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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

Kyd

Smash Journeyman
Joined
Jun 4, 2007
Messages
359
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Warner Robins, GA
Yeah faster ledges definately helps.

zomg we need to kill Lucario's auto sweetspot, my cousin mains him in Brawl+ now and it pisses me off to not be able to punish his bad spacing. is there a way to bypass the write protection crap on him without adding over 9000 lines of coding?

We do need something about the air dodge mechanic done. BAD makes it too easy to avoid air combos and recovering. I do actually use WDing but can do without. We just need to find a way to make air dodging punishable so it's not always the first reaction to being hit in the air.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
Honestly, I don't get why you're so keen on the lagless edges code. I don't see it completely changing gameplay, nor does it really affect the balance of the game.

Am I missing something about it?
Edge guarding gets better. You can use the invincibility to protect you with an attack.
But you're also helping the chars who already had good edge options... it doesn't seem to be be worth it. We need those lines of code to shield nerfs, dash dancing, no triple jump glitch...
Those who have good ledge games just have good ledge games. Thats the way it goes. It could said the same way as why use hit stun when the good comboers get better. We are bringing up those who lack that skill. There is a reason for them being high tier. But yea, if we need to get rid of it, then we must but I would hate to see it go.
someone asked something and as far as I can see that is correct, but I need to use the codes myself before I can shorten them, but I'm still porting (and actually playing the game :p )

if we have the shieldstun code I say we are done as far as big codes are concerned, maybe dash dancing, but if I was to choose between DD and MAD, I would pick MAD.
I'm counting on a total of 50-80 lines left then for bugs and charcter specific stuff, which is barely enough but do-able.
And we are banking on spunit to help with that code. If he can't, then hopefully Giza can with the help from the hackers boards.

Yeah faster ledges definately helps.

zomg we need to kill Lucario's auto sweetspot, my cousin mains him in Brawl+ now and it pisses me off to not be able to punish his bad spacing. is there a way to bypass the write protection crap on him without adding over 9000 lines of coding?

We do need something about the air dodge mechanic done. BAD makes it too easy to avoid air combos and recovering. I do actually use WDing but can do without. We just need to find a way to make air dodging punishable so it's not always the first reaction to being hit in the air.
Unfortunately, I highly doubt it. But at least you can quickly hog the ledge and ledgehop attack and with the lagless ledges, this should be easier.

I still don't see how BAD is as bad as you say it is for punishment. Hit stun allows you to be right next to them when they air dodge and if you bait it when you feel that you will lose the combo, punishment should be easy.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Edge guarding gets better. You can use the invincibility to protect you with an attack.
But you can't. :(

Unless the code changed and I missed it.

Edit: And I can think of so many better things to do and more important bugs to fix with 50-some lines of code. We'll see what we need when we're almost done, though.
 

kupo15

Smash Hero
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Mar 14, 2008
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Playing Melee
But you can't. :(

Unless the code changed and I missed it.

Edit: And I can think of so many better things to do and more important bugs to fix with 50-some lines of code. We'll see what we need when we're almost done, though.
Oh I know, that's why we are trying to get the invincibility or else the code loses a lot of value. PW can include it by adding 4 lines and I also PMed him to see if he can just speed up the grab animation which should have much less lines of code and solve the problem. He should have just given that to us but he said it looked "sloppy." I wish he had more of a competitive mindset :(
 

SketchHurricane

Smash Ace
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Mar 21, 2008
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669
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Winter Park, FL
Lagless edge does a lot for speed too, but I could see it going for more important things. No auto sweet spot does a great deal for edge guarding already, but let's hope we can shorten up lagless.
 

kupo15

Smash Hero
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Mar 14, 2008
Messages
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Playing Melee
we can either put it on 1 frame like melee or take it out completely, but right now has low priority.
Melee's wasn't 1 frame.
By magus

Powershield Projectile:
1) 2 frame window
2) No shield damage
3) No shield hitlag
4) No shield pushback
5) No shield stun
6) Reflects the projectile

Powershield Attack:
1) 4 frame window
2) No shield damage
3) Same shield hitlag
4) More shield pushback than full shield
5) Same shield stun as full shield
6) Allows you to cancel the shield dropping animation with an A or B attack
 

Sonime

Smash Rookie
Joined
Oct 18, 2007
Messages
2
I know this is a crappy first post, but is there an updated version of the Melee Airdodge that's in the OP? The one on there seems to refuse to work. Thanks in advance.
 

kupo15

Smash Hero
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I hope the code turns out to be short.
Me too and it should because he is only tweaking a value. I wonder why some of PWs codes are long and something like gravity is 1 line because I don't think you are doing anything different. I hope PW isn't making the codes more complicated than they should be...
 

