Super Smash Bros. Brawl

Brawl-: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Character Changes: Minor spelling.)
m (Text replacement - "class=("?)invert\b([^-])" to "class=$1invert-dark$2")
 
(625 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
[[File:Brawlminus.png|thumb|400px|right|Brawl-: Break the Limits]]
{{Title|''Brawl-''}}
'''Brawl-''' is a [[Super Smash Bros. Brawl|''Brawl'']] mod, like [[Brawl+]], that tries to make the game feel over-the-top while also staying balanced.
{{ArticleIcons|brawl=y}}
[[File:BrawlMinusLogo.png|thumb|400px|The ''Brawl-'' logo]]
'''''Brawl-''''' (also known as '''''Brawl Minus''''' or '''''B-''''') is a [[mod]] of ''[[Super Smash Bros. Brawl]]''. ''Brawl-'' was initially created as a parody of the then-popular ''[[Brawl+]]'', which was designed to be balanced through reasonable tweaks to characters; in addition to its name being a pun on the mod, ''Brawl-'s'' goal instead was to give all characters incredible [[buff]]s until they all became equally overpowered, and thus, balanced. ''Brawl-'' notably eclipsed the popularity of ''Brawl+'' after its release, and it was even featured at some tournaments as a side event, such as at [[Apex 2010]]. Its popularity has since been overtaken by ''[[Project M]]'', but ''Brawl-'' still maintains a devoted cult following, and development of the mod has continued into the present day, making it one of the oldest mods for ''Brawl'' that remains in active development. Version 4.2 hotpatched was released on January 4, 2018, and a [https://www.youtube.com/watch?v=uVot5VlJlfs Version 5.0 update] was announced on December 12, 2022.
 
==Features==
==Features==
*No '''random''' [[Prat Falling]]. Moves that trip the opponent such as bananas will still trip.
*Updated Roster:
*[[Dash cancel]]. Crouch to cancel a dash.
**Samus and Zero Suit Samus cannot transform into each other.
*No [[replay]] time limit. The replay icon still does not appear if the match is longer than three minutes, but if you press the button to save replays, the replay will be saved normally.
**Squirtle, Ivysaur and Charizard are now separate characters with new down specials and final smashes.
*Window of time for [[dash-dancing]] lengthened, enabling more ''Melee''-like DDing.
***Pokemon Trainer is removed from the game entirely.
*Ability to shield during dash-dancing.
**[[Pichu]], [[Mewtwo]], [[Roy]], [[Dr. Mario]] (all four return after being cut from ''Melee''), [[Ridley]] (who would appear in ''Ultimate''), [[Waluigi]], [[Wario-Man]], and [[Giga Bowser]]<ref>https://twitter.com/BrawlMinus/status/1188299719195398144</ref> are additions to the character roster.
*No [[Stale-Move Negation]].
***Although Waluigi isn’t a character from the ''Wario'' series, he is nonetheless represented by them.
*Lag-less [[edge]]s - characters can now drop from or climb onto ledges immediately after grabbing them
***If Snake uses [[Codec Conversations]] on them, the conversation for Mario plays.
*Incorporates the [[File Replacement]], allowing Brawl- users to easily download textures, music, and Project Smash Attack Characters. In the most recent version of Brawl-, this is how individual character edits are made, although physics and other gameplay changes are still in a codeset form.
*Default ruleset changed to 4 stock, 8 minute matches, with team attack and score display turned on.
===Gameplay Tweaks===
*Handicap is replaced with Custom Buffer, which lets you set the amount of buffer between attacks (With the maximum being 10 frames)
*Increased shield stun (duration stuck in shield while being attacked).
*CPU default level is set to 9, along with ‘Nasty’ being replaced with ‘Broken.’
*Increased [[Flinch]] duration.
*No restrictions on control edits.
*No [[replay]] time limit.
*Falling down aerials using the C-stick no longer fast-falls.
*Enables one player matches in time mode.
*Enables one team matches.
*Lag upon selecting a character on the character select screen removed.
*Respawn invincibility reduced (120 frames → 60).
*Shield colors are darkened.
*New features in Special Brawl:
**Flower Mode replaced with Element Mode, which adds a random element to every attack.
**Curry Mode replaced with Turbo Mode, which allows players to cancel moves into other moves. The [[Superspicy Curry]] item also now gives the player the Turbo effect temporarily. Projectiles are unaffected.
**Angled Camera Mode replaced with All-Star Versus, which allows players to use different characters (or costumes) for each stock. This is done by selecting a character, then deselecting them, and selecting the next character. The order of the characters selected become the order they appear in. Required character selections are based on the stock count; if less characters are chosen than the number of stocks, the remaining stocks loop back to the first character (so selecting Mario, Luigi and Peach in a four stock match will loop back to Mario in stock four). This would later on officially be a feature in the series with the introduction of [[Squad Strike]].
***Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to ''Smash 4''. Also, the random option will always use the default costumes of the characters even in team battles.
*Letting the game idle for awhile in a match will lower the BGM volume.
 
===Gameplay tweaks===
*Momentum during a dash is now retained while jumping
*The lag time on throws is no longer dependent on weight
*No random [[tripping]]. Running into or getting hit by [[Banana Peel]]s will still result in tripping, and most moves with hitboxes that contained a chance of tripping are now guaranteed to trip grounded opponents.
*Dashes can be canceled into crouch as well as a C-stick down smash.
*Window of time for [[dash-dancing]] lengthened.
*Ability to [[shield]] during an intial dash.
*No [[stale move negation]].  
*Lagless [[edge]]s - characters can now drop from or climb onto ledges immediately after grabbing them.
*Significantly increased [[shieldstun]] (damage/3) → (damage x 2.7)+2).
*Gravity, fall speed, jump speed, and short hop speed have all been increased by 5 to 10 percent.
*Increased [[hitstun]], being a ×0.50 multiplier. The ability to act out of hitstun has also been completely removed.
*[[Air dodging]] is disabled during [[tumbling]].
*Every character changed, ranging from subtle changes to radically recreated characters.
*Every character changed, ranging from subtle changes to radically recreated characters.
==Character Changes==
**Many characters’ down-aerials are meteor smashes.
{{incomplete}}
**Every character can [[wall jump]].
*[[Bowser (SSBB)|Bowser]]
*[[Tech]]ing is easier to perform, since it can now be buffered before the character is even hit.
**Has heavy armor added to all animations, to where he'll ignore all [[knockback]] and [[flinch]]ing from any hitbox that deals less than 10%.
*Shield pushback has increased.
**[[Whirling Fortress]] has significantly increased vertical height when used for recovery.
*[[Powershield]]ing now reflects projectiles, cancels all pushback and shield damage, and causes 5 frames of hitlag.
**Has a fire effect added to his forward smash, fair, and uair along with increased power. He also has a vacuum effect added to the charging of his f-smash and to his nair.
*Attacks performed on [[Ice]] now deal more damage and knockback, and have more time reduced per input.
**D-tilt moves Bowser forward when used.
*Ice also has higher [[gravity]].
**Dash attack propels Bowser further.
*Characters now grunt instantly when hit by a strong attack, as in ''Melee'' and ''64'', while in ''Brawl'' they did a second afterwards. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the Sound Test.
**Bair is now a semi-spike, similar to how it was in Melee, but with significantly less ending lag.


