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COMPETITIVE Brawl+: Code Agenda

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
down gravity only affects your falls and kills. you won't feel much of a difference.

upwards gravity is the one that affects recoveries and jump height.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
I've been playing a lot and I must say that I feel the dash speed/fastfall/shorthop code is a must. It really improves many characters' aerials games. ZSS, Samus, Falcon and others now have better options with the shorter short hop (0.9 is very reasonable), and the increased dash speed (I support 1.2) adds to the ground and combo game. 1.2 fastfall finally fixes the "slightly-less-slow-fall" problem. Overall I think there are many more upsides to these codes than downsides, and that everyone should at least try them for a while before deciding not to use them.

I now think that 1.12 or thereabouts fallspeed is ideal.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
I've been playing a lot and I must say that I feel the dash speed/fastfall/shorthop code is a must. It really improves many characters' aerials games. ZSS, Samus, Falcon and others now have better options with the shorter short hop (0.9 is very reasonable), and the increased dash speed (I support 1.2) adds to the ground and combo game. 1.2 fastfall finally fixes the "slightly-less-slow-fall" problem. Overall I think there are many more upsides to these codes than downsides, and that everyone should at least try them for a while before deciding not to use them.

I now think that 1.12 or thereabouts fallspeed is ideal.
Can you post your dashspeed, shorthopm and freefall code?
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
This should be what you are looking for.
Code:
Short Hop Height .9/Dash Speed 1.2/Fastfall Speed 1.2 Multiplier [Almas] (12 lines)
* 045A930C 3F666666
* 045A9304 3F733333
* 045A9308 3F99999A
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
This should be what you are looking for.
Code:
Short Hop Height .9/Dash Speed 1.2/Fastfall Speed 1.2 Multiplier [Almas] (12 lines)
* 045A930C 3F666666
* 045A9304 3F733333
* 045A9308 3F99999A
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
Thanks. Is that the code everyone is using or is that just him?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
How does falling faster not gimp recovery?

DI towards the stage, use jumps at the top of the previous not allowing for downward gravity to kick back in. While you move down faster if you allow yourself to drop the downward increase can be avoided on the way back to stage. Brawl recovery is so easy... a little added downward should be no issue. Upward recovery gimp can't really be avoided as you are jumping back to stage. The upward motion must be there to recover, so it gimps the recovery in every instance rather than allowing it to by free falling as downward would. This of course does not apply when you DI back to the edge without a jump/up B.

 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
Up grav affects jumping and recovery height. Down grav affects falling and limits how far you go when you are sent upwards. If you're knocked horizontally, you will descend faster.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Up grav affects jumping and recovery height. Down grav affects falling and limits how far you go when you are sent upwards. If you're knocked horizontally, you will descend faster.
This is true, the downward does affect horizontal hits.


Here are some standards for the settings most are trying:

Mild- .95 short hop/ 1.1 dash speed/ 110 % fast fall
Mid range- .9 short hop/ 1.2 dash speed/ 120% fast fall
Dramatic- .8 short hop/ 1.4 dash speed/ 120% fast fall
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
Let me rephrase what I was trying say...

Yes, upward gravity affects your ability to recover far greater than downward gravity (particularly that is very harmful to everyone's ability to recover).

Certain characters had particularly crappy recovery in vanilla Brawl due to having horrid midair jumps in the first place (i.e. Link). Because his midair jump is already garbage, making him descend faster hurts his recovery more so than most other characters, especially due to the fact that his up+B is largely vertical (meaning you must fall below the stage to safe grab). Because he falls faster, his horizontal movement is even worse, meaning that if he is knocked far enough away horizontally, he just cannot get close enough to the stage, period.

Does this make sense? This is the reason I made the comment of trying to recover with Link with higher upward gravity. It makes his already poor recovery even more noticeable.

Of course, hurting his upward gravity would screw with him even more, as he has very little air mobility, but downward gravity also noticeably weakens his ability to get back onto the stage (where I was responding to someone who said they felt no difference with downward gravity set up pretty high).
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
hmmm i dont remember you whineing when everyone got hitstun but bowser >_>
and yeh, you know what i mean...

Edit: just tested her and: she can still do all her tilts and smashes out of a Dsmash just not another down smash (wich was kinda lame) you just cant power them up.. shes still really really good she just doesent have the option of unblockable powered smashes and 2 downsmashes.
I don't whine, matt. You whine. Would you like me to quote you? I present facts in order to have discussions.

