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COMPETITIVE Brawl+: Code Agenda

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Are you sure? I was just at 1.02 and I wasn't seeing some mad increase in speed. Let me make sure I typed the code right...

EDIT: It must be late. 3F828F5C is the value I placed in the yellow text and I wasn't see a mad increase in speed. Hell, I wasn't seeing much of an increase at all. I'm going crazy I think...

EDIT 2: This code effects the roll speed on the recovering rolls from the helpless state you are put in when your character hits the ground, correct?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Are you sure? I was just at 1.02 and I wasn't seeing some mad increase in speed. Let me make sure I typed the code right...

EDIT: It must be late. 3F828F5C is the value I placed in the yellow text and I wasn't see a mad increase in speed. Hell, I wasn't seeing much of an increase at all. I'm going crazy I think...
Its borked. I tried 3F800001 and there was no change from float 1.2. Ill contacted pw but its a nice 64 style roll

What would be great is if we can just have a dash speed, FF and jump speed modifier from spunits code. That would be great and fit well with the brawlery code set
 

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Glad to see people agreed with my whole tech skill post.

The only things I could say is, make teching a button press you have to practice. Make meteor canceling a button you have to practice (and make it a little less good so that spikes are still dangerous), and make power shielding a button you have to practice, and give it some kind of benefit for pulling it off, (maybe stunning the player if they hit with a physical attack, and reflect projectiles.)

While it'd be the same concept as L-cancelling, it would work better with these individual things. Reason being is, L-cancelling was something you had to practice in Melee, but it was easy to do. Making it harder in B+ could be done, but leaving it as is puts people on the same offensive page, thus making the game easier to get into.

With these other three things though, they're all defensive and can be used for better escapes or for countering to make a come back. Though when you think about it all it's not 100% needed to use them since when you don't land a tech you just hit the ground. You have options out of that (we're used to this happening in B+ anyway because the tech window blows right now). You don't need a power shield either, but making it a hard to pull off button press could add to your game and it would give people something to want to practice. Meteor cancelling. Practice it or get F*cked.

In the mean time, I'll do what I can to think of simple, yet effective and interesting ideas for techs in B+. I'm sure I could come up with something.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
Is there any code that could be made that would make it so when you use the frame by frame code and then save the replay the replay will run smoothly like you didn't even use the code? If I try to watch a replay of a match where I used the frame by frame code, everything goes to hell

I would like to do some cool stuff and then watch it :)
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
Using 1.02, tech speed is godly. I don't think its TOO fast. Once we get air momentum, I think this will be perfect.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Though I haven't examined the code, the highlighted value seems to add to a value, not multiply by it. It may be that the code will function as desired for values below 1.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Glad to see people agreed with my whole tech skill post.

The only things I could say is, make teching a button press you have to practice. Make meteor canceling a button you have to practice (and make it a little less good so that spikes are still dangerous), and make power shielding a button you have to practice, and give it some kind of benefit for pulling it off, (maybe stunning the player if they hit with a physical attack, and reflect projectiles.)

While it'd be the same concept as L-cancelling, it would work better with these individual things. Reason being is, L-cancelling was something you had to practice in Melee, but it was easy to do. Making it harder in B+ could be done, but leaving it as is puts people on the same offensive page, thus making the game easier to get into.

With these other three things though, they're all defensive and can be used for better escapes or for countering to make a come back. Though when you think about it all it's not 100% needed to use them since when you don't land a tech you just hit the ground. You have options out of that (we're used to this happening in B+ anyway because the tech window blows right now). You don't need a power shield either, but making it a hard to pull off button press could add to your game and it would give people something to want to practice. Meteor cancelling. Practice it or get F*cked.

In the mean time, I'll do what I can to think of simple, yet effective and interesting ideas for techs in B+. I'm sure I could come up with something.
I still don't believe in meteor canceling. Spikes are finishers and the same reason why you can't escape a death from a knee at 120% is the same reason why you can't escape a spike at 50% and die. I see no reason why you should be given this courtesy
Though I haven't examined the code, the highlighted value seems to add to a value, not multiply by it. It may be that the code will function as desired for values below 1.
ill give it a try.

Your right, .1 is closer to what we want. This code works
 

☆_Mutha-Foxin GangstaKirby_☆

Banned via Warnings
Joined
Oct 15, 2008
Messages
1,672
Location
waiting for mars to hurry up with that **** blunt
Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Press Start to freeze the game(don't worry, the music and sounds are unaffected).
Press Z to step through frame by frame.
Press Start again to unfreeze the game.
(The new Start command is X+D^)

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

Must be used with the Debug Pause


this code needs work, so far it can only be used for frame data collection there needs to be a way to have recorded matches with this code work properly
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
this code needs work, so far it can only be used for frame data collection there needs to be a way to have recorded matches with this code work properly
Why? Frame data collection is pretty much the only use for a frame by frame code (unless you want to make a perfect control video or something).
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
I forgot to mention... I did bring Brawl+ to a huge smashfest like I said I was going to, and people went nuts for it. They love it to pieces.

A lot of people complained about the FF speeds and dieing unnecessarily from that. A few others said there is a ridiculous amount of hitstun, but I don't think that's really a problem. People commented that MK is still broken as hell and that a lot of the old vBrawl defensive strategies are very much viable still. Snake plays almost exactly the same, but 50% better due to the Brawl+ additions.

I have a few recorded doubles matches if anyone wants to see an upload.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
gangastakirby: Don't we already have a whole thread for that....?

Sanuzi: You're talking Beta 2, right? The FFs do take a small adjustment, but I think they're great for control and comboing.

And I've heard different things about Snake. He does play very similar and has picked up some new hotness, but surely people noticed his ability to "get played" as well, yeah?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I forgot to mention... I did bring Brawl+ to a huge smashfest like I said I was going to, and people went nuts for it. They love it to pieces.

A lot of people complained about the FF speeds and dieing unnecessarily from that. A few others said there is a ridiculous amount of hitstun, but I don't think that's really a problem. People commented that MK is still broken as hell and that a lot of the old vBrawl defensive strategies are very much viable still. Snake plays almost exactly the same, but 50% better due to the Brawl+ additions.

I have a few recorded doubles matches if anyone wants to see an upload.
Was this with the old codeset, before the individual character balancing?
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Yeah, there are viable strategies for taking him on, but that doesn't make it easy to do so =P. Wario is the same way, he plays just like in vBrawl, but I don't think there's any real way to fix that. A lot of the original Brawl characters play like they do in vBrawl. As for the codeset, I was using Kupo's from around February 3rd combined with MuBa's fastfall height.

Also, I'm sure you guys know, but there are a lot of overpowered characters due to the screwed up tech timing. Ganon's d-air is deadly if you miss the first tech, you can combo d-air into d-air to around 80% and then f-air for the finisher.

Edit: Yes, it was before the character balancing. I've updated my codeset and will test it out this weekend at the next smashfest. Results/comments/videos (if requested) pending! To be honest, I doubt there will be much of "noticed" difference. For experimentation purposes, I'll won't mention the recent code updates and note peoples' reactions/how they feel.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Though I haven't seen these 80% dair combos with Gdorf, it's still great to see the game had a positive reception. The tech window is tough for newcomers to B+, it's taken me 3 weeks to get just 'ok' at it.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
. As for the codeset, I was using Kupo's from around February 3rd combined with MuBa's fastfall height.
Thats the problem. Everything MuBa code set is too much. Nothing particularly wrong with that if you want that sort of fun but Mookies and mine are a bit more "sensible?" when it comes to values. Once again, nothing wrong with that. I don't know how to explain the reason for your crowds response without sounding like Im dissing the code set
@ shell: im not advertising, im just tryin to make anyone who is listening that the code is not "perfect" and it could be put to more desirable uses than JUST the one thing it is already being used for... if i had problems with other codes then id inform sum1 who could help just as i have now
Its not a problem with the code and Im sorry but this isn't the thread to discuss that. We never asked for that code and we really aren't interested in it for the purposes this thread addresses
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Kupo, has spunit fixed the v8 shieldstun code so that it doesn't have NPS'ing? I recall you mentioning that the previous shieldstun code didn't have NPS'ing.

And is there any progress on tech window and ledge invincibilty to go along with lagless ledges?

EDIT:
Also, I can't get behind unified support for the Beta 2 set if they don't make the variable values plainly obvious. For example, what shieldstun value are they using? I dislike the "feed them blindly" approach. You guys want us to solely support the Beta 2 in order to establish a standard faster, but you won't present the variables you're using openly? That's not going to fly with me. Individual codesets have the current advantage of posting exactly what variables are changed, so that I know what's different between them. I don't have to do conversions in order to get all the values. Until the Beta 2 does that, I'm not going near it. It's just poor communication for a project that thrives entirely on the community.

Presenting the character specific changes is an example of proper communication. Why stop there?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Kupo, has spunit fixed the v8 shieldstun code so that it doesn't have NPS'ing? I recall you mentioning that the previous shieldstun code didn't have NPS'ing.

And is there any progress on tech window and ledge invincibilty to go along with lagless ledges?
nope. I would just use the older version. I don't see anything wrong with it. Also nothing has been done with those codes. We have a tech roll speed mod, will be getting shield during DD, meteors becomes spikes, and air momentum code withing a day or 2
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Also, I can't get behind unified support for the Beta 2 set if they don't make the variable values plainly obvious. For example, what shieldstun value are they using? I dislike the "feed them blindly" approach. You guys want us to solely support the Beta 2 in order to establish a standard faster, but you won't present the variables you're using openly? That's not going to fly with me. Individual codesets have the current advantage of posting exactly what variables are changed, so that I know what's different between them. I don't have to do conversions in order to get all the values. Until the Beta 2 does that, I'm not going near it. It's just poor communication for a project that thrives entirely on the community.
Though it is pretty easy just to go through and check the values yourself I do have to agree. Not having all the values right out in the open make it more difficult to discuss and try to fix issues we have with the current code sets. It makes it harder to address the issues and give advice on how to fix the problems. It is bad for a community built game to do it this way. I am glad the character specific settings were released because those are the parts that seem most important to be released to the masses and get feedback on.

When I get back from class I will be sure to check all the values and release them unless someone already has them up by then. I hope that in future releases the Brawlplusery team will show what the values are on release.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
EDIT:
Also, I can't get behind unified support for the Beta 2 set if they don't make the variable values plainly obvious. For example, what shieldstun value are they using? I dislike the "feed them blindly" approach. You guys want us to solely support the Beta 2 in order to establish a standard faster, but you won't present the variables you're using openly? That's not going to fly with me. Individual codesets have the current advantage of posting exactly what variables are changed, so that I know what's different between them. I don't have to do conversions in order to get all the values. Until the Beta 2 does that, I'm not going near it. It's just poor communication for a project that thrives entirely on the community.

Presenting the character specific changes is an example of proper communication. Why stop there?
thats a valid point
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I'm pretty positive Beta2 is this:
Hitstun 8.5%
Dash Speed 1.15
Shieldstun 11/22/5
Buffer 1
Hitlag 50/60 (not positive on this one)
Custom grav/SH/FH/FF values (as seen in the chart in the OP of it)
Powershield 2 frames

I'm prolly forgetting other variables

Also Alopex, if you wanted to request it, you should have just done so in our thread for it. And if you haven't tested it yet, you should, because its awesome.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I thought I remembered hearing that with the Gecko update we will get the ability to use texture hacks without burning a new Disk. Is that true? And I am so psyched for the momentum code. I expect good things.

How well will the values (in the character specific hacks) work if you use them in your own code set? Will it make everything unbalanced?
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Thats the problem. Everything MuBa code set is too much. Nothing particularly wrong with that if you want that sort of fun but Mookies and mine are a bit more "sensible?" when it comes to values. Once again, nothing wrong with that. I don't know how to explain the reason for your crowds response without sounding like Im dissing the code set

Fair enough. I'll test out the beta2 today or tomorrow, but am hoping that the landing lag (aerials) isn't terrible like it used to be in your February 3rd codeset. MuBa definitely did some things right with his codeset

Forgot to mention that a grab speed of 1.35 really enhanced the amount of options the players had. It was good for confusing players as to which way to DI versus just having 1-2 viable grabs for each character. Most of the time, you can just DI to avoid getting hit from those 1-2 grabs though. I'm not saying to up the grab speed to 1.35, but saying that the grab speeds should be looked at again.

