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COMPETITIVE Brawl+: Code Agenda

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
It happened on a bunch of stages for me.
FD, Smashville, Yoshi's Island, etc.

But it didn't happen before I used the camera or Deadlands codes.
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
I used Brawl Gecko without incident. I wasn't using Deadlands.

Could someone link to the set? I haven't even seen the Deadlands code around.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Sorry guys, I don't know why it does it :-P. Its nice and clean on here, but when it gets uploaded it gets ugly.
 

Greenpoe

Smash Ace
Joined
Nov 6, 2007
Messages
852
Download open office, and it should run fine.

I have open office, and when I open it, it's good & normal.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I'm confused as to what we can do with it, kupo. The hitlag mod is affecting electric hitlag at the moment, isn't it? I mean, I figured it is since we don't have that Lucas Dsmash problem any more. But then what would we do with this electric hitlag code? Modify electric hitlag independently of the universal hitlag? And if so, for what?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I feel that the electric attacks are still a little too long and disrupts the flow of the game slightly. If you look at the knee and zelda's kicks they still seem a bit too long so this code will allow us to make these attacks smoother and improve the pace of the game without affecting the normal attacks hitlag AND keeping the uniqueness of electrical attacks dealing slightly more hitlag. When I mean slight, I mean that if 3F800000 will make electric hitlag like normal hitlag, then I propose we try 3FA00000 unless this completely overrides the other hitlag code for electrical attacks only in which case we would cut it in half and split the difference between normal and electrical hitlag.
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
New code, we can change electric hitlag. I also moved the 1 line tech code to beta section
thats great kupo :D, gonna love that code :)

also I was wondering if you could seggusted an update version fo that code that has the ID for each element for new hitlag

example

Element Hitlag Modifier
XXNUMBER ZZZZZZZZ

Z = Floating point Value for hitlag
XX = Element to mod hitlag
00 hit
01 none
02 slash
03 electricity
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A none
0B impale
0C Stun
0E Flower
0F none
10 none
11 slash 2
12 hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch

it can have more codes of line, but, I just need/want and I beg for a code like that to be made
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
Hmm, I liked how whenever you pulled off a knee or Zelda's upskirt the game would basically direct all attention towards that, but it is a bit over the top. I just hope it still keeps that feeling of impact.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Hmm, I liked how whenever you pulled off a knee or Zelda's upskirt the game would basically direct all attention towards that, but it is a bit over the top. I just hope it still keeps that feeling of impact.
The sound effects and such will and it will still have more emphasis than normal attacks, but it won't be as dramatic. Scenic fluff like that doesn't add competitiveness to the game and it detracts from the flow and makes DIing easier to do.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
My only fear is Zelda's Usmash. It relies on hitlag in order to land all the hits. The hitlag keeps the opponent in place and thus the next hit of her Usmash hits the opponent before they are sent upwards, and then refreshes the hitlag. This happens up to the last hit of the Usmash, which is the KB hit. It already happens at 50% hitlag that Zelda's Usmash has too little hitlag to keep certain opponents in it for the entire duration. If they leave hitlag before the next hit lands, then they get sent upwards before the next hit lands and thus leave the attack before it's complete, always avoiding the final hit, which is the only hit that can KO. It's an electric attack, and I don't want to see it get worse just because Knees and LK's do a quick freeze frame.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
Didn't think of that. I was using Notepad.

Death Boundary mod? Hitbox mods?

This is godly. But why the CSS Fix for Giga and Company? :confused:
Actually WordPad works fine too, and it comes standard with Windows iirc.
Apparently Notepad is just the finicky one.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
My only fear is Zelda's Usmash. It relies on hitlag in order to land all the hits. The hitlag keeps the opponent in place and thus the next hit of her Usmash hits the opponent before they are sent upwards, and then refreshes the hitlag. This happens up to the last hit of the Usmash, which is the KB hit. It already happens at 50% hitlag that Zelda's Usmash has too little hitlag to keep certain opponents in it for the entire duration. If they leave hitlag before the next hit lands, then they get sent upwards before the next hit lands and thus leave the attack before it's complete, always avoiding the final hit, which is the only hit that can KO. It's an electric attack, and I don't want to see it get worse just because Knees and LK's do a quick freeze frame.
Her Usmash is already good enough as it is, she can link THREE of them on most characters in the game, giving a total of 45% (discarding DI, I'm sure if you DI, you can get 30%, which is still a hefty amount to deal). Her Usmash, if anything, deserves the nerf. >_>
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Her Usmash is already good enough as it is, she can link THREE of them on most characters in the game, giving a total of 45% (discarding DI, I'm sure if you DI, you can get 30%, which is still a hefty amount to deal). Her Usmash, if anything, deserves the nerf. >_>
She can only link 3 of them like that at the low percentages. When the percentages get higher, if the characters don't get hit by final hit, then the move is made useless, because it'll never kill.

Her linking her 3 Usmashes as an early combo does not warrant the nerf of the move, especially when an even lower than 50% hitlag will cause the move to never kill. The latter is far more problematic than the first.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Why not buff the U-smash not only to avoid itself linking into itself but also to give her another vertical KO option.
That's the plan, I was just saying that the electric hitlag would be just another nerf to it (doesn't mean it's something we WANT to happen) for the reason I mentioned earlier.

