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COMPETITIVE Brawl+: Code Agenda

ChronoPenguin

Smash Champion
Joined
May 26, 2007
Messages
2,971
Location
Brampton Ontario, Canada
3DS FC
4253-4494-4458
Whats to hate about Footstooling I really do not understand, are you accidentally Footstooling someone on the ground?

lrn2space.

Or is it someone is footstooling you.
If Yoshi can get past footstooling...someone who can pretty much instantly die if he gets Footstooled, everyone should...except Link.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
I mean, the competition can still remain fiercely competitive if we keep the edge mechanics. We aren't losing anything by keeping them the same and we aren't gaining anything by removing them. If you can't get used to the edge mechanics then maybe this game isn't the one for you.
We are losing a decent edge-guarding game by keeping it and gaining one by removing it. As Wind Owl said, you should have to space yourself properly to sweetspot the edges. You know, actually put in some effort to get back to the stage.

And what a stupid thing to say. I'm sure everyone here has gotten used to the sweetspot ledges, that doesn't make them good and it doesn't mean we like them.

With that said, I think we should leave P.Trainer's switch on death in. It's not a bad game mechanic like having no hitstun is, it's a unique character trait that adds a bit of strategy with using him. Maybe fatigue should go though.

And Orca, we have 256 lines of code total to use when booting the game. Keep in mind that Melee airdodge uses 87 lines. That's huge.
 

homsar

Smash Ace
Joined
Aug 25, 2005
Messages
800
Location
Pickering, Ontario
I want to keep the brawl feel but there are certain things that we can change that don't detract from brawl. Some of those things are shields and hit stun which we should pull from melee since they are so perfect. There are a bunch of bugs that are dumb that need to be removed also.
I completely agree. Im mostly talking about removing footstool, edge mechanics, and other thigns like that. They are part of Brawls feel and should not be changed unless they seriously hinder competitive play (such as tripping did).

I propose that we work up a mission statement for the brawl+ project so that people who are just joining know what this project is about and why we are doing it.
 

homsar

Smash Ace
Joined
Aug 25, 2005
Messages
800
Location
Pickering, Ontario
We are losing a decent edge-guarding game by keeping it and gaining one by removing it. As Wind Owl said, you should have to space yourself properly to sweetspot the edges. You know, actually put in some effort to get back to the stage.

And what a stupid thing to say. I'm sure everyone here has gotten used to the sweetspot ledges, that doesn't make them good and it doesn't mean we like them.
Brawl never had a melee like edge guarding system so you are not losing that system by keeping brawls. And by removing brawls you are not gaining a melee like system, your forcing brawl to be a game its not. Brawls characters and edges are designed around auto-sweet spotting and changing that could have major effects on the way it plays.

You have no evidence that they are bad. Just because it is a different system doesn't make it a bad system. And just because you don't like something doesn't give you the grounds to change it. That is why I asked everyone to take a step back and ask themselves if they want Brawl+ or Melee/Brawl 2.0. If the community wants Melee/Brawl 2.0 then thats the way we go but we need to reach a consensus before we just start changing every system in the game.

Also, calling something stupid isn't the way to win a debate.

EDIT: ****, I thought I was editing, not posting. Sorry for the double post.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Brawl never had a melee like edge guarding system so you are not losing that system by keeping brawls. And by removing brawls you are not gaining a melee like system, your forcing brawl to be a game its not. Brawls characters and edges are designed around auto-sweet spotting and changing that could have major effects on the way it plays.

You have no evidence that they are bad. Just because it is a different system doesn't make it a bad system. And just because you don't like something doesn't give you the grounds to change it. That is why I asked everyone to take a step back and ask themselves if they want Brawl+ or Melee/Brawl 2.0. If the community wants Melee/Brawl 2.0 then thats the way we go but we need to reach a consensus before we just start changing every system in the game.

Also, calling something stupid isn't the way to win a debate.

EDIT: ****, I thought I was editing, not posting. Sorry for the double post.
Alright fair enough, but try not to assume that the games not for us because we don't like one specific feature of it or that we can't get used to it. We still all love Smash Bros I'm sure a lot of us would enjoy it more with the old edge game.

I and I think many others will agree that while Brawl never had a Smash Bros like edge system it lost a lot of edge-guarding depth by deciding to go with this simplified, hand holding system in the first place. See how I said Smash Bros? Because it's not a Melee mechanic, it's a Smash Bros mechanic. All Brawl did was take that away probably because Sakurai wanted to make yet another thing easier.

