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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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Revven

FrankerZ
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I'd like to know this too.
Perhaps set the value to .65
Originally we had .4 running until we got Electric hitlag being separate from the normal hitlag code. So, we set Electric hitlag REAL low and bumped up hitlag by 10, to .5. We set it to .75 before and it felt quite bad (that was because of some jabs being kinda too good). I doubt .65 will feel much better, that's a bit too drastic of a change too.

But, whatever, just IMO.
 

Sukai

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turn around....
Originally we had .4 running until we got Electric hitlag being separate from the normal hitlag code. So, we set Electric hitlag REAL low and bumped up hitlag by 10, to .5. We set it to .75 before and it felt quite bad (that was because of some jabs being kinda too good). I doubt .65 will feel much better, that's a bit too drastic of a change too.

But, whatever, just IMO.
Well, you seem more experienced in the calculations, perhaps just .6?
 

kupo15

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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.
I think there is a bad side effect with the hitlag code on shields. The code also reduces shield hitlag to make it almost nonexistent when I think it should be untouched from vbrawl.
Well, you seem more experienced in the calculations, perhaps just .6?
I think .6 is a good number
 

GenG

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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.
Sure, I have PM'd you. I forgot to specify the format, but just in case, GCT is more convenient for me.
 

Eaode

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i saw brief talk about freezing pictochat?

Please don't. It's one of my favorite CPs. If the hazards are the main problem is there anyway to mod the hazards or remove them. The only thing that pops off the top of my head that's really ridiculous are the side spikes that do like 30% damage (<_<).

So yeah, if possible, change the hazards, but please don't freeze it just to get another FD (that's gray and boring to boot.)
 
D

Deleted member

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pictochat is fine. not another flat stage please

and btw: new pic GoG
 

Orange_Soda_Man

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edit: nevermind, I got it to work. I might ask about figuring how to get it to work with texture hacks later, it depends. I might be able to figure that out too.

Thanks for the work guys.
 

kupo15

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Would it be possible to exempt shield hitlag from the hitlag code? I feel that is a small aspect that made Out of shield options slightly more challenging because you have to know how much shield hitlag the move will deal in order to not react too early and miss your opportunity. Hitlag is different depending on the strength of the move but right now, most moves have practically no shield hitlag which makes it easy to react out of shield
 

leafgreen386

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Would it be possible to exempt shield hitlag from the hitlag code? I feel that is a small aspect that made Out of shield options slightly more challenging because you have to know how much shield hitlag the move will deal in order to not react too early and miss your opportunity. Hitlag is different depending on the strength of the move but right now, most moves have practically no shield hitlag which makes it easy to react out of shield
However much I'd love to see approaching projectile on shield -> grab be legit, don't you think that would be a little bit... extreme?
 

GHNeko

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GHNeko
i saw brief talk about freezing pictochat?

Please don't. It's one of my favorite CPs. If the hazards are the main problem is there anyway to mod the hazards or remove them. The only thing that pops off the top of my head that's really ridiculous are the side spikes that do like 30% damage (<_<).

So yeah, if possible, change the hazards, but please don't freeze it just to get another FD (that's gray and boring to boot.)

Lol what. Those spikes are awesome for recovering with my marth. Considering how predictable his recovery is, I can mix it up and up B into the spikes which launch me into the stage. Then I tech roll away into safety.

And dont give me that, "WHAT IF THEY PREDICT IT." bull, because no opponent in their right mind who doesnt play you on a basis will expect you to recover into the spikes and tech the stage. >_>
 

IC3R

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Lol what. Those spikes are awesome for recovering with my marth. Considering how predictable his recovery is, I can mix it up and up B into the spikes which launch me into the stage. Then I tech roll away into safety.

And dont give me that, "WHAT IF THEY PREDICT IT." bull, because no opponent in their right mind who doesnt play you on a basis will expect you to recover into the spikes and tech the stage. >_>
Maybe they should just reduce the damage output on the spikes?
 

Adetque

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Just a suggestion... would it be possible to make dodge roll's, spot dodge's, and air dodge's invincibility frames come out on frame 1 without altering the speed or ending lag? I mean, when I press the button to air dodge, I expect to dodge an attack, not get hit before the invincibility frames kick in. Also, it would make things like Pit's Side-B less of a shield breaker.

Maybe they should just reduce the damage output on the spikes?
and the rockets
 

leafgreen386

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Better idea than just nerfing the damage on pictochat spikes/rockets... nerf the damage on every stage hazard in the game. Makes them annoyances, like they should be, but not lethal. A damage nerf would turn them into mere positional disadvantages, that don't really hurt you too bad damage-wise and can't kill you either (since again, damage influences growth).

Hm... I wonder if our hitbox mod can affect stage hazards.
 

Adetque

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(BTW, just leave the Klaptrap alone. Those buggers are mean >:])
That reminds me, I had another suggestion. Take out the klap trap and Yoshi island ghosts. One second you're at 10% damage, and the next you're dead.
 

leafgreen386

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That reminds me, I had another suggestion. Take out the klap trap and Yoshi island ghosts. One second you're at 10% damage, and the next you're dead.
I'm gonna be honest... I've always HATED that YI was considered a neutral with the ghost there (which I call "Ronnie" because I can), since it just randomly saves people for no good reason and screws up the ledgegame. That stage would be so much better without ronnie =(

Melee's YS had the awesome randal, who was so much cooler than ronnie. He actually followed a set timing pattern, so as long as there was a timer on the match, you could anticipate his actions and use it to your advantage or otherwise play around it.
 

Revven

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The issue is that there's TWO "Ronnies", one on each side and both pop out randomly. If you could make it so they never pop up (without freezing the stage and ruining the tilting platform) it would be a much better stage by far.
 

Yingyay

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Nerf stage hazard damage but leave em there. Let them still kill but at higher percents. Else every stage will be like FD and BF. Losing Luigi's Masion and Pokemon Stadium 2 was sad enough :{
 

IC3R

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That reminds me, I had another suggestion. Take out the klap trap and Yoshi island ghosts. One second you're at 10% damage, and the next you're dead.
The ghosts are useful though, why would you remove them?

The Klaptrap is awesome. If they do anything to it, lower the KB and/or damage output.
(That's if they can, anyways...)
 

Eaode

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yeah the ghosts are only "useful" if you're about to die and you get lucky xD

reminds me of the good ol' days of "TURRRTLLLE!!!"

Ah how I wish that stage was doubles-legal...
 

IC3R

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Correction: the ghosts screw up the ledgegame by randomly saving people or getting in the way of edgeguards.
I guess I don't have to worry about it since all my characters have above-par recovery (except Ganon). Regardless, the random factor makes it an interesting neutral xD
 

kupo15

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However much I'd love to see approaching projectile on shield -> grab be legit, don't you think that would be a little bit... extreme?
Not really I don't think. There are some things that shouldn't be shielded so its ok. Besides, I can't really think of it happening that much anyway


Will YI be fixed if we reverse it?
 

leafgreen386

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No way, man. The tilting platform makes things interesting! Kirby Stone Slides what?
...

I was asking about the platform because it would be dumb if it didn't still move. I wasn't saying I wanted it to stop moving.


kupo15 said:
The ghosts should stop I think and the platform would still move. What weird noises?
It sounded like my wii was eating something when I played on that stage frozen >_>
 
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