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Brawl- 2.1.1 Legacy thread

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Bio-Smash

Smash Rookie
Joined
Apr 2, 2011
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Nvm I figured it out....the thing I was using to unzip wasn't working so I had to download a different one lol.
 

JOE!

Smash Hero
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So, why does stacksmash occasionally have me freeze at stage select? o.O

never happened with 1.6
 

Sculelos

Smash Journeyman
Joined
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Messages
496
Location
Wyoming, USA
Thank goodness this is finally released. Must download just to be perfectly clear though I don't have to download any of the extra files on the first post if I downloaded the main file a few minutes ago right?
 

NO@H

Smash Journeyman
Joined
Jul 11, 2009
Messages
279
Thank goodness this is finally released. Must download just to be perfectly clear though I don't have to download any of the extra files on the first post if I downloaded the main file a few minutes ago right?
Correct

@Joe, should already have the disable custom stages, look at the OP.
But to add it, you'd get code manager from here: http://www.mediafire.com/?medd4zzyzjn
and open the brawl minus gct, then add the code.
 

Slashy

Smash Lord
Joined
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Messages
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Copy the Text GCT in the first post and

A. Go to http://geckocodes.org/index.php?gct=RSBE01 , paste the text into the text box, remove all the * at the beginning of each then click Add Codes, check all the codes, then download the GCT

B. Make a text file from the GCT, download this http://wiird.l0nk.org/ocarina.zip , select the disable custom stages code, then create the GCT

Why was tech jumping not used?
 

JOE!

Smash Hero
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Messages
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ok, doing the 1st option, but the site says that the "No Powershield buffering" code is not a code? o.O
 

Slashy

Smash Lord
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Messages
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You have to remove the *s at each line and make sure that all the values in the code are uppper case

Alternatively, just use the stack smash GCT
 

JOE!

Smash Hero
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Messages
8,075
Location
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found the issue:

No Powershield Buffering [Shanus, Magus]
* 4A000000 90000000
* 1619AA10 00000055
* 00000006 00000030
* 00000000 00000003
* 00000000 00000000
* 00000005 20000001
* 00000002 9019AA38
* 000A0200 9019AA10
* 12000200 80fb0bdc -> 12000200 80FB0BDC
* 000E0000 00000000
* 12000200 9019AA20
* 000F0000 00000000
* 00080000 00000000
* 06fb0c5c 00000008 - > 06FB0C5C 00000008
* 00070100 9019AA30




Also just noticed there was a seperate stack smash GTC, on the Brawl- chat last nite I ended up just getting "RSB01" lolz

speaking of why isnt the chat linked to the OP?
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
lol

Why would letters being lowercase have some sort of impact on it?

When building the GCT, it ignores case.
 

Slashy

Smash Lord
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Messages
1,402
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Palm Beach
Umm, he's using GeckoCodes.com GCT building interface, which is case sensitive and doesn't like *s
 

Linkshot

Smash Hero
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Messages
5,236
Location
Hermit in the Highrise
Changelist shtuff

Alright here's what I remember from the last time I played!

G&W: Dash Attack can be cancelled earlier, which if hit on the right frame, gives a HUGE slide. Specials hitbox size stuff and fAir spammage reduced.

Kirby: See end of post

Lucas: There's a ~Secret~

Mario: Fireball only cancels into aerials, First UpB doesn't knock away if you do the second one, and a ~Secret~

Sonic: See end of post

Wario: See end of post

===

These may be out of date, but it's a good baseline, and gets technical.
A report of progress before we switched to SVN because I am NOT sifting through SVN logs.

KIRBY
Date: Revamp's Birth: 2010 when TSON was still with us.

Attributes:
-Run initial velocity 1.371 -> 1.471
-0x54 (footstool short hop height) 1.6289 -> 1.0289
(this allows footstool -> dair to combo well)
-Fair landing lag 15 -> 9
-Dair landing lag 15 -> 9
-Air mobility .08 -> .12
-Air stopping mobility .03 -> .05
-Maximum H air velocity .85 -> 1

Jab1:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4
-added graphic
-rearranged Bit variables to allow quick jab1->jab2 without jab100
Jab2:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4, Bone -> 1B6
-added graphic
-jab1 -> jab2 at frame 4 (fixed a glitch)
Jab100:
-KBG 64 -> 34
-Hitlag 1 -> 0.7
And the all aspects of Jab from 1.5 that weren't overwritten by the above.

