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COMPETITIVE Brawl+: Code Agenda

kupo15

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

Kupo's
Code:
Chara	ID	SH	FH	FF	DGrav	Grav
Mario	0	0.95	1.05	1.272	1.272	1.1
DK	1	0.85	1	1.4	1.4	1
Link	2	1	1.025	1.4	1.4	1
Samus	3	0.9	1.025	1.4	1.4	1
Yoshi	4	1.05	1.025	1.4	1.4	1
Kirby	5	1.1	1.1	1.272	1.272	1.1
Fox	6	0.9	1.1	1.272	1.272	1.1
Pikachu	7	1	1	1.4	1.4	1
Luigi	8	0.95	1	1.4	1.4	1
Falcon	9	1	1.15	1.217	1.217	1.15
Ness	A	1	1	1.4	1.4	1
Bowser	B	1	1	1.4	1.4	1
Peach	C	0.95	1.025	1.33	1.33	1.05
Zelda	D	0.9	1	1.4	1.4	1
Sheik	E	0.95	1.025	1.33	1.33	1.05
Clim 	F	0.85	1.05	1.4	1.4	1
Marth	11	1	1.05	1.33	1.33	1.05
G&W	12	1	1	1.4	1.4	1
Falco	13	0.95	1.1	1.217	1.217	1.15
Ganon	14	1.125	1.15	1.272	1.272	1.1
Wario	15	1	1	1.4	1.4	1
MK	16	0.9	1	1.4	1.4	1
Pit	17	1	1.05	1.33	1.33	1.05
ZSS	18	0.9	1	1.4	1.4	1
Olimar	19	0.95	1.05	1.33	1.33	1.05
Lucas	1A	1	1	1.4	1.4	1
Diddy	1B	0.95	1.05	1.33	1.33	1.05
Chariz	1D	1.05	1.075	1.4	1.4	1
Squirt	1E	0.9	1.05	1.4	1.4	1
Ivysaur	1F	1.025	1.025	1.4	1.4	1
Dedede	20	1.1	1.15	1	1.272	1.1
Lucario	21	0.9	1.05	1.33	1.33	1.05
Ike	22	1	1.075	1.33	1.33	1.05
ROB	23	1	1.05	1.33	1.33	1.05
Jiggs	25	0.95	1.05	1.4	1.4	1
Toony	29	1	1	1.4	1.4	1
Wolf	2C	1.025	1.1	1.272	1.272	1.1
Snake	2E	0.95	1.1	1.33	1.33	1.05
Sonic	2F	0.95	1	1.4	1.4	1
Code:
0	[COLOR="DarkOrange"][B]1.217391304[/B][/COLOR]
1	0.85
2	0.9
3	0.95
4	1
5	1.025
6	1.05
7	1.075
8	1.1
9	1.125
A	1.15
B	1.175
C	1.2
D	[B][COLOR="DarkOrange"]1.272727273[/COLOR][/B]
E	[B][COLOR="DarkOrange"]1.333333333[/COLOR][/B]
F	1.4