I don't see the need to decrease electric hitlag unless you wanna decrease char specifically (Falcon's knee, Zelda's Bair/Fair) because I don't think ALL electric moves need it (like Ganon's Dair and Ness' Bair for example).
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Hmm, this reminds me. Shouldn't Ganon be able to get his second jump back after an aerial down B? Also, it should always spike. At the moment, the move is pretty near **** worthless in the air.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
ganon's aerial sideB should have a grounded effect, just long enough to jab. im pretty sure get-up attacks make this useless atm.
Once the one liner teching code is fixed, his murder choke will have ALL the options it had before the teching code.

SPUNIT FIX IT PLZ!!! D:
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Once the one liner teching code is fixed, his murder choke will have ALL the options it had before the teching code.

SPUNIT FIX IT PLZ!!! D:
Hmm...

I remembered I teched a footstool using the longer Tech Fix v0.4. o_O

Also in case Spunit needs to know anything else.

The one liner set to 15 frames allowed me to tech after an airdodge. Which is pretty gay lol.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
My only fear is Zelda's Usmash. It relies on hitlag in order to land all the hits. The hitlag keeps the opponent in place and thus the next hit of her Usmash hits the opponent before they are sent upwards, and then refreshes the hitlag. This happens up to the last hit of the Usmash, which is the KB hit. It already happens at 50% hitlag that Zelda's Usmash has too little hitlag to keep certain opponents in it for the entire duration. If they leave hitlag before the next hit lands, then they get sent upwards before the next hit lands and thus leave the attack before it's complete, always avoiding the final hit, which is the only hit that can KO. It's an electric attack, and I don't want to see it get worse just because Knees and LK's do a quick freeze frame.
U-Smash doesn't keep them in hitlag the entire time normally.

It hits on 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, and 31. The first 10 hits have 4 frames of not SDI-able hitlag and it's an equal amount for both characters, so they move for at least 1 frame between all hits (which allows ASDI because of it). The final hit has 10 frames of hitlag for both characters but is SDI-able unlike the other hits.

The first 10 hits send either up or down depending on where they are, which does a good job of trapping them in it. When they are lower they get sent upwards and when hit higher up they are sent downward.

The pause between the 1st and 2nd wave of hits (the 6th hit->7th hit) is where people normally escape since they get to move for 6 frames of the knockback off of the 6th hit instead of moving for only 1 frame of knockback like on the others. If they get hit high up on that 6th hit but low enough to get the upwards hit on it (ASDIing up on the 6th hit also helps to get a little higher off it) they can get knocked high enough out of range to avoid the 7th hit (and with it the others as well), which would normally pull them back down into the remaining hits. Some characters have a much easier time avoiding the 7th hit and doing this than others. *cough*Marth*cough*


..... 6th hit sends Up ............. 6th hit sends Down


. 6th hit sends Up + Escape



I don't know why the hitlag code would make it easier to escape unless it's only reducing hitlag for the person getting hit or by a larger amount on them for some reason, since normally they both have the same amount and are always stopped at the same times.

Btw, does the hitstun code add enough stun to cause a knockdown on the initial 10 hits (making them DIable)?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
@SMK: I thought the newest teching code uses brawl's regular teching system? You shouldn't be able to tech his sideB anymore. >_>

@GPDP: The reason the move is worthless in the air right now is actually because of its landlag, I find. You can hit with it and because of that, you'll get hit, yourself, before you can even shield. It's actually a decent option for getting foes off of you when you're being pursued high in the air, and actually, if they're chasing you up there, you usually want the upward hit, which will kill them if they're at a high enough percent. I also actually do use this move as a recovery tool right now, despite not getting the second jump back. So it isn't totally worthless like you put it, but it is true that it's only useful when you're really high up.

@Magus: Unless the weaker hits of zelda's usmash have more than 2096 launch speed, then they shouldn't be sending into the tumble in brawl+.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Eh, I just miss mixing it up and spiking people with the down B rather than the dair. Plus, it lasts longer, so you have a much greater margin of error to spike with than with the dair. But I dare not try to spike with it from the ledge, because you most likely won't make it back if you do.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
@SMK: I thought the newest teching code uses brawl's regular teching system? You shouldn't be able to tech his sideB anymore. >_>
The one liner does that, not the one we're CURRENTLY using... The one liner has not been fixed at all yet (can't tech on floors I hear or some other bugs with it).
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
I've been asking for a code that give you your DJ back after an aerial downB, I've been waiting, I hope it gets made. Also, is it possible to make the downB spike for the whole time the hitbox is out and not just in the beginning frames of the move?
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
Guys, Lucas's PK Freeze is just about worthless. As an edgeguard, PK thunder or even just trying a spike does a better job. So I have a proposition to make the move worth it.

Instead of having PK Freeze hit upward, just have it freeze them on the spot. Imagine how much better that would be! It would actually make more sense as well. Is this possible, and does anyone else like this idea? In essence, all that has to be done is set the knockback to very low, right?
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
We of the Ganondorf boards have been discussing utilt's qualities - and we all decided that being able to cancel utilt mid-way would ****. Sucking your opponents in and hitting them with a tilt or a jab would be rather orgasmic.

We actually spent a lot of time trying to find a tech like that in vBrawl, but alas, no go.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
That'd be breaking tradition imo. Giving ganon massive IASA frames on his utilt. :/

Utilt is not a useless move, especially with NASL. There is a time and a place for every move (except Marth's back throw. Now there's your useless move.)

Don't touch the utilt. .__.

Oh this'll be interesting :D
Yea.... -___-
 
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