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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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peachfvl

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Can't that extra placeholder modify dash speeds? You know, the 0 place holder.

UUVWXYZ0<---this one.
sure i forgot about that but why should we use the upwards gravity(or the full gravity modifier) if they cause more problems than they solve, i think upwards gravity was the one that messed with some of the recoveries.(correct me if im wrong)

unless we use it to buff or nerf recoveries i see no use for it, but after all we could do that by changing the full/second jump multiplier but they don´t apply to the usage of Up B
 

Starscream

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Explain then how I can get an instant aerial with CF's Nair then... and it ACs? =\
That's a good question. Perhaps it's not "instant" but seems like it is because you can get out aerials a lot faster with increased jump speed? CF's Nair autocanceling is a bad example though. It autocancels on 0 buffer with .9 SH height no problem.
I'll try later, but, I'm 100% positive it works with 1 frame but anything higher it has glitches (like before). And, I used the 1 liner for 1 frame before and it worked perfectly in everyone else's code sets (see kupo's with 1 frame), that's the 1 liner I'm talking about.
Everytime I've tried the 1 liner I've never gotten actual 1 frame of buffering. I even tried Kupo's codeset without any modifications and didn't get 1 frame of buffering until I pointed it out to him and he changed it to the 23 liner. I've never tried anything more than 0, 1 and 10 (default for buffering since I hate it and want the lowest possible value (preferably 0), so other values glitching is irrelevant to my testing.

Using this "official codeset" without any modifications, do you get a crouch after SHFFLing a Nair with CF? Do it on the spot, don't perform any action afterward. If you don't get a crouch then it's 0 buffer. Then try the 23 liner with with 1 buffer, you should get a crouch after a SHFFL Nair. I'm at work so I can't do any testing right now but I really want to get to the bottom of this since I've never had the 1 liner work on 1 buffer for me. We don't want people thinking that it is 1 buffer when it isn't right?
 

GPDP

Smash Ace
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I have tried the 1 line buffer code recently (the one on kupo's codeset), and with normal short hop height, I could AC Ganon's dair. And yes, I would sometimes crouch right after shffling, or turn around after attacking with a bair.
 

Eternal Yoshi

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Except Snake's recovery. It's much worse now. Put his gravity back to normal. The gravity modifications screw him over in many ways (except for fast fall speed). He should be exempt from gravity mods.
 

Osi

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I ended up having a crash on my set when falco's full hop was set to 'A', has anyone else had a crash on certain values? I set falco's back to 9 and it worked fine.

Also I'm really enjoying a little extra down gravity on samus, has anyone else tried this change out?
 

peachfvl

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so the full gravity does affect recovery moves...if it does we could prolly buff Link´s and whoever really needs it by decreasing the full gravity and increasing proportionally the downwards one so that the multiplying effect gives us the value we want for overall downwards gravity.

the problem with this is that i think will make the chars we buff lighter or become more affected by a move with rising knockback
 

SketchHurricane

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It's in the format of UUVWXYZ0. UU is the character ID. V is sh height. W is full jump and double jump height (yes, these are tied together). X is fast fall speed (note: this does not stack with downgrav, but it does with fullgrav). Y is downgrav (this has a multiplicative effect with full grav, so if you want a char to have lower upgrav than downgrav, you can mess with this value... I think most characters just have it set to 1.0 right now, though). Z is full grav (both up and down). 0 is just a placeholder for now, but if we find something else we want to modify there, we can.
The inclusion of full gravity means that the values that we are used to seeing have a slightly different overall effect. So would this be correct?

Code:
Jump/Grav Values
Marth
116865A0

shorthop         = 6 = 1.05
full/double jump = 8 = 1.1
fastfall         = 6 = 1.05
down grav        = 5 = 1.025
full grav        = A = 1.15

*edit*
fastfall has a [B]multiplication[/B] effect with full grav
overall fastfall = full grav x fastfall
                 = 1.15 x 1.05
                 = 1.2075

down grav has a multiplication effect with full grav
overall down grav = full grav x down grav
                  = 1.15 x 1.025
                  = 1.17875
 

Almas

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Both should be multiplicative. And FF/DGrav don't stack, but you didn't say that anyway.
 

peachfvl

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Almas can you answer if the full grav affects or not the recovery moves cause Eternal Yoshi said snake suffers a lot and i think GPDP said that it doesn´t
 

kupo15

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Explain then how I can get an instant aerial with CF's Nair then... and it ACs? =\

I'll try later, but, I'm 100% positive it works with 1 frame but anything higher it has glitches (like before). And, I used the 1 liner for 1 frame before and it worked perfectly in everyone else's code sets (see kupo's with 1 frame), that's the 1 liner I'm talking about.