Plussery's​
Code:
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Mario	0	0.900	1.025	1.200	1.175	1.050	0
DK	1	0.850	1.000	1.400	1.000	1.000	0
Link	2	1.000	1.025	1.200	1.150	1.000	0
Samus	3	0.900	1.025	1.300	1.175	1.000	0
Yoshi	4	1.050	1.025	1.200	1.175	1.000	0
Kirby	5	1.000	1.000	1.100	1.000	1.000	0
Fox	6	0.900	1.050	1.150	1.200	1.100	0
Pikachu	7	1.000	1.000	1.150	1.000	1.000	0
Luigi	8	0.950	1.000	1.200	1.000	1.000	0
Falcon	9	0.900	1.050	1.150	1.200	1.100	0
Ness	A	1.000	1.000	1.200	1.000	1.000	0
Bowser	B	0.950	0.950	1.200	1.025	0.950	0
Peach	C	0.950	1.025	1.200	1.175	1.050	0
Zelda	D	0.900	1.000	1.200	1.000	1.000	0
Sheik	E	0.950	1.025	1.200	1.150	1.050	0
Clim 	F	0.800	1.050	1.300	1.000	1.000	0
Marth	11	1.000	1.025	1.200	1.175	1.050	0
G&W	12	1.000	1.000	1.100	1.000	1.000	0
Falco	13	0.900	1.050	1.150	1.200	1.100	0
Ganon	14	1.025	1.050	1.100	1.000	1.000	0
Wario	15	1.000	1.000	1.200	1.000	1.000	0
MK	16	0.900	1.000	1.300	1.100	0.950	0
Pit	17	1.000	1.025	1.200	1.000	1.025	0
ZSS	18	0.900	1.000	1.200	1.050	1.000	0
Olimar	19	0.950	1.025	1.200	1.175	1.050	0
Lucas	1A	1.000	1.000	1.200	1.000	1.000	0
Diddy	1B	0.950	1.025	1.200	1.150	1.050	0
Chariz	1D	1.000	1.025	1.200	1.150	0.950	0
Squirt	1E	0.900	1.050	1.300	1.050	1.000	0
Ivysaur	1F	1.025	1.025	1.200	1.050	1.000	0
Dedede	20	1.000	1.025	1.150	0.950	1.000	0
Lucario	21	0.900	1.025	1.200	1.175	1.050	0
Ike	22	1.000	1.050	1.100	1.025	1.025	0
ROB	23	1.000	1.025	1.200	1.150	1.050	0
Jiggs	25	0.950	1.000	1.300	1.000	1.000	0
Toony	29	1.000	1.000	1.300	1.150	1.000	0
Wolf	2C	1.025	1.025	1.200	0.850	1.100	0
Snake	2E	0.950	1.100	1.200	1.175	1.050	0
Sonic	2F	0.950	1.000	1.300	1.250	1.000	0
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Additional/Changed Hitboxes

DUE TO THE UPDATED HITBOX CODE, MAKE SURE YOU ADD 3F800000 TO THE 3RD LINE (WHERE THE BLANK IS)


Some changes are due to my lower hitstun thus higher tumble limit

Falcon


Gentlemen

0906320A 00046024
06641E00 001E0000
FFFFFFFF

Dtilt (launch angle change)

090A4B19 00014029
0A4B1900 00500000
FFFFFFFF

090A4B19 00028029
0A4B1900 00500000
FFFFFFFF

Dair
(Nipple spike)

090E6428 00169033
0E642800 010E0000
FFFFFFFF

Ganon


Dsmash

Kick one

14056400 0008C02F
05005000 009F0000
83A00000

14056400 0008D02F
05005000 00A00000
83A00000

14056400 0003202F
05005000 00A00000
83A00000

Kick two

140E4B3C 0008202F
0E4B3C00 00460000
83A00000

140C4B3C 0008202F
0E4B3C00 00460000
83A00000

DDD


Fsmash sour spot
(draws in)

20051E64 0005002C
051E6400 00730000
FFFFFFFF

Ike


Ftilt (stronger)


220E6437 02169029
0E643702 010E0000
FFFFFFFF

220F6426 02169027
0F643702 01690000
FFFFFFFF

220E6426 02169027
0E643702 01690000
FFFFFFFF

Dtilt
(always spikes)

220C6426 02169027
0C643702 01690000
FFFFFFFF

Counter
(Stronger)

220A3E32 02169121
0A396202 01690000
FFFFFFFF

Zelda


Usmash


Last hitbox

0D05D214 0305A032
05B41E03 005A0000
FFFFFFFF

Fox


Nair
(tumble)

0609640A 00169033
09641900 00320000
FFFFFFFF

06066400 00169033
06680F00 00320000
FFFFFFFF
Sonic

Fsmash
(Base up 10, growth up 2) 40 and 100

2F0E621E 0016902C
0E642800 01690000
FFFFFFFF

Nair
(tumble
2F0B501E 00169033
0B553700 01690000
FFFFFFFF

2F085514
00169033 08552300
01690000 FFFFFFFF

Falco


Dair
(always spikes)

13085A14 00169033
084B1400 01180000
FFFFFFFF

Pit


Dsmash (same base as hb 1)

hitbox 2

170C5A19 0216902F
0C5A1E02 01690000
FFFFFFFF

hitbox 3

170A5A12 0216902F
0A5A1E02 01690000
FFFFFFFF

dtilt
(pulls in and is weaker and spikes)
170B3250 02050029
0B325002 00FF0000
FFFFFFFF

Sex kick fixes

Link

Nair

hitbox 1
020A6416 00169033
0A643200 00230000
FFFFFFFF

hitbox 2

0206640F 00169033
06642B00 00230000
FFFFFFFF

Samus


Nair


hitbox 1

0309500A 00169033
09436400 00230000
FFFFFFFF

hitbox 2

0306500A 00169033
06436400 00230000
FFFFFFFF

Sheik
[/size]

