• 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!

Brawlplusery Official Codeset 5.0 RC1 Discussion

Status
Not open for further replies.

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Please read the following before posting:
This thread is not for spamming random ideas or whining endlessly. Please post only constructive criticism. These changes are not absolute, and constructive feedback is welcome in an effort to best balance this game.

______________________________________________________________________________________________


Remember, these changes in this set are critical to be tested as they will be placed in the future official public releases for all official Brawl+ tournaments as made by the WBR. Please provide constructive criticisms!

Latest update: 9-18-2009Brawl Plussery 5.0 RC1
Code:
Changelist (Character Specific Changelist section up top is outdated, it will take some time to update that):

    Bowser
    Physics:
    -Jump/Grav Values: SH at 0.85(1) from 1.075(7); D-grav at 1.00(4) from 1.025(5); F-grav at 1.10(8) from 1.075(7). New: 0B16C480; Old: 0B33C530
    F-Tilt:
    -Global speed up reworked to avoid interfering with hitbox window. New:[1.200x Frame 4; 1.000x Frame 10; 1.350x Frame 14] Old:[1.200x Frame 1]
    U-Tilt:
    -Removed non-working hitbox shift. Added hitbox in front at beginning of hit window instead
    D-Tilt:
    -5 frames added between 1st and 2nd swipes, and 5 frames removed from endlag. New:[0.616x Frame 12; 1.000x Frame 20; 2.000x Frame 22]; Old:[1.538x Frame 26]
    -1st Hit: [1x Size; 14->12 Dmg; 100->80 KBG; 20->48 BKB; (40)∞]
    -2nd Hit: [1x Size; 11->15 Dmg; 100->75 KBG; 12 BKB; (40)∞]
    F-Smash (Sweetspot):
    -Shield damage of 1st hit and untipped hitboxes increased by 5 and 12 (50%); Tipped hitbox increased by 14 (65%)
    -Hitlag Multiplier: 1.20x->1.50x
    D-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    N-Air: [Hit: 8-13 -> 5-9 (Strong); 14-23 -> 10-28 (Weak)]
    -Comes out on frame 5 from 8. [1.750x Frame 1; 1.000x Frame 8]
    -Weak Hit: BKB increased to 45 from 40. New:[1.25x Size; 9 Dmg; 80->40 KBG; 20->45 BKB; (40)∞->80∞]; Old:[1.25x Size; 9 Dmg; 80->40 KBG; 20->40 BKB; (40)∞->80∞]
    D-Air (Linking Hits):
    -Shield damage of each hit increased by 2 (total increased by 18 shield dmg)
    -SDI Capacity Multiplier: 1.00x->0.80x
    Neutral-B:
    -Landing during the startup of the move in the air will skip directly to the flames animation on the ground (Flame Canceling)
    -Angle reverted to default 55∞ from previous 75∞
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 1.25x->1.50x
    Down-B:
    -Special offensive flags changed from 204FFFC0->004FFFC0

    Captain Falcon
    Jab 3 (Gentleman): [IASA: ??->25]
    -Hitbox A: [1x Size; 6 Dmg; 50->110 KBG; 10->25 BKB; 70∞->60∞]
    -Hitbox B: [1x Size; 5 Dmg; 70->130 KBG; 0->15 BKB; (40)∞->50∞]
    D-Tilt: [IASA: 37->31]
    -Hitbox A: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 80∞]
    -Hitbox B: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 40∞->70∞]
    -Hitbox C: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 20∞->60∞]
    D-Smash:
    -New:[0.800x Frame 21; 1.000x Frame 29; 1.500x Frame 31]; Old:[1.160x Frame 12]
    -Removed the global speed up of entire post-charge animation.
    -2nd Kick comes out 2 frames slower and move ends 2 frames sooner from original change.
    F-Smash:
    -F-Smash (Pre-Charge): [4.000x Frame 1; 0.350x Frame 9] – (Gets to full pullback frames sooner; Same total duration and hit frames)
    -Result: 1.000, 5.000, 9.000, 9.350, 9.700, 10.050, 10.400, 10.750, 11.100, 11.450, 11.800, (Charge Anim)
    -Up: [1x Size; 20 Dmg; 85->90 KBG; 20 BKB; 45∞]
    -Neutral: [1x Size; 19 Dmg; 85->90 KBG; 20 BKB; 43∞]
    -Down: [1x Size; 18 Dmg; 85->90 KBG; 20 BKB; 40∞]
    N-Air: [Hit: 7-8 -> 7-12 (1st Kick); 20-21 -> 19-30 (2nd Kick); IASA: 45->43] – (Replaces frame speed changes)
    -1st Kick; A: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 82∞]
    -1st Kick; B: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 78∞]
    -1st Kick; C: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 74∞]
    -2nd Kick: [1x Size; 6->9 Dmg; 125->85 KBG; 45->42 BKB; (40)∞->50∞]
    U-Air
    -Hitbox A: [1x Size; 13 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]
    -Hitbox B: [1x Size; 12 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]
    F-Air:
    -Sweetspot: [1x Size; 19 Dmg; 93->89 KBG; 30->15 BKB; 32∞]
    -Flub Hit: Changed to 50∞ from 169/Special(40∞)
    -Single large reversible sweetspot hitbox replaced with 2 adjacent smaller reversible HBs. 1 on his knee and the other on his upper thigh/hip area. Removes the superfluous vertical range the previous reversible KB version had
    -Hitlag Multiplier: 1.20x->1.30x (Sweetspot)
    B-Air: [Hit: 10-11 -> 10-12 (Strong); 12-15 -> 13-18 (Weak); IASA: 36->28] – (Allows a small window to SH->B-Air->DJ)
    -Strong Hit; A: [1.1x Size; 14 Dmg; 100->96 KBG; 20->30 BKB; (40)∞]
    -Strong Hit; B: [1.1x Size; 14 Dmg; 100->96 KBG; 0->20 BKB; (40)∞]
    -Weak Hit; A: [1x Size; 8 Dmg; 100->80 KBG; 20->30 BKB; (40)∞->55∞]
    -Weak Hit; B: [1x Size; 8 Dmg; 100->80 KBG; 0->20 BKB; (40)∞->55∞]
    D-Air: Both hits reduced to 83 KBG from 86, and BKB increased to 45 from 32
    Grab (Turn): [1.500x Frame 1; 1.000x Frame 16]
    -Result: 1.000, 2.500, 4.000, 5.500, 7.000, 8.500, 10.000, 11.500, 13.000, 14.500, 16.000, 17.000… [Grab: 16-17 -> 11-12]
    U-Throw: [IASA: 43->40] [3 Dmg; 105->120 KBG; 70->55 BKB; 85∞->82∞]
    Neutral-B (All): Hitlag Multiplier: 1.00x->1.50x
    Up-B: [12 Dmg; 82->99 KBG; 40 BKB; (40)∞]
    Down-B (Ground): [Endlag Animation: 1.500x]
    -Initial Hit: [1x Size; 13 Dmg; 70->64 KBG; 50->75 BKB; 45∞]
    -Mid Hit: [1x Size; 11 Dmg; 40->45 KBG; 62->80 BKB; 85∞->60∞]
    -End Hit: [1x Size; 7 Dmg; 60 KBG; 50->70 BKB; 50∞->75∞]
    Down-B (Aerial Landing): Aerial Falcon Kick landing lag 25 from 45 [1.800x Frame 1]
    -Increased in size by 25%; Damage reduced to 6 from 9; KBG increased to 83 from 20; BKB reduced to 65 from 80. [1.25x Size; 9->6 Dmg; 20->83 KBG; 80->65 BKB; 80∞]
    -Flags changed from xxx1xxxx->xxx3xxxx
    -Block Advantage: -15
    Side-B (Ground; Attack): [1x Size; (11)->12 Dmg; (27)->38 KBG; (86)->62 BKB; 80∞]

    Charizard
    D-Air:
    -Speedup adjusted to avoid interfering with hitbox window. Hits 13-15 from 13-14. New:[1.500x Frame 3; 1.000x Frame 18; 1.500x Frame 21]; Old:[1.500x Frame 1; 1.000x Frame 19; 1.500x Frame 21]
    Neutral-B:
    -Angle reverted to default 60∞ from previous 75∞
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 1.20x->1.50x

    Diddy Kong
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
    -SDI Capacity Multiplier: 2.00x->1.20x
    Up-B:
    -Diddy recovers from being hit out of Up-B at 1.5x speed

    Donkey Kong
    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.40x
    Up-B (Ground):
    -SDI Capacity Multiplier: 2.00x->1.50x

    Falco
    Physics:
    -Jump/Grav Values: New: 133AC4E0; Old: 1326AC80
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.30x
    U-Tilt:
    -Speedup removed; can now cancel with a jump starting on frame 22
    F-Smash (Hitbox B):
    -Hitlag Multiplier: 0.30x->0.60x
    -SDI Capacity Multiplier: 0.30x->1.00x
    F-Air (Hitbox A):
    -Hitlag Multiplier: 0.70x->0.90x
    F-Air (Hitbox B):
    -SDI Capacity Multiplier: 0.00x->0.80x
    Neutral-B:
    -Can now only perform 1 laser in the air in a SH
    -Can now fastfall during the laser animation after the peak of a jump has been reached
    Up-B (Linking Hits):
    -SDI Capacity Multiplier: 1.50x->0.80x
    Down-B:
    -Speedup adjusted to avoid interfering with hitbox window. New:[0.500x Frame 1; 1.000x Frame 4; 1.500x Frame 7]; Old:[0.500x Frame 1; 1.000x Frame 5; 1.500x Frame 8]
    -Hitlag Multiplier: 0.50x->1.00x
    -SDI Capacity Multiplier: 0.00x->1.00x
    -Special offensive flags changed from 204FFFC3->004FFFC3

    Fox
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
    F-Air (Hits 1-4):
    -SDI Capacity Multiplier: 1.00x->0.80x
    Up-B (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    Down-B:
    -Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2]

    Game & Watch
    Rapid Jabs:
    -Hitlag Multiplier: 0.50x->0.95x (1 dmg hitbox); 0.50x->0.90x (2 dmg hitbox); 0.50x->0.85x (3 dmg hitbox)
    D-Tilt:
    -Speedup adjusted to avoid interfering with hitbox window. New:[0.667x Frame 2; 1.000x Frame 6; 0.800x Frame 16]; Old:[0.750x Frame 1; 1.000x Frame 7; 0.800x Frame 17]
    B-Air:
    -SDI Capacity Multiplier: 1.00x->0.80x
    Neutral-B:
    -Replaced ground and air animation ID speedups with single action ID speedup
    Side-B(9):
    -SDI Capacity Multiplier: 0.00x->1.00x

