Balanced Brawl: Difference between revisions
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*{{buff|Down tilt always trips enemies.}} | *{{buff|Down tilt always trips enemies.}} | ||
*{{buff|Down smash properly links both hits. The second kick deals 2% more damage with higher knockback.}} | *{{buff|Down smash properly links both hits. The second kick deals 2% more damage with higher knockback.}} | ||
*{{ | *{{bugfix|Forward aerial now [[autocancel]]s in its late frames, allowing it to be autocanceled in a full hop like in ''Melee''.}} | ||
*{{nerf|Forward aerial autocancel window is slightly later than in ''Melee''.}} | |||
*{{buff|Up throw deals 2% more damage.}} | *{{buff|Up throw deals 2% more damage.}} | ||
*{{buff|Back throw deals 1% more damage.}} | *{{buff|Back throw deals 1% more damage.}} | ||
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*{{buff|[[Warlock Punch]] has super armor and does significantly more [[shield damage]].}} | *{{buff|[[Warlock Punch]] has super armor and does significantly more [[shield damage]].}} | ||
*{{buff|Aerial [[Flame Choke]] deals 2% more damage.}} | *{{buff|Aerial [[Flame Choke]] deals 2% more damage.}} | ||
*{{buff|Dark Dive has super armor while throwing, does 4% more damage, and throws enemies at a | *{{buff|Dark Dive has super armor while throwing, does 4% more damage, and throws enemies at a [[spike]] angle. The uppercut of Dark Dive deals 16% more damage with significantly higher knockback, making it a significantly powerful KO move and extremely risky to edeguard.}} | ||
*{{buff|[[Wizard's Foot]] is [[invincible]] while rushing. The grounded version's initial hitbox deals 3% more damage while the sourspot deals 1% more damage with more knockback. The aerial version's initial hitbox | *{{buff|[[Wizard's Foot]] is [[invincible]] while rushing. The grounded version's initial hitbox deals 3% more damage while the sourspot deals 1% more damage with more knockback. The aerial version's initial hitbox now [[ground]]s enemies, and the landing impact has significantly less knockback while its angle is changed to knock enemies forward instead of upward, making it more reliable at follow-ups.}} | ||
*{{nerf|Grounded Wizard's Foot's initial hitbox as well as all hitboxes of Aerial Wizard's Foot have less knockback.}} | *{{nerf|Grounded Wizard's Foot's initial hitbox as well as all hitboxes of Aerial Wizard's Foot have less knockback.}} | ||
Revision as of 21:06, January 10, 2016
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.
Universal Changes
Unlike Brawl+, none of the core physics have been changed:
Features
- Increased character balance.
- Increased stage viability.
- Infinites like jab lock, slipping, footstool, and grab release are removed.
- Characters experience less lag when escaping from grabs with an aerial grab release, which prevents aerial grab release followups, most notably on Wario.
- Viability of planking is significantly reduced. Each time a character grabs the ledge, a counter increments. If a character grabs five times or more, they will perform an automatic ledge climb. The counter is reset if the character enters hitstun, is grabbed, is KO'd, or put under another harmful effect (such as being frozen). Grabs using tethers do not count.
- Water stalling is also greatly reduced. The limit for water entries uses the same counter as ledge grabs and once it reaches seven, entering the water will cause the character to automatically drown.
- No random tripping. Moves that trip the opponent such as bananas will still trip.
- Very few changes to timing.
- Certain glitches like the landing lag glitch and others were removed.
Stage Changes
- Luigi's Mansion takes twice as long to respawn after being broken.
- Mushroomy Kingdom 1-1 scrolls at half speed. Additionally, both Mushroomy Kingdom stages have higher ceilings.
- Pirate Ship bombs do less damage.
- Norfair lava pillars inflict less knockback.
- Port Town Aero Dive cars inflict less knockback.
- Castle Siege has significantly improved loading time.
- Flat Zone 2 lion tamers inflict fixed knockback.
- PictoChat has a few weakened hazards.
- Corneria has larger blast zones.
