breakthrough
Smash Journeyman
Well worth it.Anywhere to buy it other than directly from there website for 29.99 CAD? Worth it over the Mayflash?
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Well worth it.Anywhere to buy it other than directly from there website for 29.99 CAD? Worth it over the Mayflash?
https://dl.dropboxusercontent.com/u/88350135/FD/misc/shield-d/o.gifCan someone link me a GIF of a character platform dropping and getting invincibility frames?
Does it have to be a shield drop?
Thanks.
you should get the frame display thingzzzzzzZzZZzZzzzzzzThank you sir!
Yea, knowledge is supid.Frame data is gay. nuff said
Lol what? I don't see what's overwhelming. All you do is download a few tools and play around with em. It takes minutes to learn how to use. I think you're overcomplicating things here.Yeah I mean I'm not horrible, still better than the average person. I just get the feeling that I'm not as good as some of you maniacs lol.
I don't know, I'm just a HUGE n00b when it comes to frame data and such so Im probably going to get a little overwhelmed.
How was this tested? In mupen frame advance, my mayflash also has 1 frame of "delay", just like my kb and raphnet (iirc)Every raphnet i have used has a 1-2 frame delay.
I was wondering the same thing. My guess would be to record and watch frame by frame, but I still don't know how you could guarantee pressing a button on 2 controllers at the exact same time.How was this tested? In mupen frame advance, my mayflash also has 1 frame of "delay", just like my kb and raphnet (iirc)
no luck. I don't know what to do with those programs, but nice to hear you're going somewhere.mixa , any luck with the combo counter program?
the same could be said about a lot of things online. why don't people do this and that? because everyone is lazy and won't do anything by themselves. emulator is too big a deal. I've had people declining emulators and cheat files I suggested simply because they "had this emulator since 2003 and it has always worked". most people don't even wanna _try_ p2p even though the servers are crap. I'm dead sure some people throroughly enjoy manually setting up the menu (no items; 5 stocks) everytime. I don't know, maybe there's something visceral about it that I don't get it.why do people still use pj64k, when Mupen64k desyncs less?
yes. while I don't care about it, I would want to try to spread the patched rom around, so not having the timer there would be better for acceptance.When you say "+ no timer", you mean regular stock mode right?
yes, starting slots depend on where the controllers are plugged in. seems like J-SNAKE might be onto something for the J version (開始位置変更 = starting slot change). I still don't know if that cheat file is finished yet and if it is where to get it.Also, aren't the starting slots dependant on the controllers plugged in?
training mode works fine for me in the Quick Match rom. but I'd say yes even if it breaks training mode, since the main purpose would be online playing.Do you want it so that the game automatically starts in VS mode (although the flaw is that it breaks training mode)?
I do but if it means having the black lines allows cool stuff to happen, I wouldn't mind anymore. all about the trade-offs.One last question is, do you care about seeing those black horizontal lines (like in some of the japanese frame display images)?
I will try debugging it today.Would it be possible to make a cheat that removes walls resetting the Training Mode combo meter?
I will look into the starting slots mechanic. Idk if I can figure it out though. If someone could contact J-SNAKE, that would be great. If someone could tell me the gameshark code for starting slot change in J version, I could easily make a code for U version.yes, starting slots depend on where the controllers are plugged in. seems like J-SNAKE might be onto something for the J version (開始位置変更 = starting slot change). I still don't know if that cheat file is finished yet and if it is where to get it.
I do but if it means having the black lines allows cool stuff to happen, I wouldn't mind anymore. all about the trade-offs.
The thunder. I don't want to know what makes sense, I want to know which is the best direction haha. I remember reading it as though they had tested it in TAS, but I could be incorrect in my memory. I know down makes the most sense, just wanted to know if anybody has any frame data on it because I'm too lazy to scour through threads right now.if you mean DI'ing the thunder, DI down would be the only thing that makes sense
if you mean DI'ing the u-smash, pikachu can adjust and there's nothing you can do
down. DI'ing is not rocket science. if a move is gonna kill towards one direction, you DI the opposite way. I don't see any need for frame data given the simplicity of the scenario.I don't want to know what makes sense, I want to know which is the best direction
That was probably me. I had (maybe still have) that idea because this one time I hit peek with like 9 utilt->thunders at percents that shoulda killed and he claimed that his DI saved him and I believed (maybe still believe) him.Okay so I remember when I was new to smash 64 and was reading obscure comments deep into threads and I just remembered (I believe) someone saying something about being able to DI in a way to help you avoid death from a pikachu down-b "thunder spike." Anyone have any knowledge on this? What direction, if any, helps?
If you're talking about surviving death from the top blast zone (i.e. after getting upsmashed):Okay so I remember when I was new to smash 64 and was reading obscure comments deep into threads and I just remembered (I believe) someone saying something about being able to DI in a way to help you avoid death from a pikachu down-b "thunder spike." Anyone have any knowledge on this? What direction, if any, helps?
If you're very fast with DI, then it could very well save you. A fresh thunder attack (just the projectile) will give you 13 frames of hitlag. With DI, you can move 168 per frame. It's usefulness does depend on the character you play as. DI'ing with heavy characters have a greater chance of survival in this case.If you're talking about surviving death from the top blast zone (i.e. after getting upsmashed):
I TAS'd this before and battlecow is right, pretty much. You will likely die anyway in a lot of cases, even with perfect DI. In rare cases, if you weren't at that high a percentage, your DI -could- save you.
In TAS, I recall the maximum DI frames being 8 or so (with slide DI). The best way to DI is down, as mixa said. But to be more specific: you should slide DI across the bottom two "diagonals" if you wanna go maximally downwards. If you just smash DI'd you'd only get 4 inputs or so.
What does that do?not using PJ64KillerOP
The idea is quite brilliant. Idk why I didn't think of doing that, considering I love to use/make hotkeys. Unfortunately it messes up on my computer, so I just wrote my own AHK script, so now I set up almost instantly . AHK is pretty sick. Now time for me to work on some patches. I'm open for ideas (as long as they are simple).instant taskkill pj64k.exe, then reopen, then goes to file, then start netplay
all in the blink of a LAGOUT or a DS you go back to the select server screen
Thanks JaimeHR
So @ Smasherx74 and @ NovaSmash threw these hissy fits today and I kept seeing the word "angle" being thrown around. Like "you can't ****ing angle" or "you don't have angle" or whatever the hell they said. So I had a question, in this context, what the **** does "angle" mean? Am I just getting old or is this some kind of ghetto white trash slang that my education and upbringing never introduced to me?
im not FROM georgia so u can stop all ur dumb "southern people are stupid" comments.nova is a black guy from JOEJUH. smasher is useless