• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Surprise, it's Unstoppabrawl! (Looking for local players!)

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
I'm back! Click here to go to the revival post.


Unstoppabrawl
...throws convention out the window to make Super Smash Bros. Brawl more balanced and more fun. The goals of this project are to make every character as balanced as possible, make nearly every attack useful as an attack, reduce random chance, and deepen the strategy of the game, but all with the intention of making the game more fun. Fun is what I started this project for over a year ago, and it remains the most essential aspect of it, by which every change is judged.



So, let's get right into it!

First of all, although the physics of the game are untouched, every character has received numerous changes to their attacks. You will likely have to relearn your character upon jumping into Unstoppabrawl. However, I am confident that you will enjoy these versions of the fighters more than the ones in vBrawl.

For you see... in Unstoppabrawl, every character has received multiple buffs. Yes, every character (although Meta Knight received slightly more nerfs than buffs, and Snake was nerfed and buffed equal amounts). The objective behind this is to make every character very good, like Snake, without being broken, like Meta Knight (or anything close to the fighters in Brawl-). And with these buffs come increased options, which was an important part of creating a more dynamic and strategic Brawl.

Also (speaking of increased options), remember, almost every move in the game should be useful now!

So what about changes to the game that affect all the characters? Well, random slipping, stale move power reduction, jab locks (along with all similar locks), and grab release combos are removed. Also, ground techs grant full invincibility until the are interruptible. (By the way, I liked the stale moves thing when I first heard about it, but now I just wish there was a way it could reduce damage without doing the same for knockback.)

But that's all stuff you've seen before. What universal changes set Unstoppabrawl apart from the other balance packs out there?

The biggest difference here is the nerfs to shields. Defense is too powerful in vBrawl, but what if those bubble shields weren't quite as... reliable? In Unstoppabrawl, there are two changes to shields, the more important of which is a dramatic increase in the time they take to recharge while not in use. To put it simply, shields recharge less than half as quickly. In addition, perfect shielding is removed. Why? Well, it's all because of a change that occurred between Melee and Brawl. In Melee, you had to press the shield button at just the right time in order to perfect shield. But in Brawl, all you have to do is have your shield activate at just the right time, meaning sometimes you can hit your opponent harder for almost punishing an attack of yours than you would if they'd struck slightly later. Increased punishment for almost succeeding didn't seem right in my book, and it was another excuse to reduce defensive options.

Back to the slower shield recharging, though... This change is complemented by many attacks receiving buffs to the amount of shield damage they inflict, resulting in a host of new strategies involving shield pressure and shield conservation. Since when have you ever had to worry about those things in a Smash game? This is one of the things I was talking about when I said "deepen the strategy of the game". I guarantee you will see more broken shields in Unstoppabrawl.

And speaking of unorthodox changes to attacks, set knockback (that is, making some moves have zero Knockback Growth) is also used more often in Unstoppabrawl.



There are many people who deserve credit for their (unintentional) contributions to the development of Unstoppabrawl. Among these are those who provided the codes and software that made creating it possible, in alphabetical order: Almas, KirbyIsCool, Phantom Wings, spunit262, The Paprika Killer, Y.S., and... possibly more, actually, but I'm not sure, and I've lost the credits for the rest of the codes. I also want to thank Amazing Ampharos and Thinkaman for their work on Balanced Brawl, which provided a number of good ideas that you'll see below in the list of changes.

In addition, I'm thankful to everyone who made direct contributions to improving Unstoppabrawl after the beta was released. These people include Thinkaman, SuperMarioFan546, and Hozu.

Yeah, this section needs work. There are probably more people who need to be thanked, and I don't know how to format this better either. Any help would be appreciated.




Planning for Unstoppabrawl began in early 2009, and even with the releases of other balance mods, my determination to finish this project did not waver. I may not have been part of this community until the Unstoppabrawl beta was released, but I am an avid Smash player and have put my heart and soul into this thing with countless hours of work, and of course playtesting on top of that.

I'm preparing a comments sheet for the project in which I'm going through every character and writing a short paragraph about how they have changed from vBrawl, and also highlighting each of their game-changing modifications.

The beta for Unstoppabrawl had many glitches, but solutions for almost all of them have now thankfully been found. Those remaining are fortunately minor and very rarely affect gameplay. That being said, the chances of me fixing them are looking pretty nonexistent.

Known Glitches
Occasionally control will be unexpectedly lost at the training mode character selection screen, requiring a reset.
Extremely rarely, the game will simply lock up while loading a match. (This may have been eliminated in the latest release, since it hasn't happened during playtesting since the beta, but as it happened so infrequently, it's hard to know for sure.)
The screen tint effect added to the uppercut at the end of Ganondorf's ^B occasionally won't trigger. It's unknown what circumstances cause this to happen.
Ivysaur can still be put into a helpless falling state if his ^B attempts to grab a ledge and fails to do so.


DOWNLOADS (updated for the "indefinitely final version")
main GCT file - This needs the GCT loader (or that special gameconfig.txt if you already have it) to work, and should be put in the "pf" folder (in the "RSBE" folder in the "app" folder in the "wii" folder in the "private" folder in the root of your SD card). I imagine most of you reading this know what I'm talking about.
PSA character files - This folder (once unzipped) should also go in the "pf" folder.
text file used to make the main GCT - This is for any of you who want to add your own modifications to mine. (Note that the Smash Stack download comes with its own version of this.)
GCT loader - This is the only file that is the same as it was for the beta. As the link suggests, it is the GCT loader for anyone who doesn't have it. Just put it in the "codes" folder in the root of your SD card and delete the "load" in the filename.
-comments sheet coming eventually-
full Unstoppabrawl download (that uses Smash Stack to be bootable on unmodded Wii systems!) - Here's the download you want if you don't have the Homebrew Channel. To install it (once you've downloaded and unpacked the ZIP file), first remove all custom stages from your Wii (even the ones that come with Brawl); and if that means putting them on your SD card, be sure to either move or rename the folder on the card called "private" after you've done so. Then, place the contents of the "contents go to SD root" folder in the root of your SD card. Now, any time you want to play Unstoppabrawl, boot up Brawl and go straight to the Stage Builder (in Vault), which will start the loader; just press A to "Launch Game" and you'll be good to go!

Note: If any of these downloads produce an extra folder with "MACOSX" in the filename, that folder can be deleted.

Now outdated: Hozu added Riivolution support for the beta. His XML file can be found here. Be sure to properly follow the instructions on that page.

Sorry, but there currently isn't a PAL version of Unstoppabrawl. If anyone can help me make one, that would be much appreciated.



And now, the complete list of changes... (well, except for purely cosmetic stuff...)

The
format of the changes is as follows. Each change consists of what the value was in vBrawl followed by what it is in Unstoppabrawl, with a dash in between. So, before-after. As for the rest...
damage%
*shield damage
Knockback Growth/Base Knockback
angleº
(size)
X = whatever the value was before
SA = the Sakurai Angle
exhausted = in the character's helpless falling state

Also, remember, part of the formula for resulting knockback includes the hitbubble's Knockback Growth being multiplied by its damage. So keep that in mind for when you see moves that have greatly increased damage and seemingly greatly reduced knockback; they may actually have more knockback than before. (And remember that the formula for resulting shield damage is the move's damage added to its shield damage.)

Universal changes
Random slipping is removed. Stale move power reduction is removed. Ground techs grant full invincibility until interruptible. Perfect shielding is removed. Shields recharge less than half as quickly. A number of fixes (like those used in Balanced Brawl) for stalling tactics, grab release abuse, infinites and loops are implemented. Sheik and Zero Suit Samus are now part of the random character select. Pokémon Trainer's Pokémon have infinite stamina and will not swap between stocks if a shield button is held. Default settings (like stock and such) are set to what I used to test the mod (but you can change this, of course). Also camera zoom is removed for most Final Smashes.

Mario
dash attack: 9%or7%-4%, Xº-75º, slip element
utilt: *0-*12
dtilt sweetspot: 80/20-80/65, 80º-100º
dtilt sourspot: 5%-6%, 80/20-80/65, 80º-100º
fsmash sweetspot: *0-*22, 90/25-101/30
fsmash sweetspot has more hitlag and a smaller SDI multiplier
fsmash speed 1.125x
usmash: *0-*9, 90/32-99/32
dsmash: SA-26º
fair sweetspot: 13%-16%, *0-*31, 75/20-75/64
bair sweetspot: 95/10-95/32
dair repeated hits: 1%-2%, 100/0-0/65
dair repeated hits can't be escaped with SDI
fthrow: 65/60-65/71, 45º-34º
bthrow: 63/70-72/72, 45º-34º
uthrow: 72/70-79/73
dthrow: 6%-7%, 50/75-5/85
B: 5%-6%
^B first hit: *0-*17, Xº-76º
^B first hit has more hitlag and a smaller SDI multiplier
^B repeated hits: 1%-2%, Xº-76º
^B final hit: 3%-4%
vB: 100/0-0/38, 55º-18º
FS slows time much more severely
FS has altered camera zoom

Luigi
dash attack repeated hits: 1%-2%, 80/1-0/30, SA-0º, slip element
dash attack repeated hits have even less hitlag and can't be escaped with SDI
dash attack final hit: 2%-3%, 100/50-102/50
dtilt on grounded opponent: 50/30-0/102
dtilt on airborne opponent: Xº-270º
dtilt Allow Interrupt moved from frame 34 to 26
fsmash: *5-*14
usmash: *0-*7
fair: 10%-15%, *0-*17, 80/30-40/30
dair: *0-*7, Xº-288º
fthrow: 65/60-61/83
bthrow: 65/80-68/84
uthrow: 72/70-82/85
dthrow: 6%-7%, 30/75-4/86
B Allow Interrupt moved from frame 40 to 32
>B: *4-*35
>B misfire has more hitlag
^B on ground sweetspot: *0-*15
^B in air sweetspot: 20%-22%, *0-*26
^B sweetspot has more hitlag and a smaller SDI multiplier
vB repeated hits: 2%-3%
FS dance speed 0.67x
down taunt: 2%-222%, X/X-0/22
down taunt hitlag removed

