So me and my friend had an idea with Stamina mode today, so we gave it a shot and played a few rounds in our new format and were pleasantly surprised to stumble onto this great new way of playing the game. So without further introduction, let me introduce to you:
HOW TO TURN BRAWL INTO A TRADITIONAL FIGHTING GAME***
First you’re going to need a custom level. Go to the level editor and pick the largest field size possible. Then, maximize the block size. Starting at the top in the middle, place 5 of the spike rows. Then switch to the square building blocks and place one on each side of the spike blocks, then place 4 more below each of those. Once that’s done, fill in the middle with more normal building blocks at the very bottom, you should have room for three.
Basically you want it to be 4 blocks tall by 5 blocks wide, and you’ll have a fighting area of 2x3. This is going by the BIGGEST SIZE POSSIBLE ON THE BLOCKS.
Ok now that that’s done, go to special brawl and set the match type to stamina. Pick your characters and set their HP to 300. Most standard brawl matches are 3 lives and usually, most lives end around 100%, so 300 HP = 3 lives about. Pick your custom map and when the match starts, you’ll be inside the arena ready to fight.
This room is ABOUT the normal dimensions of a standard fighting game screen, it’s small enough that the person can’t run away all day, but also big enough to give you some room to work with. We were trying to recreate a normal fighting game screen so this should be perfect.
Another thing of note about this mode is that knock back is not increased with damage. Combos are always possible. This makes the game a lot more fun, but this also means that low % infinites will always work here, so in order to make things fair, you must ban certain things. Here’s a rule list for “fair play” to keep from breaking the game:
*- No Chain Grab infinites. If you do your initial grab for the chain grab, you may only follow it up with a different grab. For example with dedede, you can only do down throw into up, left, or right throw. For Ice Climbers, you may only do 1 of each throw in a combo, IE: forward throw into down throw into up throw or whatever.
- No laser / jab locking.
- No inescapable attack infinites.
- If the person can DI out of your infinite or tech, it’s legal, IE neutral A against a wall with a lot of characters. *
This version requires NO RULES. The level design is different, as it requires a pit at the end to disrupt chain grabs and laser locks, but, that also adds to the fun of it. I’ve made 2 versions of the level, one with a spring at the end and one with spikes at the end. I think the spikes make it more intense and rewards corner pressure better, as the springs allow for an easy escape from the corner, but you can still do some fun stuff with the springs.
There is a problem with this version, being that Lucario has an EXTREMELY long chain grab which is virtually an infinite on the heavy characters. This can be counteracted by setting the damage ratio to 1.2, but it also takes away from the combo-ness. It’s yet to be decided if 1.2 damage ratio would be the standard format for this.
I’m not sure which is which, but the 3 stages are the Version 1 level, and the Version 2 levels with spikes and with springs.
Until I get some replays uploaded to youtube, if you’d like to transfer these replay files to your game and watch them, feel free.
So far that’s about it. Now go give it a whirl, it’s extremely fun and fast paced since combos are always possible, and it really makes smash feel like an actual fighter.
Lemme know what you guys think.