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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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shanus

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Bump for more information in the OP for those who wanted it. Also, minor updates with a hopefully more consistent buffer code. Please test the new codeset!
 

GPDP

Smash Ace
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Messages
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Just a minor suggestion, but do you think you could provide the codeset with the asterisks already in place, so we don't have to spend an eternity enabling every single code in the code manager?
 

Jiangjunizzy

Smash Lord
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Location
irvine, CA
How's bowser in brawl+?

I haven't been able to test him because I'm busy but I wanted to know a rough idea on how good or bad he is.

-:bowser:Bowser King
he didn't really improve much from vanilla brawl because of his high knockback and slow moves.. he doesn't really get much combos. we are going to try to make him as good as possible though.
 

Problem2

Smash Champion
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NNID
Problem0
I don't understand how the character specific gravities work. Does someone have to completely rebuild them from scratch each time someone changes the values or are there xx and yy throughout and no one is saying where they are at?
 

shanus

Smash Hero
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Messages
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I don't understand how the character specific gravities work. Does someone have to completely rebuild them from scratch each time someone changes the values or are there xx and yy throughout and no one is saying where they are at?
Shamelessly stolen from page 4 by leafgreen but with updated values:

The constant write code is the one you want to modify. Each half of a line denotes one character's modifications. 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.

Code:
Code:
Jump/Grav Values [29 Lines]
065A9200 000000DC
0025CB60 [B]0114F440
0235CB60 0305E440
0435CB60 0524E440
0628AC80 0735CB60
0824C440 0928AC80
0A35CB60 0B24F440
0C35CB60 0D34C440
0E35CA60 0F06E440
1145CB60 1234C440
1328AC80 1445ED40
1535CA60 1634E440
1745CA60 1825CA60
1935CB60 1A35CA60
1B35CA60 1D45CA60
1E26E640 1F34F440
2034F440 2125CB60
2238CA60 2335CA60
2534E440 2944EA40
2C28AC80 2E35CB60
2F14ED40[/B] 3F4CCCCD
3F59999A 3F666666
3F733333 3F800000
3F833333 3F866666
3F89999A 3F8CCCCD
3F900000 3F933333
3F966666 3F99999A
3FA00000 3FA66666
3FB33333 00000000
The bolded values are the character mods. The ones that start with 3F are what tells the game what value you mean in the above character modifiers. Don't mess with them. Here is a list of the values you plug into each of the slots and what actual number they correspond to. Note that a value of "4" in the character modifier does not mean "4.0," but in this list translates out to "1.0."

Code:
Code:
0: 0.80
1: 0.85
2: 0.9
3: 0.95
4: 1.0
5: 1.025
6: 1.05
7: 1.075
8: 1.1
9: 1.125
A: 1.15
B: 1.175
C: 1.2
D: 1.25
E: 1.3
F: 1.4
And here are the character IDs:
Code:
Code:
Mario	 00	
DK	 01	
Link	 02	
Samus 	 03	
Yoshi	 04	
Kirby	 05	
Fox	 06	
Pikachu	 07	
Luigi	 08	
Falcon	 09	
Ness	 0A	
Bowser	 0B	
Peach	 0C	
Zelda	 0D	
Sheik	 0E	
Clim 	 0F	
Marth	 11	
G&W	 12	
Falco	 13	
Ganon	 14	
Wario	 15	
MK	 16	
Pit	 17	
ZSS	 18	
Olimar	 19	
Lucas	 1A	
Diddy	 1B	
Chariz	 1D	
Squirt	 1E	
Ivysaur	 1F	
Dedede	 20	
Lucario	 21	
Ike     22	
ROB	 23	
Jiggs	 25	
Toony	 29	
Wolf	 2C	
Snake	 2E	
Sonic	 2F
And guys... if you think something is wrong with a character... SAY SO. Don't just say "oh, they lost this oh well." Say what you think would be better for them. Test the changes you think would be necessary for them to do everything they need to. If something feels off, don't say "well everything else is fine so it's fine." These values are not set in stone. That's why this is a beta release.


Also, explanations for why the values are the way they are is on the first page.
 

Alopex

Smash Ace
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For the No FF on C-stick, what's the consecutive frame value you guys are using?

I recall the default presented in Kupo's thread is that the FF only occurs if you hold down for 4 frames.
Is that what you guys are using?

