• 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!

Brawl- 2.1.1 Legacy thread

Status
Not open for further replies.
Joined
Oct 9, 2008
Messages
8,908
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player


(...not quite the official 2.0 banner)


HYPE HYPE HYPE!


PATCH BUILD 2.1.1 RELEASED! SEE SECOND POST!



So... what's new?

A lot of things. While the main Brawl- engine (complete with obscene hitstun and nutso shieldstun) and several of the more polished characters have remained intact, many of the less-polished chars have been pushed to the limits of what we can legally do without the cops pressing **** charges on us. To be honest, we do not have a full comprehensive changelist at the moment. However, a few overreaching design goals that have (IMO) been met very well include:
-Improving balance. Remember 1.0 Luigi? Or 1.5 Ness? Or 1.6 Sheik and Wolf? We are confident that version 2.0 does not have any character who is so extremely broken and overpowering. We have paid specific attention to balance through extensive playtesting.
-Removing overpowered gimmicks. Remember back when Wario could win by spamming fsmash? Where there was a simple strategy to win almost every matchup? Yeah, those days are gone. We have done our best to make characters deep and varied, to the point where we can safely say that there are virtually no more one trick ponies.
-Making the overall graphical interface look polished. Brawl- features a custom CSS, CSPs, and battle portraits designed by master artist and lead playtester Xyless!!! This long-awaited set is Brawl- exclusive (for the moment)!
-Easter eggs and hilarity. You're going to spend quite a while just finding out all the things that Brawl- has added to the old brawl- formula. It's quite overwhelming! From Yoshi/Kirby's swallow->Grab to all the new items that peach can pull, there's something for everyone!

Also, one thing I'd like to note personally... Although Brawl- is seen as the "Casual" hack, and is amazingly fun in a casual environment, I urge you to try it out in a competitive environment as well. You'll find that Brawl- 2.0 is incredibly well-adapted to competitive play, with great balance and depth. Give it a shot, you won't be disappointed.


The Team

The Brawl- development team has shrunken slightly. Many old veterans have become too busy to continue development (hence these threads asking for help in various locations) or have moved on to other projects. However, we're still rocking strong!
To be honest I've gotta ask around before I list the team who worked on 2.0, because I honestly don't know how far back to go. :laugh: We'll figure it out.


The Download

http://www.mediafire.com/?neqqoqo5n8e06xu

For those that downloaded between the hours of 08:23 PM and 1:30 PM EST on April 1-2, please download the following files:
gameconfig.txt: http://www.mediafire.com/?i2t7zu000ba8bcg Goes in root of SD card, Same as 1.6 so if you already have it, you don't need to download again.
FitSamus.pac: http://www.mediafire.com/?ko9zao92o3e7xfx Goes in private>wii>app>rsbe>pf>fighter>samus

[collapse=text gct]
Code:
RSBE01
Super Smash Bros. Brawl (NTSC)

Brawl Minus Codeset V1.2 Beta

Global Codes

Default Settings Modifier
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000100
* 0417F364 04000A00
* 0417F368 08010100
* 0417F36C 01000000
* E0000000 80008000
4-Stock, 8 Minutes
Handicap OFF
Damage Ratio 1.0
Stage Choice - Choose
Team Attack ON
Pause ON
Score Display OFF
Damage Gauge ON

Colored shields [Phantom wings]
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

Character ID Fix 2.1 [spunit262, The Paprika Killer]
* C28152E4 00000006
* 819E003C 907EFFFC
* 80E30030 2C07000F
* 40A2001C 80FE0008
* 3C008180 7C070000
* 4080000C 39030008
* 9107FFFC 00000000

Gameplay Codes

Universal Walljumping [Dantarion]
* C285893C 00000003
* 2C030024 4082000C
* 38600001 48000008
* 7C63002E 00000000

No Random Tripping [Y.S.]
* 0481CB34 EC210828

No Stale Moves with a Fresh Bonus [spunit262]
* 02FC098A 00110000

C-Stick Fastfalls Modifier [Phantom Wings, spunit262]
* 0485E27C 40A20008
* 0485E278 2C000001

Triple Jump Glitch Fix [Phantom Wings, spunit262]
* 04858DCC 38830003

No special fall after glide attack [Standardtoaster]
* 04FB31E0 0000000F
* 04FB3240 0000000F

Grab Release Speed-Ups [Standardtoaster]
* 4A000000 90000000
* 1619B000 00000078
* 00000001 00011940
* 00000001 00011940
* 00000001 00011940
* 00000002 9019B020
* 04000100 80FAFB64
* 04070100 9019B000
* 00000002 9019B038
* 04000100 80FB05A4
* 04070100 9019B008
* 00000002 9019B050
* 04000100 80FAFC5C
* 04070100 9019B010
* 00000002 9019B068
* 04000100 80FB06AC
* 04070100 9019B010
* 06FAFBCC 00000008
* 00070100 9019B018
* 06FB060C 00000008
* 00070100 9019B030
* 06FAFC7C 00000008
* 00070100 9019B048
* 06FB06CC 00000008
* 00070100 9019B060
1.2x speed

Dash Dancing [Phantom wings]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Shield during Dashdance 2.0 [Yeroc]
* 06586080 00000040
* 00000002 80FAC5DC
* 00000002 805860A8
* 00000000 0000001A
* 00000006 00000030
* 00000000 00000003
* 02010300 80586090
* 02000401 80FAC32C
* 00090100 80586080
* 06FAC5D4 00000008
* 00090100 80586088

No Powershield Buffering [Shanus, Magus]
* 4A000000 90000000
* 1619AA10 00000055
* 00000006 00000030
* 00000000 00000003
* 00000000 00000000
* 00000005 20000001
* 00000002 9019AA38
* 000A0200 9019AA10
* 12000200 80fb0bdc
* 000E0000 00000000
* 12000200 9019AA20
* 000F0000 00000000
* 00080000 00000000
* 06fb0c5c 00000008
* 00070100 9019AA30

