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

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CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I think that people need to stop asking for changes and go play the game.
Captain Obama might disagree.

CHANGE!


I really appreciate all the changes made in this build. Thanks for all the hard work, guys! I especially love the added affect of Dedede's forward smash now :-D
 

Nybb

Smash Journeyman
Joined
Aug 16, 2007
Messages
399
Location
Victoria, BC
People like me who have played since Smash64 who have always used the control stick to jump and short hop with no problem. I don't own a GC controller. A+B to grab is stupid as hell and the one thing I hated about nunchuck.

Hey, you guys should all play w/ nunchucks. Changing cntrl pref. is so easy!!
What? I've played since 64 and always thought tap jump was silly. Playing 64 at a decent level basically requires you to button jump... good luck doing any move besides uair immediately after a jump/doublejump. Same thing in Melee... have fun doing JC shines and wavedashing with only the control stick. And you've basically always had to use buttons to DJC. I don't know how you even could change it to make stick-jumpers able to do it. Can't you just assign a jump button on the nunchuck? It has what, five easily accessible buttons? That should be more than enough for attack, special, shield, and jump.

Anyway, Falco/Ike changes are awsome. Melee lasers are so cash

And what's up with all the offensive flag changes? What does that even mean? I think I saw somebody else ask this a few pages ago but didn't see an answer. And what is the difference between special angles and regular ones?
 

Marth175

Smash Apprentice
Joined
Aug 14, 2009
Messages
144
ive noticed this for a while ever since the wild pokemon code was used, why doesnt charizard have an idle animation?
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Over the years I I've learned to do so with the stick. Except when I played 64 online and had to use a keyboard(ugh). But wavedashing consistently with the stick was never a problem. In melee, I always used the cstick for aerials and in brawl I use the dpad as my cstick.

I use c button to grab, because AB grab is silly.
 

Marth175

Smash Apprentice
Joined
Aug 14, 2009
Messages
144
I found 2 more bugs, wolf doesnt have an idle animation either and training mode freezes after stage selection if you select wolf
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I found 2 more bugs, wolf doesnt have an idle animation either and training mode freezes after stage selection if you select wolf
1. so? it looks fine... he's suppoed to just be kinda low to the ground...kinda lookin' beastly yo

2. I have successfully gone into training mode 3 times in a row without it freezing.'


and just one thing...

sometimes, with bowser's down tilt, you see his hand hit someone, but the hitbox doesn't go out that far. It's kinda like a minor version of yoshi's down tilt.
 

Marth175

Smash Apprentice
Joined
Aug 14, 2009
Messages
144
1. so? it looks fine... he's suppoed to just be kinda low to the ground...kinda lookin' beastly yo

2. I have successfully gone into training mode 3 times in a row without it freezing.
ok i tried it out, it does work my bad on that, except final destination, final destination does freeze ive tried it out a couple of times and no luck
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I found 2 more bugs, wolf doesnt have an idle animation either and training mode freezes after stage selection if you select wolf
This happened to me before I don't know what causes it. My Wolf and Charizard are totally fine right now. Try resetting and does this happen every time you boot up B+?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I've gone into training mode, with wolf, onto final destination, several times, and it works. O_o

although I do get those totally random freezes sometimes, and like 99% of the time it has to do with training mode.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
It's the CSS in those cases, Sage.

As for Marth175, I suggest you redownload the .PAC of Wolf, that may fix all your trouble.

@DarkDragoon: When you're DK and Fthrow, the opponent can just hold up on the control stick to get out. They don't even have to mash or rotate the stick, it's why it's extremely risky to do cargo spikes these days as well as attempt the throw in general. It also seems to work a lot better with tap jump on as well.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
It seems like different stuff happens to everyone.

My game has never crashed in training mode, and it's never crashed at the beginning of a match. It crashes at the end if you're screwing around with the controller (pressing buttons, etc.), but that happens to everyone.

It also hasn't ever had those idle animation bugs since the new animation engine was made.

I still use the snapshot method, think that has anything to do with it?
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
It's a Wolf texture, take off whatever Wolf textures you have and see how it goes. (If you have any).

Also, zxeon, the **** you may have experienced before was with the old frame speed mod which we have since fixed...
 

