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COMPETITIVE Brawl+: Code Agenda

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Mario hits you with his Fair offstage (meteor smash) at 120%, you press up-B (or jump) and instantly recover, thus canceling the meteor smash.

Ask SMK, it happened.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Can we make it so for a spike we make it when actionID exits hitstun it adds a frame count where you can't jump or up+B which is directly proportional to the launch speed?

No idea if that even works?
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
melee had the ability to survive spikes by tapping jump some frames after getting hit, called "Meteor Survivor" cancelling the spike and nullifying the knockback given

we should make this technique to be back to brawl, not everycharacter has the ability to survive a Spike like in that vid, but some like this can survive it

Sonic
Snake
DDD
Wario (jump then side B)
G&W
and some more
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
You have been misinformed -- we're trying to decrease the effectiveness of Brawl's broken MC system, not make it better.

MC is out of kontrol.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
When we make a video demonstrating Brawl+ Mechanics and we get a code to fix this, is there any way you can fix this to make the clips run side by side?
Yea np. I can easily rip this off of yt if I deleted it off my cpu
It turns out that most hitboxes come is pairs, a front and a back, so the sex-kick only have 2-pairs of hitboxes, and the knee's first back hitbox is sour dealing only 6 damage.

Edit: How many frames do you have to wait to meteor cancel?
What? Really? I've hit with what appeared to be a backwards sweetspot knee hitbox but it just went forward instead.

I'm not sure how many frames it is in brawl but I think its too much. I'm not sure how Meteor canceling in melee worked.
Can we make it so for a spike we make it when actionID exits hitstun it adds a frame count where you can't jump or up+B which is directly proportional to the launch speed?

No idea if that even works?
The game already registers moves as spikes. I think we just need to edit the timers that the game has already.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Hey, Spunit, if possible, could you give a quick rundown on how to operate the new Damage and Launch speed code? I'm a little confused, as a layman rather than a hacker.

II charactor id
MMMM action id
ZZZZZZZZ collision bubble tag
WWWW Damage
XXXX Knock back increase due to damage
YYYY Base Knock back
I'm clear on character ID, and I think I am as well on action ID... though all the action IDs I've seen are only 3 digits long. Your earlier mention of collision bubble tag had me a little lost -- what format should it be? Similarly, how should damage, knockback, and base knockback be formatted?

Thanks! If this code is anything as useful as it looks, then you did an amazing job.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
The specific bubble tag will need to be located for you by a coder with a USB gecko.

I'm also curious about formatting for damage, KB, and base KB.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
The specific bubble tag will need to be located for you by a coder with a USB gecko.

I'm also curious about formatting for damage, KB, and base KB.
Aw, dang. Thanks for the info. In that case, would it possible for someone to direct me to the proper values for modifying Metaknight's Downsmash? (I hope it's okay that this is here instead of on the Q&A thread that I just noticed! I'll gladly take it there if not.)
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
The specific bubble tag will need to be located for you by a coder with a USB gecko.

I'm also curious about formatting for damage, KB, and base KB.
usb gecko can find the Bubbletags?

omg thats awsome:), i'm gonna buy one today/tomorrow and wait for it's arrival

if this is true, pm me if you can with details of USb GECKO

thx
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
This got stickied?! Sweet!

Anyway, I was talking with Scotu and he thinks there is one more thing we are missing to the kb code. Vertical power constant. We believe this controls how much vertical strength attacks have and this can be used to compensate for the horizontal buff moves have gotten with gravity.

http://www.smashboards.com/showthread.php?t=210557&highlight=knockback+formula

Section 5.4
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Interesting. That could be super useful.

Also, I don't know how everyone feels about Game 'n' Dorf right now, but I might experiment with the KB of his vulture kick's foot ending bubble to increase the base KB while leaving the growth small to bolster its function as a low percentage gimp move, which was reduced along with the range of the move for some reason.

I know this could get slippery, but I'll just present my results to the BR and let them go from there. Any update on Gecko 1.08?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Multiple lines on the same move can work it turns out, you just need to do it in the right order it seems.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Ah. Maybe that was my problem. I'll try it in the reverse order later.

