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Why was this done?

sand8

Smash Cadet
Joined
Aug 6, 2008
Messages
35
Location
Washington
I just recently got Brawl+ so I have a few questions

1. Why does R.O.B.'s side B attack send him across the stage?

2. I'm not sure what it is called, but when you roll to the edge, and then hit the control stick diagonally down and away from the stage you clip to the edge, I think it may be called speed hugging, anyways why cant I do this anymore in brawl+? If anything my character hops off and fast falls

3. Why cant I push Y and A at the same time to get a full height jump and a neutral aerial? I do this with Snake in normal brawl along with a few other characters. It does not work in B+ why?

4. Why does Falco's reflector flick people towards you? I personally like this cus it works great to reflect them, and then smash them, i was just wondering

5. Ness's F-air no longer keeps the person inside it, now it pushes them away and deals way less damage, now it is more of a wall than a combo move.


Those are my questions, I am in no way beating up on B+ i enjoy it very much, i would just like to know why these specific changes were made

Thanks in advance

-sand
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
1. the momentum code made it so that ROB (along with other characters) go flying during his B move. a lot of people liked it, so we kept it in.

2. 3., set your handicap to 100. Handicap has been changed to affect your buffer (the amount of frames the game will wait to input a command) Since you are new to Brawl+, using a high buffer is good if you're used to auto-canceling moves.

4. the falco brawl+ players wanted this change for some reason.

5. i think the ness brawl+ players are doing something to his fair to make it good again.
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
1. Happy accident thanks to the momentum code.
2. Auto-sweetspotting? The ledge range is reduced significantly.
3. Handicap is now a buffer setting. Set it to 100 for now.
4.Falco players wanted this so Falco's combo game isn't so simplistic.
5. I think hitlag changes did that. Being worked out.
 

sand8

Smash Cadet
Joined
Aug 6, 2008
Messages
35
Location
Washington
Thanks a ton, question about the "buffering"

Is there anything wrong with having it at 100%? does this affect me? and if there isnt anything wrong? then why did they change it?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Thanks a ton, question about the "buffering"

Is there anything wrong with having it at 100%? does this affect me? and if there isnt anything wrong? then why did they change it?
Think of it as a precision / sensitivity setting like a FPS. The buffer window is what allows you to input new actions during a current action so that it occurs instantly after the current action is done.

It has both advantages and disadvantages. A san advantage, you can use a buffering window to make it so if you can jump and instantly do an aerial by buffering in the aerial. This allows you to do your instant nairs as snake, or thunderstorming as ganon. Our current code allows you to set your buffering window on a basis of Brawl's normal buffering window. So 100% is 10 frame window, whereas 0 is a 0 frame window.

Buffering also has its consequences. If you have a large buffering window, you might have been trying to press down on the c-stick, and get pushed off the stage by another character. All of a sudden, as ganon, you might have buffered a downair and lead to your death.

Its all a matter of personal preference, hence why we gave you your ability to adjust it to your playstyle. Some people like lots of buffer, others like more precision in their timing. There are advantages and disadvantages to both, but both allow exactly the same playing field and are net equal in use.
 

sand8

Smash Cadet
Joined
Aug 6, 2008
Messages
35
Location
Washington
Alright, so just to clarify 100% is 10 frames, which is what the buffering window is in normal brawl?

also does each 10% represent one frame? or is it something else?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
Alright, so just to clarify 100% is 10 frames, which is what the buffering window is in normal brawl?

also does each 10% represent one frame? or is it something else?
yes.

100% is 10 frames.
50% is 5 frames.
10% is 1 frames.
0% is 0 frames.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Alright, so just to clarify 100% is 10 frames, which is what the buffering window is in normal brawl?

also does each 10% represent one frame? or is it something else?
Yeah, 100%=10 which is brawl standard. Yes, 10% represents 1 frame, etc. Anything over 100% corresponds to just 100%.
 

sand8

Smash Cadet
Joined
Aug 6, 2008
Messages
35
Location
Washington
Alright thanks a lot guys, i do have two more questions though

1. if i am playing with someone else who has B+ online, does the handicap/buffer still apply?

2. how do i get the sandbag back on the wifi waiting room?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
online you need to use the same handicap/buffer

the sandbag can't return unless you disable the "online waiting room is new pork city" code.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
1) You have to set your buffers to the same thing, I think 100% works best.

2) Delete the Waiting Room stage code.

Edit: Ninja'd. Cuurrseee youuuu.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
2. I'm not sure what it is called, but when you roll to the edge, and then hit the control stick diagonally down and away from the stage you clip to the edge, I think it may be called speed hugging, anyways why cant I do this anymore in brawl+? If anything my character hops off and fast falls
The real tech was never really that, it just happened to work on vBrawl because of the magnetic ledge.

Try doing a half circle instead, it's the real tech, it works better.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
It made some recoveries too easy, and it didn't auto-sweetspot in melee, and it was fine there. So it's basically just unneccesary and now it requires actual skill to recover safely.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
probably another simple answer.. but how do i disable that code?
You would need to export your own gct from a txt. This is not recommended, though, as the code which you would be removing is a standard brawl+ code. As a matter of fact, what people have been telling you about hugging and what codes affect it so far has been wrong. The no autosweetspot code actually has no effect on hugging whatsoever, so it only prevents players from grabbing the ledge while rising. The ledgegrab range is actually the same as vbrawl. What you're actually seeing is more likely to be the different character physics changes. Brawl+ has edited the gravities and jump powers of each character in order to better suit their playstyle, so an increased gravity on a character may make you fall out of range before being able to grab on compared to your usual timing. The run speed modifier may also make a character go slightly further off the level before returning to their regular airspeed (I haven't tested this, though), which could be making it harder. Regardless, I assure you that it is still possible to hug the ledge with every character.

Sorry, but where can I set the Inpunt Sensibility? (Buffer Modifier)
It's the handicap feature. 10% = 1 frame of buffer. 50% = 5 frames of buffer. 100%+ = 10 frames of buffer. This question has already been answered in this thread.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
It made some recoveries too easy, and it didn't auto-sweetspot in melee, and it was fine there. So it's basically just unneccesary and now it requires actual skill to recover safely.
To build on that besides just 'cause Melee did it'...

Auto sweetspotting hurt the edgeguarding game. What I mean is that it basically didn't exist. Removing the sweetspotting ledges means you have to place your recoveries better in order to...well...recover. Now instead of only having the option to go off the stage you can edgeguard players on the stage as they recover.

It adds depth and skill to the recovering aspect of the game, but it also revitalizes standard edgeguarding, something vBrawl really didn't have. It is also a slight nerf to planking.
 
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