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NeW BRaWL LoL

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xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin


Brawl has so few Hitstun :(
Let us change this and increase it via hacks!
No I have a better idea, let us make the characters quick enough to follow the other character while they are in Hitstun!
Great Idea, right xD ?

Hey, It's me again (xD) =D

When I played a week ago brawl+ in speed brawl mode, I got an idea.

What about a true speed brawl made with PSA?

OK so it's really simple:
- Attacks are quicker overall
- More Usage of the "Allow Interuppt" Thing
- No Free Fall anymore, you can use any attack other than the special...
- Attributes changed as well so that the characters are quicker
- Some Knockback changed as well for the Style xD

Then in the end we could think about changing balancing and stuff. The first we should get some bug free characters to have fun with them :)


So for now I have only 2... Falco & Sheik:


Falco
- Nearly all attacks are x1,5, I think only Nair is x2
- Running/Walking speed increased and other Attributes
- Lasering is quicker and Laser-Ending-Lag is interuptible
- Up-B Free Fall can be canceled -> Problem: After the Attack you can use Up-B again... I dont know how to fix that :/
- Bair KB Increased

Download:
http://www.npshare.de/files/214a8a66/FitFalco.pac


Sheik:
- Nearly all attacks are x1,5, Specials are x2
- Also changed attributes
- Up-B Starting Animation can be canceled, Animation after the Teleport can be canceled (But there is the same problem as for Falco)
- Fair KB Increased

Download:
http://www.npshare.de/files/8f2116ec/FitSheik.pac


The best thing you can do is just downloading it to test it :)

Maybe some people like the idea and will post there own stuff.

Yeah, THIS IS AN COMMUNITY PROJECT XD

And yes, my two characers are very buggy :( (Anyway its fun to play :p)

As for names, we may just call it "true speed brawl" or "lightning brawl" OR "flashy brawl" xD (lets just call it New Brawl lOl)

Edit: There can also be some other changes, but mostly speed things ^^

BTW. This will be .pac ONLY!!!
 

MaRRoK

Smash Journeyman
Joined
Aug 20, 2009
Messages
207
Location
Los Angeles
go to the thread for fixes to simple solutions to common PSA problems. there is a command that exists that makes it so you dont go into freefall, but you cant use upB anymore. thatll fix those right up.
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
OK thanks I will look into this later.

So now I have an idea!

I just post a complete Idea list about every character and people can do them they want :)

But step-by-step, so for now, we should try to get the 4 characters below :)

You can also tell me some ideas for characters and I will add them :)


white = not done
green = finished
red = buggy


GLOBAL CHANGE:
- All or most Landing Lags are interuptable :)
- Some other moves are also quicker interuptable (Think of Marios Dtilt for example)


Mario
- Attributes changed to make him quicker
- Aerials, Tilts & Smashes x1,5 (And others like get-up, edge attack etc.)
- Side-B & Down-B x2
- Up-B & B x1,5
- No Free Fall after Up-B
- Up-B can be interupted before the last hit
- Fair more KB (Hitboxes changed so that its a lot easier to spike)
Download: http://www.npshare.de/files/0c8182aa/FitMario.pac


Luigi
- Attributes changed to make him quicker
- Aerials, Tilts & Smashes x1,5 (And others like get-up, edge attack etc.)
- Side-B Charge x2
- Ending Lag of Side-B x2
- Down-B x2
- Fireball x1,5
- Free Fall after Up-B should be interuptable
Download:


Peach
- Attributes changed to make her quicker
- Aerials, Tilts & Smashes x1,5 (And others like get-up, edge attack etc.)
- All Speacials x2
- 3 Jumps OR Float 2 times if somehow possible
- "Fall" after Up-B can be interupted
- KB of Fair & Bair (First hit) increased
Download:


Bowser
- Attributes changed to make him quicker
- Weight+
- Shield+
- Aerials & Tilts x1,5 (And others like get-up, edge attack etc.)
- Super Armor Frames on Up-Smash and Down-Smash
- FSmash is a One-Hit-KO-Move
- Up-B goes higher
- Side-B x1,5
- Down-B ending lag x2
- Damage of all grabs and pummel doubled
- Free Fall after Up-B should be interuptable
Download:


Donkey Kong
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Diddy Kong
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Yoshi
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Wario
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Link
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Zelda
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Sheik
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Ganondorf
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Toon Link
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Samus
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ZSS
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Pit
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Ice Climbers
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R.o.b.
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Kirby
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Meta Knight
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King Dedede
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Olimar
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Fox
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Falco
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Wolf
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Captain Falcon
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Pikachu
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Squirtle
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Ivysaur
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Charizard
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Lucario
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Jigglypuff
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Marth
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Ike
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Ness
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Lucas
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Mr. Game & Watch
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Snake
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Sonic
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xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
You basically just described Brawl-.
Not really. Brawl- also uses Hitstun Codes to my knowledge and other stuff (Broken Stuff, see luigi for example).

I just want a very quick version of the other than that normal brawl :)

There are only few other Changes beside the speed increase.

I'd prolly play this... Gonna release in PAL too?
When NTSC is done, this will be somewhat of an success and someone tells me how, YES MAYBE :laugh:
 

BG3

Smash Journeyman
Joined
May 25, 2009
Messages
294
This is a cool idea. So, is the speed going to be compared to Melee's speed or faster?
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
This is a cool idea. So, is the speed going to be compared to Melee's speed or faster?
Faster xD

Anyway here is a mario of me:

http://www.npshare.de/files/0c8182aa/FitMario.pac

- Attributes changed to make him quicker
- Aerials, Tilts & Smashes x1,5 (And others like get-up, edge attack etc.)
- Side-B & Down-B x2
- Up-B & B x1,5
- No Free Fall after Up-B
- Up-B can be interupted before the last hit
- Fair more KB (Hitboxes changed so that its a lot easier to spike)

I dont know, but my "technique" (It's only one line lol) to make things faster doesnt work on his Down-B, and I have no clue on to do it ... :S

Side-B looks a bit weird...

And someone should teach me how to make the Up-B interuptable but not possible anymore after that.

I also speed up the rolls and stuff :)
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
1,051
Location
Chapel Hill, NC
There was a code at one point that sped all attacks up. Unfortunately it didn't work, it eliminated all the hitstun and knockback on attacks. If there were a working version of it, this could be much easier.

A global 2x attack speed increase plus gravity and movement speed increases, plus NADT and some other important stuff would do the trick.

I mean if you think about it, it's much easier to speed everything up and single out the handful of things that need to be kept the same/slowed down. And as for Brawl-.... it's quite slow and floaty at the moment. I'm not impressed with it.
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
There was a code at one point that sped all attacks up. Unfortunately it didn't work, it eliminated all the hitstun and knockback on attacks. If there were a working version of it, this could be much easier.

A global 2x attack speed increase plus gravity and movement speed increases, plus NADT and some other important stuff would do the trick.
I have a code like that and it doesnt eliminate hitstun and knockback...

bowser isnt a "she"
Sorry my fault, I just copied from Peach xD

I don't think this is a good way to fix the risk and reward problems that brawl had. But okay, have fun.
Fun is the only thing that is important x)


Another thing: I dont why, but today my wii just crashes everytime I try to load my selfmade characters... (It only worked once)... The one time it worked I recognized that the hitbox behind mario, of his dsmash, is missing D: (Same thing happened btw to shieks first hit of her FSmash)

I dunno what is causing this, but I would it, if my wii wouldnt crash everytime -.-" (Yesterday it didnt crash at any time o.O)
 

humble

Smash Ace
Joined
Oct 25, 2009
Messages
888
Location
Portland, OR
...Didn't you also start the street fighter project as well? (which you promptly abandoned)

Why not just play on lightning brawl?
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
...Didn't you also start the street fighter project as well? (which you promptly abandoned)
Yeah because an very essential thing for normal Bemus wasnt possible... the "always looking at the next character" thing. At least it seems that nobody could figure out how to... :S

Then also PK said he would help, but never released anything, and I already said in the OP that my hacking isnt enough. But this is really easier, so this wont be too hard.