Ledgecancelling v1.1[Yeroc, Shanus]
* 06586000 00000038
* 00000002 80586010
* 00000000 00000001
* 02010200 80FAF3EC
* 12000200 9019A748
* 08000100 80586008
* 02010200 80FAB64C
* 00080000 00000000
* 06FC1C58 00000008
* 00070100 80586000

Dash Cancel 3.0 [Yeroc]
* 06585E80 00000078
* 00000002 80FAC974
* 00000002 80FACDF4
* 00000002 80585EC8
* 00000002 80585EE0
* 00000000 00000011
* 00000006 00000007
* 00000005 000003FC
* 00000000 00000004
* 00000005 00000C72
* 02010200 80FAC634
* 02010500 80585EA0
* 00090100 80585E80
* 02010500 80585EA0
* 02010200 80FACB54
* 00090100 80585E88
* 06FAC96C 00000008
* 00090100 80585E90
* 06FACDEC 00000008
* 00090100 80585E98

Ledgeteching v1.1 [Dantarion]
* 065861A0 00000030
* 00070100 80FB3F0C
* 00070100 80FB3F1C
* 0D000200 80FB362C
* 00090100 805861C0
* 00000002 80FB3694
* 00000002 805861A0
* 06FB368C 00000008
* 00090100 805861C8

Remove Dead Frame on Jumps [shanus]
* 06FC18F8 00000010
* 00020000 00000000
* 00020000 00000000

Ledgehang Duration [Yeroc]
* 06FB656C 00000008
* 00000001 0001D4C0
Current Setting: Animation Speed x2

Ledge Invincibility Duration [Y.S.]
* 04B88EB4 0000000F
Current Setting: 15 frames

Momentum Capture V4.3 [Phantom Wings, spunit262]
* C28669D8 00000013
* 3C008180 809D0008
* 8084FFFC 7C040000
* 4080000C 80840030
* 48000008 3880FFFF
* 807D007C A0E30006
* 80630038 2C03000B
* 40A20044 3C004540
* 901B000C C05B000C
* 38A2FE5C 84C50004
* 7CC0C671 4180000C
* 7C002000 4082FFF0
* 54C0027E 6C004540
* 901B000C C01B000C
* FC001028 C03B0008
* FC210032 2C030022
* 41800014 2C04002F
* 40A20010 2C070112
* 41A00008 D03B0008
* 60000000 00000000
* C277F794 00000002
* 801E0034 B01E0006
* 801E0048 00000000

Momentum Capture Data
* 065A9180 00000038
* 0600119A 09000CCD
* 0A001000 0E0014CD
* 0F001400 11001000
* 12001000 17001333
* 18001666 1A001266
* 2000099A 21001000
* 2F001CCD FF000D9A
<!--[!include:Character ID List(Momentum Capture)]-->

Stun Codes

Hitstun [Phantom Wings, spunit262]
* 02B88F48 00030001
* 04B87AA8 3F0A3D70
Current Setting: .54 Hitstun

Shield Stun V8 [spunit262]
* C28753FC 00000005
* 83810034 8083013C
* 2C040000 41810014
* 1F9C0016 3B9C002B
* 3880000A 7F9C23D6
* 60000000 00000000
(Old shield stun*X+Z)/Y=new shield stun
Prelim value: 6.5 (old value = 10)
1F9CXXXX=0016
3B9CZZZZ=002B
3880YYYY=000A

Fastfall During Tumble v2.2 [spunit262, Phantom Wings]
* C27651BC 0000000A
* 887E007C 2C030000
* 40A20040 809E0014
* 54846CFE 2C0417E5
* 41A00030 809EFFFC
* 80A4007C 80A50034
* 2C050049 40A2001C
* 80840070 80840024
* 8084001C 80A40000
* 60A50004 90A40000
* 60000000 00000000

Tech Window v.05  [spunit262]
* C277F190 00000012
* 80810010 2C040046
* 41A00080 2C04004C
* 41A10078 80BF0068
* 88C5008F 2C06000F
* 41A10068 88E5008E
* 7CC63A14 2C060032
* 41800058 2C040049
* 41820050 41A00008
* 3884FFFC 3884FFBA
* 5484083C 38840060
* 2C040062 41810030
* 41820010 80C50038
* 54C66D3E 48000014
* 80E50074 50E4EFFE
* 80C5003C 7CC69E70
* 2C0607E5 41A00008
* 60840001 90810010
* 60000000 00000000
* C2765394 00000005
* 88C30058 2C060032
* 41A10014 7C060214
* 2C0000FF 41800008
* 380000FE 98030058
* 60000000 00000000
Teching window (15) [2C06000F]5th Line
Missed teching window (teching window included) (35) [2C060032]7th,21st Lines

Character Specific Codes

Pokemon Trainer Infinite Stamina
* 04A8BDAC 60000000

Press Shield to Allow Swap V1.1
* C2816B1C 0000000C
* 7FA4EB78 88A3000A
* 54A61838 7CC33214
* 80C60034 80C60060
* 80C60068 80C60074
* 70C00008 40A20034
* 80E30030 2C07001F
* 41A10028 2C070003
* 4182001C 2C070018
* 41820014 2C07001C
* 41A00010 2C170115
* 41820008 7CA42B78
* 60000000 00000000

Ganon, Falcon, Toon Link, and Bowser UpB Momentum[Phantom Wings, The Paprika Killer]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 30000000 00000009
* 66000001 00000000
* 30000001 0000000B
* 66000001 00000000
* 30000001 00000029
* 66000001 00000000
* 30000001 00000014
* 66000001 00000000
* 30000001 0000000C
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 90010002 00000000
* 48001002 0000007C
* 30000038 00000114
* 48001002 00000018
* 92210003 00000040
* 48001002 00000088
* 58010000 0000002C
* 94210003 0000004C
* 48001002 0000007C
* 14000004 00000001
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

