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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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Shell

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He is lighter. I don't think fortress, fsmash, or bowser breath are different in any way, though
 

Shell

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Chara.....ID....SH...........FH.............FF...........DGrav....Grav......Filler
Bowser...B......0.950......0.950........1.200.......1.025.......0.950......0

It's essentially the same thing they did to MK. The intention was to stop him from being comboed as much by being floaty, and that the lower kill percent is just a side-product. You could say the same thing about MK's nerf, then, I suppose.
 

trojanpooh

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I feel like I'm beating a dead horse here, but we need to fix the hold down to break the game glitch. One way it could be done is (if the glitch can't just flat out be removed) take away control of your character when it goes into slow-mo "Game Set" mode.
 

shanus

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JayDeth, your imagining almost all of those changes. The only thing different about bowser are his gravities and jump heights, and that he takes less damage. All other things are unchanged.

Also, we preserved Bowsers grab release game, you just have only 1 or 2 or 3 frames to work with.
 

Greenpoe

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Brawl: Grab release shinanegans.
Brawl+: No grab release shinanegans.

^I'm leaving this out because I knew about it before hand and it's from keeping infinites out of the picture, though this WAS one key feature that made Bowser decent.


These are just my first impressions and I'm more than willing to play around with it some more, but I can't imagine how impossible and not fun it is to play as Bowser against an actual person. I like you guys are trying to make the game better, but nerfing an okay character which happens to be my favorite.... eh...
Bowser still has a 7-frame advantage in B+ with the 7-frame advantage with his grab release. I forget what that allows him to do, but his grab release is the best in Brawl+.
 

B!squick

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I knew he was lighter. I had heard something about that and I knew something was off when I was able to recover on Japes... which is good, I guess. :/ I'll try to work around the "barely noticable" grav changes that I noticed immediately before I even played Japes. And the other stuff too. I feel like I let a friend tinker with my old car and now it feels really weird to drive it. :dizzy:
 

Finns7

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brawlplussery usually have have there buffer on 1. Which basically means you have to do ur moves more percisely and not do them a head of time you have to wait until the move is over, or close to.

Vbrawls is 10 and you have more time to input moves before the current move ends.
 

B!squick

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brawlplussery usually have have there buffer on 1. Which basically means you have to do ur moves more percisely and not do them a head of time you have to wait until the move is over, or close to.

Vbrawls is 10 and you have more time to input moves before the current move ends.
.... Okay, I'll bite. What's this Vbrawls then? And, is it better? O.o
 

Finns7

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Vbrawls is 10 and it will prob feel better to you since your coming from vbrawl to +....

Idk its all about preference and adjustment

to use normal brawl (vbrawl) just take the code off
 

Ulevo

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.... Okay, I'll bite. What's this Vbrawls then? And, is it better? O.o
vBrawl is original Brawl. The unmodified version everyone normally plays.

What they're explaining is that every move has 1 frame of buffering time. Brawl acts on a frame rate of 1/60th of a second for one frame, meaning there are sixty frames in a second. Every action within the game can be counted down to frames.

A buffer is basically the games way of storing your commands that you input with your controller, and executing them during the next possible frame.

An example of this is Brawl normally runs on 10 Frames for a buffer. So if I use an attack that lasts for a whole 30 frames, or half a second, then in order to make sure that a move I want to use comes out as soon as possible after the 30 frames, I need to enter it on Frame 21 or later. That way it will come out 1 Frame after the 30 Frames is over. This normally means that while you're committed to something, such as a roll, or charging an attack, or dropping a shield, you can choose to do something and it will still happen even though you're technically not capable of doing so at that moment. As long as there are 10 Frames between when you execute the action and the when the action you're using ends, it will come out automatically.

Now, since Braw Plus has 1 Frame Buffer, it essentially means that you have to execute attacks near perfectly in order for them to come out. You can't do things like Roll, and then hit the C Stick for a Smash Attack while rolling and expect it to come out once you're done. Essentially abusing the buffer system to make things easier is out the window.
 

