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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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CountKaiser

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3FAAAAAB = Float 1.33333

Most characters have:

40000000 = Float 2

Huh, interesting Phoot... Nothing is ever easy =/.
In order for what you're saying to be true, the frame speed modifier must overwrite the aerial lag reduction code. Does it?
 

CountKaiser

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It's quite different, since this changes values on a per character basis, while Kupo's does it universally. This set also has Bowser's thick skin, the lightning punch, and MK's nerfs.

I think people would rather you use this, though I'm not sure.
 

BEES

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New beta 3 codeset works on my end. No need to revert to beta 2 now. We just need that horizontal air speed code hammered out and we'll be golden.
 

Almas

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Yes, the code in the OP and on the pseudo-site should be functional. If anyone runs into ANY crash glitches, I'd like to hear the specifics, so that we can try and keep the release stable as possible. I'm sorry again that I couldn't fix it all up earlier, but I wasn't at my home computer, so didn't have the resources to debug the code. To be honest, I'm not sure why one of them didn't work, but it seems fixed now.
 

shanus

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Great to hear. Please provide all opinions in this thread on characters. Please provide info especially on your main.
 

KRSnakey

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With all these buffs and me liking generally every character in the game, it's increasngly hard to select a main.

They just make it so hard for me. D:
 

cAm8ooo

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Great to hear. Please provide all opinions in this thread on characters. Please provide info especially on your main.
Kirby: As me and a few others have stated. I would like to see Kirby's short hop lowered. While it's not necessarily a must it would greatly help his game. Currently one of kirby's biggest weaknesses is his approach game. Having shorter SH's greatly speeds up his aerials and allows him to approach much better. Retaining his normal SH does not add anything to his game that a shorter one couldnt do much better.
 

shanus

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Kirby: As me and a few others have stated. I would like to see Kirby's short hop lowered. While it's not necessarily a must it would greatly help his game. Currently one of kirby's biggest weaknesses is his approach game. Having shorter SH's greatly speeds up his aerials and allows him to approach much better. Retaining his normal SH does not add anything to his game that a shorter one couldnt do much better.
How much of a reduction and why this value if you don't mind? .95 suffice, or something more drastic?
 

Bowser King

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Bowser: I've already posted three big posts about him a few (6-7 pages back) and I strongly think his grab game should be kept. Without it a bowser player has no need to grab because his grab range is terrible and so are his throws. The release combo's given I already pointed out were flawed.

-:bowser:Bowser King
 

cAm8ooo

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I dont know how to change and test the different short hop values. But it doesnt need to be anything too drastic. .95 may be just fine.
 

stingers

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bowser_king, did you see the 23 frame compromise for bowser's grab release? it sounds perfect.

My mains? Hmm...I'm not even sure who they are :laugh:. I guess people I like to play:

Kirby: Perfect as is basically, I don't see any problems at all with his approach game but if other Kirby mains want it you might as well give it to him.

Wolf: Make his recovery better, seriously. It's nearly impossible to get back to the stage against anyone competent with this guy, once your opponent figures out how to gimp you it will be done. Wolf is a very good offensive character with an excellent on-stage game but if he gets off stage then he's toast. I'm not asking for a ROB or MK-tier recovery or anything because that would be pretty much broken, but just make his Up-B longer or something and it would really help him out. Or give him ASL back like Lucario has, that might help a bit.
 

Dan_X

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Cool, I'll have to update the beta 3 I have with the newer version of it. Thanks Almas!

Has there been work on a beta 4 set yet? Are you guys waiting for an improved momentum code? Does the frame speed actually change anything? I understand the hitbox isn't faster, so even if Ganon's punch is fast, isn't the move the same because his hitbox is the same?

Sorry for the questions, I'm just unclear on a few things.

Thanks!
 

Shell

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They're working on Beta 4. Should be out in days rather than weeks.

You are correct that the hitboxes don't change. Almas thinks this shouldn't be too hard to fix.
 

Revven

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Don't change Sonic plz, he is too good. But, make sure Wolf is uber sexy for the next one, because after playing 100+ matches with SFG I wasn't too attracted to him. I dunno why but, I didn't really play Diddy much either, Sonic and DK were taking up most of my time.

But anywho, yeah, make sure everything is gewd.
 

MK26

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I just realized that this is with 1.3 jump speed. I'd think .9 is too fast for that. I agree with Stingers.

Also, does Bowser's damage reduction make multi-hits like Kirby D-throw and Mach Tornado effectively useless?

EDIT: and what's the line count on the latest code set?
 

cAm8ooo

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I just realized that this is with 1.3 jump speed. I'd think .9 is too fast for that. I agree with Stingers.