Sorry to beat a dead horse, but does anyone know the status of fixing sonic's SDJ momentum? I'd like to play with one of my friends tonight and I know I'll get an earful from him about how useless Sonic is without it working.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I know this won't affect many people, but could this code be used for the KB of stage attacks?
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
oh that one? It doesn't work at all. The stage hazards become manageable, but certain B^ moves OHKO. its weird, kinda funny but not good for normal gameplay.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
First, it was Almas, and second I told him what was wrong. And I can't really tell anyone to do anything (nor do I want to), I can merely ask for help. I'm not possitive, but I think Almas just took the Attack and Defense Mods from way back when and combined them in a way that would in theory, weaken hazards. I tried that a long time ago with the same results.

Although speaking of fixing codes, the ladder code may be a bit buggy, I need to do further testing, but I think it disables springs in Pictochat, the trampoline in Flatzone 2, and the Fish in the Summit (probably other things too). I'll have more details soon, but I am wondering Spunit, are you willing to fix it if I am right?

Edit: I was right, the no ladder code seems to mess up some hazards, although I'm not sure what kind specifically. Spunit, if you are willing to fix it, but don't know how, you could just make the code only apply to 75m and Rumble Falls. pictochat would still have ladders, but it would be a good middle ground
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
When and if you do boost Links up-B, don't do it just yet with only KB. I hope you'll wait till the launch angle modifier comes out.

I dream of the day the launch angle modifier comes out. I dream of the day where I can semi-spike with Links up-b
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
Here since Da begining

Also Who are we considering buffing and nerfing.......I say nerf metas dair in KB and add at the end. With Snakes gay range that doesnt make sense (and this is smash @_@) nerf his tilts and jab (<jab) kb. A creative snake can hold his own without it. Also he should be lighter why is he a mega heavy weight?

I wish we could fix hitboxes but D: oh well.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
are all link players switching to B+? hahah
before the jab lock fix and tech fix, Link was SOOO broken.
z-air to jablock lol
Didn't you know? Brawl+ is just used by Captain Falcon and Link mains. I jest.

The knockback modifier....great work again...sputnit, you coding beast, you.
Most of the obvious things have been mentioned (Jiggs Rest, Sheik Ftilt, Pikachu Down Throw, MK Shuttleloop, etc).

I would add to the list of knockbacks to improve (some may have been suggested):
-Samus Sex Kick and Charged Blast (sex kick doesn't have to be powerful enough to kill, just enough to be able to knock opponents off the edge).
-Mario Fair (the initial nonspike part of it is hard to hit with, and when you do it's incredibly weak, even at high percents. As a spike the move is incredibly weak as well. It doesn't even need to be meteor cancelled, hah).
-Bowser Fortress Attack (gives him the added offensive/defensive boost he needs while enhancing his playstyle, makes him a bit less easy to edge guard).
-Sheik Fair (he/she could use slightly more killing potential in my experiences, most Sheik users seem to request this buff).

I'm sure plenty of characters could use adjustments for proper balance.
Man...a smash game that's actually balanced...this is fantastic.
We're going to have much work ahead of us once Gecko is updated.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
For Metaknight, couldn't we just increase the base knockback of a lot of his moves (And tone down the scaling,) to make it so that he can't combo quite as well? It would probably be a pretty good nerf, assuming I'm understanding the mechanics correctly.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
I guess I can agree somewhat. taking out jablocks really hurt Link. They were a part of his metagame because he had so many setups and not much else going for him. It nerfed him and he didn't need a nerf but taking out these kind of things is good in the long run.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
LOL 10 link posts on this one page.... awsome... and a list of speed and kb buffs is being made right now for anyone wondering. Ive seen it and its got what all of you want so dont worry.
 

alvicala

Smash Cadet
Joined
Feb 2, 2009
Messages
67
Location
ARGENTINA
its funny that the latest comments in the brawlplusery thread are also about link (by the time i write this the brawlplusery thread is on page 202 :p)
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
its funny that the latest comments in the brawlplusery thread are also about link (by the time i write this the brawlplusery thread is on page 202 :p)
Yeh, hes been talked about quite a bit ever since brawl+ was started. Infact you could say I was the first to ***** about him back when we were using 11.75 hitstun (lol) and he still had jab locks back then. Its great to see so many link mains other than me crying for some balance. I feel I'm not alone anymore:laugh:
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I'd mostly like to think that Link is only still a little bad because of how his move set was made. Clearly not a lot of thought went into it.
 
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