Peach
ftilt: *0-*19
utilt inner hit: 10%-13%, 70/60-76/60, (5)-(6)
utilt outer hit: 70/60-78/60, (11)-(14)
dtilt: Xº-270º
fsmash club: 70/50-74/50
fsmash pan: 68/30-68/50
fsmash cycles through weapons after still choosing the first one randomly
usmash: 100/X-113/X
dsmash repeated hits: 5%-7%, 80/38-80/80, *0-*8, 145º-215º
nair: SA-25º
fair: 15%-16%, 68/60-80/72
bair sweetspot: 13%or14%-14%or15%, 80/30-80/45
fthrow: 83/45-95/45
dthrow: 7%-12%, 60/60-35/79
B "miss" speed 1.7x after frame 31
B "miss" no longer grants invincibility frames
>B: 15%-20%, 40/50-30/50
>B has more hitlag
^B repeated hits: 1%-2%
vB grants super armor until frame 13 that can absorb a maximum of 13% damage

Bowser
weight increased from 120 to 126
jab 2 Allow Interrupt moved from frame 25 to 21
dash attack sourspot: 8%-9%
ftilt: 83/45-95/51
utilt Allow Interrupt moved from frame 50 to 42
dtilt second hit: 11%-12%, *0-*19, 100/12-100/20
fsmash early hit removed
fsmash grants super armor between frames 12 and 16
fsmash sweetspot: 23%-30%, *0-*27, 81/25-65/43, darkness element
fsmash sweetspot has more hitlag and a smaller SDI multiplier
fsmash sourspot: 21%-22%, *0-*13, 81/22-74/36
fsmash sourspot has less hitlag
usmash first hit sweetspot: 20%-23%, *0-*12, 80/23-83/23
usmash first hit sourspot: 15%-17%, *0-*12
dsmash repeated hits have a much smaller SDI multiplier
nair sweetspot: 13%-14%, *0-*10
nair sweetspot terminates four frames later than it used to
nair sourspot: 9%-11%, *0-*10
nair sourspot terminates one frame later than it used to
fair: 13%or12%or11%-14%or13%or12%
bair sweetspot: 83/25-87/35, 35º-12º
uair: *0-*33
dair repeated hits: 3%-4%, *0-*2, 100/0-15/60, 80º-270º
dair last falling hit: 3%-4%, *0-*8, 100/10-15/66
dair landing hit: 2%-4%, *0-*4
fthrow: 10%-11%, 50/60-66/61, 45º-48º
bthrow: 50/60-68/59, 45º-41º
uthrow final hit: 2%-6%
dthrow final hit: 0%-3%, 75/30-0/60
^B on ground first hit: 80/70-96/70
^B in air first hit: 60/80-60/44
^B in air repeated hits: X%-5%, 20/50-9/44
vB rising hit: X/X-0/18, stun element
vB grants super armor from twenty frames before falling and until Terminate Collisions
FS fsmash: 60/5-81/20
FS dthrow: burying element

Donkey Kong
jab 1 inner hit: 100/0-0/30
dash attack sweetspot: 50º-30º
ftilt angled up: 100/10-100/30
ftilt angled straight: 100/10-100/30, SA-40º
ftilt angled down: 100/10-100/15, SA-15º
fsmash: X/X-84/30
fsmash has less hitlag
usmash: 93/40-93/55
nair: *0-*24
fair sweetspot: *0-*32
fair landing lag trigger terminates twenty-nine frames earlier than it used to
bair sweetspot: 100/20-100/30
dair: *0-*10
fthrow forward: 50/80-50/106
fthrow backward: 8%-9%
fthrow upward Allow Interrupt moved from frame 29 to 14
fthrow downward: 26/65-10/80
bthrow: 11%-10%, 65/60-80/75, 40º-35º
dthrow: 7%-11%, 50/60-0/80, SA-90º
B full charge: *0-*25, X/X-90/15
B full charge has more hitlag
B full charge grants super armor from frame 13
B in air doesn't exhaust
>B sourspot: 40/15-40/35, 70º-20º
^B on ground super armor terminates two frames later than it used to
^B in air first hit: 80/40-0/60, SA-60º
^B in air repeated hits: X%-6%or5%, X/X-0/56, SA-60º
^B in air repeated hits have a much smaller SDI multiplier
vB: 14%-15%, Xº-90º, (13)-(17)

Diddy Kong
dthrow: 9%-12%, 130º-144º
>B A/B first hit: 5%-6%
>B A/B first hit has more hitlag
>B jump off opponent second hit: 5%-6%, 40/25-58/29
^B explosion: 10%-14%, 50/30-52/87, (5)-(7.78)
^B explosion has more hitlag
^B rising sweetspot: 40/85-78/87, Xº-90º
^B rising sourspot is now identical to rising sweetspot

Yoshi
dash attack sweetspot: 9%-10%
dtilt sweetspot trips more often
dtilt sourspot: 5%-6%
fsmash: SA-37º
dsmash first hit sweetspot: 14%-15%, 63/30-72/37
dsmash first hit sourspot: 14%-15%, 53/30-69/37
dsmash second hit sweetspot: 13%-15%, 63/30-70/37
dsmash second hit sourspot: 13%-15%, 53/30-67/37
fair sweetspot: *0-*14, 90/0-90/7, burying element
bair first hit: 4%-5%, 100/10-45/14
bair first hit has a much smaller SDI multiplier
bair second and third hits: 3%-4%, 100/20-45/14
bair second and third hits have a smaller SDI multiplier
bair fourth hit: 4%-6%
uair: 100/25-114/28
dair repeated hits: 3%or2%or1%-4%or3%or2%, *0-*1, X/5-0/7
dair repeated hits have less hitlag and a smaller SDI multiplier
pummel: 2%-4%
pummel hits two frames later than it used to
pummel has more hitlag
fthrow: 66/55-101/77
bthrow: 66/55-101/77
uthrow: 5%-7%, 43/65-100/77
dthrow: 4%-9%, 25/100-10/84
B: 7%-9%, SA-35º
>B: *0-*32
>B doesn't exhaust
vB from ground falling hit: 70/60-73/73
vB from air falling hit: 12%-15%, 70/55-73/73
vB projectiles: 4%-5%, 40/50-40/56

Wario
dsmash early hit: *0-*34, 80/30-80/50, (3.8)-(3.86)
dsmash mid hit: 10%-13%, 85/20-80/35, (3.5)-(3.83)
dsmash late hit: 5%-13%, 90/10-80/30, (3.2)-(3.8)
dsmash late hit terminates twenty-seven frames later than it used to
vB full charge explosion: *0-*8, 30/50-35/67
vB full charge rising hit: *0-*12, 80º-90º
vB full charge super armor activates four frames earlier than it used to
>B grants super armor during most actions while on the bike
^B grants super armor while damaging
pummel: 2%-4%
pummel has more hitlag
dthrow final hit: 18/60-2/81, 130º-90º

Link
forward roll speed 1.4x after frame 3
backward roll speed 1.4x
dash attack: 12%or11%or10%-12%, 80/30-93/30, Xº-84º
ftilt: 13%-15%, *0-*17
utilt: 9%-11%, X/30-91/30
dtilt: 12%-14%, 50/90-55/90, Xº-270º
fsmash first hit sweetspot: 15%-17%, 90/25-80/25
fsmash first hit sourspot: 14%-17%, 90/25-80/25
fsmash second hit sweetspot: *0-*21, 90/25-118/25
fsmash second hit sourspot: 17%-19%, *0-*21, 90/X-118/X
usmash third hit: 10%or9%or8%-11%
dsmash: 14%or16%or17%-16%or17%or18%, 90/X-83/X
fair first hit: 9%-11%, *0-*10, 100/5-63/5
fair second hit: 12%-14%, *0-*14, 110/20-120/42
uair sweetspot: 15%-17%, *0-*8, 80º-90º
dair: 22%or18%-24%or20%, 0*-17*, 80/X-84/30
zair sweetspot: 6%-7%, *1-*22
stationary grab new hit from frames 54 to 78
dash grab new hit from frames 69 to 86
pivot grab new hit from frames 66 to 88
grabs new hit: 4%, *0, 0/63, 252º, (4), slip element
uthrow final hit: 2%-4%, 230/24-170/24
dthrow final hit: 4%-6%, 90/60-0/84, 110º-101º
B: 50/7-51/17, SA-7º
>B close: 7%-8%, 40/80-0/88, 70º-171º
>B far: 40/60-0/137, 65º-171º
>B catch Allow Interrupt added to frame 0
^B on ground: X/X-100/X
^B in air first hit: 4%-5%
^B in air repeated hits: 2%-4%
^B in air final hit: 4%-6%, 160/30-110/55, SA-70º
vB speed 1.21x