I like how you said it may have major effects but didn't state negative effects. I don't know if that was intentional or not but I agree, I think it could have some major effects, those being positive. People will actually have to put in effort to recover, space their recoveries so that they do grab the ledge instead of magnetizing so ridiculously. We don't have a code yet to test so we don't know if anyone's recovery is going to be ruined but I don't see anything inherently wrong with taking things that worked in previous Smash games and applying them to Brawl if it will add a competive edge to it. And if they don't work, we scrap it, it's the nature of experimenting.
 

SothE700k

Smash Lord
Joined
Feb 3, 2008
Messages
1,550
Location
Aurora, Illinois
With that said, I think we should leave P.Trainer's switch on death in. It's not a bad game mechanic like having no hitstun is, it's a unique character trait that adds a bit of strategy with using him. Maybe fatigue should go though.
Yes, fatigue should go, but why switch the character? All PT does is sit there looking pretty (which is hard for him). Many people prefer just one of the pokemon (I personally am a Squirtle fan, hate the other two) and main them if they wish. And if for some reason they want to switch, then its in their power to do so. But dying then a forced switch is stupid in my eyes.
 

homsar

Smash Ace
Joined
Aug 25, 2005
Messages
800
Location
Pickering, Ontario
The best thing to do in PT case is to make it so that if you select a starting pokemon and hold shield when starting the match then the player controls only that pokemon with no fatigue but people who like all three together still have PT the way he was originally made.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
The best thing to do in PT case is to make it so that if you select a starting pokemon and hold shield when starting the match then the player controls only that pokemon with no fatigue but people who like all three together still have PT the way he was originally made.
There's actually already a code for that, but, it also allows players to be Giga Bowser, Warioman, and the Alloys all without freezing OR save corruption. I suppose we could ban Giga Bowser, Warioman, and the Alloys or just ask spunit to make it only work for PT. Do note that with this code you ALSO get no fatigue and no force switch, so, it's an all-in-one code.

Code:
Hold Shield for Giga & Company [spunit262]
046847C4 60000000
C268482C 00000003
3800003F 981400B8
2C1D0003 40A20008
3BA00004 00000000
C2684964 00000013
881400B8 2C00003F
40A20088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000

Samus -> ZSS (Code gimp and code ungimp, also ONLY one that work online)
Ice Climbers -> Popo
R.O.B. -> Nana
Charizard -> Independant Charizard
Squirtle -> Independant Squirtle
Venasaur -> Independant Venasaur
Bowser -> Giga Bowser
Wario -> WarioMan
C. Falcon -> Red Alloy
Zelda -> Blue Alloy
Mario -> Yellow Alloy
Kirby -> Green Alloy
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Thanks leaf

And here are the character IDs:
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
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
I think that PT stamina should remain as is at least for tourneys. Thats the character's weakness and IMO we shouldn't just get rid of the weakness. Im still in the air about switching on death. That I can deal with I think. I know this is not what squirtle mains want to hear...just my opinion
Even without fatigue or forced switching, the Pokémon aren't really that good. The best one is probably Squirtle, but none of them are top tier or anything. The fatigue system is just absurd and has no reason to be in the game.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
the code for the fatigue system seems pretty long.. is there any word on increasing the code line limit? is it possible? :(
 

wazgood

Smash Ace
Joined
Jun 4, 2007
Messages
653
Location
at ur moms house lololololo
i think ive noticed a small glitch with the hitstun code: when i get hit by a low-trajectory attack into the ground, i can't tech. im guessing an easy way to fix this is to make teching have more priority than tumbling around in hitstun.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
No, not if you pick Independent Charizard/Squirtle/Ivysaur. If you pick one to start out without pressing shield, I believe you'll still lack the no fatigue but, you can still switch between Pokemon.
Will your Pokemon of choice switch on death if you don't pick any of them as independent? I'd test this myself but my Wii isn't currently hooked up.
 

homsar

Smash Ace
Joined
Aug 25, 2005
Messages
800
Location
Pickering, Ontario
Even without fatigue or forced switching, the Pokémon aren't really that good. The best one is probably Squirtle, but none of them are top tier or anything. The fatigue system is just absurd and has no reason to be in the game.
You are looking at the pokemon individually, but thats not how they are designed to play. Just like in actual competitive pokemon battling its the team thats good, not the pokemon by themselves. Each pokemon has its own role to play and then its supposed to switch off to the next. Squirtle is the pokemon who is supposed to rack up some damage and Charizard is supposed to be the finisher (I have no idea what they were thinking with Ivysaur). Since the pokemon are not good by themselves they implemented fatigue to try and force players to use PT to maximum potential.
But their are people who would rather just play as a single pokemon so thats why we need to make a code for them with no fatigue or forced switching.