Nair


hitbox 1

0E0D6400 00169033
0D600F00 00230000
FFFFFFFF

hitbox 2

0E0A6400 00169033
0A600F00 00230000
FFFFFFFF

hitbox 3

0E056400 00169033
05600F00 00230000
FFFFFFFF

hitbox 4

0E046400 00169033
04600F00 00230000
FFFFFFFF

Kirby

Nair

hitbox 1

050C500A 00169033
0C501900 01690000
FFFFFFFF

hitbox 2

050A500A 00169033
0A501900 00230000
FFFFFFFF

hitbox 3

0508500A 00169033
08501900 00230000
FFFFFFFF

hitbox 4

0506500A 00169033
06501900 00230000
FFFFFFFF

Yoshi

Nair


hb1

040C640F 00169033
0C5F1900 00230000
FFFFFFFF

hb2

04096400 00169033
095F1900 00230000
FFFFFFFF

hb3

04066400 00169033
065F1900 00230000
FFFFFFFF

Sonic


2F055A14 00169033
055A1E00 01690000
FFFFFFFF
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
I see faster fast falls on the list but how does everyone feel about having faster regular fall speed? Jump heights and recovery specials aren't affected, just the falling speed on the descent.
 

Kitamerby

Smash Hero
Joined
Aug 9, 2007
Messages
5,729
Location
Las Vegas
Just a note, you CAN wall-jump off of the same wall twice. There's a little timer thingy that keeps you from wall jumping off the same wall over and over again. Once it runs out, you can wall jump again, even from the same wall. Wall-clinging has a different timer entirely, however, and because of this, you can even alternate them to scale the highest possible wall in stage-builder!

So yeah, no need to have a "wall-jump on the same wall twice" code unless you really like near-infinite stalling. <<
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
I don't understand why anyone would want these hacks:

-Shorten grab radius:
This adds to survivability... why nerf edge grabbing radius? I think it's fine just as is...


-No auto sweetspot ledges:
You can press down to avoid grabbing the ledge if you so shall choose. So why move past the ledge if you don't plan to??? Kinda lame.
 

Napilopez

Smash Lord
Joined
Feb 16, 2008
Messages
1,775
Location
Columbia University, NY
Waitt a second. I don't see the point of reducing powershield windows. I mean,its not as if most people actually use it effectively in the competitive scene -_-.

Anddd whyy you would you want to implement shield push into powershielding? That just makes no sense IMO, it removes the main purpose of it =/
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Waitt a second. I don't see the point of reducing powershield windows. I mean,its not as if most people actually use it effectively in the competitive scene -_-.

Anddd whyy you would you want to implement shield push into powershielding? That just makes no sense IMO, it removes the main purpose of it =/
Yeah, I myself am actually rather confused with the changes they want to make with shields. I don't understand what they will do. Even with the tiny description below the code title.

For one, powershielding is when you shield just before you get attacked, as such you don't move at all, and you can attack right away.. right? What needs to be changed regarding powershielding?
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Updating my thread now. Also, you may want to consider renaming the thread to "Code Agenda" or something, because "Order of Codes" really doesn't tell me anything.

Waitt a second. I don't see the point of reducing powershield windows. I mean,its not as if most people actually use it effectively in the competitive scene -_-.
http://www.youtube.com/watch?v=y0-5oWbM8aw >_>

That aside, what are you talking about? People powershield ALL THE TIME in Brawl without even trying to. In Melee it was actually difficult to do (although only helped against projectiles).
I guess people want more pushback because that's how it is in Melee. Personally, I would just want to see the window decreased by a frame, and have powershielding reflect projectiles. No additional pushback.

Oh, and to clarify the OP, "auto powershielding" is when you hold L/R during any sort of lag and if you get out of lag in time you'll automatically powershield any attack coming at you.

So yeah, no need to have a "wall-jump on the same wall twice" code unless you really like near-infinite stalling. <<
http://www.youtube.com/watch?v=ZtRxmZgsce0
It's not really 'near-infinite'...
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Kupo, I have an idea for a few hacks that probably wouldn't be too difficult to write...

Under character specifics:

Faster Transformation rate: The transformation rate would more closely match Melee, as such Sheik could transform into Zelda in mid air, and tele back to the ledge if need be. I find it rediculous how much transformation has been nerfed. If you use it it's a guaranteed punishment... it should atleast match Melee's speed. This will also help Pokemon trainer, a character who has no choice but to switch characters to be effective.

No fatigue: Pokemon Trainer pokemon would not become fatigued after 2mins, or after the specific number of attacks... This way, a player can play the entire round as Squirtle, or Charizard, similar to how Sheik players can play the entire game as Sheik and not Zelda. I think this would be a great change, it would make Pokemon trainer a much more viable character in ever sense of the way. If this code is done, we can then consider POkemon trainer 3 characters, as you don't need to switch. Seriously, I would actually consider playing pokemon trainer if this code existed.

EDIT: PT should also not cycle pokemon after each death. Squirtle should get KOed then respawn as Squirtle...
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
You forgot that there should be no forced switch on death, because that's really dumb too. It would definitely make PT a lot more fun (Squirtle is fun as hell by himself).

As far as the transformation times, that's not really something that can be hacked. The Wii loads the next character from the disk, not from memory like in Melee, and I really don't think a hack could cleanly manage that.
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
No fatigue: Pokemon Trainer pokemon would not become fatigued after 2mins, or after the specific number of attacks... This way, a player can play the entire round as Squirtle, or Charizard, similar to how Sheik players can play the entire game as Sheik and not Zelda. I think this would be a great change, it would make Pokemon trainer a much more viable character in ever sense of the way. If this code is done, we can then consider POkemon trainer 3 characters, as you don't need to switch. Seriously, I would actually consider playing pokemon trainer if this code existed.
This code already exists... I think it's called "Hold Shield for Giga and company"
Basically, when you choose to start with either Squirtle, Ivisaur or Charizard and press L, you can play with that Pokemon with no fatigue and you aren't forced to switch on death.
You have also no down-B, so you can't change Pokemons, though.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
You forgot that there should be no forced switch on death, because that's really dumb too. It would definitely make PT a lot more fun (Squirtle is fun as hell by himself).
You're right, I absolutely forgot that.

Also, I never thought that the transformation process was actually just loading a different character, if possible it should be sped up.

This is not the code that I'm asking for... To play Pokemon trainer is to have the option to switch pokemon.

I want this...

• Respawn as the pokemon you died as
• faster transformation rate (for sllightly safer and less punishable transformations-- for both PT and sheik/zelda)
• No fatigue on the pokemon, so that one can play the pokemon the entire time, without having to switch. Though, can obviously switch pokemon if needed....
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
How to make your own snapshots

1. Download the Brawl+ Tweaker

2.Open up the text file you want to make
3. Click "save" and save it as the default (RSBE01)
4. Click "GCT>.BIN
5. Select the gct you just saved
6. Save it as "al_name" (name is anything you want. Remember, no spaces)
7. Put it in Private/Wii/APP/RSBE/al

 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
The way it worked was that you'd get pushed back more than usual for as long as you had the shield button held, but you could release the shield button immediately. So, in theory, you could release shield into a counterattack and recieve minimal pushback (higher level players actually can react to an accidental powershield like this), but the usual result was you just holding shield to try to shield grab, and sometimes your grab won't connect because of the pushback. Also, there's a little aura thing around you for a second and a faint "dink" sound, so it's not like you don't know if you powershielded something.

Magus (or anyone else) feel free to add things/correct me.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Future Changes

Custom CSS

Wolf

Double jump bigger
Speed up end of up b
more air control after up b

Luigi
Shorter skid time

Pit
Default gravity on up b

ICers
Default gravity on up b

Stages:

Physically make these stages bigger:
Deadlands
Picto
PS2
This is why the boundaries are a tad large
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
umm how have you guys not seen these codes?

P.Trainer Infinite Stamina (28 Lines) [Phantom Wings]
48000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
92210002 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

P.Trainer No Swap: (11 Lines) [Y.S. & Phantom Wings]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Is that why you dont like the pushback I presented? Would I change your mind if we could stop your movement like melee? I had no idea of that feature..
Not really. I never understood why shielding better offered less of a reward. I'd have to say that's the only thing I like about Brawl's shields (not the window, just the pushback).

I don't understand why anyone would want these hacks:

-Shorten grab radius:
This adds to survivability... why nerf edge grabbing radius? I think it's fine just as is...