CSS Codes

Stage Codes

Hanenbow -> Wifi Waiting Room [Standardtoaster]
04407B24 25051F1E

Other Codes

File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 3D009034
* 61089D94 7C034000
* 4082003C 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000
Disable for Riivolution

Disable Custom Stages (Stack Smash)
046B841C 48000040
For No-Homebrew users only

Infinite Replays
* 040EB804 60000000

Save Tags in Replays
* 0404B140 38A00000

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Unrestricted Replay Camera
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

***NO MORE CODES***

Character ID List(Momentum Capture)
--Current Values--
Fox: 110%
Captain Falcon: 80%
Ness: 100%
Sheik: 130%
Lucas: 115%
Ice Climbers: 125%
Marth: 100%
Pit: 120%
Zero Suit Samus: 140%
Dedede: 60%
Lucario: 100%
Sonic: 180%
Global: 85%
---
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Ice Climbers
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganon
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 R.O.B.
25 Jigglypuff
29 Toon Link
2C Wolf
2E Snake
2F Sonic
---
Float 2048+X
First Line, last 2 digits are byte count(+4 per line/character).
[/collapse]

Includes Brawl- 2.0, Xyless's CSS/CSPs/CBPs, additional gcts for Riivolution and Stack Smash (along with the stack smash stage; to use stack smash, just locate and rename the folder "st (use with stack smash)" to "st", and rename the stack smash GCT to "RSBE01.gct"), and the best wishes of those of us who have worked hard to make this the best hack ever released.


What do we have to look forward to?

Parallel NTSCJ and PAL releases are also nearing completion, which should allow for wifi between different regions with no desynchs, and at the very least for all regions to play Brawl- 2.0! Special thanks to StandardToaster for being our code master on the project. :laugh:
2.0 is probably not going to be the last Brawl- release, but it will probably be the last official release for the next while. So playtest the **** out of it, and figure out where there's still room to improve, and get back to us. This may, however, be our final release.

But for now, just get the **** out there and PLAY SOME GODDAMN BRAWL-!!!
 
Joined
Oct 9, 2008
Messages
8,908
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player
Patch Build 2.1.1 PAL!
http://www.mediafire.com/?cokx9rduz7z4u1j

Not 1-1 equivalent. Will desynch wifi. Still, really close, and good for both practice and serious purposes.


Patch Build 2.1.1

Download: http://www.mediafire.com/?89uqbpacxo898fw

[collapse=2.1 to 2.1.1]
Fixed a nasty glitch between ZSS and CF
DDD reverted to 2.0 (we got the wrong one in 2.1)
Ike DownB nerfed slightly
Grab release CGs fixed once and for all
[/collapse]


Contains Stack Smash, Riivolution, and normal (default) GCTs. Also contains stage DLC for the Brawl- Back Room Recommended Ruleset 1.0.

[collapse="rough changelist"]Falcon upB mobility 0.95 -> 0.97
Ganon upB mobility 0.72 -> 0.74
Toon link upB mobility 0.2 -> 0.35
Bowser upB mobility 0.02 -> 0.04
[CF, Ganon, TL, and Bowser upB mobilities "fixed" (reverted to what they were before, almost)]


Ganon Dair hits grounded opponents again, does not ground (kills off the top), but does not have an easy autocombo to dark dive uppercut murder **** thingy
Ganondoken punch no longer has the strong hitbox


Ness bthrow BKB C -> F, KBG 61 -> 6F
[Ness bthrow rebuffed to what it was before]


Ness PK Flash de-randomization, now with alternate 'hold-A' version that trips and shieldbreaks (changelist at http://www.smashmods.com/forum/thread-2399.html)


New version of Samus! Including such highlights as: d-smash cancel to Bomb, moved Missile launch point's X offset closer to Samus, ICE MISSILES, slight d-tilt damage nerf, slight d-air growth nerf, roll dodges IASA on frame 40 (5 sooner), grabs buffed and sped up, b-throw/f-throw kill later, u-throw is GRAPPLE VOLTAGE (14->8 damage, heals 4%). Full data at: http://www.smashmods.com/forum/thread-2523.html


Zelda fsmash angles fixed to connect correctly


Ike Uair momentum (and gfx) changed so that it cannot infinitely stall, now waits for "button held" rather than button taps.
Ike counter OHKO removed; massive hitlag and "you'll get no mercy from me" now comes every time. Power raised slightly.


Yoshi Dair momentum changed so that it cannot infinitely stall, now waits for "button held" rather than button taps.
Yoshi's "DJC" has now been moved to his Egg Lay (Neutral B). You now have to use Egg Lay, which is interruptible at any time (except when he actually latches), to cancel your upward momentum.Made Yoshi's dsmash act exactly like Diddy's in stats. Also, he "hup"s every time he does his side B.


Mario Dthrow fix: KBG 0->F, BKB 50->5A (Mario can no longer CG fastfallers/heavies infinitely; most dthrow combos should still work)


Kirby Dtilt fixed


ROB Fsmash laser now no longer random; instead, charge it for 30 frames to fire the laser.
ROB Dtilt can now no longer lock for as long


Ivysaur Razor Leaf "Critical Hit" now causes large graphical warning flash when it happens
Ivysaur dair sleep removed on large hitbox (has slightly more knockback so it's harder to punish on hit); sweetspot hitbox will always cause sleep on grounded opponent. Sleep time reduced.


DK's barrels no longer randomly explode


Diddy, Lucas, and Ness upB no longer bounce off walls


Pikachu upB modified considerably (can no longer lock up to about 80%!!!)


"Deadweight bump" hitboxes (i.e. when you get sent flying into someone else) angle 361->autolink (they fly the same way as you do).