Dash Attack:
-If A is held at frame 11, switch to custom fireball dash attack @ subaction 52 w/ ItemScrew animation.
-Hitboxes at frames 3, 10, 20, 30, and 50 do D, D, B, 9, and 6 damage, 3A, 3A, 3A, 2A, 26 KBG, 44, 40, 4A, 34, 24 BKB, and Size 8, 8, 7, 6, and 5 respectively, all @ angle 89.
-Final hitbox refreshes every 7 frames.
-The move lasts at least until frame 40, after which it ends when A is released, with minimal lag.
-IASA frame 49 -> 50
Fair:
-Kick 1 hitboxes trajectory 2D -> 16D
-Kick 2 hitboxes trajectory 50 -> 16D
-fair2 can interrupt into B-moves as well as aerials
-Air Attack IASA frames 19 - 24
Uair:
-x1.4 speed
-IASA moved from frame 39 -> 29
-All hitboxes DI multiplier 1 -> 1.3
Dair:
-x1.5 speed frames 0 - 17
-x1 speed frames 17 - end
-IASA move from frame 54 -> 48
-Loop hitboxes hitlag 1 -> 0.5
-Upper hitbox (id 1) angle: 10E -> 5A, KBG: 6B -> 3B
-Lower hitbox (id 0) DI multiplier 1 -> 1.3
-On frame 17, every 3 frames 6 times (so, once per hitbox) if A is held, gain -0.4 vertical momentum
Bair:
-IASA moved from frame 40 -> 32
Nair:
-x2 speed frames 0 - 9
-x1 speed frames 9 - 34
-If A is not held at frame 11 or 20, x5 speed until frame 34 and hitbox damage does not change
-x2 speed frames 34 - end
-IASA moved from 72 -> 58
-All hitboxes size -> 8
-Hitboxes damage C, A, 8, 6 -> C, B, D, F
-Terminate Collisions frame 34 -> 41

Ftilt:
-IASA moved from frame 27 -> 21
Utilt:
Identical to 1.5.
Dtilt:
-New animation based off slide attack from Kirby games (could use some touching up)
-Same hitboxes as original dtilt, except frame 4 - 28
- Flag changed to 39830480 (Sfx change)
- Tripping rate 0.35/0.3 -> 0
- Angle 169 -> 69
- Damage +4 on all hitboxes
- BKB 1E -> 4E
- KBG 1E -> 2E
- DI multiplier 1 -> 0.5
-If hitbox hits, change action to jump break escape
-IASA moved from frame 20 -> 41
-dtilt angle 5A -> 6E
-tap dtilt to do vBrawl dtilt, hold to do slide

Fsmash:
Up-angled:
- TransN distance greatly increased
- x0.7 speed frames 8 - 17
- x1 speed frames 17 - end
Normal-angled:
- TransN distance increased
- x0.9 speed frames 8 - 17
- x1 speed frames 17 - end
- Strong hit +2 dmg
- Strong hit -2 KBG
Low-angled:
- Strong hit +5 dmg
- Strong hit -2 KBG

Dsmash:
- If left or right is held at frame 5, 10, or 15, sets +/- 0.5, or adds 0.4 or 0.3 character momentum
- 1.5 changes, but outside hits do E instead of F damage
Usmash:
- 1.5 changes, but with a 21% dmg sweetspot of size 1, 26 y-offset up from frames 7-10, angle 5A, KBG 5E.

