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COMPETITIVE Brawl+: Code Agenda

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
CPU aren't very good at Meteor Canceling are they. How am I suppose to test it if they won't MC.
 

PanzerOceania

Smash Ace
Joined
Feb 2, 2008
Messages
640
Location
Salem, Oregon USA
not that I hold a lot of weight in this room, but I say we keep MC, they switch things up, I think it is interesting that you can't assume 100% kill on a meteor and you have to be ready for if they canceled, it shouldn't be dead easy but it still adds depth to the game.

I say keep MC in the game.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I am...

Can someone test this for me

put this in the hitbox mod and test if Mario's fair can be canceled.
000D4B14 00118033
0D4B1400 016B0000
FFFFFFFF 00000000
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
I'm against meteor canceling. I hated it in melee, and I hate it even more in brawl.

If you or your opponent manages to connect with a meteor, a difficult move to land, they deserve the KO. You shouldn't be able to simply jump out of a move that can kill at as early as 50%. The clip of Kirby surviving Ganon's thunderstomp shows the absurdity of this.

I say take it out in it's entirety.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Anyone know if multi-jumpers can still 'auto-MC' by using at least one of their multi-jumps beforehand and then be holding up (with tap jump on) or a jump button when they get meteored like Jiggs/Kirby could do in Melee? That was really stupid and would need to be fixed if MC is kept and that still works. That's the main reason that clip with Ganon and Kirby looks so ridiculous, since by holding up it was canceled frame perfectly.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I am...

Can someone test this for me

put this in the hitbox mod and test if Mario's fair can be canceled.
000D4B14 00118033
0D4B1400 016B0000
FFFFFFFF 00000000
Anyone know if multi-jumpers can still 'auto-MC' by using at least one of their multi-jumps beforehand and then be holding up (with tap jump on) or a jump button when they get meteored like Jiggs/Kirby could do in Melee? That was really stupid and would need to be fixed if MC is kept and that still works.
Ill test these now
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
You had to pick such a hard move :p
No I couldn't MC it

Testing Magus' thing now.

EDIT: no , I couldn't auto MC with kirby
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
Code:
Hitbox Property Mod Engine [Phantom Wings, spunit262]
C2744A3C 00000017
3C008180 80FC0028
81070008 8108FFFC
7C080000 40800098
81080030 80DE0020
5106C00E 801E0000
5006821E 801E0018
5006442E 80E7007C
80E70038 813E0030
5127C0CE 801E0014
50076226 390204CC
85480014 81680004
7D405B79 41820050
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88080008 90030004
88080009 9003001C
8808000A 90030024
8808000B 500906FE
91230034 A008000C
90030018 80080010
2C00FFFF 41820008
90030038 7F83E378
60000000 00000000

Hitbox Property Mod Data [Phantom Wings, spunit262]
065A9800 00000014
GGHHIIJJ KKLLLMMM
NNOOPPQQ RRRR0000
SSSSSSSS 00000000

GG charactor id
HH original damage
II original KB gain
JJ original Base KB
KK original Element
LLL original launch angle
MMM action id
NN new damage
OO new KB gain
PP new Base KB
QQ new Element
RRRR new launch angle
SSSSSSSS new SFX
Launch angle is in degree 0 is forward 90 is up 180 is backward and 270 is down and some values over 360 have special meaning (361=20, 362=0, 363=270(spike), 364=10? 365=no launch)
Experimentations proved that the "bubble id" wasn't very good at what we were using it for.

Code:
Reverse Knee fix
09065023 00169033
135D1E03 00200000
85A00000

Ness' Bat
0A123E32 0016902C
123E3200 01690000
8BA05276 0A143E32
0016902C 143E3200
01690000 8BA05276
0A163E32 0016902C
163E3200 01690000
8BA05276 0A183E32
0016902C 183E3200
01690000 8BA05276

Rest values
250F4B64 0E058115
Launch angle modifier!!!!!!!!!!???????

LINK SEMI SPIKE!!!!!!!!!!!!!!!!!!!!
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Ganon Dair Spike
1416641E 0310E033
16641E03 016B0000
FFFFFFFF 00000000

Link Dair Meteor Smash
0216501E 0205A033
16501E02 010E0000
FFFFFFFF 00000000

Link Dair Spike
0216501E 0205A033
16501E02 016B0000
FFFFFFFF 00000000
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Ganon Dair Spike
1416641E 0310E033
16641E03 016B0000
FFFFFFFF 00000000

Link Dair Meteor Smash
0216501E 0205A033
16501E02 010E0000
FFFFFFFF 00000000

Link Dair Spike
0216501E 0205A033
16501E02 016B0000
FFFFFFFF 00000000
Let me be the first to say...


OH ****. OHHHHHHHHHHH SHIIIIIIIIIIIIIIIIIIT.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
LOL WHAT NOOOO!!!!!