    Ganondorf
    D-Throw:
    -Angle to 105 from 65, KBG 60 from previous 40. New:[7 Dmg; 70 BKB; 50->60 KBG; 65∞->105∞] Old:[7 Dmg; 70 BKB; 50->40 KBG; 65∞]
    Jab:
    -Frame speeds repolished. IASA on 23, animation redone to be more organic
    -Angle changed to 40 from special 40
    -All flags set to 39030203 from 39030283 and 39030280. All hitboxes electric element and uses a different sound effect
    -9 damage hitbox reduced to 7. KBG compensated 105->135
    -Outer hitbox shifted inward one unit to 17 from 18
    -Hitlag Multiplier: 1.00x->1.30x (9 dmg hitbox); 1.00x->1.20x (7 dmg hitbox)
    U-Tilt:
    -IASA removed
    -Hitlag Multiplier: 1.00x->1.50x (Sweetspot)
    F-Smash:
    -Hitlag Multiplier: 1.00x->1.20x
    F-Air:
    -Extension of frame 16 shifted to frame 15. New:[0.250x Frame 15; 1.00x Frame 16];Old:[0.250x Frame 16; 1.00x Frame 17]
    Neutral-B (All):
    -Hitlag Multiplier: 1.00x->1.50x
    Side-B:
    -Initial Grab Box size: 5.00x->12.00x
    Up-B (Grab):
    -Holding Hits: Damage increased to 2 from 1
    -Final Hit: Damage increased to 9 from 7; KBG lowered to 63 from 82; BKB increased to 75 from 40 [7->9 Dmg; 82->63 KBG; 40->75 BKB; (40)∞]
    Down-B:
    -Speedup on grounded endlag of grounded-version removed
    -Aerial endlag of grounded version now 150% faster from 185%
    -Aerial endlag of aeiral version now 150% faster from 185%
    -Grounded endlag (Quake) of aerial verions now 150% faster from 185%

    Ike
    F-Smash (All except sourspot):
    -Hitlag Multiplier: 1.00x->1.20x
    F-Tilt:
    -Hits on 14-16 from 17-19; IASA on 48 from 56 [1.250x Frame 2; 1.000x Frame 17; 1.200x Frame 26]
    -KBG to 90 from 100; BKB 40 from 38; 40 angle from special 40. [1x Size; 15/14/12 Dmg; 100->90 KBG; 38->40 BKB; (40)∞->40∞]
    D-Tilt:
    -IASA on 43 from 55 [1.500x Frame 19]
    N-Air:
    -Frame speed change shifted to avoid interfering with hitbox window. New:[2.000x Frame 32]; Old:[2.000x Frame 30]
    U-Throw:
    -IASA: 57->50
    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.50x
    Up-B:
    -Hitlag Multiplier: 0.50x->0.90x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.80x (Hits 1-4); 0.00x->1.00x (Final Hit)
    -Special offensive flags changed from 204FFFC3->004FFFC3 (hits 2-3)

    Ivysaur
    Physics:
    -Jump/Grav Values: Acts the same way, but peaks quicker during jumps. New: 1F66C880; Old: 1F55C640
    U-Tilt:
    -Hits on frame 6 from 9 [1.600x Frame 1; 1.000x Frame 9]
    Neutral-B:
    -Angle of 2 dmg hits changed to 90∞ from 86∞; 1 dmg hits 85∞ from 80∞
    -SDI Capacity Multiplier: 0.10x->0.40x (2 dmg hitboxes); 0.28x->0.50x (1 dmg hitboxes)

    Jigglypuff
    D-Tilt:
    -Frame speed change shifted to avoid interfering with hitbox window. New:[1.500x Frame 13]; Old:[1.500x Frame 11]
    D-Air:
    -Hitlag Multiplier: 0.80x->0.90x
    -SDI Capacity Multiplier: 1.20x->0.80x
    Down-B:
    -Hitlag Multiplier: 1.00x->1.50x

    King Dedede
    F-Tilt:
    -6 dmg hit does 9 additional damage to shields, and 4 dmg hit an additional 6
    F-Smash (Sourspot):
    -Trips; 10x Size (this hitbox can only hit characters that are touching the ground)
    U-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    F-Throw:
    -Angle lowered to 35∞ from 45∞; BKB increased to 80 from 70 [6 Dmg; 80 KBG; 70->80 BKB; 45∞->35∞]

    Kirby
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
    B-Air:
    -Outermost hitbox 0.75x size and shifted inward slightly
    Neutral-B (Charizard):
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 0.50x->1.00x
    Neutral-B (Donkey Kong; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.40x
    Neutral-B (Falcon; All):
    -Hitlag Multiplier: 1.00x->1.50x
    Neutral-B (Ganondorf; All):
    -Hitlag Multiplier: 1.00x->1.50x
    Neutral-B (Ike; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.50x
    Neutral-B (Marth; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.45x
    Neutral-B (Meta Knight):
    -Special offensive flags changed from 204FFFC3->004FFFC3 (hits 1,3,4); A04FFFC3->004FFFC3 (hit 2)
    -SDI Capacity Multiplier: 1.00x->0.70x
    Neutral-B (Zelda):
    -Angle changed from 10 to 170 on front hitboxes to send inward like rear hitboxes (Linking Hits)
    -Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
    -Special offensive flags changed from 200FFFC3->000FFFC3 to fix non-existent hitlag
    -SDI Capacity Multiplier: 1.00x->0.80x
    Side-B (Ground; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.25x

    Link
    Jab1:
    -SDI multiplier to .8x from 1x
    Jab2:
    -RA-Bit[17] Set True at 16 frames (From 18)
    -Allow Interrupt at 17 frames (From 20)
    Dash Attack:
    -Priority of hitboxes changed from 10>12>11>11 to 12>11>11>10. 12 dmg hit should now go through again when both the 10 and 12 dmg hitboxes connect
    U-Tilt:
    -Full move frame speed change replaced with equivalent IASA adjustment of 36->33 to avoid interfering with hitbox window
    Grab (Standing):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
    Grab (Dash):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
    Grab (Turn):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 17]
    Neutral-B:
    -1.333x Animation Speed Starting Frame 0 (subaction 1CE)
    -KBG to 60 from 50, BKB to 25 from 7
    Up-B (Ground):
    -Speedup adjusted to avoid interfering with hitbox window. New:[1.500x Frame 1; 1.000x Frame 11]; Old:[1.500x Frame 1; 1.000x Frame 12]
    -Damage of strong up-b ground hit raised by 4 (12->16 hitboxes A-B; 9->13 hitbox C). KBG scaled to match previous knockback (72->54 hitboxes A-B; 72->50 hitbox C)
    Up-B (Air):
    -Hits 1-4 replaced with refreshing Special Offensive Collisions using a 7 frame refresh rate. Hits a maximum of 5 times at 2 dmg for 10 dmg total
    -SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
    -Final Hit: DMG to 7 from 4, Hitlag to 1.25x from 1 [4->7 Dmg; 160 KBG; 30 BKB; (40)∞]
    -Sword hitboxes on final hit increased in size to 8/7 from 7/6

    Lucas
    Dash Attack:
    -Frame speed change reworked to avoid interfering with hitbox window. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.200x Frame 1; 0.700x Frame 33]
    F-Tilt (Electric Hitboxes):
    -Hitlag Multiplier: 0.50x->0.80x
    U-Tilt:
    -Frame speed change replaced with equivalent IASA adjustment of 40->36 to avoid interfering with hitbox window
    -Hitlag Multiplier: 0.50x->0.85x (1st Hit); 0.50x->0.90x (2nd Hit; Electric Hit A); 0.50x->0.80x (2nd Hit; Electric Hit B)
    D-Tilt:
    -Hitlag Multiplier: 0.40x->0.70x
    -SDI Capacity Multiplier: 0.40x->0.50x
    U-Smash:
    -Frame speed change on post-charge animation reworked using cleaner multiplier for pre-hitbox speedup. New:[1.400x Frame 2; 1.000x Frame 23; 1.250x Frame 48]; Old:[1.333x Frame 1; 1.000x Frame 20; 1.250x Frame 48]
    N-Air:
    -Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->0.85x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
    F-Air:
    -Hitlag Multiplier: 0.50x->0.95x (Strong Hit; A); 0.50x->1.05x (Strong Hit; B); 0.50x->0.90x (Weak Hit; A-B)
    U-Air:
    -IASA: 46->40
    D-Air (Hits 1-3):
    -Hitlag Multiplier: 0.50x->0.75x
    Grab (Standing):
    -Frame speed change pushed back 5 frames to not interfere with grab window. New:[1.500x Frame 14] Old:[1.500x Frame 9]
    Grab (Dash):
    -Frame speed change pushed back 5 frames to not interfere with grab window. New:[2.100x Frame 17] Old:[2.100x Frame 12]
    Z-Air
    -Rope Snake tip now has hitbox frames 8-13 with following stats: [4 Size; 4 Dmg; 1 shield Dmg; 30 KBG; 60 BKB; 35∞]
    Side-B
    -Removed 140% speedup
    -Moved “PK Fire!” SFX to frame 18 from 2
    Up-B 2:
    -Hitlag Multiplier: 0.30x->0.65x (Loop 1); 0.30x->0.70x (Loop 2); 1.30x->1.60x (Last Hit)
    -SDI Capacity Multiplier: 0.30x->0.50x (1st Hit); 0.20x->0.90x (Loop 1); 0.10x->0.70x (Loop 2)
    -You can now ride up the wall much easier without bouncing
    Down-B:
    -Hitbox increased to the size of the animation (1.75x)

    Luigi
    Dash Attack (Linking Hits):
    -Hitlag Multiplier: 0.30x->0.75x
    -SDI Capacity Multiplier: 1.60x->0.60x
    N-Air:
    -Hits on frame 4 from 3 [0.500x Frame 2; 1.000x Frame 3]
    -Damage of strong hit reduced to 12 from 14; KBG compensated for original KB. New:[1x Size; 14->12 Dmg; 100->117 KBG; 20 BKB; 90∞]; Old:[1x Size; 14 Dmg; 100->95 KBG; 20 BKB; 90∞]
    Side-B (Misfire):
    -Hitlag Multiplier: 1.00x->1.50x
    Down-B (Ground; Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    Up-B (Ground):
    -Hitlag Multiplier: 1.00x->1.50x

    Mario
    D-Tilt:
    -IASA: 35->25
    -Inside 7 dmg hitbox changed to have priority over outer 5 dmg hitbox
    F-Air:
    -Hitbox windows changed from 1 (Doc Hit), 3 (Meteor Hit), 2 (Flub Hit) to 2, 2, 2 – (Replaces frame speed changes)
    U-Air:
    Previous Stats: On all hitting frames 1-6 [1x Size; 11 Dmg; 100->75 KBG; 9->29 BKB; 45∞]
    New Stats:
    -Hit Frame 1: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞]
    -Hit Frame 2: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->70∞]
    -Hit Frame 3: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->90∞]
    -Hit Frame 4: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->70∞]
    -Hit Frame 5: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->55∞]
    -Hit Frame 6: [1x Size; 11->9 Dmg; 100->50 KBG; 9->25 BKB; 45∞]
    D-Air:
    -SDI Capacity Multiplier: 1.50x->1.00x
    Up-B (Hits 2-6):
    -SDI Capacity Multiplier: 1.00x->0.80x
    Down-B:
    -Hitlag Multiplier: 1.00x->1.80x

