Super Smash Bros. Brawl Hacking => General Hacking Discussion => Topic started by: ??_? on April 01, 2011, 06:57:00 PM
Title: Brawl- 2.1 Official release!
Post by: ??_? on April 01, 2011, 06:57:00 PM
After far, far, far, far too long, endless delays, constant reformation of characters, a development cycle that makes Valve look like Capcom, and a fairly incredible amount of faffing about, I am proud to present to you:
Fixed a nasty glitch between ZSS and CF DDD reverted to 2.0 (we got the wrong one in 2.1) Ike DownB nerfed slightly Grab release CGs fixed once and for all
rough changelist
Falcon upB mobility 0.95 -> 0.97 Ganon upB mobility 0.72 -> 0.74 Toon link upB mobility 0.2 -> 0.35 Bowser upB mobility 0.02 -> 0.04 [CF, Ganon, TL, and Bowser upB mobilities "fixed" (reverted to what they were before, almost)]
Ganon Dair hits grounded opponents again, does not ground (kills off the top), but does not have an easy autocombo to dark dive uppercut murder rape thingy
Ness bthrow BKB C -> F, KBG 61 -> 6F [Ness bthrow rebuffed to what it was before]
Ness PK Flash de-randomization, now with alternate 'hold-A' version that trips and shieldbreaks (changelist at http://www.smashmods.com/forum/thread-2399.html)
New version of Samus! Including such highlights as: d-smash cancel to Bomb, moved Missile launch point's X offset closer to Samus, ICE MISSILES, slight d-tilt damage nerf, slight d-air growth nerf, roll dodges IASA on frame 40 (5 sooner), grabs buffed and sped up, b-throw/f-throw kill later, u-throw is GRAPPLE VOLTAGE (14->8 damage, heals 4%). Full data at: http://www.smashmods.com/forum/thread-2523.html
Zelda fsmash angles fixed to connect correctly
Ike Uair momentum (and gfx) changed so that it cannot infinitely stall, now waits for "button held" rather than button taps. Ike counter OHKO removed; massive hitlag and "you'll get no mercy from me" now comes every time. Power raised slightly.
Yoshi Dair momentum changed so that it cannot infinitely stall, now waits for "button held" rather than button taps. Yoshi's "DJC" has now been moved to his Egg Lay (Neutral B). You now have to use Egg Lay, which is interruptible at any time (except when he actually latches), to cancel your upward momentum.Made Yoshi's dsmash act exactly like Diddy's in stats. Also, he "hup"s every time he does his side B.
Mario Dthrow fix: KBG 0->F, BKB 50->5A (Mario can no longer CG fastfallers/heavies infinitely; most dthrow combos should still work)
Kirby Dtilt fixed
ROB Fsmash laser now no longer random; instead, charge it for 30 frames to fire the laser. ROB Dtilt can now no longer lock for as long
Ivysaur Razor Leaf "Critical Hit" now causes large graphical warning flash when it happens Ivysaur dair sleep removed on large hitbox (has slightly more knockback so it's harder to punish on hit); sweetspot hitbox will always cause sleep on grounded opponent. Sleep time reduced.
DK's barrels no longer randomly explode
Diddy, Lucas, and Ness upB no longer bounce off walls
Pikachu upB modified considerably (can no longer lock up to about 80%!!!)
"Deadweight bump" hitboxes (i.e. when you get sent flying into someone else) angle 361->autolink (they fly the same way as you do).
DDD: no more reverse waddle throw glitch
Sheik: Side tilt: Weak hit bkb 18 -> 24 (less autolinking) Up b: Landing lag back to 1x No invisibility on grab release Dash attack: Tap (not hold) A to not go invisible
Changed Luigi's side taunt to the BANG BANG, with working and synced fireballs and everything.
Diddy "get up/ledge attack = dsmash" is gone. Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)
MK specialfall time 60 frames->30 frames (YOU CAN DO STUFF OFFSTAGE WITHOUT DYING AGAIN!!!); Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)
Removed Jiggs downB IASA; healing lasts longer (15%->20%) but you can be punished on hit!
Solimar's sideB hitbox lasts 4 frames longer
Pit's SideB wind removed
Lucas's DJC removed
Added a "quick escape" option to Squirtle's side-B. Basically, you press B, and he immediately gets out of his shell. It actually has a really cool little pop upward at the end in the air, but not enough to be abusable. Was found in order to give Squirtle a tiny bit more flair without costing file space. Squirtle fixes to make him have real water hitboxes on n-air and d-smash, re-added vert momentum on up-B but only if holding B at the end, made d-tilt link better; see http://www.smashmods.com/forum/thread-2514.html for full changelist.
Snake can now move ("crawl") while in his box. Also, when he exits his box, he says "Kept ya waiting, huh?"
Marth sideB tipper, Dsmash, Bair tipper, and Fsmash tipper knockback nerfed slightly. Marth's sideB3 has SDI again
Lucario downB goes into "counter-hit" immediately, can be canceled into attack or jump very early.
So... what's new?
