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COMPETITIVE Brawl+: Code Agenda

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
And if break is 2 then

1 1
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4

ect

so I guess break two with everything halved is the way to go even though I want 3 to be 2
Alright, I tried break 2, divide by 2 and I think this setting is perfect. Fix the stall from being launched from elemental attacks and I think we have a winner.

And for people that think the stall to be launched from Falcon's knee and Zelda's kicks aren't a big deal... go have fun with Lucas's downsmash. Since they aren't launched fast enough due to elemental hitlag but Lucas's hitlag is halved he can hit them with all 3 hits of the dsmash before they're launched for around a whopping 40%. So yeah, fix the elemental hitlag on the attackee and I think we're good to go with this code.

C2771EC0 00000003
39C00002 2C040002
41800008 7C8473D6
90830010 00000000
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
It doesn't even fix it, though. MAD just allows you to waveland onto the stage so that you can circumvent it, or something like that.
No you still get the lag. I even get the glitch after I die sometimes. You cannot circumvent this glitch. Its impossible
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I think the shield growth rate is a problem. I'll be experimenting with that



No it will still not be next. We don't want to fix it through another code if it even does because I'm skeptical if what Finns says is actually true. I heard that its still there. Not only that but there are people would don't want this AD change at all. The next code will be the triple jump glitch fix by itself and that is what you can hold me to.


Question about the hitlag code to make sure I got it correct.

100% hitlag is default in VB

100- No code
75- Mult 3 div 4
50-Mult 1 div 2
25 Mult 1 div 4
0- N/A

Would this be correct if I wanted 3/4th hitlag? And is this correct if I want 66%?

66- Mult 2 div 3
Have you tested it yourself? I'm about to I'll report back in a bit.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
The only ones you can combo into that worry me would be ness/marth. They have nice options into spikes that are a bit hard to return from. There are others with good spikes of course too, but I just haven't found a lot of options into it. Most characters with spikes have at least 2 or 3 setups into spikes from what I have seen. I wouldn't call it OP though, but I would like ledge teching back in. I'm worried about spikes with the ASL code.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
anyone think spikes are a tad OP now? I can't look into it because I don't have Brawl+, but now that you can combo into spikes, it almost seems like meteor canceling should be reimplemented.

This is just my opinion, but it really seemed this way. Anyone care to give their opinion?
Spikes in this game are not OP.

lern2tech

PS: That yoshi spike was livable
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Alright, I tried break 2, divide by 2 and I think this setting is perfect. Fix the stall from being launched from elemental attacks and I think we have a winner.

And for people that think the stall to be launched from Falcon's knee and Zelda's kicks aren't a big deal... go have fun with Lucas's downsmash. Since they aren't launched fast enough due to elemental hitlag but Lucas's hitlag is halved he can hit them with all 3 hits of the dsmash before they're launched for around a whopping 40%. So yeah, fix the elemental hitlag on the attackee and I think we're good to go with this code.
Learn to SDI imo. Then tell me lucas can hit with all three hits of his dsmash. You should be able to move the control stick in a quarter-circle from down and to the side to up and to the side to get multiple SDI inputs and then put you in a good position to DI the move as you will now be sent flying. If SDI becomes an important part of the game for these moves, then that's fine, and I even welcome it with open arms.

anyone think spikes are a tad OP now? I can't look into it because I don't have Brawl+, but now that you can combo into spikes, it almost seems like meteor canceling should be reimplemented.

