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COMPETITIVE Brawl+: Code Agenda

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Falcon punch to falcon punch combo. Has this been recorded in any smash as a team combo (not two punches colliding)?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Know what my teammate on brawl+ plays falcon too, I'll try to pull that off with him next week hehe.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Falcon punch to falcon punch combo. Has this been recorded in any smash as a team combo (not two punches colliding)?
In Melee on Falco at I think it was 59% I did Falcon punch and got hit by his down air at the same time, CCed it to a full run and a chasing Falcon punch. Two hit combo.

This NEEDS to be in Brawl+ >.>

This good enough?

http://www.youtube.com/watch?v=ln_inIO181U
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Wow, I couldn't think of any way to get off a one-man Double Paunch. Congrats.

What do we call this feat of ****?
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Not sure if anyone cares, but I was messing around with shield codes to see if I could mimick blocking from traditional fighting games just for kicks and out of boredom.
Exactly what effect were you trying to achieve? Most modern fighters have a guard break meter, so it's basically the same as smash anyway.

@Shanus
Good ish, man. Good choice on the music, too. That MK tornado kill was O.o
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Anyone know how would I take AutoSweetspot out of Kupos Codeset??
And is it just me or did the L Cancel get faster? I mean I can do aerials into like immediate smashes
Kinda Imba..
Edit: NM I Got the L cancel part but still need to get autosweetspot out of that merger code
It starts 8 lines from the bottom in Bundle 1 and goes until the second to last line. Idk why you want to get rid of it
Its is the first in what we hope will be many combo (yes, lulz) videos for this new game! :)
There have been several so far actually. I have one xD

http://gameroom.mlgpro.com/view/8Rweqc4SADM.html
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
You made me cream my jeans, buy me more.

Your Falcon is so sexy. I think its needs its own video.
Thanks! It sucks how I can only play with them once in a while now that I am at college. I think I'll be playing with them the weekend of your tourney.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Thanks! It sucks how I can only play with them once in a while now that I am at college. I think I'll be playing with them the weekend of your tourney.
I have weekends off from work (except for army weekends) so there is nothing to say that we cant get together once a month with more guys in the area to do Brawl+ fests.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I have weekends off from work (except for army weekends) so there is nothing to say that we cant get together once a month with more guys in the area to do Brawl+ fests.
That sounds like a plan. I wish you werent 3 hours from my house but ehh. itll be worth it! I have some family closer to you anyway
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I updated my code set again. Didn't like the slower speeds I set it too so its back. I also changed hitlag from .6 to .5
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I have a freeze. I transformed to sheik and a little while after it froze. I don't know what code is responsible
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I had a similar issue. When I was testing the throws with the speed increase, it crashed after I exited Training Mode while I was Sheik. Don't know if it had something to do with the custom CSS screen or if it was just an "after a while" thing and it was a coincidence that it froze while exiting.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
I had a similar issue. When I was testing the throws with the speed increase, it crashed after I exited Training Mode while I was Sheik. Don't know if it had something to do with the custom CSS screen or if it was just an "after a while" thing and it was a coincidence that it froze while exiting.
not the CSS. not using the CSS, and i got a freeze.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Yea its not the CSS codes and it only happens after you transform to sheik. Also, does anyone think the DD code a bit weird? Some characters' DD does improve at all like sheik and samus. Samus has a weird stutter step thingy..
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Couple things I've noticed while messing around with new codes.

Dash Dancing doesn't work in Spunits latest merger code.
Zamus' run on 1.17x run speed looks incredibly stupid.
Unfortunately faster throws is totally glitched (but you all knew that already).
 

alvicala

Smash Cadet
Joined
Feb 2, 2009
Messages
67
Location
ARGENTINA
giga bowser freezes

well hello, first of all let me thank you for the great work everyone has been doing with these codes, you are doing great!

kupo, have you tried your set of codes (2 february) with bowser? cause ive tried it with some modifications (only custom css and modified brawl default settings) and it freezes during the match or at the end when going to the results screen. does it happen the same to someone else? i used the same codes in your setting, just added custom css and changed default settings.

then i tried with mookies, again changin css and default settings, and i had no problem with bowser.

i dont know if it is just me, but i think i could point that out :)

youre doing an awesome work
(sry about the title, its not giga bowser, its bowser itself :p)
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Maybe I should do my clinical rotations somewhere in New Jersey. I have relatives living in Atlantic City.
Then you can visit me. Yea!

Gonna have some time to test probably tonight or tomorrow (if I can get internet at the hotel).

So Kupo if you want to pm me some codes I can work with them over the next few days. Just PM me codes as you need them tested.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Then you can visit me. Yea!

Gonna have some time to test probably tonight or tomorrow (if I can get internet at the hotel).

So Kupo if you want to pm me some codes I can work with them over the next few days. Just PM me codes as you need them tested.
It'll be about 2 years before I get to do that. I've just started Med School!

But hey! I'll be playing with you guys by the time MLG sponsors Brawl+ ;)
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
My thoughts on character balance

Since, according to Almas, we have character specific grav mods forthcoming, I think it is important that we consider exactly how and to what degree we will use character specifc mods to achieve character balance.

