Super Smash Bros. Brawl

Balanced Brawl: Difference between revisions

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*[[Down aerial]] hits more favorably.
*[[Down aerial]] hits more favorably.
*[[Grab release]] animation has been synchronized to normal 30 frames.
*[[Grab release]] animation has been synchronized to normal 30 frames.
*[[Forward smash]] is more powerful, has super armor, and has a [[flame]] effect.
*[[Forward smash]] is more powerful, has [[super armor]], and has a [[flame]] effect.


==={{SSBB|Captain Falcon}}===
==={{SSBB|Captain Falcon}}===
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*[[Falcon Dive]] is more powerful.
*[[Falcon Dive]] is more powerful.
*[[Falcon Kick]] is safe on hit.
*[[Falcon Kick]] is safe on hit.
*Aerial [[Raptor Boost]] is more powerful and no longer sends Captain Falcon into helpless state on hit.
*Aerial [[Raptor Boost]] is more powerful and no longer sends Captain Falcon into [[helpless]] state on hit.
*Ending lag of Falcon Kick on the ground can be canceled into other special moves.
*Ending lag of Falcon Kick on the ground can be canceled into other special moves.
==={{SSBB|Diddy Kong}}===
==={{SSBB|Diddy Kong}}===
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*[[Forward tilt]] is slightly more powerful.
*[[Forward tilt]] is slightly more powerful.
*[[Down tilt]] has more [[SDI]].
*[[Down tilt]] has more [[SDI]].
*[[Forward aerial]] autocancels.
*[[Forward aerial]] [[autocancels]].
*[[Down throw]] knockback has been slightly adjusted.
*[[Down throw]] knockback has been slightly adjusted.
*[[Head Butt]] and [[Hand Slap]] are slightly stronger.
*[[Head Butt]] and [[Hand Slap]] are slightly stronger.
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*The partner has new [[AI]] behavior. Attempting a forward tilt results in a dash attack, an up tilt results in a jump, and a down tilt results in a dash grab with a four frame delay. Attempting so do ant throw results with the partner results in an up throw.
*The partner has new [[AI]] behavior. Attempting a forward tilt results in a dash attack, an up tilt results in a jump, and a down tilt results in a dash grab with a four frame delay. Attempting so do ant throw results with the partner results in an up throw.
*[[Smash attacks]] and [[aerial]]s are slightly more powerful.
*[[Smash attacks]] and [[aerial]]s are slightly more powerful.
*Down aerial falls faster with Popo than Nana.
*Down aerial falls faster with the lead Ice Climber than the partner.
*Down aerial autocancels and is interruptible.
*Dash attack is slightly more powerful and does slightly more shield damage.
*Dash attack is slightly more powerful and does slightly more shield damage.
*[[Tilt]]s knockback has been adjusted.
*[[Tilt]]s knockback has been adjusted.
*Throws are no longer chain grabs but do more damage.
*Throws for both Climbers are no longer chain grabs but do more damage.
*Dash attack and aerials for the part damage and have adjusted knockback.
*Dash attack and aerials for the partner do more damage and have adjusted knockback.
*Pummel animates at half speed starting on frame 13
*Both Ice Climber's pummel do 2% damage, but it is slightly slower.
*[[Hammer Squall]] with both Ice Climbers is invincible.
 
==={{SSBB|Ike}}===
*[[Neutral aerial]] autocancels and is interruptible much earlier.
*Back and [[forward throw]] are non-abusive against walls but more useful near edges.
*[[Eruption]] has heavy armor during the charge.
*[[Counter]] attack is invincible 2 more frames.
*[[Quick Draw]] no longer sends Ike into helpless state, and it is significantly faster.
 
==={{SSBB|Jigglypuff}}===
 
 
==={{SSBB|King Dedede}}===
*Down throw is no longer a chain grab but now an excellent [[tech chase]].
*[[Jet Hammer]] rockets King Dedede forward upon use. The fully charged version sends him significantly further.


