flieskiller
Smash Journeyman
- Joined
- Jan 3, 2013
- Messages
- 426
Based on a code made by Dan Salvato.
P1 Yoshi % = number of frames in parry (1.02) [flieskiller]
C22FCCAC 00000012
889F0000 2C040000
4082007C 3CA08045
60A53080 8805000C
5400103A 7CA50214
80A500B0 80C50064
80A50070 3E208000
62315094 89F10000
2C050159 40820024
2C0F0000 4082000C
3A400001 9A510000
8A510001 3A520001
9A510001 48000028
2C0F0001 40820020
8A510001 3E008045
621030E0 B2500000
3A400000 9A510000
9A510001 5460063E
60000000 00000000
This code shows how many frames Yoshi has parried before doing a jump cancel. This help building a muscle memory for controlling how many frames the player wants in the parry state, like blocking on 1 frame for a fast but known hit, or 5 frames for the longest parry against an incoming attack. If the number of frames is 6, the player has entered the shield animation, thus missing the jump cancel.
This only work with Yoshi as player 1!
Intended as practice only.
P1 Yoshi % = number of frames in parry (1.02) [flieskiller]
C22FCCAC 00000012
889F0000 2C040000
4082007C 3CA08045
60A53080 8805000C
5400103A 7CA50214
80A500B0 80C50064
80A50070 3E208000
62315094 89F10000
2C050159 40820024
2C0F0000 4082000C
3A400001 9A510000
8A510001 3A520001
9A510001 48000028
2C0F0001 40820020
8A510001 3E008045
621030E0 B2500000
3A400000 9A510000
9A510001 5460063E
60000000 00000000
This code shows how many frames Yoshi has parried before doing a jump cancel. This help building a muscle memory for controlling how many frames the player wants in the parry state, like blocking on 1 frame for a fast but known hit, or 5 frames for the longest parry against an incoming attack. If the number of frames is 6, the player has entered the shield animation, thus missing the jump cancel.
This only work with Yoshi as player 1!
Intended as practice only.
Last edited: