Sangoku
Smash Master
A lot of work has been done concerning hitboxes. Cf. this thread, section 4.4 Hitboxes.
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810E71E0 2400Would it be possible to make a cheat that removes walls resetting the Training Mode combo meter?
Oh ok, thanks!^I don't think so, people have gotten swapped move sets and I think someone added falcons fair from melee and other weird attacks, but noone atleast to my knowledge has made a "new" character
Alright, I will go ahead and check some of these scenarios out. From what I've seen, combo's reset once the enemy's hitstun count reaches 0 (even with the code on). I did not try out grabs while the code was on. Hopefully I can find a fix for some of these scenarios.This seems to make the combo counter never reset, period. Did I do something wrong?
EDIT: OK it's being weird. If you attack a missed tech, that seems to always continue the combo. But if they just escape hitstun in the air and then you hit them, it seems to sometimes reset. Seems like if you do hit -> wallbounce -> hit -> they escape hitstun -> hit, it doesn't reset during the "escape hitstun", but if you do hit -> escape hitstun -> hit from the get-go, it does reset. Or something.
Also if I bthrow Falcon off the stage, and he tries to recover, and I hit him out of his up-b, it would count that as a 2 hit combo although that's obviously not.
Also I fireflower him, stop, fireflower him again, all one combo.
EDIT2: All of these circumstances seem inconsistent. Sometimes it does reset. Basically idk wtf is going on. It breaks the combo counter somehow.
which attacks have fixed knockback?
Tell me if I missed any.
All get-up attacks
All ledge attacks
Luigi:
Dash Attack
D-Air
Weak Up-B
Taunt
Mario:
D-Air
Down-B
All but last hit of Up-B
Donkey Kong (F-Throw grab release isn't constant lol):
Dash Attack
Up-B
Down-B
Link:
First two hits of U-Smash
Samus:
U-Air
Up-B
Falcon:
None
Ness (his D-Tilt causes people to fall at like 900%+ lol):
All hits of Neutral-B but the initial
Yoshi:
U-Tilt
D-Tilt
Neutral-B (If that counts)
Down-B landing stars
Kirby:
U-Air
All but last aerial hit of F-Air
Landing hit of F-Air/N-Air/D-Air
Neutral-B copy/spit-out/release (if those count)
Rising and falling hit of Up-B (not the shockwave)
Fox's Neutral-B
All hits of Ness's Neutral-B but the initial
Yoshi's Neutral-B
Fox:
Down-angled F-Tilt
First hit U-Air
D-Air
Neutral-B
Down-B
Pikachu:
F-Air (Not the uncanceled landing hit)
Jigglypuff:
D-Air (Not the uncanceled landing hit)
I made a damage list of every single attack (except for throwing collision) and put it in my calculator zip file that I uploaded. You can find it here http://smashboards.com/threads/compilation-of-technical-frame-data.325142/ . Also if you want in depth data on movesets, check out http://smashboards.com/threads/moveset-data-thread-chart-updated-dec-04-12.329221/ . If only it was updated . It's missing throw data and projectile data.Speaking of which is there a thread somewhere that has all the damage %'s of every characters attacks?
Lol sorry I must have accidently deleted the strong hitbox for Luigi's bair. The strong hitbox is 16%, the weak one is 10%. I will reupload calc shortly after double checking each character. From now on, I should programatically generate data instead of writing by hand ;/ . Even if it takes longer, at least I'm less likely to make a mistake.So a lot of attacks I'm getting different damage for than both madaos calculator files and aa's gamefaqs guide. Like for luigi's bair I'm getting 16%, but for madaos files it says it's 10% and aa's guide says it's 9-12%. Am I doing something wrong?
Yes. It's all about which hitbox touches the opponent, the opponent's player state, your player state (for throws), and also your staleness.aren't the percents more likely to change based on what hitbox in the move you connect with?
I think that Ceasar might be the best person to ask here about Mario and maybe Ybombb about Luigi if he goes on here still. You can generally tell by the character guides In our 64 sub-sub forums in the well Mario and Luigi topic.what are the different things between Mario and Luigi?