Because, personally, I think 4 frames is a bit too much of a delay for the FF. Kinda throws off the SHFF a bit. I think a 2 or 3 frame window is probably best. I mean, how many frames does the C-stick input last for? Isn't it 1 frame?
 

spunit262

Smash Journeyman
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Messages
421
For the No FF on C-stick, what's the consecutive frame value you guys are using?

I recall the default presented in Kupo's thread is that the FF only occurs if you hold down for 4 frames.
Is that what you guys are using?

Because, personally, I think 4 frames is a bit too much of a delay for the FF. Kinda throws off the SHFF a bit. I think a 2 or 3 frame window is probably best. I mean, how many frames does the C-stick input last for? Isn't it 1 frame?
It does, but the game reports 0 for a C-stick, and a 1 for the first frame of the Control stick, so you should probably just use a value of 1.
 

Alopex

Smash Ace
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Messages
909
So using your 2-line code for the No FF on C-stick and using 1 as the value would essentially remove the FF on the Cstick while keeping Control Stick FF mechanics unchanged.

That's what I gathered from your post spunit. And if that's the case, seems like that would be the way to go.

So

FastFall on C-stick MOD [spunit262, Phantom Wings]

0485E27C 40A20008
0485E278 2C000001
 

shanus

Smash Hero
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Messages
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So using your 2-line code for the No FF on C-stick and using 1 as the value would essentially remove the FF on the Cstick while keeping Control Stick FF mechanics unchanged.

That's what I gathered from your post spunit. And if that's the case, seems like that would be the way to go.

So

FastFall on C-stick MOD [spunit262, Phantom Wings]

0485E27C 40A20008
0485E278 2C000001
Let me know if this works well. Either in PM or in this thread.
 

Alopex

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For the sake of my grades, I have lent away my Wiimotes while I have midterms, thus completely locking myself from Wii access. It was the only way I could think of to completely cut myself away from Brawl+. D=

So, unfortunately, I can't do anything more than just theorize and discuss for the next.... gah! 2 weeks!
 

shanus

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For the sake of my grades, I have lended away my Wiimotes while I have midterms, thus completely locking myself from Wii access. It was the only way I could think of to completely cut myself away from Brawl+. D=

So, unfortunately, I can't do anything more than just theorize and discuss for the next.... gah! 2 weeks!
lol you chose a bad 2 weeks for midterms :p

I'll test it tomorrow after my exam.
 

SGX

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I'll test that when I wake up as well. We had a Brawl+ all-nighter at my house! haha.
 

matt4300

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Links recovery is still ****ty without grav codes on, this only makes it worse. I dont think the upb boost is a need if we remove his grav. Link falls fast as it is imo, and adding grav doesnt really make him more viable. He gains speed in some ways but it is uneeded, his sh and ff are enough to give him arieal options.

Link loses his sh dair of the stage
his ff nair
his ff fair

His bair is kool though but is not used as an edgeguard.

You may say Link doesnt need to beable to do these things, well I disagree. he has no other forms of edgurarding. YOU try and land his dtilt, ask any link pro how often they land it and they will laugh at you. Also we dont have our semi spike like in melee so upbing isnt an option. We have no moves (viable) with this grav setting not that the moves we had before this were the most viable either >_>.

Im going to test more but as of now I dont like how link feels.

Oh god, you couldn't be more right. Link really badly needs his gravity evened out. He dies off the stage like vb ike... this is terrible, and if its going to be kept this way he MUST have an Up-b boost along with the onstage buff.

ANNnNnnddd LINK GETS ****ED AGAIN!!!! you guys hit him out of the park this time...

just.. no...

but, I like most everyone eles I have tried. Real nice work with the set. Thanks ^_^
 

shanus

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Oh god, you couldn't be more right. Link really badly needs his gravity evened out. He dies off the stage like vb ike... this is terrible, and if its going to be kept this way he MUST have an Up-b boost along with the onstage buff.

