zxeon
Smash Lord
Congrats on modding your Wii. It's much less of a hassle when you can use the HBC.
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Nintendo can't brick your Wii over Wifi, only through updates, but even that isn't really possible. If you play "With Anyone" with the homebrew codes enabled, then some people say you get "banned" from Wifi, but that's it. Just play with friends, and its all good.Hey zxeon, i have a question that you may be able to answer, i heard that if nintengo finds out you got HBC installed, they brick you wii, but I've been watching some videos of b+ at youtube and they say that they are wifi matches, how can they go wifi if nintendo bricks the wii? =S
and about the finger fatigue, i'm sure my 18 years of gaming experience made my fingers strong enough for a couple more hours =D.
hitstun is complicated... i dont know how to explain it or the difference between vbrawl and b+ but b+ is ALOT more than regular brawl. i say just try it out and (if you still care) see how much of a difference you think there is.One of the main changes to Brawl+ was 'increased hitstun'. But how much of an increase are we talking about here? Is it a minor increase, or a major increase?
Let's say for example that a move has 20 frmes of hitstun at a given percent in vBrawl. In Brawl+, how much hitstun would the move have at the same percent? 25? 30? 50?
ALrighty Dragoon,thx for info =DNintendo can't brick your Wii over Wifi, only through updates, but even that isn't really possible. If you play "With Anyone" with the homebrew codes enabled, then some people say you get "banned" from Wifi, but that's it. Just play with friends, and its all good.
-DD
To get the codes to load on NeoGamma, set the hook type to anything except none.I am running 3.2U HBC usb loader, I tried usbloader GX, freezes, Uloader, freezes, NeoGamma, works but it doesnt load the codes so its basicly just loading brawl.
And what version is the new official one? And where do I find it myself?use the latest one which is better >.>
there's a new official out, you know.
Brawlplus.netAnd what version is the new official one? And where do I find it myself?
How does the ability to do infinite PK Thunders in mid-air even effect edgeguards? It's not like you jump off-stage to edgeguard with PK thunder lolyeah, infinite pk thunder was stupid IMO. I did some dumb *** edge guards with it.
maybe he does xD. Well i guess I can jump over ness so he cant use pk thunder now =D. Back to the old days messing up with Ness recovery =).How does the ability to do infinite PK Thunders in mid-air even effect edgeguards? It's not like you jump off-stage to edgeguard with PK thunder lol
Ok bigshot, explain why it still freezes?To get the codes to load on NeoGamma, set the hook type to anything except none.
Of course, it still ****ing freezes.
I'm guessing you read it as "OF COURSE it still ****ing freezes" (as in saying it like it was an obvious fact). The comma suggests he was saying it like "regardless, freezes still happen" IMO.Maybe he wasn't intending to but it sure sounded like it.
I got it from when he said "Of course, it still ****ing freezes."
that sounded a litle rude, at least to me.
Edit. I do apologize though, When I posted that I was very pissed off about something else.
I still feel he was being a little condescending but I was not right to get angry.
Yeah but I read that neogamma SUPPORTS more than 256 lines...Only reason why it gives green screens is the overload in Wii memory when reading it, since it can't do more than 256 lines unless something is there telling it what to do in case it IS over 256 lines (gameconfig.txt)
This is where snapshots gets involved![]()
I've been doing a lot of research on this myself; I still don't have framecounts for you (once I get a chance I'm planning to test extensively), but here's what I've found so far (and please, anyone, correct me if I'm wrong here):One of the main changes to Brawl+ was 'increased hitstun'. But how much of an increase are we talking about here? Is it a minor increase, or a major increase?
Let's say for example that a move has 20 frmes of hitstun at a given percent in vBrawl. In Brawl+, how much hitstun would the move have at the same percent? 25? 30? 50?
No, only Gecko OS does at the moment.Yeah but I read that neogamma SUPPORTS more than 256 lines...
That is why i used it.
The 256 line limit is why it doesnt work on usbloader GX
Anyone have a screenshot file? for plussery
I have looked and I can't find anything that doesnt involve making one yourself, which is apain in the *** and I don't want to do that.
Okay, based on what I've read and tested, the amount of hitstun is based on the knockback of the move (notably, it changes as the opponent's percent changes).I've been doing a lot of research on this myself; I still don't have framecounts for you (once I get a chance I'm planning to test extensively), but here's what I've found so far (and please, anyone, correct me if I'm wrong here):
vB actually does have decently long "hitstun"--if you try to jump after getting hit, you will notice that it actually takes a while. However, the "hitstun" in vB is not true hitstun, because you can airdodge and attack out of it. As I understand it, B+ makes it so that you can only DI during the hitstun, making it actually behave like hitstun.
Now, the unmodified hitstun from Brawl is actually numerically equal to Melee, but Melee has a bunch of additional advantages over vB such as faster jumps, higher gravity, less laggy aerials, faster movement, moves whose knockback works well with combos, and an Air-Dodge with more startup frames. B+ changes some of these (knockbacks working with combos, and general speeding up the game) but leaves others equal to vB. To close the rest of the comboability gap, the hitstun variable is increased from 0.4 to 0.4865.
(And again, please correct me on anything I've got wrong here; I'm repeating scattered information I've found by digging through topics).
Not framestepping, but just preliminary observation:Okay, based on what I've read and tested, the amount of hitstun is based on the knockback of the move (notably, it changes as the opponent's percent changes).
I'm going to assume for the moment that it's something like HitstunConstant*TotalKnockback. I'm not sure that's it, though; I'm going to run some tests.