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The Brawlplusery - Brawl+ Codeset - Updated 3rd April
Okay. There's been talk going around, and I thought I'd confirm - MLG_JV was kind enough to set us up with a private board for the discussion of Brawl+. We felt this board was necessary, given the huge range of options that are available with softmodded Brawl codes - without some form of authority, it will be hard for everyone to agree on what to do. As such, the Brawlplusery contains many of the key competitive players who have shown an interest in the Brawl+ project, all eagerly bickering about how to best improve the game. Out of courtesy I won't mention them by name, but I'm sure if they want to they will present themselves.
I'd like to mention that we're trying to keep a keen eye for people who would contribute to the board - as it is membership is extremely exclusive, so I wouldn't feel disheartened if we haven't talked to you. As such there is no 'application' process, but if we see you posting in an informed, competitive (and preferably not inflammatory) manner, I'm sure we'll pick up on you eventually. We are still actively discussing who to invite - specifically people who have experience with characters we are less knowledgeable about.
Since it's creation we've made a lot of progress on creating a more standardised codeset which we believe most of you will enjoy. The production of character specific codes allows us to make every character feel truly natural and unique - taking away Brawl's floatiness for characters like Fox, while maintaining the 'bubbly' feeling that characters like King Dedede and Jigglypuff deserve.
Of course - we'd like everyone's opinion on this codeset. While we are trying to produce the most competitive set available, this is still a community project. Everyone's opinion should be considered, and will be provided that they can present their points in a structured, comprehensible manner. If you have any comments on how you think we could improve our current set, then either post it here, or send it in a PM to myself, and I'll make sure that it is given the attention it deserves.
I'd like to request that this thread remain devoid of discussion about the validity of Brawl+ as a project, or fill up with requests as to codes you think should be produced - especially if they are not of a truly competitive nature. There are already threads which handle these subjects, and these topics should be taken there. Rather, it'd be nice to know what people think of the current modifications in effect, and how they could best be tweaked to make every character natural, enjoyable and balanced.
Thanks to everyone involved in the Brawl+ project - here's the first codeset produced by the Brawlplusery. I hope you enjoy it!
Place the SD Loader code in the /codes/ folder of your SD card.
Place the Codeset GCT in the /private/wii/APP/RSBE/pf folder of your SD card (create it if it does not already exist).
- Hitstun changed from Brawl Default 0.48 to 0.4865
- Aerial Lag Reduction (ALR)
-Most characters reduced to 50%
-Captain Falcon reduced to 40%
-Ivysaur reduced to 30%
-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=(10*OLDSTUN+20)/5
- Pokémon Trainer has Infinite Stamina and Pokemon no longer swap on death
- Hold Shield to Swap Pokemon after death
- Hitlag Modifier: NewHitLag=.7*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
- 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
-Hitbox Code v1.1(BKB = Base Knockback, KBG=Knockback Gain)
-Falcon: Reversable Knee
-Falcon Raptor boost BKB set to 86, KBG set to 43
-Jiggs: Rest BKB@118 from 100, Dmg Increased to 25, KBG to 50, 45 angle, fire
-Sheik Ftilt: KBG@21 BKB@63 base (Orig: KBG@100 BKB: 20)
-Sheik Fair BKB 0 from 0, KBG 135 from 108
-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
-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 Super missile – BKB 40 from 40, KBG 80 from 65, DMG 15 from 10, angle 40 from 55
-Samus Chargeshot KBG 70 from 56, BKB 32 from 31
-MK Downsmash both hitboxes KBG changed to 80 from 93, BKB changed to 30 from 40
-MK Shuttle Loop BKB 55 and KBG 100, from 90 and 60
-MK Fair outer hitbox on 1st and 2nd swipe now does nothing
-Snake third jab BKB 45 and KBG 95, original growth 115, original base 60
-Bowser Fsmash final hitbox BKB 50 and KBG 90 and fire, original growth 81, BKB 22
-Bowser Bair angle decreased to 20 from 35
-Squirtle Utilt BKB increased to 40 from 31
-Lucario utilt BKB increased to 50 from 43
-ROB utilt tweaked slightly to remove an infinite
-ROB (trap hitbox) fixed to remove infinite
-Ganon Up B (first hitbox) set to BKB at 50 from 31, Angle 45 from 65
Frame Speed Modification
-Grab Release Combos have been removed
-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's choke is now techable, after hitbox sped up from 1.2x to 1.25x.
-Bowser Utilt on frame 13, 1.5x faster
-Bowser Ftilt 1.2x faster
-Bowser ALR set to 40%
-Bowser has 50% less lag on up+b landing
-Bowser Grab Release set to 23 frames.
-Yoshi exits shield at 2x
-Charizard ftilt cooldown now 1.75x faster
-Pika downthrow slowed to 70%
-Zelda Ftilt 1.2x
-Mario Dtilt speed up 1.33x after hitbox
-Mario fair 1.1x faster
-Sonic Charged B 2x on exit, 2x on floor hit
-Kirby F smash windsdown 1.2x slower
-Rob D smash comes out at .65 speed
-G&W D smash windsdown 1.5x slower
-G&W Key set to 100% ALR, global ALR reduced to 50%
-Ike Nair winddown decreased
-Sped up Lucas Utilt by 1.35x
-Samus' homing missles after frame 20 is 2x faster
-Samus' super missles after frame 25 is 2x faster
-Ivy Dair Winddown 2x faster
-Ivysaur Razor Leaf after frame 10 is 1.5x faster.
-MK Downsmash it now at .85x speed
-Standing tether GRABS (standing ranged grab) have had their end lag sped up:
- Lucas Standing Grab is now 1.5x faster after hitbox
- Samus 1.6x wind-down
- Link 1.5x wind-down
- Toon Link 1.5x wind-down
- Lucas 1.5x wind-down
- Yoshi 1.5x wind-down
- Ivysaur 1.2x wind-down
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 1.000 1.025 1.200 1.150 1.000 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 1.000 1.200 1.000 1.000 0
Bowser B 0.950 0.950 1.200 1.025 0.950 0
Peach C 0.950 1.025 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 1.100 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 1.000 1.000 1.200 1.000 1.000 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
European [PAL] codeset
Updated: 4 may 2009
Version: 4.0 Beta
This version is identical to the American [NTSC] codeset, with the following exceptions:
-The custom character selcet screen [CSS] codes are NOT included
-The handicap = buffer code is NOT included
For the character specific codes, can a list be made that tells us exactly what specific changes are made to each character? I think thats really important for us to know.
Thanks though, its exciting to see how far Brawl + has come.
For the character specific codes, can a list be made that tells us exactly what specific changes are made to each character? I think thats really important for us to know.
Thanks though, its exciting to see how far Brawl + has come.
Haven't been able to update my codeset yet but I look forward to checking this out!
I would like to see the values on hitstun, dash speed, jump speed and etc. here and I'm sure a lot of others will come here and want to see it too.
I personally believe that since Mario's biggest asset is his ability to juggle we should try to give him a good jump (I know it's unstable atm) and Fast Fall speed (around 1.25) and since his recovery sucks you can just leave any part of his gravity to normal.
He feels a little too heavy, heavier than melee. I can't do Bair>uair in a full hop and he just feels heavy. I think he doesn't need to be that different from Vb in gravity just a shorter short hop like .9
Ike:
I can barely ledge hop aerials with him if its even possible
Can't "just" ledge hop like how ganon was
Falco:
I find it really hard to punish off the stage without killing myself using the Nair and Fair