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Brawl+ Beta Build (GSH1) Discussion

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Isatis

If specified, this will repl[0x00000000]ce the
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reverite
As shanus puts it best...

This thread is for the discussion of the nightly builds made publicly available of the plussery codeset as well as other related codesets. In posting your comments, please clearly post the nightly build being tested so that the other users can clearly understand what your comments relate to.

Also, 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.

Also, please note that these are nightly builds which means they might be exploratory in nature or at times even buggy. However, they usually are plenty stable and far more up to date than the public releases.

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!


11/29 updates:
Yoshi throw mixups added

TL Boomerang Fixed (removed speed up for IASA into arrow only)

Falcon Nair to RC1, U throw growth in half and one less frame winddown
D throw raised 5 degrees

GW throw mixup
U throw like Mario's
B throw = KO throw
F throw = Ness F throw
D throw = unchanged

Bowser U throw = more growth
B throw = less KBG
F throw = High base and low growth (like Ness F throw)
Bowser Nair weak hit
lower angle (65)

Marth tip size increase re added on F smash
Reverse hitbox reedited on upB

Peach:
Download the beta build at http://brawlplus.net/download/

Beta Build (GSH1) Changelist: http://www.smashboards.com/showpost.php?p=8902661&postcount=2

ALR Chart & Tech Roll Data: http://www.smashboards.com/showpost.php?p=8902674&postcount=3

Updater/Installer Downloads/Changes: http://www.smashboards.com/showpost.php?p=8902678&postcount=4
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
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Shadoof
I'm totally WBR.
Changelist:

Code:
FF during tumble and no AD during tumble

lower hitstun
- .46 from .48

Less sheild stun
- Lower multiplier so that strong moves hit with less sheild stun and weaker moves about the same

remove rapid jabs
- No more machine gun jabs

ALR reworked on all characters; chart at bottom

All characters have faster celing techs and have character specific speed ups on tech rolls

Removed autosweetspot on more moves (mostly sideBs and Lucario’s upB)

Characters:
Bowser:
- Shell’s Physics change (Bowser is harder to combo, but functions the same)
- upB Weak hit upB does 9 damage from 5 with same KB
- aerial upB 365 angle on all hits
- Side B was given more growth KB

Captain Falcon:
- Nair has more KBG on 2nd kick, and the 2nd kick can no longer cut through projectiles
- D throw has a lower angle (combos well off stage, techs on stage)
- D smash less KB
- F smash speed up removed
- Bair strong and weak hits a bit less strong
- U throw has less growth

Charizard:
- Initial Glide animation sped up
- Dair at 120% size
- U throw IASA sped up due to lower hitstun

Falco:
- More base on second hit of U tilt and less growth to stop self combos
- D throw lower angle
- U throw less base and higher angle
- Lasers on D, U, and F throw now have no KB so they dont interfere with the DI on the throws
- Jabs have a lower angle and more winddown on rapid jabs; IASA to jab two and three have +2 frames, +3 frames on rapid jab release
- SideB:
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-No ledge autosnap during movement portion of move
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)

Fox:
- Bair does 11 dmg from 15 with compensated KB
- Lasers -1 dmg on initial hit (always does 2)
- Shine back to original vBrawl stats with JC
- Bair autocancel removed
- D throw forces a tech
- U throw has IASA to allow combos with DI read
- Fair first three hits do less damage
- SideB:
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-No ledge autosnap during movement portion of move
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)
- Nair angle reverted to original angle

Ganondorf:
- SideB grab box back to original stats
- U throw has IASA and original stats
- D throw has added growth

Ike:
- Sped up U throw IASA due to lower hitstun

Ivysaur:
- B throw to a lower angle with same stats
- F throw to a lower angle with same stats
- Original stats on neutral B with more SDI and hitlag
- Less winddown on neutral B release
- All upB tether animations at 2x
- U tilt all hitboxes at 1.5x size
- Dair now keeps horizontal momentum, but stalls vertical

Jigglypuff:
- Faster weaker F smash
- More bair range
- More jab range
- U tilt stats reworked for better use at all percents
- U throw has more growth
- D throw has a lower angle

Kirby:
- F and D throws modified to help with CGs
- U-throw increased to 80 KBG from 70
- Dair hitbox moved to feet hitbox only
- Nair back to original stats
- First two fair hits do -1 dmg

Link:
- Back throw keeps opponent closer for possible followups
- F throw has a lower angle and a bit more power
- U throw has an IASA to allow for some follow ups
- First hit F smash angle was raised so it was not as powerful
- Last hit aerial upB is not as strong
- Bombs have less KBG