*[[Captain Falcon (SSBB)|Captain Falcon]]
===Stage changes===
**Dashing and air speed have been improved further, short hop height has been decreased.
Many stages are customized or replaced completely, and several stages from ''64'' and ''Melee'' return. Any stages not listed here are unchanged from their regular form.
**[[Falcon Punch]] has much more weak, multi-hitting hitboxes added, and the size of these hitboxes is rather large, leaving Falcon less vulnerable after the attack is done.
**[[Falcon Dive]], when it grabs, will stall before Falcon lets out the explosion, while accompany by his "Show me your moves!" SFX. The attack itself is much stronger and hitboxes have been added to end of the animation when Captain Falcon flips.
**[[Raptor Boost]] travels further when airborne and no longer makes him helpless. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, making it more difficult to punish a whiffed Raptor Boost.
**[[Falcon Kick]] is a multi-hitting attack when not sweetspotted on the ground, and restores his midair jump when used in the air.
**Standing and dash grab are faster and have longer reach. A successful grab is accompany by his "Come on!" SFX.
**Forward throw is much stronger, becoming a reliable finisher. Back throw now meteor smashes.
**Fair works similarly to how it did in ''Melee'', where sweetspotting it requires only landing the initial hitbox. The fair has less ending lag and is stronger when sweetspotted. Landing a sweetspotted fair is also accompany by his "Yes!" SFX.
**Dair always meteor smashes, is faster in both start-up and ending lag, and is stronger.
**Third hit of his jab combo has an electrical effect similar to the [[Knee Smash]] and has higher knockback than before. His pummel also has an electrical effect now with increased damage. Landing both is accompany by his "Yes!" SFX.
**Forward smash is stronger and Captain Falcon slides much further forward when used, giving it more than twice the reach.
**Through a special taunt combination akin to the Samus to Zero Suit Samus transformation, he can perform a special "power up" taunt, and successfully completing it without interruption will cause the next Falcon Punch he uses to be instantaneous in start-up.


*[[Diddy Kong (SSBB)|Diddy Kong]]
*[[75m]] (now just a single large platform, a smaller raised platform to the right, and one column of elevators to the left)
**Can pull a third [[Banana Peel]] when two are on the ground. Doing so causes him to perform his down taunt, and obtaining a third banana.
*[[Brinstar]] (destroying the floor substance brings the two halves together into one platform instead of distancing them)
**Both his [[Ledge recovery]] and [[Floor Recovery]] have been replaced by his [[Down smash]].
*[[Castle Siege]] (No longer transforms)
**The explosion from when [[Peanut Popgun]] is charged too long now has a damaging hitbox.
*[[Dream Land (SSB)]] (replaces [[Green Greens]]. Its theme is also replaced by Dream Land 64's theme)
*[[Final Destination (SSBB)|Brawl Final Destination]] (ledge collisions have been smoothed, preventing getting caught under them)
*Final Frustration ([[Final Destination (SSBM)|Melee Final Destination]] except the main platform tilts drastically about every minute; replaces [[Distant Planet]]. [[Master Hand]] and [[Crazy Hand]] also appear in the background playing {{s|wikipedia|rock-paper-scissors}}; plays No Johns (aka:Juicy Fruit) which is a song from the documentary ''The Smash Brothers'')
*[[Fountain of Dreams]] (No character reflections in the water. Terrain reflections accomplished by duplicate models inside the main platform)
*[[Frigate Orpheon]] (ledge collisions have been smoothed)
*[[Green Hill Zone]] (no longer a walkoff stage)
*[[Halberd]] (claw removed)
*[[Hyrule Castle]] (no tornado hazards)
*[[Jungle Japes]] (river's strength slightly weakened, Klaptrap frequency increased)
*[[Kongo Jungle (SSB)]] (features the theme of Kongo Jungle from ''SSB'')
*Lavaville ([[Smashville]] with [[Norfair]]'s background and hazards)
*{{s|bulbapedia|Lavender Town}} (based on a stage in ''Super Smash Land'', a fan made game.; replaces [[Flat Zone 2]]. Its theme is also replaced by the theme of Lavender Town from ''Super Smash Land'')
*[[Luigi's Mansion]] (second floor is drop-through. Also central platforms are removed)
*[[Lylat Cruise]] (stage doesn't tilt)
*[[Mushroom Kingdom (SSBM)]] (smaller and doesn’t contain blocks)
*[[New Pork City]] (much smaller. Also rearranged to remove [[Cave of life|caves of life]])
*Online Practice Stage (only spawns sandbags, fruit, and stickers. Fruit only drops from sandbags if both are turned on. If all items are turned off one sandbag that drops nothing will always respawn at the center of the stage.)
*[[Peach's Castle]] (bumper acts as a stationary solid block, with Bowser's Castle available as an alternate skin; replaces [[Mushroomy Kingdom]]. Ground Theme (Super Mario Bros.) is replaced by the original overworld theme of ''Super Mario Bros.'')
*[[Pictochat]] (some drawings are restructured)
*[[Pirate Ship]] (cannon fires faster)
*[[Pokémon Stadium 2]] (no stage transformations)
*[[Port Town Aero Drive]] (additional grabbable edges and wall jumpable walls)
*[[Rumble Falls]] (made into a neutral stage with a bridge and three platforms)
*[[Skyworld]] (only the rightmost platform is breakable, and cloud platforms are removed)
*[[Spear Pillar]] (Dialga, Palkia, or Cresselia can be chosen by holding A+R, A+L, or A+Z during loading respectively; they are no longer a stage hazard, and the cave has been removed)
*[[Summit]] (grabbable edges)
*Trophy Room ([[Snag the Trophies]] bonus stage from ''SSBM.'' Random trophies constantly fall from top of stage. They are cosmetic and can’t be interacted with)
*Venus Lighthouse (replaces {{SSBB|Mario Circuit}})
*[[WarioWare, Inc.]] (no microgames, and the platforms will change positions about every 45 seconds)
*[[Super Happy Tree]] (AKA Yoshi’s Island from ''SSB.'' Smaller, with no clouds)
*[[Yoshi's Island (SSBB)]] (all walls are now wall jumpable)
*[[Yoshi's Island (SSBM)]] (expanded, and blocks are removed)


*[[Donkey Kong (SSBB)|Donkey Kong]]
===Menu changes===
**Pulls [[Barrel]]s if [[Down Special Move|Down Special]] is held instead of pressed.
*The Wii Remote warning, loading screen, and the beginning of the opening movie are different.
**[[Giant Punch]] charges faster when Donkey Kong is airborne, and it no longer leaves him helpless if used when airborne.
*The title screen is different.
**Forward smash produces a wind effect.
*The main menu has a purple background.
**Down Smash now produces a small earthquake hitbox when Donkey Kong's fists hit the ground.
*Some menu option buttons have different icons and fonts, and points on their borders.
**Dash attack propels Donkey Kong further.
*Zero Suit Samus, Sheik, Squirtle, Ivysaur, and Charizard have been given their own independent character select slots.
*Menus can be sped up by holding L, R, or Z.


