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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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I never have any GC cards in my wii when not playing melee, since wiird doesn't work then either. I also don't have my usbgecko in my wii.

EDIT: does anyone know if the folder names are case sensitive? because I see "app" spelled as "app" "App" "APP" etc. in every thread about it.
 

XSilvenX

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Gonna have to agree with Knux. I'm not liking the idea of playing an ever changing game if certain staple combos will work in some versions and then not work in other versions. It's kind of like if you make a combo video, two months later everything in it is sort of null because people will go "oh they took that out, this doesn't work anymore, etc etc". That to me is annoying and actually hurts the game. We should at least from here on out try to keep things consistent as this game is starting to gather a larger following and tournaments are starting to pop up. Don't get me wrong, I'm all for making changes to obvious broken things, making minor tweaks and modifying certain moves but if it hinders combos then that's kinda taking some of the fun factor away. Regardless if the combos were "too easy". What the hell does that have to do with anything anyway? Some characters are dumb easy to combo with while others are near impossible..that's just the nature of Smash and it's many different characters.

*sigh* Anyway, I felt Fox was fine in the previous version except for his uptilt. Other than that there really wasn't anything wrong with him. I don't get the dair debuff *_*


I never have any GC cards in my wii when not playing melee, since wiird doesn't work then either. I also don't have my usbgecko in my wii.

EDIT: does anyone know if the folder names are case sensitive? because I see "app" spelled as "app" "App" "APP" etc. in every thread about it.
Why don't you just have someone copy their SD and send it to you.

Backup your SD then place their contents onto the SD and see if it was the file structure...

And make sure the two RSBE01 files aren't in reverse... The loader in the "codes" and the rest in "pf".
 
D

Deleted member

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Gonna have to agree with Knux. I'm not liking the idea of playing an ever changing game if certain staple combos will work in some versions and then not work in other versions. It's kind of like if you make a combo video, two months later everything in it is sort of null because people will go "oh they took that out, this doesn't work anymore, etc etc". That to me is annoying and actually hurts the game. We should at least from here on out try to keep things consistent as this game is starting to gather a larger following and tournaments are starting to pop up. Don't get me wrong, I'm all for making changes to obvious broken things, making minor tweaks and modifying certain moves but if it hinders combos then that's kinda taking some of the fun factor away. Regardless if the combos were "too easy". What the hell does that have to do with anything anyway? Some characters are dumb easy to combo with while others are near impossible..that's just the nature of Smash and it's many different characters.

*sigh* Anyway, I felt Fox was fine in the previous version except for his uptilt. Other than that there really wasn't anything wrong with him. I don't get the dair debuff *_*




Why don't you just have someone copy their SD and send it to you.

Backup your SD then place their contents onto the SD and see if it was the file structure...

And make sure the two RSBE01 files aren't in reverse... The loader in the "codes" and the rest in "pf".
will try that. and about the changes: this is still beta, we are still testing, balancing, adding new codes etc.
 

Strong Badam

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Oh, but I did, did you read my post?
Did you at all factor in the frame data of characters who can retaliate in 2 frames?
what leaf is saying is that foxes opponent is in hitstun for 7 frames at the least after the aerial lag from the down-air is finished. that is 7 frames for fox to do something and your oppponent is locked in hitstun, meaning they can't do anything
 

Sukai

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turn around....
what leaf is saying is that foxes opponent is in hitstun for 7 frames at the least after the aerial lag from the down-air is finished. that is 7 frames for fox to do something and your oppponent is locked in hitstun, meaning they can't do anything
That's not how I read it.

If the opponent is in hitstun for 18-20 frames, subtracted by Fox's 11 frame landing lag, he would have 7-9 frames to do something else, judging by how long will they stay in landing lag.

Fox can follow up in the 7-9 frames assuming his opponent just stands there and takes it. However if they attempt a move during hitstun, it will work. I've tested this, if they don't try to do anything, yeah, it's a full 7-9 frames, but characters are able to attack out of hitstun, like how Luigi is infamous for sex kicking out of a combo, that's a perfect demonstration.

The theory of things are indeed great, and I'm not refuting what he's saying, but with actual experience on the matter, in both normal Brawl and Brawl+, I must say that it's not black and white like that. It'll work on some characters, but not all, thus making down air with full aerial lag unreliable and inconsistent for combos, you'll be better off following up the same move, like down smash or shine. It's just as repetitive as down air and up tilt.

There is bias behind that nerf, they changed it because "it's too easy", that hardly a credible reason, considering that there are easier things that can accumulate more damage.

But that's all in the past now. The nerf has been balanced.
 

Kuga

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Gonna have to agree with Knux. I'm not liking the idea of playing an ever changing game if certain staple combos will work in some versions and then not work in other versions. It's kind of like if you make a combo video, two months later everything in it is sort of null because people will go "oh they took that out, this doesn't work anymore, etc etc". That to me is annoying and actually hurts the game. We should at least from here on out try to keep things consistent as this game is starting to gather a larger following and tournaments are starting to pop up. Don't get me wrong, I'm all for making changes to obvious broken things, making minor tweaks and modifying certain moves but if it hinders combos then that's kinda taking some of the fun factor away. Regardless if the combos were "too easy". What the hell does that have to do with anything anyway? Some characters are dumb easy to combo with while others are near impossible..that's just the nature of Smash and it's many different characters.

*sigh* Anyway, I felt Fox was fine in the previous version except for his uptilt. Other than that there really wasn't anything wrong with him. I don't get the dair debuff *_*.
This! nuf 2 say
 

Sudai

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I'm pretty sure you just can't time things. Turn on the frame by frame hack and try it yourself..it really just doesn't work. The reason Luigi can NAir out of combos is because of his strange physics combined with a quick aerial. He's not actually in hitstun when he NAirs, it just feels like he should be.
 

Sanu

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So wait a sec...

Fox, an already SUPER gimpable character, was just nerfed? Good job guys :laugh:
 

IC3R

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They didn't do anything with Fox's recovery; it's just his comboing windows are tighter, and they're simply trying to introduce variety into his game. Before, it was D-Air -> U-Tilt x3 -> (D-Air -> U-Tilt) x? -> D-Air -> F/U/D-Smash.


Fox mains, get out your lubricant...it's time to fit into smaller holes...
 

shanus

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Something is very off. Shine to Utilt registers as a 3 hit combo in training mode but you can still easily attack right out of the shine.
It registers in training mode, but people can attack instantly out of it. It doesn't make sense. I'll remove the change even though its awesome :(.
 

Revven

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Gonna have to agree with Knux. I'm not liking the idea of playing an ever changing game if certain staple combos will work in some versions and then not work in other versions. It's kind of like if you make a combo video, two months later everything in it is sort of null because people will go "oh they took that out, this doesn't work anymore, etc etc". That to me is annoying and actually hurts the game. We should at least from here on out try to keep things consistent as this game is starting to gather a larger following and tournaments are starting to pop up. Don't get me wrong, I'm all for making changes to obvious broken things, making minor tweaks and modifying certain moves but if it hinders combos then that's kinda taking some of the fun factor away. Regardless if the combos were "too easy". What the hell does that have to do with anything anyway? Some characters are dumb easy to combo with while others are near impossible..that's just the nature of Smash and it's many different characters.

*sigh* Anyway, I felt Fox was fine in the previous version except for his uptilt. Other than that there really wasn't anything wrong with him. I don't get the dair debuff *_*
Try it out before theorycrafting about it. A lot of people seem to like the change despite Knux's negative attitude towards it.

That's not how I read it.

If the opponent is in hitstun for 18-20 frames, subtracted by Fox's 11 frame landing lag, he would have 7-9 frames to do something else, judging by how long will they stay in landing lag.

Fox can follow up in the 7-9 frames assuming his opponent just stands there and takes it. However if they attempt a move during hitstun, it will work. I've tested this, if they don't try to do anything, yeah, it's a full 7-9 frames, but characters are able to attack out of hitstun, like how Luigi is infamous for sex kicking out of a combo, that's a perfect demonstration.

The theory of things are indeed great, and I'm not refuting what he's saying, but with actual experience on the matter, in both normal Brawl and Brawl+, I must say that it's not black and white like that. It'll work on some characters, but not all, thus making down air with full aerial lag unreliable and inconsistent for combos, you'll be better off following up the same move, like down smash or shine. It's just as repetitive as down air and up tilt.

There is bias behind that nerf, they changed it because "it's too easy", that hardly a credible reason, considering that there are easier things that can accumulate more damage.

But that's all in the past now. The nerf has been balanced.
Here's the solution: play against humans and not CPUs. I also assume you like ez combos like Fox Utilt > Utilt > Utilt > Dair > Utilt > Uair, huh? While I have yet to try the change myself, I really don't think this is a big issue especially since someone like JCeaser isn't complaining about it and played with it against a competent human opponent. You just like the way things were before it seems and are just whining about it instead of giving it time, much like the other changes people have been responding negatively to like Wolf's new shine.

Give it time, if more people complain about it like you are, then we will reconsider. Otherwise, if things are positive, it's not changing, simple as that.
 

shanus

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Even at 75% ALR for dair, I had trouble even dairing to utilt. The utilt and nair changes are great, dair, not so much.
 

Plum

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can someone help me? the double gct method isn't working since it loads vBrawl everytime I try. I know I use the right files because I sent them to other people and they got it working flawlessly.
How big is your SD card?
If it is any bigger than 2 gigs it would be an SDHC card which Brawl can't read.
Homebrew works fine with it, but Brawl was never made to be able to read them.

I have that same issue right now because I lost my 1 gig SD and I have to use my 8 gig until I find it.

Since the double .gct and snapshot methods both require Brawl to read data off of the SD card they won't work on an SD card bigger than 2 gigs. Same with texture hacking because Brawl can't read the files in the first place in order to replace them.

So if you are using an SDHC card, you will have to go out and by a smaller SD card. Kinda sucks, but that is just how it is. Until you can get a smaller card just do what I'm doing at the moment until I find my 1 gig; take out unneeded codes from the set like the CSS and changed default settings to bring the codeset to 430 lines or less and load it up through Gecko_Brawl.

You won't have any of the convenient codes that make life easier but you will be able to keep all the gameplay until you get a smaller SD.
 

cAm8ooo

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Even at 75% ALR for dair, I had trouble even dairing to utilt. The utilt and nair changes are great, dair, not so much.
Yea. I love the utilt change personally. I'm someone who hates simple repetitive combos. I fount the Gonzo combo for kirby in vbrawl to b very boring and i love having the abilitiy to mix things up now with my grabs. So personally, i find Fox much more satisfying and enjoyable now that its not the same wishy washy combo and even if i dont pull off something as damage inducing as the old dair>utilt>repeat i still feel like I did something cooler and more fun.

The dair nerf im not really that fond of. I dont really see it as something that needs to be there.
 

Magus420

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Luigi aerial upB changed from 72KBG to 60KBG
Was d-throw up-b looked into as even being legit before considering the possibility of it needing any sort of adjustment in the first place? I mentioned several times that I'm fairly certain it can be DIed out of by most if not all of the cast. Why not also consider a nerf on Falcon's knee, Zelda's b-air, Ivy's u-air, etc? You can kill with those at similar or earlier percents off of improper DI on their throws as well. Surely those would also be up for changes for the same reason?

Personally I think one of the reasons d-throw up-b gets so hyped by people is because of how notoriously powerful of a KO move it is on the ground, when there's really a large difference in KO power between the ground/aerial versions of the move. It killed on average somewhere around 80% before, which isn't much earlier than his and other KO moves, with his f-smash being about the same, the behind hit of u-smash coming 1-2 hits later, and n-air and normal u-smash following shortly after that.

The strongest angle for DI on the throw is mostly full away but slightly downwards like this btw. It's slightly more effective than just full away since it doesn't send directly upwards normally, and full away should be good enough for most characters anyway.

 

Plum

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Was d-throw up-b looked into as even being legit before considering the possibility of it needing any sort of adjustment in the first place? I mentioned several times that I'm fairly certain it can be DIed out of by most if not all of the cast. Why not also consider a nerf on Falcon's knee, Zelda's b-air, Ivy's u-air, etc? You can kill with those at similar or earlier percents off of improper DI on their throws as well. Surely those would also be up for changes for the same reason?

Personally I think one of the reasons d-throw up-b gets so hyped by people is because of how notoriously powerful of a KO move it is on the ground, when there's really a large difference in KO power between the ground/aerial versions of the move. It killed on average somewhere around 80% before, which isn't much earlier than his and other KO moves, with his f-smash being about the same, the behind hit of u-smash coming 1-2 hits later, and n-air and normal u-smash following shortly after that.

The strongest angle for DI on the throw is mostly full away but slightly downwards like this btw. It's slightly more effective than just full away since it doesn't send directly upwards normally, and full away should be good enough for most characters anyway.