Lucario:
- Up throw minus 1 dmg to assist in the removal of chain grabs

Luigi:
- DownB adjusted to have less horizontal range on hitboxes, and final hit higher BKB and increased KBG to prevent combos/strings on FFers and heavies
- F smash less KBG on all hits
- U tilt angle fixed with a bit more base to help with self locking
- D throw lower angle to stop D throw > nair being guaranteed on many characters

Mario:
- F smash hitboxes fixed for size and power (fireball is strong, body is weak)
- U smash; nair; D smash all have a bit more KBG to assist with KOs
- Weak hit nair has higher angle for more possible followups
- FLUDD lower angle and stats reworked to only use base
- Cape hits at a lower angle
- B throw was given a higher angle to allow it to KO off the top
- U throw was given a higher angle and lower KBs to be a mixup with D throw
- Air Cape hitbox is slightly smaller, ground hitbox for cape is slightly larger

Marth:
- Removed F smash tip size increase
- F throw more base, B throw IASA isnt as quick
- U tilt, D smash, and upB back to original stats
- U smash 4 dmg hitbox to half size
- Bair tipper has higher angle and is stronger, blade hit has lower angle and is weaker

Metaknight:
- Time between Nair hb1 and 2 was changed to 4 frames from 2
- SideB hitboxes are smaller to assist with priority

Ness:
- Fair final hit back to vBrawl settings
- D throw has a lower angle
- U throw has less base and a quicker IASA
- upB winddown speed up changed to 150% from 500%
- DownB is smaller, weaker, lower angle, and has refreshable Super armor
- SideB has more hitlag and SDI while locked into the stream of fire

Pikachu:
- Jab IASAs to allow for speedy jabs without machine gun jabs available

Pit:
- UpB windbox is smaller
- Can use upB multiple times and it does not deplete jumps, but decays upon multi use
- UpB goes into special fall if used to the end

Samus:
- Jab lock was removed
- Has bomb jump IASA now
- Nair has a bit more KBG on initial hit

Sheik:
- Rapid jabs angle changed to 20 degrees and base knockback increased
- Dash attack: angle increased to 65 from 60, KBG slightly reduced to 96 from 100
- U-tilt (2nd hit): angle increased to 65 from 60; Damage to 11 from 13
- F-Smash (1st hit): Hitboxes reworked to use BKB instead of weight dependent BKB. Size of innermost leg hitbox slightly reduced.
[Hitbox A: size 4.5 -> 4, 69/70 KBG-B -> 40 BKB]
[Hitbox B: size 4, 50/60 KBG-B -> 30 BKB]
[Hitbox C: size 5, 45/60 KBG-B -> 28 BKB]
- F-Smash (2nd hit): KBG reduced by 3 from previous setting [126->123 KBG; 30 BKB]
- U-Smash: Can no longer double hit. Side hits have an additional hitframe at their beginning to connect the different hitboxes.
- N-Air: KBG increased by 3 on initial 3-frame hitboxes [100->103 KBG; 0 BKB]
- DownB: Body collision: Intangible moved to 33 from 40 (35-40 are nonexistent animation frames). Now has modified GFX and SFX cues to match slowdown mechanic.

Snake:
- U tilt was shrank to 6 units from 12 (initial hit still has insane range, but later hits are shorter range)
- F tilt fits animation
- Nair autocancel moved up 2 frames to compensate higher landing lag
- Grenades do an additional 3 damage to shields

Sonic:
- Last hit uair has more KBG
- Spring has lower angle and bit more power
- Linking hits of fair has 365 angle

Squirtle:
- U throw more KBG
- Fair is slower and stronger

Toon Link:
- First hit F smash damage reduced
- Boomerang speed up changed to be an IASA with arrows only

Wario:
- Bite has more winddown
- Uair moved to 15 dmg without KB compensation
- D throw has more base and growth to remove CG with lower hitstun

Wolf:
- Nair has sonic nair stats
- D smash and final hit F smash has a bit less KBG
- Bair was changed to 9 damage with compensated KB
- Shine has super armor instead of invulnerability, moved back to frame 1
- Fair autocancel frame moved up to compensate higher landing lag

Yoshi:
- D throw more base with quicker IASA to remove FFer CG but preserve combos

