• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Brawlplusery - Brawl+ Codeset - Updated 3rd April

Status
Not open for further replies.

IC3R

Smash Lord
Joined
Aug 27, 2007
Messages
1,623
Location
Fayetteville, GA
I downloaded the 4/25 BETA, have yet to test it.
Hopefully everything will feel like it did before~

(Charizard's and Wolf's D-air seem just a little too quick, though. Maybe decrease the frame speed multiplier on the startup to between 1.3x and 1.2x?)

 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
Hey everyone,

Now I post here, because I need your big support. I lost my old code data and I forgot the one link for the Code Lists of Phantom Wings I once saw. And I rebuilt so much lists and codes I wanted to return to my redownloaded Brawl+ Tweaker v0.95, but I did a critical fail!

I USES THE ENIGMA LIES ULRIMATE CODE LIST AND LIKE 95% OF THESE CODES DONT WORK!!!!

So I just need some txt fileswith nearly all actual code (I collected all super codes at my own ^^!)

If somebody can give me a few links, were I can get txt for every single kind of codes, it would be more than kind... pleeeaaase ^^"

And I wanna have the Global Speed modifier on 1.1, but I didn't had the value, could someone post it plz?


(AX)
 

DaiAndOh

Smash Ace
Joined
Mar 15, 2007
Messages
526
Location
Brooklyn, NY
I apologize for the not detailed thoughts, but they weren't that detailed in general.

Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.

What I meant to say by the whole not Melee 2.0 business even though it is less is that I feel we should look at altering the hitstun level rather changing characters in some changes, when the issue has to do with the combos the character has. After all we are still experimenting with different shieldstun levels. Worded bad yes, but it's been tiring going to bed at 6 AM and needing to get woken up by loud music next door.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
I apologize for the not detailed thoughts, but they weren't that detailed in general.

Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.

What I meant to say by the whole not Melee 2.0 business even though it is less is that I feel we should look at altering the hitstun level rather changing characters in some changes, when the issue has to do with the combos the character has. After all we are still experimenting with different shieldstun levels. Worded bad yes, but it's been tiring going to bed at 6 AM and needing to get woken up by loud music next door.
I think the problem is that the hitstun basically has to stay where it is right now. Any lower and characters loose essential combos, like DK loosing cargo Uthrow to Uair.
Combos would still be possible with a little lowered hitstun but it sacrifices a lot, and where it is now is fine because you still have to work for combos assuming you are playing somebody who knows how to DI.
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Brawl+ needs another disclaimer.

"Your Zero to High Percent combos do not work when you learn how to DI. Stop thinking there is too much hitstun until you learn to DI in B+."
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
can you make captain falcons falcon kick not lose speed if it hits shields? so it goes the same distance no matter what even if there is someone shielding in the way. i know falcon has already been buffed a lot, but i think this would just make falcon kick a bit more useful.
 

Yingyay

Smash Ace
Joined
Dec 4, 2008
Messages
693
Played more B+ 4/25
-Hitstun is perfectfor now
-Sheildstun is better
-I still think Wolf's Dair is too fast, spikes are supposed to be powerful moves and risky at the same time if you miss.
-Falcon's knee nerf is sad but its for the good of balance right?
-Falco's nair is fine, its not like he can infinite with it.
-DI Is Importante!
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
Wow, Ness' bat has a ping sound. Epic.

I don't want to sound annoying, but is there a way to increase it's speed?
The action of the move is slow. I've also noticed that the backthrow of doom has been nerfed. (kills way to late now) Can you even change the backthrow's power guys?

(since IIRC the problem originated due to the new gravity)
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
Wow, Ness' bat has a ping sound. Epic.

I don't want to sound annoying, but is there a way to increase it's speed?
The action of the move is slow. I've also noticed that the backthrow of doom has been nerfed. (kills way to late now) Can you even change the backthrow's power guys?

(since IIRC the problem originated due to the new gravity)
I don't think there is any way to edit throws yet :\

I love the bat sound though. So great XD
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
-I still think Wolf's Dair is too fast, spikes are supposed to be powerful moves and risky at the same time if you miss.
I hope the whole move wasn't sped up, just the cool down
-Falcon's knee nerf is sad but its for the good of balance right?
Which nerf are you talking about? If it is the reverse knee, I don't see how that affects balance at all.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
Well, we can edit their damage, which directly influences the move's growth rate. If we buffed its damage by 1-3% it would probably kill much lower.
Yes.

A

But what about the Fsmash speed, can you guys thinker with the frame speed or is it doomed to forever be omega slow.

Old man voice: I remember Melee and 64 swing speeds... (Drools)
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
The DI window gets altered when you are on a different buffer. If you are playing with a 1 frame buffer, you have to be aware that the timing is different from the default buffer of the game.
 

Skip2MaLoo

Smash Lord
Joined
Oct 31, 2008
Messages
1,293
falcons reverse knee is gone but samus' super missiles still have ****-ability? :( also if hitstun is lowered the nadt code should be put back in. also can falcon's momentum be lowered a few? if I run just a few steps I leap across the stage really messing with some of my earlier combos..
 

Ryose

Smash Cadet
Joined
Mar 23, 2008
Messages
33
falcons reverse knee is gone but samus' super missiles still have ****-ability? :( also if hitstun is lowered the nadt code should be put back in. also can falcon's momentum be lowered a few? if I run just a few steps I leap across the stage really messing with some of my earlier combos..
I agree with the momentum suggestion. I find myself flying across and off stages very often.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I apologize for the not detailed thoughts, but they weren't that detailed in general.

Falco being dumb meant too good. Nair being very safe, and I believe pokes shields and pressures very well.