I think it needed a slight nerf even without Dthrow to Up B.

Really the move is just ridiculous. I was killed by it at around 90% as Wario on Japes. My DI wasn't perfect because I wasn't expecting it, but even so it has the ability to kill below 100% on heavy weights even on Jungle Japes. Unlike Rest though which also kills at crazy percents it doesn't have a trade off with the knockback angle, and Luigi has a pretty easy time setting up into it.

The other options you mentioned aren't going to be killing as early without being situational. The Knee for instance isn't going to have the same kill percents without being at the edge of the stage and bad DI, not to mention Falcon's character flaws really balancing his kill potential out.
 

Thunderhorse+

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It registers in training mode, but people can attack instantly out of it. It doesn't make sense. I'll remove the change even though its awesome :(.
Is there nothing you can do to save it? I agree that it was a really awesome change which gave the shine great utility and comboability. I would hate to see it scrapped in its entirety :(.
 

Yingyay

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Sheik + in 4.1 is awesome. I like that her ftilt cant be spammed anymore.
Fox isnt that bad either, although his dair didnt need to be nerfed, its just one of those moves you dont wanna be caught in, like marth's ForwardB for instance.
Sonic spiking with his usmash didnt seem like a good idea to me at first but then trying it out, its not that easy to catch someone in (cept maybe the spacies ).
Everything with these 3 characters are looking good imo
 
D

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I already mentioned that everything used to work fine until I tried the double gct. I always used a 2 gig card both since I have no other and I always knew it couldn't handle bigger.
 

Starscream

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It registers in training mode, but people can attack instantly out of it. It doesn't make sense. I'll remove the change even though its awesome :(.
What a shame, is there no way to add more hitstun to just a single move?

I already mentioned that everything used to work fine until I tried the double gct. I always used a 2 gig card both since I have no other and I always knew it couldn't handle bigger.
If you're using the loader.txt downloaded from the nightly build site then it's not formatted correctly. It has no game ID set and under game name it says "Dynamic SD Loader v1.1 [Phantom Wings]" which is one of the codes you need for the double gct method to work.
 

Plum

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I already mentioned that everything used to work fine until I tried the double gct. I always used a 2 gig card both since I have no other and I always knew it couldn't handle bigger.
Did you try to use the snapshot method?
Might be worth a shot.

Also, while in game check the stage creator or album viewer and see what the game says about the SD card. If it says it can't use the device inserted into the SD slot then it is a problem with the SD card and not the codes.
 

Sanu

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Even at 75% ALR for dair, I had trouble even dairing to utilt. The utilt and nair changes are great, dair, not so much.
I find the same thing happening as well and 100% agree with you on this.
 

Thirtyfour

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Besides all electric moves being broken (ex: Zelda / Pika / Yellow Pikmin )

Falco's Utilt should go back to the regular vBrawl Speed.
 

storm92

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Falco's Utilt won't combo at regular speed, and he needs it for comboing.
Its one of his staple moves.
 

Starscream

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Besides all electric moves being broken (ex: Zelda / Pika / Yellow Pikmin )

Falco's Utilt should go back to the regular vBrawl Speed.
Not quite sure what exactly you mean by "broken" but I think that electric hit lag is too low. Personally I use 1.2 for the float.

Also not feeling the Fox Dair nerf, I think changing the Utilt was enough. If anything, Fox's lasers should be nerfed to do 1% each until damage stale only is made.
 

KAN

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Falco's lasers are broken. Seriously! He can short hop double laser and lock down the big characters completely. He's also way to wick with aerials after that. You cannot really do anything against that. One laser per short hop should be the maximum.

And I still have the Luigi's mansion freeze glitch. Does anybode know how to avoid it?
 

KAN

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Falco's lasers are not broken.

And no, nobody knows the answer to your problem.
1. How so? What do you do against lasers as - let's say - Bowser?

2. ****. ^^

EDIT: How comes they censor such a harmless word? Then think of it as what a pity. xD
 

Revven

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1. How so? What do you do against lasers as - let's say - Bowser?
SHAD, perfect shield, SHAD, perfect shield, sidestep, SHAD, perfect shield, get closer in with a Fair or even clow hop over his lasers and AD. There's tons of options.

Get better at dealing with camping and/or projectiles in general.
 
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