Zelda:
- Jab: linking hits no longer use trip inducing angles. [special 40 angles changed to 1][175 angles changed to 179]
- Jab (last hit): nonreversible hitbox shifted to #1 priority and reverted to special 40 angle
- D-tilt: IASA happens 1 frame later [allow interrupt 24->25]
- F-Smash (outermost linking hit): no longer causes tripping on lightweights [40 KBG-B changed to 38 BKB]; SDI reverted to 0.5x (linking hits)
- U-Smash: Angle and KBG on last hit reverted to previous setting of 171 KBG, 90 angle from 173 KBG, 93 angle.
- N-air: angle on linking side hits reverted to 150
- F-air (sweetspot): BKB reduced by 4 and KBG by 1 [34->30 BKB, 95->94 KBG]
- U-air: auto cancels on frame 43 down from 56 (cosmetic change) [Asynchronous Timer: 55->42]
- D-air (flub): 4-damage hitbox KBG reverted to original 70. Flub now only hits for 1 frame, down from 9.
- Side-B: Now has 3 hit frames (+1 to end), up from 2.
- DownB: Has modified GFX and SFX cues to match slowdown mechanic.

ZSS:
- D tilt has lower angle
- D throw has more base and growth
- U throw has a higher angle and more growth
- F throw has a lower angle and low growth and less damage
- Bair has a sweetspot (toe is strong) and the sourspots are weaker with less damage
- Armor pieces have less BKB
 

Isatis

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Messages
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reverite
Above poster is not totally WBR. ;D?
ALR chart:

Code:
captain	Nair	7
	Fair	9
	Bair	7
	Uair	7
	Dair	9
				
dedede	Nair	8
	Fair	15
	Bair	11
	Uair	11
	Dair	25
				
diddy	Nair	7
	Fair	15
	Bair	7
	Uair	11
	Dair	15
				
donkey	Nair	8
	Fair	15
	Bair	8
	Uair	11
	Dair	16
		
falco	Nair	7
	Fair	17
	Bair	8
	Uair	8
	Dair	7
				
fox	Nair	7
	Fair	9
	Bair	8
	Uair	11
	Dair	7
				
G&W	Nair	7
	Fair	11
	Bair	7
	Uair	7
	Dair	15
				
ganon	Nair	11
	Fair	15
	Bair	11
	Uair	11
	Dair	18
				
ike	Nair	7
	Fair	11
	Bair	11
	Uair	9
	Dair	14
				
kirby	Nair	7
	Fair	8
	Bair	7
	Uair	7
	Dair	8
				
koopa	Nair	12
	Fair	12
	Bair	18
	Uair	14
	Dair	20
				
link	Nair	7
	Fair	7
	Bair	7
	Uair	10
	Dair	25
				
lucario	Nair	7
	Fair	9
	Bair	8
	Uair	11
	Dair	7
				
lucas	Nair	8
	Fair	7
	Bair	7
	Uair	7
	Dair	12
				
luigi	Nair	7
	Fair	11
	Bair	7
	Uair	7
	Dair	7
				
mario	Nair	7
	Fair	13
	Bair	7
	Uair	7
	Dair	10
				
marth	Nair	7
	Fair	7
	Bair	11
	Uair	7
	Dair	16
				
MK	Nair	8
	Fair	8
	Bair	7
	Uair	7
	Dair	8
				
ness	Nair	9
	Fair	7
	Bair	7
	Uair	7
	Dair	14
				
peach	Nair	7
	Fair	11
	Bair	7
	Uair	7
	Dair	7
				
pikachu	Nair	13
	Fair	8
	Bair	15
	Uair	12
	Dair	20
				
pikmin	Nair	8
	Fair	8
	Bair	8
	Uair	15
	Dair	15
				
pit	Nair	12
	Fair	7
	Bair	7
	Uair	12
	Dair	12
				
p.Fush	Nair	7
	Fair	14
	Bair	7
	Uair	11
	Dair	14
				
p.Liz	Nair	11
	Fair	16
	Bair	11
	Uair	11
	Dair	18
				
p. zeni	Nair	7
	Fair	12
	Bair	7
	Uair	11
	Dair	10
				
popo	Nair	8
	Fair	10
	Bair	8
	Uair	15
	Dair	21
				
purin	Nair	8
	Fair	8
	Bair	8
	Uair	8
	Dair	15
				
robot	Nair	7
	Fair	7
	Bair	7
	Uair	11
	Dair	11
				
samus	Nair	7
	Fair	7
	Bair	7
	Uair	7
	Dair	7
				
sheik	Nair	7
	Fair	7
	Bair	7
	Uair	11
	Dair	13
				
snake	Nair	15
	Fair	15
	Bair	15
	Uair	11
	Dair	15
				
sonic	Nair	7
	Fair	15
	Bair	7
	Uair	11
	Dair	15
				
ZSS	Nair	7
	Fair	8
	Bair	7
	Uair	7
	Dair	20
				
TL	Nair	8
	Fair	9
	Bair	7
	Uair	11
	Dair	20
				
wario	Nair	7
	Fair	8
	Bair	15
	Uair	7
	Dair	10
				
wolf	Nair	7
	Fair	15
	Bair	7
	Uair	7
	Dair	10
				
yoshi	Nair	7
	Fair	8
	Bair	7
	Uair	7
	Dair	10
				
zelda	Nair	7
	Fair	11
	Bair	11
	Uair	11
	Dair	11
Tech Roll Data:

Code:
*****************
Tech Roll (both)
*****************
-Default-
[EVERYONE ELSE] Total: 40; Invincible: 1-20
Zelda           Total: 40; Invincible: 1-19

-Previous Change- [1.300x; Frame 1]
[EVERYONE ELSE] Total: 31; Invincible: 1-16
Zelda           Total: 31; Invincible: 1-15

-New-
*See below*

******************
Tech Roll Forward
******************
--------------------------------------|------------|-------------------|-----------------------
Character            -Distance-       |            |                   |    -Average Speed-
             Length to   Raw   Hurtbox|   Frame    |  Old       New    |
              Hurtbox   Length  Width |   Speed    |Tot Inv   Tot Inv  |  Old      New
--------------------------------------|------------|-------------------|-----------------------
Lucario         22.02 / 25.98 /  3.96 | 1.334x @ 1 | 40 1-20 / 30 1-15 | 33.03 -> 44.04 dm/sec
Game & Watch    24.99 / 30.00 /  5.01 | 1.291x @ 1 | 40 1-20 / 31 1-16 | 37.49 -> 48.37 dm/sec
Jigglypuff      26.30 / 31.58 /  5.28 | 1.250x @ 1 | 40 1-20 / 32 1-16 | 39.45 -> 49.31 dm/sec
Ganondorf       27.74 / 34.99 /  7.25 | 1.250x @ 1 | 40 1-20 / 32 1-16 | 41.61 -> 52.01 dm/sec
Olimar          28.35 / 31.96 /  3.61 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 42.53 -> 51.55 dm/sec
R.O.B           28.60 / 34.99 /  6.39 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 42.90 -> 52.00 dm/sec
Wario           29.07 / 34.99 /  5.92 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 43.61 -> 52.85 dm/sec
Captain Falcon  30.30 / 36.05 /  5.75 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 45.45 -> 53.47 dm/sec
Snake           30.46 / 36.05 /  5.59 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 45.69 -> 53.75 dm/sec
Diddy Kong      30.53 / 35.09 /  4.56 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 45.80 -> 53.88 dm/sec
Sonic           30.68 / 34.37 /  3.69 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.02 -> 54.14 dm/sec
Pikachu         30.71 / 35.99 /  5.28 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.07 -> 54.19 dm/sec
Kirby           31.13 / 34.99 /  3.86 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.70 -> 54.94 dm/sec
Ice Climbers    31.28 / 34.64 /  3.36 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.92 -> 55.20 dm/sec
Bowser          31.51 / 41.40 /  9.89 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 47.27 -> 55.61 dm/sec
Toon Link       31.83 / 35.02 /  3.19 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 47.75 -> 56.17 dm/sec
Wolf            32.18 / 38.71 /  6.53 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 48.27 -> 56.79 dm/sec
Lucas           32.26 / 35.09 /  2.83 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 48.39 -> 56.93 dm/sec
Ness            32.50 / 35.07 /  2.57 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 48.75 -> 55.71 dm/sec
Mario           32.93 / 36.99 /  4.06 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 49.40 -> 56.45 dm/sec
Fox             33.71 / 38.71 /  5.00 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.57 -> 57.79 dm/sec
Squirtle        33.77 / 40.55 /  6.78 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.66 -> 57.89 dm/sec
Luigi           34.27 / 38.99 /  4.72 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 51.41 -> 58.75 dm/sec
Metaknight      34.29 / 39.99 /  5.70 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 51.44 -> 58.78 dm/sec
Pit             34.29 / 39.99 /  5.70 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 51.44 -> 58.78 dm/sec
Zero Suit Samus 34.69 / 37.54 /  2.85 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.04 -> 57.82 dm/sec
Charizard       34.71 / 39.99 /  5.28 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.07 -> 57.85 dm/sec
Ivysaur         34.71 / 39.99 /  5.28 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.07 -> 57.85 dm/sec
Yoshi           34.96 / 41.99 /  7.03 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.44 -> 58.27 dm/sec
Samus           35.65 / 39.99 /  4.34 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 53.48 -> 59.42 dm/sec
Sheik           35.84 / 40.00 /  4.16 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 53.76 -> 59.73 dm/sec
Marth           37.17 / 41.99 /  4.82 | 1.082x @ 1 | 40 1-20 / 37 1-19 | 55.76 -> 60.28 dm/sec
Donkey Kong     38.23 / 45.68 /  7.45 | 1.082x @ 1 | 40 1-20 / 37 1-19 | 57.35 -> 61.99 dm/sec
Falco           38.42 / 43.99 /  5.57 | 1.082x @ 1 | 40 1-20 / 37 1-19 | 57.63 -> 62.30 dm/sec
Peach           41.86 / 44.79 /  2.93 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 62.79 -> 64.40 dm/sec
King Dedede     42.09 / 50.00 /  7.91 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 63.14 -> 64.75 dm/sec
Link            42.84 / 48.26 /  5.42 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 64.26 -> 65.91 dm/sec
Ike             44.52 / 49.00 /  4.48 |     n/a    | 40 1-20 / 40 1-20 | 66.78 -> 66.78 dm/sec
Zelda           46.68 / 48.79 /  2.11 | 0.976x @ 1 | 40 1-19 / 41 1-20 | 70.02 -> 68.31 dm/sec



