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Introducing...
Balanced Brawl
Special Genesis Edition!
Designed by Amazing Ampharos and Thinkaman
The first thing that needs to be understood about Balanced Brawl is that this project embraces Brawl for what it is. The foundation of this project is that Brawl is a fun game that we enjoy playing. As such, we will deliberately not change any core elements that make Brawl... Brawl. This includes:
-No changes to physics
-No changes to character movement
-No changes to hitbox size
-Very few changes to timing (attack startup or ending)
-No changes to established rules
-No frozen stages
In other words, no one should have any problem moving between standard Brawl and Balanced Brawl. There should be nothing to learn, relearn, or unlearn as you play one or the other.
This project has three goals:
1. Remove Infinites and Inescapable Lockdowns
2. Increase Overall Character Balance
3. Increase Stage Viability
1. Remove Infinites and Inescapable Lockdowns
No one likes infinites. We define infinites and inescapable lockdowns as any technique that in practice can remove a full stock or do at least 50% through trivial execution, where there is no way for the victim to escape. The following infinites have been removed:
-All jab locks and down tilt locks
-All grab release chaingrabs and most follow ups
-All footstool abuse, including the Zero Suit Samus infinite against R.O.B.
-Falco's laser lock
-Ice Climbers' Ice Block lock
-Zero Suit Samus down smash lock
-Sheik's forward tilt lock
-Pikachu's down throw and forward throw chainthrows
-Falco's down throw chainthrow
-King Dedede's down throw infinite and chainthrow
Please see the next section for more details on changes to certain chain-grabs. Also, note that Ice Climber infinites have NOT been removed. We do not currently have the ability to change any Ice Climbers throws, so it is impossible at this time.
2. Increase Overall Character Balance
This is obviously a large undertaking. In attempting to balance the cast, we established the following guidelines:
-The "target" was Diddy Kong. We would aim to make everyone about as good as Diddy Kong.
-The fewer changes, the better. The less noticeable the changes, the better.
-If a "big" change was needed, it must be a single, concise change and fit within the character's existing playstyle.
SUMMARY:
Here the characters will be categorized. To see specific changes, see the next section.
1. CHARACTERS WHO WERE NERFED
These characters were given *limited* reductions in specific problem areas to bring them down a tad, to "Diddy level".
2. CHARACTERS WHO HAD GRABS CHANGED
These characters have had guaranteed chaingrabs removed. Their altered throws behave similarly to their old ones but can be used in beneficial new ways that replace their old chaingrabs. Please see the next section for specifics
3. CHARACTERS WHO WERE UNCHANGED
These characters have not been altered. Some, such as Donkey Kong and Fox, benefit heavily from outside changes. (Though, we did add 1% damage to Fox Illusion as a tiny bonus to Fox.)
4. CHARACTERS WHO RECEIVED A FEW MINOR BUFFS
These characters have had a couple minor changes here or there but play exactly the same.
5. CHARACTERS WHO RECEIVED SEVERAL MINOR BUFFS
These characters needed multiple buffs to become viable characters, but nothing about their overall playstyle should be changed.
6. CHARACTERS WHO RECEIVED A GAME CHANGER
These characters had some sort of fundamental flaw that held them back from ever being a viable character with balanced matchups. This doesn't mean they are worse than the above characters in standard Brawl; it just means they needed something fundamental addressed. These characters have been given some sort of new functionality on one and only one move that should help eliminate or suppress this flaw. Some of these may have additional minor changes too. For example Ike and Luigi didn't need much else, but Yoshi and Captain Falcon needed small buffs on tons of moves.
7. CHARACTERS WHO ARE NAMED GANONDORF
Ganondorf is named Ganondorf. Ganondorf has new tricks that make him into a proper version of what he always wanted to be. He still has a great deal of trouble getting in and getting going, but once he gets started and starts throwing out tricks, he is far and away the most terrifying character in the game.
DETAILS:
***CHARACTERS WHO WERE NERFED***
1. Meta Knight
-Less damage on Shuttle Loop: ground (9%) -> (6%), aerial (9%) -> (8%)
-Less knockback on Shuttle Loop: ground (80/90) -> (80/70) & (80/90) -> (90/70), aerial (80/90) -> (90/70)
-Less knockback on down smash (93/50) -> (82/50) & (90/50) -> (78/50)
-Mach Tornado much more likely to hit opponents out; knockback (100/0) -> (0/75) & (45/0) -> (0/75)
-Mach Tornado final hit does not knock down; knockback (170/35) -> (0/75)
Meta Knight plays the same, but he doesn't get early kills as easily and cannot get tons of easy damage with Mach Tornado. However, he is still king of gimps, still has amazing speed and priority, and still has solid ground and aerial games. Mach Tornado still has incredible priority and is still an amazing move for shield pressure. In other words, don't be fooled... Meta Knight is still good. He's just not a speed character who is also good at getting KOs, and he's not quite so overwhelming for the rest of the cast.
2. Snake
-Less knockback on up tilt (90/55) -> (80/55) & (90/45) -> (80/45)
-Significantly less knockback on final jab (115/60) -> (80/60)
Snake is still the same powerhouse too; up tilt just requires a little more to kill (it still kills quite low), and he can no longer score kills by just doing his already very good jab combo. His variety of other solid KO moves such as forward tilt, C4, aerials, and grenades are as good as always.
3. Wario
-Less damage on forward smash (19%) -> (17%)
-Less damage on up aerial (17%) -> (15%)
Wario only needed a tiny nerf to be in line with everyone else. Without grab release stuff holding him back, Wario mains may have more reason to celebrate than anything.
***CHARACTERS WHO HAD GRABS CHANGED***
1. King Dedede
King Dedede's down throw is no longer a guaranteed chaingrab. However, before you dance for joy or cry in anger, look at the new throw:
King Dedede's down throw now drops everyone in the game a nearly equal distance in front of him, on the ground. King Dedede has a guaranteed re-grab on tech-chase in every direction on almost every character! King Dedede players are already used to down smashing or dash attacking whoever they can't chain grab, and it's easier now. Finally, King Dedede can pull off the "Buuman trap" (guaranteed down smash when throwing near edge) on almost every character! Watch out!
*WARNING!* Due to code limitation, the change to King Dedede's down throw also affects his up throw! Yes, his up throw now throws opponents down in front of him like down throw. This is only useful for Luigi, who will not slide as far when you do this.
*WARNING!* If King Dedede gets an opponent in a dash-grab to the edge of the stage, a down throw will throw them down like a spike. Good DI and quick double jumping and/or up-B lets every character except Popo alone and Olimar make it back to the top of the stage. It is strongly suggested that Ice Climbers, Olimar, Wolf, and Falco avoid rolling to the edge of the stage against King Dedede.