ANNnNnnddd LINK GETS ****ED AGAIN!!!! you guys hit him out of the park this time...

just.. no...

but, I like most everyone eles I have tried. Real nice work with the set. Thanks ^_^
Already known and noted, don't worry, he'll be fixed :p. But you have to admit, his on stage gameplay is fantastic
 

matt4300

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I'm sure you guys are aware of this but, the heavier a char is the harder they are to kill off the top... falcon used to die around 120 from a mario Usmash now its somewhere in the 160s thats a huge buff for him but, it also makes him easier to combo.. Does that make it balanced?
I havent tested yet because I dont play the space animals but im sure this is a huge boost for them aswell. probley makeing them harder to kill off the top than bowser @_@ wich would be just crazy for them...:ohwell:

EDIT: off the top from marios Usmash: Jiggz-110 Bowser-140 link-145 Fox-130 >_> Falcon-160 @_@'
 

shanus

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I'm sure you guys are aware of this but, the heavier a char is the harder they are to kill off the top... falcon used to die around 120 from a mario Usmash now its somewhere in the 160s thats a huge buff for him but, it also makes him easier to combo.. Does that make it balanced?
I havent tested yet because I dont play the space animals but im sure this is a huge boost for them aswell. probley makeing them harder to kill off the top than bowser @_@ wich would be just crazy for them...:ohwell:

EDIT: off the top from marios Usmash: Jiggz-110 Bowser-140 link-145 Fox-130 >_> Falcon-160 @_@'
Your ignoring killing off the sides. Measuring mario by only his upsmash is a bad way to go :p

The higher the gravity, the more it buffs horizontal KOs .
 

matt4300

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Your ignoring killing off the sides. Measuring mario by only his upsmash is a bad way to go :p

The higher the gravity, the more it buffs horizontal KOs .
Heh, I was just using mario as a test subject becuase is so adverage.
Horizantal kills barley change. Not nearly the amout that the vertical do... I guess I'll just see how things go ... a more heavy fox, falco, sheik, and falcon are going to be a pain in the *** for those that dont play the faster chars like myself. :laugh:
 

shanus

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Heh, I was just using mario as a test subject becuase is so adverage.
Horizantal kills barley change. Not nearly the amout that the vertical do... I guess I'll just see how things go ... a more heavy fox, falco, sheik, and falcon are going to be a pain in the *** for those that dont play the faster chars like myself. :laugh:
Barely change? Horizontal kills have been buffed substantially in B+, let alone the fact that their recoveries have been nerfed slightly by the higher grav. I don't think you have anything to worry about.
 

Alopex

Smash Ace
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Messages
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A 40% increase in the kill % of vertical kills is a very significant change, though.

I mean, it's one thing to have it apply to all characters in an across the board change, but what we have here is selective buffing of characters that should just be falling faster, not being actually heavier in launch distance.

It doesn't matter what the horizontal kill % payoff is, because some characters simply have far more reliable vertical than horizontal kill options and would thus be greatly nerfed by such a change. So increased vertical survivability is not something that should just be glossed over like that.

EDIT: And did you get a chance to try the 1 Frame No FF on C-stick yet, Shanus?
 

shanus

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Its not glossed over. But its also something which only affects a few characters who are clearly not broken by any means with the modifications. (Note only a few characters have any appreciable increase in upgrav) So, I'm not worrying about it yet until its proven as an issue. The nice thing about it is that its easy to fix if it is deemed a problem.
 

matt4300

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A 40% increase in the kill % of vertical kills is a very significant change, though.

I mean, it's one thing to have it apply to all characters in an across the board change, but what we have here is selective buffing of characters that should just be falling faster, not being actually heavier in launch distance.

It doesn't matter what the horizontal kill % payoff is, because some characters simply have far more reliable vertical than horizontal kill options and would thus be greatly nerfed by such a change. So increased vertical survivability is not something that should just be glossed over like that.

EDIT: And did you get a chance to try the 1 Frame No FF on C-stick yet, Shanus?
Yeh thats what i was getting at, but since shanus diden't seem to care I was gonna wait till we see how broken it would make these chars... Right now link only has 1 reliable horizantal kill move,(no his ftilt isent very good for killing unil reasonably high percents, and its stupid slow on start up) and he cant folow people off the stage to knock them into the death zone.. So he would have a severe dissadvantage against the chars I mentioned earlier (not that he doesn't already)
 

Dark Sonic

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So umm.... why exactly did you pick that particular SH value for Sonic? What did he really gain from it?

