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COMPETITIVE Brawl+: Code Agenda

Mobbin

Smash Apprentice
Joined
Dec 17, 2007
Messages
119
I have another idea for a code... i don't know if it's possible, but:
With the aerial momentum code RARing (Reverse Aerial Rush) has become more important for some characters imo... so Auto RARing (with B-sticking) is quite useful for Wolf and other characters with good b-airs.
But some people don't want to lose the C-stick for smashing and can't use Auto RARing then... would it be possible to give one of the jump buttons or the L button the functionality of the B-stick? As in pushing X while running makes you Auto RAR?

And by the way: You guys do crazy good work, I never thought Brawl could be that fun. Keep it up!
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
There is a code that allows for unrestricted button mapping. Maybe someone can link it to you. I don't know much about b-sticking and auto-RARing. RARing isn't tough for me to do so I stick with the default control setup.
 

Mobbin

Smash Apprentice
Joined
Dec 17, 2007
Messages
119
Umm... thanks so far... but what exactly does this code do? I don't want to brick my wii or my Brawl savegame :p
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Umm... thanks so far... but what exactly does this code do? I don't want to brick my wii or my Brawl savegame :p
It won't brick your Wii, codes cannot brick your Wii, at most a code can freeze your Wii and you will have to hold the Power button for 7 seconds. In any case, the code allows you to change any button to any type of command it's given. For example, you could change the A button to something you couldn't before. That's why it's called "Unrestricted".
 

Mobbin

Smash Apprentice
Joined
Dec 17, 2007
Messages
119
Ah, thank you. But I think this won't solve my problem... I don't think you can set L as "side special" or something like that. But I'll try it anyway.

Btw: Has anyone noticed how awesome Pikachu is in B+? He/She combos like crazy and Down B is a somewhat good finisher. :chuckle:
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Ah, thank you. But I think this won't solve my problem... I don't think you can set L as "side special" or something like that. But I'll try it anyway.

Btw: Has anyone noticed how awesome Pikachu is in B+? He/She combos like crazy and Down B is a somewhat good finisher. :chuckle:
Pika is beast. Uair is combotastic. And yes, downB with histun = death. Pika mains should definitely be coming up hard in B+.
 

luvs2pluck

Smash Apprentice
Joined
Sep 7, 2008
Messages
115
Location
College of William and Mary, VA
so quick question, there are two momentum capture codes on the front page, is there any difference between them?

also, has anyone tried using ROB's sideb with the momentum code on? its hilarious, and actually potentially useful
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
In chat today we were talking about slowing pikas jab down to .95

Prior to this, Pika could still jab lock as his jab canceled fast enough.

Can someone confirm if pika can or cannot still jab lock at this new setting? *my wii broke so I can't*
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
In chat today we were talking about slowing pikas jab down to .95

Prior to this, Pika could still jab lock as his jab canceled fast enough.

Can someone confirm if pika can or cannot still jab lock at this new setting? *my wii broke so I can't*
working on the value right now, .95 is no good
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
In chat today we were talking about slowing pikas jab down to .95

Prior to this, Pika could still jab lock as his jab canceled fast enough.

Can someone confirm if pika can or cannot still jab lock at this new setting? *my wii broke so I can't*
Slowing down the jab does absolutely nothing. The auto fire mechanic is unaffected. It only affects the last jab the auto fire mechanic does. It slows your ability to manually jab but the hold A to jab is still at full force so Pika's lock is still there. I advocate removing the auto fire mechanic and making all rapid jabs (fox, falcon) mashable.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
You know that Pika's jab lock can be SDI'd out of right? It's not that big a deal (though I suppose we could fix it anyway, but we need to make sure it's still retains it's shield pressure value)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
You know that Pika's jab lock can be SDI'd out of right? It's not that big a deal (though I suppose we could fix it anyway, but we need to make sure it's still retains it's shield pressure value)
Yes I realize that but not after 15%. If we remove auto fire mechanic, you can still pressure with the jab manually and have better control to stop yourself when a trip occurs. It has massive IASA frames
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I was just wondering about fox's potential combos because he can dair -> utilt and once you escape bair/uair and that can rack some serious damage (about 75%). It is amazing against fastfallers also. =/