RyokoYaksa

BRoomer
BRoomer
Joined
Oct 25, 2001
Messages
5,056
Location
Philadelphia, USA
From my personal experience, tap jump is only used for Usmash/UpB OoS. I can actually tilt when I want to though, and all my aerials are C-sticked when possible...

Anyway, since I figure things like this are helpful, here is the Peach changelist writeup I had done earlier today:

Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50 Allows DA to link much more reliably and not be punished because the KB starts pushing them out of range of the 2nd hit. It can still miss in other ways, with reversible KB, SDI, or hitting an extended hurtbox.
F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of ...Club->Pan->Racket->Club->Pan->Racket... Random Fsmash was bad. Strategic Fsmash is good. The opponent should also be able to figure out the pattern and be prepared to DI accordingly.
-Pan +5 KBG (73 from 68) Frying pan is now an appreciable KO move worth the trouble for its lack of range.
-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB] Sweetspot racket KB was way too high for how fickle the sweetspot was and for being far greater than pan and club KB.
-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB] especially when considering the complete fail KB of the rest of the racket
-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot) Damage and hitlag increased for a more dramatic effect on connection.
N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG] The sheer amount of damage Peach can pull off on a fresh stock in a matter of 3 seconds was agreed to be somewhat objectionable. This is mostly due to the double hit trick with Nair and Bair and the damage/effectiveness of Dair.
F-Air:
-Knockback now able to reverse hit if positioned with them behind you Allows you to take advantage of Fair's higher KB in some cases of positioning or exploiting normal DI response. Reverse hit can also be detrimental for the same reasons if mispositioned.
-Hitlag Multiplier: 1.00x->1.60x Primary reason was to reduce the current advantage on shields by 3 frames.
B-Air:
-Can now be IASA frame 50 (down from 56) Was dreadfully slow with full animation. Now has the same IASA as Nair.
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG] See Nair note. Do understand that the initial hitboxes of these moves have not been altered.
D-Air:
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG] Another aerial damage tone down. The move is still every bit as effective at starting combos.
F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40] Another rather unimpressive KO option Peach has now.
D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG] A buff only against unfamiliar players.
Neutral B:
-Spores fired no longer clash with other hitboxes The move should now work much more reliably against attacks that have lingering hitboxes.
Side-B:
-KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23°]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23°] Old setting was comically powerful at the edge.
Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60 The move is somewhat more reliable at linking to the end and may open the way for combos.
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed Allows better juggling ability by repeatedly opening and closing the parasol, and allows you to go into FF quicker when closing the parasol.
-Landing with umbrella up and open at 2x speed. A skill based lag reduction. If you don't do it in time, you'll just have full landlag. If you do it too early, you may wind up having more lag than if you just FF the whole thing to start. 2nd attempts with shortening the landlag are not realistic due to the time required to reclose/reopen the parasol.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
It's the CSS in those cases, Sage.

As for Marth175, I suggest you redownload the .PAC of Wolf, that may fix all your trouble.

@DarkDragoon: When you're DK and Fthrow, the opponent can just hold up on the control stick to get out. They don't even have to mash or rotate the stick, it's why it's extremely risky to do cargo spikes these days as well as attempt the throw in general. It also seems to work a lot better with tap jump on as well.
I remember when it was looked into, they found that holding up acts like you hitting a button on every single frame. So basically it gets you out as fast as the game allows for your percent, as if you were actually physically able to hit a different button 60 times a second. Though that doesn't help in solving the problem... Just more information on it.
Very not cool Sakurai :(
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Peach's down throw can still combo, even with good DI...it just might combo into different stuff.

It's very percent, weight, and DI dependent, but it still is underrated. >.>
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I remember when it was looked into, they found that holding up acts like you hitting a button on every single frame. So basically it gets you out as fast as the game allows for your percent, as if you were actually physically able to hit a different button 60 times a second. Though that doesn't help in solving the problem... Just more information on it.
Very not cool Sakurai :(
So made a code that disables use of the up input when a person is in the cargo hold? Can't something like that be done?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
nvm about the OP thing. >.>


And thank god for your music hub thread. I finally found the Sweet Sweet Galaxy music from SMG (it's actually just a remix of the Overworld 2 music from SMB3).
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
And they could always port more stuff over to PSA...

