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Brawl+ Official Codeset Gold Discussion

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Wavedash Master

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Dec 14, 2008
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No, you could buffer a powershield when you were attacked. This codes purpose is that you need to press the shield button at the instant you are attacked (This requires you to time your powershields more precisely).
 

Wind Owl

Smash Lord
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I assume the purpose of this code is so that you absolutely must time the powershield, and so it won't activate if you're holding shield upon landing from the air, right?

If so, it doesn't work.
That isn't what it's supposed to do. It's supposed to disable whether or not your buffer settings allow you to increase the window of a powershield.
 

bob-e

Smash Journeyman
Joined
Mar 28, 2005
Messages
308
I was still able to powershield by holding shield during the end lag of my attacks.

It would also freeze when going back from the stage select screen.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Well, I've been testing, and I do believe powershielding is more frequent with 100 buffer than with 0 buffer, so...

I could be mistaken, though. What's a good way to test the code?
 

skstylez

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sort of weird releasing an update without a changelist... I tried falcon, sheik, peach, falco, samus. I only got 30 mins combined time of play tonight, but falcon felt very much the same, sheik feels a little better, peach too maybe some ariel lag reduces??? She still has incredible amounts of ariel lag. Falco seemed like his SHFFL looked cleaner and smoother with some fixes, and samus, she deals a lot of damage with that f-air :X. her bombs finally explode on contact, but i was still in mine animation sometimes when i tried to combo it??
 

Scufo

Smash Apprentice
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Well, I've been testing, and I do believe powershielding is more frequent with 100 buffer than with 0 buffer, so...

I could be mistaken, though. What's a good way to test the code?
I don't think buffer affects shielding, though? If you're holding the shield button, your shield should always come out at the earliest possible moment.

What the code SHOULD do, is tie powershielding to the timing of the button press, not the initial shielding animation.

least I think so. could be wrong.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Nah, the code doesn't work. Got to play with my buddy today and was able to buffer powershields after grabs and simply landing.
 

Near

Smash Cadet
Joined
Dec 1, 2006
Messages
38
Anyone here got a GCT with custom stages enabled? Or an updated codeset where I can deselect "disable custom stages"?

Thanks, I've been searching for a while now. [NTSC-U]
 

Near

Smash Cadet
Joined
Dec 1, 2006
Messages
38
Thanks Lulu, but if I select everything aside from "disable custom stages", it says I'm like 1000 characters over the limit.

Halp! [Or if anyone could just supply me with the gct directly, that would be awesome too]
 

Near

Smash Cadet
Joined
Dec 1, 2006
Messages
38
I think I had a prehistoric version of Ocarina or something, I THINK it should work now.

Thanks again monsieur lamperouge.
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
Just updated and now Toon Link seems to teleport around. If I jump twice, as toon link descends he teleports a few frames down.
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
removing motionetc.pac worked...is that part of brawl+? also the RSBE01.txt of the plus website says v5.0 is that right?
 

Alphatron

Smash Champion
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Messages
2,269
removing motionetc.pac worked...is that part of brawl+? also the RSBE01.txt of the plus website says v5.0 is that right?
Not at all. You probably had a PSA for him there before you updated your build. Something similar happened to a few others a long while back which is the only reason I know this.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
We need to make the installers verify that all the popular files that conflict with Brawl+ aren't there.

MotionEtc cause conflicts, model swaps cause conflicts, etc.
 

dori.

Smash Apprentice
Joined
Feb 15, 2006
Messages
86
Location
NY
So my friends and I tried out 6.0 for a few days, and we don't like it as much as 5.0.

So I want to know if I'm missing something; there are a couple changes that I don't like. I feel like they made some characters more boring to play as, and while I understand it was all done for balance purposes, there's no point when the game you're balancing becomes less fun.
 

Alphatron

Smash Champion
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Aug 5, 2008
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Aside from Marth, I can honestly say that there's no one in 6.0 that feels more boring to play than their 5.0 rendition. This is just my opinion, but still.

Also, is the governance thread updated with all the fixes we'll get? And will the dead frame removal code be included officially?
 

dori.

Smash Apprentice
Joined
Feb 15, 2006
Messages
86
Location
NY
some stuff I personally dislike (not saying the changes are actually bad)
- Falco's shine feels slower
- Falcon's d-throw (minor gripe, I just preferred the old one's trajectory)
- Ganon's d-throw (ewwwwww)
- Ness' fair (granted it was a bit too good but it feels like it caught the bat too hard this time around)
- D3's hammer still knocking down all the way across the stage and doing 5%
- the dead horse AKA Marth's sh fair shenanigans toned down
- Peach: doesn't feel like she got any changes, was hoping for something new/interesting

some stuff I like
- most of the general changes to Falcon
- d smash from a run is cool
- new crawldash stuff is cool
- the change to Jigg's up throw
- Samus' bombs (thank you jesus)
- if you changed Luigi's down b then I like that

can someone point me towards the changelist? I'm sure I'd be better able to accept the changes if I had some context. Still, it feels like things that weren't broken were changed.
 