Although you have a B+ player out of me. :D
You can easily DI the Utilt spam after or before the third Utilt comes. Dair to Utilt isn't really that bad at all, it's quite escapable (Brawl's DI FTW) you just have to react fast. Of course, some characters might not be able to get out of it as easily because of their general bigness but, other than that, Fox's Dair combos really aren't a big problem as they used to be when B+ first started out.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
You can easily DI the Utilt spam after or before the third Utilt comes. Dair to Utilt isn't really that bad at all, it's quite escapable (Brawl's DI FTW) you just have to react fast. Of course, some characters might not be able to get out of it as easily because of their general bigness but, other than that, Fox's Dair combos really aren't a big problem as they used to be when B+ first started out.
QFT.
I think I'm going to make a video showing how Fox's Dair/Utilt combos aren't broken, because it seems almost every new B+ player comments how its ridiculous and broken.
But as you said, they aren't. At all.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I said it on the other board and I'll say it here too. Fox owns noobs and people who haven't learned all the changes of B+ and the strength of proper DI. Believe me, after a while you'll be able to compete against Fox's u-tilt spam.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I completely agree.

Fox is fast, you gotta learn how to react to his moves. He still doesn't have fantastic kill options which balances him well.


I tried Pikachu today, and I agree that he's quite good. I sorta wish his Up Air could semi spike effectively, like in past Smash games, but that's just my selfish pleasure. After the fixes to his lock and down throw he should be a solid character without much to change.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
Fox is hard to fight until you get the feel for the changes from Brawl to Brawl+. >_>

Once you figure out that he's spikebait and easily gimpable to boot though, he's not too hard to wreck.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
kupo I'm carrying Falco's laser cap in the blausberry thrad but could you put it under a "things to look into" section.

We don't have to change but having the code to test might be worth while....
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
kupo I'm carrying Falco's laser cap in the blausberry thrad but could you put it under a "things to look into" section.

We don't have to change but having the code to test might be worth while....
What do you mean by "Falco's laser cap?" Limiting the distance at which his laser can travel? If so, no. Eww. Just extend Fox's and Wolfs laser if you want to shorten Falco's. It's just not necessary.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
I think the cap could see a positive place in the game balance, and it wouldn't destroy Falco's playstyle.

It might be tricky to code (then again, I've thought that about a crapload of things coders have already achieved, God bless their hearts). But if Gecko 2.0 does find a release somehow it's something to consider.
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
I'm having trouble understanding the Fast fall modifier and shield pressure codes. I can fully understand putting in the hex values for, say, hitstun, as its just one line, one hex. I simply can not logically analyze what to put in for the shield pressure or fast fall floats however.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
Okay just to clear things up. I asked for the code to be put on the list of things to do. There are many people who don't want it but there are plenty of people who do. May I remind you there was a cap in melee. It was just so long that it didn't matter on viable stages.

Besides it may not even get put in the official set. We don't know. There are merely a lot of people who want to see the code made even we do never officially implement it. If you can't respect that you have a problem.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture V4 [Phantom wings, spunit262]
C28669D8 00000014
C04283D8 FC811040
4186008C 807D007C
80630038 2C03000B
40A20074 3C008180
809D0008 8084FFFC
7C040000 4080000C
80840030 48000008
3880FFFF 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
B01B000E C01B000C
FC001028 C05B0008
FC420032 FC011040
4C002182 40800008
FC201090 2C030022
40800008 D03B0008
60000000 00000000

Momentum Capture V4 Data [spunit262]
065A9180 00000008
2F005000 FF001000

Needs "Character Id Fix".
Format is
XXYYYYYY
XX is character id, FF is for everyone not listed, and ends the list.
YYY is a "23-bit fixed-point" to convert to it add 2048 to your value and use the last 6 digts after puting it though a 32-bit floating-point converter, also the first 3 digtes are just regular hex.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Oh Snap! Spunit, whenever I see your name in this thread I know it's something awesome.

Thank you. This is so epic.