Revven

FrankerZ
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Me too and it should because he is only tweaking a value. I wonder why some of PWs codes are long and something like gravity is 1 line because I don't think you are doing anything different. I hope PW isn't making the codes more complicated than they should be...
The difference is that gravity is literally, just a value change in the memory. For ACTUAL mechanic changes, ASM has to be used and thusly, new changes need to be made to the code, and what comes with those changes are bugs and those bugs are then fixed and makes said codes longer. When you're changing how the edges work, it isn't just a value change, you have to TELL the game this is "what's going on here and this is how I want you to execute it" it's not simple and it won't be for things that weren't originally like that.

You saw how MAD developed from like, 50 lines (estimation), to 88 in no less than a month. It's a WHOLE mechanic face-lift, the edges are different but, it's still changing a mechanic that normally doesn't work like that. ASM is basically a code language that is telling the game to do when such and such happens do this and when that happens apply this. It isn't extremely simple and I'm pretty sure most of PWs codes use ASM and probably more than that as well.

If you understood how hacking works and the languages better, then you'd understand why these codes are so long and why it's not easy to make it them shorter. There are different ways to make them shorter but, some times, it's not always the best way to go. PW may have meant "sloppy" as "buggy", there's really no way to tell until he says whether it would shorten it or not or if we test it. But, all in all, there's probably a bigger reason behind it besides it being "sloppy" and perhaps it's "sloppy" in the same way MAD is, that it doesn't fit Brawl? I don't know.

Basically, PWs codes are so long because he uses ASM as that is the only way to get them the way we want them to be. Modifiers have always usually been short codes, except for hitstun of course because that includes not being able to attack or AD out of it. But, that aside, that is the reason. Because there's simply no other way to code them differently without ASM.
 

leafgreen386

Dirty camper
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Mar 20, 2006
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Playing melee and smash ultimate
You know, if we understood the mechanic behind the AD/aerial out of hitstun thing better, then the code would probably be a lot shorter. The current hitstun code hardcodes a lot of it, but if we found out how it works, it's possible that you could just apply a modifier to it, although that may end up being buggy as people start not being able to aerial/airdodge even when they're no longer in hitstun. Meh. The one we have now works. If it comes down to needing code space, we might be able to have PW rework the code. Perhaps each move has some decimal value associated with it that is multiplied with the move's hitstun, and that's what determines how soon you can break out. Because it takes some time to break out of marth's fsmash, while something like ganon's upB you can break out very quickly. If a code was made to make this hypothetical value always 1, then it should take up considerably less code space.
 

Osi

Smash Ace
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Jul 1, 2007
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580
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In a dream
Yea that could be a good place to find space.

Another will be when the 2 edge codes are final and merged. They can be merged to take off around 14 lines between them right? The MAD will likely be tweaked too. I am hopeful that if some of the restrictions like not being able to use B moves after air dodge are gone then the code will shorten a bit. I'm still convinced MAD is a little bit off until it doesn't stack or has some of the HAD elements discussed thrown in. I'll still keep MAD over BAD any day, but it would definitely help the hype for brawl+ if the brawl retail players could still up B after the MAD. That kinda went off from my point lol. Yea I'm sure we can get some of the current codes used to be a bit shorter.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
If the current window for PSing is 8, I don't think we should take it down to 2.

4 seems like a much more reasonable number. My thought behind it is this: Powershielding is currently a technique that is powerful and can be done easily and consistently. Taking the window down to 2 frames would make it more similar to melee, yes, but powershielding in melee wasn't something you could sit down and take the time to master. It was in most cases, luck.

With a 4 frame window, it would still be an applicable technique. (Something more equivalent to parrying in 3rd strike.)

I agree with making PSing projectiles harder and more rewarding (reflection) but I think it should stay as a technique that people aim to master, not something that more often than not, happens by luck.
 

kupo15

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The difference is that gravity is literally, just a value change in the memory. For ACTUAL mechanic changes, ASM has to be used and thusly, new changes need to be made to the code, and what comes with those changes are bugs and those bugs are then fixed and makes said codes longer. When you're changing how the edges work, it isn't just a value change, you have to TELL the game this is "what's going on here and this is how I want you to execute it" it's not simple and it won't be for things that weren't originally like that.