*WARNING!* King Dedede can try to auto-KO fast-falling characters on the left-side of the middle platform of Jungle Japes this way, by throwing them into the water. DI towards the right so you will have time to jump out and survive. King Dedede can also auto-KO space animals and other King Dededes by doing this on the new Spear Pillar, watch out.
*WARNING!* Lower controls ports can for some reason SDI the throw. This allows players to avoid the pseudo-spike by SDI-ing into the stage, landing behind King Dedede, or teching the throw by SDI-ing up first. Teching or landing behind King Dedede is usually a bad thing though, since you don't slide as far and King Dedede doesn't have to move as much to regrab you.
*WARNING!* We gave you four warnings about this move. Don't be scared. It's awesome and about a million times more fair than the old behavior.
2. Falco
The lasers on all of Falco's throws now do more damage and hit at a different angle. This has the following effects:
-Down throw, back throw, and up throw all do more damage.
-Down throw does enough damage to cause a break, stunning Falco for a few frames, preventing guaranteed followups. Victims can try to back air Falco while he is in this state, but he recovers in time to powershield and punish.
-Up throw is functionally the same.
-Back throw now has the laser's rebound enemies above Falco. This let's him followup with any aerial of his choice unless they air dodge or use a faster aerial. This is a very good throw now, although it can still be DI'd at higher levels of damage.
I suggest players try Falco's new down throw and back throw out on different types of opponents to get a feel for them. Like King Dedede, you should find that the new throws are an improvement for his bad matchups and a nerf in his easy matchups.
3. Pikachu
Pikachu had two throws that needed to be changed. First, let's talk about down throw.
Down throw now pops opponents slightly behind you. That means you can still regrab them by just turning around, but that tiny bit of extra time lets opponents try to escape. (For example, Fox can try to shine.) You can successfully powershield and punish these attempts if you weren't trying to regrab them. You can also successfully up tilt, up smash, or down smash in many situations.
*WARNING!* Due to code limitation, the change to Pikachu's down throw also affects his up throw! Up throw now acts like a down throw that starts higher. This means up throw is now like a down throw that works better for taller or faster falling opponents. The old up throw to thunder combo may be gone, but Pikachu can now down/up throw to up tilt to thunder against more characters at more %s. Except against characters like Fox that Pikachu could all but throw to death, this new behavior is not a nerf.
*WARNING!* Some fast-fallers like space animals can dodge your up tilt or smashes by footstooling you during the opening frames. (So Pikachu is not stunned and still attacks, but they get out of the way.) This is just a warning that this option is available if they are thinking fast enough.
***CHARACTERS WHO RECEIVED A FEW MINOR BUFFS***
1. Peach
-Slightly more knockback on forward smash: golf club (70/50) -> (75/50), frying pan (68/30) -> (68/50)
-Slightly more knockback on Peach Bomber (40/50) -> (50/50)
Peach was already a good character with terrific pressuring ability. These changes compliment her existing KO power, hopefully bringing her up a notch.
2. Zelda
-More knockback on down smash (95/20) -> (100/20) & (85/20) -> (100/20)
-More damage on neutral aerial last hit (5%) -> (7%)
Zelda is even better at killing. What a lovely team the two make!
3. Toon Link
-Improved grounded Spin Attack
His grounded Spin Attack sucks opponents in better and does a little more damage. This tiny edge might let Toon Link break into the big leagues!
4. Zero Suit Samus
-More damage on forward smash (10%, 11%, or 6%) -> (14%, 15%, or 13%)
-More knockback on forward smash (100/30) -> (85/45), (100/35) -> (85/50), (100/35) -> (70/45), & (100/30) -> (70/45)
-Modified knockback on down smash to prevent chains (50/40) -> (25/75)
This change only makes her worst move better, so she's still fundamentally the same. She now has the little boost she needs to stand with the best!
5. Pit
-More damage on forward aerial (+1% to all)
-More damage on neutral aerial last hit (4%) -> (6%)
Pit is another character who is already quite formidable. These small changes slightly further his existing damage-heavy playstyle.
6. Wolf
-Slightly more knockback on forward tilt (110/10) -> (120/10) & (120/40) -> (130/40)
-Improved Fire Wolf damage (3% and 4%) -> (5% and 6%)
-Fire Wolf traps enemies better; angle (45) -> (135)
Now don't get too excited... his recovery isn't any better. His up special just isn't quite as terrible of an attack anymore. Hopefully that small buff, in addition to the extra forward tilt power, will let Wolf work around his recovery weakness better. And hey, Meta Knight is less of a threat now, great news for Wolf! Not being chainthrown into oblivion by King Dedede doesn't upset Wolf either.
Lucario is one last character who was really quite good already, but he suffers more than others from the KO buffs to other characters. All we did here was make Force Palm's shot a tiny bit better as compensation.
***CHARACTERS WHO RECEIVED SEVERAL MINOR BUFFS***
1. Mario
-More knockback on up smash (90/32) -> (100/32)
-More knockback on down smash (73/40) -> (83/47) & (75/35) -> (86/42)
-More damage on down tilt weak hitbox (5%) -> (6%)
-Improved angle on down tilt (80 -> 100)
-Much more knockback on forward aerial (75/20) -> (75/70)
-More damage on fireballs (5%) -> (6%)
The goal of Mario's buffs is to make his existing playstyle more effective. Down tilt's subtle improvement is a modest benefit for his combo game and gives a previously useless move purpose, and his KO power that set him apart from other combo-characters like Sheik is emphasized a bit more by the other changes. Forward aerial can (and will) KO now! INTERCEPT!
2. Sheik
-More damage on foward tilt (5%) -> (7%)
-Improved down tilt for followups: knockback (80/35) -> (80/50), angle (70) -> (110)
Sheik may not have a lock with forward tilt anymore, but it does better damage and still combos into almost everything. (You can still chain a couple forward tilts here and there, it's not very different.) Overall, Sheik is even better at damage building; it works well with another half that is good at killing things!
3. Samus
-Slightly more knockback on forward smash: straight (100/20) -> (105/20), down (100/20) -> (105/45)
-Slightly more knockback on down smash (50/90) -> (50/95) & (40/80) -> (45/90)
-Improved angle on down smash first hit (70) -> (60)
-Slightly more knockback on down tilt (60/80) -> (67/80)
-Slightly more knockback on dash attack (80/30) -> (90/30)
-Slightly more knockback on down aerial (100/2) -> (100/10)
-More knockback on Super Missiles (65/40) -> (90/30)
-Slightly more knockback on level 7 Charge Shot (60/32) -> (70/35)
-More damage on Charge Shot (3, 5, 8, 11, 14, 18, 21, or 25%) -> (3, 6, 9, 12, 16, 20, 23, or 28%)
-More damage on Homing Missiles (5%) -> (8%)
-More damage on Bombs (5% or 9%) -> (7% or 13%)
-An obscure glitch by which Samus was unable to hit Bowser with her grab pummel has been fixed.
