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Recent content by BurningCrusader777

  1. BurningCrusader777

    Blog of the Week: Of Time

    Let's not forget that the macroscopic and the submicroscopic worlds are not necessarily bound by the same set of laws. Quantum mechanics are a very strange ruleset. Also, I'm pretty sure that this is still all theory and conjecture, but entering the 4th dimension allows a being to bridge time...
  2. BurningCrusader777

    The Bone Collaboration: Effectively Completed by RocketPSIence!

    35 : Link's left nostril ... Really? There's a bone... for his nostril...?
  3. BurningCrusader777

    Brawl 64 - Back to the Basics - Announcement about the title screen

    Couldn't you just replace pummeling with a forward throw? It was like that in 64 IIRC.
  4. BurningCrusader777

    Doesn't Charizard have more grab range than King Dedede?

    Yo Charizard, I'm really happy for you and I'm going to let you finish, but King DeDeDe has the best non-tether grab range of all time! /shameless meme post
  5. BurningCrusader777

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    I'm going to assume you want a store-able charge like his current nB, so... Pseudo code tiem: Set the frame speed modifier if needed. Then, set a variable to increase by one on every frame, using a loop. Somewhere in the same sub-action, place a If button pressed = 1 (I think that's B)...
  6. BurningCrusader777

    What are the most unbalanced match-ups?

    Sheik v Ganondorf Pikachu v Fox D3 v (standing infinite candidates) Are all near impossible for the latter character to win, I believe.
  7. BurningCrusader777

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    Could you post a screencap or transcribed code? It's tough to help without seeing your lines of coding lol :laugh: Flags shouldn't have any affect on the ability to hit, other than setting priority. I suppose that certain elemental flags may affect certain matchups (vs. Ivysaur, Squirtle, and...
  8. BurningCrusader777

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    Change that asynchronous timer before the special offensive collisions into a synchronous timer. The way you have it set up now, the game produces the hitboxes on frame 1 of the animation, but it's already passed that frame, thus no hitbox.
  9. BurningCrusader777

    Brawl 64 - Back to the Basics - Announcement about the title screen

    3 year hitstun get! I can't wait for this, personally. Should be a really interesting hack.
  10. BurningCrusader777

    How to make brawl like melee without hacking!

    A core problem still resides within this though: that you can airdodge through hitstun.
  11. BurningCrusader777

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    I suppose you could use the momentum modifier (0E080400 IIRC), but I'm not sure how that would jive with his animation and hitboxes as far as timing and positioning go.
  12. BurningCrusader777

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    Gah, so he has to have his FS activated? How limiting...
  13. BurningCrusader777

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    Just re-posting.
  14. BurningCrusader777

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    That, I don't know. I'm pretty sure there's something within PSA for it, but it could just be my memory playing tricks on me. While I'm here, question: Are there any specific circumstances needed to access External Graphic Effects under file #FD? I'm trying to use the flame wave graphic from...
  15. BurningCrusader777

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    I think certain variable types (LA-Bit variables and LA-Float variables, IIRC) keep their value until forced to change. So when you execute your attack, you'd use an if block to determine the effects of the move, and then after the end of the if block, set the particular variable you used to...
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