PanzerOceania

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v brawl stands for "vanilla brawl" or the game you already have and play. It's just a nickname we have around here for the original unaltered game, and we use it to differentiate between it and brawl+

since this is probably what is throwing you, you should set your buffer to 10 for now, to see all the other changes in brawl+ and gradually wean yourself to a lower buffer.
 

4Serial

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For the level freezer, which stages are frozen? I know warioware and pokemon stadium 2 are. I don't think pictochat is. Is the original pokemon stadium frozen? I hope not D:
 

kupo15

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but it doesn't mean things are impossible I like 1 buffer because the controls are more precise. For example, if MK is tornadoing and mashing B and it clanks, at 10 frames, he is going into the drill even if you didn't press any button when it clanked. This is one way 1 frame buffering rewards players for reacting quickly and adjusting to new situations. 10 frame buffer can't adjust to the constantly changing situations the way 1 frame can. IMO, 10 frames is living in the past whereas 1 frame lives in the present
 

Ulevo

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but it doesn't mean things are impossible I like 1 buffer because the controls are more precise. For example, if MK is tornadoing and mashing B and it clanks, at 10 frames, he is going into the drill even if you didn't press any button when it clanked. This is one way 1 frame buffering rewards players for reacting quickly and adjusting to new situations. 10 frame buffer can't adjust to the constantly changing situations the way 1 frame can. IMO, 10 frames is living in the past whereas 1 frame lives in the present
I agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.
 

kupo15

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I agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.
I took me 5-10 mins until I realized that I actually have more time to QAC than I thought. I can now do it consistently and easily
 

goodoldganon

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I agree, although there are certain techniques I find rather difficult to perform at 1 Frame Buffer. I can't QAC with Pikachu now for the life of me, let alone consistently.
Same with Thunderstorming and full hop n-airs with Snake. I stick with the 10, I feel more in control of my character on 10. For newcomers I suggest the 10 frame buffer, but they won't post a second set without the buffer for newer players or people like me.

Long story short, edit the code set and remove the buffer code and try it then. The buffer code takes a while to get used to and you should try the other physics changes on a control setup you are used to.
 

trojanpooh

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Why are we opting for not very much momentum for Sonic? It feels so out of place when he jumps and doesn't fly like C. Falcon.
 

GPDP

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Why are we opting for not very much momentum for Sonic? It feels so out of place when he jumps and doesn't fly like C. Falcon.
Because his aerials don't lend themselves to tons of momentum like Falcon's do. With full momentum, Sonic's fair doesn't fully connect, nor does his uair.
 

shanus

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Same with Thunderstorming and full hop n-airs with Snake. I stick with the 10, I feel more in control of my character on 10. For newcomers I suggest the 10 frame buffer, but they won't post a second set without the buffer for newer players or people like me.

Long story short, edit the code set and remove the buffer code and try it then. The buffer code takes a while to get used to and you should try the other physics changes on a control setup you are used to.
With the current settings I can do both consistently with 0 buffer
 

Finns7

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Kupo i woudnt say its living in the past, 1 buffer makes it feel like meleesque

I will just say it makes things tedious coming into, sure you can even do it consistently but in a real game situations certain things are more difficult. If you want to go lower than 10 just make sure you practice ALOT more and get used to the timings. The worst part about low buffer to me is adjusting to the SD.

Its funny today i played on 1 buffer actually and it felt better for certain chars more than others and when i switched back on 10 it was like i couldnt control them idk its about adjusting and preference. Momentum works better with a lower buffer than 10 imo
 

Revven

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With the current settings I can do both consistently with 0 buffer
Apparently, when I was using 3.3 with v3 last Saturday against Shell, I was thunderstorming every chance I got, which IIRC was on 1 or 2 frames and it didn't really feel any different to 10 frames. Thunderstorming really didn't feel any different to me at all.
 

B!squick

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Okay, I get it now. I think it'll just leave it as is, though. With my luck the Wii will explode or something. XD And it's not mine. >.>
 

Finns7

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I think its just a diff finger timing u gotta have if you are doing it hold down tap y and rub thumb on A


That still doesnt change the fact that lower buffer feels foriegn to newcomers.
 

