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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
why does that matter in brawl+? It is impossible to balance characters without changing the character. What you are saying here is that we should keep everyone the same but still make the different? How exactly do you propose we do that and have any hope of a semi-balanced game?
Um no, I'm "proposing" that the 3 fast fallers from Melee don't have to be and shouldn't be the only 3 fast fallers in Brawl+. There's no reason not to have other characters be fast fallers also if it suits their playstyle, and fast falling definitely suits Squirtle's playstyle.

I'm just seeing what feels like too much of a Melee bias with the way things are being applied to Fox, Falco, and Capt. Falcon. It's not like they're the only ones that can benefit from the degree of fast falling they're receiving. And since this is Brawl and not Melee, the standard for who is a fast faller should come from new Brawl standards, not old Melee standards.


Just because you can't kill a character off the top with (insert move here) does not mean that it needs increased knockback. DI, Placement, character, and Stage are all things that need to be considered when trying to kill someone off the top. Also it is not always the optimal strategy. I know when i play fox im not aiming for the sides, i'm aiming for an upsmash to send them off the top. If i tried that when i played sheik i'd never win. I dont even aim much to kill off the sides with her. I just try to get them off the stage for an edgeguard situation which sheik excels at. When i play kirby i actually try and knock the opponent off the sides because thats what he's good at.

If i play against a character that somehow counters in some way. Guess what you've just run into. A counter matchup which is going to happen in a game with this many characters. Just because samus looses horribly to marth doesnt mean she needs a buff until she can beat him. It just means that marth beats the crap outta samus.
Umm... you're entirely missing the point.

What's the point? A lot of those moves DID kill in vBrawl and were cornerstones of character metagames.

Moves like Sonic's Uair, which every Sonic player will tell you was priceless in vBrawl. It got severely nerfed in Brawl+ simply from the overall increase in fast fall speed and downwards fall speed.
So it's inherently doing less knockback in Brawl+ and not killing as early as it did in vBrawl. Considering the Uair's properties, that nerf was entirely unwarranted.

OBVIOUSLY if VKO's aren't a good strategy for a character, then you don't rely on them and they will still be a bad strategy for that character in Brawl+.

But if VKO's are a good strategy (like most Luigi strategies), then all those strategies have been nerfed across the board. That's not fair when you consider that all characters whose strategies relied on HKO's remain completely unphased and actually get boosted when you consider how much more powerful edgeguarding is now.

So we boost the VKO moves back to the point where they can be reliable killing moves again.

That's not changing anything, that's RESTORING what was lost in the transition to Brawl+. Much like Brawl+ is restoring things which were lost in the transition from Melee to Brawl.

Granted, like I said before, VKO's did need some nerfing as they were too easy in vBrawl. But FF and Dgrav nerfs combines with UpGrav nerfs just take things too far for characters like Mario, who needed a buff instead of a nerf. His UpSmash was his most reliable kill move, and it's been unnecessarily nerfed across the board.... like many other moves... that's the whole point here... unnecessary nerfs that need to be reversed, the only way of doing so being KB increase.




@Shanus
Understandable position, and I'll play 3.1 as soon as I get my Wiimotes back (Monday night), but considering how little the values have changed from Beta 2, the math would indicate that VKO's remain relatively unchanged from Beta 2.

And I've only really been asking for that one change...

Whether it's through UpGrav reduction or increase of knockback for VKO moves... they're just two different avenues towards the same solution... and both would be fine with me if both were available.


EDIT: Also Shanus, could you please explain to me what 0.95 UpGrav does to make Char/Bowser that CAN'T be done by just increasing SH and FH and decreasing DownGrav?

I'm not seeing it.
 

lamelikemike

Smash Cadet
Joined
Jan 25, 2007
Messages
39
do people feel in general that falco has too many options to give him more?

i ask this because the more i use him, the more i want to combo with his shine/reflector, and i would love if the last frames of the animation could be canceled or sped up.

Thoughts?

*
my auto sweet spot is also not working with the beta 3.1
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Just for the record, I went back to MuBa's set, and after a good five matches not one freeze. If anyone else has had Beta 3 or Beta 3.1 freeze on them, let us know.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
Why was Pictochat removed from the random stage list?