Samus is still a damage character before anything else, so don't go thinking her KO moves were improved that much... Now they are just a little more reasonable, on par with other damage characters like Toon Link and Diddy Kong. Samus also still has her original edge; she still survives a really long time.
4. Ness
-More damage on forward smash (18, 20, 22, or 24%) -> (19, 21, 23, or 27%)
-Up smash and down smash are more consistent (initial hit knockback halved)
-Much more damage on down throw (9% total) -> (14% total)
-Pk Fire pillar requires more SDI to escape: knockback (30/10) -> (30/7), angle (68) -> (112)
-More knockback on Pk Flash (70/10) -> (75/20)
Pk Fire is much more rewarding now, since it's going to be very hard to avoid a Ness aerial if you are hit by it, and it's easier for Ness to get a grab or potential forward smash if he catches you by surprise with it. Yeah, Pk Flash is better too, but it's still just as hard to land. However, the down throw now does a whopping 14%! Ness already had 3 of the best throws in the game, and now he has 4. Choose carefully!
5. Lucas
-Spotdodge finishes 3 frames faster
-More damage on third jab (4%) -> (6%)
-More damage on back aerial (9, 12, 10, or 7%) -> (11, 18, 12, or 9%)
-More knockback on back aerial sweetspot (90/30) -> (75/60)
-Sideways angle and longer freeze on Pk Freeze; knockback (40/50) -> (15/70), angle (70) -> (0)
-More damage on Pk Fire (3%, 5%, or 4%) -> (4%, 8%, or 6%)
This is one of our rare timing changes, and this small change is big news for Lucas. It has the potential to really unleash his powerful ground game! Ness may be king of the air and throws, but now Lucas can show them who the boss on the ground is. His other changes help this mission.
6. Pokemon Trainer
a. Squirtle
-More knockback on Water Gun (0) -> (20)
This change makes this move quite interesting, but Squirtle is mostly still the same.
b. Ivysaur
-More damage on down smash (8%) -> (9%)
-More knockback on down smash (80/40) -> (80/60)
-Much more damage on back aerial (2% and 3%) -> (4% and 5%)
-Much more damage on down aerial (8% or 10%) -> (14% or 16%)
-Less damage on Bullet Seed startup hit, making it harder to SDI (4%) -> (2%)
-Vine Whip that does not target the ledge now has more ending lag and does not enable the helpless fall state
Ivysaur was seen by most Pokemon Trainer players as the weak point on the team. Hopefully this should be different now. His buffed attacks should let his natural spacing and zoning game really shine, and the change to Vine Whip should make gimping him a lot trickier, though still possible with careful timing. The Bullet Seed change just makes a good trick of his a little more practical.
c. Charizard
-More damage on forward smash second hit (17%) -> (19%)
-More knockback on forward smash second hit (98/40) -> (105/28)
-More knockback on down smash (80/40) -> (90/40)
-More damage on non-knockback part of forward aerial (2%) -> (4%)
-More knockback on back aerial (130/30) -> (130/45)
-More knockback on glide attack (85/65) -> (100/80)
Charizard is still Charizard; he grounds the team with his excellent survivability and high KO power. He just has a small set of buffs that make him better at being Charizard by rounding out his moveset's strengths.
Overall, Pokemon Trainer has been designed as a team. We deliberately decided against changing any of his unique mechanics and instead built him to flourish within that framework. If this makes you feel down, just remember. If you don't believe in yourself and your Pokemon, you'll never be a champ again!
7. Jigglypuff
-More knockback on down smash (66/34) -> (66/50)
-Improved angle on dash attack (set to 10)
-Faster pummel speed
-More damage on Pound, back aerial, up aerial and neutral aerial (sweetspot) (+1% each)
-Knockback on those attacks adjusted to account for the additional damage
-Improved angle on neutral aerial (set to 25)
Jigglypuff needs a lot of work to be equal to her current superiors, and that work comes in the form of several small changes that add up. The bread and butter of her aerial game has been improved, and the limited facets of her ground game (grabs for damage and dash attack for KOs) have been polished. Pummel speed increase also helps her fight stale moves, which has a huge effect on her game! Finally, the down smash buff specifically helps her gimp Wario, her aerial rival.
***CHARACTERS WHO HAVE A "GAME CHANGER"***
1. Luigi
GAME CHANGER: Fireballs recover faster.
Yeah, we made an exception to our own rules and let Luigi's fireball making be a tiny bit faster. Luigi can leverage this small edge in his worst matchups, so that his fireballs are more safe to throw out. He already liked to use them as a sort of long range poke; how he can really challenge the disjointed characters and generally do something to opponents who aren't right in his face.
-Dash attack initial hits now trip, forcibly leading into a final, more damaging hit. (2%) -> (5%)
Breaking News! Luigi now has an approach... of sorts. And it looks hilarious! It's now no longer the worst dash attack in the game since his foes can't just automatically powershield Luigi's flailing arms anymore. It's still quite unsafe on block, but now it does its job when it hits.
This is a scary move now. Think of Rock Smash or Yoshi's down aerial. It does lots of damage, traps you in its hits, and wrecks shields. Of course, it's still very punishable, but since when has that stopped Bowser? Now that it does downward knockback that keeps the opponent trapped in the hits, Bowser can utilize this move in many situations where he had problems before. He can even dive off the stage with a fast-fall down aerial for a suicide KO if he manages to catch an opponent on his way down! And yes, they die first... How's that for a Bowsercide?
-More damage on up smash (+2/3%)
-More damage on forward tilt (11%) -> (13%)
-More damage on up tilt (12%) -> (13%)
-More damage on second jab (5%) -> (6%)
-More damage on dash attack (11% or 8%) -> (12% or 10%)
-More damage on forward aerial (+1%)
-More damage on neutral aerial (14% or 9%) -> (16% or 11%)
Like the moon over
the day my genius and brawn
are lost on these fools
3. Yoshi
GAME CHANGER: Lower hitbox on fair now grounds opponents
Wait, what? The part of Yoshi's fair that spikes opponents will now pound them into the ground if they are not in the air, just like Donkey Kong's side special. It's not the easiest thing for Yoshi to do, but getting to land behind them and swing around with a forward smash makes it all worth it. Yoshi has a few small changes too:
-Slightly more damage on down smash (15%) -> (16%)
-More knockback on down smash (63/30) -> (72/37) % (56/30) -> (68/37)
-More damage on all tilts and pummel (+1% to all)
-More damage on dash attack (9%) -> (11%)
-No helpless fall state out of Egg Roll; it instead refreshes his double jump
-More damage on down-B stars (4%) -> (7%)
-Slightly more knockback on down-B stars (40/50) -> (40/56)
Yoshi's competent but lackluster ground game has been bumped up to par with the rest of the cast. The changes to Egg Roll should greatly enhance his survivability; Egg Roll has the same momentum canceling properties as Mr. Game & Watch's bucket after all.