*******************
Tech Roll Backward
*******************
--------------------------------------|------------|-------------------|-----------------------
Character            -Distance-       |            |                   |    -Average Speed-
             Length to   Raw   Hurtbox|   Frame    |  Old       New    |
              Hurtbox   Length  Width |   Speed    |Tot Inv   Tot Inv  |  Old      New
--------------------------------------|------------|-------------------|-----------------------
Game & Watch    24.72 / 30.00 /  5.28 | 1.291x @ 1 | 40 1-20 / 31 1-16 | 37.08 -> 47.85 dm/sec
Bowser          25.00 / 41.48 / 16.48 | 1.291x @ 1 | 40 1-20 / 31 1-16 | 37.50 -> 48.39 dm/sec
Ganondorf       26.43 / 35.00 /  8.57 | 1.250x @ 1 | 40 1-20 / 32 1-16 | 39.65 -> 49.56 dm/sec
Lucario         26.44 / 30.66 /  4.22 | 1.250x @ 1 | 40 1-20 / 32 1-16 | 39.66 -> 49.58 dm/sec
R.O.B           27.97 / 35.00 /  7.03 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 41.96 -> 50.85 dm/sec
Pikachu         28.89 / 32.41 /  3.52 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 43.34 -> 52.53 dm/sec
Ice Climbers    29.25 / 34.53 /  5.28 | 1.213x @ 1 | 40 1-20 / 33 1-17 | 43.88 -> 53.18 dm/sec
Charizard       29.76 / 40.00 / 10.24 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 44.64 -> 52.52 dm/sec
Kirby           30.11 / 35.00 /  4.89 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 45.17 -> 53.14 dm/sec
Wario           30.63 / 35.00 /  4.37 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 45.95 -> 54.05 dm/sec
Captain Falcon  30.73 / 36.48 /  5.75 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.10 -> 54.23 dm/sec
Diddy Kong      30.78 / 35.10 /  4.32 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.17 -> 54.32 dm/sec
Jigglypuff      30.78 / 35.00 /  4.22 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.17 -> 54.32 dm/sec
Sonic           31.16 / 34.85 /  3.69 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.74 -> 54.99 dm/sec
Olimar          31.21 / 35.10 /  3.89 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 46.82 -> 55.08 dm/sec
Lucas           31.50 / 35.10 /  3.60 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 47.25 -> 55.59 dm/sec
Toon Link       31.83 / 35.51 /  3.68 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 47.75 -> 56.17 dm/sec
Ness            31.98 / 35.07 /  3.09 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 47.97 -> 56.44 dm/sec
Squirtle        32.38 / 38.16 /  5.78 | 1.177x @ 1 | 40 1-20 / 34 1-17 | 48.57 -> 57.14 dm/sec
Ivysaur         33.47 / 40.00 /  6.53 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.21 -> 57.38 dm/sec
Wolf            33.63 / 38.40 /  4.77 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.45 -> 57.65 dm/sec
Snake           33.69 / 36.48 /  2.79 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.54 -> 57.75 dm/sec
Mario           33.75 / 37.00 /  3.25 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.63 -> 57.86 dm/sec
Zero Suit Samus 33.93 / 37.35 /  3.42 | 1.143x @ 1 | 40 1-20 / 35 1-18 | 50.90 -> 58.17 dm/sec
Fox             34.24 / 38.40 /  4.16 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 51.36 -> 57.07 dm/sec
Luigi           34.56 / 39.00 /  4.44 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 51.84 -> 57.60 dm/sec
Metaknight      34.58 / 40.00 /  5.42 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 51.87 -> 57.63 dm/sec
Samus           34.71 / 39.99 /  5.28 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.07 -> 57.85 dm/sec
Pit             34.87 / 40.00 /  5.13 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.31 -> 58.12 dm/sec
Donkey Kong     35.17 / 45.41 / 10.24 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 52.76 -> 58.62 dm/sec
Ike             36.04 / 42.11 /  6.07 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 54.06 -> 60.07 dm/sec
Sheik           36.39 / 40.00 /  3.61 | 1.112x @ 1 | 40 1-20 / 36 1-18 | 54.59 -> 60.65 dm/sec
Marth           37.78 / 42.00 /  4.22 | 1.082x @ 1 | 40 1-20 / 37 1-19 | 56.67 -> 61.26 dm/sec
Yoshi           38.49 / 42.01 /  3.52 | 1.082x @ 1 | 40 1-20 / 37 1-19 | 57.74 -> 62.42 dm/sec
Peach           41.58 / 44.80 /  3.22 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 62.37 -> 63.97 dm/sec
Falco           42.24 / 44.00 /  1.76 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 63.36 -> 64.98 dm/sec
King Dedede     42.38 / 50.00 /  7.62 | 1.026x @ 1 | 40 1-20 / 39 1-20 | 63.57 -> 65.20 dm/sec
Link            44.99 / 48.41 /  3.42 | 0.976x @ 1 | 40 1-20 / 41 1-21 | 67.49 -> 65.84 dm/sec
Zelda           45.48 / 48.80 /  3.32 | 0.976x @ 1 | 40 1-19 / 41 1-20 | 68.22 -> 66.56 dm/sec

-----------------------------35653872832--
 

Isatis

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Autoupdater changes: [v5.4] [Windows XP/Vista/7 Download]

- Added in the "enhanced download" feature which downloads:
----- CSP with Buffer, WWR replacing Rumble Falls, SSE Jungle replacing Temple
----- ChiboSempai's Team Textures pack
----- Other suggestions are welcome.

- Removed the "autoupdate the autoupdater" feature due to offline problems

- Started work on a progress bar for downloaded files, as well as ways to speed up the downloads.

- If it's stuck at "Downloading..." that means it's still downloading, not "the program froze!"

- Snapshot option disabled, will be removed in 5.4 since USB loading is now in giantpune's updatifier

- Added /pfmenu2/ folder creation to support the download of the Brawl+ title screen

Source: http://brawlplus.net/downloads/nightly.phps

Mac/Linux downloads (run "sudo php updater.php"): http://brawlplus.net/dl2.php?maclinux=1

Homebrew GSH1 Updater (does not have Gecko OS): http://www.brawlplus.net/downloaders/updaterbeta.zip
 

Isatis

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Uh...copy my changelist post to your post? lol lets move everything up 1
 

Shadic

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Right on.

Also, I'm sure it's known, but the icons and text for Random Stage Switch aren't changed. And will there be a file replacement for Congo instead of just a code? That way, it'd work for training and whatnot as well.
 

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Select yes to download the enhanced pack (common5.pac for now), that should include the icons and such.
 

Shadic

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Whoops, forgot to update my gct, actually.

Although the text does still say Temple/Rumble Falls.
 

Dan_X

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Awesome!

universal:

NADT is EXCELLENT!
.46 is likely going to be better than .44 (Cape's previous issue). .44 wasn't terrible, I just felt some characters were still limited, and couldn't execute key combos. .46 sounds more generous, I'm definitely excited to try it out!

Falco:
- More base on second hit of U tilt and less growth to stop self combos
- D throw lower angle
- U throw less base and higher angle
- Lasers on D, U, and F throw now have no KB so they dont interfere with the DI on the throws
- Jabs have a lower angle and more winddown on rapid jabs; IASA to jab two and three have +2 frames, +3 frames on rapid jab release
- SideB:
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-No ledge autosnap during movement portion of move
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)

The U throw change is interesting, I have to get used to it as I never use to use said throw before. Utilt change is fine. I like the laser change on the throws, also great. The jab nerfs were necessary, and they were done well. His jabs aren't garbage now, but they aren't as r@pe as they were before. No ledge auto snap, this is new as of this set (wasn't In Cape's previous version). This looks cool, I'll have to try it out. It'd be interesting to see how this effects his recovery. Obviously perfect sweet spots will still sweetspot, it's not like the move doesn't sweetspot, there's jus more emphasis on the spacing now.

So the movement portion has been extended by a frame? This is supposed to help with the phantasm cancel windows, right? If so, this is great, because I always had issues with that.

I'll have to try this tomorrow for sure!

Pit:
- UpB windbox is smaller
- Can use upB multiple times and it does not deplete jumps, but decays upon multi use
- UpB goes into special fall if used to the end

Excellent changes! No really, it's about time! Now Pit has a fighting chance off stage, without fear of his recovery being gayed. This will add to his game in so many ways, yet at the same time it's in no way OP. He still has no hitboxes on is up+B, and it doesn't replenish his air time if you use it again, so his recovery still isn't OMGWOWZ!

Ness:
- Fair final hit back to vBrawl settings
- D throw has a lower angle
- U throw has less base and a quicker IASA
- upB winddown speed up changed to 150% from 500%
- DownB is smaller, weaker, lower angle, and has refreshable Super armor
- SideB has more hitlag and SDI while locked into the stream of fire

150% sounds better than 125% of the last iteration. 125% was too slow to follow up with. Like, Ness would be stuck in endlag for too long to follow up and enemy who was hit by PK1. I'm looking forward to seeing how 150% works out.

Fair change is great, it appears that the closer the enemy is to Ness while he Fairs them the easier they are to combo. From my observation, when the enemy is hit by the outer portion of the attack they are sent further away rendering followups very difficult.

I'll have to explore this more tomorrow, however, looks very solid!!

Good work guys!

I'd go so far as to say this is the best nightly to date!!!
 

GPDP

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I wanna repeat what I said in the other topic: is the lack of No Stale Moves intentional?
 

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Actually, I'm guessing it was a code accidentally left out, but Cape signed off before we got a chance to ask whether it was accidental or intentional >_>
 

Dan_X

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Actually, I'm guessing it was a code accidentally left out, but Cape signed off before we got a chance to ask whether it was accidental or intentional >_>
hmm. Okay then. nvm. Still though, there's a chance it's because it afflicts KB.

Wait, Bionic. Do the new levels have preview pics and pictured thumbnails on the SSS?
 

RyokoYaksa

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Yes, it appears that the No Stale Moves/No Fresh Bonus codes were left out unintentionally. No matter, since it will be dealt with in the morning before most people even wake up wanting to play video games.
 

cobaltblue

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Everytime I run the installer it claims there is a newer version on the website and that I should download it.
 

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Weird, usually that happens when it can't find an internet connection x_x
 

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Let me release 5.31 (one w/out a version checker) and see if that works
 

GPDP

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Alright, so I suppose until I hear otherwise, I'll be adding the No Stale Moves code myself.

I'll give feedback tomorrow.
 

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Just added in as of now. I also just realized I was accidentally making the updater download the "official set" GCT instead of the "nightly set" LOL. So please re-run the autoupdater again (last time).
 

cobaltblue

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You changed the nightly link? Because I am still getting same problem. Just did a man install now though.


* Also looking at the link on the site. Redownloading after your change and the file still says 5.3

** Anndddd forget this all as apparently firewall does not like the nightly updater. Odd as official one works fine.
 

Magus420

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Falco:
- SideB:
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-No ledge autosnap during movement portion of move
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)

So the movement portion has been extended by a frame? This is supposed to help with the phantasm cancel windows, right? If so, this is great, because I always had issues with that.
I adjusted the translations on the movement part of the side-b animations (that's what the 'Fit____MotionEtc.pac' in his and Fox's folders are for). They're normally a 4 frame animation and I changed it to 5 frames. This is the part of the move that you can cancel it so it also adds another cancelable frame.

They intended to program it so he moves like 18 units on the 1st frame then another 17 on the 2nd, but the 1st frame of movement is actually skipped so he ends up not moving at all and then suddenly moving double distance in 1 frame causing him to move like 4 body lengths and allows him to pretty much teleport behind people that are near him which is why it's so hard/impossible to hit him out of it at the start of the movement.

This is what it looks like normally:



It's now a more evened out movement per frame (Fox too).