Seriously, I just halved the size of the codeset by removing codes that looked like they almost certainly could be reproduced to equal or greater precision in PSA.

Really. 600 lines of code that can easily become 0. And that's just the beginning.

Does it matter? Not really. But we've gone this far, so why not?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Well just last night someone found a snake bug. So yeah. It's technically not official until we find all the bugs and fix them.


and we can never fully port to PSA until Dedede, PT (+ zard, squirtle, and ivysaur), and nana can be edited through PSA.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Eh I found a bug with the autupdater. I posted it in the updater thread, but I guess I'll post it here to.

"OK. MAJOR BUG REPORT for people using the No Homebrew Method in the program (not FTPii). Some people already have the exploit as a stage in the correct folder. However, the stage is named something else (with lots of numbers and stuff, lol. Plus, it would be extremely helpful to just automatically delete the stages (OR back them all up somewhere, IDK, in a folder in the PF folder called "Stage Back Ups"? Ask to back them up, of course) because the exploit cannot have any stages in the st folder. Except for the exploit of course.

So, here is what happened. I had two copies of the exploit in my st folder, but they were named different things. And the game froze lol.
So yeah, just delete everything in the folder. Ask to back it up as well. Kanye out."
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
You could just use bootmii and gecko OS 1.9.0.1 to have the same effect :|

but yeah, in all seriousness, a bug of any sort needs to be fixed.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
From my personal experience, tap jump is only used for Usmash/UpB OoS. I can actually tilt when I want to though, and all my aerials are C-sticked when possible...

Anyway, since I figure things like this are helpful, here is the Peach changelist writeup I had done earlier today:

Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50 Allows DA to link much more reliably and not be punished because the KB starts pushing them out of range of the 2nd hit. It can still miss in other ways, with reversible KB, SDI, or hitting an extended hurtbox.
F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of ...Club->Pan->Racket->Club->Pan->Racket... Random Fsmash was bad. Strategic Fsmash is good. The opponent should also be able to figure out the pattern and be prepared to DI accordingly.
-Pan +5 KBG (73 from 68) Frying pan is now an appreciable KO move worth the trouble for its lack of range.
-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB] Sweetspot racket KB was way too high for how fickle the sweetspot was and for being far greater than pan and club KB.
-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB] especially when considering the complete fail KB of the rest of the racket
-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot) Damage and hitlag increased for a more dramatic effect on connection.
N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG] The sheer amount of damage Peach can pull off on a fresh stock in a matter of 3 seconds was agreed to be somewhat objectionable. This is mostly due to the double hit trick with Nair and Bair and the damage/effectiveness of Dair.
F-Air:
-Knockback now able to reverse hit if positioned with them behind you Allows you to take advantage of Fair's higher KB in some cases of positioning or exploiting normal DI response. Reverse hit can also be detrimental for the same reasons if mispositioned.
-Hitlag Multiplier: 1.00x->1.60x Primary reason was to reduce the current advantage on shields by 3 frames.
B-Air:
-Can now be IASA frame 50 (down from 56) Was dreadfully slow with full animation. Now has the same IASA as Nair.
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG] See Nair note. Do understand that the initial hitboxes of these moves have not been altered.
D-Air:
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG] Another aerial damage tone down. The move is still every bit as effective at starting combos.
F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40] Another rather unimpressive KO option Peach has now.
D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG] A buff only against unfamiliar players.
Neutral B:
-Spores fired no longer clash with other hitboxes The move should now work much more reliably against attacks that have lingering hitboxes.
Side-B:
-KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23°]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23°] Old setting was comically powerful at the edge.
Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60 The move is somewhat more reliable at linking to the end and may open the way for combos.
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed Allows better juggling ability by repeatedly opening and closing the parasol, and allows you to go into FF quicker when closing the parasol.
-Landing with umbrella up and open at 2x speed. A skill based lag reduction. If you don't do it in time, you'll just have full landlag. If you do it too early, you may wind up having more lag than if you just FF the whole thing to start. 2nd attempts with shortening the landlag are not realistic due to the time required to reclose/reopen the parasol.
Those were really good changes. Nice job dude.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
o__O

AEoJ just used Samus's grounded downB on the right side of smashville, and he didn't bounce up when he laid the bomb...
 
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