4. Link
GAME CHANGER: Arrows do significantly more knockback. (50/7) -> (65/40)
Links arrows do the same damage but are now also a terrific tool for creating space to utilize Link's other projectiles. Fully charged arrows will start knocking opponents down after 30% or so, and uncharged arrows will knock down at around 110%. Arrows have the potential to be very, very strong gimping tools now. That's not the only buff Link is looking at though:
-More damage on forward smash second swing (17%, 19%, or 20%) -> (20%, 22%, or 23%)
-More knockback on forward smash second swing (90/~) -> (101/~)
-Slightly more knockback on forward tilt (96/14) -> (101/14)
-Slightly more knockback on down tilt (50/90) -> (66/90)
-Slightly more knockback on and forward aerial second swing (110/20) -> (115/25)
-More knockback on grounded Spin Attack (72/68) -> (96/68), (80/~) -> (104/~)
-More damage on Gale Boomerang (7% or 5%) -> (8% or 6%)
By offering a (not particularly) modest improvement to Link's already good KO power, Link is better equipped to make up for his terrible recovery. He still needs expert projectile use to avoid this weaknesses though; that we can't help you with!
5. Captain Falcon
GAME CHANGER: Down tilt trips (+0/1/2% damage)
The trip out of down tilt is very easy for Captain Falcon to tech chase with grabs, smashes for opponents that stay close, or Raptor Boost/Falcon Kick for opponents who roll away. A little smart play and a simple down tilt will get enemies where you want them! Observant players will notice five extra frames of ending lag on down tilt; let's just say those are very necessary to avoid some very ugly infinites and don't really inhibit Captain Falcon's newfound trip chase game. Now for some smaller changes:
-Slightly more knockback on forward smash up (85/20) -> (90/20)
-Improved angle on forward smash down (40) -> (35)
-Slightly increased knockback on down smash (80/20) -> (80/25)
-Slightly more damage on forward tilt (+1%)
-Slightly more knockback on forward tilt (100/~) -> (110/~)
-Improved angle on lower forward tilt hitboxes (set to 25)
-Improved angle on up tilt (set to 20)
-More damage on pummel and awesome electric effect (2%) -> (3%)
-More damage on forward aerial knee sweetspot (19%) -> (24%)
-More damage on neutral aerial second kick (6%) -> (7%)
-More damage on Raptor Boost: ground (7%) -> (8%), aerial (7%) -> (10%)
-Superior knockback for followup on Raptor Boost: ground (52/100) -> (45/100), aerial (80/60) -> (50/75)
-Aerial Raptor Boost no longer puts Captain Falcon in a helpless falling state on hit (still does on miss)
-More damage on Falcon Dive explosion (5%) -> (10%)
-Slightly more damage on Falcon Kick (+1% to all hitboxes)
-Vastly improved Falcon Kick knockback angles (45) -> (65), (85) -> (80), (50) -> (95), aerial (set to 80)
These changes add up to make Captain Falcon's overall game a bit more rewarding. The pummel change supplements his solid grab game, and the Falcon Dive buff makes Falcon Dive out of shield more rewarding, although it's still just as risky. Knee is a bit better, but the buff to aerial Raptor Boost and grounded Falcon Kick are so good they should almost count as "Game Changers"! Falcon can recover more safely with aerial Raptor Boost and can even approach some characters with it now... And Falcon Kick is a fantastic approach move now that it sets opponents up for aerial followup instead of being "unsafe on HIT"... Captain Douglas J. Falcon is suddenly looking a lot better.
6. Ike
GAME CHANGER: Quick Draw no longer causes helpless fall state
That's right... Ike can now Quick Draw then Aether to recover... or he can Quick Draw then Quick Draw again to juke an opponent out as he falls back to the stage... or he can Quick Draw off the stage to edgeguard more aggressively... or he can Quick Draw out from the ledge and double jump and Aether back... you get the idea. Ike is perhaps the only characters where we agreed to address his weaknesses rather than his already super-focused strengths. Trust me, this agile Ike is REALLY fun to play as and against! It's also a little bit safer to hit with on the stage. (Ike needs no other changes.)
7. Sonic
GAME CHANGER: Spring projectile a weak meteor spike; damage (4%) -> (5%), angle (set to 270)
Oh heavens. This might just be the most annoying thing in the universe. In other words, it's perfect for Sonic. Sonic's game is all about punishing and gimping so this is the most beautifiul thing a certain steak tier member could wish for. For all those who now tremble in fear, relax. Meteor cancels mean it seldom kills except at higher percentages.
-More damage on down tilt (6%) -> (7%)
-More damage on dash attack (6% or 4%) -> (7% or 5%)
-More damage on up aerial final hit (6%) -> (7%)
-More damage on down aerial (8% or 7%) -> (10% or 9%)
These just make Sonic generally more rewarding. No, he is not significantly better at killing; Sonic is still all about using his speed to rack damage and then finally kill.
***CHARACTERS WHO ARE NAMED GANONDORF***
1. The one-and-only King of All Evil
Some characters needed one big buff. Some characters needed lots of small buffs. One character needed an all-you-can-eat buffet.
.....get it?
.....buff...et?
Eh. Sorry.
Ganondorf has always sort of been "a bag of tricks". He is slow, useless, and all-around awful... then he pulls out one of his tricks and kills stupidly low. With that perspective, we didn't want to just turn Ganondorf into Donkey Kong or Bowser... We just needed to simply give Ganondorf... more tricks. Specifically, he needs enough shenanigans once he gets going to make up for his ridiculously long and oddly character defining list of negatives.
That's right. If you aerial Wizard's Foot just above an opponent's head, you will pound them into the ground. That means they are helpless, and you are Ganondorf. Do the math. (Don't get greedy, since they are going to escape. Expect a forward tilt or down aerial at low damage, an up smash at mid damage, and a forward smash at high damage. Warlock Punch only happens at damage competent Ganondorf players will never see their opponents at.)
TRICK #2: Entire duration of aerial Wizard's Foot is a spike; knockback (100/50) -> (0/100), angle (80) -> (290)
Ganondorf was jealous that Bowser got a new way to suicide KO as his big buff, so he wanted one too. This might be a nerf overall since you can't KO upwards with it anymore. (This was required for the grounding to work.) However, Ganondorf players will find that this fits in with the other changes very favorably.
Murder Quake: No longer useless. Use this to get out of tight situations where Ganondorf is too slow to do anything else. Unexpectedly for many, this is actually his fastest attack.
TRICK #4: More knockback on grounded Wizard's Foot (70/60) -> (70/80)
This isn't really a trick. Let's not beat around the bush, it just blatantly kills people. It is also the closest thing Ganondorf has to an approach and thus valued very highly (value may vary by matchup).