*[[Falco (SSBB)|Falco]]
===Errors===
**The height of his midair jump has been decreased, but has been given two additional midair jumps.
*When USB Loading Brawl- on Wii/U, if the player does not set their Hook Type to AXNextFrame (if available), multiple Roy icons will appear on the Character Select Screen, and lead to the game crashing if the cursor is moved high enough on the screen.
**[[Reflector (move)|Reflector]] now meteor smashes opponents and has additional graphics.
*Voice clips of Ridley, Dr. Mario, Pichu, Mewtwo, Roy and Waluigi can still be heard when they are metal.
**[[Fire Bird|Fire Bird's]] fire radius and hitboxes have been increased significantly in size.
*CPU Waluigi will not attempt to recover at all if knocked off stage, usually not even double jumping.
**Forward smash produces a wind effect.
*Records and stats for the 4 new characters cannot be saved (although total match time will still increase).  
**Opening ‘Group Records’ will freeze the game.
*Kirby cannot copy the 6 new characters, simply reacting as if trying to copy another Kirby.
*Attempting Classic Mode with one of the 6 new characters will freeze at the end of stage 11 (just before Master Hand).
*Opening the stickers menu in SSE (as well as in the Vault) tends to freeze the game.
*Custom stages cannot be played outside of Stage Builder.
*Luigi CPUs excessively spam dash attacks. They may also simply spam fireballs, smash attacks, or stand completely still during their final smash.
*The game is prone to freeze during the automatic intro matches.
*In training mode, combos and total damage aren’t registered correctly, likely due to the game using the old hitstun system to calculate them.
*In Special Brawl, Element Mode and All Star Mode do not work. Turbo mode also only works on hit.
*During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and AI will have the same palette swap.


*[[Fox (SSBB)|Fox]]
==Characters==
**If a direction is held on the Control Stick/C-Stick/D-Pad while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. This allows Fox to [[wavedash]] and perform his shine combos.
{{main|Brawl-/Character changes}}
**Dashing speed has been improved further.
{|class="wikitable" style="text-align:center;margin:1em auto 1em auto;"
**Grounded Reflector can be cancelled via jump, similar to how it could be in ''Melee''.
!colspan=7|Characters
**[[Fox Illusion]] can be interrupted by anything other than another Fox Illusion.
|-style="vertical-align:bottom"
**"Come on!" SFX added to a landed uair.
|width="14.3%"|[[File:Mario SSBB.jpg|100x100px|link=Mario (SSBB)]]<br>{{SSBB|Mario}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Luigi SSBB.jpg|100x100px|link=Luigi (SSBB)]]<br>{{SSBB|Luigi}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Peach SSBB.jpg|100x100px|link=Peach (SSBB)]]<br>{{SSBB|Peach}}<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Bowser SSBB.jpg|100x100px|link=Bowser (SSBB)]]<br>{{SSBB|Bowser}}<br>[[File:MarioSymbol(BowserSymbol).png|20px|class=invert-dark|link=Mario (universe)]]
|width="14.3%"|[[File:Yoshi SSBB.jpg|100x100px|link=Yoshi (SSBB)]]<br>{{SSBB|Yoshi}}<br>[[File:YoshiSymbol.svg|20px|class=invert-dark|link=Yoshi (universe)]]
|width="14.3%"|[[File:Donkey Kong SSBB.jpg|100x100px|link=Donkey Kong (SSBB)]]<br>{{SSBB|Donkey Kong}}<br>[[File:DKSymbol.svg|20px|class=invert-dark|link=Donkey Kong (universe)]]
|width="14.3%"|[[File:Diddy Kong SSBB.jpg|100x100px|link=Diddy Kong (SSBB)]]<br>{{SSBB|Diddy Kong}}<br>[[File:DKSymbol.svg|20px|class=invert-dark|link=Donkey Kong (universe)]]
|-style="vertical-align:bottom"
|[[File:Link SSBB.jpg|100x100px|link=Link (SSBB)]]<br>{{SSBB|Link}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Zelda SSBB.jpg|100x100px|link=Zelda (SSBB)]]<br>{{SSBB|Zelda}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Sheik SSBB.jpg|100x100px|link=Sheik (SSBB)]]<br>{{SSBB|Sheik}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Ganondorf SSBB.jpg|100x100px|link=Ganondorf (SSBB)]]<br>{{SSBB|Ganondorf}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Toon Link SSBB.jpg|100x100px|link=Toon Link (SSBB)]]<br>{{SSBB|Toon Link}}<br>[[File:ZeldaSymbol.svg|20px|class=invert-dark|link=The Legend of Zelda (universe)]]
|[[File:Samus SSBB.jpg|100x100px|link=Samus (SSBB)]]<br>{{SSBB|Samus}}<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|link=Metroid (universe)]]
|[[File:Zero Suit Samus SSBB.jpg|60px|link=Zero Suit Samus (SSBB)]]<br>{{SSBB|Zero Suit Samus}}<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|link=Metroid (universe)]]
|-style="vertical-align:bottom"
|[[File:Kirby SSBB.jpg|100x100px|link=Kirby (SSBB)]]<br>{{SSBB|Kirby}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:Meta Knight SSBB.jpg|100x100px|link=Meta Knight (SSBB)]]<br>{{SSBB|Meta Knight}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:King Dedede SSBB.jpg|100x100px|link=King Dedede (SSBB)]]<br>{{SSBB|King Dedede}}<br>[[File:KirbySymbol.svg|20px|class=invert-dark|link=Kirby (universe)]]
|[[File:Fox SSBB.jpg|100x100px|link=Fox (SSBB)]]<br>{{SSBB|Fox}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Falco SSBB.jpg|100x100px|link=Falco (SSBB)]]<br>{{SSBB|Falco}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Wolf SSBB.jpg|100x100px|link=Wolf (SSBB)]]<br>{{SSBB|Wolf}}<br>[[File:StarFoxSymbol.svg|20px|class=invert-dark|link=Star Fox (universe)]]
|[[File:Captain Falcon SSBB.jpg|100x100px|link=Captain Falcon (SSBB)]]<br>{{SSBB|Captain Falcon}}<br>[[File:FZeroSymbol.svg|20px|class=invert-dark|link=F-Zero (universe)]]
|-style="vertical-align:bottom"
|[[File:Pikachu SSBB.jpg|100x100px|link=Pikachu (SSBB)]]<br>{{SSBB|Pikachu}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Jigglypuff SSBB.jpg|100x100px|link=Jigglypuff (SSBB)]]<br>{{SSBB|Jigglypuff}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:PMMewtwo.png|100x100px|link=Mewtwo (PM)]]<br>'''{{PM|Mewtwo}}'''<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Squirtle SSBB.jpg|100x100px|link=Squirtle (PM)]]<br>{{PM|Squirtle}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Ivysaur SSBB.jpg|100x100px|link=Ivysaur (PM)]]<br>{{PM|Ivysaur}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Charizard SSBB.jpg|100x100px|link=Charizard (PM)]]<br>{{PM|Charizard}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|[[File:Lucario SSBB.jpg|100x100px|link=Lucario (SSBB)]]<br>{{SSBB|Lucario}}<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|-style="vertical-align:bottom"
|[[File:Ness SSBB.jpg|100x100px|link=Ness (SSBB)]]<br>{{SSBB|Ness}}<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark|link=EarthBound (universe)]]
|[[File:Lucas SSBB.jpg|100x100px|link=Lucas (SSBB)]]<br>{{SSBB|Lucas}}<br>[[File:EarthboundSymbol.svg|20px|class=invert-dark|link=EarthBound (universe)]]
|[[File:Ice Climbers SSBB.jpg|100x100px|link=Ice Climbers (SSBB)]]<br>{{SSBB|Ice Climbers}}<br>[[File:IceClimberSymbol.svg|20px|class=invert-dark|link=Ice Climber (universe)]]
|[[File:Marth SSBB.jpg|100x100px|link=Marth (SSBB)]]<br>{{SSBB|Marth}}<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:PMRoy.png|100x100px|link=Roy (PM)]]<br>'''{{PM|Roy}}'''<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:Ike SSBB.jpg|100x100px|link=Ike (SSBB)]]<br>{{SSBB|Ike}}<br>[[File:FireEmblemSymbol.svg|20px|class=invert-dark|link=Fire Emblem (universe)]]
|[[File:Mr. Game & Watch SSBB.jpg|100x100px|link=Mr. Game & Watch (SSBB)]]<br>{{SSBB|Mr. Game & Watch}}<br>[[File:Game&WatchSymbol.svg|20px|class=invert-dark|link=Game & Watch (universe)]]
|-style="vertical-align:bottom"
|[[File:Pit SSBB.jpg|100x100px|link=Pit (SSBB)]]<br>{{SSBB|Pit}}<br>[[File:KidIcarusSymbol.svg|20px|class=invert-dark|link=Kid Icarus (universe)]]
|[[File:Wario SSBB.jpg|100x100px|link=Wario (SSBB)]]<br>{{SSBB|Wario}}<br>[[File:WarioSymbol.svg|20px|class=invert-dark|link=Wario (universe)]]
|[[File:Olimar SSBB.jpg|100x100px|link=Olimar (SSBB)]]<br>{{SSBB |Olimar}}<br>[[File:PikminSymbol.svg|20px|class=invert-dark|link=Pikmin (universe)]]
|[[File:R.O.B. SSBB.jpg|100x100px|link=R.O.B. (SSBB)]]<br>{{SSBB |R.O.B.}}<br>[[File:ROBSymbol.svg|20px|class=invert-dark|link=R.O.B. (universe)]]
|[[File:Snake SSBB.jpg|100x100px|link=Snake (SSBB)]]<br>{{SSBB |Snake}}<br>[[File:MetalGearSymbol(preUltimate).svg|20px|class=invert-dark|link=Metal Gear (universe)]]
|[[File:Sonic SSBB.jpg|100x100px|link=Sonic (SSBB)]]<br>{{SSBB |Sonic}}<br>[[File:SonicSymbol.svg|20px|class=invert-dark|link=Sonic (universe)]]
|
|-
!colspan=7|Brawl Minus Characters (4)
|-style="vertical-align:bottom"
|colspan=1|
|<!--[[File:Dr Mario BM.jpg|100x100px|link=Dr. Mario]]--><br>'''[[Dr. Mario]]'''<br>[[File:MarioSymbol.svg|20px|class=invert-dark|link=Mario (universe)]]
|<!--[[File:Ridley BM|100x100px|link=Ridley]]--><br>'''{{SSBB|Ridley}}'''<br>[[File:MetroidSymbol.svg|20px|class=invert-dark|link=Metroid (universe)]]
|<!--[[File:Pichu BM.jpg|100x100px|link=Pichu]]--><br>'''[[Pichu]]'''<br>[[File:PokemonSymbol.svg|20px|class=invert-dark|link=Pokémon (universe)]]
|<!--[[File:Waluigi BM.png|100x100px|link=Waluigi]]--><br>'''[[Waluigi]]'''<br>[[File:WarioSymbol.svg|20px|class=invert-dark|link=Wario (universe)]]
|
|
|}
<small>
'''Bold''' denotes characters not in ''Brawl''.
</small>