This is just my opinion, but it really seemed this way. Anyone care to give their opinion?
Meteor canceling is actually already in the game, you just can't do it until you're a certain point through hitstun. We could move the window to be earlier in the knockback, as long as that doesn't make the window ridiculously large as a side effect. This would make spikes almost worthless, though. The only reason marth's and falco's spikes in melee are so good is because they're true spikes. If they were changed to meteors, I'm sure we'd see people MC'ing them far more frequently than they actually succeed in spiking. You can AD out of the spike attempt more often than not in brawl+, though, so I don't think it's broken the way it is now.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
Spikes in this game are not OP.

lern2tech

PS: That yoshi spike was livable
ah okay, was just wondering

EDIT: I've heard people say numerous times that MCancel'ing is already in, but I've never seen it, and the only times I've recovered early from spikes was because of lack of hitstun. Either Meteor Canceling is very discrete and unnoticeable, or it's not in and people said it was, by the same bridge of logic by which people said Brawl had "auto-l-canceling" because some aerials had less lag. I have no idea which
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Outside of certain MK elements I haven't found much broken in brawl+. I'm actually a bit stunned at how viable pretty much every character is. They all have so many more options now for combos, edge guards, and pressuring. I'm really enjoying hoping on characters like yoshi and tearing apart a snake/rob hahaha.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
**** it, I keep making small stupid mistakes.

Edit: Code removed, because of another small stupid mistakes.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Learn to SDI imo. Then tell me lucas can hit with all three hits of his dsmash. You should be able to move the control stick in a quarter-circle from down and to the side to up and to the side to get multiple SDI inputs and then put you in a good position to DI the move as you will now be sent flying. If SDI becomes an important part of the game for these moves, then that's fine, and I even welcome it with open arms.
Feel free to test it then. I have no one else to test this with and I only have 2 arms so I can't really DI and Smash DI while Dsmashing with Lucas unless I hit the c-stick with my elbow or chin or something. I still don't know why you wouldn't want to fix the stall though. It looks pretty awkward on Zelda's kicks.
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
can anyone post what i should use for the short/fast fall mod? i don't want it to feel like normal brawl i used 1.165 gravity and 1.25 with the newer mod so what do you think i should use thank you.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I like coupling the 1.25 downward gravity with .95 short hops. Ganondorf loses his thunderstorm, and DK his SHDB, but I like it all the same. If anyone could make the code not apply to these characters that would be smashing.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
These codes are getting more and more ridiculous. I would like it if every code had a recommended starting point, cause I have no idea where to begin testing values as it currently is.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
These codes are getting more and more ridiculous.
Yeah. I'm kinda glad I haven't modded my Wii yet (Besides, I had to update to 3.4 to play COD 5 <_>), I'd rather wait for Brawl+ until there's a set-in-stone standard. Until then I'm here pretty much to provide semi-informed opinion >_<;
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
These codes are getting more and more ridiculous. I would like it if every code had a recommended starting point, cause I have no idea where to begin testing values as it currently is.
I'm totally there with you on this one hehe. I haven't added SS, hitstun, or the SH code because of this. I'm simply not sure what values would be best to try out, so I'm waiting on everyone to come to a recommended setting.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Yeah. I'm kinda glad I haven't modded my Wii yet (Besides, I had to update to 3.4 to play COD 5 <_>), I'd rather wait for Brawl+ until there's a set-in-stone standard. Until then I'm here pretty much to provide semi-informed opinion >_<;
I hope you've turned off wiiconnect24, then. If nintendo comes out with another update now it'll automatically install it.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
**** **** ****

Shield Stun beta 7.2 [spunit262]
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9CXXXX
3880YYYY 7F9C23D6
3B9CZZZZ 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
 

.MaRiO

Smash Cadet
Joined
Jan 11, 2009
Messages
37
Kupo when you can
Could you explain the codes better on the First Page.
Maybe a list of different values and explain the difference between them kinda like how you did with the hitstun and gravity
I am so confused with these new codes :confused:
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The shieldstun code takes integers, correct? I'ma start with 2.5x + 2, although I fear it may be excessive. I like to be conservative with my stun.

