Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
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.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 King
Shamelessly stolen from page 4 by leafgreen but with updated values: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?
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:
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: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
And here are the character IDs: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 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.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
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.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?
Let me know if this works well. Either in PM or in this thread.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
lol you chose a bad 2 weeks for midtermsFor 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!
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.
Already known and noted, don't worry, he'll be fixedOh 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 ^_^
Your ignoring killing off the sides. Measuring mario by only his upsmash is a bad way to goI'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...
EDIT: off the top from marios Usmash: Jiggz-110 Bowser-140 link-145 Fox-130 >_> Falcon-160 @_@'
Heh, I was just using mario as a test subject becuase is so adverage.Your ignoring killing off the sides. Measuring mario by only his upsmash is a bad way to go
The higher the gravity, the more it buffs horizontal KOs .
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.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.![]()
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)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?
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.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)
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.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.
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?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.
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.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...
Yup, a good factor to scale by is FH+half of the upgrav change.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.
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.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
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)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 King