To avoid a slippery slope situation (eg. Jigglypuff could use a projectile....why don't we give her one) we have to define hard limits of how much is too much. For example, I recall a post where it was suggested that Samus would be much better off with a SH value lower than 0.7. The thing is, however, that Samus naturally has a very high shorthop, if we change every character's shorthop to a value we find 'most useful' that will lead to homogenization. Another issue of contention is Link's recovery, that is, given the choice, how much better/good will we make it? The trick is to make it better, but not good. Link does not have a good recovery, and his recovery should not become good, just because we have the power to change things (sorry, Link mains). The problem is, if we start start making everybody's shorthop and recovery optimal, we will have to homogenize other character attributes (speed, priority, range, etc.) to maintain character balance, in a worst case senario, essentially giving all characters the same capabilities and abilities.

The key, in my opinion, is to change only things that are universally considered horrible, like Link's recovery, and not things that 'could be better' (like, from the point of view of a Marth main like myself, the size of the tip of Marth's sword). Setting hard, arbitrary limits could also help, for example, no characters SH can deviate more than .15 from the standard of the rest of the cast, etc.

tl;dr: If we're not very conservative and carefull in character alterations/balance, some serious **** could hit the fan, cause once you change something, it's a lot harder to change it back
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Since, according to Almas, we have character specific grav mods forthcoming, I think it is important that we consider exactly how and to what degree we will use character specifc mods to achieve character balance.

To avoid a slippery slope situation (eg. Jigglypuff could use a projectile....why don't we give her one) we have to define hard limits of how much is too much. For example, I recall a post where it was suggested that Samus would be much better off with a SH value lower than 0.7. The thing is, however, that Samus naturally has a very high shorthop, if we change every character's shorthop to a value we find 'most useful' that will lead to homogenization. Another issue of contention is Link's recovery, that is, given the choice, how much better/good will we make it? The trick is to make it better, but not good. Link does not have a good recovery, and his recovery should not become good, just because we have the power to change things (sorry, Link mains). The problem is, if we start start making everybody's shorthop and recovery optimal, we will have to homogenize other character attributes (speed, priority, range, etc.) to maintain character balance, in a worst case senario, essentially giving all characters the same capabilities and abilities.

The key, in my opinion, is to change only things that are universally considered horrible, like Link's recovery, and not things that 'could be better' (like, from the point of view of a Marth main like myself, the size of the tip of Marth's sword). Setting hard, arbitrary limits could also help, for example, no characters SH can deviate more than .15 from the standard of the rest of the cast, etc.

tl;dr: If we're not very conservative and carefull in character alterations/balance, some serious **** could hit the fan, cause once you change something, it's a lot harder to change it back
Check out this thread: http://z13.invisionfree.com/BrawlPLUS_Brigade/index.php?showtopic=60

It covers all your concerns and more.
 
D

Deleted member

Guest
jawel, stuur een PM met de codeset die je wilt, dan stuur ik wel de goeie file terug

/dutch
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
The fact that this uses the same music as the bombsoldier (melee) combo video makes it all the more ****/LOL.
Lol really? Cool
Kupo, doesn't 50% hitlag destroy Zamus? I thought that was the reason why we were using 60%.
Idk I think its fine

I have a concern with the way DDing was coded. At 1.14 Dash speed I can almost DD half of FD as falcon by doing a foxtrot. The foxtrot method gives you considerably more DD coverage than regularly holding both directions. Is this normal because I think Falcon can DD too far. And Yes I think something is wrong with spunits new code for the DD part. Falcon was fine so I assumed everyone was which is not the case like Samus
 

Eight 52

Smash Journeyman
Joined
Feb 14, 2008
Messages
339
Location
Tempe, AZ
Yea its not the CSS codes and it only happens after you transform to sheik. Also, does anyone think the DD code a bit weird? Some characters' DD does improve at all like sheik and samus. Samus has a weird stutter step thingy..
Yeah, your new codes froze when I killed the computer when it was shiek.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I've got some codes that could use testing, if you would all indulge me.

1) Use ONE of the below codes, preferably with nothing else active in your codeset (the place I write the constant to isn't very prudent). The value in the XXXXXXXX should probably be something noticable but not ridiculous. Things like 0.5 and 1.5 should work.

Code:
Global Gravity Modifier v0.1 [Almas, 6 lines]
0400183C XXXXXXXX
C281CAD0 00000004
2C080000 41820014
8008F5A0 3C808000
C004183C EC200072
4E800020 00000000

Up B Modifier v0.1 [Almas, 6 lines]
0400183C XXXXXXXX
C281CAD0 00000006
2C080000 41820024
2C09FFFF 4082001C
8008F5A0 2C000002
40820010 3C808000
C004183C EC200072
4E800020 00000000
Most notably, for the first code I'd like to know exactly WHAT it affects (for example, Bowser's Up+B should have the same motion with the first code on), and for the second code I'd like to know WHO it affects (I'm fairly sure it does Link, but I don't know who else).

Thanks for your help.
 

Vonzar the Soulrender

4th Dimensional Horror
Joined
Oct 8, 2008
Messages
819
Hey guys I recently played Brawl+, I like the idea but there are a few issues i'm sure you know about. The main one that bothered me was the hit stun. I was using Link vs Lucario and my friend could literally take me across the screen and kill me and I was unable to even react.
 
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