Here is my current codelist, and my justifications:

Code:
RSBE01
Smash Bros Brawl (US)

Melee 2.0 

Tripping Rate Modifier (Creator Y.S., Ported by Kirby is cool)
0481CB34 C0220020
045A9340 00000000

Upwards/Downwards Gravity Modifier (paprika_killer original, Almas port NTSC-U)
04641520 3F866666
04641524 3F99999A

No Stale Moves
02FC0988 00130000

Level Freezer[Phantom Wings/Almas]
4A000000 90000000
1416A904 00000000
22623090 00000014
22623090 00000016
22623090 0000001C
22623090 00000023
22623090 00000024
1416A904 3F800000
E0000000 80008000

Hitlag Modifier Vers 2[Phantom Wings/Almas, 4 lines]
C2771EC0 00000003
39C00002 1C840001
7C8473D6 38840002
90830010 00000000

Short Hop Height Multiplier [Almas, 6 Lines]
045A9308 3F666666
C285765C 00000004
2C002F20 40820014
3FC0805A 3BDE7304
C3FE2004 EC3F0072
4E800020 00000000

Dash Dancing:  Phantom wings (5 lines)
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

Buffer Modifier: (23 lines) Phantom Wings 
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000001
4A101001 00000001
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000068
30000154 00000009
1400015C 00000000
14000150 00000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Shield Gain [spunit262]
04B88454 3D23D70A

Shield Stun beta 7.2 [spunit262] 10 lines
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9C0005
38800002 7F9C23D6
3B9C0002 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

Lagless ledges: Phantom wings (24 lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
58010000 0000007C
30000038 00000074
86000002 00000040
86910002 40000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Hold SHIELD for Independent Pokemon +no wreck My Music [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
046847C4 60000000
C268482C 00000003
3800003F 981400B8
2C1D0003 40A20008
3BA00004 00000000
C2684964 00000007
881400B8 2C00003F
40A20028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Dash Cancel: 27 lines (Phantom Wings)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
58010000 0000007C
30000038 00000005
4A001003 00000000
3400003C BF266666
4A001002 00000000
14000040 4F000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

No Auto Sweetspotting(v1.0): 24 Lines (Phantom Wings)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
32000000 0000000F
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000018
58010000 0000007C
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Hitstun 4.0 0.49:[Phantom Wings] 
42000000 80000000
80000000 80623320 
80000001 00000000 
60000006 00000000 
60000003 00000001 
4A001000 00000000 
4A101001 00000000 
32000000 0000001C 
36000000 00000032 
58010000 00000004 
DE000000 80008180 
58010000 00000060 
DE000000 80008180 
92210002 00000070 
58010000 0000007C 
34000038 00000042 
36000038 00000049 
4A001002 00000000 
58010000 00000024 
58010000 0000000C 
1400001C 00000088 
14000018 00000088 
E2000002 00000000 
80100001 00000008 
62000000 00000001 
E200000F 00000000 
80000001 00000000 
80100000 00000244 
62000000 00000000 
E0000000 80008000 
045A9300 3EFAE148 
C276CCD4 00000002 
C022FFE0 EF7C0072 
60000000 00000000