Personally, I'm using a slightly higher SH value, because even though auto cancel fair is possible on your codeset, it is needlessly difficult on 1 frame buffer (it's about as hard as thunder storming actually) and there's no real reason for his SH to be that low IMO.
 

shanus

Smash Hero
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Yeh thats what i was getting at, but since shanus diden't seem to care I was gonna wait till we see how broken it would make these chars... Right now link only has 1 reliable horizantal kill move, and he cant folow people off the stage to knock them into the death zone.. So he would have a severe dissadvantage against the chars I mentioned earlier (not that he doesn't already)
Yes but I already told you we would be addressing links gravity in the post before that. Also realize that these settings go beyond making the character you main as the best character in the game. We are trying to make this as balanced as possible, not link super beast mode.

These settings were starter points and by no means official and your jumping to conclusions wayyyy too fast. The whole point of my post was that they are not broken as a result of this change to my knowledge and also are all characters who are EASILY edgeguarded. Please be less reactionary with your posts and don't think that I don't care. It was a good point to bring up, but does not seem to be a problem yet.
 

shanus

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So umm.... why exactly did you pick that particular SH value for Sonic? What did he really gain from it?

Personally, I'm using a slightly higher SH value, because even though auto cancel fair is possible on your codeset, it is needlessly difficult on 1 frame buffer (it's about as hard as thunder storming actually) and there's no real reason for his SH to be that low IMO.
Alright, noted. Which value do you find best? .9 or .95 or 1? I play some sonic, but not nearly to the same level of expertise that you have.
 

Dark Sonic

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I definitely would go with 1 SH. On 1 He can double jump after his SH fair (allowing quicker escapes), he can hit both hits of uair on characters standing on platforms. He can still hit most grounded characters with his SH uair and fair (I was able to hit a standing Olimar, but not crouching), and although he loses the ability to bair really low...you can just fast fall. Bair is a slow enough move that you're really not losing any speed by just waiting for the peak of your SH and fast falling while the bair is still coming out.

After testing 0.9 some more, it's got it's advantages as well. SH fair and uair hit lower (I hit the crouching Olimar with fair, but not uair), making them more useful in some matchups. Fair in particular is able to hit opponents who have just popped off the ground. However, this is really only useful at low percentages and only if they miss the tech. You're better off going with a jab reset or a d-tilt at that point. These are trivial gains in comparison.

0.95 SH is the way to go

edit: So I just tried 0.95 SH and I have to say...it is perfect Sonic gets everything from both of the other jump heights (except he can't hit crouching Olimar's with all of his fair lol). Both hits of Uair hit platforms (you have to do the uair a little later though, but it still auto cancels), Fair still hits bouncing opponents, and he can still double jump after SH fairs (the timing is really tight, but it's doable) Use this!
 

matt4300

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Yes but I already told you we would be addressing links gravity in the post before that. Also realize that these settings go beyond making the character you main as the best character in the game. We are trying to make this as balanced as possible, not link super beast mode.

These settings were starter points and by no means official and your jumping to conclusions wayyyy too fast. The whole point of my post was that they are not broken as a result of this change to my knowledge and also are all characters who are EASILY edgeguarded. Please be less reactionary with your posts and don't think that I don't care. It was a good point to bring up, but does not seem to be a problem yet.
Whoa, not to worry I wasent calling you out with that last post. I was saying you dident think it was a big deal right now. Which is right? right?
lol link? the best char in the game... never gonna happen. Is it even possible without doing ridiculous things... but yeh I know links gravity will be fixed. Right now though I'm testing what we have. With Links gravity fix he still won't be able to use his best finisher on the chars I mentioned until the 130s (probley more for falcon). Like I said earlier though im not gonna protest it until this code set is worked out. Just going to play the wait and see game.

(Hah! I loled at the Link super beast mode, nice)
 

SGX

Smash Journeyman
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Mar 10, 2007
Messages
232
Alopex: the 2 line code you posted works for no FF's on Cstick. :D
 

Alopex

Smash Ace
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909
Beautiful, SGX.

That should be the new standard then. No C-stick FF, completely unchanged Control Stick FF. Just like we've always dreamed it.

That should go in the Beta 3, then. And I'll go make sure that everyone in kupo's thread is aware of it to so that everyone will start using it.