Up+B:
-If down is held at the end of grounded SpecialHi, skips to SpecialHi4
-(Air)SpecialHi2 has Air Tread IASA from frame 12 - end
-(Air)SpecialHi2 has Air Attack IASA from frame 22 - end
(this is approximately in time with the spark graphic on the sword)
-(Air)SpecialHi2 can be cancelled into special fall by holding shield after frame 18
-(Air)SpecialHi3 Air Attack and Air Tread IASA throughout

Side+B:
-If B is held at frame 15 of grounded SpecialS, Kirby charges hammer; changes to SpecialSMax at frame 15
- new attack hits on frame 75 - 79, has very slightly more range, deals 35% w/ same KB values @ angle 0x27
- SpecialSMax x1.5 speed at frame 20 - 71
-SpecialS reflects from frames 20 - 28
-SpecialSMax reflects from frames 71 - 81
-SpecialAirS reflects from frames 16 - 18 and 33 - 35
-Uncharged: +1 KBG

-Charged SideB: Frame speed 1.5 -> 1.6

Neutral+B:
-Invincibility during 1EB: SpecialNDrink
-6 -> 14 dmg on 'Drink'
-10 -> 14 dmg on Spit
-Grab IASA on SpecialNLoop and SpecialNSwallow
-Swallow release hitbox KBG 64->0, BKB 0->3A, Angle 169->0

Down+B:
-1.5 startup speed change
-Air dodge IASA from frame 5 on during end transformation

Throws and Pummel
-dthrow BKB 46 -> 30

Other:
-CaptureJump IASA frame 27
-CaptureJump: if left or right is held at frame 21 add +/- 0.4 character momentum
-UTaunt: IASA frame 114 -> 1
-STaunt: IASA frame 114 -> 1
-DTaunt: IASA frame 1


Date: Sep 12 2010

Uncharged SideB: +1 KBG
Charged SideB: Frame speed 1.5 -> 1.6
Dash attack: IASA frame 49 -> 50
Fsmash Normal angle: Strong hit -2 KBG
Fsmash Down angle: Strong hit -2 KBG


Date: Sep 23 2010

jab1 -> jab2 at frame 4 (fixed a glitch)
ftilt no longer spins when A is held
dthrow BKB 46 -> 30
fair2 can interrupt into B-moves as well as aerials
dtilt angle 5A -> 6E
tap dtilt to do vBrawl dtilt, hold to do slide
Up+B aerial attack IASA moved from frame 26 -> 22 on SpecialHi2
added final hitboxes on dash attack


Date: Hallowe'en 2010

Reduced shield damage on jab100 (4 > 0)


Date: Jan 6 2011

Dtilt changed to button not pressed for the shield bounce thing
Removed the one spin thing in nair by holding A
Uair FSM 1.3 -> 1.1


SONIC
Date: Revamp's Birth: Unmarked

SPRING (UPB):
- Uses the blur from dash attack.
- Old blur size 1->2
- Interrupt Frame 16->6
- All changes from 1.5 return
- Upped bounce damage to 11 (gtfo bowser) KB compensated

SPINDASH (DOWNB):
- JC on SKID frame 1.
- Aerial Attack interrupt frame 1->2
- ~! SPINSHOT RETURNS! However, it is performed with the Cstick (Direction doesn't matter), it can no longer be done with the A button. This is because I wished to preserve the aerial attack interrupt, which is now mapped to only the A button.~!
(TECHNICAL DETAILS: CHANGED BUTTON PRESS: 0 -> BUTTON PRESS: F IN SUBROUTINE 1C038)
- Hitbox on charge

SPINDASH (SIDEB):
- JC on Skid loop and end frame 1.
- Aerial Attack interrupt on SpecialSDashLw and SpecialSDashHi
- Aerial Jump interrupt on SpecialSDashHi
- Aerial Attack interrupt on SpecialSSpin (initial jump) frame 3
- SpecialSSpin Hitbox Frame 6->1
- Hitbox on SpecialSTurn
- Aerial Attack interrupt frame 1->2
- ~! SPINSHOT RETURNS! However, it is performed with the Cstick (Direction doesn't matter), it can no longer be done with the A button. This is because I wished to preserve the aerial attack interrupt, which is now mapped to only the A button.~!
(TECHNICAL DETAILS: CHANGED BUTTON PRESS: 0 -> BUTTON PRESS: F IN SUBROUTINE 1C038)
- Hitbox angle 169->16B

