Plasia
Smash Journeyman
Since Balanced Brawl got it's own thread here I thought I'd make a thread about the other Brawl hack, Brawl+
Thread Guidelines:
For me, Brawl+ is what Brawl should have been. Brawl disappointed me in it's pace, gravity and mechanics that did not favour competition (random tripping, ledges and so on).
Advantages I see in Brawl+ being used for serious smash competition
You can download the latest official version of Brawl+ here:
http://brawlplus.net/download/
You can view the changelist here:
http://brawlplus.net/changelist/
If you find that your input feels "wrong" please read this article:
http://brawlplus.net/buffer-just-what-is-it/
tl;dr version of buffering article:
As for how Brawl+ implements this buffering system: for every 10 handicap, you gain 1 frame of time for the buffer window. At a handicap of 0, there will be no buffering at all, while at a handicap of 100, it will be at the default Brawl buffering window of 10 frames, or 1/6th of a second. Anywhere in between works as well; a handicap of 40 will result in a 4-frame buffering window, and a handicap of 70 will result in a 7-frame buffering window. Any handicap over 100 defaults to 10 frames, since 10 frames is the max for the buffer window. If you don’t know what handicap to use, feel free to try different values until you find one that feels “right” to you. Buffers are personal preferences, just like control schemes, and it is up to you to decide which value to use. Remember, Handicap no longer changes any damage dealt to your character, it only alters your personal buffer window.
Brawl+ Rules:
The following is an adaption of the Brawl Rocky rules to fit brawl+, which were an adaptation of the ruleset developed by AiB's Evo 2009 Tournament in Las Vegas.
General Rules
Set Format (In Order of Procedure):
**One Player/Team will strike 1 stage, then their opponent will strike another 2 stages, leaving 2 stages in which the first team will strike 1 leaving one to be played on.
Starter Stages:
Counterpick Stages:
Additional rules for Double's Play
Fully Awesome Brawl+ vids:
http://www.youtube.com/watch?v=rZBImJv8HbQ&fmt=22
Some Jpn Brawl+ (why teching is important):
http://www.youtube.com/watch?v=xSw4Mbn9ruA
Ganon smashing things:
http://www.youtube.com/watch?v=gySf9fXGYp0
Combovid:
http://www.youtube.com/watch?v=o9j5RyCDb-0
Comback:
http://www.youtube.com/watch?v=e_MBCFNKZU8
Thread Guidelines:
- Please no one-liner posts. I'd like to encourage intelligent discussion.
- If you haven't played the official 4.1 set (ie: played it in the early stages of brawl+), haven't played the game at all, have just watched it being played or have only played it for some small amount of time (ie: 5 mins) then you shouldn't be posting your opinion on the game.
- The topic is brawl+ and the possible birth of competition using Brawl+. Stay on topic.
For me, Brawl+ is what Brawl should have been. Brawl disappointed me in it's pace, gravity and mechanics that did not favour competition (random tripping, ledges and so on).
Advantages I see in Brawl+ being used for serious smash competition
- Regular Updates: We are stuck with what we have with Melee and Vanilla Brawl (bugs, non-competitive elements, large amount of characters that are not tournament viable and so on), Brawl+ on the other hand doesn't have those problems due to it being updated regularly.
- Execution barrier: In Brawl+ you don't have to be such a controller ninja (compared to melee). Instead you can focus more on being better than the other person.
- Designed to be competitive: Unlike vanilla brawl, Brawl+ is designed with tournament play in mind (see all the changes that fix things that hinder tournament play)
- In essence Brawl+ combines a fixed brawl roster and stages with melee-style combos and gameplay without the execution barrier of melee. Basically a combination of the best of brawl and melee.
- (for melee fans): While melee was a great game, it's past it's 7th birthday and the competition has vastly shrunk compared to the "glory days". Brawl+ is an evolution of melee. The game is old and tired, whereas Brawl+ is young, fresh and really fun.