You saw how MAD developed from like, 50 lines (estimation), to 88 in no less than a month. It's a WHOLE mechanic face-lift, the edges are different but, it's still changing a mechanic that normally doesn't work like that. ASM is basically a code language that is telling the game to do when such and such happens do this and when that happens apply this. It isn't extremely simple and I'm pretty sure most of PWs codes use ASM and probably more than that as well.

If you understood how hacking works and the languages better, then you'd understand why these codes are so long and why it's not easy to make it them shorter. There are different ways to make them shorter but, some times, it's not always the best way to go. PW may have meant "sloppy" as "buggy", there's really no way to tell until he says whether it would shorten it or not or if we test it. But, all in all, there's probably a bigger reason behind it besides it being "sloppy" and perhaps it's "sloppy" in the same way MAD is, that it doesn't fit Brawl? I don't know.

Basically, PWs codes are so long because he uses ASM as that is the only way to get them the way we want them to be. Modifiers have always usually been short codes, except for hitstun of course because that includes not being able to attack or AD out of it. But, that aside, that is the reason. Because there's simply no other way to code them differently without ASM.
Yea, my hacking knowledge is somewhat limited and I understand why the lagless ledges are so long from how he coded it. But if the code was the "sloppy" version which entails speeding up the grab animation, shouldn't that be really short since I think you are just moding a value instead giving the mechanic a face lift?

How big do you think the shield stun and the PS code will be since once again we are just moding the current value? Just asking some questions for more understanding...

If the current window for PSing is 8, I don't think we should take it down to 2.

4 seems like a much more reasonable number. My thought behind it is this: Powershielding is currently a technique that is powerful and can be done easily and consistently. Taking the window down to 2 frames would make it more similar to melee, yes, but powershielding in melee wasn't something you could sit down and take the time to master. It was in most cases, luck.

With a 4 frame window, it would still be an applicable technique. (Something more equivalent to parrying in 3rd strike.)

I agree with making PSing projectiles harder and more rewarding (reflection) but I think it should stay as a technique that people aim to master, not something that more often than not, happens by luck.
Well, PSing needs to be reasonably difficult to perform or else shield stun looses some power. If anything I would vote for 3 frames but no one can be certain until the code comes out.
 

Revven

FrankerZ
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Cleveland, Ohio
Yea, my hacking knowledge is somewhat limited and I understand why the lagless ledges are so long from how he coded it. But if the code was the "sloppy" version which entails speeding up the grab animation, shouldn't that be really short since I think you are just moding a value instead giving the mechanic a face lift?
Yeah, it would be shorter, considerably and as long as it works out well for us in the end then, it's better to have the shorter version than the longer one that looks neater.

How big do you think the shield stun and the PS code will be since once again we are just moding the current value? Just asking some questions for more understanding...
Shield stun should be well under 50 lines given by how hitstun looks. The main line consumption for hitstun is telling the game that you can't AD or attack during this animation, it is restricting that option. Shield stun would be frame editing, so, likely I would expect 10 to 20 lines, it honestly depends on HOW Brawl handles shield stun. We really don't know how it handles it in the memory and without knowing how it handles it, I can't make a for sure prediction, I have to make the range of lines below 50 but, somewhere from 10 to 20 but, I'm not guaranteeing that.

As for PSing, it's frame modifying so, it shouldn't be a large amount of lines at all, I'd say below 20 at least but, not below 10 just to keep hopes not too high. I'm not so good at predicting it, I can explain why such and such is so long and so could PW but, I'm no expert in giving a conjecture as to long a code might be. Remember, the gravity modifier works the way it does because it is an actual value in the memory, it is noted. But, frames for PSing may be held in a different way, or may not even be a simple value at all, PSing may need to be told to be this amount of frames for activation.

It's how the game stores these mechanics in memory that dictates what type of code needs to be made, I can't say much going off of nothing.
 

kupo15

Smash Hero
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Playing Melee
Yeah, it would be shorter, considerably and as long as it works out well for us in the end then, it's better to have the shorter version than the longer one that looks neater.