HOMING ATTACK (B):

- HomingRange 3.8->4.5
- ChargingInitialVelocity 0.8->1
- AerialChargingInitialVelocity 0.6->0.4
- MomentumConservatism 0.78->1
- MinimumStartup 18h->Ah
- MaximumStartup 28h->15h
- MaximumCurve 20->2
- HomingMissIntensity 45->10
- HomingHitBounceVVelocity 2->1
- Angle 169-> 16B (Angle matches direction Sonic is travelling)
- Damage 8->5
- Hitlag 1->0.75
- KBG 50->20
- BKB 2D->3F
- After hitting with homing attack, interrupt into airdodge/aerials on frame 1.

UP SMASH:
- Speed 1.5x after frame 8.
- Twice as many looping hits
- Looping hits SDI 0.6 -> 0.4
- If holding A at the end, last hit meteor smashes and speed is 2x.
- If holding B halfway through the loop, cancels into homing attack.

DOWN SMASH:
- IASA Frame 40->16
- Jump Cancel frame 7
- All hitboxes past frame 6 angle 5A

FORWARD SMASH:
- All hitboxes damage to 6 on frame 10
- Hitboxes terminated frame 25
- All hitbox sizes +2

FORWARD AERIAL:
- Autolink angle on looping hits.
- Hits twice as many times. (Same amount of frames)
- Autocancel frame 33->25
- IASA frame 35->29
- All looping hits damage 1
- Last hitbox angle 169->32

DOWN AERIAL:
- Sweetspot angles -> 16B (movement = angle)
- Allowed horizontal control

BACK AERIAL:
- Startup speed 1x->2x
- Speed 1x->1.25x on frames 5-12
- Speed 0.05x on frame 15.
- Sweetspot out for 3 frames instead of 2. Also, that causes the sourspot to come out frame 16 instead of 15.
- Autocancel on frame 23.
- Terminate collisions on frame 27.
- IASA frame 31.
- All hitboxes damage 4 on frame 17.
- Speed 1.5x on frame 17.5.
- Sweetspot BKB 1E->2B

NEUTRAL AERIAL:
- Sourspot angle 169->16B
- Second hitbox angle 169->32
- First hitbox angle 169->22
- First hitbox BKB 1E->3B
- First hitbox element Normal->Slash2

UP AERIAL:
- IASA frame 40->30

UP TILT:
- Speed 1.5x on frame 8

FORWARD TILT:
- Allow interrupt on frame 15

DOWN TILT:
- Speed 2x on frame 10
- Upped damage to 11

DOWN TAUNT:
- Looping hitboxes obv

UP TAUNT:
- Spiking hitbox at the end.

ALL AERIALS:
- Landlag 1.5x speed.

PUMMEL:
Interrupt frame 15->9

DOWN THROW:
- Angle 14->114
- Element -> Lay
- 2.5x speed on frame 41
- Damage 5->3

DASH GRAB:
- +0.4 horizontal momentum

SPINDASHES:
- They both use the homing attack blur.

DASH ATTACK:
- Slip hitbox frame 11
- hitboxes out until frame 28
- 15 damage meteor smashing slip Hitbox out on frame 26
- Allow interrupt frame 44->28
- Jump interrupt frame 11
- Sourspot frame -> 5

ATTRIBUTES:
- Run Initial Velocity 3.5->4.2
- Max H Air Velocity 1.1092->1.35
- Fastfall Terminal Velocity 2->2.4
- Hop V Initial Velocity 1.715->1.675
- Air Mobility 0.04->0.06
- Air Stopping Mobility 0.01->0.03


Date: Sometime after previous

ATTRIBUTES:
- Dash & Stopturn initial velocity 1.5 -> 1.75
- Run initial velocity 4.2 -> 4.5
- Jump startup time 5 -> 4

