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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:
Quote:
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
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
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
- 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
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.
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!!!
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 >_>