Shield stun should be well under 50 lines given by how hitstun looks. The main line consumption for hitstun is telling the game that you can't AD or attack during this animation, it is restricting that option. Shield stun would be frame editing, so, likely I would expect 10 to 20 lines, it honestly depends on HOW Brawl handles shield stun. We really don't know how it handles it in the memory and without knowing how it handles it, I can't make a for sure prediction, I have to make the range of lines below 50 but, somewhere from 10 to 20 but, I'm not guaranteeing that.

As for PSing, it's frame modifying so, it shouldn't be a large amount of lines at all, I'd say below 20 at least but, not below 10 just to keep hopes not too high. I'm not so good at predicting it, I can explain why such and such is so long and so could PW but, I'm no expert in giving a conjecture as to long a code might be. Remember, the gravity modifier works the way it does because it is an actual value in the memory, it is noted. But, frames for PSing may be held in a different way, or may not even be a simple value at all, PSing may need to be told to be this amount of frames for activation.

It's how the game stores these mechanics in memory that dictates what type of code needs to be made, I can't say much going off of nothing.
Oh I see. I guess frame editing is harder than I thought. I was assuming about 11-14 lines for the shield stun since it is basically doing what PW did to make the final version of the hitstun which is 4 frames more. Subtract 7 lines being shared and you get around 4-6. Thats my guess but I see how predicting could be hard...
 

Revven

FrankerZ
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Oh I see. I guess frame editing is harder than I thought. I was assuming about 11-14 lines for the shield stun since it is basically doing what PW did to make the final version of the hitstun which is 4 frames more. Subtract 7 lines being shared and you get around 4-6. Thats my guess but I see how predicting could be hard...
Yeah, hacking is hard to match to your normal thought process because you figure it works like the below example:

Say I want to make a "Never Drown" code for Brawl. It's a very arduous process as it's not just a value change, it's not a time change that you know of on screen. You have to jump in the water, search "greater than" when you're about to drown, then you jump out, jump in wait until you're about to drown then do another "greater than" search, jump out, jump in and search "less than", jump out and jump in again and search "less than" again. Rinse and repeat.

Eventually, you narrow it down and have to try the code out. If it doesn't work, you have to try a different process.

That's how it actually is for some codes. But, normally what someone thinks is this "Oh! Just search for when this happens and change it!" It doesn't work like that, there are MANY addresses that pop up with each search, and you could be trying for HOURS to find that address you're looking for and wind up wasting a day never finding it because you're not using the correct process for it. It's not just looking and saying "Change the frame data!" it's searching for the address that controls the frames, searching for the right frames for PSing, and making it longer/shorter based on what's found. And even then, you may need to do even MORE searches because it's not just enough.

It even goes beyond searching, setting breakpoints and such are also apart of this, that's of course if you're doing ASM.

Frames may not be stored as numbers, is what I'm getting at here, just like drowning isn't stored as a simple frame number, time, or even value in general. You have to be able to know what you're looking for and what you're dealing with. When you find it, THEN you can judge what you need to do to it to manipulate it to your liking. Depending on what needs to be done determines the length and code type, not everything can be a modifier. The frames for PSing could be stored in such a way that, it makes the code sooo lengthy you wouldn't believe, or PSing could even be connected with something else that makes the code even longer.

You won't know how long the code is unless you can look at the memory in the game and see how it handles it. Then and only then can you actually say "this needs ASM" or "this can be done with a simple modifier" depending on the outcome (be it value or time or whatever).

Not everything is kept simple, even if PSing looks simple, it may be extremely difficult in the memory.
 

kupo15

Smash Hero
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Playing Melee
Yeah, hacking is hard to match to your normal thought process because you figure it works like the below example:

Say I want to make a "Never Drown" code for Brawl. It's a very arduous process as it's not just a value change, it's not a time change that you know of on screen. You have to jump in the water, search "greater than" when you're about to drown, then you jump out, jump in wait until you're about to drown then do another "greater than" search, jump out, jump in and search "less than", jump out and jump in again and search "less than" again. Rinse and repeat.

Eventually, you narrow it down and have to try the code out. If it doesn't work, you have to try a different process.

That's how it actually is for some codes. But, normally what someone thinks is this "Oh! Just search for when this happens and change it!" It doesn't work like that, there are MANY addresses that pop up with each search, and you could be trying for HOURS to find that address you're looking for and wind up wasting a day never finding it because you're not using the correct process for it. It's not just looking and saying "Change the frame data!" it's searching for the address that controls the frames, searching for the right frames for PSing, and making it longer/shorter based on what's found. And even then, you may need to do even MORE searches because it's not just enough.

