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Forte's Sprites n' Comics
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Author Topic: Brawl+: FAQs  (Read 220 times)
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Forte
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« on: August 25, 2009, 05:46:05 PM »

So I heard through the grapevine that there's this new thing called Brawl+ and now I has questions regarding its performance.

So what exactly is Brawl+?

Brawl+ is the result of numerous hacks put together in one file, changing many features of normal Brawl to fit into faster and overall more fun gameplay. So what exactly did change?

• The random tripping code has been removed. Attacks that would normally cause tripping (IE: Zelda's down tilt, Toon Link's dash attack, Diddy's Bananas) still cause tripping.
• Almost every character has had a base running speed change, if not all characters. The only character who has been made noticeably slower is Sonic, however, not by much.
• Fall speed has been changed for everyone, and fast fall speed has been significantly increased. This part takes a bit of getting used to, but in the long run balances out aerial moves.
• The attack buffer has been removed completely. Attack Buffer is a somewhat hard to explain feature that was placed into Brawl, and considered by most to be completely useless. Its original purpose was to make online play run smoother, but we all saw how that turned out. The best example of how it works is when you see someone kill themselves as Ike by neutral airing off the side. The attack buffer can be brought back per personal preference by using the handicap feature, which has been removed.
• Many, if not all attacks have gone through several speed and knockback changes, including knockback direction, knockback amount, and move damage.
• Characters with tether grabs have had their stationary grab speed upped as if they did a dash canceled grab. Dash grabs still take just as long as they normally did.
• Some characters have had their weight increased or decreased with no influence on their speed. This was judged purely on attack strengths compared to their ease or difficulty of KO.
• Many stages have been changed considerably. This will be discussed in detail later.
• Zero Suit Samus, Ivysaur, Charizard, Squirtle, and Shiek are all selectable on the character select screen. Pokemon Trainer remains with all three Pokemon under his control, if you wish to play as all three.
• Speaking of Pokemon, there is no longer a "tired" mode after playing as one for more than 2 minutes, or constantly switching out. This of course only applies to Pokemon Trainer.
• You are able to record replays of infinite length by pressing the record button after a battle, even though the screen doesn't show it.
• Hitstun. It exists again. This enables combos.
• The window for tech rolls has been increased, so it's easier to escape from combos. Had the tech roll window stayed the same, Brawl+ may as well have been called Street Fighter.

Stage Changes:

• Warioware no longer goes into Minigame mode. This leaves it as a secondary and slightly different Battlefield.
• Luigi's Mansion loads without the mansion. The mansion also does not respawn. The floating platforms that were on the side are now in the middle of the stage and are stationary.
• New Pork City, unless loaded online, loads as WiFi Waiting Room. Sandbag is replaced by a dollar, which can be collected. It disappears and has no effect on the game.
• Pokemon Stadium 2 remains in neutral. Pokemon Stadium Melee still changes.

Are those all the changes?

Outside of cosmetic changes that have no effect on the game, (texture hacks) there are no other significant changes to the game, aside from whenever the game is loaded and you go into normal Brawl or online With Friends, the game automatically starts off with 4 stock, 8 minutes, items off.

What is this Melee 2.0 thing I hear of?

Melee 2.0 is the result of asspained Melee fanboys getting hacking skills. Melee 2.0, as this project came to be called, implemented Melee style Airdodging, and as such, brought back Wavedashing. The shortsightedness of this project led to an amazingly broken game, as taking normal Brawl and giving it a Wavedash and hitstun without severely reworking the entire game dynamics overpowered certain characters to impossible heights. Brawl+, however, is backed up with more community involvement, and is constantly open to the reviews of anyone who has played it, no matter their skill level. This, of course, leads to what Nintendo themselves couldn't accomplish: A game designed by the fans to be perfect for them. The ultimate goal is to create a Brawl that is perfectly balanced in all aspects, making every character a viable choice for play, and ideally, every stage a perfect counterpick in any given situation. Weather or not this will be a reality before the next Smash Bros (if one exists), is yet to be seen.

Any other questions are welcomed in this thread and will be answered to the best of my ability, or anyone else who feels they know.
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[Today at 06:01:07 PM] Forte: But I'm pretty sure that nothing of value has been gained from this.
[Today at 06:02:20 PM] MegaRock35: Not to you, I guess, but this is the one place on the Internet I can call home.
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