A lot of things. While the main Brawl- engine (complete with obscene hitstun and nutso shieldstun) and several of the more polished characters have remained intact, many of the less-polished chars have been pushed to the limits of what we can legally do without the cops pressing rape charges on us. To be honest, we do not have a full comprehensive changelist at the moment. However, a few overreaching design goals that have (IMO) been met very well include: -Improving balance. Remember 1.0 Luigi? Or 1.5 Ness? Or 1.6 Sheik and Wolf? We are confident that version 2.0 does not have any character who is so extremely broken and overpowering. We have paid specific attention to balance through extensive playtesting. -Removing overpowered gimmicks. Remember back when Wario could win by spamming fsmash? Where there was a simple strategy to win almost every matchup? Yeah, those days are gone. We have done our best to make characters deep and varied, to the point where we can safely say that there are virtually no more one trick ponies. -Making the overall graphical interface look polished. Brawl- features a custom CSS, CSPs, and battle portraits designed by master artist and lead playtester Xyless!!! This long-awaited set is Brawl- exclusive (for the moment)! -Easter eggs and hilarity. You're going to spend quite a while just finding out all the things that Brawl- has added to the old brawl- formula. It's quite overwhelming! From Yoshi/Kirby's swallow->Grab to all the new items that peach can pull, there's something for everyone!
Also, one thing I'd like to note personally... Although Brawl- is seen as the "Casual" hack, and is amazingly fun in a casual environment, I urge you to try it out in a competitive environment as well. You'll find that Brawl- 2.0 is incredibly well-adapted to competitive play, with great balance and depth. Give it a shot, you won't be disappointed.
The Team
The Brawl- development team has shrunken slightly. Many old veterans have become too busy to continue development (hence these threads asking for help in various locations) or have moved on to other projects. However, we're still rocking strong! To be honest I've gotta ask around before I list the team who worked on 2.0, because I honestly don't know how far back to go. :laugh: We'll figure it out.
Contains Stack Smash, Riivolution, and normal (default) GCTs. Also contains stage DLC for the Brawl- Back Room Recommended Ruleset 1.0 (http://www.smashmods.com/forum/thread-2370-page-1.html)
GCT Text
Code:
RSBE01 Super Smash Bros. Brawl (NTSC)
Brawl Minus Codeset V1.2 Beta
Global Codes
Default Settings Modifier * 24494A98 80000000 * 20523300 00000000 * 04523300 DEADBEEF * 42000000 90000000 * 0417F360 00000100 * 0417F364 04000A00 * 0417F368 08010100 * 0417F36C 01000000 * E0000000 80008000 4-Stock, 8 Minutes Handicap OFF Damage Ratio 1.0 Stage Choice - Choose Team Attack ON Pause ON Score Display OFF Damage Gauge ON
Character ID List(Momentum Capture) --Current Values-- Fox: 110% Captain Falcon: 80% Ness: 100% Sheik: 130% Lucas: 115% Ice Climbers: 125% Marth: 100% Pit: 120% Zero Suit Samus: 140% Dedede: 60% Lucario: 100% Sonic: 180% Global: 85% --- 00 Mario 01 Donkey Kong 02 Link 03 Samus 04 Yoshi 05 Kirby 06 Fox 07 Pikachu 08 Luigi 09 Captain Falcon 0A Ness 0B Bowser 0C Peach 0D Zelda 0E Sheik 0F Ice Climbers 11 Marth 12 Mr. Game & Watch 13 Falco 14 Ganon 15 Wario 16 Metaknight 17 Pit 18 Zero Suit Samus 19 Olimar 1A Lucas 1B Diddy Kong 1D Charizard 1E Squirtle 1F Ivysaur 20 Dedede 21 Lucario 22 Ike 23 R.O.B. 25 Jigglypuff 29 Toon Link 2C Wolf 2E Snake 2F Sonic --- Float 2048+X First Line, last 2 digits are byte count(+4 per line/character).
Includes Brawl- 2.0, Xyless's CSS/CSPs/CBPs, additional gcts for Riivolution and Stack Smash (along with the stack smash stage; to use stack smash, just locate and rename the folder "st (use with stack smash)" to "st", and rename the stack smash GCT to "RSBE01.gct"), and the best wishes of those of us who have worked hard to make this the best hack ever released.
What do we have to look forward to?
Parallel NTSCJ and PAL releases are also nearing completion, which should allow for wifi between different regions with no desynchs, and at the very least for all regions to play Brawl- 2.0! Special thanks to StandardToaster for being our code master on the project. :laugh: 2.0 is probably not going to be the last Brawl- release, but it will probably be the last official release for the next while. So playtest the **** out of it, and figure out where there's still room to improve, and get back to us... for Brawl- 3.0. :laugh:
But for now, just get the **** out there and PLAY SOME [censored] BRAWL-!!!
Character changelist: http://www.smashboards.com/showpost.php?p=12463610&postcount=2
-quoted from BPC, here is the swf thread: http://www.smashboards.com/showthread.php?t=300774 -thanks to Pride for whipping up the logo so quickly xD -don't b**** at me for posting this here, I've been a member of the back room for awhile now, and we wanted to post this at KC:MM as well as SWF and AiB.
Title: Re: Brawl- 2.0 Official release!!!
Post by: Puraidou on April 01, 2011, 07:03:18 PM