DDD: no more reverse waddle throw glitch


Sheik:
Side tilt: Weak hit bkb 18 -> 24 (less autolinking)
Up b: Landing lag back to 1x
No invisibility on grab release
Dash attack: Tap (not hold) A to not go invisible


Changed Luigi's side taunt to the BANG BANG, with working and synced fireballs and everything.


Diddy "get up/ledge attack = dsmash" is gone. Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)


MK specialfall time 60 frames->30 frames (YOU CAN DO STUFF OFFSTAGE WITHOUT DYING AGAIN!!!); Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)


Removed Jiggs downB IASA; healing lasts longer (15%->20%) but you can be punished on hit!


Solimar's sideB hitbox lasts 4 frames longer


Pit's SideB wind removed


Lucas's DJC removed


Added a "quick escape" option to Squirtle's side-B. Basically, you press B, and he immediately gets out of his shell. It actually has a really cool little pop upward at the end in the air, but not enough to be abusable. Was found in order to give Squirtle a tiny bit more flair without costing file space.
Squirtle fixes to make him have real water hitboxes on n-air and d-smash, re-added vert momentum on up-B but only if holding B at the end, made d-tilt link better; see http://www.smashmods.com/forum/thread-2514.html for full changelist.


Snake can now move ("crawl") while in his box. Also, when he exits his box, he says "Kept ya waiting, huh?"


Marth sideB tipper, Dsmash, Bair tipper, and Fsmash tipper knockback nerfed slightly.
Marth's sideB3 has SDI again


Lucario downB goes into "counter-hit" immediately, can be canceled into attack or jump very early.[/collapse]




Frequently Asked Questions


Q: I have a bug to report...
A: That's not a bug, it's a feature. Except when it is.


Character Overview: Cliff's Notes Form!

(Major WiP)

[collapse=Bowser / Koopa]
Potentially not a change: current armor settings have bowser with 10% heavy armor on everything except hitstun, where he has 12%.

Dair landing lag sped up, landing hitbox angle changed to a spike/launcher. It will combo into quite a few things.
[/collapse]

[collapse=Captain Falcon]Falcon Kick can jump cancel after the last hitbox. The window is fairly small, but you can combo falcon kick->nair/dair.[/collapse]

[collapse=King Dedede]Maximum number of waddles raised to 5. Ftilt angle combos better, dthrow links into attacks better.

WIP, there's more that I'm probably forgetting. Not sure how 1.6 DDD looked any more tbh.[/collapse]

[collapse=Diddy Kong]UpB can cancel into sideB or aerials after use. Barrels reverted to vBrawl

WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...[/collapse]

[collapse=Donkey Kong]
-Side Taunt heals 6% total
-Up Taunt spawns a franklin badge (throw it then grab it to use it). This should help with projectile spammers.
-Fair is considerably faster, with a bounce effect if you hit something with it, and it impales the opponent.
-Dash attack considerably weakened.

WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...

[/collapse]

[collapse=Falco]Dthrow has hitstun again. There are no CGs out of it with good DI, but you can follow it up with things like BDacus.

WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...[/collapse]

[collapse=Fox]Nair, Bair, Uair, upB, and Dtilt damage buffed to go through bowser's super armor.
WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...[/collapse]

[collapse=Mr. Game and Watch/G&W/GnW]Dash Attack can be cancelled earlier, which if hit on the right frame, gives a HUGE slide. Specials hitbox size stuff and fAir spammage reduced.[/collapse]

[collapse=Ganondorf]Hold down the B button when using Warlock Punch to shoot the GANONDOKEN!!! A powerful, multihitting, unblockable projectile!!!
Wizkick has heavy armor to 10%.
Damage and knockback on Wizkick, Ftilt, and a few other suspects nerfed
Dair no longer grounds[/collapse]

[collapse=Ike]Nothing? WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...[/collapse]

[collapse=Kirby]Ugh don't ask me. Who worked on kirby?
-Grounded hammer is chargeable. DOES MASSIVE KNOCKBACK!!!
-Inhale can be canceled into grab

Date: Revamp's Birth: 2010 when TSON was still with us.

Attributes:
-Run initial velocity 1.371 -> 1.471
-0x54 (footstool short hop height) 1.6289 -> 1.0289
(this allows footstool -> dair to combo well)
-Fair landing lag 15 -> 9
-Dair landing lag 15 -> 9
-Air mobility .08 -> .12
-Air stopping mobility .03 -> .05
-Maximum H air velocity .85 -> 1

Jab1:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4
-added graphic
-rearranged Bit variables to allow quick jab1->jab2 without jab100
Jab2:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4, Bone -> 1B6
-added graphic
-jab1 -> jab2 at frame 4 (fixed a glitch)
Jab100:
-KBG 64 -> 34
-Hitlag 1 -> 0.7
And the all aspects of Jab from 1.5 that weren't overwritten by the above.

Dash Attack:
-If A is held at frame 11, switch to custom fireball dash attack @ subaction 52 w/ ItemScrew animation.
-Hitboxes at frames 3, 10, 20, 30, and 50 do D, D, B, 9, and 6 damage, 3A, 3A, 3A, 2A, 26 KBG, 44, 40, 4A, 34, 24 BKB, and Size 8, 8, 7, 6, and 5 respectively, all @ angle 89.
-Final hitbox refreshes every 7 frames.
-The move lasts at least until frame 40, after which it ends when A is released, with minimal lag.
-IASA frame 49 -> 50
Fair:
-Kick 1 hitboxes trajectory 2D -> 16D
-Kick 2 hitboxes trajectory 50 -> 16D
-fair2 can interrupt into B-moves as well as aerials
-Air Attack IASA frames 19 - 24
Uair:
-x1.4 speed
-IASA moved from frame 39 -> 29
-All hitboxes DI multiplier 1 -> 1.3
Dair:
-x1.5 speed frames 0 - 17
-x1 speed frames 17 - end
-IASA move from frame 54 -> 48
-Loop hitboxes hitlag 1 -> 0.5
-Upper hitbox (id 1) angle: 10E -> 5A, KBG: 6B -> 3B
-Lower hitbox (id 0) DI multiplier 1 -> 1.3
-On frame 17, every 3 frames 6 times (so, once per hitbox) if A is held, gain -0.4 vertical momentum
Bair:
-IASA moved from frame 40 -> 32
Nair:
-x2 speed frames 0 - 9
-x1 speed frames 9 - 34
-If A is not held at frame 11 or 20, x5 speed until frame 34 and hitbox damage does not change
-x2 speed frames 34 - end
-IASA moved from 72 -> 58
-All hitboxes size -> 8
-Hitboxes damage C, A, 8, 6 -> C, B, D, F
-Terminate Collisions frame 34 -> 41

