Budget Player Cadet_
Smash Hero

It's finally here.
The final 2.# series Brawl-.
Brawl- 2.X is FINALLY HERE.
What have we brought to the table?
Plenty of balance changes. Samus is no longer incredibly overpowering. Game and Watch no longer dies to a light wind. Luigi is finally at a point where we can honestly say he's fun to play against. The cast has come a very long way from the matchup defining gimmicks that onced defined the entire game.
The biggest balance change however has to be something we're incredibly proud of, an idea pitched by the legendary Kirk, Bowzangief, who you've all seen from our blogpost. No longer will you simply either beat Bowser or lose to him. Better learn to tech, though.
There are plenty of smaller changes you may not notice at first. Multi-jump characters who were not originally multi-jump characters now have the same fail-safe that the original ones had, where you cannot simply buffer and waste all your jumps. Toon Link has a small trick that allows him to grab while holding his bombs. Peach's NAir now eats shields for breakfast. THUNDER IS RED. Moves make an awesome clanking SFX when they, well, clank. We've taken care to add plenty of small things to this release, in addition to the larger things.
Now, there are obviously changes you will notice immediately. Mario has several fantastic new tools, Bowser has been gone over, and Olimar is just... well Olimar. Ganondorf is also an airplane now.
It's been a lot of work but here it is. This is most likely the final non-patch release for a long while. Will Brawl- be recognizable when it resurfaces? No way to know.
[collapse=Rough Changelist][Collapse=Mario]
fludd is always charged
Fludd now sends at a 180 degree angle and is cancel-able into shield or A attacks. (aka giant magnet gun)
dair is cancelable into footstool or aerials
metal cap timer can no longer be refreshed while metal, you must become normal in order to put it back on. [/collapse]
[collapse=Luigi]
up-b damage reduction 25%>20% on sweet spot, 17% > 10% on sour spot.
run speed decreased
aerial mobility decreased
hold B for stronger fireball removed.
down-b now cancelable earlier[/collapse]
[collapse=Peach]
can grab the ledge backwards during the beginning of Up-b
First jump is higher
second jump is higher
Nair's landing lag reduced from 11> 2
Nair now has considerable shield damage
Nair sends opponent at a low angle now
soft nair sends at an even lower angle
Nair knockback growth slightly increased
up-air given some base knock back so it can kill around 150% as opposed to 170 like last build. still combos well
d-smash has shield damage now
[/collapse]
[collapse=Bowser]
Fully new build.
Attributes.
Air speed raised
Weight raised
Model Size up slightly
Universal 10% super armor removed.
Meteor Cancel frame 25->15
Attacks
Dash attack has full super armor, and sends bowser flying forwards. Great punish, really good against landings, but quite punishable on block.
Dsmash startup sped up considerably
Usmash startup sped up
Fsmash has full super armor during startup and charge. If only partially charged, it has 10% armor until the hitbox comes out; if fully charged, it has super armor and ignores shields. Massive shield damage. Charging has a windbox which pushes the opponent into range
Nair has very fast IASA
Fair damage up, knockback up, range up
Bair knockback and damage consistent with Brawl- canon; has 15% heavy armor for large portions of it
Dair knockback, damage, and landing lag consistent with Brawl- canon; has 20% heavy armor for large portions of it.
Uair has 15% heavy armor for large portions, landing lag reduced heavily.
Grabs have invincibility on startup
By pressing B within the first few frames of a grab, it cancels into a pivot grab (allowing pivot grabs out of shield and other locations where you normally could not)
Dthrow leads into a tech chase
Fthrow damage and power up
Firebreath has super armor on startup after frame 5
Hold the A button down during firebreath to initiate the Running Bear Grab. This move has full super armor until it ends, and walks forward until it hits an opponent or you release the A button. Grabbing the opponent results in an alternate grab state with alternate grabs:
Dthrow, "Discus Toss", is a downwards tech chase slam that does high damage.