GHNeko

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i thought there was a 1 liner for 2frame buffer. Shouldnt we be moving to that since it was generally a compromise between people who want 0-1 and people who want 3-5?
 

trojanpooh

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I thought he 1 liner was buggy, and I'm sure that if it worked as it was intended, we'd be using it.

Because his aerials don't lend themselves to tons of momentum like Falcon's do. With full momentum, Sonic's fair doesn't fully connect, nor does his uair.
It seems like he'd work better at some sort of middle ground. It just feels so doofy when you're playing as the fastest character in the game and you don't have any sort of extra momentum when you jump.
 

Revven

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I think its just a diff finger timing u gotta have if you are doing it hold down tap y and rub thumb on A


That still doesnt change the fact that lower buffer feels foriegn to newcomers.
Why don't you just turn tap jump on and do down on the C-stick? It is MUCH easier that way and Ganon doesn't really need tap jump to be off. (In fact, tap jump being on benefits him more IMO). I'm surprised you don't do it this way. >_>
 

goodoldganon

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I use the same name for all my characters and tap jump is off for them.

I always hated tap jump. My bias aside you have to see what I am saying. Sure Brawl+ feels kind of like Brawl, but really it is farther away from Brawl then we ever intended. That's not a bad thing since it plays well. EITHER WAY, what I'm getting at is we are gonna have an influx of newcomers (as we are seeing now) coming to test these changes and it's a lot to process. The last thing we want is for them to feel uncomfortable with the controls.

I agree a lower buffer is probably the way to go for tournament play (2 unless we get that handicap = buffer code) but new players need to start with the vBrawl buffer. They can graduate after they have the physics changes down.
 

GPDP

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I thought he 1 liner was buggy, and I'm sure that if it worked as it was intended, we'd be using it.



It seems like he'd work better at some sort of middle ground. It just feels so doofy when you're playing as the fastest character in the game and you don't have any sort of extra momentum when you jump.
The 1 liner works well with a buffer of 2 and above. The only reason they haven't switched to it from the 16 liner is probably because they're adamant in keeping it at 1, even if it means crouching from fast falls and turning around from bairs, and at 1 buffer on the one liner, some things such as Ganon's thunderstorming don't come out consistently.

Also, Sonic gets good momentum from the current V4 code as shanus has it set up. You'll probably see it when beta 3.3 comes out publicly on monday. It just won't be insane like in v10.
 

Revven

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I use the same name for all my characters and tap jump is off for them.
Then don't use the name(s) or make one specifically for Ganon. Seriously, all your problems go away if you just have tap jump on and just push down on the C-stick, it's loads easier, more reliable, and tons faster (to me anyway) than the method you're doing it. I used to hate tap jump with a passion as well, until I tried Ganondorf's thunderstorm with it, it really isn't that bad. Of course, everyone else I have it off for, he's the only one I'm willing to have it on for. You really ought to try it GoG and if you have then I guess there's no helping you. :urg:
 

goodoldganon

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Then don't use the name(s) or make one specifically for Ganon. Seriously, all your problems go away if you just have tap jump on and just push down on the C-stick, it's loads easier, more reliable, and tons faster (to me anyway) than the method you're doing it. I used to hate tap jump with a passion as well, until I tried Ganondorf's thunderstorm with it, it really isn't that bad. Of course, everyone else I have it off for, he's the only one I'm willing to have it on for. You really ought to try it GoG and if you have then I guess there's no helping you. :urg:
I'm a lost cause what can I say. I can do it 90% of the time on 1 and 2 buffer it's just the 10% of the time ends up a terrible turn of events for me. Either way, 1 and 2 buffer feels great for most of the cast, it's just a few here and there that drive me nuts. Either way, the standard is 2 and I play on 2 for serious matches, I just prefer 10 because it feels like less of a chore. My argument on the buffer system was stated above and should be considered for the new players.
 

shanus

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GD, we haven't really had much of a discussion in the way of the buffer code tbh. Most of us though it was excellent at 1 and very consistent with the 16 liner. Although due to line space, we'll prolly switch to the 1 liner with 2 frame buffer anyway.
 

Rikana

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What about that idea by allowing different buffer options under handicap menu or something?
 
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