Ftilt:
-IASA moved from frame 27 -> 21
Utilt:
Identical to 1.5.
Dtilt:
-New animation based off slide attack from Kirby games (could use some touching up)
-Same hitboxes as original dtilt, except frame 4 - 28
- Flag changed to 39830480 (Sfx change)
- Tripping rate 0.35/0.3 -> 0
- Angle 169 -> 69
- Damage +4 on all hitboxes
- BKB 1E -> 4E
- KBG 1E -> 2E
- DI multiplier 1 -> 0.5
-If hitbox hits, change action to jump break escape
-IASA moved from frame 20 -> 41
-dtilt angle 5A -> 6E
-tap dtilt to do vBrawl dtilt, hold to do slide

Fsmash:
Up-angled:
- TransN distance greatly increased
- x0.7 speed frames 8 - 17
- x1 speed frames 17 - end
Normal-angled:
- TransN distance increased
- x0.9 speed frames 8 - 17
- x1 speed frames 17 - end
- Strong hit +2 dmg
- Strong hit -2 KBG
Low-angled:
- Strong hit +5 dmg
- Strong hit -2 KBG

Dsmash:
- If left or right is held at frame 5, 10, or 15, sets +/- 0.5, or adds 0.4 or 0.3 character momentum
- 1.5 changes, but outside hits do E instead of F damage
Usmash:
- 1.5 changes, but with a 21% dmg sweetspot of size 1, 26 y-offset up from frames 7-10, angle 5A, KBG 5E.

Up+B:
-If down is held at the end of grounded SpecialHi, skips to SpecialHi4
-(Air)SpecialHi2 has Air Tread IASA from frame 12 - end
-(Air)SpecialHi2 has Air Attack IASA from frame 22 - end
(this is approximately in time with the spark graphic on the sword)
-(Air)SpecialHi2 can be cancelled into special fall by holding shield after frame 18
-(Air)SpecialHi3 Air Attack and Air Tread IASA throughout

Side+B:
-If B is held at frame 15 of grounded SpecialS, Kirby charges hammer; changes to SpecialSMax at frame 15
- new attack hits on frame 75 - 79, has very slightly more range, deals 35% w/ same KB values @ angle 0x27
- SpecialSMax x1.5 speed at frame 20 - 71
-SpecialS reflects from frames 20 - 28
-SpecialSMax reflects from frames 71 - 81
-SpecialAirS reflects from frames 16 - 18 and 33 - 35
-Uncharged: +1 KBG

-Charged SideB: Frame speed 1.5 -> 1.6

Neutral+B:
-Invincibility during 1EB: SpecialNDrink
-6 -> 14 dmg on 'Drink'
-10 -> 14 dmg on Spit
-Grab IASA on SpecialNLoop and SpecialNSwallow
-Swallow release hitbox KBG 64->0, BKB 0->3A, Angle 169->0

Down+B:
-1.5 startup speed change
-Air dodge IASA from frame 5 on during end transformation

Throws and Pummel
-dthrow BKB 46 -> 30

Other:
-CaptureJump IASA frame 27
-CaptureJump: if left or right is held at frame 21 add +/- 0.4 character momentum
-UTaunt: IASA frame 114 -> 1
-STaunt: IASA frame 114 -> 1
-DTaunt: IASA frame 1


Date: Sep 12 2010

Uncharged SideB: +1 KBG
Charged SideB: Frame speed 1.5 -> 1.6
Dash attack: IASA frame 49 -> 50
Fsmash Normal angle: Strong hit -2 KBG
Fsmash Down angle: Strong hit -2 KBG


Date: Sep 23 2010

jab1 -> jab2 at frame 4 (fixed a glitch)
ftilt no longer spins when A is held
dthrow BKB 46 -> 30
fair2 can interrupt into B-moves as well as aerials
dtilt angle 5A -> 6E
tap dtilt to do vBrawl dtilt, hold to do slide
Up+B aerial attack IASA moved from frame 26 -> 22 on SpecialHi2
added final hitboxes on dash attack


Date: Hallowe'en 2010

Reduced shield damage on jab100 (4 > 0)


Date: Jan 6 2011

Dtilt changed to button not pressed for the shield bounce thing
Removed the one spin thing in nair by holding A
Uair FSM 1.3 -> 1.1
[/collapse]

[collapse=Link]Nothing? WIP, there's more that I'm probably forgetting. Not sure how 1.6 looked any more tbh...[/collapse]

[collapse=Lucario][/collapse]

[collapse=Lucas]Hold down the B button on SideB to get forwards momentum instead of backwards momentum. Backwards momentum increased significantly. Can cancel the momentum on PK fire into most attacks.
Jump cancel on PK freeze; projectile does not disappear if you do this.[/collapse]

[collapse=Luigi]wip[/collapse]

[collapse=Mario]Fireball only cancels into aerials, First UpB doesn't knock away if you do the second one, and a ~Secret~ (it's a taunt)[/collapse]

[collapse=Marth]...Nothing?[/collapse]

[collapse=Metaknight]When you go into specialfall, you have to wait 60 frames before acting again. There's more, I'm just not sure what.[/collapse]

[collapse=Ness]wip[/collapse]

[collapse=Peach]wip[/collapse]

[collapse=Pikachu]wip[/collapse]

[collapse=Olimar/Pikmin]SOLIMAR!!!

