Brawl-

From SmashWiki, the Super Smash Bros. wiki
Revision as of 00:41, October 22, 2010 by Omega Tyrant (talk | contribs) (→‎Character Changes: Added significant information, though I have not really donemuch testing for Brawl -, and as you can see, some characters I haven't tried that much.)
Jump to navigationJump to search
File:Brawlminus.png
Brawl-: Break the Limits

Brawl- is a Brawl mod, like Brawl+, that tries to make the game feel over-the-top while also staying balanced.

Features

  • No random Prat Falling. Moves that trip the opponent such as bananas will still trip.
  • Dash cancel. Crouch to cancel a dash.
  • 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.
  • Window of time for dash-dancing lengthened, enabling more Melee-like DDing.
  • Ability to shield during dash-dancing.
  • No Stale-Move Negation.
  • Lag-less edges - characters can now drop from or climb onto ledges immediately after grabbing them
  • 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.

Gameplay Tweaks

  • Increased shield stun (duration stuck in shield while being attacked).
  • Increased Flinch duration.
  • Every character changed, ranging from subtle changes to radically recreated characters.

Character Changes

An icon for denoting incomplete things.
  • Bowser
    • Has heavy armor added to all animations, to where he'll ignore all knockback and flinching from any move that deals less than 10%.
    • Whirling Fortress has significantly increased vertical height when used for recovery.
    • 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.
    • D-tilt moves Bowser forward when used.
    • Dash attack propels Bowser further.
    • Bair is now a semi-spike, similar to how it was in Melee, but with significantly less ending lag.
  • Captain Falcon
    • Dashing and air speed have been improved further, short hop height has been decreased.
    • Falcon Punch has much more hitboxes 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. 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 also 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 well cause the next Falcon Punch he uses to be instantaneous in start-up.
  • Donkey Kong
    • Pulls Barrels if Down Special is held instead of pressed.
    • Giant Punch charges faster when Donkey Kong is airborne, and it no longer leaves him helpless if used when airborne.
    • Forward smash produces a wind effect.
    • Down Smash now produces a small earthquake hitbox when Donkey Kong's fists hit the ground.
    • Dash attack propels Donkey Kong further.
  • Falco
    • The height of his midair jump has been decreased, but has been given two additional midair jumps.
    • Reflector now meteor smashes opponents and has additional graphics.
    • Fire Bird's fire radius and hitboxes have been increased significantly in size.
    • Forward smash produces a wind effect.
  • Fox
    • If a direction is held on the Control Stick/C-Stick/D-Pad while air dodging, the air dodge physics become like those in Melee. This allows Fox to wavedash and perform his shine combos.
    • Dashing speed has been improved further.
    • Grounded Reflector can be cancelled via jump, similar to how it could be in Melee.
    • Fox Illusion can be interrupted by anything other than another Fox Illusion.
    • "Come on!" SFX added to a landed uair.
  • Ganondorf
    • A general dramatic increase in the power and speed of his attacks.
    • Ganondorf is heavier (now approximately as heavy as Snake).
    • 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 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.
  • Ike
    • A general dramatic increase in the speed of his attacks, both start-up and ending lag wise.
    • Quickdraw can be interrupted and used multiple times.
    • Eruption can be charged and saved for later use, accompany by the "Prepare yourself!" SFX when it can be stored.
    • 1/25 chance of a successful 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
    • The range of Sing has been greatly increased.
    • Rollout can be 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
    • 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 Dees and Waddle Doos have gained hitboxes on their walking animation, making them far more useful.
    • The vacuum in Inhale does damage, and can get his opponent stuck in shield unless the opponent Smash DIs away.
    • 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.
    • Pummel speed has been dramatically increased.
    • 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.
  • Link
    • 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.
    • Spin Attack gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities.
    • Bombs have much more knockback, giving them KOing capability.
  • Lucario
    • Air speed has been improved.
    • All aerials except dair are much faster in start-up and ending lag.
    • 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
    • Tilts and aerials are generally much faster.
  • Luigi
    • Dashing speed dramatically increased while traction is decreased.
    • 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.
    • Green Missle always results in a misfire when used.
    • Super Jump Punch's sourpot is much stronger and produces fire damage, being about half as strong as a sweetspotted Super Jump Punch.
    • Fair now sends opponents on a semi-spike trajectory.
    • The meteor smash hitbox of the dair now covers more of Luigi's body, making it much easier to meteor smash with.
  • Mario
    • Start-up and ending lag on his 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
    • The tipper for his attacks is generally stronger.
  • Meta Knight
    • No longer becomes helpless when any special is completed.
    • Up smash now consists of only the last strike.
  • Mr. Game & Watch
    • All 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
    • Ness no longer becomes helpless if the projectile from PK Thunder fails to hit Ness.
  • Olimar
    • Size massively decreased (though Pikmin remain the same size)..
    • Can infinitely pluck Pikmin, though only the newest six remain. Can also pluck Pikmin in the air.
  • 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
    • Skull Bash is stronger with an electrical effect upon impact.
    • 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
    • "The fight is on!" SFX played during entry.
  • Pokémon Trainer
    • Does not switch Pokémon after death unless the Shield button is held as the Pokémon is being KO'd.
    • Stamina has also been removed.
  • 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
    • Charge Shot is dramatically stronger, being able to KO well under 100%.
    • 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
    • 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
    • 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
    • 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.
    • 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
    • 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.
    • 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
    • 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
    • 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
    • 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
    • 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 here.