TRICK #5: More damage on Dark Dive shocks (1%) -> (2%)
It is exceptionally difficult and usually impossible to punish Ganondorf for landing his up special grab now. That means he gets gimped a lot less often when he actually hits his opponents while recovering.
This will kill you. Do you understand that? If you stay on the ledge against Ganondorf, he is going to kill you. Are we clear? To be even more clear, this is a more powerful kill move than any other uncharged move in the game. It kills most characters at around 60%. If you want to mess with Ganondorf off-stage, you had better be ready.
TRICK #7: 1% damage on wind hitboxes of up tilt
This trick seems useless... at first. The first obvious use is that it trades favorably with Sheik's chain, totally nullifying any lockdown she might attempt on poor Ganondorf. The second use is that it's a very solid counter to ledgestalling. Ganondorf isn't known for his nimble antics so being able to keep his feet on the ground and throw out something simple to respond to this is a great relief to him. The third use is that the wind hits inflict shieldstun and shield damage. If the opponent freaks out and holds shield, the overall up tilt does about the same thing to the shield that Marth's Shield Breaker does. Fourth, it passes right through stage geography without damaging it and regardless of solidity, giving Ganondorf an odd "projectile" on certain stages. Lastly, it sucks pikmin out of Olimar's side special and smashes (but NOT his grabs), traps them in the wind vortex, and kills them which is a great help in a matchup Ganondorf was looking for it in. It's not so trivial, is it?
TRICK #8: More damage on pummel, plus a cool darkness effect (2%) -> (5%)
Ganondorf already had a decent grab that was pretty safe to do; now grabs will result in a little more damage, no matter what throw you do. It also re-enforces a simple concept: When Ganondorf hits, it hurts.
Ganondorf is a character about getting control. He is so awful and slow that this is very hard, but once you get that down aerial or Flame Choke, the fun begins. This change unlocks a new world of control for Ganondorf. He has guaranteed tech-chases in every direction against every character out of this trip, including forward Flame Choke on every direction but inward roll. (Also, jab is usually guaranteed.) Ganondorf mains reading this have probably already realized that since Flame Choke itself links into down tilt on most characters, this is a whole new level of tech-chasing.
Let's say you are Ganondorf and you get a Flame Choke, so you do a down tilt out of it. But you noticed your opponent was DIing forward between those moves, and will probably continue and roll forward out of the trip, so you Flame Choke forward to grab them again. And you down tilt again. Only this time you predict that they are going to try and roll the other way, so you backwards short-hop a Wizards Foot to pound them into the ground. Then you up smash them. You just did over 60% to them out of two tech chases and possibly killed them. Even if they're alive, they're at enough damage to die to any one of your fine kill moves.
Yeah, Ganondorf is suddenly very, very scary.
He still has lots of trouble getting in, and it's not like he automatically wins after he does finally get in... After all, outsmarting the Ganondorf even after he's "got you" will let you escape with minimal pain and no KO. Ganondorf is still playing with the same overall attitude and fighting style he did before, despite his many changes.
But now he's just very, very scary.
3. Increase Stage Viability
Stage lists have been controversial since Brawl came out. There is no denying this. We do have the idea that, in the pure abstract, more stages are good, and the game is always better with more fair stages. It's true that some stages are just plain poor stages for any sort of serious play, but remember we are changing the game. Don't we all win if we allow more stages because the stages became more fair?
Character tweaking has always been the primary focus of Brawl hacking. Due to this, our tools to edit stages are a lot more limited than they were with the characters, but here is some of what you can expect.
a. Walls and Walk-offs are fundamentally more fair
King Dedede, Falco, and Pikachu don't chainthrow off or into these anymore, and a bunch of locks that abused both are simply gone. Stages like Onett and Mario Circuit where these were the only problems are instantly back, stages like Distant Planet and Yoshi's Island (Melee) lose a layer of controversy in which everyone wins, and even stages like Bridge of Eldin and Mushroomy Kingdom 1-1 are a lot more worth talking about.
b. Swimming mechanics are tweaked
This is a change that may be hit or miss with players, but let me put the implication out there first. Pirate Ship is now a very wholesome and fair level. Now, onto the explanation. When you hit the water in standard Brawl with any character (all are the same for this purpose, including Squirtle and Charizard), you first enter a normal "swimming" state. If you have spent too much total time in the water, you enter a "flailing" state. If you spend too much continuous time in the water, you then drown. the flailing state starts earlier depending on damage; you flail instantly at 90% damage or more. Of course, the system could be gamed by just jumping out of the water a lot in the flailing state. This "water stalling" was obnoxious at best on Pirate Ship, though many would argue simply game ruining. The new mechanics simply remove the flailing state and substitute it for drowning. This makes water VERY scary at higher damages, and it makes any sort of strategy that involves intentionally hanging out in the water obsolete. For those who fear for Delfino Plaza and Jungle Japes, don't. While it does have an effect, it is radically less on these stages than on the Pirate Ship. Once you realize the change is there, you should find your play on these stages nearly unaffected.
c. Certain stages progress slower
Due to a design decision not to "ruin" what makes any stage unique, we are not freezing stages. However, simply changing the speed to some lower but non-zero value is fine, and it is interesting. Green Greens running at 2/3 speed, for instance, makes camping around the blocks a lot less effective as they spawn more slowly. PictoChat at 2/3 speed is generally much easier to react to. Big Blue at 2/3 speed makes the track survivable by everyone, even Ganondorf. On the other hand, half speed is reserved for Mushroomy Kingdom and Luigi's Mansion. The first makes the 1-1 version of the stage actually quite navigable for everyone, and the second makes mansion destruction strategies generally more potent.
d. Some blast zones have been tweaked
This type of change was used just twice. The first use was to make certain stages that were just too small bigger. Corneria now has all around larger blastzones which makes it less of a nightmare for characters like Jigglypuff, and Mushroomy Kingdom's upper blast zone now qualifies as sane. The second type is loop removal. Spear Pillar's lower blast zone is now pretty high which has some interesting implications, but the most important one is that the lowest part of the stage is effectively gone. Similarly, the Temple is now missing a large portion of its underside, changing it from a stage that was the classic example of why stages need to be banned to something worth discussing.
e. WiFi Training Room now replaces Hanenbow in Versus Mode
Sorry Hanenbow fans; the codes are limited here. Also sorry about this code not working in Training Mode or, ironically enough, WiFi. Also, for the curious, Sandbag DOES remain, and this is not a code limitation but a deliberate choice. The way he works against projectile spamming makes him the perfect balance for a flat stage, and manipulating him is generally very deep strategically.
f. Spear Pillar and Shadow Moses Island can have their forms selected individually by button combination
This is simple, and the button combinations are as follows:
X or Y: Dialga/Metal Gear REX
L or R: Palkia/Metal Gear RAY
X or Y AND L or R: Cresselia/Gekko
Of course, we would like to do more, but this is what we were actually able to do. With that said, here is our recommended stage list. The project was designed assuming this stage list, but of course we can only offer it as a suggestion.