Also, I know the individual code exists already guys, but its rather long due to being able to select giga, wario man, etc. We should shorten it up by removing them from it, give us more lines to play with.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Hitbox mod data
Code:
Bowser Giga (Play as Giga Bowser out of Bowser) 90 lines
0B056400 0201E024
07640002 00530000
44200140 0B056432
02169024 096E1402
01690000 44200140
0B0B532D 00169027
11501C13 01690000
85A01000 0B0E6414
02169029 09500A0B
010E0000 44200140
0B0B640C 02169029
0F503213 01690000
85A01000 0B0C6137
02064028 0B641E13
00500000 85A01000
0B0A821E 0003C02C
0A3C0505 01690000
11B80000 0B175119
0016902C 183C0505
01690000 11B80000
0B023228 0209602F
03322804 00960000
44200140 0B023228
020BE02F 03322804
00BE0000 44200140
0B098C28 0204102F
0D821E04 005A0000
44200140 0B145017
0205A032 1A3C1E03
005A0000 79A00000
0B0F5A17 02046032
183C1E03 005A0000
79A00000 0B0C643C
0005A032 183C1E03
005A0000 79A00000
0B0A643C 0004A032
0C3C3C00 004A0000
44200140 0B0D5014
00169033 0F501403
01690000 79A00000
0B095014 00169033
0F501403 01690000
79A00000 0B0D5028
02169033 0F503213
01690000 85A01000
0B0C5028 02169033
0F503213 01690000
85A01000 0B0B5028
02169033 0F503213
01690000 85A01000
0B0F5319 02023033
11501903 00180000
79A00000 0B076423
02169033 11501903
00180000 79A00000
0B115D23 00055033
14503C02 00550000
44200140 0B036400
02050033 03640003
00500000 79A00000
0B021E3C 02014018
0A823C13 00500000
85A01000 0B144B2D
0004C119 174B2D00
004C0000 44200140
0B0B5046 00050117
0B504600 00500000
44200140 0B053250
0205A117 05325002
005A0000 44200140
0B033232 02046117
05325002 005A0000
44200140 0B021432
02054118 03323202
00460000 44200140
0B144B2D 0004C11A
174B2D00 004C0000
44200140 0B0B483C
0004C11B 12483C00
004C0000 44200140
0B0C6400 0000003C
145A000B 00000000
44200140 0B016400
0200003C 02640003
00000000 79A00000
0B086400 00169076
10640013 01690000
85A01000 0B0A6400
00169076 10640013
00820000 85A01000

Byte count ------> "2D0"
Code:
Possible Nerfs For Bowser Giga

Weak Skin (Almas) 9 lines
04001800 3F8CCCCD
04001804 3E0F5C29
C276967C 00000006
3C608000 60631800
8004C690 2C00000B
40820014 C0030000
EC210032 C0030004
EC21002A 3C6080AD
60000000 00000000
(side effect of Thick Skin) Damagetaken(1.11) + .14 = new damage taken
Smaus Charged shot on anyone 26% damage
Samus Charged shot on Thick skin(Bowser) 23% damage
Samus Charged shot on Weak Skin(Bowser Giga) 29% damage

Weak Shell (Almas) 7 lines
04001808 3F8CCCCD
C281D038 00000005
3FE08000 3BFF1808
801DF5AC 2C00000B
4082000C C2DF0000
EC360072 4E800020
60000000 00000000
Recieve 10% more knockback

both of them will make him super weak on defense, maybe we should apply one of them, for testings

** I repeat, this is Bowser with all Giga Bowser's hitbox properties, and their original values were preserved**

and with this I want to tell a good nerf to make Bowser Giga to make him more standar rather than broken, but this will make Bowser not be 100% giga bowser, but yet a 50% Giga Bowser and the other 50% bowser

example:

Giga Bowser Ftilt Values
Damage(hex)11 = 17(decimal)
KB Gain50 = 80 (decimal)
Base KB(hex)1C = 28 (decimal)
Launch Angle(hex)169 = 361(decimal)

Bowser Ftilt Values
Damage(hex)0B = 11(decimal)
KB Gain(hex)53 = 83 (decimal)
Base KB(hex)2D = 45 (decimal)
Launch Angle(hex)169 = 361 (decimal)

Both Giga Bowser's and Bowser's Knock Back New
new damage - 0E
new KB gain - 52
new Base KB - 25
NewLaunch Angle - 169
This give bowser all giga bowser's attack elements, damage and Knockback
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I believe in Melee you, generally speaking, weren't able to tech in hitlag. It would always register as a failed attempt, unless you SDI'd into an object, then teched on the same frame as the collision (this was seen most frequently in Ledge Teching).