It even goes beyond searching, setting breakpoints and such are also apart of this, that's of course if you're doing ASM.

Frames may not be stored as numbers, is what I'm getting at here, just like drowning isn't stored as a simple frame number, time, or even value in general. You have to be able to know what you're looking for and what you're dealing with. When you find it, THEN you can judge what you need to do to it to manipulate it to your liking. Depending on what needs to be done determines the length and code type, not everything can be a modifier. The frames for PSing could be stored in such a way that, it makes the code sooo lengthy you wouldn't believe, or PSing could even be connected with something else that makes the code even longer.

You won't know how long the code is unless you can look at the memory in the game and see how it handles it. Then and only then can you actually say "this needs ASM" or "this can be done with a simple modifier" depending on the outcome (be it value or time or whatever).

Not everything is kept simple, even if PSing looks simple, it may be extremely difficult in the memory.
Wow I never knew. I thought finding PS would be like

1. PS (pause game in gecko) Unknown search
2. PS goes away search "less than"
3. Repeat 1-1-2 until you can poke values

or maybe

1. PS (pause in gecko) search unkown
2. Next frame search "less than"
3. Next frame search "less than" etc

Is there a risk to crash your system where it gets bricked by poking the wrong value? I thought that gecko gives you a safe range to poke in or whats up with that? Also, I realize you probably need to find the pointer of the PS, do you need to find a pointer between characters also?
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
I just wonder how shield stun will effect Meta, it just seems like it will make buff him too good, His small frame makes it hard for the taller/med chars to land in hits plus his air attacks are so strong...time will tell I guess.
 

Magus420

Smash Master
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Dec 13, 2003
Messages
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Close to Trenton, NJ Posts: 4,071
I think powershielding would be similar to the fast ledges, in that it's tied to the animation itself and not a timer. I believe you simply powershield anytime you are hit during the 'GuardON' phase of putting up your shield, which was 8 frames in Melee, looks about the same in Brawl, and feels like ~8 frames for the PS window. That also goes along with the 'Auto' PSing because it doesn't matter when you press the button just that you get hit as your shield goes up.

It might be more difficult than it'd seem, though if it comes down to it it'd probably be possible to speed up that GuardON animation for the same result as well if that's indeed how it works. Fixing the 'Auto' PSing aspect would likely be a bit complicated though.
 

kupo15

Smash Hero
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Playing Melee
I just wonder how shield stun will effect Meta, it just seems like it will make buff him too good, His small frame makes it hard for the taller/med chars to land in hits plus his air attacks are so strong...time will tell I guess.
I dont think MK will be that bad since his tornado is his biggest shield pressure move and it is a shield poking move.
 

Revven

FrankerZ
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Wow I never knew. I thought finding PS would be like

1. PS (pause game in gecko) Unknown search
2. PS goes away search "less than"
3. Repeat 1-1-2 until you can poke values

or maybe

1. PS (pause in gecko) search unkown
2. Next frame search "less than"
3. Next frame search "less than" etc

Is there a risk to crash your system where it gets bricked by poking the wrong value? I thought that gecko gives you a safe range to poke in or whats up with that? Also, I realize you probably need to find the pointer of the PS, do you need to find a pointer between characters also?
There's no crashing, the only thing that'll crash is WiiRD at times (it depends on what you poked). Your Wii cannot get bricked from hacking or poking any values. At worse, your Wii will just freeze and you'll have to hold the power button for 7 seconds.

As for the process of PSing, I'm not saying for definite fact that nothing of what you think will work. I'm saying that there are many different ways to look at it than just a simple frame change, it's dependent on how the game handles it all in its coding. It's simple on the outside, but, complex on the inside. ;)
 

kupo15

Smash Hero
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Messages
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Playing Melee
There's no crashing, the only thing that'll crash is WiiRD at times (it depends on what you poked). Your Wii cannot get bricked from hacking or poking any values. At worse, your Wii will just freeze and you'll have to hold the power button for 7 seconds.