Starter
Battlefield
Final Destination
Delfino Plaza
Yoshi's Island (Brawl)
Halberd
Lylat Cruise
Castle Siege
Smashville
PictoChat
Pokemon Stadium 1
WiFi Training Room (select Hanenbow)
NOTE: Rather than making a discriminating Starter and Starter/Counterpick section, it is just to be understood that removing any and exactly two of these stages from the Starter list to make a list of nine is not to be considered a deviation from the recommended rules.
Counterpick
Luigi's Mansion
Mushroomy Kingdom 1-1 (hold X or Y)
Mario Circuit
Pirate Ship
Norfair
Frigate Orpheon
Pokemon Stadium 2
Distant Planet
Yoshi's Island (Melee)
Jungle Japes
Onett
Corneria
Rainbow Cruise
Green Greens
Brinstar
Counterpick/Banned (most favorable to least favorable, roughly)
Spear Pillar: Dialga (hold X or Y)
Spear Pillar: Cresselia (hold X or Y AND L or R)
Green Hill Zone
Bridge of Eldin
Big Blue
Port Town Aero Dive
Temple
Skyworld
Shadow Moses Island
Banned
Mushroomy Kingdom 1-2 (hold L or R)
Rumble Falls
Spear Pillar: Palkia (hold L or R)
WarioWare Inc.
New Pork City
Summit
75m
Mario Bros.
Flat Zone 2
Hanenbow (unselectable)
Experimentation to find what is right for you and your local smash crew is important. This list contains built-in leeway to account for regional preferences while making even the minimum list flush in diversity so all types of players can find the types of stages that are right for them. It should be noted that, at this time, the recommended standard rules other than the stage list are the SBR-B's official rules for standard Brawl.
That concludes notes about the game's general design. That makes this the section to discuss things like community feedback, future plans, thanks for those that made this project possible, and most importantly download links and instructions.
About feedback, this project is reliant upon community feedback. The official versions are released with changes implemented at the sole discretion of the development team, but we take the opinion of the community at large very seriously (particularly top players, but everyone has a voice). However, with this in mind, please be sure your commentary is constructive and detailed; we simply cannot address your problems with the game if we don't understand your position clearly.
If you wish to give input about a character, don't be shy but do be clear. Feedback of all types is appreciated in this regard; please tell us both how the character is working right as well as wrong (though we hope it's not working wrong!). In the event of a character having legitimate balance problems that you feel we should address, please tell us what matchups are proving imbalanced in particular. Ideally we won't have hard counters, but balancing a game of this magnitude is indeed difficult so we really do appreciate any that you find. If the problem is instead simply consistently mediocre matchups (like losing 45-55 to almost the entire cast), discussing specific ones is still helpful.
With stages, remember we are quite limited, but if you feel stages are inappropriate in our recommendation, letting us know very clearly and specifically why the stages are unsuitably placed can only help. That is, tell us what things in particular happen on the stages that are unacceptable, and tell us what matchups are too unfairly skewed by the stages. This is important since, even if we're limited, we might be able to change something to fix the issue which is an infinitely better solution than banning a stage.
Again, please don't hesitate to tell us how you feel about the project. We really do value your input a lot. The previous is only advice to make your feedback more helpful to us so we can all enjoy a better game in the end.
The next thing is that, if you are a competent coder who wishes to provide assistance, your help would be deeply appreciated, and you could definitely contribute to making this project better. Our wish list is shameless, and we can only say we have the sincerest of appreciation for anyone who can make it come true. Those looking to make suggestions might take note of this anyway; this is a list of concepts we would like to investigate in the future:
-Throw modification (would fix Ice Climbers and be useful on a lot of characters)
-Ledgestalling tweak (all ledgegrabs are limited to 7 times, like Ike's Aether)
-Stage hazard modification (would make several stages, such as Flat Zone 2 and Port Town Aero Dive, easy counterpicks)
-Rumble Falls no "speed up"
-WarioWare tweaked prize mechanics (always 4% healing), would stay true to design and be fair
-Better stage select mechanics (so WiFi Training Room can be picked in training and WiFi and Hanenbow can be picked in versus)
-General water mechanics tweaks (being able to set drowning to be percentage independent and have a duration similar to some middle percentage would be ideal)
-A fix for Meta Knight's infinite Dimensional Cape bug and Sheik's chain glitch
-A code to apply super armor to arbitrary frames of arbitrary moves (it was something we considered at several points for some of the slow characters)
-Any codes that reduce or eliminate controller port dependencies
-Any codes to speed up character transformation time (presumably by exploiting the other two character slots in a 1v1)
Also, related to this, is our very short section of known bugs.
-Stages that are normally frozen during character intros are not in this version. This is most noticeable on Halberd and Rumble Falls, but it doesn't cause real problems on either stage.
-Related to the previous issue, Pokemon Trainer's Pokemon frequently spawn in mid-air on Rumble Falls, causing them to spawn stuck in t-pose. Do not worry; this issue only applies to Rumble Falls.
-Landing grabs or doing certain other actions while the Timer item is in effect has extremely buggy and undesirable behavior. Universal speed changes from Training Mode, Special Brawl, or Dialga do not cause issues.
Here is the text version of all of our code:
A version with formatting that should be acceptable to everyone:
If you have confusion over the functionality of these codes or their history, please direct inquiries to us.
Credit for the original coders is due. The following contributed to one or more of the codes: Phantom Wings: Stage Specific Speed Reduction, Frame Speed Mod Engine V3.1, Hitbox Property Mod Engine 2.0
Almas: Stage Specific Speed Reduction, Conditional Action Modifier
spunit262: Death Boundary Mod V2, Char ID fix 2.1, Frame Speed Mod Engine V3.1, Hitbox Property Mod Engine 2.0
The Paprika Killer: Char ID fix 2.1, Hitbox Property Mod Engine 2.0, Conditional Action Modifier
KirbyIsCool: Tripping Rate Modifier
Lastly, here is a download link. Do note this only works with the NTSC-U version of Brawl (North America). Hopefully we are able to get ports for PAL (Europe/Australia) and NTSC-J (Japan) in the future.
In order to run the .gct file (which is the code file), you will need a modern version of Gecko OS (such as 1.9.1) and the gameconfig.txt file on the root of your SD card. Both of these are generally available and easy to find. You will also need some way to launch Gecko OS which, by SWF rules, we are forbidden to supply support on. Future, final releases will be executable on unhacked Wiis.
Have fun, feel free to provide feedback, and know we're here to provide what support we can. Based on what feedback we get, we plan to release a fully standard version in a few weeks with updates being more rare after that.
UPDATE: The original post is getting an expansion in the form of a video section. Quality Balanced Brawl matches will be put up here with descriptions. Matches that are instructive of changes to the game will be preferred; a Kirby ditto on Battlefield is not likely to be put up.