What I meant to say by the whole not Melee 2.0 business even though it is less is that I feel we should look at altering the hitstun level rather changing characters in some changes, when the issue has to do with the combos the character has. After all we are still experimenting with different shieldstun levels. Worded bad yes, but it's been tiring going to bed at 6 AM and needing to get woken up by loud music next door.
The thing is, we can't go any lower right now without the compromise AD code. We have tried many different levels of hitstun before and going ANYWHERE below 8% (.48) makes characters lose a lot of staple combos we have right now which would greatly hinder their current metagames so far (DK for example Cargo Utoss to Uair will not work below .48). This has been explained before many, many times. The hitstun is actually not that high if you go by the numbers. In essence, we have only increased hitstun by .8, which is a VERY VERY small amount increase from the default of .4. Think of it another way, Brawl is so floaty and the stages are SO much bigger than in Melee that you NEED a lot of hitstun in order to catch up to your opponent, hit them and continue a combo higher into the air (juggling). Where as if that amount of hitstun was not present, we would be seeing a lot less comboing and more boring matches if we went down to .45 without the AD code most of us agreed to get.

M2K will just have to lrn2DI better and AD moar until we can get a code that combines NADT and shanus's idea (which will not happen for quite some time since PW is gone and spunit's computer is borked). M2K will just have to live with it for now.

Shieldstun is completely different from hitstun in that moves don't change as drastically when we change the shieldstun versus hitstun where if we changed it to just as low as we did shieldstun (which turned out to be REALLY low) we'd lose a load of combos. Bad comparison.

It would be lovely if you gave us some positive reactions from M2K and what his entire opinion on the project is rather than giving us the negative thoughts. Because last time he played it, before there was even hitstun, he hated it. Does he like it now? Does he still hate it? Why or why not? These are the questions most of us want to know when it comes to M2K.
 

Adetque

Smash Apprentice
Joined
Feb 21, 2009
Messages
149
If I may ask, what is NADT and Shanus' idea?
NADT is no air dodge during tumble, so if you just got hit and are spinning in mid air, you can't air dodge.

Keep hitstun as it is, and don't add the NADT code. That's my opinion. NADT would give a big advantage to characters with good dairs such as MK and G&W.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
If I may ask, what is NADT and Shanus' idea?
No Air Dodge During Tumble.

Basically, the idea is to disable the AD during the tumble for X amount of frames. If you wiggle though (like you would in Melee) you get out of the tumble sooner than the lag frames for the AD and thus, can AD. This would, in theory, allow us to decrease hitstun incrementally (to find a good medium with the new code) and at the same time, make it feel like the hitstun is still at a pretty good level where all characters can combo decently across the board.

Lowering hitstun without a code like that above is a bad decision. And while there IS already a NADT (only allows you to wiggle out of the tumble, jump, or attack, you can't AD and there's no lag frames for the AD) code, not everybody agrees with it, which is why we need the code I described above because most people seem to agree with it as opposed to never being able to AD during the tumble and being forced to wiggle or jump out of your tumble.

See what I'm saying?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Think of it another way, Brawl is so floaty and the stages are SO much bigger than in Melee that you NEED a lot of hitstun in order to catch up to your opponent, hit them and continue a combo higher into the air (juggling). Where as if that amount of hitstun was not present, we would be seeing a lot less comboing and more boring matches if we went down to .45 without the AD code most of us agreed to get.
.
Its floaty if you make it floaty. You can combo fine at .45 if you up gravity and change some of your game mechanics. And did you say stages are "SO much bigger?" I really must disagree and I think most people feel this way
If I may ask, what is NADT and Shanus' idea?
No air dodging from the tumble. You can still jump and attack out but not air dodging. You have to tap once to stop twirling before you can air dodge (or jump air dodge)
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Its floaty if you make it floaty. Like I combo just fine at .45 because my gravity is higher.
Not because your gravity is just in general higher but also because of NADT. If you didn't have NADT, you wouldn't be comboing as efficiently on .45.

Bolded: And I also had a feeling you would, again, post about your set in comparison to the Plusery. -_-

Wait, so is NADT going to be implemented for the next Plussery release?
No.
 

Rkey

Smash Journeyman
Joined
Oct 1, 2006
Messages
490
Location
Stockholm
Wasn't the argument solved during my and falco400's hivemind post? Shanus' idea is everything we will ever need, startuplag on AD from tumble. Wiggle if you wish, AD normally if you wish. Wiggle will, with skill, give you a few frames less hitstun and u might escapde som combos.

What's the problem? Sorry for being harsh but it's the third time we're discussing it.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Wasn't the argument solved during my and falco400's hivemind post? Shanus' idea is everything we will ever need, startuplag on AD from tumble. Wiggle if you wish, AD normally if you wish. Wiggle will, with skill, give you a few frames less hitstun and u might escapde som combos.

What's the problem? Sorry for being harsh but it's the third time we're discussing it.
It's not a problem, I was just explaining to Dai why hitstun is so "high" and why we can't lower it any further.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Bolded: And I also had a feeling you would, again, post about your set in comparison to the Plusery. -_-
No.
I'm showing both sides of the coin and if it makes you happy, I'll just change my post to make it "in general, higher gravity" blah blah blah.

I wasn't trying to do anything about my set, just providing the information you didn't add

It's not a problem, I was just explaining to Dai why hitstun is so "high" and why we can't lower it any further.
You could lower it if you decided to change some of your game mechanics. Take this at line at face value
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
I 100% disagree with the removal of Falcon's reverse knee. It adds more depth to the character, why would you want to remove depth? gg
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Falcon's reversed Knee is not only good, but extremely awesome. I love how Kupo has it in his set, it makes the game a lot more fun!

Also, why nerf Falcon at all? He deserves to go nuts in Brawl+! He was screwed in Brawl, let him be top tier!
 
Status
Not open for further replies.
Top Bottom