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Recent content by jjhoho

  1. J

    Completed Kirbys Taunt Without Ability Gives Random Ability v1.1

    Hey, sorry to reply to an older thread, but does this mean it would be possible to create a mod that allows you to load in as a specific hatted Kirby from CSS? something like the shiek/zelda CSS toggle but for Kirby hats, either via selecting a specific character + a toggle or via a single...
  2. J

    Completed Player % = Time Spent in CliffWait

    :D this is excellent, looks like it's time to Git Gud
  3. J

    Swapping Fox & Falco's Up-B

    hmm, can you take a screenshot of your fox character specific values page? or any other pages you edited. you could also have gecko codes that aren't supposed to be enabled enabled, or honestly a host of other issues. I always keep a backup iso/make changes to a copy of my current iso to check...
  4. J

    Can someone help me with Achilles' Projectile thing?

    I think that's due to having item scaling set to 0, try changing it to 1?
  5. J

    Request Mewtwo's Confusion

    I would imagine that modifies data in PlMt.dat, but again, could be wrong
  6. J

    Request Mewtwo's Confusion

    I actually don't know tbh, I just did it from the memory offset :P i thiiiiiink it should modify a common actionstate (mewtwothrown) and therefore be in start.dol? but i'm not an expert
  7. J

    Request Mewtwo's Confusion

    huh curious, i wonder what could be conflicting in your edited iso
  8. J

    Request Mewtwo's Confusion

    that's really odd! any gecko codes or anything enabled in dolphin? edit: oh whoops, I meant for that to be what I pasted into the post... the one I posted was still injection code
  9. J

    Request Mewtwo's Confusion

    Aha I think I've figured it out, give me a sec to test before I rush to post it this time but I'm pretty sure I found the root of the issue (spoiler: it's that i'm a fool :p ) alright, here it is: I believe the issue was I was writing it as an injection mod instead of a static overwrite while...
  10. J

    Request Mewtwo's Confusion

    agh, what madness is this? also you're correct, not all (any?) throws skip frame 1 of damagefly, I was mistaken. Bowser's forward side b throw has a hitbox, which was causing the hitlag. Backwards ends normally. what build of MCM are you using?
  11. J

    Request Mewtwo's Confusion

    just played around with it, you're right, changing 4D 00 00 02 to happen on frame 29 is much less ugly (although the hitlag still happens). Looking into that, what appears to be causing it is that throws (as well as falcon and ganon's up-b) seem to skip frame 1 of damagefly, thus skipping...
  12. J

    Request Mewtwo's Confusion

    Yeah it does, although the vanilla throw data doesn't knock down until rly high percentage (it's 50 bkb 16 kbg 10 DMG at 280 degrees), which is probably the funk. Also the hitlag, throws with hitlag look wholly unnatural :p Damn, I swore my syntax was wrong but i got the codes to work on my MCM...
  13. J

    SD Remix - 3.3 Full with Slippi Rollback Released!

    same as @UnclePunch above, reposting from the mewtwo confusion thread for visibility (also thanks a ton to him btw idk why i even put my name in these square brackets he did like 99.9% of everything) here's a couple gfys showing it off. The first is vanilla, just to show it's properties. The...
  14. J

    Request Mewtwo's Confusion

    here's a couple gfys showing it off. The first is vanilla, just to show it's properties. The second is of it's bizarre hitlag (it's modded, but that doesn't rly matter) here's the code :D
  15. J

    Request Mewtwo's Confusion

    I worked on this, @UnclePunch showed me where to look in the memory for the function, and what was responsible for sending the opponent into damage fall, and disabling that line results in the throw working properly :D albeit with hitlag for some weird reason, but hey As for the reflector...
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