Cape, your values for momentum were mostly great, if my quick testing / memory serves me correctly. I'd like to see Shanus focus on the values for Squirtle and Falcon (who I thought was perfect at 90-100% v3), if he has time.

And I'd still like to see what Yoshi & Bowser can do with a little more momentum. I know Cape said Bowser with a lot of momentum is too good (fair to fair to uair, I believe?) but I'd like to try him with a little more. This could give him a little more comboing / rar'd bair edgeguarding / general scariness.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Momentum Capture V4 [Phantom wings, spunit262]
C28669D8 00000014
C04283D8 FC811040
4186008C 807D007C
80630038 2C03000B
40A20074 3C008180
809D0008 8084FFFC
7C040000 4080000C
80840030 48000008
3880FFFF 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
B01B000E C01B000C
FC001028 C05B0008
FC420032 FC011040
4C002182 40800008
FC201090 2C030022
40800008 D03B0008
60000000 00000000

Momentum Capture V4 Data [spunit262]
065A9180 00000008
2F005000 FF001000

Needs "Character Id Fix".
Format is
XXYYYYYY
XX is character id, FF is for everyone not listed, and ends the list.
YYY is a "23-bit fixed-point" to convert to it add 2048 to your value and use the last 6 digts after puting it though a 32-bit floating-point converter, also the first 3 digtes are just regular hex.
<3 <3 <3

I'll need to check this out in the morning.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Ooh, this is nice. I assume this is built off of V3, and thus doesn't feature any of the stupid crap from V10, like not being able to jump backwards out of a dash?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture V4.1 [Phantom wings, spunit262]
C28669D8 0000000F
807D007C 80630038
2C03000B 40A2005C
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
3C004540 901B000C
C05B000C 38A2FE5C
84C50004 7CC0C671
4180000C 7C002000
4082FFF0 54C0027E
6C004540 B01B000E
C01B000C FC001028
2C030022 40800008
D03B0008 00000000

Removed some stuff that prove to be unneeded.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Momentum Capture V4.1 [Phantom wings, spunit262]
C28669D8 0000000F
807D007C 80630038
2C03000B 40A2005C
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
3C004540 901B000C
C05B000C 38A2FE5C
84C50004 7CC0C671
4180000C 7C002000
4082FFF0 54C0027E
6C004540 B01B000E
C01B000C FC001028
2C030022 40800008
D03B0008 00000000

Removed some stuff that prove to be unneeded.
This doesn't work. I get no extra momentum, even with Falcon.

Let me try the earlier one.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture V4.2 [Phantom wings, spunit262]
C28669D8 00000010
807D007C 80630038
2C03000B 40A2005C
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
3C004540 901B000C
C05B000C 38A2FE5C
84C50004 7CC0C671
4180000C 7C002000
4082FFF0 54C0027E
6C004540 901B000C
C01B000C FC001028
C03B0008 FC210032
2C030022 40800008
D03B0008 00000000

accidently cut to much off.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Ok, I'll try that one right now, but for now, impressions of the earlier code.

Every character I've tested so far works well, except for Sonic. He gets momentum, but it acts like V10 momentum, which means the momentum gets stored, and every time you try to jump, you jump with the extra momentum. Plus, you can't jump backwards from a dash.

Also, the walk-off momentum is gone from Ganon and Falcon's side B. They and ROB still get extra momentum from them, however, as seen in V3.

edit: what I mean by you can't jump backwards from a dash means it only applies to Sonic. Not sure who else works like that, though.

edit 2: oh god, airdodging stops ALL momentum in that new shortened code. In fact, coming down from the apex of the jump stops your momentum entirely as well. Think of doing a neutral AD in Melee. That's what it's like.

This version's no good, either.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
GPDP: What? So you just stop midair for the length of the air dodge or do you default back to your max speed?

EDIT: I agree. The momentum cut is quite drastic and more so than Spunits last code. It appears to actually cut your normal DI in half instead of merely disabling the momentum code. What I mean by this is if I jump straight up and move left or right, when I air dodge or start falling, I lose even more speed when I shouldn't be affected
 
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