@Shanus

With individual SH, FF, Downward gravity codes, I just don't see why there's a need to touch the upwards gravity at all.

I noticed that your post in the OP suggests that others in the Brawlplusery, like The Cape, see it that way as well.

Upward gravity seems to do more bad than good to me because I don't really see any benefit to reducing a character's jump height aside from their SH, which can do entirely independently anyway.
What we end up getting is just nerfed FH and double jump height, as well as nerfed UpB's, as well as nerfed vertical kills. What exactly do we gain from Upward gravity that's so substantial that it makes up for all those changes?

Seems like all it does is make some characters easier to combo, but not in the good way. It just greatly boosts the effectiveness of Utilt spam on those characters...
 

shanus

Smash Hero
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6,055
Beautiful, SGX.

That should be the new standard then. No C-stick FF, completely unchanged Control Stick FF. Just like we've always dreamed it.

That should go in the Beta 3, then. And I'll go make sure that everyone in kupo's thread is aware of it to so that everyone will start using it.


@Shanus

With individual SH, FF, Downward gravity codes, I just don't see why there's a need to touch the upwards gravity at all.

I noticed that your post in the OP suggests that others in the Brawlplusery, like The Cape, see it that way as well.

Upward gravity seems to do more bad than good to me because I don't really see any benefit to reducing a character's jump height aside from their SH, which can do entirely independently anyway.
What we end up getting is just nerfed FH and double jump height, as well as nerfed UpB's, as well as nerfed vertical kills. What exactly do we gain from Upward gravity that's so substantial that it makes up for all those changes?

Seems like all it does is make some characters easier to combo, but not in the good way. It just greatly boosts the effectiveness of Utilt spam on those characters...
The Cape and I are ironing out a new set together and its awesome. Upgrav has its perks which are totally different than the other values as it adds weight and speed to jumps. Just wait till you see how awesome this new set is! All the complaints are getting fixed and more characters feel just right.
 

GPDP

Smash Ace
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Dec 29, 2008
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927
Greater upward gravity is supposed to go along with greater full hop launch power to speed up jumps without losing height. If full hops are still not going as high as they should be, then the full hop values should be raised to compensate.
 

Shell

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You might consider waiting until PW can fix up the momentum code and do some balancing around that before you release beta 3. Either way, I'm excited to see what the two of you can come up with together.

My only personal request is to maintain the pace of Beta 2. Thanks!

(Edit: shanus, I think Mario w/ 1.25 FF has better control than the original 1.2, but doesn't limit his offstage game as much. This is scaled down from the 1.3 I was playing around with.)
 

shanus

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Greater upward gravity is supposed to go along with greater full hop launch power to speed up jumps without losing height. If full hops are still not going as high as they should be, then the full hop values should be raised to compensate.
Yup, a good factor to scale by is FH+half of the upgrav change.

So, 1.025 FH when you use 1.05 upgrav




Shell, don't worry, the cape and I felt the same for almost every character.
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
sonics sh is perfect. the buffer code is just broken. i went back and used the 23 line buffer code and got auto cancel fair 100% of the time.

try it:

Code:
Buffer (23 lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000068
30000154 00000009
1400015C 00000001
14000150 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Did you try the latest text file in the OP and still had inconsistency? We switched from the 1 liner to a 5 liner in hopes that it would fix it.
 

Bowser King

Have It Your Way
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Just tried bowser and he gets destroyed pretty bad D:

Weight isn't even helping him much anymore and some of hiis moves aren't even nearly as useful as before (>B especially).

-:bowser:Bowser King
 

Shell

Flute-Fox Only
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This is true, but I don't know if it's necessarily something we want to emulate. In my opinion, a characters weight should be separate from fallspeed, and determine vertical survival. Bowser should be the one hardest to kill off the top, not Falcon.
 

matt4300

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Just tried bowser and he gets destroyed pretty bad D:

Weight isn't even helping him much anymore and some of hiis moves aren't even nearly as useful as before (>B especially).

-:bowser:Bowser King
Yeah, we all know hes awfull... but the good news is he will be getting fixed ^_^ none of his buffs are in yet. Same with link and samus (and others)
 

The Cape

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Bowser feels much better. A bit more weight, some more float, can SH claw hop again.

Doesnt get comboed as easy.

He feels REAL nice in Beta 3 :)
 
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