Zelda
jab: *0-*7
dash attack: 12%or9%or8%or7%-13%or11%or10%or9%, Xº-83º
ftilt: *0-*20
ftilt speed 2x after frame 14
utilt: 70º-90º
dtilt: Xº-260º, 80/20-80/40
fsmash repeated hits: paralyze element
nair repeated hits: 2%-3%, X/0-0/12
nair final hit: 5%-6%
fair sweetspot: 95/34-100/44, *0-*31, SA-40º
bair sweetspot: 96/40-100/44, *0-*31, SA-40º
uair: *0-*13
dair sweetspot: *0-*28, 90/50-100/50
dair sweetspot can now hit grounded opponents
fthrow: 12%-13%, 50/70-50/65, 45º-40º
bthrow: 60/80-71/80, 45º-40º
uthrow: 50/80-65/78
dthrow final hit: 2%-6%, 42/80-0/80, 120º-100º
>B: 70º-154º
>B doesn't exhaust
>B on ground Allow Interrupt moved from frame 34 to 20
>B in air Allow Interrupt added to frame 27
^B first hit on grounded opponent: 6%-11%, *0-*29, 100/40-0/2, 80º-90º, stun element
^B first hit on aerial opponent: 6%-15%, 100/40-0/0
^B second hit: 6%-19%, 100/40-40/40, SA-5º
^B second hit on ground Allow Interrupt moved from frame 29 to 11
swap in grants invincibility frames

Sheik
dash attack sweetspot: *1-*8, 100/50-30/90, 60º-80º
dash attack sourspot: *1-*8, 100/20-10/80, SA-40º
ftilt inner hit: 5%-7%, *0-*9, 100/20-0/69, 90º-95º
ftilt outer hit: 5%-7%, *0-*9, 100/20-0/69, 108º-116º
ftilt has an even smaller SDI multiplier
utilt first hit: *0-*21, X/0-0/36
utilt speed 2x until frame 4
dtilt: 8%-9%, 80/35-80/50, Xº-110º
fsmash first hit: 100/0-50/0
usmash sweetspot: *4-*13
usmash sourspot: *0-*11
fair: *0-*18
uair speed 1.5x
dair: 10%-12%, *0-*34, 80/30-46/90, 70º-75º
fthrow final hit: 70º-40º
uthrow final hit: 2%-4%
dthrow final hit: 3%-5%, 75/80-0/85, 80º-85º
B: 3%-4%
>B on ground sweetspot: 5%-7%, *0-*15
>B on ground sourspot: 3%-5%, *0-*15
>B in air sweetspot: 5%-8%, *0-*15
>B in air sourspot: 5%-6%, *0-*15
^B: 80/50-111/50
^B on ground grants invincibility frames starting three frames earlier than it used to
^B in air grants invincibility frames starting six frames earlier than it used to
^B wind: 100/0-0/58, 60º-4º
swap in grants invincibility frames

Ganondorf
jab sweetspot: X%-7%, *0-*7, 105/X-106/40
jab speed 1.75x until frame 7
jab speed 1.125x after frame 7
ftilt: 88/30-88/44, 22º-11º
utilt wind: 0%-1%, 100/0-0/31, (10)-(17)
utilt explosion sweetspot: 27%-19%, *20-*28, 80/60-111/66, (5)-(6)
utilt explosion sourspot: 19%or17%-16%, *20-*28, 80/60-111/66, (6)or(13)-(7.5)or(16)
utilt explosion has more hitlag
utilt grants super armor between frames 5 and 84
dtilt: 100/30-100/35, Xº-78º
dtilt terminates twelve frames later than it used to
fsmash: *0-*16
dsmash first hit sweetspot: 100/0-90/0, 140º-150º
dsmash first hit sourspot: 100/0-75/0, 50º-150º
dsmash second hit sweetspot: 14%-16%, 75/60-80/60
dsmash second hit sourspot: 12%-14%, 75/60-80/60
nair first hit: 11%-7%, 100/30-0/30, Xº-89º
nair first hit has more hitlag and a smaller SDI multiplier
nair second hit: 7%-11%, *0-*20, 100/25-100/29
nair landing lag trigger activates sixteen frames later than it used to
fair sweetspot: *1-*19, 83/48-90/50
fair sourspot: *0-*6, 80/30-90/50
fair landing lag trigger terminates twenty-five frames earlier than it used to
dair on grounded opponent: *0-*11
dair on aerial opponent: 100/30-100/40
dair landing lag trigger terminates one frame earlier than it used to
pummel: 2%-4%, darkness element
bthrow final hit: 130/30-130/65
uthrow final hit: 3%-7%, 105/70-65/70
dthrow: 7%-9%, 50/70-19/87, 65º-80º
B on ground: 32%-37%, *0-*66, 100/30-82/30
B reversed on ground: 35%-40%, *0-*66, 100/30-82/30
B in air: 36%-41%, *0-*66, 100/30-82/30
B reversed in air: 38%-43%, *0-*66, 100/30-82/30
>B doesn't exhaust, but tumbles off ledges
>B in air: 12%-14%
^B repeated hits: 1%-2%, (7)-(21)
^B repeated hits have more hitlag
^B number of repeated hits increased from four to seven
^B repeated hits grant super armor
^B explosion: 7%-10%, 82/40-41/40, SA-335º, fire element
^B physical hit: 7%-29%, *0-*26, 90/70-40/70
^B physical hit has WAY more hitlag
vB on ground sweetspot: 12%-16%, 70/60-57/75, (4.5)or(3.8)or(3.5)-(8)or(7.3)or(7)
vB on ground sourspot: 10%-12%, 70/60-57/75, (4.5)or(3.8)or(3.5)-(8)or(7.3)or(7)
vB in air sweetspot on grounded opponent: burying element
vB in air sweetspot on grounded opponent hitlag removed
vB in air sweetspot on aerial opponent: 15%-20%, 100/50-100/88
vB in air sweetspot on aerial opponent has much more hitlag
vB in air sourspot replaces sweetspot one frame earlier than it used to
vB in air landing hit: 35/80-0/80, 80º-0º
vB in air landing hit speed 1.225x after frame 3

Toon Link
dash attack trips more often
utilt: X/30-59/30
fsmash first hit trajectories retooled to better lead into second hit
dsmash first hit: 100/0-80/0, Xº-175º
dsmash first hit has less hitlag
dsmash second hit: 107/30-107/50
stationary grab speed 2x from frames 25 to 53
dash grab speed 2x from frames 28 to 68
pivot grab speed 2x from frames 21 to 65
uthrow: 2%-4%, 200/24-140/24
dthrow: 60/60-0/75, 100º-95º
>B close: 8%-3%, 50/50-0/0
>B far: 5%-3%, 50/50-0/0
>B will not reverse direction on hit
>B returning: 3%-9%, 100/0-25/50, 60º-270º, slip element
>B catch Allow Interrupt added to frame 0
^B on ground inner repeated hits: 1%-2%, slip element
^B on ground outer repeated hits: slip element
^B on ground repeated hits have even less hitlag and a smaller SDI multiplier
^B on ground final hit: 3%-4%
^B in air repeated hits: 2%-3%
^B in air final hit: 4%-5%, 163/40-113/65, SA-70º
^B in air grants invincibility until frame 7
vB speed 2.5x

Samus
weight increased from 108 to 111
dash attack: *0-*10, 80/X-108/45
forward tilt angled up: 10%-11%, 100/10-55/15
forward tilt angled straight sweetspot: 8%-9%, 100/10-75/55, SA-25º
forward tilt angled straight sourspot: 7%-8%, 100/10-75/55, SA-25º
forward tilt angled down: 10%-9%, 100/10-50/10, slip element
utilt: *0-*25
utilt speed 1.3x until frame 13
dtilt: 60/80-75/85
dtilt speed 0.65x after frame 8
fsmash angled up: 14%-15%, *0-*16, 100/20-98/35
fsmash angled straight: 13%-14%, *0-*16, 100/20-105/35
fsmash angled down: 12%-13%, *0-*16, 100/20-105/20, SA-25º
usmash first hit: 4%-6%, 50/50-23/50
usmash second hit: 4%-6%, 50/45-23/45, 120º-155º
usmash third hit: 4%-6%, 50/25-23/35, 90º-175º
usmash fourth hit: 5%-6%, 50/30-23/35, 85º-175º
usmash fifth hit: 6%-7%
dsmash first hit: 15%-1%, 50/90-0/85, 70º-165º, slip element
dsmash second hit: 40/80-0/15, slip element
nair: 80/10-85/10
fair first hit: 4%-5%, 100/20-50/20
fair second through fourth hits: 3%-4%, 100/18-50/18
fair fifth hit: 5%-6%
bair sweetspot: 88/42-95/42
bair sourspot: 10%-11%
dair: *0-*30, 100/2-100/25
zair sweetspot: 7%-6%, 60/60-70/60
stationary grab Terminate Catch Collisions moved from frame 30 to 78
dash grab Terminate Catch Collisions moved from frame 30 to 72
pivot grab Terminate Catch Collisions moved from frame 32 to 89
pummel: (7.2)-(9)
fthrow: 55/60-55/75, 42º-35º, fire element
bthrow: 8%-9%, 55/60-55/75, 40º-35º, darkness element
uthrow final hit: 4%-7%, 70/80-35/80, electricity element
dthrow: 6%-5%, 50/80-0/75, 80º-104º, ice element
B full charge: 56/30-80/35
B almost full charge: 60/32-70/34
B almost almost full charge: 58/32-60/33
>B homing: 5%-8%
>B smash: 10%-16%, 65/40-65/45
vB first hit: 4%-6%
vB second hit: 5%-8%
FS wind: 100/0-0/65
swap in: 10%-22%, 50/80-25/80, (10)-(45)
swap in has more hitlag

