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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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GHNeko

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i added it back but its a bit nerfed
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!


GG.

Lol @ bias.
 

Sukai

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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!
This guy needs to be in the SBR, right?

Anyway, I think the hitstun is just fine.

The way kupo is saying it, you guys can achieve the same effect by lowering it and changing the physics, but who would want to work more to achieve basically nothing?
People better learn to wiggle and DI.
I suggest more hitlag to remedy the DI issue, make it slightly more than Melee.
 

JCaesar

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Guys chill out with the talk about Kupo's set in this thread. He has every right to have his own codeset, but this is not the place to talk about it. If anything he should have his own separate thread, but this thread is for the official Brawl Plussery codeset.

Gaining support for Brawl+ from Brawl players is challenging enough as it is without the Brawl+ community being split. You and me are what push the Brawl+ community forward, and we must be united in that goal. Not everyone is going to be happy with every little thing in Brawl+, but we must do what's best for the community as a whole, and we must stay united if we want to see this project succeed.

Besides, I think we can all agree that B+ is better than vBrawl, right?
 

Skip2MaLoo

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how does making falcon's main killing move easier to land add depth? :laugh:
agreed. at some matches, id literally just throw knees at my opponent because it's either they'd hit or the shield stun would kick in so i cant get punished. if the reverse knee is put back in, it should be half the size of its original hitbox.
 

shanus

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agreed. at some matches, id literally just throw knees at my opponent because it's either they'd hit or the shield stun would kick in so i cant get punished. if the reverse knee is put back in, it should be half the size of its original hitbox.
So we can't adjust the hitbox size. I did extensive testing on the knee and I know an optimal solution for it, I just can't actually do it.

It has three hitboxes.

Hitbox 1: Sweetspot as we know
Hitbox 2: the back flub, comes out the same time as sweetspot, this is huge and what we used as the reverse knee
Hitbox 3: The flub – it lasts for a long time AFTER the sweespot AND it has a natural small reverse hitbox

Hitbox 3 has all the ideal qualities of the electric knee (although its a little awkward location wise as its a little low). I set this reversed with the current sweetspot to test out its use. IT has a small natural reverse hitbox and a pretty good forward hitbox. The only problem is twofold. The hitbox is out forever which can be addressed with the framespeed code. The other problem is it comes out in the wrong order. It would then go flub -> sweetspot rather than sweetspot -> flub. This would remove all those awesome flub to stuff combos which sucks.

Ideally, we could reverse the hitboxes and then readjusted the durations. Even more ideally, we could just adjust the size. But, we dont have the codes for it.


So what did I do? I re-added the reverse knee, but nerfed it in damage and therefore knockback growth. It kills 30% later than the normal knee without DI. THoughts?
 

Sukai

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More hitlag makes it halt the frame anim more. He misunderstood you, probably.
Oh, then needs more hitlag.
Good to promote DI, I suggest it's placed slightly above Melee's values, to not break the pace of the game, but still increase the window of DI.
If I recall, Brawl+ also went for the goal of balance between offense and defense, this change would be ideal.


I don't mind the Falcon knee thing shanus, this makes it not frikkin ridiculous.
 
D

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Im confused, is the code in almas' post the new code?
Cuz it says last edited April 2nd.
I have 4.0, but wheres the new one everyone is liking/complaining about :p
 

kupo15

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So we can't adjust the hitbox size. I did extensive testing on the knee and I know an optimal solution for it, I just can't actually do it.

It has three hitboxes.

Hitbox 1: Sweetspot as we know
Hitbox 2: the back flub, comes out the same time as sweetspot, this is huge and what we used as the reverse knee
Hitbox 3: The flub – it lasts for a long time AFTER the sweespot AND it has a natural small reverse hitbox

Hitbox 3 has all the ideal qualities of the electric knee (although its a little awkward location wise as its a little low). I set this reversed with the current sweetspot to test out its use. IT has a small natural reverse hitbox and a pretty good forward hitbox. The only problem is twofold. The hitbox is out forever which can be addressed with the framespeed code. The other problem is it comes out in the wrong order. It would then go flub -> sweetspot rather than sweetspot -> flub. This would remove all those awesome flub to stuff combos which sucks.

Ideally, we could reverse the hitboxes and then readjusted the durations. Even more ideally, we could just adjust the size. But, we dont have the codes for it.