- Green Greens blocks spawn less frequently. Bomb blocks also do less damage.
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
- Most attacks like jab 2, dash attack, forward tilt, up tilt, up smash, neutral aerial, forward aerial, back throw, forward throw, up throw, and the first hit of Whirling Fortress all do slightly more damage.
- Down aerial does more damage and hits more favorably.
- Down throw has fixed knockback, hits at a slightly lower angle, and ends more quickly.
- Forward smash is more powerful, has super armor, and has a flame effect.
- Bowser Bomb has super armor.
- Grab release animation has been synchronized to normal 30 frames, removing Bowser's abusive grab release options.
Captain Falcon
- Many attacks like forward tilt, up tilt, down tilt, neutral aerial, and forward aerial all do slightly more damage. Forward tilt has more knockback and up tilt hits at a lower angle.
- Forward smash angled up and down smash second hit are more powerful.
- Back throw is more powerful.
- Pummel does 3% damage and has an electric effect.
- Falcon Punch has 19% heavy armor.
- Falcon Dive and aerial Raptor Boost do slightly more damage and have more knockback.
- Aerial Raptor Boost no longer sends Captain Falcon into helpless state on hit.
- Falcon Kick is ravamped and now safe on hit.
- Ending lag of Falcon Kick on the ground can be canceled into other special moves.
- Non-down throws have slightly adjusted knockback.
- Grounded Raptor Boost does 2% more damage and shield damage, but less powerful.
- Jab 3 has slightly more knockback.
- Down tilt revamped.
Diddy Kong
- Dash attack links to the final hit better.
- The explosion of Peanut Popgun now damages enemies.
Donkey Kong
- Jab combo links better.
- Forward aerial can be auto-canceled.
- Forward tilt is more powerful.
- Head Butt on aerial enemies hits at a lower angle and always safe on hit.
- Hand Slap does 1% more damage.
- Down tilt has more SDI.
- Cargo down throw has slightly adjusted knockback.
- Dash attack hits at a lower angle.
- Grab release animation was kept at 20 frames.
Falco
- Back throw lasers hit opponents back toward Falco, leading to many tricks.
- Falco Phantasm and Fire Bird ending lag can be canceled into a wall jump.
- Down throw is no longer a chain grab.
Fox
- Fox Illusion ending lag can be canceled into a jump or wall jump in the air.
- Fox Illusion has more knockback and does more shield damage.
- Rapid jab has slightly more knockback.
Ganondorf
- Forward tilt now has super armor.
- Up tilt vacuum now deals 1% up to four times.
- Down tilt always trips enemies.
- Down smash properly links both hits. The second kick deals 2% more damage with higher knockback.
- Forward aerial now autocancels in its late frames, allowing it to be autocanceled in a full hop like in Melee.
- Forward aerial autocancel window is slightly later than in Melee.
- Up throw deals 2% more damage.
- Back throw deals 1% more damage.
- Back throw has less knockback.
- Down throw has less knockback scaling but more base knockback.
- Pummel deals 3% more damage and is now the most damaging pummel (deals 5%).
- Pummel has a darkness effect.
- Warlock Punch has super armor and does significantly more shield damage.
- Aerial Flame Choke deals 2% more damage.
- Dark Dive has super armor while throwing, does 4% more damage, and throws enemies at a spike angle. The uppercut of Dark Dive deals 16% more damage with significantly higher knockback, making it a significantly powerful KO move and extremely risky to edeguard.
- Wizard's Foot is invincible while rushing. The grounded version's initial hitbox deals 3% more damage while the sourspot deals 1% more damage with more knockback. The aerial version's initial hitbox now grounds enemies, and the landing impact has significantly less knockback while its angle is changed to knock enemies forward instead of upward, making it more reliable at follow-ups.
- Grounded Wizard's Foot's initial hitbox as well as all hitboxes of Aerial Wizard's Foot have less knockback.
Ice Climbers
- Smash attacks and aerials are slightly more powerful.
- Dash attack is slightly more powerful and does slightly more shield damage.