Zero Suit Samus
weight increased from 81 to 83
entry no longer generates items
jab 2 knockback tweaked to link properly
ftilt angled up: 6%-7%, 100/8-0/65, SA-104º
ftilt angled straight: 6%-7%, 100/8-100/34
utilt second hit: *0-*30, 80/70-114/74
dtilt: *0-*14, 6%-8%
fsmash inner first hit: 10%-14%, 100/30-85/45
fsmash outer first hit: 11%-15%, 100/35-85/50
fsmash second hit: 6%-13%, 100/X-70/45
usmash repeated hits: 1%-2%, 30/20-15/20
usmash final hit: 3%-4%, 133/70-104/70
dsmash: 50/40-25/70, 70º-80º
fair first hit: 70/35-0/54, SA-84º
bair: 100/21-100/44
stationary grab Terminate Catch Collisions moved from frame 29 to 74
dash grab Terminate Catch Collisions moved from frame 29 to 74
pivot grab Terminate Catch Collisions moved from frame 29 to 73
fthrow final hit: 7%-11%
bthrow final hit: 60/70-0/74, 45º-4º
uthrow first hit has WAY more hitlag
uthrow final hit: 8%-5%, 60/80-110/104, 73º-84º
dthrow final hit: 25/100-0/104, 75º-84º
dthrow speed 2.4x after frame 26
B full charge: 6%-8%
B not full charge: 4%-5%
>B sweetspot: 75/60-94/64
>B sourspot: 30/X-30/84, 30º-166º
>B sourspot hitlag removed
vB sweetspot: *5-*30, 100/X-114/X
vB sourspot: *2-*23, 90/60-104/60
FS repeated hits: 0%-1%
FS final hit: 25%-24%, 105/20-124/24, (15)-(24)
swap in Allow Interrupt added to frame 70

Pit
dash attack: 100/20-105/20
dash attack speed 1.5x
ftilt: *1-*17, 95/12-95/22
dtilt: 50/80-55/55, Xº-280º
nair repeated hits: 1%-2%
fair: 13%or14%or15%-14%or15%or16%
uair repeated hits: 2%-3%
uair final hit: 2%-4%, 270/5-135/5
dair speed 1.5x until frame 6
fthrow final hit: 4%-5%, 150/30-150/35
bthrow: 8%-7%, 60/50-12/45, 45º-328º
dthrow final hit: 60/80-0/80, 80º-90º
>B wind: 130/X-0/67, 50º-40º
^B on ground invincibility terminates eight frames later than it used to
^B wind: 100/0-0/89, SA-20º, (23)-(15.5)

Ice Climbers
All Balanced Brawl (version 2) changes apply.
B: 3%-5%
^B: *5-*22, 60/60-99/55, 80º-88º
vB: X/5-60/5, Xº-303º

R.O.B.
ftilt: 100/30-25/55, SA-18º
fsmash: *0-*15, 95/30-95/60
usmash: 12%or13%or14%-14%or15%or16%
dsmash final hit: 105/90-95/90
uthrow: 72/70-85/70, 80º-85º
dthrow: 20/110-0/72, 88º-102º
B full charge: 9%-14%, 70/50-62/58
>B: *0-*7, slip element

Kirby
jab 2 knockback tweaked to link properly
dtilt speed 2x after frame 8
usmash sweetspot: *0-*25
dsmash: 14%-13%, Xº-89º, slip element
nair: 80/10-80/40
fair second hit: 3%-4%, 30/28-20/30
fthrow: 8%-9%, 100/40-100/50
bthrow: 50/80-50/100
uthrow: 70/70-99/77
B Mario: 5%-6%
B Luigi Allow Interrupt moved from frame 40 to 32
B Peach "miss" speed 1.7x after frame 31
B Peach "miss" no longer grants invincibility frames
B Donkey Kong full charge: *0-*25, X/X-90/15
B Donkey Kong full charge has more hitlag
B Donkey Kong full charge grants super armor from frame 13
B Yoshi: 7%-9%, SA-35º
B Link: 80/8-51/18, 70º-9º
B Sheik: 3%-4%
B Ganondorf on ground: 32%-37%, *0-*66, 100/30-82/30
B Ganondorf reversed on ground: 35%-40%, *0-*66, 100/30-82/30
B Ganondorf in air: 36%-41%, *0-*66, 100/30-82/30
B Ganondorf reversed in air: 38%-43%, *0-*66, 100/30-82/30
B Samus full charge: 56/30-80/35
B Samus almost full charge: 60/32-70/34
B Samus almost almost full charge: 58/32-60/33
B Ice Climbers: 3%-5%
B R.O.B. full charge: 9%-14%, 70/50-62/58
B Meta Knight upper repeated hits: 45/0-0/75, 40ºor140º-45ºor135º
B Meta Knight lower repeated hits: 100/0-0/75
B Falco: 100/0-0/112, SA-86º
B Captain Falcon on ground: *0-*29, 102/30-116/35
B Captain Falcon in air: *0-*29, 102/40-116/45
B Squirtle charge removed
B Squirtle: 2%or1%-3%, *0-*5, 100/0-0/30
B Jigglypuff: *0-*40
B Marth full charge: 22%or20%or18%or24%-24%or22%or20%or26%, *40-*46
B Ike on ground charge grants super armor
B Ike full charge: *30-*60, 80/30-120/120
B Ike not full charge: *1-*15
B Ike stab grants super armor from startup
B Ness: 70/30-80/74, 70º-90º
B Lucas: 15/50-0/68, 70º-52º
B Sonic: *0-*40
>B on ground sweetspot: 72/65-77/77
>B on ground sourspot: 70/50-77/77
>B in air first hit sweetspot: 75/65-77/77
>B in air first hit sourspot: 70/50-77/77
>B in air second hit: 70/60-77/77
vB falling hit sweetspot: 18%-19%, *0-*21, 70º-77º
vB falling hit sourspot: 9%-10%, *0-*21, 70º-77º

Meta Knight
utilt: X/X-145/15, 85º-90º
dsmash first hit: 93/50-80/50
dsmash second hit: 90/50-77/50
B upper repeated hits: 45/0-0/75, 30ºor150º-45ºor135º
B lower repeated hits: 100/0-0/75
^B on ground first hit sweetspot: 9%-6%, 80/90-90/70
^B on ground first hit sourspot: 9%-6%, 80/90-80/70
^B in air first hit: 9%-8%, 60/90-60/70
vB sweetspot: *0-*12, 85/20-99/48
vB sourspot: *0-*12, 95/20-109/48

King Dedede
exhausted landing speed 1.5x
dash attack: *3-*15, 95/35-95/65
dash attack grants super armor between frames 4 and 25
nair sweetspot: 60º-40º
nair sourspot: 80º-40º
fair: 90/15-90/45
uair repeated hits: 100/0-0/45
uair repeated hits have a much smaller SDI multiplier
uair final hit: 130/50-140/50
dair repeated hits have a much smaller SDI multiplier
uthrow: 72/70-0/68
dthrow: 100/0-0/80, 20º-320º
vB full charge: 80/30-90/50, *0-*27
vB full charge has much more hitlag and a smaller SDI multiplier
vB not full charge: 100/20-100/40, *0-*8

Olimar
maximum horizontal air velocity 1.5x
"Air Mobility" 0.6x
utilt grants invincibility between frames 1 and 5
^B Red: 7%-8%, 90/60-177/55, SA-45º
^B Yellow: 6%-8%, 90/60-91/49, 70º-10º
^B Blue: 6%-7%, 90/60-100/66, SA-40º
^B Purple: 8%-9%, 88/60-119/74, SA-90º
^B White: 6%-24%, 90/60-18/30, SA-50º

Fox
weight increased from 80 to 89
rapid jab knockback tweaked to link properly
dtilt: Xº-0º, 100/25-0/50, slip element
dtilt speed 0.675x
uair second hit: 100/30-112/44, 85º-90º
B repeated hits speed 1.6x after frame 4
B repeated hits are easier to fire consecutively
B on ground end speed 0.678x
>B: 4%-5%, X/68-0/112, Xº-90º
>B end speed 1.56x
^B final hit: 14%or8%-10%, 60/60-120/60, 80º-90º
^B final hit has more hitlag

Falco
dtilt: *0-*22
fsmash sweetspot: *0-*18
nair first and second hits: 3%-2%, *0-*7
nair third hit: *0-*7
nair fourth hit: 4%-3%, *0-*7, 100/40-100/0, SA-99º
nair speed 4x after frame 24
fair final hit: 3%-5%, 60/80-65/85, *0-*35, 50º-25º
bthrow first hit: 80/80-25/90
dthrow final hit: 130/45-150/45
B: 100/0-0/112, SA-86º
B is easier to fire consecutively
B end speed 2x until frame 2
B end Allow Interrupt added to frame 19
^B repeated stationary hits: (6)-(10)
^B first moving hit: 50/30-0/80, SA-45º
^B repeated moving hits: 50/30-0/80, SA-45º
^B final hit: 2%-4%, 90/70-57/95
all ^B hits have a smaller SDI multiplier

Wolf
ftilt inner hit: *0-*16, 110/10-120/10
ftilt outer hit: *0-*12, 120/40-130/40
dtilt: SA-6º
nair first hit: 8%-9%, 100/40-100/60
nair repeated hits: 1%-2%, SA-95º
nair final hit: 3%-4%, 100/10-35/30, SA-270º
fair: 11%-13%, 95/40-85/40
uair: 75/30-80/30, 80º-85º
dair: X%-16%, *0-*29, 90/6-96/36
pummel: 1%-2%
fthrow final hit: 3%-4%, 130/35-50/80
bthrow final hit: 3%-4%, 150/40-0/68, 68º-80º
bthrow Allow Interrupt moved from frame 50 to 35
uthrow final hit: 2%-1%, 110/75-0/85, 80º-272º
dthrow final hit: 6%-4%, 86/30-142/30
>B upper sweetspot: *0-*15, 80/20-106/30
>B lower sweetspot: *0-*15, 106/30-136/36
^B first hit: 100/0-0/50, 100º-90º
^B repeated hits: 1%-2%
^B repeated hits knockback properties replaced by the Directed Angle
^B final hit: 3%or4%-4%or5%