    Marth
    Physics:
    -Jump/Grav Values: New: 119974D0; Old: 11897AC0
    -Aerial Stopping Mobility: 0.010->0.007
    Jab 1-2 (Untipped):
    -Hitlag Multiplier: 0.70x->0.80x
    U-Tilt:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
    -Hitboxes on sword shifted inwards and increased in size for more consistent coverage along Z axis
    D-Tilt (Untipped): Made less effective for wall locks
    -Hitbox 0: KBG increased to 44 from 40
    -Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
    -Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
    F-Smash:
    -Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
    -SDI Capacity Multiplier: 0.00x->1.00x (Tip)
    N-Air (1st Hit; Untipped):
    -Hitlag Multiplier: 0.70x->0.85x
    B-Air:
    -Tip hitbox lowered to 25 from previous 30. New:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->25∞]; Old:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->30∞]
    -Untipped hitbox raised to 55 from previous 30, KBG to 55 from 60; BKB to 45 from 30. New:[1x Size; 11->9 Dmg; 85->55 KBG; 30->45 BKB; (40)∞->60∞]; Old:[1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)∞->30∞]
    U-Air (Tip):
    -Growth readjusted from previous 70 to 73. New:[1x Size; 13 Dmg; 80->73 KBG; 40 BKB; 90∞]; Old:[1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90∞]
    F/B/U/D-Throw:
    -Global throw speedup removed
    B-Throw: [IASA: 45->35] [4 Dmg; 60->62 KBG; 50->66 BKB; 140∞->120∞]
    U-Throw: New:[IASA: ??->33] [4 Dmg; 120->80 KBG; 60 BKB; 93∞]; Old:[4 Dmg; 120->65 KBG; 60->80 BKB; 93∞]
    D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135∞->150∞]
    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.45x
    Side-B:
    -Slowdown removed
    -Hitlag Multiplier: 0.50x->0.75x (4-Down; 1 dmg); 0.30x->0.70x (2 dmg); 0.30x->0.65x (3 dmg); 0.30x->0.65x (4 dmg); 0.30x->0.60x (5 dmg)
    -SDI Capacity Multiplier: 1.00x->0.80x (4-Down; 1 dmg)
    Up-B:
    -Strong Hitbox B: [1.2x Size; 13->14 Dmg; 68->64 KBG; 70 BKB; (40)∞->40∞; Shifted towards back]
    -Weak Hitboxes: 20->50 BKB (All Weak); 74∞->35∞ (Weak A)

    Meta Knight: All of MK’s sword attacks now have 1.40x hitlag
    Special Fall (Landlag):
    -Special fall landing lag slowdown returned to 1x speed from 2/3x
    Glide Attack:
    -Hitlag Multiplier: 1.70x->2.00x
    Rapid Jabs:
    -SDI Capacity Multiplier: 1.00x->0.80x
    D-Tilt:
    -Frame speed change reworked with equivalent pre-hitbox slowdown. New:[0.250x Frame 1; 1.000x Frame 2] Old:[0.500x Frame 1; 1.000x Frame 4]
    F-Smash:
    -Hitlag Multiplier: 1.40x->1.70x
    D-Smash:
    -Hitlag Multiplier: 1.40x->1.70x
    F-Air:
    -Outer hitboxes added back in. Shifted inwards.
    D-Air:
    -Inner Hit: [1x Size; 7 Dmg; 105 KBG; 30 BKB; 35∞->40∞]
    -Outer Hit: [1x Size; 9 Dmg; 105 KBG; 15 BKB; 23∞->32∞]; Hitlag Multiplier: 1.40x->1.70x
    D-Throw:
    -Angle changed to 120∞ from previous setting of 40∞. New:[1 Dmg; 110 KBG; 60->80 BKB; 50∞->120∞] Old:[1 Dmg; 60->80 BKB; 110 KBG; 50∞->40∞]
    F-Throw:
    -BKB raised to 70 from 50, KBG 125 from 140 [3 Dmg; 140->125 KBG; 50->70 BKB; 65∞]
    Neutral-B:
    -Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag
    -SDI Capacity Multiplier: 1.00x->0.70x
    Up-B (Ground):
    -Invincible on frame 8 when hitbox comes out from default 5-8
    Up-B (Loop):
    -Angle raised to 35∞ from 30∞. New:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞->35∞] Old:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞]
    -Hitlag Multiplier: 1.40x->1.70x

    Ness
    2nd Jump:
    -Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 5]; Old:[2.000x Frame 1; 1.000x Frame 4]
    -By releasing the jump button and then pressing A, Ness’ vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
    Dash Attack:
    -Speed up moved to 2.000x speed on frame 30. Interruptible on 35 from default 40. New:[2.000x Frame 30] Old:[2.000x Frame 41]
    D-Tilt:
    -Hitlag Multiplier: 0.50x->0.85x
    -SDI Capacity Multiplier: 1.00x->0.50x
    F-Smash:
    -SFX readded to tip hitbox
    U-Smash:
    -Yoyo hitboxes do not clash with other hitboxes
    -Restored to default KB values
    D-Smash:
    -Yoyo hitboxes do not clash with other hitboxes
    -Restored to default KB values
    F-Air:
    -Size (Linking Hits) back to 8.1 (1x) from 8.91(1.1x), angle to 365 from 60
    -Size (Final Hit) back to 9 (1x) from 9.9 (1.1x), angle to 75 from 60
    -Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->1.10x (Final Hit)
    -SDI Capacity Multiplier: 1.50x->0.80x (Linking Hits)
    D-Air:
    -Speed up reworked to avoid interfering with hitbox window. Still hits on frame 17 from original 20. New:[1.250x Frame 5; 1.000x Frame 20] Old:[1.250x Frame 1; 1.000x Frame 21]
    D-Throw:
    -KBG to 35 from 30
    Neutral-B:
    -Start up now commences at 125% speed
    -Endlag commences at 200% speed
    Side-B:
    -Angle of bottom 2 dmg hitbox changed to 100∞ from previous 80∞
    -Hitlag Multiplier: 1.00x->0.70x (2 dmg hitbox); 1.00x->0.75x (1 dmg hitbox)
    -SDI Capacity Multiplier: 1.50x->0.80x (2 & 1 dmg hitboxes)
    -Special offensive flags changed from 21CF7FC3->01CF7FC0 to fix non-existent hitlag and make KB reversible (2 & 1 dmg hitboxes)
    Down-B:
    -Start-up Super armor removed
    Up-B 2 (Strong Hit):
    -Hitlag Multiplier: 1.00x->1.40x
    -You can now ride up the wall much easier without bouncing

    Peach
    Dash Attack (1st Hit):
    -All hitboxes have 0 KBG from 50
    F-Smash:
    -1st swing of the match is random, then each of the following swings continues in sequence of …Club->Pan->Racket->Club->Pan->Racket…
    -Pan +5 KBG (73 from 68)
    -Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB]
    -All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB]
    -Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot)
    N-Air:
    -Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG]
    F-Air:
    -Knockback now able to reverse hit if positioned with them behind you
    -Hitlag Multiplier: 1.00x->1.60x
    B-Air:
    -Can now be IASA frame 50 (down from 56)
    -Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG]
    D-Air:
    -Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
    -Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG]
    F-Throw:
    -Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40]
    D-Throw:
    -Lower KBG to extend poor DI punishment window [60->48 KBG]
    Neutral B:
    -Spores fired no longer clash with other hitboxes
    Side-B:
    -KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23∞]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23∞]
    Up-B (Initial Jump):
    -SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
    -(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
    -(Last Hit) Angle increased to 75 from 60
    Up-B (Descent):
    -Opening and closing of umbrella increased to 1.2x speed
    -Landing with umbrella up and open at 2x speed.

    Pikachu
    D-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.20x->0.90x
    F-Air:
    -Hitlag Multiplier: 0.70x->0.90x (Linking Hits); 0.70x->1.15x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
    B-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x

    Pit
    Rapid Jabs:
    -Hitlag Multiplier: 0.80x->1.30x (1 dmg hitboxes); 0.80x->1.25x (2 dmg hitbox)
    -SDI Capacity Multiplier: 1.50x->1.20x (1 dmg hitbox A); 1.30x->1.00x (1 dmg hitboxes B-C, 2 dmg hitbox)
    D-Tilt (Reworked):
    -Non-Meteor Hit: Inner 2 hitboxes. Takes priority over the meteor hitboxes if both types connect.
    -Meteor Hit: Outer 2 hitboxes. Space it so the outer half of the attack is what hits them to get the meteor hit. [50->40 KBG; 80->64 BKB]
    F-Smash (Final Hit):
    -SDI Capacity Multiplier: 0.00x->1.00x
    N-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.40x->0.80x
    U-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.30x->0.80x
    U-Throw:
    -Growth lowered to 65 from 72; angle to 95 from 90 [7 Dmg; 72->65 KBG; 70 BKB; 90∞->95∞]
    Side-B:
    -Hitlag Multiplier: 1.00x->1.30x (1 dmg hitboxes); 1.00x->1.25x (2 dmg hitbox)

    R.O.B.
    Dash Attack:
    -Returned to default settings
    U-Tilt:
    -Improved combo potential while avoiding u-tilt traps on 1st hit
    -Hit 1:
    -Hitbox 0: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 90∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 90∞->45∞]
    -Hitbox 1: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
    -Hitbox 2: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
    -Hit 2:
    -Hitbox 100: [1x Size; 5 Dmg; 80->120 KBG; 55 BKB; 90∞]
    -Hitbox 101: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
    -Hitbox 102: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
    -Hitbox 103: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
    D-Smash:
    -Adjusted to function more as a reset/GTFO move than a combo setup [1x Size; 5->2 Dmg; 105->80 KBG; 90->120 BKB; 70∞->60∞]
    -SDI Capacity Multiplier: 1.00x->0.90x (Linking Hits)

