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COMPETITIVE Brawl+: Code Agenda

abcool

Smash Ace
Joined
Oct 6, 2007
Messages
871
Location
The Bahamas
what is the value for the ALR cause i think i suffer zero lag when i use it. also the one line buffer also works with the value of 3, but u get that crouch animation after a aerial attack and i hate 0.....idk what to do and yes that meta glitch is a problem what value do i use for throws now?
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
After more testing, I've discovered that Lucas' and Snake's D-Throw does the exact same thing. This was tested at 1.25 Throw Speed as well. Another minor issue is that most characters throws are given odd properties now, like slight pauses, odd trajectories and launch speeds.

I went through everyone's throws btw.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Just cracked character specific gravity in ASM - notably, it can also be tweaked to only affect specific moves. I didn't get to test extensively because my brother hijacked the TV, but I could confirm that it could be modified to work on Link's Up+B.
You are my hero and will from this point on be known as big <3
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Just cracked character specific gravity in ASM - notably, it can also be tweaked to only affect specific moves. I didn't get to test extensively because my brother hijacked the TV, but I could confirm that it could be modified to work on Link's Up+B.
YES. That will be amazing.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
One aspect of brawl I have been wondering about for a while now I haven't seen mentioned is the roll.

With the game becoming faster in all other areas, and the roll being so slow it's easy to punish. Should it be sped up at all? No changes in execution or range, but just a slight animation speed up?
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,564
I think either its distance or animation speed should be increased proportionally to the running speed.
 

IKOU

Smash Apprentice
Joined
Sep 25, 2008
Messages
146
Location
San Antonio, Texas
the no fast falls with c-stick isn't allowing me to imediately fast fall with the control stick. is this supposed to happen?
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
One aspect of brawl I have been wondering about for a while now I haven't seen mentioned is the roll.

With the game becoming faster in all other areas, and the roll being so slow it's easy to punish. Should it be sped up at all? No changes in execution or range, but just a slight animation speed up?
But, aren't the animation speeds different for each and every character in the game? I know MK's roll is faster than say, Samus's roll. I don't think this could be a code that could be implemented universally but, rather, a code that would need to be counted as character balance...
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
All tech rolls could be sped up universally, but standard rolls must be done on a character specific basis.

Personally, I don't find this to be our most important adjustment. A characters roll is part of what makes him unique. Game & Watch's abysmal roll is a weakness of his, some would argue it's a needed weakness. Yoshi's roll might match how he rolls in Yoshi's Island.

I do find that in general the newly added characters since Smash 64 get AWESOME rolls while the old cast retain OK ones. This might be Nintendo not wanting to mess with characters much, but I'm not sure it shows an honest effort to balance the characters.


And, like the others, I'm no fan of increasing throw speeds.

But 1.5 jump speeds is nice.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
All tech rolls could be sped up universally, but standard rolls must be done on a character specific basis.

Personally, I don't find this to be our most important adjustment. A characters roll is part of what makes him unique. Game & Watch's abysmal roll is a weakness of his, some would argue it's a needed weakness. Yoshi's roll might match how he rolls in Yoshi's Island.

I do find that in general the newly added characters since Smash 64 get AWESOME rolls while the old cast retain OK ones. This might be Nintendo not wanting to mess with characters much, but I'm not sure it shows an honest effort to balance the characters.
Um... you notice how there's a code to speed up all throws universally? You notice how there's a code to speed up all landlag from an aerial universally? YOU CAN SPEED UP ANY ACTION UNIVERSALLY EVEN IF THEY'RE DIFFERENT BETWEEN CHARACTERS.

Seriously, techrolls have variable distances, too, just like regular rolls. You can speed up rolls universally. Whether you would want to do so or not is the question.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Disclaimer: While what leafgreen says is almost certainly true, there is a difference between possible and easy. The code which governs the animations of aerial lag, dash cancelling etc. might not also govern the animations of rolls (in fact it probably doesn't, else spunit would have posted it). We see this in my codes - I discovered that the code which governs dash speed does not control walk speed.

By 'code' I mean the game's programming, generally speaking.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I'm sorry, I wasn't trying to imply it was impossible quicken rolls universally, I just meant it would break character balance. It's already too easy for certain characters to just roll around.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I thought that the throws looked out of place by how slow they are, but with the reported glitches, I guess its best not to tamper with it.
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Being able to manipulate character specific gravity is definitely going to be a really nice thing.

I don't find rolls too terribly easy to punish in Brawl+ at the moment. Definitely easier than they were in brawl but its not a big deal at all.

I am still amazed by how much we have shrunk all the code length down. Truly amazing.
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
really wazgood? You've been here almost 2 years and you think it's okay to post obvious spam like that?

sigh, oh well. The one thing I think needs a speed increase is tech rolling. Right now, you can sort of be delayed in your reaction and still tech chase people because most characters run faster than the average tech.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
really wazgood? You've been here almost 2 years and you think it's okay to post obvious spam like that?
Someone's a Cardinal's fan... :laugh:

Though the speed increase was fun, it's just a little buggy. Oh well, it was a fun cosmetic change, but it's bugged so no sense messing with it.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
in other news, steelers Eagles kthxbi
Fixed
Being able to manipulate character specific gravity is definitely going to be a really nice thing.

I don't find rolls too terribly easy to punish in Brawl+ at the moment. Definitely easier than they were in brawl but its not a big deal at all.

I am still amazed by how much we have shrunk all the code length down. Truly amazing.
I think rolls are fine and hard to punish. Tech rolls just need a little oomph
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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For those that want to know, this codeset is a little outdates now, but here are the values (I now use 8-8.5% hitstun + higher grav, etcetc).

Important Code Values:
9.5% Hitstun
1.1x Dash speed
1.15x down gravity
11/22/5 Shieldstun
No ASL
Dash Dancing
Hitlag 60%
No Stale Moves
0 Buffer
Lagless Edges
Triple Jump Glitch
Infinite Replay
No Trip
 
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