So what did I do? I re-added the reverse knee, but nerfed it in damage and therefore knockback growth. It kills 30% later than the normal knee without DI. THoughts?
I thought the knee had 4 hitboxs?

FalconAss hitbox
Sweetspot
Two flubbs

Am I wrong?
 

cAm8ooo

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Also, why nerf Falcon at all? He deserves to go nuts in Brawl+! He was screwed in Brawl, let him be top tier!
Yea, your totally right. Lets just make him the best character in the game since he was bad in vbrawl. Instead of attempting to make characters balanced we should just try to pick out characters we like and be completely biased and make them the best. O and while we are at it. Let's make MK bottom tier since he was so good in vbrawl. Yea, that'll show em.
 

kupo15

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The *** hitbox is now a flub, due to the knee's ridiculously huge hitbox, and it was a pointless change.
This is what I am getting at. If there are 4 hitbox, an *** flub and two knee flubs, then why not just remove the original sweet spot, make the first flub the sweetspot. It has the natural backwards thing and there is still another flub after that
 

Plum

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So what did I do? I re-added the reverse knee, but nerfed it in damage and therefore knockback growth. It kills 30% later than the normal knee without DI. THoughts?
I like it. The reverse knee was simply too strong as it was. There was really no reward system in place with the knee and it didn't really matter if you spaced it right to hit with the actual knee or just tossed it out and hit with the reverse.
Now there is actually a point to space the move correctly to get the earlier kill, but you still get something at least if you have the timing right.

This is what I am getting at. If there are 4 hitbox, an *** flub and two knee flubs, then why not just remove the original sweet spot, make the first flub the sweetspot. It has the natural backwards thing and there is still another flub after that
Where is the second knee flub?
I thought there was the initial sweetspot and back flub (which became the reverse sweet) which then became the knee flub and *** flub for the rest of the move's duration.
 

kupo15

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Where is the second knee flub?
I thought there was the initial sweetspot and back flub (which became the reverse sweet) which then became the knee flub and *** flub for the rest of the move's duration.
I thought it went

Back flub/sweetspot>flub>flub I guess not
Almas fetched me the data, it is only 3 hitboxes
That is a shame. I don't really like the idea of nerfing kb in the reverse because using the reverse is also strategic and you are in essence, punishing the use of the reverse hitbox. All the other reverse hitboxes like ganon fsmash and all moves don't have this punishment for their reverse hitbox. If this is because of the size of the hitbox, then I'd rather not have the difference between the two be so much as 30%. Maybe put the reverse at 18% instead of 19% and if that is what you did, then maybe bring up kb so that the difference is around 10%
 

kupo15

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kupo15

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I did that a ways back and people weren't very happy haha
Didn't you increase it to like 75%? I think that is quite a large jump. I would say that 60% should be the max and imo think hitlag should be increased a little. Maybe try out 55%?
 

...:::VILE:::...

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I think brawl plus should get a transparent shield to it. It can be done through texture hacking. It would make shielding less overpowered.
 
D

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Was it ported to PAL yet?
yes and no. I could easily port 95% of that in 5 minutes since it is mostly hitbox and framespeed data that is changed.

the problem is the "code changes" part
-Testing new death boundaries made by Kupo (death bound data and death bound code)
-Lowered shieldstun to 20/35/10 from 20/40/10 (weak hits afford less shieldstun now)
-Hitlag set down to .5
-Glide Stop Removed
-Grab Jump Return added
-Online Handicap Disable v1.0 (YOU MUST SET YOUR HANDICAPS TO BE IDENTICAL OR DESYNC)
-Texture Hack Support v1.3 & disable custom till PW fixed 2.1a CSS bug
-Added scar jumping back in
-New CSS with Independent Pokemon code (shield no swap now removed)
in white is value changing = no problem
in yellow isa an unported code removed = no problem
in red is unported stuff = problem

I'll port everything except the parts in red now, so that is done in about 2 hours
 
D

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those will ofcourse be fully up to date. PM me with an email adress and I wil send the gct and/or bin file to you to test it.
 

shanus

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paprika did you get my PM about your newest code not working in doubleGCT? I think it needs to be in ASM for it to work
 
D

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I might just have made a mistake at porting it to NTSC, I'll try the PAL version later today
 
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