|Current Version: 7.0.3 Shining Gold - News - About - What is Buffer? - Install Guide - Changelist - Downloads - Chat - Videos - Forum|
Character Specific Physics Alterations: Every character has had its Short Hop height, Full Hop height, Double Jump height, Fast Fall speed, Downwards Gravity, and Full Gravity optimized to best fit their playstyles.
Momentum Capture: This code allows your character to keep his or her momentum from a run whenever they jump. Basically running jumps should actually make your character jump farther. This is most noticeable with Captain Falcon.
Hitbox Modifications: Many characters hitbox properties have been examined and altered. Properties such as the Damage, Base Knockback, Knockback Growth, Attack Type (i.e. electric, fire), Launch Angle, Sound Effects, and Size have been altered to optimize and balance gameplay.
Frame Speed Animation Modifications: The speed in which certain animations occur were also altered to optimize gameplay and balance characters. Examples of these adjustments range from Aerial Landing Lag for most characters has been cut by 50% to making Metaknight’s Tornado come out slower.
Conditional Action Modifier: Certain actions have been replaced under certain circumstances. For example, Lucario’s upB does not go into special fall.
Gameplay Settings Changes:
Hitstun: This code adds more hitstun to generic Brawl. Hitstun is the action state your character enters after being hit by your opponent. During this state, you cannot perform any action other than DI and teching. By adding more hitstun, Brawl+ encourages short combos and strings and requires players to have a greater focus on proper DI to escape most combos.
Shieldstun: After shielding an attack the time before you can counterattack is known as shieldstun. This code adds more shieldstun to Brawl+.
Buffer=Handicap and Ignore Handicap: Buffer allows you to enter commands before you are actually able to perform them in a certain frame window. Classic Brawl enforces a 10 frame buffer and since Brawl moves at 60 frames/sec, that means you could input moves 1/6th of second early and the move would still go off. The most famous buffer incident is when you play as Ike and use his jab, but you get shielded off the side of the stage and do a neutral air to your death.
Brawl+ allows you to customize your own personal buffer! Some people may prefer a smaller buffer to allow for tighter control while others like the leeway in timing a higher buffer gives. This personalized sensitivity setting is installed through replacement of the traditional handicap feature. If you set your handicap to 100% in Brawl+, you are playing at 100% Classic Brawl Buffer. If you set it to 10%, you are now at 10% classic Brawl buffer or 1 frame buffer window.
Dash Dancing: This code increases the window to allow more characters to dash dance more effectively.
Shield During Dash Dance: This code allows you to shield during your initial dash, which is the time you are allowed to dash dance in Brawl+.
Dash Cancel: This code allows you to press down on the control stick to cancel your dash at any time with a crouch. This is a buff to the approach game allowing for more varied approach options.
No Autosweetspot Ledges: Brawl+ has removed the ability to grab the ledges while traveling upwards with your characters Up-B. You can only grab onto a ledge after you have reached the apex of your Up-B or while your character is traveling downwards. Removal of the auto-sweetspot feature emphasizes the edge-guarding game requiring more skill in the hands of both players to actively partake in both edge-guarding and recovering.
Lagless Ledges: In Brawl, when you grabbed the ledge, you cannot enact for a certain amount of frames. It hurt ledgehopping to some extent or even defending yourself on the ledge. As a result, this was fixed and thus, now you can grab the ledge and let go immediately.
Ledge Invincibility Duration: When the lagless ledges code was made, it was made so that it basically sped up the ledge animation when you grabbed it, which allowed you to let go of it immediately. This cut the invincibility frames by some large amount, this code fixes it so that the invincibility is still less than Brawl’s invincibility but, more than what Brawl+ had for months.
Hitlag Modifier: Any time an attack connected in original Brawl there was a moment where the characters would freeze, known as hitlag especially noticeable with moves such as Falcons Knee. Brawl+ cuts that time in half to not only speed up the game, but also make Directional Influence harder allowing for lower percentage kills. Electric moves still had too much hitlag with the code, so another code was implemented to lower this to a suitable level.
Tech Window: Original Brawl had a system where your character could not roll as soon as they hit the ground unless they were a certain distance away from the ground. Due to Brawl+s increased hitstun, teching has since become much more important to escape combos and ground game follow ups. To perform a tech, hit shield moments before hitting the ground while you are tumbling. You can also choose a direction to tech by holding the control stick a direction when you hit the shield button. This code also allows for footstools to be teched.
Grab Releases: Grab releases have been for the most part fixed in that you can no longer do grab release combos on Wario, Ness, and Lucas. That means that characters have lost their grab release chain grabs as well, such as Yoshi’s and Captain Falcon’s chain grabs on Meta Knight.
Dash Speed: Dash Speed has been increased for everyone equally. So, everyone is faster when they run. The original speed was much too slow, so it was sped up for the offensive style Brawl+ needs. The current setting for dash speed is at 1.17.
No Stale Moves: Stale Moves was removed. Why? Because it was too powerful at what it was set to. When it was tried to be toned down, it wasn’t enough at any of the values that were tried (those being 3/4, 1/2, and 1/4). Plus, stale moves causes moves such as Fox’s Utilt to be way too potent and could usually get people up to 50% in a matter of seconds with 1 move. It also limited characters in their potential such as Sonic which as you know could barely ever kill because of stale moves.
Scar Jumping: Scar Jumping is basically a technique in Melee that allowed you to wall jump from the same wall more than once. This is brought back in Brawl+ to make wall jumping a little better since it is rarely ever used.
No Fastfalls on C-Stick: Basically, in Brawl, whenever you are in the air or doing a short hop and you pressed down on the C-Stick to do a Dair, your Dair would be fastfalled regardless of if you just tapped the C-Stick or not. This is removed to make meteoring safer for the new fastfalling speeds and to make it so when you are defending yourself with Dairs from the C-Stick when falling down you don’t fastfall it out of your control.
No Tripping: The game has no random tripping during dashes. Trips from moves such as banana’s are still preserved.
Level Freezer: The level freezer code removes the hazards from Pokemon Stadium 2 and Wario Ware as well as freezing Spear Pillar so that no Legendary Pokemon Spawn. It also loads Rumble Falls as the Wifi waiting room, but only in VS mode.
Death Boundary Modifier: Several levels such as Warioware have had their death boundaries adjusted to compensate for the greater probability of a horizontal KO due to higher gravity.
Rumble Falls is the Online Waiting Room: When picking Rumble Falls in offline VS. mode only, it will be replaced with the Online waiting room stage.
Cosmetic Adjustments and Enhancements:
Custom Character Select Screen: Brawl+ Features its own CSS with wild type pokemon, PKMN Trainer, Zero Suit Samus, and more:
Texture hacking support: A texture hacking code is built-in which enables users to put custom textures into brawl. This has been used for competitive regulation to replace ambiguous team colors for lucario, PT, and more.
Default Settings Mod: This code sets up VS MODE to always load with the tournament default settings. That means 4 stock, 8 minute time limit, with team attack set to ON.
Colored Shields: A code that changes the inner color of all characters’ shields to have a more aesthetically interesting tint with black outlines, while still retaining the colors needed to differentiate from player to player (blue for P1, red for P2, etc.)