[[Category:Hacking]]
[[Category:Hacking]]
[[Category:Smash Mod]]
[[Category:Smash Mod]]

Revision as of 19:16, October 23, 2013

Balanced Brawl logo

Balanced Brawl, or BBrawl, is a hack of Super Smash Bros Brawl designed by Thinkaman and Amazing Ampharos with the goal of balancing characters in competitive Brawl with as few changes to core physics as possible. It is normally loaded using Smash Stack by comex so it is playable on any Wii, hacked or not. More information, videos, downloads, setup instructions, and chat can be found on the Balanced Brawl website.

Differences from Brawl+

Unlike Brawl+, none of the core physics have been changed:

  • Character movement is the same.
  • Hitbox sizes are the same for all characters.
  • No stages are frozen.

Features

  • Infinites and inescapable lockdowns are removed.
  • Increased character balance.
  • Increased stage viability
  • Planking is removed.
  • No random Prat Falling. Moves that trip the opponent such as bananas will still trip.

Stage Changes

Character changes

When Balanced Brawl was started, the creators decided to balance all the characters towards a power level about equal to that of Diddy Kong in standard Brawl. This meant some characters received several changes, while others did not need more than minor tweaks. Most characters were generally buffed, and only a few were nerfed.

Bowser

Captain Falcon

  • Many attacks do more damage.
  • Throws are better.
  • Forward smash angled up and down smash is stronger.
  • Pummel does 3% damage and has an electric effect.
  • Falcon Punch has heavy armor.
  • Falcon Dive is more powerful.
  • Falcon Kick is safe on hit.
  • Aerial Raptor Boost is more powerful and no longer sends Captain Falcon into helpless state on hit.
  • Ending lag of Falcon Kick on the ground can be canceled into other special moves.

Diddy Kong

  • The explosion of Peanut Popgun now damages enemies.

Donkey Kong

Falco

Fox

  • Fox Illusion ending lag can be canceled into a jump or wall jump in the air.
  • Fox Illusion has does more knockback and sheld damage.

Ganondorf

  • Throws are better.
  • Pummel does 5% damage and has a darkness effect. (Most damaging pummel now.)
  • Up tilt wind does 1% damage each.
  • Forward tilt has super armor.
  • Down Tilt trips enemies.
  • Forward aerial autocancels.
  • Down Smash properly links both hits.
  • Warlock Punch has super armor and does significantly more shield damage.
  • Aerial Flame Choke does more damage.
  • Dark Dive does more damage and throws enemies at a much lower angle.
  • Dark Dive has super armor while throwing.
  • Uppercut of Dark Dive is a significantly more powerful KO move.
  • Grounded Wizard's Foot is more powerful.
  • Initial hit of aerial Wizard's Foot grounds enemies.
  • Wizard's Foot is invincible while rushing.

Ice Climbers

  • The partner has new AI behavior. Attempting a forward tilt results in a dash attack, an up tilt results in a jump, and a down tilt results in a dash grab with a four frame delay. Attempting so do ant throw results with the partner results in an up throw.
  • Smash attacks and aerials are slightly more powerful.
  • Down aerial falls faster with the lead Ice Climber than the partner.
  • Down aerial autocancels and is interruptible.
  • Dash attack is slightly more powerful and does slightly more shield damage.
  • Tilts knockback has been adjusted.
  • Throws for both Climbers are no longer chain grabs but do more damage.
  • Dash attack and aerials for the partner do more damage and have adjusted knockback.
  • Both Ice Climber's pummel do 2% damage, but it is slightly slower.
  • Hammer Squall with both Ice Climbers is invincible.

Ike

  • Neutral aerial autocancels and is interruptible much earlier.
  • Back and forward throw are non-abusive against walls but more useful near edges.
  • Eruption has heavy armor during the charge.
  • Counter attack is invincible 2 more frames.
  • Quick Draw no longer sends Ike into helpless state, and it is significantly faster.

Jigglypuff

King Dedede

  • Down throw is no longer a chain grab but now an excellent tech chase.
  • Jet Hammer rockets King Dedede forward upon use. The fully charged version sends him significantly further.