    Samus
    U-Smash (Reworked): [IASA: 58->48]
    -The hitboxes of Hits 1-4 now do a much better job of properly leading into each other and towards the final hit
    -Outer portion of explosions converted to use lower angles with an additional overlapping cannon hitbox, and shoulder hitbox using higher angles
    -Changed to non-reversible KB Special Offensive Collisions
    -Total damage of all hits reduced to 18 from 23
    -Hit 1: Old:[1.5x Size; 4 Dmg; 50->0 KBG; 50->60 BKB; 130∞->100∞]
    -Hitbox A (Shoulder): [2x Size; 4->3 Dmg; 50->0 KBG; 50->75 BKB; 130∞->115∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50 BKB; 130∞->125∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50->55 BKB; 130∞->140∞]
    -Hit 2: Old:[1x Size; 4 Dmg; 50->0 KBG; 35->60 BKB; 120∞->100∞]
    -Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->125∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->50 BKB; 120∞->150∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->200∞]
    -Hit 3: Old:[1x Size; 4 Dmg; 50->0 KBG; 25->60 BKB; 90∞->120∞]
    -Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->125∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->50 BKB; 90∞->190∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->210∞]
    -Hit 4: Old:[1x Size; 5 Dmg; 50->0 KBG; 30->63 BKB; 85∞->140∞]
    -Hitbox A (Shoulder): [1.7x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->115∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->50 BKB; 85∞->200∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->220∞]
    -Final Hit: Old:[1x Size; 6 Dmg; 120->100 KBG; 50->40 BKB; 80∞->38∞]
    -Hitbox A (Shoulder): [2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
    -Hitbox B (Cannon): [1.2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
    -SDI Capacity Multiplier: 1.20x->0.70x (Hits 1-4)
    N-Air:
    -Initial 9 damage hitboxes increased to 12 damage, KB compensated to be the same [9->12 Damage, 120->90 KBG]
    F-Air (Hits 1-4):
    -SDI Capacity Multiplier: 1.00x->0.80x
    B-Air: (Sweetspot)
    -KBG increased by 3 [14 damage, 88->91 KBG]
    U-Air (Hits 1-5):
    -SDI Capacity Multiplier: 1.00x->0.70x
    Grab (Standing):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.600x Frame 30] Old:[1.600x Frame 26]
    Grab (Dash):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.250x Frame 30] Old:[1.250x Frame 26]
    Grab (Turn):
    -Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.600x Frame 32] Old:[1.600x Frame 26]
    F-Throw:
    -Angle reduced to 30 from original 42 [9 Dmg; 55 KBG; 60 BKB; 42∞->30∞]
    B-Throw:
    -KBG increased and BKB reduced [8 damage; 55->94 KBG, 60->35 BKB]
    U-Throw:
    -KBG reduced [4 damage; 70->50 KBG]
    D-Throw:
    -BKB reduced [6 damage; 80->64 BKB]
    Neutral-B (Full charged):
    -Hitlag Multiplier: 1.00x->1.40x
    Side-B (Super Missile):
    -Damage reduced to 12 from 15, KBG compensated to be slightly less KB [15->12 damage; 72->82 KBG]
    Up-B (Ground):
    -SDI Capacity Multiplier: 0.20x->0.40x (1st Loop); 0.40x->0.60x (2nd Loop)
    Up-B (Air):
    -SDI Capacity Multiplier: 1.00x->0.40x (1st Loop); 1.00x->0.60x (2nd Loop)

    Sheik
    Rapid Jabs:
    -BKB increased to 12 from 8 (all hitboxes)
    -Hitlag Multiplier: 1.00x->1.60x (2 dmg hitboxes); 1.00x->1.70x (1 dmg hitbox)
    -SDI Capacity Multiplier: 0.70x->0.80x
    F-Tilt:
    -Hitlag Multiplier: 0.50x->0.75x
    -SDI Capacity Multiplier: 0.50x->0.80x
    U-Tilt (1st Hit):
    -SDI Capacity Multiplier: 0.50x->0.80x
    -Uppermost hitbox 310 angle from 330
    -Middle hitbox angle 330 from 30
    F-Smash:
    -SDI Capacity Multiplier: 0.50x->0.80x (1st Hit)
    -KBG reduced by 2 from previous setting (2nd Hit) [New: 128->126 KBG, 30 BKB][Original: 100 KBG, 50 BKB]
    B-Air:
    -Initial 3 frame sweetspot damage increased by 1, KBG compensated to slight increase in KB curve. [12->13 damage, 98->96 KBG, 14 BKB]
    -Initial 3 frame weakspots’ damage reduced to 9 from 11, no KB compensation
    U-Air:
    -Speedup polished to equivalent. New:[1.250x Frame 15]; Old:[1.400x Frame 21]
    D-Air:
    -Angle increased to 75 from 70
    Neutral-B:
    -Needles now charge/release by holding down/letting go of the B button
    Side-B (Air):
    -Hitlag Multiplier: 1.00x->1.05x (All Hits)
    Down-B:
    -Sheik’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Zelda has instant IASA. Removes random loading times as a factor in punishability

    Snake
    F-Tilt:
    -Outermost hitboxes shifted inwards. Horizontal range from center of character: 19->15 units (F-Tilt 1); 23->19 units (F-Tilt 2)
    U-Tilt:
    -Initial Hit: Outermost hitboxes shifted inwards. Horizontal range from center of character: 18->14 units
    -Added BKB to upper (boot) hitbox. Hitbox B:[1x Size; 12 Dmg; 95 KBG; 45->60 BKB; 84∞]
    D-Tilt:
    -IASA changed from 35 to 29; angles to 70/65/60 from 80/75/70
    D-Smash:
    -1.200x speed after charge
    F-Smash:
    -Hitlag Multiplier: 1.00x->1.20x
    F-Air:
    -Now interruptible with a midair jump or Up-B starting on frame 29
    Up-B:
    -Now interruptible with an airdodge starting on frame 21 from 41

    Sonic
    U-Tilt:
    -1st hit doesn’t cause tumble [1x Size; 3 Dmg; 100->0 KBG; 0->63 BKB; 96∞]
    -SDI Capacity Multiplier: 0.50x->0.80x (Hits 1-2)
    D-Smash:
    -Reduced KBG to 70 from 100; increased BKB by 20 to 60/55/50 from 40/35/30; angle to 40 from 0×169/special 40
    F-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    B-Air:
    -Frame speed change polished to equivalent pre-hitbox speedup. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.300x Frame 1; 1.000x Frame 10]
    Neutral-B:
    -Now able to IASA into other B moves
    Side-B/Down-B:
    -Spin-jump hitboxes now come out frame 1 instead of 6.

    Squirtle
    U-Air:
    -KBG reduced to 100 from previous 115, BKB raised to 55 from 45; angle changed to 70 from 80. New:[1x Size; 11->9 Dmg; 94->100 KBG; 30->55 BKB; 80∞->70∞] Old:[1x Size; 11->9 Dmg; 94->115 KBG; 30->45 BKB; 80∞]
    -Ends on frame 28 from 24 [0.800x Frame 10]
    Neutral-B:
    -Hitlag Multiplier: 1.00x->1.80x

    Toon Link
    Jab 1-2:
    -SDI Capacity Multiplier: 1.50x->1.20x
    Dash Attack:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.500x Frame 13]; Old:[2.000x Frame 21]
    F-Smash 1:
    -All Offensive Collision events changed to Special Offensive Collision events with reversible-KB disabled (to complete connectibility fix)
    F-Smash 2:
    -SDI Capacity Multiplier: 0.00x->1.00x
    D-Smash (Front Hit):
    -Similar to Melee Young Link’s Dsmash; sends horizontal instead of linking into second hit as the move was glitchy on irregular surfaces.
    -Hitbox A: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 70∞->35∞]
    -Hitbox B: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 75∞->35∞]
    -Hitbox C: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
    -Hitbox D: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
    -Hitbox E: New:[1x Size; 6->15 Dmg; 100->85 KBG; 0->45 BKB; 180∞->35∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 180∞->35∞]
    -SDI Capacity Multiplier: 0.00x->1.00x
    D-Smash (Back Hit):
    -See D-Smash (Front Hit) description.
    -Hitbox A: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox B: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox C: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox D: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    D-Air (Meteor Hitboxes):
    -Hitbox A: New:[1x Size; 16 Dmg; 80->90 KBG; 40->50 BKB; 270∞]; Flags set to xxxxxx95 from xxxxxx82 (aura element from slash).
    -Hitbox B: New:[1x Size; 16 Dmg; 80->90 KBG; 30->40 BKB; 270∞]
    Grab (Standing):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
    Grab (Dash):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
    Grab (Turn):
    -Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 20]
    Side-B (All: ground and aerial; successful pull and failed pull):
    -Frame speed change to reduce boomerang start-up winddown. [1.200x Frame 2]
    Up-B (Ground):
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg hitboxes)
    -SDI Capacity Multiplier: 0.00x->1.00x (Final Hit)
    Up-B (Air):
    -SDI Capacity Multiplier: 0.50x->0.70x (Linking Hits)

    Wario
    F-Smash:
    -Dmg to 17 from 19, KBG compensated to 86 from 77
    -Super Armor replaced with Heavy Armor that will not flinch when struck by hitboxes doing up to a maximum of 12% of damage
    U-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    U-Air:
    -Damage to 15 from 17, KBG to 90 from 80 (compensating KB, no overall change)
    D-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.90x
    -Damage to 14 from 16
    Grab Pummel:
    -Now uses coins!
    Up-B (Final Hit):
    -Hitlag Multiplier: 0.50x->0.80x
    Down-B (Full Charge; Strong Hit):
    -Hitlag Multiplier: 1.00x->1.50x

    Wolf
    Jab:
    -SDI Capacity Multiplier: 0.50x->0.80x (Jab 1); 0.30x->0.80x (Jab 2)
    F-Tilt:
    -Hitlag Multiplier: 0.50x->0.70x (2nd Hit)
    -SDI Capacity Multiplier: 0.00x->0.60x (1st Hit)
    U-Tilt:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.250x Frame 11] Old:[2.000x Frame 26]
    N-Air:
    -Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
    -Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
    -Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
    -Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
    -Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]
    U-Air:
    -New hitbox added near Wolf’s back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]
    Up-B (1 dmg Hits):
    -Reworked to keep them from falling out of move as often
    -Replaced all hitboxes with 3 hitboxes similar to Hitbox B with 16D angle and at 1.333x size
    -Front Hitbox: 0 KBG; 64 BKB; 16D Angle
    -Middle Hitbox: 0 KBG; 140 BKB; 16D Angle
    -Rear Hitbox: 0 KBG; 160 BKB; 16D Angle
    -Hitlag Multiplier: 0.50x->0.75x
    -SDI Capacity Multiplier: 0.00x->0.60x
    Down-B:
    -Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
    -Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.

    Yoshi
    2nd Jump:
    -By releasing the jump button and then pressing A, Yoshi’s vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
    Jab 1:
    -SDI Capacity Multiplier: 1.50x->1.20x
    B-Air:
    -SDI Capacity Multiplier: 1.50x->1.20x (Hit 1); 1.30x->1.00x (Hit 2); 1.30x->0.80x (Hit 3)
    D-Air:
    -SDI Capacity Multiplier: 1.40x->1.00x
    Grab (Standing):
    -Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.500x Frame 27] Old:[1.500x Frame 21]
    Grab (Dash):
    -Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.500x Frame 22] Old:[1.500x Frame 21]
    Side-B (Enter):
    -Speedup removed
    Down-B:
    -Special offensive flags changed from 204FFFC3->004FFFC3