Built from a vBrawl basis. Olimar with pikmin is essentially the same thing as in vBrawl.

Hold down the B button on the whistle to kill all pikmin currently alive.
Pikmin pluck is retardedly fast (aerial and grounded, takes about 2 frames)
Olimar has hitboxes when no pikmin is alive on most of his attacks. They're fairly small, but very able to combo.
SideB sans pikmin: Olimar THROWS HIMSELF. This can be cancelled into aerials for super followups.
UpB sans pikmin: UPPERCUT HEADBUTT! Olimar flies upwards and whacks you with the girth of his head!
[/collapse]

[collapse=Pit]wip[/collapse]

[collapse=Pokemon Trainer]
[collapse=Squirtle]wip[/collapse]
[collapse=Ivysaur]wip[/collapse]
[collapse=Charizard]wip[/collapse]
wip[/collapse]

[collapse=Ice Climbers/Popo]Team dynamics!
-Hold down the a button on ftilt and nana and popo deliver a 1-2 punch. Tap the A button, and popo does a small jab, and nana walks into grab/otherwise range.
-Hold down the a button on dtilt, and both climbers hit, sending the opponent at a down/forward gimp angle. Tap the button (or be just sopo) and it will have a slight pop up and almost no endlag... and nana will just do nothing, ready for any command.
-From team sideB, you can cancel into grab

...Probably some more...[/collapse]

[collapse=Jigglypuff/Purin]Rest knockback nerfed considerably. Seriously, it was just too ****ing easy to combo into. [/collapse]

[collapse=ROB/Robot]wip[/collapse]

[collapse=Samus]Homing Missile homing changed (less overpowered)[/collapse]

[collapse=Sheik]We heard your cries... Fair nerfed. A lot. Ftilt has more BKB (more DI-able).[/collapse]

[collapse=Snake]wip[/collapse]

[collapse=Sonic]Date: Revamp's Birth: Unmarked

SPRING (UPB):
- Uses the blur from dash attack.
- Old blur size 1->2
- Interrupt Frame 16->6
- All changes from 1.5 return
- Upped bounce damage to 11 (gtfo bowser) KB compensated

SPINDASH (DOWNB):
- JC on SKID frame 1.
- Aerial Attack interrupt frame 1->2
- ~! SPINSHOT RETURNS! However, it is performed with the Cstick (Direction doesn't matter), it can no longer be done with the A button. This is because I wished to preserve the aerial attack interrupt, which is now mapped to only the A button.~!
(TECHNICAL DETAILS: CHANGED BUTTON PRESS: 0 -> BUTTON PRESS: F IN SUBROUTINE 1C038)
- Hitbox on charge

SPINDASH (SIDEB):
- JC on Skid loop and end frame 1.
- Aerial Attack interrupt on SpecialSDashLw and SpecialSDashHi
- Aerial Jump interrupt on SpecialSDashHi
- Aerial Attack interrupt on SpecialSSpin (initial jump) frame 3
- SpecialSSpin Hitbox Frame 6->1
- Hitbox on SpecialSTurn
- Aerial Attack interrupt frame 1->2
- ~! SPINSHOT RETURNS! However, it is performed with the Cstick (Direction doesn't matter), it can no longer be done with the A button. This is because I wished to preserve the aerial attack interrupt, which is now mapped to only the A button.~!
(TECHNICAL DETAILS: CHANGED BUTTON PRESS: 0 -> BUTTON PRESS: F IN SUBROUTINE 1C038)
- Hitbox angle 169->16B

HOMING ATTACK (B):

- HomingRange 3.8->4.5
- ChargingInitialVelocity 0.8->1
- AerialChargingInitialVelocity 0.6->0.4
- MomentumConservatism 0.78->1
- MinimumStartup 18h->Ah
- MaximumStartup 28h->15h
- MaximumCurve 20->2
- HomingMissIntensity 45->10
- HomingHitBounceVVelocity 2->1
- Angle 169-> 16B (Angle matches direction Sonic is travelling)
- Damage 8->5
- Hitlag 1->0.75
- KBG 50->20
- BKB 2D->3F
- After hitting with homing attack, interrupt into airdodge/aerials on frame 1.

UP SMASH:
- Speed 1.5x after frame 8.
- Twice as many looping hits
- Looping hits SDI 0.6 -> 0.4
- If holding A at the end, last hit meteor smashes and speed is 2x.
- If holding B halfway through the loop, cancels into homing attack.

DOWN SMASH:
- IASA Frame 40->16
- Jump Cancel frame 7
- All hitboxes past frame 6 angle 5A

FORWARD SMASH:
- All hitboxes damage to 6 on frame 10
- Hitboxes terminated frame 25
- All hitbox sizes +2

FORWARD AERIAL:
- Autolink angle on looping hits.
- Hits twice as many times. (Same amount of frames)
- Autocancel frame 33->25
- IASA frame 35->29
- All looping hits damage 1
- Last hitbox angle 169->32

DOWN AERIAL:
- Sweetspot angles -> 16B (movement = angle)
- Allowed horizontal control

BACK AERIAL:
- Startup speed 1x->2x
- Speed 1x->1.25x on frames 5-12
- Speed 0.05x on frame 15.
- Sweetspot out for 3 frames instead of 2. Also, that causes the sourspot to come out frame 16 instead of 15.
- Autocancel on frame 23.
- Terminate collisions on frame 27.
- IASA frame 31.
- All hitboxes damage 4 on frame 17.
- Speed 1.5x on frame 17.5.
- Sweetspot BKB 1E->2B

NEUTRAL AERIAL:
- Sourspot angle 169->16B
- Second hitbox angle 169->32
- First hitbox angle 169->22
- First hitbox BKB 1E->3B
- First hitbox element Normal->Slash2

UP AERIAL:
- IASA frame 40->30

UP TILT:
- Speed 1.5x on frame 8

FORWARD TILT:
- Allow interrupt on frame 15

DOWN TILT:
- Speed 2x on frame 10
- Upped damage to 11

DOWN TAUNT:
- Looping hitboxes obv

UP TAUNT:
- Spiking hitbox at the end.

