• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

COMPETITIVE Brawl+: Code Agenda

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
I agree, metagame > making characters feel like they're from their own game completely. It was mostly just a suggestion based on what we know about the character and how it might be a good idea to see how far we can make a character based on their own games without going so far as to ruin anything.

Two characters that we've seen that did this in Melee with momentum and what not are Mario and Luigi being based off Super Mario Bros. For Super Players/The Lost Levels. Mario is faster, and thus can jump further, but he doesn't jump as high. Mario also has less of a slide. Luigi is slower, but jumps higher which can carry him to where he needs to go. He slides a **** ton. Mario was also taken into account in his later games with things like the wall jump.

Samus can apply to being taken from both games. While she holds all of her original weapons and what not from the other Metroid games, they took her speed and gravity into account from later games because she worked much better in that fashion in smash.

Dedede too. We can't play him, but we've seen him fight. Kirby is mostly taken from Kirby Superstar. DDD in Superstar's float is much like it is now. (DDD is fine as he his by the way that's just an example).

Some characters don't really work based on how we know them as far as momentum goes. We should look at all of how they fit to match it with the character. If done correctly it will could help the feel of the character while not destroying the metagame.

Example of things being Ganondorf. He's a slow character in Twilight Princess too, but once he jumps the air to attack you in the one on one sword fight with him he moves much faster since it's a leap for an attack. That's kind of how he is now, his faster SH's compliment his strengths the same way his leaps did in TP (even if it wasn't on purpose). Sonic could use a bit of momentum. In Sonic Adventure 1 and 2 if you were to jump you wouldn't keep your full speed (good thing too you'd get butt ****ed by speed). Even in Sonic Unleashed, when Sonic jumps he slows down a bit. So why not make his momentum work with his speed, while maintaining his control.

We could probably find a lot of things like this which could help players become more attacted to characters they like and make them a bit more comfortable to play. And I probably made things sound way more complicated than I wanted them to be.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
See, the funny thing is, with all the different incarnations most characters have had, you could explain anything. But I like that you're trying.

Take the Ganon example: The dash jump fits his metagame: He's lacking arial range for his size and in general could use a small buff. The dash jump fits this perfectly. The fact that he flies / leaps in some of his games is a nice touch, but I would never change anything based on that. He was a blue pig in another game.

Edit: As a side note, I always thought that Ganon would have been better as a mewtwo clone rather than a falcon clone. He's got the floating, the dark energy balls, the purple stuff, the psychic (magic) powers, etc. (Other than the tail, of course).
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
In Sonic Adventure 1 and 2 if you were to jump you wouldn't keep your full speed (good thing too you'd get butt ****ed by speed). Even in Sonic Unleashed, when Sonic jumps he slows down a bit. So why not make his momentum work with his speed, while maintaining his control..
Know what's funny? In SA2B (Sonic Adventure 2 Battle, GCN port) if you spindash and cancel it, you go faster and if you do this off of a hill or jump, your speed is transferred into the air, much like Captain Falcon's is in Melee. Sonic has really low air resistance in SA2B, thus he is able to skyrocket across this one hill in City Escape if you do what I said above.

Sonic DOES gain momentum from his speed if he is fast enough and meets the requirements in SA2B, you just need to spindash and cancel it (pressing B again) and then jump off of a jump or steep hill.

Just a fun fact. I also think this worked in Adventure 1 but I'm not 100% for certain, didn't really play it as much to know.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I appreciate the effort, but lets not turn this into a discussion to convince an empty audience why each character's jump heights and attacks are true to their series. As SHeLL said, it's a futile argument since anything can be proven.

Oh, and, ROB shouldn't have Up B or lazers, this has nothing to do with his series.
 

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
I wouldn't call it bad, but I can't say that SHeLL doesn't make valid points at all. And yes, I could explain just about anything with all the different carnations, but thing is some characters don't match up to any of those carnations fully. Not many, but some.

Basically, let's make a character feel more like they should feel, while not destroying them completely. I think that's the easiest way to say what I'm going with seeing as how I'm only trying to use these examples for momentum, and nothing else.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Meh, I'm done arguing. I don't really care that much and I'm sure the BR would never change something based on a game (unless it was actually the best thing to do for the character's metagame), so my arguing here is pointless.

With that said, if any more changes are made, I'll be happy to work with you guys to somehow link it to one of their past games.
 

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Know what's funny? In SA2B (Sonic Adventure 2 Battle, GCN port) if you spindash and cancel it, you go faster and if you do this off of a hill or jump, your speed is transferred into the air, much like Captain Falcon's is in Melee. Sonic has really low air resistance in SA2B, thus he is able to skyrocket across this one hill in City Escape if you do what I said above.

Sonic DOES gain momentum from his speed if he is fast enough and meets the requirements in SA2B, you just need to spindash and cancel it (pressing B again) and then jump off of a jump or steep hill.

Just a fun fact. I also think this worked in Adventure 1 but I'm not 100% for certain, didn't really play it as much to know.
This is actually very true, but if you just jumped out of running, which is pretty much what we're trying to apply to momentum to, you slowed down.

And yes it worked the same way in both SA's.

I appreciate the effort, but lets not turn this into a discussion to convince an empty audience why each character's jump heights and attacks are true to their series. As SHeLL said, it's a futile argument since anything can be proven.

Oh, and, ROB shouldn't have Up B or lazers, this has nothing to do with his series.
Once again, it obviously can't apply to most characters.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
Oh, that was just me making a joke. I understand.

On a different note, how would people feel about the idea character specific dash speeds? Should characters in the Brawlplussery set be faster overall now that the techchasing issue is resolved?

I know this will homogenize characters, but it may make Brawl+ gameplay more fast, fun, and fluid. This I find more important than characters being unique because their run speed sucks. I mostly bring this issue up because it also plays into momentum.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Kupo... Since you have done research on this... I ask again

Which characters had momentum in melee?
Sorry I was away all day.

Characters that didn't get momentum:

Luigi
Bowser
Peach
Yoshi
Ganon
Zelda/sheik
Young link
Puff
Mew2


Its interesting how the characters in this game play the exact same way they did in their games with the momentum code
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Is the friction code being considered for the final codeset? I think it is a massive improvement and makes characters feel much smoother and more controllable. The slidiness of Brawl is one of the first things that galled me when I first played it, and now with the aerial momentum code (which is one of the first things I would have liked to see btw, and now that it's out I finally feel like the characters aren't wearing lead shoes) I feel it's a necessity.

I know it takes up a lot of space, but since we are expecting to be able to take advantage of gecko 2.0 with more code space soon anyway, I think it should definitely be included. I think 0.8 would be a good value. How do people feel about this?
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Is the friction code being considered for the final codeset? I think it is a massive improvement and makes characters feel much smoother and more controllable. The slidiness of Brawl is one of the first things that galled me when I first played it, and now with the aerial momentum code (which is one of the first things I would have liked to see btw, and now that it's out I finally feel like the characters aren't wearing lead shoes) I feel it's a necessity.

I know it takes up a lot of space, but since we are expecting to be able to take advantage of gecko 2.0 with more code space soon anyway, I think it should definitely be included. I think 0.8 would be a good value. How do people feel about this?
I play Falcon a ton in Brawl+, and with aerial momentum on. I really don't see why friction is all that neccessary, I don't think a slight bit of sliding is really that big of a deal. If it can be implemented in a way that doesn't remove any of his options sure, otherwise forget it.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Sorry I was away all day.

Characters that didn't get momentum:

Luigi
Bowser
Peach
Yoshi
Ganon
Zelda/sheik
Young link
Puff
Mew2


Its interesting how the characters in this game play the exact same way they did in their games with the momentum code
What about Ganon... he now gets momentum.

And all of those are slow runners anyway except for sheik. I bet sheik originally had it and then they realized that it made her even more ridiculous that she already was. And why wouldn't they just take the data from melee and planted it in brawl to save time. It never had to be changed (balanced) because they decided to disable that feature
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
What....? Really...? WTF? Then how come with YL I can long jump his Fire Arrows after I dash? (As if I'd be running with Falcon and doing a Falcon Punch). There's no way YL doesn't get any momentum... this has gotta be wrong... :dizzy:
It was a REALLY tough call. IF he gets any its not noticable. I tested him for 20 mins before concluded thiat
What about Ganon... he now gets momentum.

And all of those are slow runners anyway except for sheik. I bet sheik originally had it and then they realized that it made her even more ridiculous that she already was. And why wouldn't they just take the data from melee and planted it in brawl to save time. It never had to be changed (balanced) because they decided to disable that feature
As I said before, Ganon is not a port over from melee. They took the time to make him his own character and changed him around which would explain why he is an exception
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I play Falcon a ton in Brawl+, and with aerial momentum on. I really don't see why friction is all that neccessary, I don't think a slight bit of sliding is really that big of a deal. If it can be implemented in a way that doesn't remove any of his options sure, otherwise forget it.
It's **** near impossible to SHFL Uairs because you go sliding straight past your target sometimes.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
As I said before, Ganon is not a port over from melee. They took the time to make him his own character and changed him around which would explain why he is an exception
See, kupo, that's my point. That's a huge double standard.

So when Ganon gets momentum that deviates from the Melee standard you keep fighting for , it's all fine, leave it as is, he's not a port over.

But when ZSS gets no momentum, somehow it's a certainty that she is NOT deviating from the Melee norm? She's most certainly not a port over from Melee, so how do we know she's not deviating from the standard like Ganon is?

With Ganon it's been proven that the code is not giving out correct Melee momentum to everyone. So how can we be so sure that characters like ZSS are being treated like they would have been in Melee?

We CAN'T. Plain and simple. There's just no way of us knowing.

Which is why we need to do things our own way for characters not currently benefiting from the v3 code. We can't just "go with the code". We can't just accept one outlier (Ganon) and then completely rule out the possibility that the others (who don't get momentum) are outliers too.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Try holding back the opposite direction and using the c stick for aerials.
I do
See, kupo, that's my point. That's a huge double standard.

So when Ganon gets momentum that deviates from the Melee standard you keep fighting for , it's all fine, leave it as is, he's not a port over.

But when ZSS gets no momentum, somehow it's a certainty that she is NOT deviating from the Melee norm? She's most certainly not a port over from Melee, so how do we know she's not deviating from the standard like Ganon is?

With Ganon it's been proven that the code is not giving out correct Melee momentum to everyone. So how can we be so sure that characters like ZSS are being treated like they would have been in Melee?

We CAN'T. Plain and simple. There's just no way of us knowing.

Which is why we need to do things our own way for characters not currently benefiting from the v3 code. We can't just "go with the code". We can't just accept one outlier (Ganon) and then completely rule out the possibility that the others (who don't get momentum) are outliers too.
Umm no. If ganon got momentum and he didn't change like he did then I'd believe you but its not like that.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
ganon didn't get momentum before really, now he gets a lot.

Also, falcons slide is actually pretty nice and controllable. I don't think we need the friction code to be honest. I use the slide to do a pivot jab or to continue linking the aerials. I have a lot more options now and don't feel limited by his slide.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Does anyone think shields should come up a little slower. Not by much, but shields are coming up too fast in my eyes. I still feel if someone plays a few of the characters defensively then your approach options are just too limited. If they screw up their shield is already right there.
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Does anyone think shields should come up a little slower. Not by much, but shields are coming up too fast in my eyes. I still feel if someone plays a few of the characters defensively then your approach options are just too limited. If they screw up their shield is already right there.
I agree with this 100%. Not sure how others will take this suggestion though... :laugh:
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Does anyone think shields should come up a little slower. Not by much, but shields are coming up too fast in my eyes. I still feel if someone plays a few of the characters defensively then your approach options are just too limited. If they screw up their shield is already right there.
I think its alright actually. We brought it up before, but tried codes and couldn't make it work. I personally thikn defense and offense are fairly balanced with shield stun at 10/20/5 (lower than 3.2)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Does anyone think shields should come up a little slower. Not by much, but shields are coming up too fast in my eyes. I still feel if someone plays a few of the characters defensively then your approach options are just too limited. If they screw up their shield is already right there.
I agree. Ganon, test this out if you want.

FF00001A XXXXXXXX

This will adjust the shield up time. Default is 1

Thiss code is apart of the frame mod data
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I believe it has previously been tested, and changing the shield animation does not change when the shield comes out.

It doesn't change hitboxes (as they would be expected to), why would it change this?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
On those lines, Almas, when I asked you if it was possible to fix the hitbox bug on the Frame Engine, you said that it would probably be easy enough. Any luck with that? Thanks!
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
The momentum code should be tweaked to help everyone, not just the melee veterans.

ZSS and Sonic are prime examples of those who would benefit from momentum.

Why should we exclude them, or anyone?

Also, the shields are quite balanced. Leave them alone, We don't want them to be almost useless, now.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
We've discussed the momentum code and all of us (except kupo) agreed to look into character-specific momentums if we can get such a code.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I do

Umm no. If ganon got momentum and he didn't change like he did then I'd believe you but its not like that.
kupo, I already brought up this point in the chat. You KNOW what I'm talking about and you KNOW I have a point.

There is no way for ANYONE to know if the v3 code is applying proper momentum or is borked when it doesn't apply momentum to characters.

Because of that, we need to take everyone into our own hands.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
kupo, I already brought up this point in the chat. You KNOW what I'm talking about and you KNOW I have a point.

There is no way for ANYONE to know if the v3 code is applying proper momentum or is borked when it doesn't apply momentum to characters.

Because of that, we need to take everyone into our own hands.
Yea, you already told me I wasted 3 hours arguing because you don't differentiate between "you" and "we" thus making your entire first post a direct insult. I'm only saying that because I don't want this whole stupid miscommunication to happen again when we could be spending both our times better.

In any case, I was arguing mainly because I was under the presumption that noone wanted V3 unless their "favorite characters" who didn't get momentum got it. This was due to the numberous "screw V3, I'm going back to V11" and all the V3 hate and it pissed me off to no end as you saw.

And tbh I don't even know if we were arguing for the same cause or reasons or whatnot.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I don't recall ever mentioning that there was a 'glitch' with the frame speed mod engine to do with hitboxes, nor that it could be 'easily fixed'. It doesn't work. Whether it ever will is out of my domain of knowledge.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I don't know much (Any, really) about how the code is structured, but would it be possible to throw in character specific momentum in the same method that's being used for launch power, short hops, and up/down gravity? It seems like if we're giving so many changeable variables to all these characters, adding another one would be harmless.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
That would limit us to the same modifiers as the other codes, though. We'd be restricted to .8, .9, .95. 1.00, 1.05., 1.10, 1.2, etc
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
..I can't tell what the limit is on the numbers from your post. Is it only going to the hundredth? The range of the values?

If it's the former, I see no problem.
 
Top Bottom