Fthrow is the sideB flying slam
Bthrow is a high-power horizontal kill throw
Uthrow is a jumping piledriver with high damage and kill power.
SideB has alternate throws:
- Holding A during the startup of the grounded sideB transforms it into the discus toss
- Holding A during the apex of an aerial sideB transforms it into a diving piledriver that grounds the opponent.
Grounded downB startup can be canceled into aerials or jump
Holding the B button during downB's fall cuts its fall speed in half. If it lands while holding the B button, its landing lag is cut in half as well.
UpB height raised
Specialfall landing lag autocancels[/collapse]
[collapse=Yoshi]
first double jump can not be cancelled into his second double jump until 10 frames have passed ( no more "oh ****, JUMP JUMP JUMP JUMP!" off stage and burning both jumps at once)[/collapse]
[collapse=Link]
"finishing blow" added. hold forward plus A+B to do the finishing blow from skyward sword. *only hits grounded opponents*[/collapse]
[collapse=Sheik]
dash attack reverted to 1.6 dash attack[/collapse]
[collapse=Toon Link]
Side taunt is now cancelable into grab for the first 8 frames. Used to circumvent not being able grab while holding a bomb.[/collapse]
[collapse=ROB]
Bair angle nerfed[/collapse]
[collapse=Samus]
zair returned to vbrawl status, no longer infinite combo potential.
missiles no longer auto combo into themselves, send at a downward angle to edge guard.
Ice explosion after strong missile contact removed[/collapse]
[collapse=Olimar]
Olimar 2.X
Over the course of Brawl Minus, Olimar has seen many drafts. Small, buffed Pikmin, solo, and now meet the latest edition:
Lazy.
That's right. Your Pikmin will stay right where you put them. They won't follow you. You can call them back, but they'll all just stand right there.
So, what's the point of this? Well, you essentially have massive stage control. When Olimar command them to throw, smash, or grab, they'll do it from where they're standing, and in some cases, floating. They'll still port back to Olimar's hands for aerials and tethers.
As well, we've given most of them neat effects.
The Yellow's forward and upward smash attacks will Paralyze their targets.
A sourspot downward aerial from a Blue will trip the opponent.
A sweetspot downward aerial from a Purple will impale the opponent into the ground.
White attacks will put a flower on the opponent's head, poisonous through and through.
Fsmash and Usmash also have greatly increased reach.
Olimar has one other trick that serves as a glitch preventer: When he grabs, all but one of his Pikmin disappear. Another known glitch involves his pivot grab: it currently does not work
Solimar (or Nolimar if you prefer that) is still intact, and has a couple tweaks listed below.
[/collapse]
[collapse=Nolimar]reduced invincibilty on side-b
reduced hitbox on side-b[/collapse]
[collapse=Fox]
d-tilt has increased range!
reduced damage on d-tilt
fixed a hit box on fair that killed characters at 50%[/collapse]
[collapse=Falco]
first double jump can not be cancelled into his second double jump until some frames have passed ( no more "oh ****, JUMP JUMP JUMP JUMP!" off stage and burning both jumps at once)[/collapse]
[collapse=Wolf]
Meteor Cancel made slightly less stupid (frame 60->25).[/collapse]
[collapse=Squirtle]
d-tilt damage reduced from 17 > 11
d-tilt cool down increased by 2 frames. 12 frames > 14
upair landing lag reduced 14 frames > 10?, 11?[/collapse]
[collapse=Ivysaur]
Ivycopter is now cancelable into air dodge[/collapse]
[collapse=Ness]
Yo-yos are now able to kill[/collapse]
[collapse=Marth]
F-smash is now SDIable[/collapse]
[collapse=Ike]No longer has super hitlaggy counter, instead counter when you have a fully charged Eruption stuns, screams, "You'll have no sympathy from me", and is cancelable into eruption. [/collapse]
[collapse=G&W]
weight increased from 60>75[/collapse]
[collapse=Snake]
cypher spikes characters
side-b + A spawns grenades. hold in front of snake to spawn grenade far away, up to spawn 1 in the air, no where to spawn it a dash attack away, down to spawn one at your feet. If you are holding an item, it teleports the item instead of a fresh grenade.
can move while taunting.[/collapse]
[collapse=Codes]
Jab locks reinstated.
