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COMPETITIVE Brawl+: Code Agenda

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Hmm. Diddy doesn't seem to get hit stun when knocked out of his Up B; the amount of time he'll stay "tumbling" after the hit lag is over and he's launched always seems to be the same no matter what hits him, what % he has, or how far he goes (which means really weak hits cause him to lose the most height.) He'll stay unable to act for 59 frames, and can jump on the 60th; so he's out of commission for almost 1 second.

On topic: Are there any plans to make a code that'll allow Yoshi to jump out of his egg? Combined with his slow rolling speed I consider him to be pretty handicapped relative to other characters when he's shielding.

By the way, though his shield release lag has been halved, he currently takes 8 frames to release his shield when other characters only take 7.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
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GHNeko
I say make his shield drop the fastest by a noticable amount. :V

4-5 frames imo. His shield is already unpokeable and not being able to jump OOS is a yoshi trait that we dont want to remove. :V
 

Wavedash Master

Smash Journeyman
Joined
Dec 14, 2008
Messages
322
I say make his shield drop the fastest by a noticable amount. :V

4-5 frames imo. His shield is already unpokeable and not being able to jump OOS is a yoshi trait that we dont want to remove. :V
Shield drop as in when Yoshi gets hit or :V when Yoshi comes out of his/her/its shield by letting go of L/R? I just need this to be clear. :V

(Don't take this post as a complete joke, please do answer my question :V)
 
D

Deleted member

Guest
it's the time it takes to go to standing position (aka being able to do stuff) from shielding, when letting go of the shield button.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Hmm. You're right, I wasn't that he can't get shielstabbed/shieldpoked; that was something I wasn't taking into consideration. Upon doing a side-by-side comparison with Mario, I also see now that his roll isn't significantly slower (both Mario's rolls are 32 frames long, Yoshi's forward roll is 34 frames while his backwards roll is 37.) It looked considerably slower to me, but I guess that's because the egg is so big that a smaller character traversing the same distance seems faster.

I'm mainly concerned about his OOS options. I mean, his grab is ****ed slow to come out. It becomes active on Frame 17, while most characters can grab in 6 frames. Most decent OOS options for other characters are 10-11 frames slow; Yoshi's JC Up Smash would've fit that bill rather closely. But I suppose setting the shield release lag to 4 would work too; Yoshi's Down Smash only takes 6 frames, and 4+6 = 10.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
N-air would require you to be closer AND would take longer for arguably worse results. Assuming perfect execution it would come out in 9 frames (6 to get off ground, 3 for the N-air to hit) after the 4 shield drop frames for a total of 13. D-smash takes 6 (10 in total), reaches farther and hits harder. And the jab, well, jab is kind of an obvious choice out of shield for just about anyone; I wasn't really considering it since I feel he should have at least one other decent OOS punish like other characters do.

But yeah, with the Down Smash taken into consideration I think a shield release of 4-5 frames would be good enough to compensate for not being able to Up Smash/Jump out of shield.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
Sorry to interrupt,

Throw Knockback Mod can be removed from the Future Codes list now, just in case you didn't notice.

-for your health
 

Cosmick

Smash Apprentice
Joined
May 9, 2008
Messages
104
Location
Pensacola, Florida
Is there a code that gets rid of that, well, I guess, "Invisible wall" on the edge of stages? By that I mean, say you run to the ledge and crouch cancel, instead of sliding off, you stop right at the ledge.. is there a code to prevent that from happening? :S

If so, could some one tell me where I could find it?

If not, I suggest making it. :D
 

Cosmick

Smash Apprentice
Joined
May 9, 2008
Messages
104
Location
Pensacola, Florida
I just wanted this code to actually give the wavedashing in my own, personal codeset that me and a few friends play with a use, you know?

I didn't even think about the kirbycide. xD

But it would be cool to have in Brawl+ too, right guys? Right...?
 