ALL AERIALS:
- Landlag 1.5x speed.

PUMMEL:
Interrupt frame 15->9

DOWN THROW:
- Angle 14->114
- Element -> Lay
- 2.5x speed on frame 41
- Damage 5->3

DASH GRAB:
- +0.4 horizontal momentum

SPINDASHES:
- They both use the homing attack blur.

DASH ATTACK:
- Slip hitbox frame 11
- hitboxes out until frame 28
- 15 damage meteor smashing slip Hitbox out on frame 26
- Allow interrupt frame 44->28
- Jump interrupt frame 11
- Sourspot frame -> 5

ATTRIBUTES:
- Run Initial Velocity 3.5->4.2
- Max H Air Velocity 1.1092->1.35
- Fastfall Terminal Velocity 2->2.4
- Hop V Initial Velocity 1.715->1.675
- Air Mobility 0.04->0.06
- Air Stopping Mobility 0.01->0.03


Date: Sometime after previous

ATTRIBUTES:
- Dash & Stopturn initial velocity 1.5 -> 1.75
- Run initial velocity 4.2 -> 4.5
- Jump startup time 5 -> 4

NAIR:
- Sourspots given angle 3A, +10 BKB, -20 KBG, and +2 damage

DAIR:
- First hitboxes angle -> 5A
- Last hitbox (sourspot) angle -> 20

DTHROW:
- Frame speed modifier at the end 2.5->2.65

DSMASH:
- Sweetspot angle 169->20
- Sourspot1 angle 169->5A

DTILT:
- hitbox 3 angle 169-> 80

DASH ATTACK:
- interrupt frame 27 -> 25
- Final hitbox hitlag 1.5 -> 1.25

JAB3:
- Angle 169 -> 37

HOMING ATTACK:
- BKB -10
- Made more accurate

SIDEBAIR SPIN:
- Angle 46 -> 49

DOWNB CHARGE:
- BKB F -> 2F


Date: Jan 11 2011

Dair last hit returned to meteor trajectory. KBG 46 -> 40 on last hit.
[/collapse]

[collapse=Zero Suit Samus/SZeroSuit]wip[/collapse]

[collapse=Toon Link]wip[/collapse]

[collapse=Wario]Date: Revamp's Birth

Walk Initial Velocity: 0 => 0.7
Dash & Stop Turn Initial Velocity: 1.3 => 1.765
Stop Turn Acceleration: 0.04 => 1.3
Run initial Velocity: 1.35 => 1.55
Jump V Initial Velocity: 3.5 => 2.3 (vBrawl)
Jump H Initial Velocity: 1.3 => 1.6 (vBrawl)
Footstool Initial Velocity: 4.55 => 3.5
Gravity: 0.09 => 0.0842
Terminal Velocity: 2.2 => 1.4
Air Mobility: 0.3 => 0.4
Air Stopping Mobility: 0.04 => 0.1
Maximum H Air Velocity: 1.692 => 1.444
Item Throw Strength: 1.0 => 1.5

Dash Attack: Fart animation for giggles. It actually kinda looks like the fart is what pushes him across the ground on his stomach haha.
Dair: vBrawl. IASA after Frame 24
Fair: Animation Speed 1.5x after frame 17.
>>>>>Sweetspot KB Direction: 169 => 20
>>>>>Sourspot KB Direction: 169 => 10
>>>>>Sweetspot BKB : 14
>>>>>Sourpopot BKB: F
DSmash: Animation Speed 3x after frame 28.

FSmash: Jump Cancel after frame 30. (C-Sticked Fsmash is NOT Jump Cancelable to prevent spam)
Additional Charging gives greater Momentum.
0 - 1.25
1 - 1.50
2 - 1.75
3 - 2
4 - 2.25
5 - 2.75 - final charge is slightly more boosted.

- He can turn around faster during a dash attack, which feels right because of the jerky way he runs. He basically has a built in Dash Dance.
[/collapse]

[collapse=Wolf]UpB SDIable. I know there's more, we nerfed this guy a fair bit...[/collapse]

[collapse=Yoshi]wip[/collapse]

[collapse=Zelda]wip[/collapse]

[collapse=general]Universal walljump.[/collapse]


Known Glitches

-Peach air pluck can cause peach to get "stuck" doing nothing in midair until she hits the ground. Cause is known, but we do not know a fix. Just avoid using air pluck after floats, IIRC...
-MK and Diddy sometimes do not get their upB back after getting grabbed/hit.
 

slimpyman

Smash Journeyman
Joined
Feb 6, 2008
Messages
273
Location
Boothwyn, PA
my buddies coming over with a 12er, and im about to boot this thing up on a competitive level lol lets see how 2.0 compares to 1.6
 

Douhneill

Smash Apprentice
Joined
Aug 15, 2009
Messages
174
Location
Etobicoke
NNID
Douhneill
Supreme Dirt says you guys are AWESOME for giving bowser a wall jump. Kudos.

From SD: OMFG WALL JUMPING GANON

*EDIT* METAL CAP MARIO IS THE BEST THING EVER <3
 

DtJ Composer

The Heroine Appears
BRoomer
Joined
May 9, 2009
Messages
10,291
Location
Hail to the King, Baby
As an added bonus, I developed a special "unofficial" "official" Brawl- Gecko OS screen.
The design is based (loosely?) on Project: M's seriously awesome design, but it has a bit of Xyless' brawl- style instead.

Click Here To View/Save!
All you gotta do is put the .png in the root of the SD card and rename it "background."