No. Links Dair should not spike.

His up B should semi spike......

LOL wrong move?????
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
It probably shouldn't spike.....................


Link should only have 2 spike moves. up-b as a semi spike and d-tilt.

D-tilt has a terrible hitbox that was meant to spike. Fix that and with no ASL he becomes much better.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
depends, you can charge it. (would that matter)

12% basic, 19% fully charged (for spin attack)

Don't make me get on my knees and beg for u guys to fix Link's d-tilt spike. (its unusable ATM and would nearly fix him) at the moment it does 12 damage if you wanted to know.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Link's Up-B Meteor Smash
020C4844 02169118
0C484402 010E0000
FFFFFFFF 00000000

And what exactly is wrong with the d-tilt?
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
The spike hitbox is so small and broken into diffrent parts of his sword its nearly unusable. (The move was suppose to spike but you can't even use it)

For example, the Hilt of the sword spikes and the tip of the sword spikes.

However what is so broken is that even if you hit with these, if you hit with any other part of the sword, we believe the other part OVERRIDES the spike hitbox and the move doesn't spike. This makes it nearly unusable for its designed purpose (to spike/meteor......)
(IMO its really gay)

If the entire thing spiked like it was suppose to it wouldn't have this problem.

I bet I can find you a picture!!!!!
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
These would be great, pretty obvious fixes for a starting point (I don't really want to change too many things besides what is broken):
sheik ftilt (higher base knockback)
mk dair (higher base knockback, lower scaling)
mk fair (higher base knockback, lower scaling)
pika dthrow (higher base knockback)
samus chargeshot (higher knockback)
Link standing up+B (semi spike on 2nd hit, more knockback)
jiggs rest (higher base knockback)
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Link's D-tilt Meteor Smash
020C325A 02050029
0C325A02 01180000
FFFFFFFF

The non-spiking come out before the spiking ones, and the first one to come out have priority, so they are overriding the spiking hitboxes, and I don't see anything other than the launch angle different between the 2 kinds.

I really need to get to bed, bye.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
here is the picture


This is why it so ****ed up.





Edit: TY so much spunit. You are my god.

Edit2:

Link's D-tilt Meteor Smash
020C325A 02050029
0C325A02 01180000
FFFFFFFF

The non-spiking come out before the spiking ones, and the first one to come out have priority, so they are overriding the spiking hitboxes, and I don't see anything other than the launch angle different between the 2 kinds.

I really need to get to bed, bye.
is that code complete????? missing second line??????

Edit 3: GHNeko helped me understand. suppose to be 00000000 on end of it. cause thats just how it works.......or something (I still kinda don't understand but whatever)
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Would this be the right angle? Also, it sounds like it'd be changing the whole thing though and not just the later spins. Is there even a weaker hit on it or does it hit the same way throughout it? I'm not familiar with his up-b in Brawl.

Link's Up-B Semi-Spike
020C4844 02169118
0C484402 016A0000
FFFFFFFF 00000000
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
Only the initial hit is strong. Everything else is weak hits. (which I'm not worried about).
Ex/ if you side dodge the initial hit, you'll get hit by the weak hit once side dodge ends.

If the up-b doesn't semi-spike we can take it out and just increase KB a tad. I'm not too worried about it now that we have "other ways" to buff him.

A fix to the d-tilt spike improves link a lot with no ASL. it punishes mistakes in recovering. A d-tilt fix is a REALLY GOOD BUFF FOR LINK
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Only the initial hit is strong. Everything else is weak hits. (which I'm not worried about).

If the up-b doesn't semi-spike we can take it out and just increase KB a tad. I'm not too worried about it now that we have "other ways" to buff him.

A fix to the d-tilt spike improves link a lot with no ASL. it punishes mistakes in recovering. A d-tilt fix is a REALLY GOOD BUFF FOR LINK
I just realized. Ike stole Link's Dtilt Spike rof.

Ask for it back.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
I honestly think Sheik needs more knockback on her Fair, it should be a better finishing move. Sometimes she has a difficult time finishing people-- this is all she would need.

Think Sheik in Melee. In fixing the tilt (nerfing it) could we at least buff her Fair a bit? I don't think she needs any changes aside from that.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
I honestly think Sheik needs more knockback on her Fair, it should be a better finishing move. Sometimes she has a difficult time finishing people-- this is all she would need.

Think Sheik in Melee. In fixing the tilt (nerfing it) could we at least buff her Fair a bit? I don't think she needs any changes aside from that.
If we made Shiek anything more like Melee, she wouldnt need Zelda at all for killing.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
If we made Shiek anything more like Melee, she wouldnt need Zelda at all for killing.
So? Shiek is one of my mains and I never use Zelda. It only makes sense to buff one area if nerfing another. Shiek really doesn't have a whole lot of comboing potential. Much of her comboing was because of her tilt-- which is being nerfed.
 
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