Auto L-Cancel: (Phantom wings)
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
Tripping Rate - Blah
Upwards Gravity x1.1 - This is to remove the general floatiness of the game - it does it well for me. I think many recoveries need the nerf, and the impact on vertical KOs isn't very large.
Downwards Gravity x1.2 - This makes combos flow better, and also increases fastfall speed. I choose this over my own code for the former reason - it feels better, to me.
No Stale Moves - To be honest, I don't see why I should bother reducing it when I can save several lines just removing it. The difference isn't huge.
Level Freezer - Pkmn2, Warioware, Pictochat, Port Town and Green Hill are frozen. I don't play Green Hill, admittedly, and Port Town freezes at a bad spot, so I will likely remove these if I get -really- desperate.
Hitlag Modifier - All hitlag is divided by two, then two frames get added on top of this result. I think the hitlag on moves with already low hitlag is important to preserve (drills, jabs), but very high hitlag moves just feel silly. It makes the game flow better and feel more slick in general, and makes DI slightly harder.
Shorthop Height Modifier x0.9 - With upwards gravity on too, this makes all shorthops pretty nifty. Even Samus has a reasonable one. Some people use a lower value for this, but I find it fine in combination with my upwards grav. Plus, the difference between the height of a shorthop and fullhop shouldn't be THAT huge.
Dash Dancing - Needs no explanation. It improves gameplay so much.
Buffer Modifier 1 frame - I haven't played with 1 frame over 0 much, but supposedly it feels better. I certainly think that reducing buffer is wise, due to the precision it adds to the game. I would be persuaded to increase it a little if there weren't reports of glitches involved, but I don't know. Perhaps 0/1 is best, but it's very reminiscent of Melee at first (which could be good or bad).
Shield Gain 0.04 - This is almost half the normal rate of shield gain. I admit I haven't tested it, but the amount of times I've been shield pressuring someone for them to do a couple of jumps and have it already back to full is just annoying. I would consider in it's place a code that only made shield regen if you were on the ground.
Shieldstun 2.5x+2 - Untested, but this is about what I was running before. Slightly less than the mainstream, I think, but we had a little more before and in our games sometimes shieldstun was excessive.
Lagless Edges - I set this to the value in the list, and it has a visible effect, but not a huge one. I might consider increasing it (this speeds up the animation, I believe). It does improve ledgegames, but not by as much as I would have hoped.
Shield for Independant Pokémon - I think the Trainer does need this, but it's certainly first to go if more room is needed. Character changes are last - we're not giving any love to poor Bowser, and the Trainer is easily better than him.
Dash Cancel - PWs code, it gives more options out of a dash. The slide on some characters is actually quite good for mindgames and setting up ATs - I think it adds a lot to the game. It doesn't render dash attacks useless either, since many characters do have powerful ones.
No Autosweetspot - Improves ledgegames no end. Sometimes it's a bit freaky, especially for ROB, but it is good for the tactical element of gameplay.
Hitstun 0.49 - We've kind of worked our way down from quite a high value to this over time, as we got accustomed to the game. Of course, friggen' Toon Link can still USmash->Double Jump->Aerial. I hate that little guy. We're quite happy with this amount for this codeset for now.
Auto-L Cancel - Should really be named 'Aerial Lag Reduction', I think. But it's clealy a must have.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
So, to get a shieldstun of 2.5/3, I would put 0005 in X, 0002 in Y, and 0003 in F?
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
So for the not so mathematically inclined, how do you use the new shield stun code? How would I get 2.75/3 with Shield Stun Beta 5 in this new one? What has changed in the new one?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
2.75 = 2 + 3/4

2 = 4/4 *2 = 8/4

2.75 = 8/4 + 3/4 = 11/4

So set multiply to 11 and divide to 4.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Thanks, but for which letters do I plug in those numbers? And you only gave me 2 numbers, there's X, Y, and Z and 4 numbers places for each.

Isn't there a way the code can be modified to just use Hex values like the old version of the shieldstun code? Why did it even need to be changed? I never had the powershield glitch occur. What exactly has changed with the new codes?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Why would one use the new version of the shield stun code over the fixed hex version? Line space?

I'll try to get to the descriptions. In the meantime, check the FAQ thread for descriptions
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Every time I think I'm in the loop I get swung a curveball haha.

So it seems that people at least agree that 2.75 is too high from the few I've read. Are more people trying out 2.5 right now and it seems good?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I added another version to the shield stun code which should be the fixed version of the hex type. Fixed in terms of PS glitch and added stun.

Mookie: Some of the codes don't have a starting point like the hitlag. Its not in hex so your just modding how fast you want hitlag to be
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
I added another version to the shield stun code which should be the fixed version of the hex type. Fixed in terms of PS glitch and added stun.
So whats the difference between that one and Beta 5? I assume the Xs are for strong hit shield stun and Ys are for weak hit?
 
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