NAIR:
- Sourspots given angle 3A, +10 BKB, -20 KBG, and +2 damage

DAIR:
- First hitboxes angle -> 5A
- Last hitbox (sourspot) angle -> 20

DTHROW:
- Frame speed modifier at the end 2.5->2.65

DSMASH:
- Sweetspot angle 169->20
- Sourspot1 angle 169->5A

DTILT:
- hitbox 3 angle 169-> 80

DASH ATTACK:
- interrupt frame 27 -> 25
- Final hitbox hitlag 1.5 -> 1.25

JAB3:
- Angle 169 -> 37

HOMING ATTACK:
- BKB -10
- Made more accurate

SIDEBAIR SPIN:
- Angle 46 -> 49

DOWNB CHARGE:
- BKB F -> 2F


Date: Jan 11 2011

Dair last hit returned to meteor trajectory. KBG 46 -> 40 on last hit.


WARIO
Date: Revamp's Birth

Walk Initial Velocity: 0 => 0.7
Dash & Stop Turn Initial Velocity: 1.3 => 1.765
Stop Turn Acceleration: 0.04 => 1.3
Run initial Velocity: 1.35 => 1.55
Jump V Initial Velocity: 3.5 => 2.3 (vBrawl)
Jump H Initial Velocity: 1.3 => 1.6 (vBrawl)
Footstool Initial Velocity: 4.55 => 3.5
Gravity: 0.09 => 0.0842
Terminal Velocity: 2.2 => 1.4
Air Mobility: 0.3 => 0.4
Air Stopping Mobility: 0.04 => 0.1
Maximum H Air Velocity: 1.692 => 1.444
Item Throw Strength: 1.0 => 1.5

Dash Attack: Fart animation for giggles. It actually kinda looks like the fart is what pushes him across the ground on his stomach haha.
Dair: vBrawl. IASA after Frame 24
Fair: Animation Speed 1.5x after frame 17.
>>>>>Sweetspot KB Direction: 169 => 20
>>>>>Sourspot KB Direction: 169 => 10
>>>>>Sweetspot BKB : 14
>>>>>Sourpopot BKB: F
DSmash: Animation Speed 3x after frame 28.

FSmash: Jump Cancel after frame 30. (C-Sticked Fsmash is NOT Jump Cancelable to prevent spam)
Additional Charging gives greater Momentum.
0 - 1.25
1 - 1.50
2 - 1.75
3 - 2
4 - 2.25
5 - 2.75 - final charge is slightly more boosted.

- He can turn around faster during a dash attack, which feels right because of the jerky way he runs. He basically has a built in Dash Dance.
 

ksizl4life

Smash Hero
Joined
Aug 3, 2008
Messages
5,222
Location
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So i was originally afraid of the next update in regards to zss since you guys found a way to change stuff in her pac which you werent able to do before and i heard she would be nerfed

i play her and she seems better? more knockback on moves? did u guys buff her? rofl.

also THANK YOU for making Lucario 1.0 but better. he was sooo garbs 1.6 and was easily gimped. now hes fun as hell and good as hell.
 

bleyva

Smash Ace
Joined
Feb 17, 2009
Messages
511
glad to see you guys reworked the ridiculous hitlag on snake's moves. that **** made him so awkward to play in 1.6 :/
 

Xyless

Smash Master
Joined
Aug 21, 2006
Messages
3,656
Location
Chicago/Ann Arbor
Its hitbox is closer to vB in size (still larger). Before, the hitbox was so large, almost every frame, it'd cover the weaker hitboxes. I left the strength, might've even buffed it a little damage-wise, but I got rid of the flower (along with his side B), which makes a big difference.
 

DunnoBro

The Free-est
Joined
Nov 28, 2005
Messages
2,864
Location
College Park, MD
NNID
DunnoBro
Sucks the venue at Let's goes didn't have wifi, we wanted to do a minus 2.0 tourney :(

Time to start practicin againz

Great stuff, guys.
 

DunnoBro

The Free-est
Joined
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Messages
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Location
College Park, MD
NNID
DunnoBro
also, whoever reworked Wario for 2.0 - EXCELLENT job :)
This!
Though bike definitely needs a heavy nerf... I've said this for months, but it's pretty auto-win on certain opponents offstage.