This match is demonstrative of the changes to Snake and King Dedede pretty well. Rookie doesn't really exploit King Dedede's newfound techchases, but he does demonstrate the mechanics of the throws nicely. Snake's up tilt shows its power nicely. The other notable feature is that the stage is shown off well; this is a tame and normal match... on the Mushroomy Kingdom.
This is a close match between two characters who haven't had so many close matches in standard Brawl. It shows Meta Knight's need to work hard for gimps and really explores the limits of Ike's new Quick Draw.
There are quite a few good games in here with most of the cast making an appearance. The developers of this project in no way endorse MysticKenji's musical tastes.
This is a short video mostly showing off Mario's improved down tilt. It also does show his powered up down smash and forward aerial. The fireball and up smash changes are not shown in this video.
This video shows most of Yoshi's changes in action, including the new Egg Roll behavior. Additionally, the new grab release mechanics are shown, and all of it takes place on the tweaked Temple.
+1% on bair
This should round Peach out in a modest but meaningful way, helping in her most difficult matchups where use of her preferred aerials is restricted.
25 degree angle and +1% damage on nair
This is a moderate buff in most matchups, but a big help for killing Falco; Falco was a bad matchup for Peach before, and Peach is one of few who strictly suffers from Falco's changes. Allowing nair as a backup KO move more often will lighten some of the rigidness of Peach's limitations at high-level play as well.
*BOWSER*
+2% on up-b (opening grounded hit)
Fortress is an important move for Bowser, as it is his fast OoS option -OR- a viable "backup" KO move if fresh. I suggest buffing it to further compensate for the removal of his other reliable KOs from grab release. Playtesting showed this move surprisingly effective against ranged characters due to their frequently slower grabs. (Or lack of armor in Olimar's case.)
*DONKEY KONG*
+1% on down-b
This will subtly increase DK's ability to deal with defensive play, a matchup weakness.
*DIDDY KONG*
-(None)-
*YOSHI*
Compensated for knockback on all tilts
Neither can't KO, so they should remain just as good at comboing. I admit this as an oversight.
*WARIO*
Removed chaingrab
This moderate nerf helps Wario's previous easiest matchups against him very elegantly.
*LINK*
10 degree angle on arrows instead of 350
This will somewhat unpolarize Link's new play against poor recoveries. Testing has showed an appropriate impact by this change.
*ZELDA*
-1% and flower element on jab
Jab is given spacing utility to set up f-tilt. That animation magically putting a flower on the enemy's head looks natural and cute is a novel bonus. Useful in corners and against Peach, a previously awful matchup.
Reduced knockback and 10 frames less ending lag on f-tilt
This allows Zelda a pseudo-safe move for attacking enemy shields, vaguely like DDD f-tilt. Especially at medium-high percents, it has serious potential for setting up u-tilt and u-smash. Inner hitboxes (that KO at high percents) can remain unchanged.
90 degree angle on u-tilt
A small increase in KO potential on a reliable move. (I consider this the most "optional" buff, tagged for removal if Zelda turns out to be above where we want her.)
Tweak f-smash to be more difficult to escape
Reinforce Zelda as a reliable KO character to more naturally compliment Sheik.
Increase angle on d-smash 5 degrees.
D-smash is often tech-able as is; the slightest of angle buffs addresses this in most cases, and makes our previous buff to the move actually matter. Again, slightly reinforcing reliable KO power.
+2% and increased constant knockback on up-b vanish
Makes Zelda's only trick move worth doing; around 80%+, it can combo into the ending hit when done sideways across the stage.
+4% and light spike knockabck on up-b reappear
The primary purpose of this is to allow Zelda to u-smash or u-tilt a surprised opponent after teleporting into them.
*SHEIK*
+1% on close needle hitboxes (3% -> 4%)
Sheik relies strongly on needles for many problematic matchups, such as Olimar and ICs. (Matchups Zelda isn't always too keen herself on...) However, leaving the far hitboxes at 2% let's us be confident Sheik's projectile use will remain more like Luigi's or Wolf's, and not Falco's.
F-smash always connects, but has lower growth
This solidifies Sheik as a damage racking character and makes her flow better.
80 degree angle and lower knockback on dash attack
This let's dash attack more immediately and reasonably threaten to punish after the hit at lower percents with followup aerials or sometimes f/u-tilt.
+1% damage and upwards knockback on dair
More utility on one of Sheik's more difficult moves.
*GANONDORF*
D-smash always connects, +1% on second hit
This buff is of small benefit to his core tech chasing game, but a huge advantage against Olimar, one of Ganon's worst matchups currently.
16/11 damage on down-b, with knockback compensation
This allows Ganondorf to ram through many projectiles and weak jabs/tilts, as well as power entirely through firebreath or repeating jabs... If his down-b is fresh! This new found utility is in most cases, one-use-per-stock. One more handy trick for Ganondorf, without redefining his design.
Unable to punish Ganon out of up-b
A nifty change that Ganon will appreciate against many matchups that give him trouble, including Meta Knight most of all.
*TOON LINK*
F-smash always connects
A healthy, meaningful buff to this mid-tier trying to keep up.
D-smash always connects
A situational nerf that reduces his niche reliance on it's wonky behavior on some stages.
*SAMUS*
Lower angle and altered knockback on f-tilt
This is a small buff for Samus getting people away from her and following up with what Samus does best.
*ZERO SUIT SAMUS*
+1% on d-tilt
This modest buff helps ZSS with shield pressure and specifically against Falco, a worst matchup.
Slightly increased knockback base on paralyzer to extend stun (both levels)
This allows grabs out of paralyzer, a serious buff that is not to be underestimated.
Removed chaingrab
We totally missed this, we admit it.
*PIT*
-(None)-
*ICE CLIMBERS*
-(None)-
*R.O.B.*
Altered knockback and 18 degree angle on f-tilt
This allows ROB to set up for a high-% KO with gyro or laser if they miss the tech; it is impossible to jump out of with any character. The use for gimping characters with the new angle is limited to non-existent, with the knockback as weak as it is.
+1% on strong laser
This encourages ROB to make use of his strong laser rather than the much-more damage-efficient spammable one. The small increase in knockback that comes with it is modestly appreciated by ROB, especially for getting enemies off stage.
*KIRBY*
+3% to rock (aerial falling)
This somewhat situational but potent buff leverages one of Kirby's more risky moves to help in problem matchups where it is a solid edgeguard tool... no pun intended.
Improved copy powers for Shield Breaker and Nayru's Love
Marth and newly buffed Zelda are considered two of Kirby's hardest matchups, but they are both rather unaffected by the rock buff and both offering useful powers for Kirby to take. SB has 1% extra damage uncharged and hits at an angle more inconvenient to Marth. Nayru's Love does a bit more damage and puts the enemy Zelda up instead of out.