-No auto sweetspot ledges:
You can press down to avoid grabbing the ledge if you so shall choose. So why move past the ledge if you don't plan to??? Kinda lame.
The entire POINT is that they add to survivability. Ledgeguarding in Brawl is a total joke, because everyone just magnet gloves...es themselves back to the ledge. You should have to space yourself properly to sweetspot the ledge, not just have good ol' Sakurai do it for you.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
umm how have you guys not seen these codes?

P.Trainer Infinite Stamina (28 Lines) [Phantom Wings]
48000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
92210002 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

P.Trainer No Swap: (11 Lines) [Y.S. & Phantom Wings]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000
omg thank you! I didn't know these were already made!!!! ;)

EDIT:
Wind Owl: You make a good point regarding edge grabbing. I'd be interested in testing a code if it was written.

Also. What's the line limit for coding? I understand you can only have so many lines of code, as such, you can only have x amount of codes on at once... Also, why is there a limit? Why does it matter how many lines there are?
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
the reason transformation times are ridiculously long is that brawl doesn't pre-cache both the char models for Zelda/Sheik, so when you switch, it has to read from the disc, which takes a while

its the same thing with PT

EDIT:Whoops, looks like this has already been said, sorry
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
[Powershielding in Melee]

The only instant shield drop related property of powershielding is when you PS a physical attack you can cancel the shield directly into an attack without needing to drop it first. Aside from that your options out of shield work the same, so if you just release shield it works the way it normally would.

Guard on takes 8 frames (you still block starting from 1). Peach's guard off takes 14. If you PS a projectile and just release shield you will lag for either 20 or 21 frames before you can dash directly out of it depending on whether you PSed on frame 1 or 2 (physical PS window is 4 frames and the projectile window is 2).

You would be able to complete a WD and then also start a dash in the time it takes to release shield.

Powershield Projectile:
1) 2 frame window
2) No shield damage
3) No shield hitlag
4) No shield pushback
5) No shield stun
6) Reflects the projectile

Powershield Attack:
1) 4 frame window
2) No shield damage
3) Same shield hitlag
4) More shield pushback than full shield
5) Same shield stun as full shield
6) Allows you to cancel the shield dropping animation with an A or B attack
If I were to guess a similar list for Brawl it'd be something like:

Powershield Both:
1) ~8 frame window? (The window is just the initial ~8 frames of the shield going up and not from the button press, so you don't need to actually time the button press to do it like you had to in Melee)
2) No shield damage
3) Same shield hitlag? Maybe none?
4) No shield pushback
5) No shield stun
6) Does not reflect projectiles
7) Allows you to cancel the shield dropping animation with an A or B attack
 

homsar

Smash Ace
Joined
Aug 25, 2005
Messages
800
Location
Pickering, Ontario
This project is starting to lose focus I fear.

People are throwing around ideas about removing footstool jumping, changing characters and altering other key mechanics that make brawl brawl. The whole point is to make brawl more competitive, but still keep it unique to itself. This is why codes like MAD have seen a drop in popularity, but with people wanting to change stuff like Shorten grab radius and No auto sweetspot ledges then the project is starting to become making Brawl 2.0 not making Brawl+.

I mean, the competition can still remain fiercely competitive if we keep the edge mechanics. We aren't losing anything by keeping them the same and we aren't gaining anything by removing them. If you can't get used to the edge mechanics then maybe this game isn't the one for you.

This project needs to be re-prioritized. When it started it was about making some modifications to make Brawl more competitive, but if the community as a whole agrees to start making Brawl an entirely different kind of game then go for it. But I urge everyone to take a step back can cosider what they want.

The unique feel of Brawl with more competitive play. (Brawl+)
-or-
Brawl turned into a new kind of smash game which feels nothing like it once was. (Brawl 2.0)

Its your call community. What will this project become? Because you can't make both and keep them together.
 