*[[Ganondorf (SSBB)|Ganondorf]]
**A general dramatic increase in the power and speed of his attacks.
**Ganondorf is heavier (now approximately as heavy as Snake).
**[[Warlock Punch|Warlock Punch]] power is increased ridiculously, to now where it OHKOs, deal 666%, and is by far the strongest attack in ''Brawl'', even exceeding the power of Marth's [[Critical Hit]]. It also has IASA frames added to the frames after hitboxes cede, essentially giving it no ending lag and making it only punishable on start-up.
**Airborne [[Wizard's Foot]] always meteor smashes, restores Ganondorf's midair jump, and is interruptable at the end by a midair jump. Grounded Wizard's Foot covers more distance and is dramatically stronger, KOing under 100%.
**[[Flame Choke]] covers much more distance when used on the ground and in the air, no longer makes Ganondorf helpless, grounded version has less ending lag when landed, and airborne version has more forward momentum when landed as well as burying opponents upon landing on the ground. Grounded version also has heavy armor added to non grabbed portion.
**[[Dark Dive|Dark Dive]] throw is dramatically stronger and sends opponents on a semi-spike trajectory similar to Wolf's d-throw. Uppercut hitbox at the end of Dark Dive has also underwent a dramatic increase in power and hitlag, dealing over 20% and easily KOing under 100%. Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive.
**Forward smash produces a large, darkness explosion, dramatically increasing the size of the hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like it did in ''Melee''.
**Second kick of the down smash sends opponents on a lower trajectory.
**U-tilt is interruptable at any time.
**When landed on a grounded opponent, the dair buries them, and does much less damage.
**Nair only consists of the first kick, unless the attack button is pressed again, which results in Ganondorf performing the second kick.