It was amazing, the only problem is the Kirby Glitch which...isn't a big deal.
 

maticMan94

Smash Cadet
Joined
Mar 10, 2008
Messages
31
Location
Brunswick, GA
I just experienced a game freeze. I was using samus fighting a cpu yoshi at PS2. Right after it said GAME!, you know the controller rumbles, well it kept rumbling and the screen went black.:ohwell:
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I'm sorry, but I believe we've noted every chanage made. If anyone can note a missing value, I'll happily put it in. We've already been accused of supplying incomplete data, and so we've made every action possible to rectify this.

Guides for modifying every code can be out there, and I'm constantly sitting in the IRC, usually helping people if they need it (when I'm not busy). But you seem to fail to comprehend the idea that this thread is about developing a STANDARD. Encouraging people to make their own modifications is somewhat counterproductive to this goal - we'd much rather players argue why a certain value should be changed, rather than say "I don't like THIS, so I'M going to change it". I've always been under the impression that Brawl+ is a competitive project, and if everyone runs a different codeset, this dream will never become a reality.

You also miscomprehend how difficult it is to modify some codes. Us programmers have gone to great lengths to make our codes user-friendly, but some of them simply can't function that way. Changing Metaknight's tornado only requires three and a half lines, but by adding it I am required to modify 3-4 other lines in the code. It's not some module that you can just plug in or remove. Not to mention - in the time when I DO want to work on codes, I don't want to spend it babysitting someone through a code just so that they can make their own little variant, for someone else to come and ask me again to modify it in a slightly different way. There are three programmers working on the Brawl+ project, and one person working on making the codes accessible to Europeans. By contrast, the other boards have 100 members, and I'll bet that that's far from the entire community.

Not to mention by trying to modify the Brawlplusery's codeset, you're saying that the opinions of some of the most experienced players in the Brawl+ community are wrong. That sounds just a tad arrogant to me. That said, it is sometimes warranted - for example, look at Alopex. He noted that the grab release codes were inferior, and USED THE INFORMATION AVAILABLE to write a fixed version, then called the Brawlplusery out on it, arguing a solid case and providing everything we needed to update it (which was promptly done). The players deciding the balancing fixes aren't perfect, but they are working extremely hard, and, you know, I think they've done a ****ed good job so far.

"Bowser should be buffed by speeding up his Up+B animation"
"Vertical KO moves need their knockback increased"

You know what? That's great. www.usbgecko.com. Buy your own gecko, plug it in, and get to work. YOU find the animation IDs for special attacks, which several other hackers have contributed to over time without finding the B move IDs. YOU fix the knockback code, which Phantom Wings, one of the most skilled hackers around, didn't manage to get right the first time. Don't demand changes that don't exist yet in place of the ones that we've got going at the moment. Once new methods are available, we'll be ready to use them. But until then, we're working with what we've got.

/rant.
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Not to mention by trying to modify the Brawlplusery's codeset, you're saying that the opinions of some of the most experienced players in the Brawl+ community are wrong. That sounds just a tad arrogant to me.
While most of what you've said is 100% valid, I can't help but note how much more arrogant this sounds than what you're referring, lol.

In summary: Sorry for bandwagoning; you guys do a lot of work and it's appreciated... by most of us. If I had the money, I'd be helping you guys code right now haha. I am employed to do just that so blah, just don't have the cash for a usbgecko.

Also, I assumed no exact values were listed. I was lazy and didn't even check, lol! So ya, apologies etc.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
@Cape

You're going to edgeguard with Snake? With what, the remote missile? All he has in that front is the USmash.
Sorry if its already been answered but I'm just skimming and would like to say that Snake edgeguards great. Without auto-sweetspot he has tons of options with C4's, Mines, Grenades, Dtilt, Usmash, and even Fsmash. C4 spike works much more often and so does leaving grenades on the edge for people to hit. Mines pressure much better too and often times Snake's stage control can make it harder to get back from the ledge unpunished than actually grabbing the ledge itself.

If you mean above the stage he still has Usmash yes, which is pretty fast if you cancel the lag on it (Though I don't know how it works, just seen a friend spam it pretty fast). He can still Up-B for higher heights but with higher gravity I doubt he'll be needing much more than Nair. His grenades also put on decent pressure up there.
 

cooler1339

Smash Apprentice
Joined
Nov 10, 2005
Messages
156
Location
Cali, Monterey
I agree with whoever said we should take this one character at a time. The changes so far seem sloppy to me. I know you guys are trying and I thank you for that, but it could go a lot better.
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Oh. Regardless, it still seemed like you were implying that the elite, select BRoomers were supposedly gods compared to others when it came to opinions. *shrugs*

*pets the lil monkey*
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I got complimented and insulted in the same post. I don't know what the proper reaction would be in this case. *head asplode*

In my defense, Almas, I only brought up vertical KB increase as a roundabout fix to the issue of FF, Dgrav, and Upgrav nerfing VKO moves, with Upgrav being the main point of contention, as Shanus can attest to (Hi Shanus!). A demand it most certainly was not, though. Merely an avenue of possibility.
And I did note that the code doesn't exist yet, so all one such as me can do is wait.
And, like I did with the grab releases and shieldstun, once is out I would be the first one testing out the appropriate values and doing the "fill-in-the-blanking".