Clank SFX added.
Level freezer code removed (due to glitches), replaced with stage file fixes.[/collapse]
[collapse=Known Bugs]
-If Olimar gets interrupted mid-grab, he goes into a T-pose. We have a fix in place that makes this merely annoying (olimar will roll backwards if this happens), but it's still not ideal.
-Olimar's pivot grab stopped working for some reason. There is a fix in place that alllows him to do it, but once again, it's not ideal.
-Grab releases cause the game to crash on certain USB loader configurations. So far, we have no recorded issues as such when using the most recent version of Configurable USB Loader; as such, we recommend using it.
[/collapse][/collapse]
Download full 2.X plus all patches: http://www.mediafire.com/?5vgemc6km1qb68z
(Only if you downloaded the full package before 3.27)
Download 2.X Patch Levels 1-3: http://www.mediafire.com/?0osw4py3zj7cu81
Patch notes:
– Only edited files included. Full 2.X PL3 upload coming eventually.
– Changes:
–– Kirby Hats tweaked (most notably the mario hat, which did nothing and now acts like Mario's air double fireball should)
–– Olimar Purple damage+knockback nerfed (it was killing marth around 60 with a very fast move; that's very not okay)
–– Olimar yellow stun + damage nerfed (explanation)
–– Yoshi now can DJC by pressing Z before the aerial
–– Yoshi Double Jump buffer fixed; yoshi cannot jump out of an air jump for the first 25 frames unless you press down first
[collapse=Patch Level 3:]Sheik
Tag display fixed.
Pikachu
Shooting Quick Attack into the ground puts Pikachu into a tripped state, where he can immediately roll forward/backward, getup attack, or stand.
Quick Attack cancels into Footstools to compensate.
Yoshi
Hip Drop Aerials out of a Double Jump no longer halt momentum
G&W
side throws send at a much lower fangle
up-throw doesn't send them as far, can combo into aerials
Fox
Respawns properly!!!!!!!
ROB
Respawns properly!!!!!!!
Has movement graphics on crawl.
Put rumble from WalkSlow on Crawl.
Uses Link's AI (in main MotionEtc)
Donkey Kong
Uses Wolf's AI (in main MotionEtc)
Ike
Uses Wario's AI (in main MotionEtc)
Dedede
Uses Marth's AI (in main MotionEtc)
Snake
fTilt angled broken pointer fixed
nAir autocancels 3 frames before last hitbox instead of not at all
Peach
Turnips have separate damages
Wolf
Hitlag 1 -> 1.5 on FAir, UAir, BAir
Hitlag set to 4 on angled FSmash
SDI multiplier set to 5 on angled FSmash
Pikachu
aerial jolt jc delayed 20 frames
grounded jolt "ground" cancel removed
BAir momentum -2 -> -1.8
USmash damage 18 -> 16
Lucario
DTilt momentum moved to coincide with hitbox
Ness
SDI on PK Fire hitboxes
0 -> 0.5
0.5 -> 1
Bowser
Opponents follow Bowser's hand during Klaw moves.
Fox/Falco
Removed Gun GFX
Luigi
Up+B Sourspot 10% > 12%
Kirby
DK Hat - Added Same Momentum DK has
Yoshi
DJC Zair refined (Yoshi only has a 3-frame window to cancel it.)[/collapse]
PL2 changes: new entry animations, actually including the right damn files.
Special thanks to Thunda-Moo, Supreme Dirt, MASTERLINKX, Glitch, Kirk (obv), Xyless, and Ripple for providing most of the support, coding, and QA in the period leading up to the release, and ASF1nk for providing the sexy strap loader.
Have fun!