*[[Ice Climbers (SSBB)|Ice Climbers]]
==Developers==
**[[Chain throw]]s are no longer possible, as the partner's throws freezes opponents.
Over the years, there have been many developers and many versions of the development team behind Brawl Minus. While it is nearly impossible to name all developers, the most notable and current developers are listed here.
**Easier to [[Desynching|Desync]].
=== Codes/PSA ===
**[[Ice Shot]]s increase in size when traversing the ground instead of decreasing.
* Sammi Husky
* ASF1nk
* [http://glitchery.jp/ Glitch]
* [https://lmao.rip/ Doq]
* KingJigglyPuff
* Mawootad
* Dr.
* PyotrLuzhin
* Neville
* ThePwnzr
* Maye


*[[Ike (SSBB)|Ike]]
=== Renders/Costumes ===
**A general dramatic increase in the speed of his attacks, both start-up and ending lag wise.
* [https://twitter.com/Mach_Se7en Mach7]
**[[Quickdraw]] can be interrupted and used multiple times.
* [https://www.deviantart.com/eijiarart AlGeorgeRomo]
**[[Eruption]] can be charged and saved for later use, accompany by the "Prepare yourself!" SFX when it can be stored.
* [http://shinfurevindo.deviantart.com/ Shin]
**1/25 chance of a successful [[Counter|counter]] being an [[OHKO]], accompany by a dramatic increase in hitlag and his "You'll get no sympathy from me" SFX.
**Nair has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield grab.
**Vacuum effect added to the charging of his forward smash.
**Uair propels Ike upwards when the A button is tapped rapidly, akin to the [[Luigi Cyclone]].
**"I fight for my friends" SFX replaces "Prepare yourself!" SFX on his side taunt.


*[[Jigglypuff (SSBB)|Jigglypuff]]
=== Minus Art ===
**The range of [[Sing]] has been greatly increased.
* [https://twitter.com/PinClock Pin Clock]
**[[Rollout]] can be [[IASA|interrupted]] by many things, including a natural combo into [[Rest]] if timed properly.
**[[Pound]] produces an electrical effect, along with increased damage.
**[[Rest]] is much stronger, has less ending lag, and recovers damage at a moderate rate while Jigglypuff is asleep. Jigglypuff also spins similar to its side taunt when it wakes up.
**Forward smash covers more distance and is stronger.
**The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany Jigglypuff being flung, which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, OHKOing them easily. Opponents a little further away will be hit for only 25% with dramatically less knockback.


*[[King Dedede (SSBB)|King Dedede]]
=== Animation ===
**[[Waddle Dee Toss]] has become far more varied in direction and power. Dedede can choose to throw forward, vertically in the air, or almost straight down. He can throw weakly that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Also, [[Waddle Dee]]s and [[Waddle Doo]]s have gained hitboxes on their walking animation, making them far more useful.
* Ishmael205
**The vacuum in [[Inhale (King Dedede)|Inhale]] does damage, and can get his opponent stuck in shield unless the opponent [[Smash DI]]s away.
* Bringobrongo
**Down throw knocks all opponents down, no longer making being able to chain throw. However, it can be interrupted by a tilt after the damaging animation.
* Firelys the soup
**Pummel speed has been dramatically increased.
* Survivian
**F-tilt sends opponents towards Dedede.
**Dash attack propels Dedede forward much further.
**Forward smash creates an earthquake hitbox that affects the entire stage, and trips opponents instead of knocking them upward. The f-smash is also slightly faster.
**Down smash slides Dedede forward a good distance when used.
**Uairs and dairs propels Dedede slightly upward when used.


*[[Kirby (SSBB)|Kirby]]
=== Music ===
**When on the ground, [[Stone]] repeatedly repeats its landing animation at a rapid pace, akin to the [[Earthquake glitch]].
* Zerks


*[[Link (SSBB)|Link]]
=== Inactive / Retired ===
**[[Hero's Bow]] now shoots fire, ice, and light arrows randomly. Fire arrows produce a fire effect with strong knockback. Ice arrows freezes opponents. Light arrows paralyze opponents.
* Budget Player Cadet
**[[Spin Attack]] gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities.
* Xyless
**[[Bomb|Bombs]] have much more knockback, giving them KOing capability.
* tson
* Kirk
* Thundamoo
* Tybis
* Mech
* BrawlPK
* Kienamaru
* Elipsis
* Numbuh214
* Thanyou
* Amber/00FFBF00 (formerly Supreme Dirt)
* SonicBrawler
* Many more incredible devs who have yet to be mentioned


*[[Lucario (SSBB)|Lucario]]
==Tier List==
**Air speed has been improved.
On February 28th, 2022 the official tier list for version 4.2 was released.
**All aerials except dair are much faster in start-up and ending lag.
[[File:Brawl- 4.2 Tier List.jpg|thumb]]
**[[Aura Sphere]] is larger, and non fully charged Aura Spheres follow a zig zag trajectory, while knocking the opponent towards Lucario.
**[[ExtremeSpeed]] now has damaging hitboxes throughout the move, and when it hits an opponent, it can be interrupted by any aerial attack.
**[[Double Team]] has less ending lag when it is not activated.
**Dash attack propels Lucario further.
**Sourspotted f-smash now has vertical knockback.
**The first hit of the dair is now a meteor smash.


*[[Lucas (SSBB)|Lucas]]
==Gallery==
**Tilts and aerials are generally much faster.
<gallery>
BrawlMinusMaximumv1.0logo.png|The logo of ''Brawl-'' Maximum 1.0.
Brawl Minus 2.0.png|The logo of ''Brawl-'' 2.0.
Brawl Minus logo alt.png|An alternate version of the logo.
</gallery>


*[[Luigi (SSBB)|Luigi]]
==External links==
**Dashing speed dramatically increased while traction is decreased.
*[http://brawlminus.net Brawl Minus homepage]
**While random [[Prat Falling]] has been removed from other characters, Luigi retains it, with a dramatically increased rate of it occurring. When he prat falls, he travels much further than before, and now produces a moderately powerful hitbox.
*[https://www.youtube.com/BrawlMinusMod Brawl Minus official YouTube Channel]
**[[Green Missle]] always results in a misfire when used.
*[http://forums.brawlminus.net Brawl Minus official Forums]
**[[Super Jump Punch|Super Jump Punch's]] sourpot is much stronger and produces fire damage, being about half as strong as a sweetspotted Super Jump Punch.
*[https://youtu.be/0gxSk_7Ohx8 What is Brawl Minus?]
**Fair  now sends opponents on a semi-spike trajectory.
*[http://www.facebook.com/BrawlMinus Brawl Minus Facebook page]
**The meteor smash hitbox of the dair now covers more of Luigi's body, making it much easier to meteor smash with.
*[http://www.twitter.com/brawlminus Brawl Minus Twitter page]
 
*[https://reddit.com/r/minusery/ Brawl Minus Reddit page]
*[[Mario (SSBB)|Mario]]
**Start-up and ending lag on his [[Fireball|fireballs]] are much faster, allowing him to shoot them at a more rapid pace.
**[[Super Jump Punch]] can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.
**Fair is much stronger and a different SFX is played when Mario uses it.
 
*[[Marth (SSBB)|Marth]]
**The tipper for his attacks is generally stronger.
 
*[[Meta Knight (SSBB)|Meta Knight]]
**No longer becomes [[helpless]] when any special is completed.
**Up smash now consists of only the last strike.
 
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]
**All [[Judge|Judges]] except for 9 have been significantly buffed.
**[[Oil Panic]] will be filled from just one projectile instead of requiring three.
**If the A button is held, his nair uses a parachute and functions similarly to how it did in ''Melee''. If A is just tapped, it'll be his normal nair.
 
*[[Ness (SSBB)|Ness]]
**Ness no longer becomes helpless if the projectile from [[PK Thunder]] fails to hit Ness.
 