And you need to get your facts straight, because I wasn't very active when the hitstun code came out. I was lurking. Go ahead and go back to the time the hitstun code came out. You'll only find me discussing it well after the code had been properly fixed and was applying to everyone.

I don't pick favorites. Look back on my posts and you'll see me arguing for EVERY character that gets broken by something we do, whether they get broken positively or negatively.

So please don't try to dilute my facts with baseless accusations when I've seen you contribute nothing of value to this project.

Maybe you missed this post, right before yours?

I've tested the new hitlag code at 50% and breakpoint 3. It works better than the previous one since it affects all the so called electric lag attacks as well, including the Knee, PK Flash and Samus' fully charged Charge Shot.

Unfortunately, on the setting I tested it also affected ZSS stun guns (Neutral-B, D-Smash) as well. I could barely get a F-Smash off after a fully charged D-Smash, but it might've just been me. The stun is definitely much shorter than it used to be.
Weirdo could barely get off an F-Smash from a fully charged Dsmash.

That's a problem. At least it's a problem with his chosen values.

Everyone that plays ZSS in Brawl knows that her uniqueness comes from her stun game. It was not overpowered in Brawl and, if anything, was the only reason she was kept so high in the tier list in the first place.
Imagine Diddy without his Bananas. That's ZSS without her stuns.

If a fully charged Dsmash can't keep an opponent stunned long enough to get an Fsmash, out... there's an issue.

You should check to make sure your tests were done with the same values as Weirdo's before you come here claiming that everything is fine.

Weirdo's post served to make us aware of an issue we need to watch out for when deciding the hitlag values. We need to make sure that the values we use in the end don't cripple ZSS's stun like they do in Weirdo's setting.

If a good hitlag value can't be found to accomodate for that, then we need to exempt ZSS's stun from hitlag in order to save the character. That's all there is to it.

So if you want to contribute, start by telling us what your values for hitlag are.

Wait so is the problem that she can't wait a day and a half before following up after a dsmash or what? How can she not follow up after a dsmash when they get shock hitlag plus hitstun? And her blaster never was supposed to give her a combo if you just tapped it. So I'm confused, how does this break ZSS in two?
At high enough percentage, ZSS's uncharged B allowed her to set up approaches in Brawl. If should therefore allow the same thing in Brawl+.

Everyone knows that getting the kill is the hardest thing for ZSS. The only thing that balances that out is the fact that she can stun them to set up the kill using the Dsmash.

Now she can't even do that. Her projectile is the slowest and shortest ranged projectile in the same. This was balanced by its ability to stun, which got more useful as the opponent got more damaged. Now that is also gone.

As I've said above, her stun game is a cornerstone in her game. Like Bananas are to Diddy. We can't just let that aspect of her game get nerfed to all hell and then just overlook it.

As leaf said:

ZSS's dsmash may need some fixing if the hitlag code is truly screwing with it so badly. IIrc, the hitstun code never had an effect on it, so there isn't any real compensation taking place here.
A slight nerf of the stuns would be tolerable, since in Brawl+ she can use the stun to set up guaranteed combo chains.

So it would be fine if the stun time was decreased to make the ZSS need to react faster. But if the stun time is so little that she barely has time to act, then we need to find a hitlag value that adjusts for that.

I don't understand whats wrong with ZSS and the hitlag code tbh. Maybe I need to try it out myself
and improves the speed and flow of the game. But it does great for making DI skillful again. Im checking ZSS
You've had time to check it out for yourself by now, kupo. What are your thoughts?

@Yeroc
I also want to know what YOUR thoughts are since you are a ZSS main and would know exactly how the reduced stun time would affect your ZSS game.

Also, alopex, the NPS is a problem. If you're just spamming the A button to pull off a shieldgrab, if you got the NPS you will be able to benefit from it. It isn't even a matter of reaction.
Ok, so we use the previous shieldstun code, then, since it apparently got rid of that.

@spunit
Are there any issues with that code? Why did you make a new one otherwise?.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I mean a replay not a video. The corresponding gct would also be needed

Code:
C28753FC 00000006
83810034 2C1CVVVV
40810020 80830138
2C04WWWW 41810014
1F9CXXXX 3B9CZZZZ
3880YYYY 7F9C23D6
60000000 00000000
In the mean time try playing with W. This is 8.1 just pointing out a variable.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Oh. So... want me to use only the shieldstun code on the gct and test for the nPS and send you a replay using the Brawl FCs? I'd test it using Slow Special Brawl, since it would be difficult timing otherwise...