Also the joke was that we released on time :muffin:
 

Mr.Jackpot

Smash Lord
Joined
Mar 30, 2011
Messages
1,727
Location
WA
AWESOME AWESOME SO MUCH HYPE!

Little 2.0 on the logo looked kinda tacked on XD
 

zagman505

Smash Cadet
Joined
Oct 28, 2007
Messages
66
Woo it's out! I wish I had time to play it right now.

So who are the characters that haven't really been changed from 1.6? And can we expect a full changelist anytime soon/ever?
 

popo12

Smash Apprentice
Joined
Jul 17, 2006
Messages
118
NNID
Nucleotyde
3DS FC
1977-0411-3918
Some first impressions:

-Is there a universal walljump? Because it's awesome
-75m is awesome
-Mario Bros. is awesome
-Solimar is awesome
-Wario seems better. So does Sonic, but I need to get used to them.
-Bombdashing is awesome. I can't do it consistently though.
-Metal Mario is awesome.
-Lucas's new PK fire is awesome. I'll need to screw with PK Freeze more because it looks awesome.

So overall, it's pretty awesome. I haven't tried Kirby myself, but my brother seemed to think he was awesome. Just out of curiosity, is Bowser any different? Something felt different about him to me, but I couldn't place it. Dedede felt different too; his ftilt seems to link into things better. Good work, and I can't wait to explore this build more.
 

FOcast

Smash Apprentice
Joined
Nov 5, 2007
Messages
97
NNID
FOcast763
I found a bug with Peach's new aerial turnip pluck. If Peach is holding any non-turnip item (such as a beamsword she has recently plucked), using down-b in the air will spawn turnips in the middle of the stage, which sometimes stay (Yoshi's Island) and sometimes fall through (FD).
 

PurDi

Smash Journeyman
Joined
Jul 22, 2009
Messages
342
Location
I don't really know anymore...
I think i found something else. I'mma test it tomorrow and see if I'm right.

I love all the new stuff, but lavaville..... I got trapped with no where to go. Fun though!
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I found a bug with Peach's new aerial turnip pluck. If Peach is holding any non-turnip item (such as a beamsword she has recently plucked), using down-b in the air will spawn turnips in the middle of the stage, which sometimes stay (Yoshi's Island) and sometimes fall through (FD).
Thanks for the bug report! We'll definitely look into that.
 

Lumancer

Smash Apprentice
Joined
May 12, 2007
Messages
103
Supreme Dirt says you guys are AWESOME for giving bowser a wall jump. Kudos.

From SD: OMFG WALL JUMPING GANON

*EDIT* METAL CAP MARIO IS THE BEST THING EVER <3
They put in the Mario taunt?! WHOO!

An chance we'll get a full change list?
 

Xyless

Smash Master
Joined
Aug 21, 2006
Messages
3,656
Location
Chicago/Ann Arbor
I found a bug with Peach's new aerial turnip pluck. If Peach is holding any non-turnip item (such as a beamsword she has recently plucked), using down-b in the air will spawn turnips in the middle of the stage, which sometimes stay (Yoshi's Island) and sometimes fall through (FD).
*facepalm*

I knew I should've added an item check while I was in her.
 
Joined
Oct 9, 2008
Messages
8,908
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player
Some first impressions:

-Is there a universal walljump? Because it's awesome
Yep. :laugh:

So overall, it's pretty awesome. I haven't tried Kirby myself, but my brother seemed to think he was awesome. Just out of curiosity, is Bowser any different? Something felt different about him to me, but I couldn't place it.
Try abusing the landing hitbox of dair. It's evil. I mean, how many other moves combo into bowser's usmash and dsmash, and occasionally fsmash?

Woo it's out! I wish I had time to play it right now.

So who are the characters that haven't really been changed from 1.6? And can we expect a full changelist anytime soon/ever?
I wouldn't hold your breath. "Full" changelists are probably never going to happen, I'm afraid to say. We will try to bring out video changelists with the most important changes with each character, though. We've already started, it's just a fairly long and tedious progress, lol.
 

Lumancer

Smash Apprentice
Joined
May 12, 2007
Messages
103
@BPC: Any chance of a cliffs-notes change list then? Or if not, have you considered bringing on someone to handle the documentation tedium? =P
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
you know the ledgeteching code in your gct does nothing except enable you to walltech a nontumble hit during action44. It doesn't enable true ledgeteching, so I would suggest removing it.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Wall jumping as Ivysaur feels so silly.

I LOVE YOU GUYS SO MUCH.

I KILLED WITH DAIR.

MINUS IS PERFECT.

You guys seriously perfected Ganon. The extra lag when you fire Ganodouken is a nice touch.

Also, in my tournament for this, I don't give a **** what people want, Mushroomy Kingdom will be a legal stage. Especially since the 2.0 speed is part of the official build.

LOL, I take that back, GaW wall jumping <3

I can't notice anything different about GaW-, which is good since he was perfect.


*edit edit* lol you guys forgot to put Samus in the dl
 

NO@H

Smash Journeyman
Joined
Jul 11, 2009
Messages
279
we didn't forget, we had an older build of her there by accident xP
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Lol

Douhneill and I were refreshing the thread last night, Then at just after about 9 or so we notice HOLY CRAP THE TITLE CHANGED.

Also, that CSS is a nice touch.

*facepalm*

I knew I should've added an item check while I was in her.
Insert witty comment here.
 

An Alien

Smash Rookie
Joined
Apr 20, 2010
Messages
21
Posting this here as well as on smashmods, just in case it gets missed. o.o

I booted up my Riivolution, and all went well ... mostly. I've got the character's working, as well as Xyless's masterpiece's. But when I go to a stage, it loads the vBrawl stages, and not the hacked versions.

However, when loading up Project: M, it gives me the hacked versions.

Can anyone help me out? Am I missing something simple?
 
Status
Not open for further replies.
Top Bottom