Captain Falcon
dash attack sweetspot: 40/80-25/100, 65º-75º
dash attack sourspot: 40/65-15/80
ftilt: 100/X-133/X, SA-25º
utilt: *0-*21, 80/50-67/50, SA-10º
dtilt: 10%-11%, 75/25-50/50, Xº-89º
fsmash angled up: *0-*12, 85/20-98/20
fsmash angled straight: *0-*12, 85/20-99/20
fsmash angled down: *0-*12, 85/20-97/20, 40º-32º
usmash: *0-*19
dsmash second hit: 16%-17%, 90/20-85/30
nair second hit: 6%-8%
fair sweetspot: *0-*42, 93/30-91/42, 32º-14º
fair single-frame sourspot removed
uair early hit: 100/10-76/10
uair mid hit: 80/8-60/8
uair late hit: 70/6-52/6
dair sweetspot: *0-*14, 100/10-100/40
dair sourspot: SA-277º
pummel: 2%-3%, electricity element
fthrow final hit: 105/45-20/75
bthrow final hit: 130/30-150/40
uthrow final hit: 3%-4%
dthrow: 34/75-10/100, 65º-80º
B: *0-*29, 93/30-107/35
>B on ground: 7%-15%, *2-*13, 52/100-0/98, 80º-91º
>B on ground has much more hitlag and no more SDI multiplier
>B on ground punch grants super armor until frame 8 that can absorb a maximum of 15% damage
>B on ground punch Allow Interrupt added to frame 8
>B on ground doesn't exhaust, but tumbles off ledges
>B in air on grounded opponent: 7%-15%, 80/60-5/76
>B in air on aerial opponent: 7%-15%, 70/60-60/70
>B in air punch speed 3x until frame 3
>B in air punch speed 1.2x after frame 8
>B in air punch doesn't exhaust
^B grants invincibility between frames 1 and 12
^B Terminate Catch Collisions moved from frame 30 to 35
^B explosion: 82/40-91/42
vB on ground early hit: *0-*8, 70/50-70/85, 45º-35º
vB on ground mid hit: *0-*10, 40/62-65/85, 85º-35º
vB on ground late hit: *0-*14, 60/50-60/85, 50º-35º
vB in air early hit: *0-*10, 70/40-91/70, SA-77º
vB in air mid hit: *0-*12, 65/40-84/70, SA-77º
vB in air late hit: *0-*14, 60/40-77/70, SA-77º
"Win1Wait" speed 0.3x

Pikachu
ftilt angled up: SA-41º
ftilt angled straight: SA-35º
ftilt angled down: SA-29º
dtilt: 100/12-0/39, SA-84º
dsmash repeated hits have a much smaller SDI multiplier
fair repeated hits: 2%-3%, 20/40-10/40
fair final hit: 3%-4%
fair landing speed 0.6x
bair repeated hits after first: 1%-2%
bair final hit: 4%-2%, SA-2º
dair: *0-*16, 80/20-107/20
fthrow final hit: 2%-5%, 110/45-0/79, 45º-23º
bthrow: 50/75-75/50, 135º-153º
uthrow final hit: 45/90-45/116
dthrow final hit: 38/60-1/79, 80º-95º
>B: *4-*24

Squirtle
dtilt repeated hits: 100/0-0/40, 20º-280º
fsmash super armor activates seven frames earlier than it used to
dsmash: 28º-14º
nair: 100/X-100/25, SA-20º
dair repeated hits: 1%-2%, 100/0-0/50
dair final hit: 5%-3%
uthrow final hit: 9%-8%, 72/70-0/71
dthrow final hit: 55º-75º
B no charge: 2%or1%-3%, *0-*5, 100/0-0/30
B some charge: 100/0-0/38, 55º-18º
^B final hit: 130/50-160/64, 55º-80º, (13)-(16)
^B final hit has more hitlag and a smaller SDI multiplier

Ivysaur
dash attack: 70º-100º
ftilt repeated hits: *0-*6
ftilt repeated hits have a much smaller SDI multiplier
ftilt final hit: *0-*8
dtilt second hit: 100/60-80/40, SA-2º
usmash: (11)or(5)-(14)or(7)
dsmash: 8%-9%, (5)-(10)
nair: *0-*5
fair: *0-*16, 103/35-112/35
bair first hit: 2%-4%
bair second hit sweetspot: 3%-5%
bair second hit sourspot: 2%-4%
uair: 97/32-99/33, 83º-90º
dair: 8%or10%-14%or16%
stationary grab Terminate Catch Collisions moved from frame 14 to 32
dash grab Terminate Catch Collisions moved from frame 14 to 32
pivot grab Terminate Catch Collisions moved from frame 14 to 16
bthrow: 45º-34º
dthrow: 50/83-0/90, 80º-90º
^B sweetspot: 13%-17%, *0-*35, 80/X-107/X
^B momentum altering properties removed
^B doesn't exhaust (unless it attempts to grab a ledge and fails to do so)

Charizard
ftilt sweetspot: *0-*9, 100/50-103/60
utilt: 8%-9%
dtilt sweetspot: *0-*18, SA-270º
dtilt sourspot: 100/20-0/57, Xº-0º
fsmash sweetspot: 17%-19%, 98/40-100/40, fire element
dsmash: 75/40-95/40
fair outer hit: 2%-4%, no element
bair sweetspot: *0-*39, 130/30-130/45
uair sweetspot: *0-*13, 105/20-110/20
dair: *0-*26, 100/20-110/40
glide attack: *0-*27, 85/65-108/80
fthrow: 65/60-80/75
bthrow: SA-39º
uthrow final hit: 3%-4%, 140/70-110/70
dthrow repeated hits: 1%-3%
dthrow final hit: 1%-2%, 300/40-0/100, SA-30º
^B repeated hits: 2%-3%
^B final hit: 4%-5%

Lucario
dash attack: *1-*20
ftilt first hit: 5%-6%
ftilt second hit sweetspot: 8%-9%
ftilt second hit sourspot: 6%-7%
utilt: 6%-8%, 130/X-70/X
dtilt: 7%-5%, 130/28-0/79, 60º-110º
fsmash sweetspot: (4)-(7.45)
fsmash sourspot: (6.5)-(12)
usmash sweetspot: (8)or(4)-(12)or(6)
usmash sourspot: (7)or(4)-(10.5)or(6)
dsmash: (4)or(5.2)-(8)or(10.4)
dthrow: 10%-17%, 75º-81º
dthrow speed 0.2x until frame 17
dthrow speed 2x after frame 17
>B speed 1.4x after frame 1
^B new hit: 2%, *11, 300/1, 90º, (4)
vB miss speed 1.75x after frame 35
vB teleport speed 2x
vB: *0-*50

Jigglypuff
instant KO upon broken shield removed
dash attack: 100/X-85/X, SA-15º
ftilt Allow Interrupt moved from frame 28 to 24
dtilt: *0-*38
dsmash: 66/34-82/50
nair sweetspot: 90/20-100/10, SA-10º
fair sweetspot: 10%or12%-12%, 108/30-108/45
bair: 12%-13%, 90/10-70/8
uair: 9%-10%, 100/30-100/28
fthrow final hit: 5%-4%, 30/100-88/110, 55º-44º
uthrow: 30/110-70/110
dthrow final hit: 6%-8%, 45/100-0/88
B: *0-*40
>B on ground: 11%-16%, *20-*12, 75/52-40/48
>B in air: 11%-16%, *20-*2, 75/52-40/48
^B: 4/0-4/26, (13)-(26)
vB: 15%-28%, *0-*55, 75/100-22/133, 88º-90º

Marth
tipped hits for all A moves: *0-*11
fthrow: 45/70-0/55, 50º-15º
bthrow: 60/50-0/55, 140º-165º
bthrow Allow Interrupt moved from frame 44 to 34
uthrow: 120/60-0/100
uthrow Allow Interrupt added to frame 32
dthrow: 50/65-80/80
B full charge: 22%or20%or18%or24%-24%or22%or20%or26%, *40-*46
>B final upward hit: 130/60-141/75
>B first downward hit: Xº-279º
^B early hit: 13%-12%, 68/70-79/80

Ike
jab 3: 7%-6%, 100/60-114/60
dash attack sweetspot: 70/70-70/80
ftilt: 15%or14%or12%-17%or16%or14%, *1-*12, 100/38-90/38
utilt: *0-*29
dtilt new hit from frames 3 to 5
dtilt new hit: 1%, *24, 0/35, 0º, slip element
dtilt outer sweetspot: *0-*10, (4)-(8)
dtilt inner sweetspot: *0-*10
dtilt sourspot: *0-*8, SA-270º
dtilt chance of tripping removed
fsmash: *0-*18
usmash: *0-*17
dsmash first hit: 13%-14%
dsmash speed 2x after frame 34
nair speed 2.8x until frame 14
nair Allow Interrupt added to frame 55
fair: 13%-15%, *0-*17, 100/20-95/20
dair sweetspot: *0-*34, 100/40-100/80
dair sourspot: *0-*12
fthrow final hit: 50/50-0/70, 28º-336º
fthrow speed 1.42x after frame 6
bthrow final hit: 50/50-0/70, 28º-336º
uthrow final hit: 72/70-0/80, 90º-120º
uthrow speed 1.25x after frame 26
dthrow final hit: 120/75-0/106
dthrow Allow Interrupt moved from frame 57 to 45
B in air start speed 2x
B on ground charge grants super armor
B full charge: *30-*60, 80/30-120/120
B on ground not full charge: *1-*15
B in air not full charge removed
B in air not full charge new: *38, 50/50, 270º
B stab grants super armor from startup
B in air stab speed 3x after frame 18
>B doesn't exhaust
>B swing Allow Interrupt added to frame 42
vB swing invincibility terminates two frames later than it used to

Ness
dtilt: 4%-5%, 20/3-15/3
fsmash: 18%or20%or22%or24%-21%or22%or23%or24%, *0-*11, 62/50-75/50
fsmash has more hitlag and a smaller SDI multiplier
usmash charging hit: 100/0-50/0
usmash main hit: 13%-16%, 60/70-50/70
dsmash charging hit: 100/0-50/0
dsmash main hit: 13%-17%, 60/90-45/90, 55º-23º
nair: *0-*20
fair repeated hits: 2%-3%, 60/16-40/16
fair repeated hits have a smaller SDI multiplier
fair final hit: 3%-4%, 145/24-110/24
bair sweetspot: *0-*20, 100/16-102/32
uair: *0-*20
dair sweetspot: *0-*20
fthrow: 10/120-130/30
bthrow: 130/15-130/30
uthrow: 10%-11%, 40/105-40/90
dthrow number of repeated hits increased from 5 to 10
dthrow final hit: 30/90-0/90, 70º-75º
B: 70/10-80/74, 70º-90º
>B repeated hits: 30/10-30/7. 68º-112º
^B physical hit sweetspot: 25%-30%, *0-*11, 80/83-68/83
^B physical hit sourspot: 21%-27%, *0-*7, 70/45-68/83
^B physical hit has more hitlag
vB wind on grounded opponent: 100/0-0/100, (16)-(32)
vB wind on aerial opponent: 100/0-0/50

Lucas
dash attack: *1-*12, X/60-80/70, 75º-80º
ftilt: 100/X-100/40
utilt sweetspot: 8%-9%, 105/40-110/40
dtilt: 22/6-0/34, 0º-315º
fsmash: *0-*11, 88/X-98/X
dsmash first hit: 17%-14%, 90/40-90/43, (10)-(16)
dsmash second hit: 90/30-90/43, (12)-(16)
dsmash third hit: 11%-14%, 90/20-90/43, (14)-(16)
fair: SA-35º
bair early hit: 9%-11%, *0-*11
bair mid hit sweetspot: 12%-16%, *0-*22, 90/30-90/60
bair mid hit sourspot: 10%-12%, *0-*11, 90/30-90/40, SA-280º
bair late hit: 7%-9%, *0-*11
dair final hit sweetspot: 5%-6%, 110/10-47/40
dair final hit sourspot: 130/10-47/40, SA-270º
zair new hit from frames 7 to 13
zair new hit: 5%, *33, 50/50, 150º, (3.3)
stationary grab Terminate Catch Collisions moved from frame 13 to 24
dash grab Terminate Catch Collisions moved from frame 16 to 27
pivot grab Terminate Catch Collisions moved from frame 15 to 26
fthrow: 65/80-0/133, 41º-38º
bthrow: 65/80-0/133, 48º-38º
uthrow: 65/80-78/80
dthrow: 7%-8%, 100/75-10/99, 90º-288º
B: 40/50-0/68, 70º-52º
>B first hit: 3%-4%
>B second hit sweetspot: 6%-7%
>B second hit sourspot: 4%-6%
^B first physical hit: *0-*8, 110/60-0/50, SA-90º
^B repeated physical hits: *0-*5
^B repeated physical hits knockback properties replaced by the Directed Angle
^B final physical hit: *0-*7
vB releasing hit: (4)-(7)

Mr. Game & Watch
weight decreased from 75 to 68
dash attack: *1-*22
utilt speed 1.5x
usmash charge grants super armor that can absorb a maximum of 24% damage
nair final hit: 4%-5%
uair final hit: 98/55-120/67
^B: 6%-7%, 80/60-0/80, SA-90º
^B has more hitlag and a smaller SDI multiplier
vB: *0-*54

Snake
jab 2: 100/0-115/0
jab 3: 115/60-90/60
ftilt first hit: 8%-7%
utilt removed
utilt new hit from frames 6 to 13
utilt new hit: 14%, *14, 90/70, 90º
dtilt: 10%-11%, X/50-40/80, Xº-97º
dsmash: 58/90-62/95, 88º-90º
nair: *0-*5
fair: *0-*25
dair: *0-*3
pummel: 2%-4%
^B: 6%-16%
^B has more hitlag
^B can always be used after a grab release

Sonic
all >B and vB hits do an additional 2% damage with knockback scaled to compensate, and have much more hitlag
dash attack sweetspot: 6%-7%, 50/70-60/70
dash attack sourspot: 4%-6%, 40/55-60/70, 70º-80º
ftilt second hit: 115/10-115/35
utilt first hit: *0-*28
dtilt inner hit: 80/40-2/80, 80º-350º
dtilt middle hit: 6%-7%, 80/40-2/80, 70º-350º
dtilt outer hit: 6%-8%, 80/30-2/80, SA-350º
usmash repeated hits: 100/0-0/90
nair early hit: 80/30-90/45
nair mid hit on grounded opponent: 8%-10%, 85/20-90/40
nair mid hit on aerial opponent: 8%-11%, 85/20-65/45, SA-270º
nair mid hit replaces early hit one frame earlier than it used to
nair late hit: 5%-6%, 90/20-90/35
fair repeated hits sweetspot: 2%-3%, 100/0-0/36
fair repeated hits sourspot: 1%-2%, 100/0-0/36
fair final hit: 4%-3%, SA-30º
bair sweetspot: 94/30-95/57
uair second hit: 90/62-90/90, 80º-90º
dair on grounded opponent: 8%or7%-3%, X/X-0/10, Xº-281º, stun element
dair on grounded opponent hitlag removed
dair on aerial opponent: 8%or7%-9%, X/X-0/100, Xº-281º
dair on aerial opponent has much more hitlag
fthrow final hit: 70/60-0/85, 70º-85º
fthrow Allow Interrupt added to frame 19
bthrow: 60/70-70/70
dthrow final hit: 5%-8%, 20º-0º
B: *0-*40
^B: 4%-6%, 90/30-45/30, SA-0º



And that's it! This change list is accurate for only the latest version of Unstoppabrawl, released on July 31st, 2010. (For the post that I made later in this thread upon the release of this version, click here.) Feel free to use this thread to ask me any questions about my modifications to Brawl.

For those of you who previously downloaded the beta, the files in the DOWNLOADS section (and the changes in the change list) have been updated for the new "indefinitely final version". I call it that because this version marks the end of Unstoppabrawl development for an indefinite amount of time. There remain a number of fundamental flaws with Unstoppabrawl that will prevent it from ever becoming viable in the high-level competitive scene, but I feel I have still produced a very fun product. Rather than mire myself in a struggle to balance my mod for all levels of play, I decided to simply polish what I already had and release this "indefinitely final version", i.e. the "as good as it's gonna get as far as I know version".

Oh, and despite how the previous paragraph might make it seem, I am very proud of my mod. As the result of one college student's dedication to a project, Unstoppabrawl is a tremendous accomplishment. And I am still confident that very many people will enjoy it more than vBrawl if they give it a chance. So thank you for doing that. And of course...

I hope you have fun with Unstoppabrawl!
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
To be perfectly honest, I came into this thread expecting a shoddy list of things a lone soul wanted others to do for them to create another brawl hack, but once I saw the OP, I nearly **** bricks.

I may have to try this out some time in the future, as some of the features sound pretty nifty (Shields, for instance)

Thanks for doing this, and I hope you can get whatever help you need to for those few changes.

c:
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
**** it someone used my concept!

... well, my concept was to make a vBrawl version where everyone was as good as Metaknight, but this is pretty dang close.

This looks really cool, I have to try it.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I have to agree with Kink-Link5, I came into this topic expecting nothing to have been done or accomplished. I'm extremely surprised that you did all of this by yourself and never told anyone about this. I will definitely try this out later.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
I agree with the following posters...



Your talking Final smashes eh? I liked your FS balance. (Mario had the worst in game) here are some suggestions.

1. Keep in mind that characters themselves play an important role in Final smashes. Some characters are great at smashing the ball open while other's are not. As such you require delicate balancing here.

2. Falco's, (not Fox's!!!), Wario's, Wolfs*(debatable) and Sonic have broken final smashes. Nerf them ASAP.

3. Aim for DK's Final Smash (who I think is the most balanced Final Smash in the game) which also plenty of options. Use it as a guideline imo.



Try to make the FS more controllable. The balls are quite random . Make it similar to street fighter where they are awarded based on how much damage you take.
 

Slashy

Smash Lord
Joined
Aug 15, 2007
Messages
1,402
Location
Palm Beach
I hope you get a good team that can update this project to take further advantage of PSA (including even making the shield recharge time change for each character) (not to mention there is no need for double GCT anymore). You might want to try Riivolution, which might fix the moveset switching bug.

This project already seems leagues more promising than what Balanced Brawl offered.
 

Naucitos

Smash Journeyman
Joined
Dec 29, 2006
Messages
402
Location
Rhode island
Can't say i'm a fan of the name, but seeing another promising hack is nice, Not sure what i think about th eshield change, can't really comment on it 'til i see the gameplay. Good luck taking on final smashes, although an unrelated note, i still don't know why everyone thinks sonic's is broken...
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
...WOW...I'm impressed. o_o

Since there's actually something here, I'll have to try this out. :3
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
Your talking Final smashes eh? I liked your FS balance. (Mario had the worst in game) here are some suggestions.

1. Keep in mind that characters themselves play an important role in Final smashes. Some characters are great at smashing the ball open while other's are not. As such you require delicate balancing here.

2. Falco's, (not Fox's!!!), Wario's, Wolfs*(debatable) and Sonic have broken final smashes. Nerf them ASAP.

3. Aim for DK's Final Smash (who I think is the most balanced Final Smash in the game) which also plenty of options. Use it as a guideline imo.



Try to make the FS more controllable. The balls are quite random . Make it similar to street fighter where they are awarded based on how much damage you take.
I already have plans for what changes to make to the Final Smashes themselves. (Though you're quite right about Donkey Kong's being one of the most balanced in the game and an ideal target.)

As for how they are awarded, either characters automatically get one (that can't be knocked out of them) upon reaching their last life, or the Smash Ball has to be changed completely. I'm thinking for the latter that maybe there needs to be an indication of where it's going to appear about ten seconds before it does, so players can fight over control of that area, and then it doesn't move at all even after it does appear (and is maybe easier to break). Also, the amount of damage required to knock it out of an opponent in this scenario needs to be set, rather than random.



As for those of you talking about Stack Smash and Riivolution, yeah, my technology is a bit outdated. I've been working alone on this project up 'til this point, and managed to keep up with this stuff for a while, but eventually it did get ahead of me. Getting Unstoppabrawl working on unmodded Wiis is what's most important at the moment, though, so if someone could help me out with that (i.e. give me instructions, show me where I can get the instructions, or even just do it for me), I would be grateful.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
I came into this topic expecting nothing to have been done or accomplished. I'm extremely surprised that you did all of this by yourself and never told anyone about this.
This sums up my thoughts perfectly as well. I don't know what to think. As I was first reading it, it sounded pretty similar to Brawl-. But it seems like you've actually put thought and effort into making the core gameplay different than that, and from normal Brawl. I'd like to see some videos of this in action so I can form an opinion on it.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
My main problem with this is that it sounds like Brawl+ but toned down a little bit; meaning it doesn't have its own target audience and probably won't catch on.
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
I assume you mean Brawl-, TheSilenceOfNoOne. It appears I should clarify this a little.


Unstoppabrawl is not like Brawl-.

"More fun" and "more powerful" are not synonymous.

Brawl- is as much for the spectacle as it is for balance. (I mean no disrespect; they're accomplishing what they set out to do. It's just not what I want to do.)

The feel of Unstoppabrawl is very different from that of Brawl-. Brawl- fundamentally changes the nature of the game, and that is not my intention. Unstoppabrawl is my way of saying "this is what Brawl should have been like." More strategy, more options, more gimmicks, more balance. And attacks behave in ways I think make sense. Unstoppabrawl characters feel as I believe they should: effective (not godlike).

Unstoppabrawl is simultaneously independent from the other mods and my reaction to them. If you don't like Brawl+'s physics, Balanced Brawl's conservatism, or Brawl-'s craziness, perhaps Unstoppabrawl is more your cup of tea. All I'm trying to do improve the game, while neither limiting myself nor making it into a different beast altogether.


EDIT: Really? Brawl+? Uh... Why?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
No, I mean Brawl+.

Brawl+'s exact goal was "this is what Brawl should have been like".
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
No, I mean Brawl+.

Brawl+'s exact goal was "this is what Brawl should have been like".
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
No, I mean Brawl+.

Brawl+'s exact goal was "this is what Brawl should have been like".
Uh... huh. Interesting. But I'm not changing the game's physics or the characters' stats like they are. My vision of what Brawl should have been like is pretty utterly different from theirs.

So basically I don't see a problem here. Of the three mods out already (Brawl+, Balanced Brawl and Brawl-), I actually feel that Brawl+ has the least in common with Unstoppabrawl.
 

toddtj

Smash Apprentice
Joined
Nov 9, 2009
Messages
186
No, I mean Brawl+.

Brawl+'s exact goal was "this is what Brawl should have been like".
Without sparking a regressive tangent, I'd like to point out that bringing back elements of Melee was also a very large part of their goal.

vBrawl seemed to focus on forcing the players to play the game like a party game with all the intentionally random features, while Brawl+ seems to focus on forcing the player to play the game competitively by adding features like dash dancing and various canceling.
Ubrawl(my new name for this mod) seems to be in the middle. It doesn't seem to be trying to force the player to play casually, or competitively- it just works well for both.

When I play Ubrawl, I feel like "This is what Brawl should have been like".

When I play Brawl+, I feel like "This is what a top level competitive hack for Brawl, should be like".


Does that make sense?

This has target audience problems written all over it.
If I understand you correctly, I think you're missing the point of this hack.
The target audience is simply everyone who plays Brawl. There are changes to allow for better competitive play, and changes to allow for better casual play. This feels more like a "patch" than a "hack", to me.
With that in mind, I can't imagine that it needs to have a target audience as narrow as it seems like you are implying.


I'd like to see some videos of this in action so I can form an opinion on it.
I've suggested the same thing, but neither of us have the technology on hand to make videos(aside from simply recording the screen, of course).
What version of brawl do you currently use, Hotdog?
 

BSL

B-B-B-BLAMM!!!
Joined
Feb 28, 2010
Messages
6,453
Location
Baton Rouge
NNID
bsl883
3DS FC
3308-4560-2744
downloading and playing now.

also, im using riivolution, so i can let you know if that may have any effects.
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
I will probably make a vid showing uBrawl after I've played it enough. I'm about to start testing it out now. Did you do all of this by yourself?
Testing and probably videoing! Thanks. I'll put videos in the OP if they look helpful.

As for your question, the answer is essentially yes. I found the codes online, but modified them myself, used PSA myself, and of course decided on all the changes myself. I've done plenty of playtesting with plenty of people, but all the work (beyond what was provided for me online) was done by yours truly, even without discussing the mod with the online Smash community.


downloading and playing now.

also, im using riivolution, so i can let you know if that may have any effects.
Cool. This is appreciated as well.
 

BSL

B-B-B-BLAMM!!!
Joined
Feb 28, 2010
Messages
6,453
Location
Baton Rouge
NNID
bsl883
3DS FC
3308-4560-2744
yeah, im really surprised at how much work you did. like others said, usually its a very small amount of things done, but you have a complete beta up and everything. impressive.
 

Naisora

Smash Apprentice
Joined
Aug 20, 2009
Messages
180
Location
Glendale,California
G! I convinced the owner of Fsmash.org, "P.I" to add this to your site so it gets more feed back! It should be there in 1 week!
 

BSL

B-B-B-BLAMM!!!
Joined
Feb 28, 2010
Messages
6,453
Location
Baton Rouge
NNID
bsl883
3DS FC
3308-4560-2744
this would also be a good thing to add to smashmods
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
yeah, im really surprised at how much work you did. like others said, usually its a very small amount of things done, but you have a complete beta up and everything. impressive.
Thanks. I would never have gotten this far if I weren't so determined to do so.


G! I convinced the owner of Fsmash.org, "P.I" to add this to your site so it gets more feed back! It should be there in 1 week!
Ooh, very nice. I appreciate this too.
 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
This has target audience problems written all over it.
This is really my thought exactly. Balanced Brawl already provides a smooth transition from regular Brawl into a balanced patch, so you are clearly treading onto their niche. On the opposite end, Brawl+ is aiming for balance with a higher power level (and a faster pacing, as well), so making it higher end means you have an increasingly more narrow audience to attract.

The one thing that does sound fairly nice is fixing Final Smashes (and hopefully from there, fixing items?), which I think the other mods have ignored. If anything, working to balance this mod around fair items is an untapped avenue you may want to explore. Just, as is, it doesn't sound too different from the other mods for me to try it; no offense, it doesn't offer an appeal other Brawl mods don't already provide. Good luck, nonetheless.
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
Hm, still talk of target audience problems, I see. Well, I'll say a few things further about this.

First of all, please, there is no comparing Unstoppabrawl to Brawl+. Brawl+ is for players who liked the feel of Melee more than Brawl. These people likely should only play Brawl+, as that is the only version of Brawl that is geared towards them. Unstoppabrawl does not touch Brawl's physics or hitstun formula. Nor does it alter any fighter's jump height or fall speed.

Second, if I'd thought that Balanced Brawl was going to do my work for me, Unstoppabrawl would have been abandoned when I first saw that mod's showcase. Balanced Brawl is solely for character and stage balance, not attack balance, Final Smash balance or mechanics balance. Balanced Brawl is for people who want the minimum number of changes to the game so it can be balanced for tournaments, people who want their characters to be as similar as possible to the designs on the disc. You say Balanced Brawl provides a smooth transition from vBrawl into a mod, and indeed it does, but this was never the intention of Unstoppabrawl. I stated plainly in this thread's OP, "You will likely have to relearn your character upon jumping into Unstoppabrawl." Unstoppabrawl intends to improve the game, keeping what works and altering anything that doesn't. No other mod has my changes to shields, or features the results of my dogged pursuit of making every attack in the game useful. For more options, more kinds of balance, more gimmicks (which you'll see once you try out the characters), and emphases on strategy and fun above all, I intend to make Unstoppabrawl the most likely mod to deliver.
 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
No other mod has my changes to shields, or features the results of my dogged pursuit of making every attack in the game useful.
Quick question; is that why the majority of Ice Climber's changes are exact cut/pastes of BBrawl's modifications?

A less quick and direct question I have is, under what criteria do you decide what works and what doesn't work? The change to stale moves is primarily what I have in mind when I ask this, but it's not the only example (randomness is another factor you seem to want to remove, but it has never been an issue nor does it seem to lessen fun). Stale moves added depth in your decisions during a match, so it's a little strange that such a core element would be messed with. I'm just a touch curious.

On a character-oriented note, I'm a little upset to see yet another mod that would change G&W's properties (i.e. weight). It's not really a big deal, more of a pet peeve. Oh, and on this note, what do you currently have in mind in your changes to G&W's Side special? There was a suggestion by someone in the BBrawl thread a time ago (sorry for not remembering who suggested it, I think Lokee) to have his Taunt reset his Side special to place his Judgment back into the condition of when he respawns. That is to say, it would make it so that G&W can't score a 1 after a full taunt. Is this too mild a change for what you want, and if so, what is something you'd more likely aim for?
 