Quoted from Physics of Melee Thread (by Doraki):
"The tricky thing put in by the developpers is that pressing L during the hitlag of a move will prevent you from teching, except if it's the last frame of hitlag and you're bouncing on the next frame or if you're SDIing into the wall and pressing L on the same frame."
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Some of you seem a little confused about the P. Trainer codes.

umm how have you guys not seen these codes?

P.Trainer Infinite Stamina (28 Lines) [Phantom Wings]
48000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
92210002 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

P.Trainer No Swap: (11 Lines) [Y.S. & Phantom Wings]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000
Using those codes you get this:

You can choose your starter Pokemon - No change
You can switch Pokemon - No change
No fatigue/stamina - Major Gripe
It doesn't cycle to the next Pokemon when you get KO'd - Minor gripe

Basically, you get Zelda and Sheik, but with 3 characters instead of 2. The trainer is more or less in tact. The only difference is that the fatigue is gone and it won't change automatically when you get KO'd. You can still play the same Trainer (minus auto-change) cycling through the Pokemon for each situation (and removing move degradation). Or you can concentrate on 1, or even 2 Pokemon.

Exactly like Zelda and Sheik. You can main one or the other, or you can use them in combination to suit certain situations. Or to a lesser extent; Samus and ZSS, but less finicky and not one way.

It's all about the options and improving the game, right?
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Yea, unfortunately it is pretty long. Hopefully there's a way to shorten it, or increase the maximum amount of lines for Ocarina codes. While I believe this code is a worthy addition to Brawl+, I can see it being quite expendable if more important codes get added/created.
 

wazgood

Smash Ace
Joined
Jun 4, 2007
Messages
653
Location
at ur moms house lololololo
This is why I propose an easier window. You just don't press it soon enough. If this is not the case, then I think its a teching flaw. You know how in melee you were able to start the teching timer in hitlag (I think this is right?) is it possible to tech in hit lag now?
or maybe its just that im not used to teching in brawl and im still timing it like it was in melee. **** the non squishy triggers.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
The problem is, I use a nunchuck so no squishy triggers or anything to get in my way and its very difficult...maybe someone should make a list of all the moves that immediately throw you on the floor without DI...
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
You think we should have a hack that removes the crap that makes the Z button act all gay sometimes? I'll give an example.

Say I just got done shielding or something, I go to grab but it gives me the shield, I press it several more times quickly so I don't lose the opportunity to grab the opponent and it keeps going in and out of shield. Those of you who have experienced this before know what I'm talking about and how annoying it is. :p

Feelings on this idea?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Yea, I may have gone a bit high with it, but 8.5 might be good too. I will play some more with it next weekend when I get a chance.
.485 is way too high. I am actually at .48
Yes. I do it all the time lol.
Wait. Are you telling me that without this code, you can tech during the tumble? I'm pretty sure you would air dodge

This isn't adding depth, its making me mash wiggle as im about exit hitstun. Hardly depth, more like annoying. Also do you not notice the overwhelming dislike from the general public. Saying "Give it time" means nothing if they won't play the set. We don't need everything that melee had. Period. This adds no net external benefit besides the user having to wiggle mash if they want to exit first frame. Is that what you want to differ you from the scrubs? Joystick wiggle? This is like scraping from the bottom of the depth barrel here. Give me a break.

I was a competitive melee player and I hate this change. It doesn't fit well with the BAD, plain and simple. This is a hugely foreign code to the Brawl environment.
I disagree. It does add something. Its obvious that the best way to get out of combos is an Air dodge if your smart. Its also next to impossible to escape the tumble then air dodge faster than it is to air dodge from the tumble. So there are several occasions where this is beneficial.

When you go into the tumble near any platform or wall. These situations force teching instead of an Air dodge that autocancels when you land because the extra time it takes to wiggle and air dodge will cause you to miss a tech. Ulevo mentioned this several times and it was completely brushed off.

If you are getting juggled and the attacker is next to you, in vb or b+ without this code, you can spam AD until you escape usually. But with the code, the extra time to do that will cause you to get comboed further. You can decide to jump out instead but that can make things very risky. If you decide to jump you run the risk of getting hit out of it thus being put back into the tumble and will have a harder time returning because of now you have no jump and they are still on top of you. This doesn't happen without the code because you can simply Air dodge through people and it gives little to no reward to the attacker.