Also, does Bowser's damage reduction make multi-hits like Kirby D-throw and Mach Tornado effectively useless?

EDIT: and what's the line count on the latest code set?
.95 sounds good to me as well.

Yes, basically, well sorta. Meta-knights down throw does no damage. Kirby's does one at the very very end. But it's still somewhat useful to use as a combo starter mixin in uptilts So you can still use it to set up more attacks, but as far as racking up damage it's garbage
 

stingers

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Kirby has Dthrow -> Utilt combos on Bowser still, so no.

And Utilt leads into...everything :laugh:

I love Brawl+
 

stingers

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I've done it :laugh:

If you want Hammer Combos, I've got them. Try Fthrow -> Uair -> Reverse Utilt -> Hammer at 0%.
 

MK26

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no wai!

I'll stop procrastinating and actually download B+ if Kirby has some crazy 0-death combo stuff that ends in a hammer. A ground hammer. Why has nobody created a B+ Kirby combo vid? I was under the impression that he now becomes a combo machine...

EDIT: line count?
Call me Maestro plox
 

cAm8ooo

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Well.... remember how i promised vids a long time ago in the kirby boards? I taped my games but then they got screwed up so i lost all my footage :( Feb 28th tho, im goin to a tourny and will save LOTS of replays. The kirby combo vid is on its way :)
 

lamelikemike

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is there a better place than this to suggest character specific move tweaks? cause i was thinking, it might be cool to make Wario's fart more versatile, by making it at half charge(or whatever) permanently. anyway, there were some other things that i had thought about, but i don't want to litter this thread with a bunch of suggestions, i know th hackers are already busy:)

also has any progress been made on the freeze problem?
** edit**
never mind i just saw the last post about it
maybe the OP should be changed to say that the problems should be fixed.
 

The Cape

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Wario fart is ridiculous as is. Why would we give him an B move that has more power than his F smash. With no decay that just makes the move stupid good. The fart is a great move how it is now and its that kind of mind gamey thing.

I would like to see a method to charge it so you dont have to wait the whole 110 seconds, but a half charged fart all the time is a little ridiculous. Wario would have a more insane recovery and could chase people to the ends of the earth with combos.
 

Nakamaru

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Kirby needs his old SH back. I being at .95 is ok, but the lack of auto cancel'd fair doesn't sit well with me. There also isnt much of a difference in his SH height so why do this just to hurt him?

No more fair in combos. : / I think not.
 

shanus

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is there a better place than this to suggest character specific move tweaks? cause i was thinking, it might be cool to make Wario's fart more versatile, by making it at half charge(or whatever) permanently. anyway, there were some other things that i had thought about, but i don't want to litter this thread with a bunch of suggestions, i know th hackers are already busy:)

also has any progress been made on the freeze problem?
** edit**
never mind i just saw the last post about it
maybe the OP should be changed to say that the problems should be fixed.
We aren't looking for small suggestions on move improvements. More like obvious ones like my main can't SH double uair which is critical, blahblah blah.

Naka, is Kirby's SH fair AC more critical than easier approaches? If you think its fine as is, I'm all for leaving it alone.
 

CyberGlitch

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I'd complain that half of Bowser's moves are relatively useless. The risk vs reward comparison is not balanced. I'm talking about his Down B, Back Air, Down Air, and Neutral Air. Maybe I'm biased, but I think a slight reduction of his overall aerial lag would do wonders for him. He'd actually be able to use those moves, minus the Down B.

The fastfalling downward, even when moving upward, was the big thing that made his Down B, as well as Yoshi's, special. Well now it seems every character has a move like that (G&W key, Toon Link, Shiek, Sonic, etc), but their moves come out instantly and have very little lag. In contrast, Bowser's Down B has been made so he just sits in the air for a second, apparently waiting for the opponent to get out of the way below him. The hitbox for the move isn't large, like Dedede's ground pound, so it's very easy to avoid. Even characters below him can hit him out of the move (is this poor priority or disjointed hitboxes? The moves don't clash, he just gets hit). I have a few suggestions to make this move usable, these are all options and can be applied individually:
-Decrease the starting lag of the attack (the time he freezes in the air)
-Decrease the landing lag (lower the risk)
-Increase the air speed in which the attack falls (makes it easier to hit opponent given good timing and mindgames).
-Super Armor Frames while he falls (fixes disjointed hitbox issue, forcing all characters to dodge the attack or get out of the way. Preserves the function of the attack, makes his weight and tanklike function sensible. If a giant guy like Bowser is ground pounding on top of you, you should not be able to interrupt this).
-Allow the move to be canceled (similar to Dedede's ground pound). Since it's not a recovery move, after canceling he shouldn't be put in tumble.
 
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