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Brawlplusery Codeset / Competitive Play Discussion

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Lylat should be Counterpick.
Because of the spontaneous rotations, some characters just can't hang here.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
I've never had edge problems with Lylat other than it being almost completely impossible to sweetspot with Ness/Lucas without PKTing downwards, thus defeating the point of PKTing at all if you're that close.

So I could see it being a CP, but not because of the tilt. Getting caught by that thing is your fault. xD

WarioWare should definitely be neutral with the new blastlines.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Like I told Sheikant, bair is only combo worthy once you get them into the air...which is like what bair is suppose to do...not wait for a magical air set-up lol. DI down and it becomes a tech chase. When your staple combo move becomes a tech chase instead...that's pretty dumb.

This is true in vBrawl too, instead it's just shield though. Toon Link actually hasn't been buffed much outside of having some decent set-ups from utilt and a real fsmash, while having a nerfed dsmash (although it was necessary imo).

I'm not really a fan of changing Toon Link's physics, especially since it allows him to do double aerials...and some other camping-related techs. While yes, his physics make him very...vBrawl-ish, he looked on paper to be excellent in vBrawl. I would like to see how those characteristics work out in a game engine better suited to him.

So I understand leaving his zair as a tech chase, but I would like to see the effects of raising the angle of bair and/or nair. fair being sent lower could be arranged, as it suffers the "Bowser fair effect" and might as well be considered another vertical kill move at times (in actuality all his horizontal kill moves are angled relatively high but w/e).

Plus, perhaps make the backswing of dsmash a horizontal hit instead to set-up for edgeguards. I know the TL+ guys wanted it to be horizontal in the beginning to compensate for the dsmash glitch fix, but it didn't quite turn out that way.

TL's dsmash is probably one of the worst smash moves in the game, being a filler vertical kill move that isn't even necessary when TL already has tons of vert. kill moves. It only worked well in vBrawl due to the floatiness and the swipe glitch. Even then, it was just one of those "spotdodge dsmash" sort of moves. Mediocre and only good due to its speed.

If you change its trajectory, you allow TL to edgeguard...although I can't quite say he's very good at that, but it's something. Make it weaker to kill at higher % than fsmash, and mostly set-up for EGs. This also offsets the fact that: 1. You cannot realistically combo into it outside of tech chases...but there's better options, 2. You can tech in-between the 1 swing and 2nd swing connection, like Ganon's dsmash.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
...how could the ship not liking me be my fault? ;_; I mean...I didn't do anything bad to the ship. =<

Anyway the NASL code makes some pretty weird ledge techniques sometimes. Other than that "perfect cape hog" thing GHNeko found a while back, it seems you can WizTruck at a specific point on stage to where the hitbox ends near the ledge...then use sideB to instant snap the ledge. No hitbox, no animation, just a perfect ASL-like grab. The only thing you should see is the purple ball effect about to come out. Looks interesting.

Also, I noticed scar-jumping on Battlefield can be kinda glitchy. If you scarjump around the middle of the angled ledge, there's another point near that to scarjump, and the code would then make you jump twice basically, canceling out the 1st into the second, giving you more lag-time...which is bad. I got killed once trying to scar jump bair with Wolf, which done correctly would allow you to grab the ledge while the move cools down.

Unknown if it could be fixed though. To be honest I don't see a lot of people using scar jumping too.
 

TLMSheikant

Smash Master
Joined
Oct 6, 2008
Messages
3,168
Location
Puerto Rico
@ Shanus-

What I think is wrong with toon link:

His back air is his staple move. And it doesnt combo like viet said. All it does is allow for tech chasing. I suggest making the move send at a higher angle to allow more combos. He has no kill moves until after the 140 mark :( thanks to the gravity changes. Solutions? Give him either more knockback in his verticals to balance the gravity's effects and/or make his fair/dsmash send at a horizontal trayectory.

His dash attack is still dumb :( U get punished for landing it similar to his vbrawl fsmash. Im very grateful his fsmash was fixed tho. It feels like a move I can use now. I personally think his dash attack should have a lot more knockback and be a kill move. Its very laggy and punishable so I dont see why not. I miss his zair to nair from vbrawl. Can zair be fixed to allow for this combo back? I was asking for too much. Even tho those are the things I would want and would make him feel more unique. I dont think he really needs it that much.
 

clowsui

Smash Legend
Joined
Feb 14, 2007
Messages
10,184
Location
Chapel Hill, NC
Kaizo there's no way to change the Zelda/Sheik transform time unless you somehow change the character selection process into loading Zelda before the match so that you can freely switch during the match...
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Kaizo there's no way to change the Zelda/Sheik transform time unless you somehow change the character selection process into loading Zelda before the match so that you can freely switch during the match...
Which, unfortunately, as told to me awhile back that this is not possible at all. As Brawl has a limit to how many characters it can load. That amount just so happens to be 4, so... if you load Zelda... or vice versa that basically ****s over any multiplayer outside of 1v1... which would screw over teams... Plus, I'm also sure it's not possible because of some other variables to be accounted for as well that I am forgetting.

It's just not happening... :(
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
If you pause the game right after hitting Down B for Zelda/Shiek, it still loads the other character while it's paused so they'll come out right after you unpause it.

Just a little tidbit of information...
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
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テキサス、アメリカ
NNID
GHNeko
If you pause the game right after hitting Down B for Zelda/Shiek, it still loads the other character while it's paused so they'll come out right after you unpause it.