EDIT: What does the W variable affect?
Also, that's using 8.1+break, what's the value to use for V if you don't want a break factored in? I would assume 0 so that only moves that cause 0 shieldstun are exempted, which... effectively exempts nothing.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Code:
PW Merger Code betav1[Phantom Wings, Almas, 104 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049 
4A001009 00000000 
58010000 00000024 
58010000 0000000C 
1400001C 00000088 
14000018 00000088 
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000
C276CCD4 00000002
C022FFE0 EF7C0072 
60000000 00000000
045A9300 3EF851EC
EDIT: For clarity's sake, this code is meant to merge the Lagless Edges, Dash Cancelling, Triple Jump Glitch, Autosweetspot Ledges, Hitstun and Aerial Lag Reduction codes. It skims about 84 lines. It is still very unready. I just want to see if it will boot up.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Code:
PW Merger Code betav1[Phantom Wings, Almas, 104 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049 
4A001009 00000000 
58010000 00000024 
58010000 0000000C 
1400001C 00000088 
14000018 00000088 
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000
C276CCD4 00000002
C022FFE0 EF7C0072 
60000000 00000000
045A9300 3EF851EC

first post for epic quote, 84 lines saved = major wowza
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
so what value does this code use for Hitstun, and is it adjustable?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hitstun was the very last line Yeroc, very astute.

Codes should never work the first time: I wrote this code cold by hand without a Wii present, so I didn't expect success. For once, I was wrong - intial reports show it working perfectly. Here's what I suggest you put in the OP.

Code:
WiiRD Codes

PW Merger Code [Phantom Wings, Almas, 94 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

ASM Codes

No Autosweetspot Ledges [Phantom Wings, 6 Lines]
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 9 Lines]
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL
The subheadings serve a specific purpose (not to sound arrogant, but I can't be bothered to explain), so accept it. ASM codes are those which begin with C2.... (everything else is a standard WiiRD code). Constant Writes are generally unused, but putting them there now is probably wise. The Hitstun and NAS ASM codes require the PW Merger Code to function at all.

To confirm: The code provided combines Hitstun, Aerial Lag Reduction, Dash Cancelling, the Triple Jump Glitch Fix, No Autosweetspot, and Lagless Edges. Credit for the codes goes solely to Phantom Wings, I merely merged them.

Gecko Registers 0 through E are used by the code, but only temporarily (other codes may overwrite them provided they do not require the values stored in them be saved over a cycle through the memory).

I skimmed a couple lines by adding my own code on the end, I believe most people use it now anyway.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Almas... you are the man. With this code, I can fit so much other stuff, it's insane. A custom CSS, the Pokemon Trainer codes, the level freeze codes... I love you so much.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
We decided in the Brawl+ IRC Channel that Auto L Cancelling and Autosweetspot Ledges should be renamed ALR (Aerial Lag Reduction) and NAS (No Auto-Sweetspot) respectively. Their current names are born from their original intents and are no longer accurate to their specific function.

Yes, it is ALC, though.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
We decided in the Brawl+ IRC Channel that Auto L Cancelling and Autosweetspot Ledges should be renamed ALR (Aerial Lag Reduction) and NAS (No Auto-Sweetspot) respectively. Their current names are born from their original intents and are no longer accurate to their specific function.

Yes, it is ALC, though.
Yay now I can add my pretty cosmetics =]
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
By the way...

Code:
Hold L for Level Freeze [6 Lines] Almas
215E25D8 00000000
8000000F 3F800000
284DE4B0 000001C0
8000000F 00000000
E2000002 80008000
8420000F 9016A904

Do this during the level select screen
Freezes my wii =[

AND the merged code is 112 lines
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Scroll to the bottom of the huge code segment. You need all of it. I'm sure Kupo will be persuaded to write the codes in my format for use in his officially unofficial codelist. Else I'll strike.

I'm too lazy to troubleshoot at 430AM, dgame. But it is possible the freeze could be caused by interaction with other codes. I think most people just use the specific stage freeze anyway, as that one makes random neutral map selection difficult.
 
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