    Zelda
    F-Smash (Linking Hits; Reworked):
    -Hitbox A: New:[1.15x Size; 1 Dmg; 30->40 KBG-B; 0 BKB; 30∞->1∞; Non-reversible KB; Shifted overtop of Hitbox B to negate horizontal size increase]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 30∞->330∞]
    -Hitbox B: New:[1x Size; 1 Dmg; 40->35 KBG-B; 0 BKB; 45∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 45∞->330∞]
    -Hitbox C: New:[1x Size; 1 Dmg; 60->25 KBG-B; 0 BKB; 60∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 60∞->200∞]
    -Hitbox D: New:[1x Size; 1 Dmg; 80->40 KBG-B; 0 BKB; 160∞->190∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 160∞->200∞]
    -SDI Capacity Multiplier: 0.50x->0.60x
    U-Smash:
    -Linking Hits: Side hitboxes no longer use tripping/tumbling KBs and angles [1x60->0 KBG-B; 0->65 BKB; Angle 200->179]
    -Final Hit: Hitbox 0 (top) angle changed to 87 from 90, and increased KBG from 171 to 173 to compensate KO power
    -Hitlag Multiplier: 0.50x->0.75x (1st/2nd Loop)
    -SDI Capacity Multiplier: 0.10x->0.30x (1st Loop); 0.10x->0.40x (2nd Loop)
    N-Air:
    -Linking hits no longer cause tumble, but are now SDIable
    -Hitbox A: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
    -Hitbox B: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
    -Hitbox C: New:[1x Size; 2 Dmg; 108->0 KBG-B; 0->63 BKB; 90∞]; Old:[1x Size; 1 Dmg; 108->84 KBG-B; 0 BKB; 90∞]
    -Hitbox D: New:[1x Size; 2 Dmg; 45->0 KBG-B; 0->35 BKB; 270∞]
    -SDI Capacity Multiplier: 0.00x->0.80x (Linking Hits); 0.00x->1.00x (Final Hit)
    F/B-Air (Sweetspot):
    -Hitlag Multiplier: 1.50x->1.60x
    -SDI Capacity Multiplier: 0.00x->1.00x
    D-Air (Flub):
    -Foot hitbox reduced to 50 KBG from 70
    B-Throw:
    -KBG reduced by 1 and BKB reduced by 2 from previous setting [118->117 KBG, 32->30 BKB]
    U-Throw:
    -KBG increased by 1 from previous setting [60->61 KBG][Original: 50 KBG]
    Neutral-B:
    -Angle changed from 10 to 175 on front hitboxes to send inward like rear hitboxes (Linking Hits)
    -Angle changed from 10 to 5 on rear hitboxes (Linking Hits)
    -Linking hits now all use 24 BKB instead of 12 BKB, 40 KBG
    -Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
    -Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag (All Hits)
    -Hitlag Multiplier: 1.00x->0.75x (1 Damage Linking Hitboxes)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
    Down-B:
    -Zelda’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Sheik has instant IASA. Removes random loading times as a factor in punishability

    Zero Suit Samus
    U-Smash (Linking Hits, 1 dmg):
    -Reworked to less easily fall out of move while moving. Rear part of linking hitboxes have stronger pull to the front
    -Hitlag Multiplier: 0.50x->0.95x
    -SDI Capacity Multiplier: 1.00x->0.80x
    U-Air:
    -Angle changed to 70 from 80 on 10 dmg hitboxes
    D-Air:
    -2.000x speed for duration of hitboxes (frames 14-49)
    -Changed the final 5 frames (at new speed) of hitboxes to be flub hits and removed autocancel window
    -Angle changed to 70 from 60 (Landing Hit)
    -Hitlag Multiplier: 0.30x->0.60x (Landing Hit)
    -SDI Capacity Multiplier: 0.00x->1.00x (Landing Hit)
    Grab (Standing):
    -Total: 84->61; Grab: 16-29. New:[1.700x Frame 29] Old:[1.500x Frame 21]
    Grab (Dash):
    -Total: 84->72; Grab: 16-29 -> 16-35. [1.333x Frame 35; Grab window +6 frames]
    Grab (Turn):
    -Total: 84->68; Grab: 16-29 -> 11-24. New:[1.500x Frame 1; 1.000x Frame 16; 1.250x Frame 29] Old:[1.875x Frame 17]
    Side-B (Weak Hits):
    -Hitlag Multiplier: 0.50x->0.85x

    Ground Dodge animations fully rebuilt, and with new invincibility durations:

    *************
    Ground Dodge
    *************
    —————————————–
    Character New Default
    —————————————–
    Falco 2-15 / 22 2-20 / 22
    Link 2-15 / 22 2-20 / 22
    Pikachu 2-15 / 22 2-20 / 22
    Toon Link 2-15 / 22 2-20 / 22
    Yoshi 2-15 / 22 2-20 / 22

    Marth 2-17 / 24 2-20 / 24
    Captain Falcon 2-17 / 25 2-20 / 25
    Charizard 2-17 / 25 2-20 / 25
    Diddy Kong 2-17 / 25 2-20 / 25
    Fox 2-17 / 25 2-20 / 25
    Game & Watch 2-17 / 25 2-20 / 25
    Ganondorf 2-17 / 25 2-20 / 25
    Ice Climbers 2-17 / 25 2-20 / 25
    Ike 2-17 / 25 2-20 / 25
    Ivysaur 2-17 / 25 2-20 / 25
    Kirby 2-17 / 25 2-20 / 25
    Lucario 2-17 / 25 2-20 / 25
    Lucas 2-17 / 25 2-20 / 25
    Luigi 2-17 / 25 2-20 / 25
    Mario 2-17 / 25 2-20 / 25
    Metaknight 2-17 / 25 2-20 / 25
    Ness 2-17 / 25 2-20 / 25
    Peach 2-17 / 25 2-20 / 25
    Pit 2-17 / 25 2-20 / 25
    R.O.B 2-17 / 25 2-20 / 25
    Samus 2-17 / 25 2-20 / 25
    Sheik 2-17 / 25 2-20 / 25
    Snake 2-17 / 25 2-20 / 25
    Sonic 2-17 / 25 2-20 / 25
    Squirtle 2-17 / 25 2-20 / 25
    Wario 2-17 / 25 2-20 / 25
    Wolf 2-17 / 25 2-20 / 25
    Zelda 2-17 / 25 2-20 / 25
    Zero Suit Samus 2-17 / 25 2-20 / 25

    Olimar 3-17 / 25 3-20 / 25
    Jigglypuff 3-16 / 25 3-16 / 25
    King Dedede 2-18 / 27 2-20 / 27

    Donkey Kong 2-22 / 30 2-23 / 30
    Bowser 3-24 / 32 3-24 / 32

    Airdodges Ported/Re-Worked:
    -Airdodge frame speeds ported to PSA except for Charizard, Ivysaur, Dedede, Squirtle, Ice Climbers – (Replaces frame speed changes)
    **********
    Air Dodge
    **********
    —————————————–
    Character New Default
    —————————————–

    Charizard [4-21 / 39] 4-22 / 34
    Diddy Kong 4-21 / 39 4-22 / 34
    Ike 4-21 / 39 4-22 / 34
    Ivysaur [4-21 / 39] 4-22 / 34
    King Dedede [4-21 / 39] 4-22 / 34
    Lucario 4-21 / 39 4-22 / 34
    Metaknight 4-21 / 39 4-22 / 34
    Olimar 4-21 / 39 4-22 / 34
    Pit 4-21 / 39 4-22 / 34
    R.O.B 4-21 / 39 4-22 / 34
    Snake 4-21 / 39 4-22 / 34
    Squirtle [4-21 / 39] 4-22 / 34
    Wario 4-21 / 39 4-22 / 34
    Zero Suit Samus 4-21 / 39 4-22 / 34

    Ice Climbers [4-24 / 43] 4-22 / 43
    Lucas 4-24 / 43 4-29 / 48
    Ness 4-24 / 43 4-29 / 48
    Sonic 4-24 / 43 4-22 / 43

    Bowser 4-25 / 44 4-23 / 44

    Captain Falcon 4-24 / 44 4-22 / 44
    Donkey Kong 4-24 / 44 4-22 / 44
    Falco 4-24 / 44 4-22 / 44
    Fox 4-24 / 44 4-22 / 44
    Game & Watch 4-24 / 44 4-22 / 44
    Ganondorf 4-24 / 44 4-22 / 44
    Jigglypuff 4-24 / 44 4-22 / 44
    Kirby 4-24 / 44 4-22 / 44
    Link 4-24 / 44 4-22 / 44
    Luigi 4-24 / 44 4-22 / 44
    Mario 4-24 / 44 4-22 / 44
    Pikachu 4-24 / 44 4-22 / 44
    Samus 4-24 / 44 4-22 / 44
    Sheik 4-24 / 44 4-22 / 44
    Toon Link 4-24 / 44 4-22 / 44
    Wolf 4-24 / 44 4-22 / 44
    Yoshi 4-24 / 44 4-29 / 49
    Zelda 4-24 / 44 4-22 / 44

    Peach 4-21 / 44 4-19 / 41

    Marth 5-25 / 44 5-23 / 44

    Charizard, Squirtle, Ivysaur, & King Dedede
    Airdodge frame speed changes adjusted to mirror ported airdodges:
    -1.450x Frame 4; 0.556x Frame 30

    Ice Climbers
    Airdodge frame speed changes adjusted to mirror ported airdodges:
    -1.240x Frame 4; 1.000x Frame 30

    -Hitlag Modifier: Breakpoint raised from 2 to 4
    -Samus, Kirby, Fox, Pikachu, Sheik, Ice Climbers, Meta Knight, ZSS, Diddy Kong, and Squirtle’s jump startup frame speed lines removed as they result in 4 startup regardless
    -Charizard, Squirtle, Ivysaur, & King Dedede hitbox data ported into .pac
    -Aerial Lag Reduction frame speeds ported to PSA – (Replaces frame speed changes)
    -CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 from V2
______________________________________________________________________________________________

How to install:

DISCLAIMER: This nightly build now REQUIRES Gecko 1.9, so you must use Gecko 1.9 for this to work.
Please follow the download instructions on the site using the Brawl+ Autoupdater which correctly allocate files for you whether you wish to use the homebrew channel to load Brawl+, or load Brawl+ on non-homebrew'd wii's.

______________________________________________________________________________________________

KNOWN BUGS:
-Online wild type pokemon are autoswitching.
-Occasional end of game crash when mashing joystick directions
-Yoshi DJC on frames 1-3 with bair or fair can result in a hover effect which is cancellable with an aerial (will be fixed shortly)
-Wolf upB hitting an opponent on the ground can result in a temporary stun on the opponent if the last hit doesnt connect (will be fixed soon)
-Samus and ZSS pacs cannot be loaded at the same time due to a hexing issue (will be fixed soon)

______________________________________________________________________________________________

REMINDER:
All other non-standard sets are not endorsed or supported by the Workshop Back Room (aka Plussery) and are not tournament standard. Please do not use this thread to discuss the differences between non-standard sets and the plussery.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Brawlplusery Official Codeset - Version 4.1B

Any reply that is not does not fall into one of the four following categories is spam and will be punished appropriately:

* Structured, informed issues with balance in the current version, preferably with suggestions for change to fix said problems
* Official responses from WBR Members to said feedback
* Brawl+ Tournament Results Listings (With full details such as Characters, Players, Date and Entry Fee)
* Reports for undocumented bugs within the game itself


This includes any of the following:

* "Hooray, a new version has been released! Did you..."
* "X is lame/overpowered/underpowered"
* "I can't get it to load.../How do I set it up?"
* "I don't like Brawl+ because..."
* "The link doesn't work..." The site occaisionally goes down. This is known.


Known Bugs:

* Holding a button or direction at the end of the match causes a freeze
* Online Waiting Room only replaces New Pork City in offline versus mode. It does not work in training mode or online.
* When choosing ZSS, after the match ends the CSS will reselect Samus.
* Online, Pokémon Trainer's Pokémon cannot played independantly. Choosing a single Pokémon will merely change the one you start the game as.
* During online play, the Handicap Bar will occaisionally reset randomly.
* Some items have undesired or different effects compared to how they behave in an unmodified copy of Brawl.
 