The_Guide

Smash Journeyman
Joined
Jun 27, 2008
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395
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Maryland
some stuff I personally dislike (not saying the changes are actually bad)
- Falco's shine feels slower Try jc'ing it
- D3's hammer still knocking down all the way across the stage and doing 5% The Quake hammer? This was removed, iirc. I haven't been using it as such, since I assumed it was gone. I'll have to go back and check, although I am nearly certain its done for.
- the dead horse AKA Marth's sh fair shenanigans toned down. He's getting iasa into other aerials on the fair, and increased aerial mobility in the next set
Replies in bold.
 

Perfect Chaos

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From some of the things he mentioned, such as the Quake Hammer still being in, the d-smash while running, and the crawl-dashing, it's pretty safe to say that he somehow downloaded the old version with the weird dash-cancel crouch code.

Redownload the auto updater (if you're using that), and then redownload the Brawl+ files, since I'm sure you have an out of date version.
 

Thunderhorse+

Smash Ace
Joined
Nov 13, 2008
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peein' in all there buttz
- Falco's shine feels slower + other unimportant stuff :012:
Jump Canceling Falco's shine is actually faster than the old shine. The old shine let you act on frame 40, while the new one lets you act on frame 38 if you jump cancel perfectly. Sadly it loses some of its old follow-ups like grab, jab, and usmash, but most times your opponent would have DIed in such a way (if they're worth their salt) that the only action that could have been taken was an aerial.

:049:
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
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Location
irvine, CA
Hi all, the other day I was bored as heck and tried out brawl+ in special brawl with heavy mode and lightning speed on. The lightning speed was way too much, however the heavy mode provided some interesting results. Even though many recoveries were ruined, dozens of chain grabs were introduced, and people were dying at obscure percents, the game felt incredibly good. It was fast paced, it kept me on my toes because recovering is no longer a simple matter, and most of all, it was FUN! I recommend anyone to try out Brawl+ Heavy Mode and share your thoughts. I believe it'll surprise you how much tighter the game feels just with a little bit of gravity added to the mix.

This mode has convinced me Brawl+ would benefit tremendously from an overall grav increase; it would make the game more fun and dynamic even though it would change the game a ton and despite you guys wanting to release a gold set soon, this is definitely something, at least, I think, worth halting it for.
 

Thunderhorse+

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peein' in all there buttz
Hi all, the other day I was bored as heck and tried out brawl+ in special brawl with heavy mode and lightning speed on. The lightning speed was way too much, however the heavy mode provided some interesting results. Even though many recoveries were ruined, dozens of chain grabs were introduced, and people were dying at obscure percents, the game felt incredibly good. It was fast paced, it kept me on my toes because recovering is no longer a simple matter, and most of all, it was FUN! I recommend anyone to try out Brawl+ Heavy Mode and share your thoughts. I believe it'll surprise you how much tighter the game feels just with a little bit of gravity added to the mix.

This mode has convinced me Brawl+ would benefit tremendously from an overall grav increase; it would make the game more fun and dynamic even though it would change the game a ton and despite you guys wanting to release a gold set soon, this is definitely something, at least, I think, worth halting it for.
That...actually sounds like a really interesting idea (not upping grav obviously, I've wanted that for a long time, but trying to play the game in heavy gravity to simulate what increased gravity would feel like). I'm actually giving it a shot right now, and Falco feels absolutely wonderful (you know, aside from the fact I can't FFSHL and uair XD). I would dare say that Falco+ in heavy gravity feels just about as fast as his Melee counterpart.

Of course, I don't speak for the rest of the WBR, and just from playing, I know it'll be a huge pain in the *** to re-tweak all of these characters, but I just love the heavier gravity and wish we would change the settings to something like this. I'm going to try it out with a few other characters to see if it's just as fun.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I've been saying that for the longest time. Unfortunately, it seems the WBR is content in keeping Brawl+'s gravity at a level between Brawl and Melee.

That's alright, however, since Project M will give me my high grav fix.
 

Thunderhorse+

Smash Ace
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Nov 13, 2008
Messages
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peein' in all there buttz
I can understand why they're doing that though. Brawl+ is primarily trying to appeal to Brawl players, and while I think the grav settings as they are are fine but lacking (I immediately went back to normal Brawl+ and found it to be...eugh, fairly slow), taking the grav settings in this direction would alienate far too many Brawl players. There is a good reason for the grav being the way it is now.

That and rebalancing everything would be a total *****, though I personally think it'd be worth the huge effort.

But ProjectM should definitely look into these kinds of settings. That is neither here nor there though.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
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irvine, CA
It wouldn't alienate people if it is done correctly. The only reason it was unappealing back then was because it ***** recoveries and introduced too many stupid combos. Now we can accommodate for those problems, so all a Brawl player will perceive is just a general speed up in the game.
 

Bandit

Smash Lord
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Oct 13, 2008
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So, you wanna play?
Increasing the gravity would just make this game look even more like "trying to copy melee." We already have that as a rep among the melee players.

The game is just about finished and such a massive change would be wreckless, stupid, and frustrating.
 
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