- Squall Hammer with both Ice Climbers is invincible.
- Ice Climbers can no longer chaingrab with their throws.
- 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 to do any throw results the partner in doing an up throw.
- Down aerial falls faster with the lead Ice Climber than the partner.
- Down aerial can be auto-canceled and is interruptible.
- Tilt's knockback has been adjusted. Up tilt and down tilt hit at different angles. Down tilt no longer trips.
- Throws for both Climbers do more damage.
- Dash attack and aerials for the partner do more damage and have adjusted knockback.
- Both Ice Climbers' pummel do 2% damage, but it is slightly slower.
Ike
- Neutral aerial has significantly less cool down and can be auto canceled earlier, preventing the risk of a SD.
- Eruption has 19% heavy armor during the charge.
- Counter attack is invincible 2 more frames.
- Quick Draw is significantly faster and no longer sends Ike into helpless state, improving his recovery and preventing Ike from being juggled. In additon, it's more useful as a momentum canceling move.
- Back and forward throw are no longer abusive against walls but more useful near edges and do 1% more damage.
Jigglypuff
- Jab combo links better.
- Aerial game improved. Neutral aerial, back aerial, up aerial all do 1% more damage. Down aerial does more shield damage.
- Up throw, down throw, forward smash, and Pound do 1% more damage.
- Dash attack hits at a lower angle.
- Down smash is a more powerful KO move.
- Rollout's turn around animation can be canceled with a pivot grab. The helpless spinning state can also be canceled after a while, lowering the risk of a SD.
- Sing hits more during its animation.
- Rest does more damage, but has knockback compensation. The move also heals Jigglepuff 10% later in the animation.
- If the attack button is held when activating Rest, Jigglypuff does "Fake Rest," which looks identical to Rest, but can be interrupted at anytime. The move does 1% damage and has little knockback. Healing doesn't apply to Fake Rest.
- Side taunt gives Jigglypuff an item. Half the time it gives a Smoke Ball, and the other half is divided between Mr. Saturn, Springs, Hotheads, Pitfalls, and Freezies. The taunt also ends more quickly.
- Back aerial and down throw have adjusted knockback.
- Down throw has special graphic effects when throwing Peach.
King Dedede
- Jet Hammer rockets King Dedede forward upon use. The fully charged version sends him significantly further.
- Down throw is no longer a chain grab but now an excellent tech chase.
Kirby
- Neutral aerial is more powerful and ends more quickly, preventing the risk of a SD.
- Copy throw does 10% and has more knockback. Swallowing of Copy is invincible.
- Aerial Hammer Swing can grab ledges from the front after the first hit.
- Up throw and aerial Stone do slightly more damage.
- Balanced Brawl changes to neutral specials also apply to Kirby’s Copy version.
- Rapid jab has more SDI.
- Jab 2 has slightly more knockback.
Link
- Jab combo links better.
- Forward tilt, down tilt, forward smash second hit, forward aerial second hit, and grounded Spin Attack are all more powerful KO moves.
- Gale Boomerang does 1% more damage.
- Hero's Bow arrows have much more knockback.
- Aerial spin Attack can be canceled into the tether attack later in the animation, improving his recovery. Link will enter his helpless state if he does not grab the ledge or land on the stage.
Lucario
- Dash attack, forward tilt, down tilt, and all smashes all do 1% more damage.
- Force Palm projectile is more powerful.
- Double Team attack is unblockable.
Lucas
- Jab combo does 12% damage total.
- Up tilt does 1% more damage and has knockback compensation.
- Back aerial and up throw do slightly more damage.
- Down smash is more powerful on later hits.
- Up smash no longer has SDI.
- PK Fire does 12% damage.
- PK Freeze hits more favorably.
- PK Thunder body attack connects multiple hits better.
- Spotdodge recovers 3 frames faster. (Like other “fast” spotdodges.)
- Standing, running, and pivot grab's grab box is 3 frames longer.
- Grab release animation has been synchronized to normal 30 frames, no longer letting Lucas be vulnerable to grab release.