Also, kupo, again the only reason why your set feels faster is because 1) all the characters have the same downwards gravity therefore they all fall at the same rate and thus the game feels faster because it's the same gravity for each character and 2) the dash speed is slightly faster.

Maybe Upwards gravity makes things slower for some chars? Meh, I doubt it.
I don't know but another thing I noticed that was faster when I switch was throws. The throws seemed much faster and I didn't use any throw speed mods

My question is why the SBR+ went so extreme with the gravity changes first? I would have thought that gradual ones would have been a good started instead of working our way backwards. All this work is quite overwhelming..
 

Almas

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Funnily enough, I wrote the code so it specifically DOESN'T affect the recoveries of either of the Links.
 

goodoldganon

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I didn't notice a nerf to the Link's Up-Bs personally. I still think it needs to be a tad higher or Link needs better jumps, but either way...
 

GPDP

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Yeah, Link and Toon Link are both unaffected recovery-wise. I'll check the other characters' recoveries that I documented as being adversely affected by higher gravity.
 

goodoldganon

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I think what he means is that the higher gravities makes the characters fall faster when they aren't jumping or Up-Bing, therefore making it harder to recover with them. A prime example is Fox. He falls like a sack of bricks in the code set and when off the stage recovering he doesn't seem to get as far.
 

SketchHurricane

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Funnily enough, I wrote the code so it specifically DOESN'T affect the recoveries of either of the Links.
I think people are seeing the faster fall of the upB's and thinking they are nerfed. Did you code it so the upB's retain their natural height?

BTW whats all the confusion over the buffer code? When the corrected 1 line buffer was released, I used it with virtually any value and it worked fine. I routinely used it with 3 frame buffer, which is what I prefer. I strongly recommend a buffer value of 2 or 3. Those extra couple of frames go a long way in ensuring instant execution while still cutting down on unintentional moves. Having to be too cautious because of the lack of buffer has the side effect of slower execution.

I also champion the use of shield gain/damage mods. I and many others have tested values of .05 and .25 respectively and found them to be quite viable.
 

SSJ4Kazuki

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Toon Link in particular, doesn't go as far after his upB, it used to be that he could DI towards the stage
after doing it. It isn't a nerf to the upB, but it feels like it since an aspect of mobility has been reduced within the same animation.

Yes I have a US Brawl.
 

GPDP

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Hmmm, I couldn't get very concrete results with most characters (see my list of characters with gravity-affected recoveries at http://www.smashboards.com/showpost.php?p=6536290&postcount=5871), but it does seem as if the Ice Climbers in particular have suffered. I can't get a very good distance with their Up-B.

But yeah, it seems as if what people are complaining about is not the height of recoveries, but the increased downward gravity.
 

Eternal Yoshi

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Precisely. The increased downward gravity hinders Snake's C4 recovery. He now has to be at a higher height to do it, which is not an option from a grab release. He falls fast enough already.

Also, The Cypher's distance is affected by the speed that Snake is rising or falling. With the faster fall speed, he gets less distance.
 

goodoldganon

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I'm an avid Snake player Yoshi so don't get me wrong, but Snake was really good. I feel this patch brings him a bit more in line with the cast. He still has lots of options at his disposal, as well as sick priority and kill potential. I haven't played lots of games as him, but the few I did felt like he was still very solid.
 

shanus

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New Version of Beta2 is about to be put in the OP. This one promises much much more than the previous!
 

Shell

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Beta2 is top tier. Seriously. It can beat FD's ledges.
 

Almas

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Updated the codeset, now aptly nicknamed "Beta 2".

Today's special guest codewriter is shanus!

I hope you all enjoy it =).
 

goodoldganon

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Ganon's A jab has to be sped up right away. He can't get anyone off him in this code set up. I was cursing. More tests and thoughtful write ups later.
 

GPDP

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So far, it's much, MUCH better. Falcon feels much tighter, and no longer feels like he's wearing iron boots. Marth feels slightly faster paced, and can still perform double fair. Falco can sh double laser like crazy, and feels much faster overall. Ganondorf is pretty much the same as usual, so no complaints here. Mario is just awesome; he feels faster, can still double uair, and feels less floaty.

I'll try the Links, Bowser, DK, Luigi, and Snake next.

Can we get a chart for the character values for this codeset as well? Did you guys even keep one? lol
 

shanus

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So far, it's much, MUCH better. Falcon feels much tighter, and no longer feels like he's wearing iron boots. Marth feels slightly faster paced, and can still perform double fair. Falco can sh double laser like crazy, and feels much faster overall. Ganondorf is pretty much the same as usual, so no complaints here. Mario is just awesome; he feels faster, can still double uair, and feels less floaty.