Naisora

Smash Apprentice
Joined
Aug 20, 2009
Messages
180
Location
Glendale,California
G, I was wondering...If you are going to balance final smashs, what will the tournament rule set be? 3 stock, 8 min time limit, items on low, smashballs?
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
Quick question; is that why the majority of Ice Climber's changes are exact cut/pastes of BBrawl's modifications?
Okay, that is a fair quibble. To be completely honest, working with the Ice Climbers was very difficult for me (one of the sticking points of progress on the mod), and I didn't have access to their data either (which I needed for the hex code, as Nana couldn't be modified in PSA), so I could only alter the attacks that Balanced Brawl itself had altered. Through experimentation, I could not find a better solution for their A moves than was already provided, and so left the copy unchanged for those.

To answer your other questions, stale move power reduction was removed mainly because it penalized players for almost succeeding (though also because it added awkward and unorthodox strategies that players without explicit knowledge of the mechanic would never figure out). "Almost succeeding" here is in two forms: First, I might have actually left the mechanic in if it only nerfed the specific hitbubbles that connect, rather than the attacks in their entirety, because as it is, hitting with the sourspot of a precision attack (like Captain Falcon's Knee) can actually be more detrimental than whiffing in vBrawl. And second, if a strike meant to KO almost does but not quite, the attacker is again penalized unfairly in my opinion.

About Mr. Game & Watch, I lowered his weight partially as an excuse to give him a bunch of buffs. (Didn't want to make him overpowered, after all! Have you seen hit new utilt and usmash?) As for Judgment, this qualifies as a buff he still has yet to receive, in my opinion. I talked about the changes I want to make here in my OP, but I'll go into more detail in this post. (And before I do, I want to say I'm sorry but I can't follow what you're saying about his taunt resetting stuff.) I'm thinking that Mr. Game & Watch should start each match with an 8 stocked and ready to go, and then he will get an 8 every time he uses Judgment until he hits with it. After that he'll have a 7 stocked, and the pattern repeats. Each of these hits will generally be better than they are in vBrawl once this is in place (1 in particular needs to deal less self-damage), although each will still be progressively less threatening as the numbers go down. After a 1 connects, though, he'll have a 9 stocked. However, the 9 will go away once he uses it, even if it doesn't hit, leaving him with an 8 again, restarting the loop. (I'm thinking the 9 won't KO instantly once this system is in place, but instead probably do 45 damage and paralyze.) This will completely remove Judgment's randomness and add a new layer of strategy to Mr. Game & Watch gameplay.


G, I was wondering...If you are going to balance final smashs, what will the tournament rule set be? 3 stock, 8 min time limit, items on low, smashballs?
This depends on how Final Smashes are balanced. Your example is a possibility, but it's considerably too early to think about Unstoppabrawl tournaments at this point. The mod is still in beta, after all, and hasn't even been tested by anyone outside of the college I attend.
 

Naisora

Smash Apprentice
Joined
Aug 20, 2009
Messages
180
Location
Glendale,California
So G, about IC's.... are you planning on making your own edit on them, or get some help on them? Since it seems like you just pasted BBrawls pac since you didn't know what to do...


EDIT: I noticed you edited luigi's dtaunt to do.....massive damage :p Are you planning to edit taunts for other characters?
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
So G, about IC's.... are you planning on making your own edit on them, or get some help on them? Since it seems like you just pasted BBrawls pac since you didn't know what to do...


EDIT: I noticed you edited luigi's dtaunt to do.....massive damage :p Are you planning to edit taunts for other characters?
The Ice Climbers are indeed kind of... unfinished, really. I want to buff their ^B, for one thing (as detailed close to the end of the OP), and once that's done I'll look at possibly giving them more updates.

I don't currently have plans to edit other taunts. ...except possibly Kirby's to make only one of his make his copied ability go away. Actually, I'm going to add that to the OP.
 

Naisora

Smash Apprentice
Joined
Aug 20, 2009
Messages
180
Location
Glendale,California
Oh yeah...another thing. Standardtoaster, the guy who posted in this thread (also a kind of friend of mine) says he will help you on snake keeping his cypher from being grabbed....so yeah. Just wanted to let you know...its been done in Balanced Brawl, I believe.
 

Ussi

Smash Legend
Joined
Mar 9, 2008
Messages
17,154
Location
New Jersey (South T_T)
3DS FC
4613-6716-2183
With what you did to shields, i hope the game actually becomes more aggressive..


Can someone pleease make a stacksmash version D:
 

Hozu

Smash Journeyman
Joined
Dec 11, 2009
Messages
347
I added support for this beta in my .xml file for Riivolution. You can switch between any currently released hack that I know of with it. Get the .xml stuff here, and make sure you follow the instructions.
 

Izaniki

Smash Apprentice
Joined
Nov 1, 2009
Messages
138
Location
W. Pennsylvania
I'm thinking that Mr. Game & Watch should start each match with an 8 stocked and ready to go, and then he will get an 8 every time he uses Judgment until he hits with it. After that he'll have a 7 stocked, and the pattern repeats. Each of these hits will generally be better than they are in vBrawl once this is in place (1 in particular needs to deal less self-damage), although each will still be progressively less threatening as the numbers go down. After a 1 connects, though, he'll have a 9 stocked. However, the 9 will go away once he uses it, even if it doesn't hit, leaving him with an 8 again, restarting the loop. (I'm thinking the 9 won't KO instantly once this system is in place, but instead probably do 45 damage and paralyze.) This will completely remove Judgment's randomness and add a new layer of strategy to Mr. Game & Watch gameplay.
The only problem I see with this is that, assuming they are all going to be just a damaging attack that decreases in effectiveness as the number goes down, the lower numbers would have to be buffed enough to make them worthwhile, or you would only want to use Judgement when you have ones that kill at reasonable percents. If you did what you wanted with them being all damage, but decreasing but still keep the random order, it would still be a good move to use for the chance of a kill #.
 

GameTrekker

Smash Cadet
Joined
Nov 12, 2009
Messages
43
SuperMarioFan546: Upon further investigating Balanced Brawl's PSA file for Snake, I believe I found their solution. They added a line resetting the variable for ^B use at the beginning of the two grab break animations. I have now copied this change to Unstoppabrawl's Snake. If that's all that's necessary, it should work. I won't be updating the beta until more changes are ready, though.

Ussi: Believe me, I want to. I just don't know how. Searches have failed me here. If anyone knows where I can find the instructions, please point me in the right direction.

Hozu: Excellent. I'll add this to the OP.

Izaniki: Yes, you're quite right. As I did indeed mention in my post that you quoted, I am intending to buff each of the numbers' hits once this sequential system is in place. Right now, the changes I have in mind are as follows...
8: greatly reduced knockback, resulting in the opponent being horribly vulnerable after being frozen
7: increased knockback to get the opponent away from the apple
6: increased knockback to give it KO potential
5: +2 damage to each hit, buffing it to deal a sizable 15%
4: altered angle to knock the opponent upward, and possibly also increased knockback, but not to KO potential
3: slightly increased knockback
2: slightly increased knockback
1: greatly reduced self-damage (probably down to 1 instead of 12), making it still a terrible attack but one the Mr. Game & Watch player will want to use anyway in order to have a 9 ready next
9: low set knockback, +13 damage (raising it to 45%), paralyze element
Remember, with numbers 8 to 1, Mr. Game & Watch must hit with them (and I mean actually deal damage, not strike a shield or the stage) in order to proceed to the next. Yes, the very low numbers are still relatively weak, but they're not bad (except for the 1), and it's all worth it to be able to deal 45 damage in one blow and get a free smash attack right afterward.
If Judgment still isn't good enough after this (although I think it will be), I'll make it so the numbers slowly increase in shield damage as they get lower, with 1 in particular being very dangerous to block.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
You will need to be editing arbitrary offsets to edit Nana's stuff. You should use Open SA2 to find the offsets. If you didn't do that and didn't use the outdated hitbox and throw modification engines (which will explain your final smash crashing if you did use them!), then you didn't edit Nana at all. If you took our .pac file for ICs and just removed the pummel speed change (which was put in to remove an infinite variation FYI; ICs force ground breaks and then have the other climber regrab, works on the whole cast), then you made Nana have a different pummel speed than Popo which I guess also fixes that infinite but is kinda goofy.

I haven't played this, but just to be honest looking over some of the buffs... I find it hard to believe this leads to balanced gameplay. G&W as an example is going to have a sickening shield pressure game in this. So, there's no powershielding which means if you block an attack, you take shield damage. G&W can already easily guarantee shield damage with lingering hitboxes (meaning it will be very hard to spotdodge if not impossible) on safe fair and bair. He's not going to be able to shield break easily off this, but he can easily get your shield down a bit. Now I start going nuts with dash attack. Dash attack also lingers so it will be very hard if not impossible to spotdodge. If I hit your shield, I either take it down to super critical territory at which you can't block anything (which will be easy to maintain with slow shield regen) and get thrown, which I don't mind, or I break it outright. If I break it, you eat a fully charged usmash and don't even get a full shield back instantly so I resume dash attack pressure if you don't die. If you end up with a super critical shield, I can basically do anything lingering, and you can't block it or spotdodge it. Your only recourses to fighting me are to zone with your attacks really efficiently, against one of the most disjointed characters in the game, or to run away until your shield is mostly full which is going to be very slow. I can see how someone like Marth who has a f1 invincible move and a Counter move could deal with this, but the majority of the cast seems like it would have no answer. For instance, what is Kirby supposed to do? I doubt G&W is the only one like this...

So far I've kept a track record of trying out every full game Brawl mod so I'll probably download and test this at least against the AI sometime soon, but reading over that list and knowing what those numbers mean makes me skeptical. I guess you could be going for the angle of shield being something that keeps you very safe (like it does in standard Brawl) but being a very, very, very limited resource (like you can only shield a few times per stock!), but that would seem to require radically changing the whole cast to work around that. Don't take it personally; I'm just being honest here.
 
Top Bottom