D

Deleted member

Guest
PAL official codeset
version: 4.1
release date: 28 may 2009

download link:
CLICK HERE
README:
in the main folder there is a .gct file and the gameconfig.txt
the .gct file is the snapshot loader.
in each folder you find the actual codes, a changelist and a .txt file (used to compile your own sets)

do either of the following:
1) place gameconfig in root and the file in "/codes" in /codes
2) place the snapshot files in their respective folders

the changelist:
Code:
Changelist Beta 4.1:
 
Current code differences with the NTSC version:
 
the followings codes are missing in this version
 
-death boundary mod
-ignore handicap
-buffer scale = handicap scale
-ledge invincibility duration
 
cosmetics
-unrestricted pause camera
-CCS fixes
-yeroc's custom CSS V3
-custom random V1
-file replacement V2.1
-coloured shields
 
the independent pokemon engine is replaced
with the pokemon no swap on death.
 
END OF DIFFERENCES
 
-Hitbox Changes (Using new Hitbox Modifier)
    -Falcon reverse knee at 60% hitbox size Ð full power again
    -Fox utilt hitbox 1 Previous - 10 damage, 110 growth, 22 base, 110 angle, New - 7 damage, 135 growth, 47 base, 84 angle
    -Fox utilt hitbox 2 Previous - 8 damage, 110 growth, 18 base, 84 angle, New - 7 damage, 135 growth, 47 base, 84 angle
    -Fox utilt hitbox 3 Previous - 8 damage, 110 growth, 18 base, 80 angle, New - 7 damage, 137 growth, 47 base, 80 angle
    -Fox dair 2 dmg from 3 dmg
    -Fox jab: Fixed jab where it afforded no hitstun, BKB 20 from 10, all hitboxes angle to 80, from 35, 80, and 20
    -IC's Down+B->KBG 60 from 180-130-30, , trajectory 225 from 70-20
    -Ivysaur dair sourspot 80 degrees from 50
    -Ivysaur Dash attack angle 100 from 70
    -Ivysaur Bair: All hits do 5 damage instead of 2
    -Ivysaur Uair: minus 2 damage, plus 2 base
    -Kirby Utilt BKB raised to 55 from 40
    -Lucario utilt: all hitboxes BKB increased to 55 from 43
    -Marth Fair: hb1: 8 dmg from 10dmg BKB 42 from 40; hb2: 11dmg from 13dmg, BKB 42 from 40; Angle on sweetspot hit changed to 50 from 20, Angle flub at 40 from 20
    -Marth Uair: hb1: 8 dmg from 10dmg; hb2: 13 damage to 11 damage, 80 growth to 95 growth, 40 base to 42 base
    -Marth UpB 13 damage -> 10 damage, angle 20 to 35¼
    -Marth downB 4th down hit fixed, (again)
    -MK Shuttle Loop, fixed a mistake of making KBG 100 instead of 83
    -Peach fair BKB dropped to 35 from 60, KBG raised to 90 from 68
    -Squirtle Aerial Nerfs:
        -Fair: hb1: dmg to 10 from 12, KBG to 113 from 94; hb2: dmg to 4 from 6, KBG to 135 from 90, BKB up by 2
        -Bair: hb1: dmg to 8 from 10, KBG 121 from 97; hb2: dmg to 4 from 6, KBG to 135 from 90, BKB up by 2
        -Uair: dmg to 9 from 11, KBg to 115 from 94, BKB 45 from 30
    -Squirtle Utilt BKB increased to 50 from 31, KBG 150 from 100, DMG 4 from 6
    -Toon Link FSmash first hit Ð angle 35, KBG 60 from 86, BKB 32 from 0 (fixed to link better and not result in being punished for landing it)
    -Toon Link Dsmash ridiculous sideswipe glitch fixed
        -Hitbox 2 (front side):    KBG 0 from 100, BKB 75 from 0, angle 176 from 170
        -Hitbox 3 (middle):    KBG 0 from 100, BKB 75 from 0, angle 176 from 180
 
 
-Framespeed:
    -Link upB adjusted to 1.5x before frame 11 to ensure no missing hitboxes
    -Link Utilt is now at 1.1x speed
    -Ivysaur razorleaf 1.25x from 1.50x
    -Ivysaur D smash windsdown 1.25x
    -Ivysaur Utilt: Comes out 1.3x faster
    -Ivysaur is back to 50% ALR from 30%
    -Ivysaur upB gives a bigger hop thanks to camelot
    -Lucario up-B travel speed to 1x from 1.25x
    -Marth utilt 1.5x after frame 15
    -Zelda UpB 1.5x reappearance wind-down (from 2x)
 
-Physics
    -Lucario physics: SH 1.050,  FH: 1.1, FF: 1.075, DGrav: 1.025, Fgrav:1.2
    -Marth physics: SH: 1.15, FH: 1.1, FF: 1.075, DGrav: 1.025, Fgrav:1.2
    -Ness testing: SH: 1.075, FH: 1.050, FF:1.15, Dgrav:1.075, FGrav: 1.150
 
 
-Ledge invuln time at 34 frames to restore to brawl default value due to 11 being shaved off
-Added Colored shields cuz its awesome
- (included in separate text file due to rocket sound) The camera now forecasts further than normal and shifts slightly faster to ensure that your character does not outpace the camera panning (still rockets, need fixing) :-(
 
-----------------------------------------------------
 
Global Changes:    
    -Ganon, Falcon, Toon Link and Bowser's weird upB momentum was fixed
    -Ganon can now downB and re-obtain second jump
    -Added unrestricted pause camera
    -Added unrestricted replay camera
 
Hitbox Changes (BKB=Base Knockback, KBG=Knockback Growth):
    -Bowser Fair all hits do 3 more damage
    -Bowser F tilt does 2 more damage
    -Bowser Up and B hitbox 1: 70 base and 80 growth to 70 base and 90 growth
    -Bowser Up and B hitbox 2: 80 base and 50 growth to 100 base and 50 growth
    -Bowser Up and B hitbox 3: 50 base and 50 growth to 70 base and 50 growth
    -Bowser Fsmash final hitbox BKB 50 and KBG 90 and fire, original growth 81, BKB 22
    -Bowser Bair angle decreased to 20 from 35
    -Bowser downB hb3 (90 growth from 75, 60 base from 45)
    -Bowser downB hb4 (80 growth from 72, 14 damage from 11)
    -Charizard fair (Hitbox 4 no flinch) -> KBG176 from 0, BKB 10 from 0
    -DDD Dair has no KBG to allow for combos
    -DDD Uair has more KBG to help killing
    -DDD Second jab (55 base from 20, 0 growth from 50, angle from 85 to 90)
    -DDD Uncharged down+B (20 to 40 base)
    -DDD Full charged Down+B hb1 (30 to 50 base)
    -Falco shine change re-added now that we know attackID 0F gives hitstun, at 120¼ angle from 20¼, and has 80 BKB from 35 (PLEASE PROVIDE FEEDBACK)
    -Falco lasers nerfed to 2 damage from 3 damage
    -Falcon dair spike scaling 100, base, 10 to scale 86 32 base
    -Falcon reverse sweetspot knee:  14dmg from 19, 90 KBG from 93, BKB is the same 
    -Falcon Raptor boost BKB set to 86, KBG set to 43
    -Fox nair hitbox 1 Previous - 100 growth, 10 base, 20 angle,  New - 100 growth, 20 base, 50 angle
    -Fox nair hitbox 2 Previous - 100 growth, 0 base, 20 angle, New - 100 growth, 10 base, 50 angle
    -Ganon wizkick aka wiztruck: set to 85 BKB 80KBG
    -Ganon aerial downB modified:
        -first hitbox: spike 100 KBG and 50 BKB
        -second hitbox: meteor 65KBG and 20BKB
    -Ganon Up B (first hitbox) set to BKB at 50 from 31, Angle 45 from 65, Hitstun attackID 0F
    -IC's Popo's solo squall -> trajectory 60 from 30
    -IC's Popo's nair -> KBG 90 from 100, BKB 90 from 20
    -IC's Popo's sweetspot uair -> KBG 145 from 120
    -IC's Popo's Fair -> BKB 58 from 40
    -IC's Popo's D-smash Hitbox 1 -> KBG 120 from 105, trajectory 45 from 60
    -IC's Popo's D-smash Hitbox 2 -> KBG 120 from 105, trajectory 45 from 83
    -IC's Popo's D-smash Hitbox 3 -> KBG 120 from 102, trajectory 45 from 60
    -IC's Popo's D-smash Hitbox 4 -> KBG 120 from 102, trajectory 45 from 83
    -IC's Popo's Nair -> BKB 60 from 40
    -IC's Popo's dash attack -> KBG 40 from 60, BKB 60 from 90
    -IC's Nana's squall -> KBG 80 from 130, BKB 5 from 15, trajectory 240 from 30
    -IC's Nana's nair -> KBG 70 from 128, BKB 40 from 20, trajectory 320 from 20
    -IC's Nana's Uair sourspot -> KBG 50 from 142, trajectory 35 from 70
    -IC's Nana's Upsmash -> Trajectory 97 from 83
    -IC's Nana's Downsmash -> KBG 95 from 135
    -IC's Nana's Downsmash Hitbox 1-> Trajectory 10 from 60
    -IC's Nana's Downsmash Hitbox 2-> Trajectory 10 from 83
    -IC's Nana's Downsmash Hitbox 3-> Trajectory 10 from 60
    -IC's Nana's Fair Sourspot-> KBG 15 from 100, BKB 8 from 40, trajectory 270 from 40
    -IC's Nana's Fair Sweetspot ->  KBG 30 from 10, BKB 10 from 20
    -IC's Nana's Dair-> KBG 60 from 130, BKB 30 from 40
    -IC's Nana's Dash attack -> BKB 60 from 90
    -IC's Neutral B-> DMG 5 from 3
    -IC's Grab attack has ice effect (no gameplay effect)
    -Ivy Dair BKB 40 from 20 (spike hit) and damage flub hit new damage of 12 from 10
    -Ivysaur Bullet Seed (both hitboxes) KBG 60 from 40, BKB 15 from 10
    -Jiggs: Rest BKB@118 from 100, Dmg Increased to 25, KBG to 50, 45 angle, fire
    -Kirby Nair BKB 60 from 10
    -Links Up+B First hitbox boosted BKB from 72 to 85
    -Link Up+B Semi spike angle changed from 269 to 16 for 2nd and 3rd hitbox and 4th hitbox
    -Link Dtilt will now always spike at 64 BKB from 90
    -Link Fsmash angle at 25 from 361
    -Link Boomerang hitbox 1 (10 damage from 7, 30 growth from 40)
    -Link Boomerang hitbox 2 (8 damage from 5, 30 growth from 40)
    -Link Fair hitbox 1 (5 growth, 40 base from 5 base and 100 growth, 6 damage from 9)
    -Link Bair (hb1 and 2: 35 base, 0 growth, 72 degree angle from 0 base and 100 growth)
    -Link Bair hitbox 3 (60 growth & 50 base from 70 and 70)
    -Link Uair (Strong hit) (25 base from 18)
    -Link Zair hb2(80 degree angle from 45)
    -Link Dashattack (40 base from 30, 60 growth from 80 growth on all hits)
    -Link Dashattack hitbox 2 (mid) (100 angle from 80)
    -Link Dashattack hitbox 3 (run through) (90 angle from 70)
    -Link Dashattack hitbox 4 (run through) (80 angle from 60)
    -Link Up smash HB 5-8: All hitboxes: 75 base and 95 growth from 80 growth and 70 base
    -Lucario dair first hitbox now has a set knockback and no KBG
    -Lucas Bair Final hexagon hitbox angle changed from 361 (special 20 degrees) to 280 degrees
    -Lucas Dash attack Hitbox 2: KB growth 64 from 40, Base KB 0 from 60, Damage 5% from 10%, Angle 361 (special 20 degrees) from 75 degrees
    -Lucas Dash Attack hitbox 1 KB growth 35 from 76, Damage 10% from 12%
    -Luigi aerial upB changed from 72KBG to 60KBG  
    -Mario FLUDD Angle changed from 55 to 50 degrees, growth changed to 70 from 100, BKB to 5 from 0
    -Mario Dair hb2 (80 BKB changed to 60)
    -Mario Fair hitbox 1 flub KBG 100 from 80
    -Mario Fair "Doc" hit - Growth 100 from 80
    -Mario Fair "Meteor" hit - Base KB 40 from 20
    -Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).
    -Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
    -Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
    -Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
    -MK Downsmash both hitboxes KBG changed to 80 from 93, BKB changed to 30 from 40
    -MK Shuttle Loop BKB 55 and KBG 83, from 90 and 60
    -MK Fair outer hitbox on 1st and 2nd swipe now does nothing 
    -Ness D tilt angle changed to 5 from 0 to stop wall locks
    -Ness' bat makes homerun sound
    -Ness d-smash hitbox 1 (20 degree angle from 110; 15 base from 0 and 50 growth from 100)
    -Ness d-smash hitbox 2 (90 base and 60 growth changed to 60 BKB and 60 KBG; angle 80 from 55)
    -Olimar upB Blue: 70BKB & angle 15 from 6dmg 90KBG BKB 60 angle 20
    -Olimar upB Purple: 100KBG from 8dmg 88KBG 60BKB angle 20
    -Olimar upB White: 10dmg & 54KBG from 6dmg 90KBG BKB 60 angle 20
    -Olimar upB Yellow: Angle 80 KBG 100 from 6dmg 90KBG BKB 60 angle 70
    -Olimar upB Red: 80BKB angle 45 from 7dmg 90KBG BKB 60 angle 20
    -Peach dair last two hitboxes 120 to 80 growth
    -Peach Fair 80 growth from 68
    -Peach Downsmash 50 base from 38 and 7 damage from 5
    -Pit dtilt now is a meteor for the whole hitbox
    -ROB utilt tweaked slightly to remove an infinite
    -ROB utilt (trap hitbox) fixed to remove infinite
    -Samus Fsmash now provides KBG@90 and BKB@56  from  KBG@100 BKB@20
    -Samus nair (first hit), BKB to 22 from 10, KBG to 120 from 80
    -Samus Chargeshot KBG 70 from 56, BKB 32 from 31
    -Samus super missiles now at 15 dmg from 10, 72 KBG from 65, angle of 40 from 55
    -Sheik Fair dropped to 120 growth (from originally modified 135)
    -Sheik Ftilt leg hit changed from 63 base to 64 and changed angle to 70 degrees (previous was 90), 85 growth
    -Snake's dair hb4 (50 growth from 100)
    -Sonic's nair changes (by overwhelming sonic player demand):
        -hitbox 1: 11dmg 80 KBG 30BKB angle:20 (KBG increased by 5 to 85, BKB increased to 50 from 30)
        -hitbox 2: BKB increased by 10 (30 from 20)
        -hitbox 3: unchanged 
    -Squirtle watergun Angle changed from 55 to 50 degrees, growth changed to 70 from 100, BKB to 5 from 0
    -Wolf Dair sweetspot BKB raised to 32 from 6
    -Wolf's fair from 95 growth to 110 and changed its angle from 75 to 105
    -Wolf nair readjusted:
        -hb2 changed from 10 base to 40 & 4 damage from 3 damage
        -hb3 changed from 0 base to 40 and 1 damage to 2 damage
        -hb4 increased from 0 growth to 100 growth and 0 base to 40 base
    -Yoshi downsmash (strong hitbox) changed from KBG 63 to KBG 80 and angle of 23 from 30
    -Yoshi downsmash (weak hitbox) changed from KBG 53 to KBG 70 and angle of 23 from 30
    -Zelda UpSmash Final Hit, BKB to 30 from 20, KBG 180 from 210
    -ZSS fsmash electric hits are +2 damage, +2 bkb
    -ZSS fsmash last hitbox (the backwards hit), 8 damage from 6, 16 kbg from 100, 128 bkb from 65, 106 degree launch angle, hits forward overhead almost constant kb
    -ZSS overB whip is 13 damage, +5 kbg, +5 bkb (to offset the kb changes caused by lower damage)
    -ZSS fair first hit 0 kbg
 
