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Can someone give me values (floating points if you're feeling extra generous lmao) for SSB64's hitstun and shield stun? And how extreme was stale move negation?
then, however, the problem would we how far we exactly want to go with Smash 64. Do we just want the 64 characters? Do we just want the physics system? The problem is, if you decide to keep all the Brawl characters, and keep all the "good" additions (i'm not saying they're not good), then it would just be Brawl with really high hitstun, shieldstun, and taunt cancelling.I don't think it's such a good idea to take away Side-B. While some people might prefer 64's physics, high-speed fights, and offensive-oriented style over Brawl or Melee, adding a new special move was an all-around good decision if you ask me. The lack of a signature move doesn't really add to the feel of Smash 64. Plus, many of the newcomers were designed with an extra special move in mind, and while in some cases taking one away probably wouldn't make much of a difference in their styles (DeDeDe for example) others would be completely different, and many would be seriously weakened no matter which special move you removed (Ike, Marth, and Olimar all come to mind - and what about poor PokeTrainer, Zelda, and Sheik, who are already stuck with just 3 real special moves?). So why mess around with a good thing? Stick to making a game that feels like Smash 64, but don't go overboard trying to re-create the game itself if that'll mean taking steps backward.
no problem :DI already addressed PT and Zelda/Shiek (as well as most of the characters you mentioned), and I think the best idea is to make them individual so they can retain all their specials, though they will lose the switching option. Olimar is losing his whistle which isn't a HUGE part of his game. Ike is losing a recovery option, much like half the cast, but his up-b is going to gain horizontal mobility. Marth will lose shield breaker or dancing blade. Dunno which.
Of COURSE losing a special is a nerf to the characters you mentioned, but it's also a nerf to every single character in the game. The only characters with a recovery special in SSB64 were Mario, Luigi, and, if you count the bombs, Link. Considering that a lot of side-b's are recovery moves, yes, it would change the feel of the game. The goal of this project is to emulate SSB64 and character movesets are going to be carefully thought out.
Thank you Tsunami
It'd be awesome if someone was able to figure out how to remove air dodges. I think that removing specials will have to be done in PSA, but it shouldn't be too hard. I need to finish typing up character movesets for the original twelve.
Maybe but that would be SO awkward.I think you should make Mario's DownB just be the cape, or something. Also Safari? Lawl.
Really? I need to go to sleep but if someone wants to try that and test it out while I sleep...no problem :D
removing the air-dodge could just be a simple "Change Action: E" on the airdoge subaction
Character Select Screen Mod [spunit262]
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41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000000D
28090001 02030A28
280B0506 07082329
I'm not sure what you mean? I did a quick redirect of Mario's Down-B to the aerial Down-A (Not quite up on the terminology, of course), and removed the interrupt. It works fine, aside from Mario being unable to move until he finishes... >_>I tried out the Mario tornado that has already been made, and it can be used multiple times. I don't know how to fix it, but if someone can find out and make a working version that doesn't look stupid, I'd be more apt to consider it.
I completely disagree, I think it would break some of the move's defensive use...It wouldn't be THAT awkward.
As of 2009, Isai has said himself that even he is not wise enough to make a tier list for SSB64.Nope.
Balance was screwed last time I remember.
Pika and Kirby was top tier.
And Link stood no chance against them.
Cuz he was the lowest tier.
Because you push a different direction? Gimme a break.I completely disagree, I think it would break some of the move's defensive use...
SSB64 CSS [spunit262]
0468310C 48000064
C2683170 00000008
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00029
94A30004 3B7B0001
2C1B002A 4180FFDC
7FC3F378 00000000
02680DE0 0022FFFF
06680DE0 0000000C
09000102 030A0B05
06070823 00000000
Temporarily there will only be the original twelve. But the plan is to slowly add in other characters. Side-b's are being removed because they weren't in the original and often times boost a character's horizontal recovery... sure, Mario and Luigi could use down-b to boost their recovery in 64, but adding side-b's to the game makes Brawl 64 very much unlike SSB64. And not just in terms of recovery, but in terms of other options too.I get the whole idea of making it like ssb64.... but why bother removing forward-b attacks?
by that logic, you should also be removing any characters that were not in ssb64. (perhaps that is what you are doing lol)
Nevermind, that IS what you guys are doing lol.
I would have been excited otherwise, but I will just play the actual ssb64 now
No sliding/High friction (based on Global Friction Modifier [Igglyboo])
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C2857658 00000006
9421FF80 BC410008
3EC08052 C3360100
C023D134 3AC02EF0
7C00B000 40820008
EC21C82A B8410008
38210080 00000000
No air dodging/gliding/water lag
4A000000 8077F780
D2000000 00000008
2C030000 41820010
2C1C0021 40820008
3B800033 60000000
2C1C0084 40820008
3B80000E 60000000
2C1C00B5 40820008
3B8000B6 60000000
939E0038 00000000
lots.These characters aren't even part of the original cast.
Focus my children!
Does anyone know what Hitstun should be set as anyway?