thesage

Smash Hero
Joined
Dec 26, 2005
Messages
6,774
Location
Arlington, Va
3DS FC
4957-3743-1481
Yea, its called not inputting an attack immediately after you jump. That is what DJC is..it only cancels the beginning of the double jump
If it could be right at the very beggining it would be awesome. The big window Ness had in melee really hurt him a lot.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Code:
Chara	ID	SH	FH	FF	DGrav	Grav
Mario	0	1	1.1	1.217	1.217	1.15
DK	1	1	1.15	1.217	1.217	1.15
Link	2	1.1	1.225	1.166	1.166	1.2
Samus	3	1.05	1.175	1.217	1.217	1.15
Yoshi	4	1.05	1.225	1.166	1.166	1.2
Kirby	5	1.2	1.2	1.166	1.166	1.2
Fox	6	1.05	1.175	1.166	1.166	1.2
Pikachu	7	1.125	1.2	1.166	1.166	1.2
Luigi	8	1	1.15	1.217	1.217	1.15
Falcon	9	1.025	1.175	1.166	1.166	1.2
Ness	A	1.05	1.15	1.217	1.217	1.15
Bowser	B	1.1	1.175	1.217	1.217	1.15
Peach	C	1.05	1.175	1.217	1.217	1.15
Zelda	D	1.05	1.15	1.217	1.217	1.15
Sheik	E	1.075	1.15	1.166	1.166	1.2
Clim 	F	0.85	1.05	1.4	1.4	1
Marth	11	1.125	1.2	1.166	1.166	1.2
G&W	12	1.175	1.2	1.166	1.166	1.2
Falco	13	0.95	1.15	1.166	1.166	1.2
Ganon	14	1.15	1.2	1.217	1.217	1.15
Wario	15	1.1	1.1	1.27	1.27	1.1
MK	16	1	1.1	1.27	1.27	1.1
Pit	17	1.1	1.2	1.166	1.166	1.2
ZSS	18	1	1.15	1.166	1.166	1.2
Olimar	19	1.025	1.15	1.217	1.217	1.15
Lucas	1A	1.125	1.15	1.27	1.27	1.1
Diddy	1B	1.025	1.15	1.217	1.217	1.15
Chariz	1D	1.15	1.175	1.27	1.27	1.1
Squirt	1E	1.1	1.25	1.166	1.166	1.2
Ivysaur	1F	1.05	1.125	1.27	1.27	1.1
Dedede	20	1.175	1.166	0.9	1.166	1.2
Lucario	21	1	1.2	1.166	1.166	1.2
Ike	22	1.1	1.175	1.217	1.217	1.15
ROB	23	1.025	1.15	1.217	1.217	1.15
Jiggs	25	0.95	1.05	1.4	1.4	1
Toony	29	1.1	1.15	1.217	1.217	1.15
Wolf	2C	1.075	1.15	1.217	1.217	1.15
Snake	2E	1.15	1.25	1.217	1.217	1.15
Sonic	2F	0.95	1	1.4	1.4	1
Code:
0	1.166	1.2
1	0.85	
2	0.9	
3	0.95	
4	1	
5	1.025	
6	1.05	
7	1.075	
8	1.1	
9	1.125	
A	1.15	
B	1.175	
C	1.2	
D	1.217	1.15
E	1.272	1.1
F	1.4
 

ChronoPenguin

Smash Champion
Joined
May 26, 2007
Messages
2,971
Location
Brampton Ontario, Canada
3DS FC
4253-4494-4458
This project is starting to lose focus I fear.

People are throwing around ideas about removing footstool jumping, changing characters and altering other key mechanics that make brawl brawl. The whole point is to make brawl more competitive, but still keep it unique to itself. This is why codes like MAD have seen a drop in popularity, but with people wanting to change stuff like Shorten grab radius and No auto sweetspot ledges then the project is starting to become making Brawl 2.0 not making Brawl+.

I mean, the competition can still remain fiercely competitive if we keep the edge mechanics. We aren't losing anything by keeping them the same and we aren't gaining anything by removing them. If you can't get used to the edge mechanics then maybe this game isn't the one for you.

This project needs to be re-prioritized. When it started it was about making some modifications to make Brawl more competitive, but if the community as a whole agrees to start making Brawl an entirely different kind of game then go for it. But I urge everyone to take a step back can cosider what they want.

The unique feel of Brawl with more competitive play. (Brawl+)
-or-
Brawl turned into a new kind of smash game which feels nothing like it once was. (Brawl 2.0)

Its your call community. What will this project become? Because you can't make both and keep them together.
I know what you mean.

Brawl+ would be standard anyways (meaning Footstools and Sweetspot ledges would more than likely stay)

The brawl 2.0 stuff would be for ****s and giggles.
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
wether some people want it or not thing should be made no foot stool SHOULD be made me and all my friends absolutely hate it and im sure some one agrees with me, it ruins many things and is very annoying this also means YOU DON"T HAVE to use it if you don't want to but i do.
 
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