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Gravity Mod / Brawl+ Competitive Code Suggestions and Analysis

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
Now that I look at it, he barely clears the platform with a single fullhop with regular gravity.
(Doesn't clear it in 1.125 either)

I think a code to give us slightly shorter short hops would be preferable to gravity mods, unless we can apply a universal gravity mod and then tweak specific characters jumps and up B's.

Edit: Snake has the same problem.
 

K1T3

Smash Lord
Joined
Dec 7, 2005
Messages
1,312
Location
San Antonio, Texas
Massively Updated first post!!

I used more rounded easily remembered numbers for gravity and dmg mods as as I've explained before we don't want to make using these mods too complicated with some super obscure number.
 

oliwonder

Smash Cadet
Joined
Dec 5, 2006
Messages
63
Location
Long Beach
Switch FC
SW-7363-3324-0043
nice update KIT3! i would like to ask if you have experimented with my preferred gravity/dmg levels yet, which are slightly higher than your lowest suggested level(yours is 1.05 gravity and 1.025 dmg). IMO, the lowest levels you suggested could still be pushed to a slightly higher level without completely changing the game.

My suggested levels are 1.100 gravity and 1.0625 dmg.

These levels do push the game to a faster pace, yet are still able to keep the same feeling from the original brawl. Please try it out and let me know what you think!
 

K1T3

Smash Lord
Joined
Dec 7, 2005
Messages
1,312
Location
San Antonio, Texas
nice update KIT3! i would like to ask if you have experimented with my preferred gravity/dmg levels yet, which are slightly higher than your lowest suggested level(yours is 1.05 gravity and 1.025 dmg). IMO, the lowest levels you suggested could still be pushed to a slightly higher level without completely changing the game.

My suggested levels are 1.100 gravity and 1.0625 dmg.

These levels do push the game to a faster pace, yet are still able to keep the same feeling from the original brawl. Please try it out and let me know what you think!
I have tried that gravity mod. That dmg mod I have not, I am trying to stay away from obscure odd numbers as I don't think they can be standardized, I probably used the 1.05 or 1.075 at that gravity setting, not sure. It all depends what exactly you are looking for. At 1.1 grav a lot of characters like DK and Zelda still have their SH double bairs taken away from them, and Snake cannot use his full jump Nair. If you are willing to sacrifice these sorts of things for a faster pace then I think it is better to go ahead and bump up your gravity setting to 1.15 as the characters that do still have their SH double aerials at 1.1 also keep them at 1.15. If you want to balance it so all no characters keep their SH double aerials and everyone is switched to full hop double aerials then 1.25 would be the gravity of choice there as the pace increase is noticable. If you think everyone gameplay should remain basically unchanged but you want to try to increase the pace a bit 1.05 is almost as high as the gravity can be pushed.

I hope that helped or that I explained that well enough.

can we get a vi of this please?
i would like to see a match

Unfortunately I presently do not have anyway to put matches online. If at some point I run into someone with a capture card or something then I will do my best to pester them and make them put some matches online =)

On a note I was playing to matches today with some friends at 1.05 grav and the rest of the competitive codes and we all felt the pace was still too slow (we're all old melee people) Now I do think this setting will appease Brawl purists the best but for old melee people that are used to a faster pace I think one of the other higher gravity settings I mentioned in the first post would be better.
 

Ryuker

Smash Lord
Joined
Sep 16, 2003
Messages
1,520
Location
The Hague , Netherlands
We have a new setting, now, actually, to add to the list that MuBa proposed. It's 1.165x grav, which is 3F951EB8 in hex.

I honestly don't feel comfortable going above 1.175 (3F966666), so my vote will probably end up going to one of the following values:

1.165 - 3F951EB8
1.170 - 3F95C28F
1.175 - 3F966666

The biggest problem I'm seeing with gravity atm is that it's going to be very difficult to really decide on a "perfect" number, because everyone has different ideas of what they think the game should be like.
With either of those marth can hardly use his double fair in a functional way cause it's very hard to do it and hard to combo. I'd go for something lower.

Edit: 1.10 gravity is it for me right now. I don't want it to get any higher cause chars lose their double arials. Dk loses his double bair but gains combo advantage.
Testing the damage modifier now. Is 1.1 the most used setting right now?
 

oliwonder

Smash Cadet
Joined
Dec 5, 2006
Messages
63
Location
Long Beach
Switch FC
SW-7363-3324-0043
Yes it makes sense KIT3. However, like what Ryuker said, the reason I like this setting is that the combo ability, or more importantly, mobility of characters is increased. Although double aerials may be good, I don't think they were really effective due to Brawl's lack of movement in air. It's really difficult to follow a double aerial and connect with the second aerial attack, and greatly depends on the opponent's %.

The thing that will help with the aerial movement is the melee airdodge. This adds to the character's mobility in the air, thus improving the combo ability. Although some characters may not be able to double aerial, the 1.1 gravity setting still allows most characters to follow an aerial attack with a waveland/triangle jump to another attack(i'll have more character specific results up soon).

The proposed higher gravity settings make a lot of characters unable to follow an aerial with an airdodge, thus limiting their mobility. Although it does make the game faster paced, it is still difficult to follow aerial attacks due to the lack of limited air movement. The new crazy waveland/triangle jump in this game is what I think will greatly increase the pace, and 1.1 gravity gives that option.

i suggest to try experimenting with incorporating wavelanding/ triangle jumping more into gameplay and see how that works out for y'all. For me, it actually makes aerials, especially short hop aerials, useful in gameplay. In the meantime, i'll have some matches up soon to demonstrate what i'm tryin to say.
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
oliwonder can you post the code for the 1.1 gravity and the dmg code you suggested also does anyone have a link to the full dmg modifier code?
 

Ryuker

Smash Lord
Joined
Sep 16, 2003
Messages
1,520
Location
The Hague , Netherlands
Code:
Gravity modifier (P1)
4A000000 90180F20
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P2)
4A000000 90180F7C
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P3)
4A000000 90180FD8
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P4)
4A000000 90181034
140000E0 3F8CCCCC
E0000000 80008000


Damage/Stun Modifier P1 (Rohins)
4A000000 90180F20
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P2 (Rohins)
4A000000 90180F7C
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P3 (Rohins)
4A000000 90180FD8
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P4 (Rohins)
4A000000 90181034
140000C8 3F880000
E0000000 80008000
Thats what he is using I think
 

Ryuker

Smash Lord
Joined
Sep 16, 2003
Messages
1,520
Location
The Hague , Netherlands
K well I'm too it should be fine once hit stun is increased slightly. What does the damage mod do exactly? Increase the overall percentage per move?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Damage ratio increases how quickly you're KOed and the hitstun you receive per attack. Like, 1.1 damage ratio would just treat attacks hitting you as if you were at 1.1x the damage you were actually at (so if you were at 50% it would treat you as if you were at 55% when calculating hitstun and knockback). Pretty sure that's how it works.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
I'm not sure if this would be necessary with the mods, but you could use the custom CSS code to take Meta off of the roster! That'd be neat.
 

Ryuker

Smash Lord
Joined
Sep 16, 2003
Messages
1,520
Location
The Hague , Netherlands
Code:
RSBE01
Smash Bros Brawl (US)

Melee 2.0

No tripping
0481CB34 C0220020
045A9340 00000000

Airdodge Modifier
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 805A0100
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
32000038 00000021
32000038 0000007F
32000038 00000080
32000038 00000083
58010000 0000002C
58010000 00000004
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000004 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C27816DC 00000004
8963FFFC 2C0B0001
40820008 48000010
39600000 9963FFFC
98030000 00000000
E0000000 80008000

s-cancelling
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

L-cancelling
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
92210004 0000007C
58010000 000000C4
92210006 00000010
4A000000 805A0100
92210007 00000000
88A00006 00000007
88A00007 00000006
86A00007 BF800000
4A001004 00000000
32000036 00000018
4A001003 00000000
360000C4 80000000
92210005 000000C4
88900005 00000007
94210005 000000C4
360000C9 80000000
92210005 000000C8
88900005 00000007
94210005 000000C8
340000C5 80000000
38000076 FFF70008
140000C4 42140000
140000C8 40E00000
E2000003 00000000
4A001004 00000000
30000036 00000018
4A001003 00000000
360000C8 80000000
4A001002 00000000
92210005 00000040
88900005 00000006
94210005 00000040
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Hitstun
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000070
58010000 0000007C
34000038 00000042
36000038 00000046
4A001002 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Gravity modifier (P1)
4A000000 90180F20
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P2)
4A000000 90180F7C
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P3)
4A000000 90180FD8
140000E0 3F8CCCCC
E0000000 80008000

Gravity modifier (P4)
4A000000 90181034
140000E0 3F8CCCCC
E0000000 80008000


Damage/Stun Modifier P1 (Rohins)
4A000000 90180F20
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P2 (Rohins)
4A000000 90180F7C
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P3 (Rohins)
4A000000 90180FD8
140000C8 3F880000
E0000000 80008000

Damage/Stun Modifier P4 (Rohins)
4A000000 90181034
140000C8 3F880000
E0000000 80008000

Unlock all Characters [eric]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000

Unlock all Stages [eric]
42000000 90000000
0417B658 FFFFFFFF
E0000000 80008000
= my textfile. It works so try that. It has gravity at 1.1 and damage at 1.0625


Does damage ration conflict or have any weird effect with hitstun hack?
It should I guess cause if you fly further for each hit the current hitstun would be to little. But it depends if the hitstun is calculated by the game using the damage value. If it is then it should just follow along.
 

Ryuker

Smash Lord
Joined
Sep 16, 2003
Messages
1,520
Location
The Hague , Netherlands
That was just to test them. I have L-cancelling on and s-cancelling tacked off. You are saving them to your sd using the codemgr app right?
I don't think you can have both on too be honest.
 

Blitzmidfielder

Smash Journeyman
Joined
Nov 1, 2007
Messages
314
Location
Yorkton, SK
Yeah, I took your test file, removed S-canceling, added the stagebuilder and recording hacks. Saved it as rsbe, opened the txt with codemnger, saved it to the SD card as crt in codes folder.

For some reason, the thing isn't loading for me. I had it work before.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
...has this worked for you in the past? If not, I think (one of) your problem(s) is that it the exported file should be called RSBE01.gct, not RSBE.gct >_>

As for a "codes" folder... the root of the sd card is before any folders... you're in a folder.
 

Duber

Smash Rookie
Joined
Nov 15, 2008
Messages
5
Is it possible to make a code that would return Falcon's Knee to its former self from Melee? Just wondering out of curiosity. Can the same be said of Samus' neutral air and Luigi forward air attacks?
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
ok me and my friends have been playing with gravity 1.1 after playing with gravity 1.175(i think this is the one leafgreen rec'ed a while ago) and we all agree on not careing for it, it seems a little to floaty still.. does anyone recommend another setting? and if so what about damage modifier we are using the one posted before.
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
Is it possible to make a code that would return Falcon's Knee to its former self from Melee? Just wondering out of curiosity. Can the same be said of Samus' neutral air and Luigi forward air attacks?
If you use the recommend damage modifiers along with the gravity changes, you'll recognize that many things feel more like their normal self. It won't expand the frames or the hitbox of Falcon's Sweetspot, but it will definitely kill like it use to, and if you have Hitstun 1.1, you can combo into it well too.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Bumping this thread because you all need to try 1.175 gravity, 1.0625 damage ratio and the newest hitstun code. It's amazing.
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
ya im already doing that i tryed 1.1 and it just doesn't work at all so i went back to 1.175 and this is amazing.
 

InterimOfZeal

Smash Champion
Joined
Apr 7, 2005
Messages
2,932
Location
Aurora, Colorado
Sorry to copy-pasta this, but I'd like whatever help I can get from whomever.

I feel like a scrub asking for this, but I can't really get the codes to work outside of the premade pack. Would anyone be so kind as to put together this set of codes for me in a neat little pre-constructed pack?

1.15x Gravity Mod (or 1.175)
1.1x Damage Mod
Melee Air Dodge
No Tripping
L-Cancel
Infinite Replay (Optional)
13% hitstun mod (10 and 15% variations would also be appreciated)

Thanks in advance.
 
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