDIT: also, you should try DIing away from Ness's Dthrow, he can't combo if you do.

EDIT2: Just to explain what I meant in the first sentence, in Smash64 Dsmash was an edgeguard, and was a very good one too. You should play that game sometime, It's very fun.
Well who can that possibly be? I know for a fact that I played SSB64 nonstop. :)

So then what's the problem with PK Flash? It's fine just the way it is now, what warrants a nerf?

Oh, I'm sorry did I ever say combo? *checks back* Gasp! I didn't! I said it LEADS into other things, namely fair and uair depending on DI. And I tested it myself, DIng away from Ness sets the opponent up for Fair or dash attack, maybe you need to learn how to follow up better. :laugh:

Also, this isn't SSB64. If you go by that logic, we might as well give Ness his broken shieldbreaking DJCs back! I mean, that's how it was in SSB64, why should it be any different now? :laugh: Better yet, let's remove airdodges since that wasn't in SSB64 either!
 
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