Random Tidbit: Falcon's up-throw to knee seems to work devastatingly well. This doesn't make sense XD, but it's funny. Also, in Kupo's Feb 3rd codeset, Falcon's down-throw chain grabbed nearly everyone in the cast including MK o.0. I hope that has been fixed since then.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Fair enough. I'll test out the beta2 today or tomorrow, but am hoping that the landing lag (aerials) isn't terrible like it used to be in your February 3rd codeset. MuBa definitely did some things right with his codeset

Forgot to mention that a grab speed of 1.35 really enhanced the amount of options the players had. It was good for confusing players as to which way to DI versus just having 1-2 viable grabs for each character. Most of the time, you can just DI to avoid getting hit from those 1-2 grabs though. I'm not saying to up the grab speed to 1.35, but saying that the grab speeds should be looked at again.

Random Tidbit: Falcon's up-throw to knee seems to work devastatingly well. This doesn't make sense XD, but it's funny. Also, in Kupo's Feb 3rd codeset, Falcon's down-throw chain grabbed nearly everyone in the cast including MK o.0. I hope that has been fixed since then.
Falcon only CGs ppl who DI horribly. Every set has this. Try doing a dthrow with falcon at that throw speed or dthrow with bowser.

And you mean youre considering 1/3 landing lag instead of 1/2?
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Falcon only CGs ppl who DI horribly. Every set has this. Try doing a dthrow with falcon at that throw speed or dthrow with bowser.
Good to know, I didn't get a chance to test with people as we were mostly playing doubles anyways.

And you mean youre considering 1/3 landing lag instead of 1/2?
Well, I was thinking around 60% or slightly higher than 50% as it increases potential for stringing moves together while comb-oing, 1/3rd would most likely be too much though. The players themselves had no problem with 60% reduced landing lag, I haven't tested with 50% though. I'll get on that this weekend and let you guys know if people notice a difference and if they like/dislike the change =)
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I thought I remembered hearing that with the Gecko update we will get the ability to use texture hacks without burning a new Disk. Is that true?
Yes, it's what Igglyboo and PW have been working on for the past month or so. They have it done but, are waiting for the release of Gecko 2.0 to jump start it all. It'll be using the same feature we'd be using, the patching feature of Gecko 2.0.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Yes, it's what Igglyboo and PW have been working on for the past month or so. They have it done but, are waiting for the release of Gecko 2.0 to jump start it all. It'll be using the same feature we'd be using, the patching feature of Gecko 2.0.
So I will be able to just download the skins (I assume also give them proper naming conventions) and load up my game? Sweet. This project is just getting better and better. I do have one question though, what are the possibilities of making characters have more costumes than they are built for?
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
please no texture discussions here ><
Sorry, I assumed it would be welcome here. I have a request for all those who have their codesets on the first page. Although it may look neater to make packs with many codes under one name, it makes it difficult to edit. Is there any way you can split them up next time.

I just played MuBa's settings for the first time and I approve. The one thing is that I would set fast fall to 2 frames so if your fast enough, you don't need the c-stick. Also, I've been playing with no turnaround frame on, and although it may give you a bit too much manuverability, it is lots of fun. I recommend trying it at least once.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
you mean like the bundle at the top? You don't want the no asl or something );
What I was thinking of exactly was in MuBa's code set and maybe yours and Mookies too, the no fast fall on c-stick is clumped with other codes. Like I mentioned when I was talking about MuBa's settings, I like setting fast fall to 2 frames so I don't fast fall when using the buttons if I am very quick.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
mine is pretty easy to edit. Its all in order of how the codes are listed with the line amount.
I guess your right. I could have just copied a part of the code from the original post then use find. Way easier than I had originally thought. Sorry, I was being stupid.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
Alright, here's my current codeset, based off of shanus's beta2 and some mods by Muba.
Modifications are as followed:
Dash speed is 1.25 instead of 1.15
Tech Roll speed up is enabled (1.0)
PS Mod code is 3 frames
Hitlag is Kupo's standard instead of Muba's none
Buffer code is disabled
New Dead Lands code for Luigi's Mansion and Link's up B boost code.

download the gct directly here: http://accidentcore.com/RSBE01.gct

Feedback is welcome. I felt the need to post this set simply because it feels so great. Huge thanks to well....everyone, haha.