*[[Olimar (SSBB)|Olimar]]
**Size massively decreased (though Pikmin remain the same size)..
**Can infinitely [[Pikmin Pluck|pluck]] [[Pikmin (species)|Pikmin]], though only the newest six remain.  Can also pluck Pikmin in the air.
 
*[[Peach (SSBB)|Peach]]
**Up smash and u-tilt have been switched, though both still function similar to how they did in normal ''Brawl'', with the main function difference being Peach's old u-smash can no longer be charged since it's now a tilt, and her u-tilt now can since it's now a smash.
**"Hi" SFX played each time Peach pummels an opponent when they're grabbed.
**"This is fun!" SFX played when forward throw is used, and the forward is much more powerful, becoming a reliable finisher.
**Peach has a new down taunt when facing the left (which is one of Zelda's victory poses), accompany by her "Peachy" SFX.


*[[Pikachu (SSBB)|Pikachu]]
==References==
**[[Skull Bash]] is stronger with an electrical effect upon impact.
{{reflist}}
**[[Quick Attack]] covers more distance.
**[[Thunder]] projectile now meteor smashes.
**Up smash is stronger, with an electrical effect upon impact.
**Bair moves Pikachu horizontally through the air, similar to a helicopter.


*[[Pit (SSBB)|Pit]]
{{SSBMods}}
**"The fight is on!" SFX played during entry.
 
*[[Pokémon Trainer (SSBB)|Pokémon Trainer]]
**Does not switch Pokémon after death unless the [[Shield]] button is held as the Pokémon is being KO'd.
**[[Stamina (stat)|Stamina]] has also been removed.
 
*[[R.O.B. (SSBB)|R.O.B.]]
**Has an additional midair jump.
**[[Robo Beam]] will fire multiple shots in rapid succession when the B button is held, and when fully charged, the beams will paralyze opponents for a brief moment before knockback occurs.
**[[Arm Rotor]] propels R.O.B. much further when used on the ground and in the air.
 
*[[Samus (SSBB)|Samus]]
**[[Charge Shot]] is dramatically stronger, being able to KO well under 100%.
**[[Missile|Homing missiles]] are much stronger and last much longer, homing on the opponent for much longer. Smash Missiles are also stronger and freeze opponents with vertical knockback. Both missiles have less start-up and ending lag on firing.
 
*[[Sheik (SSBB)|Sheik]]
**Has an additonal midair jump.
**Will randomly alternate between being invisible and visible.
**[[Vanish]] now produces an explosion upon reappearance.
**Forward smash covers about twice the distance.
 
*[[Sonic (SSBB)|Sonic]]
**Dashing speed is increased ever further.
**The knockback and damage output of many attacks, such as his f-smash and bair, have been improved dramatically.
**The [[Spring]] now meteor smashes.
**All taunts are interruptable at any time.
 
*[[Snake (SSBB)|Snake]]
**The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.
**All aerials have less landing lag.
**[[Grenade|Grenades]] produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]].
**The [[Remote Missile]] travels dramatically faster, though there is less control.
**[[Cypher]] is interruptable much sooner, is not lost upon being grabbed, and Snake has much more horizontal control with it.
**[[C4]] has a larger sticky radius.
**The first hitbox of his f-tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.
**Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast like usual, but it will be followed by a second, and then a third blast, each one producing a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.
**Up smash produces three mortar projectiles instead of one.
**Down smash is faster, stronger, has a larger blast radius, activates sooner, and his "There!" SFX is played upon successful implantation.
**"Nom" SFX played each time Snake pummels the opponent during a grab.
**"Tasty!" SFX played when Snake uses his down throw.
**Nair can be interrupted after the third hit by pressing A to plant a C4 on the opponent. Doing so is accompany by his "Good!" SFX.
**Each kick of the dair comes out much faster.
 
*[[Toon Link (SSBB)|Toon Link]]
**Dashing speed has been increased.
**[[Hero's Bow]] shoots fire arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched.
**[[Boomerang]] is on fire and produces fire damage upon leave with more power, turns into ice and freezes opponents upon return.
**Toon Link can move across the grounded with a grounded [[Spin Attack]], akin to his Hurricane Slash from ''Wind Waker'', but it has more ending lag at the end. When used for recovering, it also gains more vertical and horizontal distance.
**[[Bomb|Bombs]] are much stronger, being capable of KOing.
**F-tilt can now meteor smash.
**Dair is interruptable when airborne by a jump or Spin Attack at any time.
**Up taunt produces a non flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing.
 
*[[Wario (SSBB)|Wario]]
**Has been generally made to model a weaker version of [[Wario Man]], such as having a f-smash that slides much further and a dair that propels Wario downward.
**Air speed has been dramatically increased, along with an increase of falling speed.
**[[Wario Bike]] is unaffected by gravity.
**[[Corkscrew]] gains more height.
 
*[[Wolf (SSBB)|Wolf]]
**Dashing speed is faster.
**[[Blaster]] deals twice as much damage, and the projectile covers more distance and is approximately twice the size.
**[[Wolf Flash]] can be interrupted by an aerial attack or midair jump.
**[[Fire Wolf]] has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish.
**F-tilt has decreased, vertical knockback, while dealing more damage.
**Dash attack moves Wolf forward a good distance instead of halting all movement.
**Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal ''Brawl'', except Wolf slides further, but slightly slower. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to [[Weavile]].
**Fair is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.
**"Play time's over Star Fox!" SFX played during entry.
 
*[[Yoshi (SSBB)|Yoshi]]
**Has an additional midair jump.
**[[Egg Roll]] no longer leaves Yoshi helpless when ended in the air, is stronger, and produces a flower effect on opponents when landed.
**[[Egg Toss]] has a fire trail and produces a small explosion upon impact, with increased power.
**Nair sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally.
**The flutter kicks during Yoshi's dair are performed much faster, greatly increasing the speed of the attack.
**When sweetspotted, the fair is stronger, has dramatically increased hitlag, buries grounded opponents, and produces a flower effect.
**Uair has very weak sourspots added.
 
*[[Zelda (SSBB)|Zelda]]
**Has had distant hitboxes added to her jab, f-tilt, d-tilt, u-tilt, dash attack, fair, bair, and dair. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack. Such as, the fair's and bair's send opponents towards towards Zelda with moderate knockback, the dair's and d-tilt's meteor smashes opponents, and the u-tilts sends opponents vertically with powerful knockback.
**[[Din's Fire]] is interruptable at any time.
 
==External links==
More information on ''Brawl-'' can be found [http://smashmods.com/forum/page/bmabout.html here].
[[Category:Smash Mod]]
[[Category:Hacking]]

Latest revision as of 13:31, May 20, 2024

The Brawl- logo

Brawl- (also known as Brawl Minus or B-) is a mod of Super Smash Bros. Brawl. Brawl- was initially created as a parody of the then-popular Brawl+, which was designed to be balanced through reasonable tweaks to characters; in addition to its name being a pun on the mod, Brawl-'s goal instead was to give all characters incredible buffs until they all became equally overpowered, and thus, balanced. Brawl- notably eclipsed the popularity of Brawl+ after its release, and it was even featured at some tournaments as a side event, such as at Apex 2010. Its popularity has since been overtaken by Project M, but Brawl- still maintains a devoted cult following, and development of the mod has continued into the present day, making it one of the oldest mods for Brawl that remains in active development. Version 4.2 hotpatched was released on January 4, 2018, and a Version 5.0 update was announced on December 12, 2022.