- Down tilt and down aerial slightly revamped.
Luigi
- Fireballs have significantly less cool down.
- Dash attack reliably links all hits. Early hits of dash attack trips and the final hit does more damage.
Mario
- Up smash, down smash, and back throw are all more powerful KO moves.
- Forward aerial meteor is much more powerful.
- Down aerial links to the final hit better.
- Fireballs do 6% damage.
- Super Jump Punch can be canceled into a wall jump, like in Melee, but at any point of the jump.
- Down tilt revamped.
Marth
- Down tilt has more SDI.
- Forward aerial does slightly less damage but 1% shield damage at the base.
Meta Knight
- Dimensional Cape can be canceled with the C-stick at any time, and is stronger.
- The Infinite Dimensional Cape glitch, however, is no longer executable.
- Down Smash is weaker.
- Mach Tornado hits opponents outward and doesn't knock down enemies.
- Shuttle Loop is no longer a real KO move. It does slightly less damage and has less knockback.
Mr. Game and Watch
- Grab release glitch is gone.
- Jab combo links better.
- Down tilt has more SDI.
- The damage of each hit in back aerial has been adjusted.
Ness
- Jab combo links better.
- Forward aerial, back aerial, and dash attack do more shield damage.
- Down throw does 14% damage.
- Forward smash does slightly more damage.
- Up smash and down smash are more reliable.
- PK Fire pillar traps better.
- PK Flash is more powerful.
- Grab release animation has been synchronized to normal 30 frames, no longer letting Ness be vulnerable to grab release.
Olimar
- Pikmin Chain does slightly more damage and has adjusted knockback depending on which color of the pikmin connects.
Peach
- Back aerial and neutral aerial do 1% more damage, with the latter hitting a lower angle.
- Golf club and frying pan in forward smash, forward throw, and Peach Bomber are all more powerful.
- Peach Bomber can be canceled into any other move, air dodge, or double jump.
- Down throw is less of a chain grab.
Pikachu
- Dash attack, forward tilt, and up throw all do 1% more damage.
- Forward aerial and down aerial do more shield damage.
- Forward smash’s distant hit is more powerful and hits at a higher angle.
- The charging of Skull Bash can be canceled by shielding, dodging, or grabbing.
- Forward throw and down throw are no longer chain grabs, but the latter is more useful at high damages.
- Down tilt has more SDI.
Pit
- Jab combo links better.
- Dash attack and down smash are more powerful. Down smash second hit hits at a lower angle.
- Up tilt has less knockback to set up tricks.
- Forward tilt is has slightly more knockback and does 1% more damage.
- Neutral and forward aerial do slightly more damage.
- Grab release glitch is gone.
- Forward throw is no longer a chain grab but now a high damage kill move.
Pokémon Trainer
- Pokémon Change is significantly faster.
Charizard
- Jab combo links better.
- Glide has 7% heavy armor and the attack is a much better kill move.
- Forward aerial's no flinch hit does 2% more damage.
- Forward smash and down smash are more powerful.
- Back aerial does more shield damage with the first hit and is more powerful with the sweetspot.
- Down throw launches at a different angle.
Ivysaur
- Down aerial gives Ivysaur a noticeable momentum boost upward, improving his recovery. The attack also does 6% more damage.
- Back aerial does almost double damage.
- Down smash is more powerful.
- Bullet Seed initial hit no longer has SDI, making it harder to escape.
Squirtle
- Water Gun has significantly more pushback.
- Squirtle is no longer vulnerable to grab release.
R.O.B.
- Down throw has lower knockback, leading to many tricks.
- Forward tilt has adjusted knockback and hits at a different angle.
- Up throw is more powerful.
- Robo Beam fully charged does 10% damage.
- Arm Rotor hits every 9 frames instead of every 10.
- Down tilt has more SDI.
- Forward tilt has adjusted knockback and hits at a different angle.
Samus
- Jab combo links better.
- Down tilt and forward smash are more powerful KO moves.
- Down aerial and dash attack are slightly more powerful.