Cosmick

Smash Apprentice
Joined
May 9, 2008
Messages
104
Location
Pensacola, Florida
Who else would benefit?
Well, characters like CF would benefit from there being more momentum of he slides off the edge. Epic edge guarding, right?

He's not the only one that could do something like that either. I'm sure the momentum while moving off stage factor is self explanatory.

Another thing would, obviously be, as you put, "Easier ledge huggin."

Not that it's hard to do now, but that's just a cute little perk we'll get from it.

Another neat thing that might come about from this "wall" being gone, is more edge guard options.

If we get rid of this invisible wall, theoretically, we could run to the ledge, pivot, and do a drop zone bair. I think this'd be a great addition for all characters. (Lolike.)

That's bout all I got for now. Sorry if it sounds confusing, I have a bad habit of not being able to put ideas into words.

I'm sure you guys see what I'm saying, though.
 

Sph34r

Smash Journeyman
Joined
Feb 15, 2009
Messages
251
Location
palo alto, middlefield road
Wait a sec...

If you implemented that ledge wall stuff, what happens if you executed an attack that moves the character forward (like snake's mortar dash, any DACUS, or kirby's dash attack [lolirony])?
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Pardon my inquiry, fellow usertrons, but the shield codes and their jargon seem to confuse me. I will post my questions regarding each one following this colon:

Shield Max- I assume this is the size of the shield, but am I correct on this assumption?

Shield Reset- This one is what confuses me the most, and I have no idea what this value is for. Please help, wise and experienced usertrons.

Shield Loss- I assume how much the shield shrinks when not hit?

Shield Gain- And this, I can only guess, is how quickly it regrows without use?

Shield damage ratio- This is how much the shield shrinks when hit, no?

Shieldstun- The formula used for computing this is quite confounding to my simple decimal-based mathematic skills.

Thank you for your presumed cooperation.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Why is there a space in the middle of the hybrid airdodge code? And why do some lines have one blank character space in front of them? And how come when I add it to my text file it make gecko glitch up? >.>
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
Shield Reset- This one is what confuses me the most, and I have no idea what this value is for. Please help, wise and experienced usertrons.
I'm not certain, but this might have to do with shield size upon respawn? I'm guessing, so don't take my word for it...
 

StarshipGroove

Smash Journeyman
Joined
Apr 30, 2007
Messages
488
Shield Reset- This one is what confuses me the most, and I have no idea what this value is for. Please help, wise and experienced usertrons.
It defines the size of the shield after breaking it. The formula for shield stun is in the first page of this thread
 

Problem2

Smash Champion
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Jun 12, 2006
Messages
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Crowley/Fort Worth, TX
NNID
Problem0
-Auto l canceling Phantom Wings (32 lines)

80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000014
58010000 000000C4
92210004 00000010
4A000000 805A0100
92210005 00000000
88A00004 00000005
4A001002 00000000
30000036 00000018
4A001003 00000000
92210005 00000040
88900005 00000004
94210005 00000040
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

how do you change the percent that is canceled?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
-Auto l canceling Phantom Wings (32 lines)

80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000014
58010000 000000C4
92210004 00000010
4A000000 805A0100
92210005 00000000
88A00004 00000005
4A001002 00000000
30000036 00000018
4A001003 00000000
92210005 00000040
88900005 00000004
94210005 00000040
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

how do you change the percent that is canceled?
Did you seriously just quote an ancient code that we are able to do now with only one frame speed line?

Yes, I've been driven to the point of italics.
 

Problem2

Smash Champion
Joined
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Messages
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Location
Crowley/Fort Worth, TX
NNID
Problem0
I haven't done anything serious with Brawl+ in a long time. Friends all lost interest in it, so we've been playing melee. That does make sense though that it can all be done with the speed mod. If the speed mod is broken down in a fashion that doesn't require a USB gecko, I wouldn't mind messing with it. Is the format similar to the character specific gravity code?
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
I don't understand the formula for the shield stun code, is the problem.

Let's say I want there to be exactly three times the amount of shield stun that is in Brawl. How would I go about doing this, using said formula.
 
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