Code:
RSBE01
Smash Bros Brawl (US)

Brawl+

WiiRD Codes

Default Settings Modifier [9 lines]
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000104
* 0417F364 04000A00
* 0417F368 08010101
* 0417F36C 01000000
* E0000000 80008000

ALR/Lagless Ledges/Dash Cancel Merge [Phantom Wings/Almas, 46 Lines]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210006 00000014
* 92210008 00000068
* 9221000A 0000007C
* 9001000E 00000000
* 58010000 000000C4
* 9221000C 00000010
* 4A000000 805A0100
* 9221000D 00000000
* 88A0000C 0000000D
* 4A00100A 00000000
* 30000036 00000018
* 4A001006 00000000
* 9221000D 00000040
* 8890000D 0000000C
* 9421000D 00000040
* E2000001 00000000
* 4800100E 0000007C
* 30000038 00000005
* 4A001008 00000000
* 3400003C BF266666
* 4A001006 00000000
* 14000040 4F000000
* E2000002 00000000
* 4800100E 0000007C
* 30000038 00000074
* 86000006 00000040
* 86910006 40800000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Level Freezer[Phantom Wings/Almas, 8 Lines]
* 4A000000 90000000
* 1416A904 BF800000
* 22623090 00000014
* 22623090 0000001C
* 22623090 0000000B
* 22623090 00000009
* 22623090 00000015
* 22623090 00000006
* 1416A904 3F800000
* E0000000 80008000

ASM Codes

Dash Dancing [Phantom Wings, 5 Lines]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Shield Stun [spunit262, 6 Lines]
* C28753FC 00000005
* 83810034 8083013C
* 2C040000 41810014
* 1F9C000B 3B9C0016
* 38800005 7F9C23D6
* 60000000 00000000

P.Trainer No Swap on Death [Y.S./Phantom Wings, 11 Lines]
* C2816AF4 0000000A
* 3E408062 3A523320
* 3A60FFFF 3E730001
* 7E732038 1E730244
* 7E529A14 80120000
* 2C00001D 41800024
* 2C000022 4181001C
* 2C170115 41820014
* 38A5FFFF 2C050000
* 40800008 38A00002
* 7C0802A6 00000000

Autosweetspot Ledges [spunit262, 7 Lines]
* C27812B0 00000006
* 2C04000A 40A20020
* 8181003C 816C0018
* C00B0010 C02B001C
* FC000840 40A10008
* 38000000 5400CFFF
* 60000000 00000000

Hitlag Modifier [Phantom Wings, Almas, spunit262] 8 lines
* C2771EAC 00000004
* 2C040002 41800010
* 1C840005 38840000
* 39C0000A 7C8473D6
* 2C040000 00000000
* C2876220 00000004
* 2C040002 41800010
* 1C840005 38840000
* 39C0000A 7C8473D6
* 80660064 00000000
50% break 2


Character Specific Launch Modifiers [Almas, 29 Lines]
* C285765C 0000001C
* 3FA0805A 63BD92D0
* 2C002F00 4082000C
* C3FD0000 480000BC
* 2C002F20 4082000C
* 8083C594 48000034
* 2C002F14 4082000C
* 8083C59C 48000024
* 2C002F40 4082000C
* 8083C574 48000014
* 2C002F5C 41820008
* 4E800020 8083C558
* 3FA0805A 63BD9200
* 83DD0000 57C5463E
* 7C052000 4182001C
* 3BBD0004 3FE0805A
* 63FF929C 7C1DF800
* 4082FFE0 4E800020
* 2C002F20 4082000C
* 57C0673E 48000028
* 2C002F14 4082000C
* 57C0873E 48000018
* 2C002F40 4082000C
* 57C0C73E 48000008
* 57C0A73E 1C000004
* 3FA0805A 63BD929C
* 7FBD0214 C3FD0000
* EC3F0072 4E800020
* 60000000 00000000
1.25 Dash Speed