Making it have a better aerial trajectory was definitely the way to go, but not this. Should just have more horizontal movement on startup.

Also, Ganon's dair is actually worse than his vdair... it's smaller, and doesnt last as long. Pretty useless for punishing atm. It should be exactly vdair, but with a smidge more hitstun.
 

Shiroyu

Smash Apprentice
Joined
Jan 6, 2008
Messages
75
Location
tree rhymes with tree
Peach. Holy crap Peach. <3

I said this already, but this needs to be said again. This is so hot. I've recorded some matches that might get uploaded later, though we kinda suck, hehe.

Also, for some reason Kirby goes into a t-stance when I try to tap d-tilt.
 

Hozu

Smash Journeyman
Joined
Dec 11, 2009
Messages
347
I noticed that with Peach if you pull a turnip in the air after you used at least one float you're unable to jump or use ^B (and maybe other actions as well).

Edit: Yep it stops you from doing anything, even grabbing ledges.
 

Shiroyu

Smash Apprentice
Joined
Jan 6, 2008
Messages
75
Location
tree rhymes with tree
Yeah, still not working.

I'm using a mod launcher using Riivolution, and I have tried putting it in the BMin folder, the "shared" folder, and in where it would go normally, but he still goes into a t-stance.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Make sure the mod launcher is actually loading the file. Make sure it's named FitKirbyMotionEtc.pac.
 

Linkshot

Smash Hero
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Aug 25, 2008
Messages
5,236
Location
Hermit in the Highrise
Oh wait I know what was going on
I didn't wipe the SD Card first :V
For some reason it didn't want to actually overwrite anything HM

Oh well I still haven't tested Squirtle after that so hoping for the best.

Update: Yeah I just didn't install it properly. Lolderp
 

Shiroyu

Smash Apprentice
Joined
Jan 6, 2008
Messages
75
Location
tree rhymes with tree
The Riivolution XML I'm using has:

[collapse=Beep beep boop] <folder external="/private/wii/app/RSBE/shared/" disc="/" />
<folder external="/private/wii/app/RSBE/BrawlMinus" disc="/" />[/collapse]
These should be the appropriate lines that would load FitKirbyMotionEtc, since it doesn't need to be renamed to be read by the game. I have the file named properly and is in the right spot. Even tried adding it manually to the XML.

It's the only file that it's not reading.
 

An Alien

Smash Rookie
Joined
Apr 20, 2010
Messages
21
With the Kirby d-tilt going into T-Stance, I actually experienced a similar thing.

I used it against DDD and thought it was something put in by developers.

...

Lemme explain. When DDD got right up on Kirby while he was in T-Stance, there was a 1/3 chance or so that they'd both launch into the air, and as Kirby, I could get off an uair, to start a combo before DDD got out of hit-stun.

I can't get it to work against anyone else.
 

Hunch

Smash Rookie
Joined
May 14, 2010
Messages
24
So pumped to try this out!

I know the rough character change lists are in progress, but there doesn't seem to be a list at all for Lucario.
 

Linkshot

Smash Hero
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Slide Tackle works for me. Dunno why it won't for other people.

As for Lucario: There's one from way back early post-1.6, but I think some key things got changed since then and I don't think I have them logged...I could check but I'm tired right now.
 

JOE!

Smash Hero
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Oct 5, 2008
Messages
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from what Ive noticed with Lucario, his Usmash is larger and is a 2-part attack 9small uppercut-esque aura move into an explosion)

His jab is a hybrid of his 1.6 and Vbrawl

Dtilt slides him backwards

Up Taunt does 10% to himself to boost aura

and I believe thats it from what else has been done in 1.6?
 

Hunch

Smash Rookie
Joined
May 14, 2010
Messages
24
I heard talk of Force Palm being able to perform aerial grabs and always being able to attack out of up-b. It's most important to me that those things made it in. Sorry, I'd find out myself but I won't be able to try it out until some time tomorrow.
 
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