If you are hit in the air without a second jump, this code certainly makes a difference because not only can you not AD to break away if they are close, you can't even jump out which puts you at a very disadvantageous position. If they are on top of you, your only options are to attack or use specials. This is also a situation where FFing in the tumble might be a viable escape option. An up b might be a great way to escape, (marth) but if predicted, it could be easily air dodged thus your punished. This is the punishment for risking getting hit out of your second jump.

Not being able to AD in tumble is more than just wiggle out every time. It affects situations differently and can actually be used as a strategy to get players in these bad situations. Using smarts like this can actually warrant a decrease in hitstun so that escaping combos isn't just proper DI and a well timed air dodge. It adds depth by making you decide how you want to DI and how you want to react once in the tumble. Wrong decisions can put you back to square one where you have to find a new way to return to the stage which most likely will be harder.

I feel this adds a lot of excitement to the combo game where you don't have combos purely based on high hitstun and seeing what you can do only in the hitstun phase. It can open the possibility of lowering hitstun to where half of comboing is hitstun based, and half is mindgames and zoning which is lacking without this code. I immediately saw this while playing at gamers club. Oh and if it means anything, there several scrubs there and not one complained about this code and I fully explained it to them.

You haven't given us any reason WHY this beneficial to the game besides FORCING you to wiggle the stick to escape hitstun and air dodge. You have come into this topic, been down right rude and insulting to everyone that disagrees with you and insinuating how much better either you are at this game or how much of a scrub or casual someone who doesn't like this change much be.

Also stop with your TERRIBLE examples. Why don't we make Fast Falling automatic? How about because it gives the player choices on how they want to get back to the ground or recover. It's mindgames.
\
He has been telling you great examples and reasons. You just chose not to listen and pretend he didn't say something good.

I'm about to run a heroic Nexus so I'm not gonna get too involved but I still haven't been given one good reason why this code should stay. This isn't a code like HAD that can entirely change the fact of the game. This is EXACTLY like L-canceling. It FORCES players to wiggle the stick to exit histun faster. It's a ghetto fix to lowering hitstun. You know what happens once everyone adjusts to this change? We end up raising hitstun again because the combos aren't strong enough.
I've already stated how this code functions nothing like the MLC.

MLC adds no depth, tumble code does.
The best option is to l cancel, the best option isn't always to wiggle out
Tumble code affects situations differently, MLC stays the same all the time

All I asked for was answers to it. If you don't want to its fine lol. Maybe kupo can answer it. I think its an important question. If clear benefits are established and a good reason for why punishment system needs adjustments then its fine.
If none of my above reasons were good enough for you (I think they were) then get this. No AD in tumble code fixes ganon's up B.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Okay we really need a code that will fix some of the ******** issues with the C-stick Aerials. There are times where I end up MOVING instead of doing an aerial when I use the **** C-stick.

I say we should alter the button mapping of the C-stick.
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Okay we really need a code that will fix some of the ******** issues with the C-stick Aerials. There are times where I end up MOVING instead of doing an aerial when I use the **** C-stick.

I say we should alter the button mapping of the C-stick.
Oh yeah that, it makes you move to the direction you pressed the C-stick in, it's not that big of a deal. It usually never happens.
 

GameSystem

Smash Journeyman
Joined
Jan 1, 2008
Messages
314
http://xat.com/BrawlPlus

This was on the opening post for the Brawl+ support thread except nobody ever reads the opening post. I was asked to repost it everywhere to have it get some attention. It can be used as a makeshift friendfinder if you are looking for brawl+ matches.
 

comboking

Smash Master
Joined
Jan 12, 2008
Messages
3,038
Location
MidWest
on the ocarina cheat thing it says change (XX) to something
what should I do I am using the character color modifiers and stuff like that
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
on the ocarina cheat thing it says change (XX) to something
what should I do I am using the character color modifiers and stuff like that
Codes like that usaly have the values in the description. Y.S.'s color mod is an execption.

00 Normal
01 Red
02 Green
03 Blue
04 Extra costume (Pikachu lacks)
05 Extra costume (all Pokemon lack)
06 Overalls/Extra costume (if main costume is team color)
07 Overalls Red
08 Overalls Green
09 Overalls Blue
0A Extra Overalls
0B Extra Overalls
0C Emeraled
 
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