I also changed the translations to move like +0.0090 units upwards per frame instead of 0.0000 (you'll never see it have a tangible effect on gameplay), but since it's a positive value it prevents grabbing edges during the movement part of it. The no ASL code prevents grabbing during positive Y-axis movement so when it's 0.0000 it still allows for edgesnaps (if the code instead allowed edgesnaps only during negative Y movement it would handle pure horizontal moves' edgesnaps properly on its own).


Wolf's side-b they actually got right and didn't try to put movement on a frame that doesn't even happen so no teleport there.


 

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You changed the nightly link? Because I am still getting same problem. Just did a man install now though.


* Also looking at the link on the site. Redownloading after your change and the file still says 5.3

** Anndddd forget this all as apparently firewall does not like the nightly updater. Odd as official one works fine.
Just uploaded 5.4
Why exactly is snapshot disabled? Is it really that bad and so much work to have?
- Snapshot option disabled, will be removed in 5.4 since USB loading is now in giantpune's updatifier
 

GPDP

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Hmmm... you guys might wanna correct the typo on the new "strap" screen that explains the buffer system. It says "preform" where it should say "perform."
 

Dan_X

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I adjusted the translations on the movement part of the side-b animations (that's what the 'Fit____MotionEtc.pac' in his and Fox's folders are for). They're normally a 4 frame animation and I changed it to 5 frames. This is the part of the move that you can cancel it so it also adds another cancelable frame.

They intended to program it so he moves like 18 units on the 1st frame then another 17 on the 2nd, but the 1st frame of movement is actually skipped so he ends up not moving at all and then suddenly moving double distance in 1 frame causing him to move like 4 body lengths and allows him to pretty much teleport behind people that are near him which is why it's so hard/impossible to hit him out of it at the start of the movement.

This is what it looks like normally:



It's now a more evened out movement per frame (Fox too).

I also changed the translations to move like +0.0090 units upwards per frame instead of 0.0000 (you'll never see it have a tangible effect on gameplay), but since it's a positive value it prevents grabbing edges during the movement part of it. The no ASL code prevents grabbing during positive Y-axis movement so when it's 0.0000 it still allows for edgesnaps (if the code instead allowed edgesnaps only during negative Y movement it would handle pure horizontal moves' edgesnaps properly on its own).


Wolf's side-b they actually got right and didn't try to put movement on a frame that doesn't even happen so no teleport there.


Wow Magus, excellent post! Thanks for the gif image, that really helped me to understand what you were saying. I'm really excited to try out his new phantasm tomorrow! Hopefully the 1extra frame on the cancel window will show in game play.

So basically to make it so that the phantasm will NOT auto snap you made it so his sideb rises a small amount, 0.00090 or whatever you said? With proper spacing will it still sweetspot? Also, is it noticeable that it rises, I'm worried that said change will make his recovery awkward as I'm so use to shooting left/right in a perfect line. I mean, I'm sure many of my concerns will be done away with when I have a chance to play tomorrow... I just figured I'd ask.

Thanks again!
 

Dan_X

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Hmmm... you guys might wanna correct the typo on the new "strap" screen that explains the buffer system. It says "preform" where it should say "perform."
LoL. Geez, how long have I been completely ignorant of said typo? I can't tell you how many times I've read the strap screen... I never noticed.

Then again.... The human brain is odd. We can read anything flawlesly so long as the first and last letter are in the correct places. It doesn't matter if the middle letters are scrambled. Im not sure if there's a trick beyond what I've just said, as I forget... It is interesting though.

It just goes to show that we are impatient. Our brains jump the gun and assume that a jumbled mess of letters are always the same word... Even if the word is spelled wrong. This is why we tend to look over our own typos regardless how many times we prove our work.
 

Magus420

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You should be able to vertically sweetspot just fine and/or try to horizontally sweetspot with a cancel if it's somehow needed as well against something.

He goes about 2,000x or more the distance horizontally than he goes upwards. It'd be a very small fraction of a single pixel on screen. You're never going to actually notice or be affected by it.
 

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For those that use USB loaders to load Brawl+, PM me, I've got an alternative for you
 

MK26

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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!

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and isnt no horizontal autosnap gonna wreck falco and fox on halberd and lylat?
I guess spacies players will have to learn how to sweetspot now and not have it done for them automatically. You know, if they never played Melee...
 

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RyokoYaksa

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soooo...is this sse jungle cp-worthy? and whatever happened to teh skyworld fix people were talking about?
It's definitely CP worthy. It's huge horizontally though, so you'll want to use a speed demon there or a camp heavy character to prevent getting CP'd.
 

monkeyx4

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Buffer doesnt work online :( it turns into handcap
 
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