Why not just play on lightning brawl?
Because it sucks... it just feels somewhat stupid IMO.

The Attacks are mostly OK, but the Attributes stay like the same, so yeah... :)
 

smashmaniac2008

Smash Journeyman
Joined
Nov 2, 2008
Messages
314
wow so instead of increasing hitstun the sane and easy thing to do you increase attack and character speed? wow.
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
1,051
Location
Chapel Hill, NC
I have a code like that and it doesnt eliminate hitstun and knockback...
So why not something like this:

-60% character speed increase
-NASL
-40% gravity increase
-Deadframe removal code
-50% sheild hitlag increase to compensate for the speedup the other code would cause
-Brawl+ teching window
-Brawl+ dashdancing window
-Brawl+ air momentum codes
-lagless ledges
-Crouch canceling
-NADT
-character-specific fullhop height and recovery height changes to compensate for the ugrav increase

Fidget with the numbers until we get something fast enough to allow for combos with vBrawl hitstun?
 

B!squick

Smash Master
Joined
Jan 4, 2009
Messages
4,629
Location
The Sunny South
Wait, why would you want to double the ending lag on Bowser's DownB? That sounds counter productive to what you're trying to do.

Also, ditto on Luigi's SideB end lag.
 

smashmaniac2008

Smash Journeyman
Joined
Nov 2, 2008
Messages
314
i kinda like this idea. instead of increasing hit stun increase hit speed it's a ingenious idea. a better idea would be instead of increasing hit stun decrease hit lag. (not serious after this) or even better instead of increasing hit stun decrease hit lag AND increase hit speed lol. or even better increase hit stun and speed AND decrease hit lag lol.
 

wiiztec

Smash Journeyman
Joined
Dec 19, 2007
Messages
402
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NNID
wiiztec
I have a code like that and it doesnt eliminate hitstun and knockback...
you mean this?

Universal animation speed modifier [Igglyboo]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000014
DE000000 80008180
1400004C XXXXXXXX
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
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Switch FC
0740-7501-7043
That thing is incredibly buggy. Use this instead. It's what I use for my Highspeed Brawl+ whenever I want to REALLY practice. :3

Global Speed Ratio [Heinermann]
4A000000 90180F08
14000068 XXXXXXXX
E0000000 80008000

Uses floating point like normal. This is the speed I play at.

Global Speed Ratio [Heinermann]
4A000000 90180F08
14000068 3F870000
E0000000 80008000
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
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oTSONo
This is starting to sound and look like a hack that revolves around hardcoded super codes. <_>
 

Mattnumbers

Smash Master
Joined
Aug 3, 2007
Messages
4,189
Location
Kirkland, Washington
Lol at Jiang trolling.

If this is released I would give it a try for lulz. I wouldn't put TOO much effort into it though (if I were you), the global changes idea was a good one
 

wiiztec

Smash Journeyman
Joined
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Messages
402
Location
Houston, TX
NNID
wiiztec
That thing is incredibly buggy. Use this instead. It's what I use for my Highspeed Brawl+ whenever I want to REALLY practice. :3

Global Speed Ratio [Heinermann]
4A000000 90180F08
14000068 XXXXXXXX
E0000000 80008000

Uses floating point like normal. This is the speed I play at.

Global Speed Ratio [Heinermann]
4A000000 90180F08
14000068 3F870000
E0000000 80008000
\

It's not buggy at all all the pointers always line up correctly any side effects are caused by what the code does not take into account not flaws in the code itself, for example snake's side b autocancels once before it actually comes out when you use the UASM because the value that the UASM is constantly writing to is set to 00000000 for snake while he is using his side b it can be fixed easily by adding 3200004C 00000000 to the line before the X's

and it does not do the same thing as the the global speed ratio modifier UASM does not modify movement speed or gravity just character animations
 
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