*META KNIGHT*
-(None)-
*KING DEDEDE*
-(None)-
*OLIMAR*
Color-coordinated buff to up-b
This welcome buff to one of Olimar's more niche, laggy moves is intended to be a small help against floaty characters who refused to get grabbed.
*FOX*
-(None)-
*FALCO*
-(None)-
*WOLF*
+3% to nair initial hit, +1% to others
A moderate buff to a poor move. The potential to use it as a backup KO move can be very much appreciated by Wolf.
*CAPTAIN FALCON*
-3% on knee
...so that's +3% total. Still deadly.
+1% to second hit of nair
...so that's +2% total. Not a big change, but more Falcon matchup data is needed.
*PIKACHU*
Speed up grab break animation from 1.33x to 1.50x
This makes Pikachu's u/d-throw behave like we always wanted them too.
*POKEMON TRAINER*
-(None)-
*LUCARIO*
+1% to all smashes, f-tilt, d-tilt, and dash attack
Substantial but evenly spread buffs help Lucario fight his way through a scary new world.
*JIGGLYPUFF*
-(None)-
*MARTH*
-(None)-
*IKE*
Removed f-throw chaingrab
A noticable nerf to Ike, both in general and on stages with corners. He can still do b-throw chains on Pokemon Stadium, but you have to be pretty dumb to follow Ike to his lair.
+1% on f/b-throw
A modest, partial compensation for the f-throw nerf.
25 degree angle on d-smash outer hits
This situational buff is primarily helpful against Olimar, possibly Ike's new worst matchup. (And affected less by his new-found side-b) In most cases, Ike will continue to use much less punishable moves.
*NESS*
-(None)-
*LUCAS*
-(None)-
*MR. GAME & WATCH*
-(None)-
*SNAKE*
-1% on f-tilt, first hit
Snake was still a little too good...
+3 knockback growth on u-tilt
...but u-tilt needed a LITTLE power back...
Increased knockback on d-smash
...and he needed something fun to play with.
*SONIC*
-(None)-
Files can be found here, same as originally. Thanks to everyone who has provided feedback so far, and we hope your continued input will help us make the best final release possible!
Over one thousand hours have been spent discussing, hacking, testing, redesigning, re-re-re-testing, and sometimes banging heads against walls on this not-so-little, not-so-secret project. There have been many arguments along the way, and many times when it seemed something would NEVER work. (DDD, Falco, Pikachu, here's to you!) However, all that toil has resulted in a a build that I have great confidence in, and all disagreements have resulted in products unquestionably better.
I would like to thank Ampharos obviously, as well as everyone who tested and provided the valuable feedback we needed to make this a reality. I'd like to especially thank Stealth and the Wichita crew, as well as JGALT who helped with most my personal testing. (Even when I always brought over the wrong files by accident.) Also props to Sliq for giving me advice on the handout image last minute.
I'd like to encourage EVERYONE to test this build out with your community and offer all the feedback you can muster. Some of the characters we and other players feel extremely good about, such as Meta Knight, Mario, Luigi, and Lucas to name just a few. Others we aren't so sure, and only when multiple mains play all the matchups of each character multiple times can we truly have "enough" data.
I speak for myself, Ampharos, and everyone who helped test when I say that we hope you enjoy our project's results.
I found this interesting. I don't understand the stage changes (mostly because they were purposely worded...oddly, but okay...) Nvm I got it lol.
Something I wish to confirm though:
By removing jab locks, you still maintained the forced get-up, right?
And...
Making Ivysaur not go into freefall after aerial UpB will probably not be...err, "accepted" so to speak. I suggest you use the code the WBR used for B+ to give Ivysaur a higher initial hop from it instead. It's a frame speed modifier, I'll try to find it.
EDIT: In case you guys decide to use it, here:
1F1A81D8 40A00000
Boost starts on frame 26 by 5x if I'm reading the data correctly.
Because well, from what I've read so far, this tries to be as conservative as possible while changing what made this game unfavorable. Not freefall after aerial UpB was not well received by B+ players, and so it being in "BB that's not BlazBlue" won't be good either.
Just saying. Good sh*t though, I might play Barlw again if this ever gets accepted. <_<
I found this interesting. I don't understand the stage changes (mostly because they were purposely worded...oddly, but okay...)
On the handout, they are not clear, to save space. (Merely a classification) The text contains very detailed and exact descriptions on the changes.
Quote:
Originally Posted by VietGeek
By removing jab locks, you still maintained the forced get-up, right?
The animation window where a hit causes repeating flopping has been made a fifth the size. "Locks" are still possible, except nothing in the game is fast enough to do them.
2v1, of course, breaks all the rules... :P
Quote:
Originally Posted by VietGeek
Making Ivysaur not go into freefall after aerial UpB will probably not be...err, "accepted" so to speak. I suggest you use the code the WBR used for B+ to give Ivysaur a higher initial hop from it instead. It's a frame speed modifier, I'll try to find it.
Because well, from what I've read so far, this tries to be as conservative as possible while changing what made this game unfavorable. Not freefall after aerial UpB was not well received by B+ players, and so it being in "BB that's not BlazBlue" won't be good either.
Our testers so far, especially Steeler, have widely preferred the up-b change. We have included a speed modification that makes the end result behave reasonably.
I invite everyone to test in in multiple matchups and see how it fits into Pokemon Trainer's game alongside the other changes. All feedback is welcome!
Over one thousand hours have been spent discussing, hacking, testing, redesigning, re-re-re-testing, and sometimes banging heads against walls on this not-so-little, not-so-secret project. There have been many arguments along the way, and many times when it seemed something would NEVER work. (DDD, Falco, Pikachu, here's to you!) However, all that toil has resulted in a a build that I have great confidence in, and all disagreements have resulted in products unquestionably better.
I would like to thank Ampharos obviously, as well as everyone who tested and provided the valuable feedback we needed to make this a reality. I'd like to especially thank Stealth and the Wichita crew, as well as JGALT who helped with most my personal testing. (Even when I always brought over the wrong files by accident.) Also props to Sliq for giving me advice on the handout image last minute.
I'd like to encourage EVERYONE to test this build out with your community and offer all the feedback you can muster. Some of the characters we and other players feel extremely good about, such as Meta Knight, Mario, Luigi, and Lucas to name just a few. Others we aren't so sure, and only when multiple mains play all the matchups of each character multiple times can we truly have "enough" data.
I speak for myself, Ampharos, and everyone who helped test when I say that we hope you enjoy our project's results.
Happy Brawling!
Heh, someone who can share my pain, except I've been doing this for much longer :-O haha
I think you guys are going to run into the same problem Brawl+ runs into, reputation. As hard as you try, you will be met by people opposing change and need something special (i.e. purple cow for those into business) to make it truly appealing. Finding that niche community is going to be a difficult process for you guys I think.
Best of luck with it. I can't say I support the project, but good luck.