Very nice. I'm impressed. A well-researched and well-thought out post. We need more people like you posting on these threads.
That said, interesting find. I'm not sure if we'll end up matching melee's hitlag or go for something slightly less, but I think it's obvious that we need to raise hitlag at least some. The fact that falco's lasers don't have to be a concern with this is also nice.
@Leafgreen386: A million thanks. Not to be ungrateful but sometimes I wish some of these codes were more documented. As for my friend, he's terribly stubborn, he dislikes Brawl+ in general, but didn't seem to care about anything beyond the jump/gravity changes. It's not ideal, but changing Samus to move to vanilla Brawl will be a suitable compromise for us to play together (the rest of us can't stand vanilla Brawl.) I take it that I can repeat the same process for any other character he complains about, just look up the ID and fill in 44440? I had tried turning off the Jump/Grav codes altogether but for some stupid reason that was causing a crash as soon as a character started a dash and tried to transition into a run. Is there some sort of dependency between some codes besides obvious pairs? While we're on it, which code disables air dodge while stunned? Is it part of the Launch Power Modifier? I thought from the name that was just the new BKB/KBG values.
You can indeed switch any character back to their vbrawl physics by filling in 444440 after their character ID. Or well, at least their jump and fall speed physics. They will still have a 1.15x dash speed modifier applied to them, which is probably what was crashing your game before. The launch and grav codes are what control character physics in brawl+, and the jump/grav values code is where these two codes draw their data from to know what to change. Dash speed is built into one of these codes (I believe it's the launch code, but I don't remember for sure), which was set to 1.15x for the whole cast. If you wanted pure vbrawl character physics, you would need to take off all three codes, or you would of course run into crashes. I'm surprised jumping didn't also crash it, unless you just didn't get to test that. The codes that control attack mods in brawl+ are the hitbox property mod engine and hitbox property mod data.
Regarding auto sweetspot ledges: There's no way that change is being reversed in my opinion. The autosweetspot makes recoveries far too safe. In fact, even with that off, the area from which you can snap on to the edge normally is already too big and makes on-stage edgeguarding practically impossible if the opponent latches on from max range. Wouldn't surprise me if that problem's already been brought up and a fix is in the works.
It's not, actually. It's possible that will be addressed at some point in the future, but for now it's being left alone. There's typically been quite a bit of disagreement with the idea of shortening the ledge sweetspot length. Perhaps after we get a proper ledgeteching code, it could be considered again. In the mean time, what
is likely to be fixed is the property where if you hit someone as you're recovering you can still auto-sweetspot, which is certainly something we'd like to fix.
will you guys release a new version with the File Replacement code v3.1a ?
That code is already in the latest nightly (or really, weekly) build. We provide the .txt for the 4.1 official set, so if you want, you can simply compile your own .gct with the latest file replacement code. The code has only been out briefly, though, meaning all of its nuances are not yet known. I know that when we were trying to add it to the nightly builds set that there was a problem in the way it interacted with certain codes, which took some time to figure out and fix, and there may still be more problems yet to be found. Since the official builds are meant for tournament use, we'll probably hold off on it.
Are there any plans to increase Mr. Game and Watch's weight in the future?
No.
I don't think taking hitlag out really helps much. Adding more hitlag (to B+, not vB) would probably make the game a bit better, since it makes it easier to get out of combos.
One of the things I liked about vBrawl was that it didn't require quick hands as much as a quick mind, I know lots of people hate vBrawl, but the point stands. In a match, you have to consider what move counters what other move, and as soon as you land it, you can't just muscle-memory into a combo, you have to read what they're gonna do, and react. I know there's more to Melee and B+ than muscle memory, but still.
My point is that making combos harder might not be a bad thing. As long as the game stays fast and interesting, there's more actual involvement when you constantly have to adapt, both offensively and defensively.
Maybe I'm misguided and terribly wrong. I'll admit it's possible. But it's how I see it, so there we go.
You are indeed misguided and you are also terribly wrong.
In vbrawl, the only
true combos that existed were pretty much strict muscle memory. They usually involved using weak hits, which didn't tumble, so you never even had an opportunity to DI. Your only option was SDI, to try to get out of range of your opponent before they hit you again. The biggest problem vbrawl had was that you could act out of the tumble before even suffering half of your stun. Most "combos" in that game are easily escapable by simply airdodging, without any real regard for DI, thus most of the time when you see consecutive hits it's a result of baiting the foe for your second hit, rather than actually comboing them because you successfully read their DI. In both melee and brawl+, in order to successfully combo a foe, you have to read their DI, otherwise the foe will escape. Your problem seems to be more with hitstun actually doing its job rather than having to do with "muscle memory" combos.
Increasing hitlag
does make it easier to escape combos, as it gives a bigger window for your opponent to react to being hit and DI it, but at least as far as regular DI is concerned, it won't actually increase the effectiveness of escaping them. Since raising hitlag also makes it easier to SDI moves and makes more SDIs possible on a single hit (since for every frame of hitlag, you're able to input a new SDI), it
does raise the effectiveness of escaping a combo via SDI. This is most notable on multi-hit moves, enabling you to escape before the final hit connects.