Just a little tidbit of information...
Pausing = DQ @ tourneys.

Loading Brawl of an external USB device increases the transformation speed alot.
 

DFat2

Smash Journeyman
Joined
Apr 29, 2008
Messages
284
Location
PR
Hey, could any one show me the link or the Code's for the Official Brawl+ Code set and not the GCT file? It's just that, I have textures on my wii and I can't load the Codes from the GCT file into the Ocarina code manager.

If anyone could help, I'd greatly appreciate it.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
...

What is WRONG with you? Why do you have to make an argument out of everything? God ****...
 

DFat2

Smash Journeyman
Joined
Apr 29, 2008
Messages
284
Location
PR
So Nobody knows where to get the Text File for the official codeset? Nice.

Well, if any one cares enough to help me with it, I'd appreciate it. . . .
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
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テキサス、アメリカ
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GHNeko
So Nobody knows where to get the Text File for the official codeset? Nice.

Well, if any one cares enough to help me with it, I'd appreciate it. . . .

Send a PM to Almas/Shanus for it as its not on the B+ website. if you want PAL, PM Paprika_killer
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Moved over you guys' spam. Perhaps you don't get the message.

The Brawlplusery thread is not for discussion or troubleshooting. That is what this thread is for. You two have spammed the thread significant amounts, and I am not happy.

The .txt file for Brawl+ is on the page hosted by me. It's the one that says "Current Codeset - Text File". I know, it's hard to spot. On most browsers you'll find it's poorly formatted, but by playing around with Save Target As and opening in a couple ways on your computer you'll find one which works. Maybe next time you'll want to wait more than 34 minutes next time?
 

Kaitou Ace

Smash Apprentice
Joined
Feb 16, 2009
Messages
133
Location
East Coast
People seriously need to stop talking about removing ZSS's suit pieces. A lot of her game stems from her glidetoss and jump canceled toss mindgame strategies and it helps her rack up damage, which is something she can't do as well by herself.

If it's ever done, we should also take out every other projectile in the game, just to be fair ;D
 

GHNeko

Sega Stockholm Syndrome.
Joined
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Messages
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GHNeko
People seriously need to stop talking about removing ZSS's suit pieces. A lot of her game stems from her glidetoss and jump canceled toss mindgame strategies and it helps her rack up damage, which is something she can't do as well by herself.

If it's ever done, we should also take out every other projectile in the game, just to be fair ;D

Wait. People complain about this? :V

How silly.

I only complain about the pieces during friendlies.
 

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Wait. People complain about this? :V

How silly.

I only complain about the pieces during friendlies.
Almas is gonna ban you guys.
ZSS' items are a proper part of competitive play, like Peach's turnips or Diddy's bananas, it's not overpowered in any fashion and can be used to either players advantage.

That's what we call balance.
 

GHNeko

Sega Stockholm Syndrome.
Joined
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GHNeko
Yes yes. I know that hence why I say I only complain about them during friendlies. Just like how I complain about planking and IC infinites during friendlies.

They're completely legit and anyone wanting to remove them is completely out of their mind, at least imo.

:V
 

DrCrawford

Smash Rookie
Joined
Oct 4, 2008
Messages
15
i really hope that it is possible to remove the shield function from pressing grab. its annoying to press z and have the shield come up sometimes
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Turn down your buffer.
That's not buffer. That's a result of the Z button being a macro of A+shield. If you press Z during lag and hold it down, instead of grabbing on the first frame possible, your shield will come up on the first frame possible, just as if you had held down any other shield button.

This the reason why I perform all my standing grabs with R+A rather than risk using Z, which I use only for dash grabs (and jc grabs in melee).
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
That sounds like something that shouldn't be there.
It's always been there though. Z has always been multiple functions, even in 64. (Although 64, it had only three functions, grabbing, holding the Z button after a grab would initiate the shield, and attacking with aerials). Melee added a whole slew of functions to it, the light shield, grabbing, normal shield (except this time it would happen before the grab), aerial attacks, and tethers. And in Brawl, obviously, it has the same functions as Melee except no light shield.
 

BearJaw

Smash Cadet
Joined
Jun 19, 2008
Messages
65
Location
new paltz, new york
I downloaded the package file and when I load it through Gecko it says too many lines and it doesn't load the new codeset and/or the textures. Can anyone help me?
 

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
R+A is certainly more useful in Brawl and Brawl+.
In Melee, it felt so stiff and unless you're Marth or Roy, it won't get much range. Z is certainly better in Melee, but those problems are still there. It's hard to chain grab or combo with R+A, at least for me. However in Brawl(+) it's certainly more useful.​
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
R+A is certainly more useful in Brawl and Brawl+.
In Melee, it felt so stiff and unless you're Marth or Roy, it won't get much range. Z is certainly better in Melee, but those problems are still there. It's hard to chain grab or combo with R+A, at least for me. However in Brawl(+) it's certainly more useful.​
Um... you do realize that R+A serves exactly the same function as Z, right? As in... the range is the same for both of them and the only thing that matters is whether you're running or not for which grab you get. I agree that Z is more convenient in more situations (see: JC grabs, pivot grabs), but R+A is more reliable for grabbing just after an aerial or something to ensure you don't screw up and press the button while you're still lagging, which would cause the light shield to come up if you were to use Z, not to mention being the primary way to shieldgrab. It's largely up to preference, and I find that in some situations Z is better, while in others R+A is better.

As an aside, it's incredibly annoying to read right aligned text.
 
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