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I second this request.Can we have shorter short hops? Short hops in regular Brawl suck.
I also have said it about a milion times.I thought I already mentioned that to kupo15 about it >_>
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
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
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
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.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 =/
http://www.youtube.com/watch?v=y0-5oWbM8aw >_>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=ZtRxmZgsce0So yeah, no need to have a "wall-jump on the same wall twice" code unless you really like near-infinite stalling. <<
This code already exists... I think it's called "Hold Shield for Giga and company"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.
You're right, I absolutely forgot that.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).
PW already did this code for PT... and spunit even made a WHOLE code for this system of No fatigue and no force switch for PT. If you want the codes, I can post'em here...Added.
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).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..
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.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.
omg thank you! I didn't know these were already made!!!!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
If I were to guess a similar list for Brawl it'd be something like:[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 it could be right at the very beggining it would be awesome. The big window Ness had in melee really hurt him a lot.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
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
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
I know what you mean.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.