@Blank Mauser
Point taken.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I just experienced a game freeze. I was using samus fighting a cpu yoshi at PS2. Right after it said GAME!, you know the controller rumbles, well it kept rumbling and the screen went black.:ohwell:
Same kind of freeze as mine.

And by the way, while I understand that we need a standard, that doesn't mean that you should keep people from doing their own thing. As it is right now, I have to pick between super fast brawl, and much slower brawl with careful and loving changes made to each and every character. And you know what? I pick fast. Do I want Link to have a better recover? Yes. Do I want some characters to not jump quite as super fast as others? Again yes. Am I going to sacrifice Super Smash Bros Turbo Hyper Fighting for it? No way. Its one thing to not post variations and to only endorse your own code set, but an entire other thing to keep the people from experimenting on their own. For a community project, this sure does seem a lot like communism. If you continue to listen to the peoples advise, eventually the code sets will meet at a happy medium much like Kupo's and Mookie's before you took the power away from the people. Sorry about the rant, but I've respected and appreciated everything done until now. If you want the best results, you allow people to make their own values. Otherwise, people like me will pick a less smoothed out but more enjoyable Brawl because they can set the values themselves.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
It might have something to do with that stage being frozen...maybe, not sure if its even frozen.

Lol I knew you guys wouldn't let me have my 1.5 D3 Full jump, but thanks for the changes. I'll be testing D3 more often, see how he plays. Keep up the good work.

I agree with whoever said we should take this one character at a time. The changes so far seem sloppy to me. I know you guys are trying and I thank you for that, but it could go a lot better.
If you keep up at the Brawl+ Character Balance boards you'd see we are going in-depth with each character its just that Shanus' plan is to release a standard first and make changes later based on actual tourney results. If you still want to contribute on a character by character basis you still can though, just don't expect them to be in the new codeset until the metagame has actually formed.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
It might have something to do with that stage being frozen...maybe, not sure if its even frozen.

Lol I knew you guys wouldn't let me have my 1.5 D3 Full jump, but thanks for the changes. I'll be testing D3 more often, see how he plays. Keep up the good work.



If you keep up at the Brawl+ Character Balance boards you'd see we are going in-depth with each character its just that Shanus' plan is to release a standard first and make changes later based on actual tourney results. If you still want to contribute on a character by character basis you still can though, just don't expect them to be in the new codeset until the metagame has actually formed.
Good thought, but no. I always play with every stage thawed.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Alopex im posting with my iphone since im away for the weekend so this will be concise

The only way to boost charizards belabored nultiple jumps is with fractional upgrav. Dgrav only kicks in after the apex of a jump is reached and therefore is not useful nor is SH or FH. Therefore, to instill a more air mobile gameplay it is our only available option. Also, i still find my falcon dying off the top frequently below 130% as he is combo'd into upairs. I think your fretting over this a bit too much but if its problematic well fix it.
 

Blank Mauser

Smash Champion
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2,904
Location
Iowa
Its not hard to change the values yourselves guys. How do you think I tested my 1.5 FJ D3? I think the guide for it is on the 4th or so page.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Its not hard to change the values yourselves guys. How do you think I tested my 1.5 FJ D3? I think the guide for it is on the 3rd or so page.
Really? In that case I sincerely apologize to all that I was unfairly rude to. Thanks for all that you've done and I hope that I didn't disrespect anyone to the point of no repair:(

Edit: By the way the guide is on the 4th page. Is there anywhere that launch is explained?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Same kind of freeze as mine.