I'll try the Links, Bowser, DK, Luigi, and Snake next.

Can we get a chart for the character values for this codeset as well? Did you guys even keep one? lol
BETA CODESET VERSION 2

Code:
[U]Chara	ID	SH	FH	FF	DGrav	Grav	Filler[/U]
Mario	0	0.9	1.025	1.2	1.175	1.05	0
DK	1	0.85	1	1.4	1	1	0
Link	2	0.95	1.025	1.2	1.175	1.05	0
Samus	3	0.8	1.025	1.3	1	1	0
Yoshi	4	0.95	1.025	1.2	1.175	1.05	0
Kirby	5	0.9	1	1.3	1	1	0
Fox	6	0.9	1.1	1.15	1.2	1.1	0
Pikachu	7	0.95	1.025	1.2	1.175	1.05	0
Luigi	8	0.9	1	1.2	1	1	0
Falcon	9	0.9	1.1	1.15	1.2	1.1	0
Ness	A	0.95	1.025	1.2	1.175	1.05	0
Bowser	B	0.9	1	1.4	1	1	0
Peach	C	0.95	1.025	1.2	1.175	1.05	0
Zelda	D	0.95	1	1.2	1	1	0
Sheik	E	0.95	1.025	1.2	1.15	1.05	0
Clim 	F	0.8	1.05	1.3	1	1	0
Marth	11	1	1.025	1.2	1.175	1.05	0
G&W	12	0.95	1	1.2	1	1	0
Falco	13	0.9	1.1	1.15	1.2	1.1	0
Ganon	14	1	1.05	1.3	1.25	1	0
Wario	15	0.95	1.025	1.2	1.15	1.05	0
MK	16	0.95	1	1.3	1	1	0
Pit	17	1	1.025	1.2	1.15	1.05	0
ZSS	18	0.9	1.025	1.2	1.15	1.05	0
Olimar	19	0.95	1.025	1.2	1.175	1.05	0
Lucas	1A	0.95	1.025	1.2	1.15	1.05	0
Diddy	1B	0.95	1.025	1.2	1.15	1.05	0
Chariz	1D	1	1.025	1.2	1.15	1.05	0
Squirt	1E	0.9	1.05	1.3	1.05	1	0
Ivysaur	1F	0.95	1	1.4	1	1	0
Dedede	20	0.95	1	1.4	1	1	0
Lucario	21	0.9	1.025	1.2	1.175	1.05	0
Ike	22	0.95	1.1	1.2	1.15	1.05	0
ROB	23	0.95	1.025	1.2	1.15	1.05	0
Jiggs	25	0.95	1	1.3	1	1	0
Toony	29	1	1	1.3	1.15	1	0
Wolf	2C	0.9	1.1	1.15	1.2	1.1	0
Snake	2E	0.95	1.025	1.2	1.175	1.05	0
Sonic	2F	0.85	1	1.3	1.25	1	0
 

Revven

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Can anyone AC Ganon's Dair? If so, I guess it must be really tight because I couldn't when using the new beta 2 set online (could be just online but eh). Also, Sonic can't AC his Fair and last I recall, that helped him combo right after it really well, when he lands with lag, it feels odd. But, I dunno, maybe Dark Sonic likes it? I'm not exactly a Sonic main, I just tried him out.
 

GPDP

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shanus, were you able to determine more or less the scale at which a higher full hop value cancels out a higher gravity value?
 

Shell

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I know there were several people interested in modifying dash speed after beta 1 came out (myself included). Now that the general pace has been kicked back up for beta 2, this may not be much of a concern.

However, for the sake of tinkering, Almas, would you like to summarize the explanation of dash speed that you so helpfully gave me? If not, MuBa or I can help people who want to tinker with it.
 

GPDP

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What's the dash speed set to in this code? 1.15?

Also, since it's a new page, might as well repost my last post.

shanus, were you able to determine more or less the scale at which a higher full hop value cancels out a higher gravity value?
 

Revven

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Don't change Falcon, he's much more fluid now and really feels closer to Melee now. He didn't feel heavy like before and feels much better. I have vids to prove the sexiness.
 

GPDP

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Oh yes, more impressions.

It looks like Falcon took off the iron boots, and gave them back to Link. He falls quite a bit faster now, which makes his shffls BEASTLY. Toon Link is pretty good. I like the added fast fall speed, and he can still double bair. Bowser is also a shffling machine. DK loses the double bair, but man can he combo. Snake can do his full hop nair again, so that's nice. And Luigi is still floaty, as he should be, but the lower short hop height and added fast fall speed helps his shffling game nicely. Oh, and Ike can ledge hop again.
 
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