As for the process of PSing, I'm not saying for definite fact that nothing of what you think will work. I'm saying that there are many different ways to look at it than just a simple frame change, it's dependent on how the game handles it all in its coding. It's simple on the outside, but, complex on the inside. ;)
Ahh I see. I'm surprised that with all the knowledge you know that your not some sort of hacker yourself lol ;)

I think powershielding would be similar to the fast ledges, in that it's tied to the animation itself and not a timer. I believe you simply powershield anytime you are hit during the 'GuardON' phase of putting up your shield, which was 8 frames in Melee, looks about the same in Brawl, and feels like ~8 frames for the PS window. That also goes along with the 'Auto' PSing because it doesn't matter when you press the button just that you get hit as your shield goes up.

It might be more difficult than it'd seem, though if it comes down to it it'd probably be possible to speed up that GuardON animation for the same result as well if that's indeed how it works. Fixing the 'Auto' PSing aspect would likely be a bit complicated though.
This seems to make sense. If this is the case then we may not be able to have two PS timings unless the timings is different for physical attacks to projectiles. The auto PSing won't bother me as much since it should happen less often with a lower window
 

Revven

FrankerZ
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Ahh I see. I'm surprised that with all the knowledge you know that your not some sort of hacker yourself lol ;)
I DO have a USB Gecko, but, I lack a Windows to use it to its fullest extent. I did mess with it for awhile when I borrowed my friend's laptop (I borrowed it for roughly a month). I actually attempted "never drowning" and got frustrated with how I couldn't find the address that controlled the hidden "timer" for it or if there was even a timer. I WAS able to make SOME codes for Galaxy but, they were already made and I was just doing them for practice.

So, I only know so much because I've been in the hacking scene since the GCN AR in 2004 and know some people (like Kirby is Cool and some other great hackers). I had some experience with the USB Gecko hacking wise but, I never got anywhere with it because I was too impatient and... I had to give the laptop back. I've been too busy since then to put any time into hacking, and with the lack of a Windows close enough to my Wii I'm pretty much hackless.

But, I will tell you, hacking Brawl is much different from hacking Galaxy, Brawl is much harder. If I couldn't do a simple "Never Drown" code then you know it's hard (it was probably stored differently in the memory than I was looking for but, whatever, all I know is it's still never been made and it's not easy either haha).
 

SketchHurricane

Smash Ace
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Mar 21, 2008
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669
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Winter Park, FL
I dont think MK will be that bad since his tornado is his biggest shield pressure move and it is a shield poking move.
I think adding a bit of push to the shield would fix any broken shield pressure issues. Don't know how easy or hard that would be though.

BTW any Pika players in here? I was messing with him the other day, and he seems to be another potential combo beast. His uair has the lowest knockback of any air move I've ever seen, and can probably create some pretty dope combos.

DK seems pretty impressive as well. He can combo well with his jab attack, utilt and uair. There also the double bair which now combos well. Add on to that the fact that he's still strong as all balls and hitstun allows his strength to shine even more. I was using him to devastating effect the other day...
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
Heh I like that idea someone said earlier about power shielding, make it similar to street fighter's parry system rather than luck of the draw melee style.

O well back to more testing and thx for the explanation Falco, most informative on how brawl works.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
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Playing Melee
I DO have a USB Gecko, but, I lack a Windows to use it to its fullest extent. I did mess with it for awhile when I borrowed my friend's laptop (I borrowed it for roughly a month). I actually attempted "never drowning" and got frustrated with how I couldn't find the address that controlled the hidden "timer" for it or if there was even a timer. I WAS able to make SOME codes for Galaxy but, they were already made and I was just doing them for practice.

So, I only know so much because I've been in the hacking scene since the GCN AR in 2004 and know some people (like Kirby is Cool and some other great hackers). I had some experience with the USB Gecko hacking wise but, I never got anywhere with it because I was too impatient and... I had to give the laptop back. I've been too busy since then to put any time into hacking, and with the lack of a Windows close enough to my Wii I'm pretty much hackless.

But, I will tell you, hacking Brawl is much different from hacking Galaxy, Brawl is much harder. If I couldn't do a simple "Never Drown" code then you know it's hard (it was probably stored differently in the memory than I was looking for but, whatever, all I know is it's still never been made and it's not easy either haha).
Aww too bad. Maybe you can convince kirby is cool or the other great hackers to help. nudge nudge I have an explanation of DD, buffering, triple jump glitch, and shield codes all ready for PMing :laugh:
 
D

Deleted member

Guest
a question to some NTSC users, can you try out the last few lines of the hitstun code only?
it starts with 04, should still increase hitstun but not disable attack etc.

sorry no time to post more.

EDIT
this part
045A9300 3ECCCCCD
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000
 
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