Frame Speed:
    -Bowser Utilt on frame 13, 1.5x faster
    -Bowser Ftilt 1.2x faster
    -Bowser has 50% less lag on up+b landing
    -Bowser Dtilt 1.5384616x winddown
    -Charizard ftilt cooldown now 1.75x faster
    -Charizard Uair frame 18, 1.75x
    -Charizard Dair frame 0, 1.5x, frame 18, 1x, frame 20, 1.5x
    -DDD Jab and jab combo is 1.25 times faster
    -Falco U tilt is 2x after frame 14
    -Falco Shine: Frame 0: .5x, Frame 4: 1x, Frame 7: 1.5x
    -DDD dair is 2x after final hitbox
    -Ganons jab frame 0: 3.5x, frame 20: .5x, frame 28: 3x
    -Ganondorfs sweetspot fair frame 15 extended 4x till frame 16 when it returns to 1x
    -Ganondorf fair ALR reduced to 40%
    -Ganon Murder Quake 1.85x
    -Ganon murder choke down to 2x
    -G&W downsmash: frame 15, .85x
    -G&W Key set to 100% ALR, global ALR reduced to 50%
    -G&W Dthrow 1.3x
    -IC's Down+B: After 66 speed up by 2
    -IC's Side B: after frame 55 speed up by 1.5
    -IC's Jab:After frame 8 speed up by 1.5
    -Ike nair wind-down 2x 
    -Ivysaur Razor Leaf after frame 10 is 1.5x faster.
    -Ivysaur standing grab now has 1.2x wind-down
    -Ivysaur dair 2x after frame 12
    -Jiggs D tilt cooldown is 1.5x faster
    -Link standing grab now has 1.5x wind-down
    -Link Dash attack wind-down 1.25x
    -Lucario upB softlanding endlag 20x
    -Lucario Up and B works 1.5x faster
    -Lucas dash attack 1.20x until frame 31, then 0.70x for last 10 frames (previously was 1.35x whole move)
    -Lucas U-smash 1.15x (Comes out 24 instead of 28, ends 85 instead of 98)
    -Lucas 2nd frame double jump 1.25x
    -Lucas U-tilt reworked to 1.175x after hitbox from previous (1.35x total)
    -Lucas Standing Grab is now 1.5x faster after hitbox
    -MK Tornado change Comes out .75 speed (hits frame 16 instead of 12) & 1.5x as much landing lag
    -Ness Dash attack 1.6x after hitbox ends:
    -Ness utilt CD 2x
    -Ness downsmash CD 1.75x
    -Olimar dash attack 1.5x faster (he has an awesome DACUS)
    -Samus' homing missles after frame 20 is 2x faster
    -Samus' super missles after frame 25 is 2x faster
    -Samus standing grab now has 1.6x wind-down
    -Sheik fair has last 5 lag frames removed
    -Sonic U tilt has 1.75x winddown
    -Sonic D smash comes out 2x as fast, has more windown (frame 19, endlag frame speed .5x)
    -Sonic U smash Sped up 2x for the last 16 frames
    -Sonic Dthrow 1.3x
    -Wolf dair: Frame 20 1.4x
    -Yoshi exits shield at 2x
    -Yoshi standing grab now has 1.5x wind-down
    -Zelda UpB 1.75x reappearance wind-down
    -Zelda Ftilt 1.2x
    -Zelda Up-B landing lag 1.5x faster
    -Global: Grab Release Combos have been removed
    -Global: ADs reworked: removed 7 frames from invincibility section, except for peach; added 2 frames cooldown section, peach's cooldown adjusted to compensate for differences, Ness, Lucas and Yoshi were exempted from the code due to teleports
 
Conditional Action Modifier:
    -The following moves do not go into special fall:
        -DK punch
        -Ike aerial sideB when he swings
        -Lucario upB
        -Ness PKT1 
        -Pit upB
        -Yoshi sideB
        -Zelda SideB
 
 - Hitstun changed from Brawl Default 0.48 to 0.4865
 - Aerial Lag Reduction (ALR)
    -Most characters reduced to 50%
    -Captain Falcon reduced to 40%
    -Lucas has 40% ALR
    -Link reduced to 35%
 - Characters individual Short Hop, Full Hop, Fast–Fall, Down Gravity and Normal Gravity have been optimized (See chart below)
 - Characters retain momentum when performing a running jump (see chart below)
 - Individual Move Knockback, Knockback Growth, Damage, Damage Type, and Launch angle have been modified (see below)
 - Individual move frame speeds have been modified (see chart below)
 - Brawls teching system changed from distance to frame window: Tech window = 15 frames
 - Handicap no longer gives handicap, the value/10 equals your buffer frame window
 - Lagless Ledges (Constant 40800000)
 - Dash Dancing window has been improved
 - You can now Cancel a dash with a crouch
 - You can now shield during a dash dance
 - Shieldstun follows New Stun=2*OLDSTUN+3.5
 - Pokemon Trainer has Infinite Stamina
 - Hold Shield to Swap Pokemon after death
 - Hitlag Modifier: NewHitLag=.5*OldHitlag
 - Electric Hitlag set to 1.0
 - Techrolls sped up 1.3x
 - No Autosweetspot Ledges during up B's
 - No Stale Moves
 - No Random Tripping
 - No C-Stick Fastfalls
 - Reversed levels (i.e. stage hazards / changes have been removed): 
        -Pokémon Stadium 2
        -Warioware
        -New Pork City now is the online waiting room stage which is ONLY playable in versus mode
 - Frozen levels:
        -Spear Pillar 
 - Luigi's mansion is now loaded without the mansion
 - Triple Jump Glitch is fixed
 - 2 Frame Powershield window instead of Brawls default of 4
 - Default Settings now set to 4 stock, team attack on, 8min
 - Nametags are now saved in replays
 - Infinite length replays
 - Custom Character Select Screen    
 - Grabs give back the opponents jump
 - Testing new death boundaries made by Kupo (death bound data and death bound code)
 - Online Handicap Disable v1.0 (YOU MUST SET YOUR HANDICAPS TO BE IDENTICAL OR DESYNC)
 - Texture Hack Support v2.1a
 - Added scar jumping back in
 - New CSS with Independent Pokemon code (shield no swap now removed)
 