And by the way, while I understand that we need a standard, that doesn't mean that you should keep people from doing their own thing. As it is right now, I have to pick between super fast brawl, and much slower brawl with careful and loving changes made to each and every character. And you know what? I pick fast. Do I want Link to have a better recover? Yes. Do I want some characters to not jump quite as super fast as others? Again yes. Am I going to sacrifice Super Smash Bros Turbo Hyper Fighting for it? No way. Its one thing to not post variations and to only endorse your own code set, but an entire other thing to keep the people from experimenting on their own. For a community project, this sure does seem a lot like communism. If you continue to listen to the peoples advise, eventually the code sets will meet at a happy medium much like Kupo's and Mookie's before you took the power away from the people. Sorry about the rant, but I've respected and appreciated everything done until now. If you want the best results, you allow people to make their own values. Otherwise, people like me will pick a less smoothed out but more enjoyable Brawl because they can set the values themselves.
I hope you realize that our codeset was made with air momentum in mind which will speed it up considerably when a working version is released. Also the goal of this not for 30 people to just toy around and have 27282658 codesets, this is to develop a competitive standard. We aren't forcing this down your throat either, every code is well documented so its not like you cant just turn up your own speed settings... We are working hard liatening to everyones opinions to try and make the best game possible
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I hope you realize that our codeset was made with air momentum in mind which will speed it up considerably when a working version is released. Also the goal of this not for 30 people to just toy around and have 27282658 codesets, this is to develop a competitive standard. We aren't forcing this down your throat either, every code is well documented so its not like you cant just turn up your own speed settings... We are working hard liatening to everyones opinions to try and make the best game possible
Its had forgotten that the momentum code was still on the way and you probably started typing this too soon, but I was already given the info on how to make my own setup and then immediately apologized. Sorry for being a jerk, but I was under the false impression that the project was straying away from being community oriented.

I'll wait until the freezing is fixed and the momentum code is out to try again. And as I now know, if I don't like it I can just tweak the values. I don't know how I can stress this enough but

Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry Sorry

Oh and can someone point me in the right direction for the documentation for the launch code?
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Alopex im posting with my iphone since im away for the weekend so this will be concise

The only way to boost charizards belabored nultiple jumps is with fractional upgrav. Dgrav only kicks in after the apex of a jump is reached and therefore is not useful nor is SH or FH. Therefore, to instill a more air mobile gameplay it is our only available option. Also, i still find my falcon dying off the top frequently below 130% as he is combo'd into upairs. I think your fretting over this a bit too much but if its problematic well fix it.
OK then, I'll take your word for the VKO stuff until I can get my hands dirty with 3.1.


And I understand the Charizard reasoning, now. It begs a question, though.

It's a coding question, so I'm going to direct it @ Almas:

Value 00C on the Action List is "Second Jump", so assumingly it's the midair jump/double jump. Can that value be used in any way to make a code for the DJ height? Perhaps through altering the SH or FH codes that currently exist?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Last post for me for some time as im going away for the weekend.

I dont roll with all the grab release fixes and have yet to have a crash after many hours of play. Maybe it involves those.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
NASL works perfectly fine for those saying it doesn't. I just played abour an hour worth of matches against Finnz online and everybody missed the ledge and never sweetspotted (even Ganondorf and CF) so I have no ****ing idea what you guys are on.
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
NASL works fine for me.

I am using beta 3 + some codes, and I have had no freezes. I have played CPU Pit with CF and it worked fine.

Therefore it must be something in the 3.1 values/grab release, or I just haven't had the freeze come up in the time I played.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Can one of you pm almas about it, i think its gotta be grab valuees but just ask him if he could check for errors ctach ya all on monday
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Is there somewhere we can go to find people to play online with? I would like to see how good players play B+.
I hear that if you play online you desync and its super lame which is a shame really. If you want to see good players just youtube it.

Concerning the method of fixing one character at a time, I don't mean to question your methods but how will you measure how balanced a character has become if you don't have others to compare them to? In my opinion it would make more sense to make one change to every deserving character (or a couple at a time) so you can compare them to the rest of the roster easier. Just my two cents, if you think your way is better then I trust you guys.

btw is there a way to get just Link's B^ buff without anything else? If so could someone either point me in the right direction, or post it?
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
Actually if you use the same codesets it doesn't desync. Maybe on occasion, but depending on the codes and lag it can vary.
 

cooler1339

Smash Apprentice
Joined
Nov 10, 2005
Messages
156
Location
Cali, Monterey
Nothing I've seen has really impressed me, need to have some first hand experience. I'm sure if someone joins my ventrilo server and plays me we can spot a desync easily.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
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7,002
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Playing Melee
Initial impressions, feels a bit slower. I am going to test more between this one and beta 2. Call it blasphemy but I think beta 2 feels better. I'm so tired right now I can't make up my mind between floaty, speed :(
 
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