Features[edit]

  • Updated Roster:
    • Samus and Zero Suit Samus cannot transform into each other.
    • Squirtle, Ivysaur and Charizard are now separate characters with new down specials and final smashes.
      • Pokemon Trainer is removed from the game entirely.
    • Pichu, Mewtwo, Roy, Dr. Mario (all four return after being cut from Melee), Ridley (who would appear in Ultimate), Waluigi, Wario-Man, and Giga Bowser[1] are additions to the character roster.
      • Although Waluigi isn’t a character from the Wario series, he is nonetheless represented by them.
      • If Snake uses Codec Conversations on them, the conversation for Mario plays.
  • Default ruleset changed to 4 stock, 8 minute matches, with team attack and score display turned on.
  • Handicap is replaced with Custom Buffer, which lets you set the amount of buffer between attacks (With the maximum being 10 frames)
  • CPU default level is set to 9, along with ‘Nasty’ being replaced with ‘Broken.’
  • No restrictions on control edits.
  • No replay time limit.
  • Falling down aerials using the C-stick no longer fast-falls.
  • Enables one player matches in time mode.
  • Enables one team matches.
  • Lag upon selecting a character on the character select screen removed.
  • Respawn invincibility reduced (120 frames → 60).
  • Shield colors are darkened.
  • New features in Special Brawl:
    • Flower Mode replaced with Element Mode, which adds a random element to every attack.
    • Curry Mode replaced with Turbo Mode, which allows players to cancel moves into other moves. The Superspicy Curry item also now gives the player the Turbo effect temporarily. Projectiles are unaffected.
    • Angled Camera Mode replaced with All-Star Versus, which allows players to use different characters (or costumes) for each stock. This is done by selecting a character, then deselecting them, and selecting the next character. The order of the characters selected become the order they appear in. Required character selections are based on the stock count; if less characters are chosen than the number of stocks, the remaining stocks loop back to the first character (so selecting Mario, Luigi and Peach in a four stock match will loop back to Mario in stock four). This would later on officially be a feature in the series with the introduction of Squad Strike.
      • Should each player select their characters in All Star VS Mode before turning on Team Battle; the characters will not be forced into their team battle costumes akin to Smash 4. Also, the random option will always use the default costumes of the characters even in team battles.
  • Letting the game idle for awhile in a match will lower the BGM volume.

Gameplay tweaks[edit]

  • Momentum during a dash is now retained while jumping
  • The lag time on throws is no longer dependent on weight
  • No random tripping. Running into or getting hit by Banana Peels will still result in tripping, and most moves with hitboxes that contained a chance of tripping are now guaranteed to trip grounded opponents.
  • Dashes can be canceled into crouch as well as a C-stick down smash.
  • Window of time for dash-dancing lengthened.
  • Ability to shield during an intial dash.
  • No stale move negation.
  • Lagless edges - characters can now drop from or climb onto ledges immediately after grabbing them.
  • Significantly increased shieldstun (damage/3) → (damage x 2.7)+2).
  • Gravity, fall speed, jump speed, and short hop speed have all been increased by 5 to 10 percent.
  • Increased hitstun, being a ×0.50 multiplier. The ability to act out of hitstun has also been completely removed.
  • Air dodging is disabled during tumbling.
  • Every character changed, ranging from subtle changes to radically recreated characters.
    • Many characters’ down-aerials are meteor smashes.
    • Every character can wall jump.
  • Teching is easier to perform, since it can now be buffered before the character is even hit.
  • Shield pushback has increased.
  • Powershielding now reflects projectiles, cancels all pushback and shield damage, and causes 5 frames of hitlag.
  • Attacks performed on Ice now deal more damage and knockback, and have more time reduced per input.
  • Ice also has higher gravity.
  • Characters now grunt instantly when hit by a strong attack, as in Melee and 64, while in Brawl they did a second afterwards. There are also medium-damage and high-damage groans as well, with most characters using unused voice samples from the Sound Test.

Stage changes[edit]

Many stages are customized or replaced completely, and several stages from 64 and Melee return. Any stages not listed here are unchanged from their regular form.

  • 75m (now just a single large platform, a smaller raised platform to the right, and one column of elevators to the left)
  • Brinstar (destroying the floor substance brings the two halves together into one platform instead of distancing them)
  • Castle Siege (No longer transforms)
  • Dream Land (SSB) (replaces Green Greens. Its theme is also replaced by Dream Land 64's theme)
  • Brawl Final Destination (ledge collisions have been smoothed, preventing getting caught under them)
  • Final Frustration (Melee Final Destination except the main platform tilts drastically about every minute; replaces Distant Planet. Master Hand and Crazy Hand also appear in the background playing rock-paper-scissors; plays No Johns (aka:Juicy Fruit) which is a song from the documentary The Smash Brothers)
  • Fountain of Dreams (No character reflections in the water. Terrain reflections accomplished by duplicate models inside the main platform)
  • Frigate Orpheon (ledge collisions have been smoothed)
  • Green Hill Zone (no longer a walkoff stage)
  • Halberd (claw removed)
  • Hyrule Castle (no tornado hazards)
  • Jungle Japes (river's strength slightly weakened, Klaptrap frequency increased)
  • Kongo Jungle (SSB) (features the theme of Kongo Jungle from SSB)
  • Lavaville (Smashville with Norfair's background and hazards)
  • Lavender Town (based on a stage in Super Smash Land, a fan made game.; replaces Flat Zone 2. Its theme is also replaced by the theme of Lavender Town from Super Smash Land)
  • Luigi's Mansion (second floor is drop-through. Also central platforms are removed)
  • Lylat Cruise (stage doesn't tilt)
  • Mushroom Kingdom (SSBM) (smaller and doesn’t contain blocks)
  • New Pork City (much smaller. Also rearranged to remove caves of life)
  • Online Practice Stage (only spawns sandbags, fruit, and stickers. Fruit only drops from sandbags if both are turned on. If all items are turned off one sandbag that drops nothing will always respawn at the center of the stage.)
  • Peach's Castle (bumper acts as a stationary solid block, with Bowser's Castle available as an alternate skin; replaces Mushroomy Kingdom. Ground Theme (Super Mario Bros.) is replaced by the original overworld theme of Super Mario Bros.)
  • Pictochat (some drawings are restructured)
  • Pirate Ship (cannon fires faster)
  • Pokémon Stadium 2 (no stage transformations)
  • Port Town Aero Drive (additional grabbable edges and wall jumpable walls)
  • Rumble Falls (made into a neutral stage with a bridge and three platforms)
  • Skyworld (only the rightmost platform is breakable, and cloud platforms are removed)
  • Spear Pillar (Dialga, Palkia, or Cresselia can be chosen by holding A+R, A+L, or A+Z during loading respectively; they are no longer a stage hazard, and the cave has been removed)
  • Summit (grabbable edges)
  • Trophy Room (Snag the Trophies bonus stage from SSBM. Random trophies constantly fall from top of stage. They are cosmetic and can’t be interacted with)
  • Venus Lighthouse (replaces Mario Circuit)
  • WarioWare, Inc. (no microgames, and the platforms will change positions about every 45 seconds)
  • Super Happy Tree (AKA Yoshi’s Island from SSB. Smaller, with no clouds)
  • Yoshi's Island (SSBB) (all walls are now wall jumpable)
  • Yoshi's Island (SSBM) (expanded, and blocks are removed)

Menu changes[edit]

  • The Wii Remote warning, loading screen, and the beginning of the opening movie are different.
  • The title screen is different.
  • The main menu has a purple background.
  • Some menu option buttons have different icons and fonts, and points on their borders.
  • Zero Suit Samus, Sheik, Squirtle, Ivysaur, and Charizard have been given their own independent character select slots.
  • Menus can be sped up by holding L, R, or Z.

Errors[edit]

  • When USB Loading Brawl- on Wii/U, if the player does not set their Hook Type to AXNextFrame (if available), multiple Roy icons will appear on the Character Select Screen, and lead to the game crashing if the cursor is moved high enough on the screen.
  • Voice clips of Ridley, Dr. Mario, Pichu, Mewtwo, Roy and Waluigi can still be heard when they are metal.
  • CPU Waluigi will not attempt to recover at all if knocked off stage, usually not even double jumping.
  • Records and stats for the 4 new characters cannot be saved (although total match time will still increase).
    • Opening ‘Group Records’ will freeze the game.
  • Kirby cannot copy the 6 new characters, simply reacting as if trying to copy another Kirby.
  • Attempting Classic Mode with one of the 6 new characters will freeze at the end of stage 11 (just before Master Hand).
  • Opening the stickers menu in SSE (as well as in the Vault) tends to freeze the game.
  • Custom stages cannot be played outside of Stage Builder.
  • Luigi CPUs excessively spam dash attacks. They may also simply spam fireballs, smash attacks, or stand completely still during their final smash.
  • The game is prone to freeze during the automatic intro matches.
  • In training mode, combos and total damage aren’t registered correctly, likely due to the game using the old hitstun system to calculate them.
  • In Special Brawl, Element Mode and All Star Mode do not work. Turbo mode also only works on hit.
  • During Challenger Approaching events, if the player is using the same character as the one they are trying to "unlock", both the player and AI will have the same palette swap.

Characters[edit]

Characters
Mario (SSBB)
Mario
Mario (universe)
Luigi (SSBB)
Luigi
Mario (universe)
Peach (SSBB)
Peach
Mario (universe)
Bowser (SSBB)
Bowser
Mario (universe)
Yoshi (SSBB)
Yoshi
Yoshi (universe)
Donkey Kong (SSBB)
Donkey Kong
Donkey Kong (universe)
Diddy Kong (SSBB)
Diddy Kong
Donkey Kong (universe)
Link (SSBB)
Link
The Legend of Zelda (universe)
Zelda (SSBB)
Zelda
The Legend of Zelda (universe)
Sheik (SSBB)
Sheik
The Legend of Zelda (universe)
Ganondorf (SSBB)
Ganondorf
The Legend of Zelda (universe)
Toon Link (SSBB)
Toon Link
The Legend of Zelda (universe)
Samus (SSBB)
Samus
Metroid (universe)
Zero Suit Samus (SSBB)
Zero Suit Samus
Metroid (universe)
Kirby (SSBB)
Kirby
Kirby (universe)
Meta Knight (SSBB)
Meta Knight
Kirby (universe)
King Dedede (SSBB)
King Dedede
Kirby (universe)
Fox (SSBB)
Fox
Star Fox (universe)
Falco (SSBB)
Falco
Star Fox (universe)
Wolf (SSBB)
Wolf
Star Fox (universe)
Captain Falcon (SSBB)
Captain Falcon
F-Zero (universe)
Pikachu (SSBB)
Pikachu
Pokémon (universe)
Jigglypuff (SSBB)
Jigglypuff
Pokémon (universe)
Mewtwo (PM)
Mewtwo
Pokémon (universe)
Squirtle (PM)
Squirtle
Pokémon (universe)
Ivysaur (PM)
Ivysaur
Pokémon (universe)
Charizard (PM)
Charizard
Pokémon (universe)
Lucario (SSBB)
Lucario
Pokémon (universe)
Ness (SSBB)
Ness
EarthBound (universe)
Lucas (SSBB)
Lucas
EarthBound (universe)
Ice Climbers (SSBB)
Ice Climbers
Ice Climber (universe)
Marth (SSBB)
Marth
Fire Emblem (universe)
Roy (PM)
Roy
Fire Emblem (universe)
Ike (SSBB)
Ike
Fire Emblem (universe)
Mr. Game & Watch (SSBB)
Mr. Game & Watch
Game & Watch (universe)
Pit (SSBB)
Pit
Kid Icarus (universe)
Wario (SSBB)
Wario
Wario (universe)
Olimar (SSBB)
Olimar
Pikmin (universe)
R.O.B. (SSBB)
R.O.B.
R.O.B. (universe)
Snake (SSBB)
Snake
Metal Gear (universe)
Sonic (SSBB)
Sonic
Sonic (universe)
Brawl Minus Characters (4)

Dr. Mario
Mario (universe)

Ridley
Metroid (universe)

Pichu
Pokémon (universe)

Waluigi
Wario (universe)

Bold denotes characters not in Brawl.


Developers[edit]

Over the years, there have been many developers and many versions of the development team behind Brawl Minus. While it is nearly impossible to name all developers, the most notable and current developers are listed here.

Codes/PSA[edit]

  • Sammi Husky
  • ASF1nk
  • Glitch
  • Doq
  • KingJigglyPuff
  • Mawootad
  • Dr.
  • PyotrLuzhin
  • Neville
  • ThePwnzr
  • Maye

Renders/Costumes[edit]

Minus Art[edit]

Animation[edit]

  • Ishmael205
  • Bringobrongo
  • Firelys the soup
  • Survivian

Music[edit]

  • Zerks

Inactive / Retired[edit]

  • Budget Player Cadet
  • Xyless
  • tson
  • Kirk
  • Thundamoo
  • Tybis
  • Mech
  • BrawlPK
  • Kienamaru
  • Elipsis
  • Numbuh214
  • Thanyou
  • Amber/00FFBF00 (formerly Supreme Dirt)
  • SonicBrawler
  • Many more incredible devs who have yet to be mentioned

Tier List[edit]

On February 28th, 2022 the official tier list for version 4.2 was released.

Brawl- 4.2 Tier List.jpg

Gallery[edit]

External links[edit]

References[edit]