Are you using pj64kve or k7e? or are you using regular pj64k?So for whatever reason I was experiencing a lot of lag playing online at the later hours of the day (EST). I forget who, but someone mentioned to change the compatibility mode of Project64k, and now I don't lag at all. (Before I did this I wouldn't even be able to play at these hours, my typical ping would be around 23-24 during the day and upwards of 45+ with lag spikes frequently occuring).
So, wondering more about this I mentioned it to TR3G Blue Suit who 100% of the time would instantly drop packets on the FU Server when the game started, and once he made the change he didn't drop until about 3-4mins into our first match.
Now I have no clue why or what this does, but I wanted to share if anyone is experience these problems and if anyone with more IT knowledge could shed some light for everyone on this it would be great.
But this is what I did:
Right click Project64k Application and select Properties
Clicked Compability tab
Check Run this program in Compability Mode
And Selected drop down option WIndows XP (Service Pack 3) ***(also curious if any other options are better performing than Service Pack 3)
Hit apply and reloaded Project64k
It wasn't Blue Suit it was actually me(I was under TR3G| Orange Suit, or TR3G | Safari Suit). LOLSo for whatever reason I was experiencing a lot of lag playing online at the later hours of the day (EST). I forget who, but someone mentioned to change the compatibility mode of Project64k, and now I don't lag at all. (Before I did this I wouldn't even be able to play at these hours, my typical ping would be around 23-24 during the day and upwards of 45+ with lag spikes frequently occuring).
So, wondering more about this I mentioned it to TR3G Blue Suit who 100% of the time would instantly drop packets on the FU Server when the game started, and once he made the change he didn't drop until about 3-4mins into our first match.
Now I have no clue why or what this does, but I wanted to share if anyone is experience these problems and if anyone with more IT knowledge could shed some light for everyone on this it would be great.
But this is what I did:
Right click Project64k Application and select Properties
Clicked Compability tab
Check Run this program in Compability Mode
And Selected drop down option WIndows XP (Service Pack 3) ***(also curious if any other options are better performing than Service Pack 3)
Hit apply and reloaded Project64k
Regular PJ64kAre you using pj64kve or k7e? or are you using regular pj64k?
Haha yea I figured I mixed you up, and sorry to hear it didn't yield any more positive results.It wasn't Blue Suit it was actually me(I was under TR3G| Orange Suit, or TR3G | Safari Suit). LOL
Changing the compatibility mode worked for the very first match, where we had my FedEx problem about 3 or so minutes in, as opposed to the usual FedEx at the char select screen. Afterward, every attempt I made with a different compatibility mode did not yield any positive results, and instead went back to the CS screen DS.
I figure there must be a reason that the DS occurs, and I've tried several times with people to diagnose the problem and fix it, but so far I've only been able to learn these things:
It would be great if this issue was solvable, but I'm afraid I'm not nearly a cool enough kid to do anything but be the test dummy towards fixing the issue T_T
- instant-Fedex(Desync from packet loss) occurs mostly to ping values above 60ms. I've tested with others and when I spoof lower than about 60ms, the instant DS goes away(though we do lag because of the frame-spoofing) and I am able to play.
- The issue only(mostly?) happens when players are on LAN connection. I've not heard this issue occur in other connection types.
You should try k7e or kVe, its in the index.Regular PJ64k
I think the point is to react.You can cover missed tech, tech left and tech in place but tech right would get out. You'd have already dashed off the platform as he was teching, the only reason you followed it up is because you knew where "he" was going.
He could buffer shield on wakeup so if you dashed over and upsmash or upair'd he's slide off and bair you or something.
He'd already dashed off the platform for the first 3 before/as Falcon techs.I think the point is to react.
Anyway, it might be feasible but if it's a borderline, not too easy to react to sort of thing, personally I would go for a clean combo rather than a techchase. I mean, it's Falcon on Falcon, not like he'll have difficulty doing it.
It's just the ****ty FU server forcing people to use Exc unless they want to drop packets.Do people prefer exc connections online now?
Boom told me it happens after about 18 minutes on LAN.It's just the ****ty FU server forcing people to use Exc unless they want to drop packets.