- Back throw and forward throw are more powerful with the latter launching at a lower angle.
- Charge Shot and Bombs do slightly more damage. Stage 7 of Charge Shot is much more powerful.
- Homing Missiles do 8% damage. Super Missiles have much more knockback.
- Pummel hitbox is bigger, fixing a glitch where it couldn't hit Bowser at times.
- Tether attack does 1% less damage, but has knockback compensation.
- Forward tilt and down smash have adjusted knockback.
- Down throw and up throw have adjusted knockback.
Sheik
- Jab combo links better. Sheik’s jabs also have less ending lag and her rapid jab does more shield damage.
- Dash attack hits more favorably.
- Down tilt is more powerful.
- Down aerial does 1% more damage and hits upward.
- Forward throw launches at a lower angle.
- Needles in Needle Storm each do 4% damage.
- Transform is significantly faster.
- Chain Jacket glitch removed.
- Forward tilt does 2% more damage, but is less of a locking move.
- Forward smash reliable links both hits, but the final hit is slightly less powerful.
Snake
- Down smash is more powerful.
- Grab release glitch is gone.
- Forward tilt does 1% less damage on each hit.
- Jab 3 is much weaker and jab 2 has more knockback.
- Up tilt is a less powerful KO move.
- Down throw does 2% less damage.
Sonic
- Dash attack and up aerial second hit does 1% more damage.
- Down aerial does 2% more damage and works like Mr. Game and Watch's Key. It can be slowfalled and air controlled.
- Neutral aerial is more powerful and safe on hit.
- Up smash is more reliable.
- Down throw launches at a lower angle.
- Sonic's spring in Spring Jump spikes enemies down and does 1% more damage.
- Grab release glitch is gone.
- Down tilt revamped
Toon Link
- Jab combo links better.
- Forward smash and down smash reliably connects both hits.
- Grounded Spin Attack does more damage and has less SDI.
Wario
- Wario is no longer vulnerable to aerial grab release.
- Forward smash and up aerial do slightly less damage.
- Down throw is no longer a chain grab.
- Pummel makes coins appear, as well as the SFX.
Wolf
- Jab combo links better.
- Forward tilt is more powerful.
- Neutral aerial does slightly more damage and now safe on hit.
- Back throw and forward throw do slightly more damage.
- Fire Wolf connects multiple hits better and does more damage. The move can also be canceled into a wall jump.
- Wolf Flash aerial ending can be canceled into a jump or wall jump, improving his recovery.
Yoshi
- Dash attack and Egg Lay do slightly more damage.
- Tilts do 1% more damage and have knockback compensation.
- Aerials do more shield damage.
- Down smash is significantly more powerful.
- Grab game is better. Pummel does 3% damage and up throw and down throw do 3% damage.
- Stars in Yoshi Bomb do 7% damage and have slightly more knockback.
- Egg Roll has 7% heavy armor and transcendent priority. In addition, it no longer sends Yoshi into helpless state, making Egg Roll much more useful for a momentum canceling move.
- Yoshi can no longer chain grab with grab release.
Zelda
- Jab combo hits more favorably and imparts a flower on enemies.
- Forward tilt ends quicker and can lead to many tricks.
- Up tilt hits a higher angle.
- Forward smash is more powerful and has less SDI.
- Down smash is slightly more powerful, especially the second hit.
- Neutral aerial does more damage.
- Back throw is a KO move.
- Farore's Wind reappereance is invincible.
- Nayru's Love lets Zelda move forward and backward, improving her approach. Normal attacks and grabs can also be used earlier.
- Din's Fire no longer sends Zelda into helpless state.
- Transform is significantly faster.
- Farore's Wind and Nayru's Love revamped.
- Down tilt slightly revamped.
Zero Suit Samus
- Jab combo links better.
- Down tilt does 2% more damage.
- Forward smash is more powerful.
- Paralyzer does 1% more damage.
- Emerge from armor ends quicker.
- Forward throw does more damage.
- Forward throw is no longer a chain throw.
- Down smash no longer loops with itself against fastfallers.