You can download the latest official version of Brawl+ here:
http://brawlplus.net/download/
You can view the changelist here:
http://brawlplus.net/changelist/
If you find that your input feels "wrong" please read this article:
http://brawlplus.net/buffer-just-what-is-it/
tl;dr version of buffering article:
As for how Brawl+ implements this buffering system: for every 10 handicap, you gain 1 frame of time for the buffer window. At a handicap of 0, there will be no buffering at all, while at a handicap of 100, it will be at the default Brawl buffering window of 10 frames, or 1/6th of a second. Anywhere in between works as well; a handicap of 40 will result in a 4-frame buffering window, and a handicap of 70 will result in a 7-frame buffering window. Any handicap over 100 defaults to 10 frames, since 10 frames is the max for the buffer window. If you don’t know what handicap to use, feel free to try different values until you find one that feels “right” to you. Buffers are personal preferences, just like control schemes, and it is up to you to decide which value to use. Remember, Handicap no longer changes any damage dealt to your character, it only alters your personal buffer window.
Brawl+ Rules:
The following is an adaption of the Brawl Rocky rules to fit brawl+, which were an adaptation of the ruleset developed by AiB's Evo 2009 Tournament in Las Vegas.
General Rules
- 4 Stock.
- default Brawl+ Time Limit (If time does expire, the winner will be determined by first stock, then percentage. In the event both are tied Sudden Death will be played out).
- Best of 3 throughout the whole tournament (Losers Finals and Championship Finals best of 5).
- No items.
- No stalling (via ledge or otherwise). Any infinite chain grabs must be ended after 300% to prevent excessive stalling.
- Avoiding an unreachable position of combat to purposely run down the timer is stalling. Tournament organisers will have full discretion to disqualify offenders at will.
- Standing infinites are only banned when used to stall.
- No player/team may counterpick a stage they have already won on earlier in the current set (Dave's Stupid Rule).
- In the event of a dispute of controller ports, colours and stage strike selection order, Rock-Paper-Scissors will come into effect.
- Your controller, settings, and name tag are your responsibility prior to the start of the match. Always check you are using the correct settings and everything is working BEFORE a match is played. If a match is to be restarted due to controller functions or incorrect settings, it must be agreed upon by both parties.
- Any action that can prevent an in progress game from continuing (i.e., freezing, disappearing characters, game reset, touching the equipment, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and will be held responsible for triggering one of these effects or any conduct preventing the match from finishing.
- Metaknight’s Infinite Cape glitch is banned.
- If a player successfully ends the match with either Bowser or Ganondorf’s over B attack by suicide, then the player who initiated the move wins. If a player ends the match by swallowing with King Dedede or Kirby, and it counts as a tie the player whom initiated the swallowing wins. Unless the character breaks out prior to death and is shown winning the match. In which case, that stands as the correct result.
Set Format (In Order of Procedure):
- Players choose their characters for the first match*
- Players start the stage striking procedure**
- The first game is played, using the stage chosen during step 2
- Each Player/Team may announce one stage to be banned during counterpicks
- The losing Player/Team of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List
- The winning Player/Team of the previous match chooses their character/s
- The losing Player/Team of the previous match chooses their character/s
- Repeat steps 5-7 until the best of 3 or best of 5 set is complete.
**One Player/Team will strike 1 stage, then their opponent will strike another 2 stages, leaving 2 stages in which the first team will strike 1 leaving one to be played on.
Starter Stages:
- Battlefield
- Final Destination
- Smashville
- Yoshi’s Island (Brawl)
- Pokemon Stadium 2
- Wario Ware
Counterpick Stages:
- Pokemon Stadium (Melee)
- Delfino Plaza
- Castle Siege
- Battleship Halberd
- Frigate Orpheon
- Rainbow Cruise
- Brinstar
- Lylat Cruise
- Jungle Japes
- Luigi Mansion
Additional rules for Double's Play
- Stock sharing is allowed.
- Team Attack is on.
- In team matches, the ports will be selected in a 1221 fashion. Meaning a player from Team 1 (if need be Rock/Paper/Scissors can be used to determine this Team) will select one port first, then both players from Team 2 will make their selection, then the remaining player from Team 1.
Fully Awesome Brawl+ vids:
http://www.youtube.com/watch?v=rZBImJv8HbQ&fmt=22
Some Jpn Brawl+ (why teching is important):
http://www.youtube.com/watch?v=xSw4Mbn9ruA
Ganon smashing things:
http://www.youtube.com/watch?v=gySf9fXGYp0
Combovid:
http://www.youtube.com/watch?v=o9j5RyCDb-0
Comback:
http://www.youtube.com/watch?v=e_MBCFNKZU8