Other:
    -MK's whorenado now cannot change vertical height due to increased gravity
 
-Character Specific Momentum Settings
    Pikachu: 85%
    Lucario: 75%
    Lucas: 120%
    D3: 70%
    MK: 75%
    Sonic: 175%
    ZSS: 110%
    Global 92.5%
 
Character Specific Gravity and Jump Power Modifications
Chara    ID    SH    FH    FF    DGrav    Grav    Filler
Mario    0    0.900    1.025    1.200    1.175    1.050    0
DK    1    0.850    1.000    1.400    1.000    1.000    0
Link    2    1.050   1.100   1.075   1.025   1.100    0
Samus    3    0.900    1.025    1.300    1.175    1.000    0
Yoshi    4    1.050    1.025    1.200    1.175    1.000    0
Kirby    5    1.000    1.000    1.100    1.000    1.000    0
Fox    6    0.900    1.050    1.150    1.200    1.100    0
Pikachu    7    1.000    1.000    1.150    1.000    1.000    0
Luigi    8    0.950    1.000    1.200    1.000    1.000    0
Falcon    9    0.900    1.050    1.150    1.200    1.100    0
Ness    A    1.000    1.050    1.200    1.175    1.050    0
Bowser    B    0.950    0.950    1.200    1.025    0.950    0
Peach    C    0.950    1.050    1.200    1.175    1.050    0
Zelda    D    0.900    1.000    1.200    1.000    1.000    0
Sheik    E    0.950    1.025    1.200    1.150    1.050    0
Clim     F    0.800    1.050    1.300    1.000    1.000    0
Marth    11    1.000    1.025    1.200    1.175    1.050    0
G&W    12    1.000    1.000    1.200    1.000    1.000    0
Falco    13    0.900    1.050    1.150    1.200    1.100    0
Ganon    14    1.025    1.050    1.100    1.000    1.000    0
Wario    15    1.000    1.000    1.200    1.000    1.000    0
MK    16    0.900    1.000    1.300    1.100    0.950    0
Pit    17    1.000    1.025    1.200    1.000    1.025    0
ZSS    18    0.900    1.000    1.200    1.050    1.000    0
Olimar    19    0.950    1.025    1.200    1.175    1.050    0
Lucas    1A    1.025    1.025    1.300    1.050    1.025    0
Diddy    1B    0.950    1.025    1.200    1.150    1.050    0
Chariz    1D    1.000    1.025    1.200    1.150    0.950    0
Squirt    1E    0.900    1.050    1.300    1.050    1.000    0
Ivysaur    1F    1.025    1.025    1.200    1.050    1.000    0
Dedede    20    1.000    1.025    1.150    0.950    1.000    0
Lucario    21    0.900    1.025    1.200    1.175    1.050    0
Ike    22    1.000    1.050    1.100    1.025    1.025    0
ROB    23    1.000    1.025    1.200    1.150    1.050    0
Jiggs    25    0.950    1.000    1.300    1.000    1.000    0
Toony    29    1.000    1.000    1.300    1.150    1.000    0
Wolf    2C    1.025    1.025    1.200    0.850    1.100    0
Snake    2E    0.950    1.100    1.200    1.175    1.050    0
Sonic    2F    0.950    1.000    1.300    1.250    1.000    0
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Can we get some pictures of the new textures? It would do more to describe their purpose than just a short blurb, I believe.
 

Kuga

Smash Journeyman
Joined
Oct 19, 2008
Messages
202
Location
Brazil
Yay,Finally.Too bad somethings was not add D=
Good **** WBR [2]
 
D

Deleted member

Guest
Any reply that is not does not fall into one of the four following categories is spam and will be punished appropriately:

Structured, informed issues with balance in the current version, preferably with suggestions for change to fix said problems
Official responses from WBR Members to said feedback
Brawl+ Tournament Results Listings (With full details such as Characters, Players, Date and Entry Fee)
Reports for undocumented bugs within the game itself

This includes any of the following:

"Hooray, a new version has been released! Did you..."
"X is lame/overpowered/underpowered"
"I can't get it to load.../How do I set it up?"
"I don't like Brawl+ because..."
guys stick to the rules
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I want to reiterate what PK is saying too (hopefully Almas doesn't think I'm spamming). We are nearing an end to the major tweaks of Brawl +'s development cycle so we'd like for this topic to be a bit more professional and mature then the last Plussery as well as any other topic in this forum.

If you have feed back please post it in a mature and responsible way. Videos are best to show your example but as long as you have a detailed and well written post your feedback will be read and addressed. Thanks for understanding and hopefully we can make this topic into what it should be.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
8 replies, 4 infractions. I advise you all read what I posted in the OP. Thanks for the information about the link being down - it is a free hosting issue. I'll be swapping to a good hosting server soon enough.
 

Nubsta5

Smash Cadet
Joined
Apr 29, 2009
Messages
30
Location
Yuba City, CA
I believe Game and Watch is a little too easy to kill and is less of a character because of it, due to his Up B being very easily grabbed with no ledge sweetspotting. Since he can no longer recover once you grab him out of it, it makes for very easy stocks once you get him off stage.

I'd say to fix it, obviously, would be to just allow him to up B again no matter the circumstances, or maybe reduce the prerequisites for his sweetspotting (it seems to take a long time for him to do so, longer than others).
 

Lord Exor

Smash Apprentice
Joined
Sep 8, 2008
Messages
146
NNID
LordExor
3DS FC
0430-8460-0827
If Meta Knight is even more broken, count me in.
 

TL?

Smash Ace
Joined
Apr 6, 2008
Messages
576
Location
Chicago, IL
I believe Game and Watch is a little too easy to kill and is less of a character because of it, due to his Up B being very easily grabbed with no ledge sweetspotting. Since he can no longer recover once you grab him out of it, it makes for very easy stocks once you get him off stage.

I'd say to fix it, obviously, would be to just allow him to up B again no matter the circumstances, or maybe reduce the prerequisites for his sweetspotting (it seems to take a long time for him to do so, longer than others).

He can attack out of his up-B though and hes still a very strong character over all.
 

jalued

Smash Lord
Joined
Mar 16, 2008
Messages
1,813
Location
somewhere cold and dreary
If Meta Knight is even more broken, count me in.
nah hes just now the best edgeguarder u can ever imagine. he cant kill very easily on stage anymore (his dsmash now is slower and doesnt kill untill 140%), so u have to reply on edgeguarding (which tbh makes him more fun :D )

hes still high tier though (prob top 6)
 

kinghomie3

Smash Rookie
Joined
May 27, 2009
Messages
4
ok this link isn't working for me and i was wondering if anyone knew why or had another link to it. sorry for the trouble.
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
They are both working for me now, so it seems to be fixed.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
This might be known already, but I don't see it on the "known bugs" blurb.

This is more of a minor inconvenience then a real problem, but while playing online the handicap is prone to random resets back to zero.

Causes a lot of desynchs if you don't check your handicap after each match.

Let's not let this release grow as outdated as 4.0 :p
It should be used at tournaments instead of nightly builds, so it would be a bummer to see it grow old in a week or two.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The Homebrew Browser has been added for easy updates to GeckoOS.

Texture pictures are not provided because they are not used for aesthetics so much as functional usage. They are designed to look identical to normal characters but with the colour difference being more noticable. Adding pictures of all the changes would clog up the OP even more.

The download link goes down occaisionally. After the first post about it is not necessary to post every time it does not work for you.

Paprika Killer's post with details of the PAL codeset has been added.

There have been 22 replies to this thread. I have handed out 10 spam infractions in them. I suggest you read the OP very closely before posting.

Plum's bug has been added to the OP.

Sonic: You will receive a PM in your inbox when you receive an infraction or warning. The thing you noticed is caused by the fact that Dedede's Jab Hitbox is not present directly next to him. If the opponent is fairly close, you will hit them from the right. In your case, you landed a phantom hit (the hitbox/hurtbox were extremely close, but not overlapping), and then he was so close that you missed.

Please do not reply with another post.
 

Sails

Smash Ace
Joined
Feb 21, 2008
Messages
561
Location
Southwick, MA
Almas: Are spam infractions something we would know about if we were flagged?

Also, I was testing out Dedede's second jab change, and while I like the change, I noticed at one point that despite being right next (left) to Sonic (My personal sandbag in Training Mode), one of my first jabs nicked him despite being right in front of me. It was strange, because the little spark was animated on his right side as if I was hitting him from his right.

Is there some random nick chance I didn't know about? Or is this something already known?

Edit: And I was just able to reproduce it, except it didn't nick, it flat out missed.

Edit2: And here's a recording of it. The second and fifth jabs show both a nick and a complete miss.
http://www.mediafire.com/?momfz50norg
 

iLink

Smash Champion
Joined
Oct 17, 2007
Messages
2,075
Location
NorCal
It's just a tech, you could always do that, but the timing is kind of strict so I don't really see a problem with it.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
It's just a tech, you could always do that, but the timing is kind of strict so I don't really see a problem with it.
Actually, you couldn't. It's impossible to tech ganon's sideB in regular brawl due to teching being based on distance, but in brawl+, since we changed the teching system to be based on frames, it enabled teching his sideB, for both the grounded and aerial versions. Ganon shouldn't be put in a disadvantageous situation for landing the move, so yes, when your opponent has frame advantage, there is indeed a problem with it.

We'll certainly be looking into fixing this.
 

stRIP

Smash Ace
Joined
Dec 19, 2008
Messages
645
Location
Herborn, Germany
Could it be that there is no gameconfig.txt in the mediafire PAL link?

:< cant find it

edit: k used the NTSC one.
 
D

Deleted member

Guest
stRIP, my bad I posted a link to this specific set, instead of to the general B+ folder (which is where the gameconfig is).
I'll fix that in a second
 

ZeonStar

Smash Ace
Joined
Apr 13, 2006
Messages
601
Location
Rome, GA
Actually, you couldn't. It's impossible to tech ganon's sideB in regular brawl due to teching being based on distance, but in brawl+, since we changed the teching system to be based on frames, it enabled teching his sideB, for both the grounded and aerial versions. Ganon shouldn't be put in a disadvantageous situation for landing the move, so yes, when your opponent has frame advantage, there is indeed a problem with it.

We'll certainly be looking into fixing this.
I remember even in vbrawl, after aerial choking some characters, for example donkey kong, they could use their getup attack before Ganondorf could recover from aerial gerudo. Im not sure how it works in brawl+ as I havent been in that situation yet.
 
D

Deleted member

Guest
I remember even in vbrawl, after aerial choking some characters, for example donkey kong, they could use their getup attack before Ganondorf could recover from aerial gerudo. Im not sure how it works in brawl+ as I havent been in that situation yet.
getup =/= tech, he mean you can actually press L/R to do an ukemi before ganon can hit you
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I cant fix the text file till im home on tuesday. im down in florida
 
D

Deleted member

Guest
Why does an aerial Raptor Boost still send into helpless when it hits? I thought that would be one of the first things you'd do with the Conditional Action Modifier.
 
Status
Not open for further replies.
Top Bottom