Character Specific Gravity Modifier [Almas, 14 Lines]
* C281CAD0 0000000D
* 2C080000 4182003C
* 2C09FFFF 41820034
* 8088F5A0 3D80805A
* 618C9200 80AC0000
* 54A3463E 7C032000
* 4182001C 398C0004
* 3C00805A 600092A0
* 7C0C0000 4082FFE0
* 4E800020 54A5E73E
* 1CA50004 3D80805A
* 618C92A0 7D8C2A14
* C2EC0000 EC370072
* 4E800020 00000000

Constants

No Stale Moves/Keep Fresh Bonus [spunit262]
* 02FC098A 00110000

Tripping Rate Modifier [KirbyIsCool]
* 0481CB34 C0220020
* 045A9340 00000000


Triple Jump Fix [Phantom Wings, spunit262]
* 04858DCC 38830003

P.Trainer Infinite Stamina: [Phantom Wings, spunit262]
* 04A8BDAC 60000000

Hitstun [Phantom Wings, spunit262]
* 02B88F48 00030001
* 04B87AA8 3EF851EC
.485

No FF on C stick [spunit262]
* 0485E27C 40A20008

PS Mod [spunit262]
* 04B88F20 00000003
3 frames

Infinite Replays [3 lines]
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Jump/Grav Values [29 Lines]
* 065A9200 000000DC
* 0025CB60 0114F440
* 0235CB60 0305E440
* 0435CB60 0524E440
* 0628AC80 0735CB60
* 0824C440 0928AC80
* 0A35CB60 0B24F440
* 0C35CB60 0D34C440
* 0E35CA60 0F06E440
* 1135CB60 1234C440
* 1328AC80 1444ED40
* 1535CA60 1634E440
* 1745CA60 1825CA60
* 1935CB60 1A35CA60
* 1B35CA60 1D45CA60
* 1E26E640 1F34F440
* 2034F440 2125CB60
* 2238CA60 2335CA60
* 2534E440 2934EA40
* 2C28AC80 2E35CB60
* 2F14ED40 3F4CCCCD
* 3F59999A 3F666666
* 3F733333 3F800000
* 3F833333 3F866666
* 3F89999A 3F8CCCCD
* 3F900000 3F933333
* 3F966666 3F99999A
* 3FA00000 3FA66666
* 3FB33333 00000000

Roll Dodge Modifier [27 lines]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 90010002 00000000
* 48001002 0000007C
* 30000038 00000061
* 48001002 00000014
* 90010003 00000040
* 4A000000 805A0100
* 92210004 00000000
* 86A00004 3F800000
* 88910003 00000004
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dead Lands
* 4A000000 90180F3A
* 38000000 FF000004
* 48000000 805B8ADC
* DE000000 80008180
* 1400020C 4F000000
* 3000024C 00000000
* 1400024C 01010101
* 3000024D 03030303
* 1400024C 00000000
* E2000001 00000000
* 14000250 41C00000
* 14000254 41C00000
* 1400025C C1C00000
* 14000260 41C00000
* 90010000 00000000
* 58010000 FFFFFDF0
* 10000150 00000007
* 14000154 4F000000
* 4A001000 00000000
* 58010000 FFFFFDFC
* 10000150 00000007
* 14000154 4F000000
* E0000000 80008000
Destroys Luigi's Mansion at Start of the Match

Link UP Mod
* 0400183C 3F4CCCCD
* C281CAD0 00000006
* 2C080000 41820024
* 2C09FFFF 4082001C
* 8008F5A0 2C000002
* 40820010 3C808000
* C004183C EC200072
* 4E800020 00000000
Boost's Link's up B recovery height
 
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