Ryusuta
Smash Master
Quick question: if you use the l-cancel and directional dodge codes offline only, that won't effect anything online, right?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
No, it won't, the only time it'll effect online is when you go online and even then, you'll get desynced if you do any of the code stuff with someone who doesn't have the codes on.Quick question: if you use the l-cancel and directional dodge codes offline only, that won't effect anything online, right?
I mentioned this before, but I hope if someone does go to do this they're aware of it so that they can make a more useful code for it.I love you. Hitsun plox.
That's what I figured, but you can never be too careful, you know?No, it won't, the only time it'll effect online is when you go online and even then, you'll get desynced if you do any of the code stuff with someone who doesn't have the codes on.
Very nice. I haven't had a chance to try out the new code, but I'm excited to see how it works! (:Here's the details on the L Canceling code:
-Anytime, if you press R, it will start a timer that lasts exactly 7 frames.
-If you land(attacking) while that timer is active, for every frame of the landing animation, 1 will get added(doubling it)
-The moment you press R, it will start another timer for exactly 30 frames that will disallow you to use the R cancel again until it reaches 0
-If the game speed is modified at all, the timers will adjust accordingly
I tried to follow the specifications you guys set up and that was the result. I don't think I made any mistakes.
Oh, and I tested both codes again with IC, they seem to work fine(brawl and training) so maybe you have one of the older codes enabled as well?
It technically isn't even a Melee code because hitstun also existed in Smash 64 and it exists in Brawl. We just want the hitstun to last longer than it already does so we can combo.Very nice. I haven't had a chance to try out the new code, but I'm excited to see how it works! (:
Also, I really think you should consider Magus's explanation for how to make hitstun work. It seems like it would be really simple so it shouldn't long, even though I know you said you didn't want to make Melee codes anymore. Just throwing it out there.
Well yeah, I know that. But it seems these "Brawl enhancing" codes are being labeled as "Melee codes", so for the sake of simplicity I'm just referring to them as such.It technically isn't even a Melee code because hitstun also existed in Smash 64 and it exists in Brawl. We just want the hitstun to last longer than it already does so we can combo.
... Oh boy...Hitstun please.
Yeah, to get it you have to press L while you are still a ways in the air.And is it too early, as in you'll MISS it if you tap R too close to the ground?
The lag that is reduced is not enough, imo.And what do you mean by too much lag?
I guess.Could you make another HQ vid for us? :D
It was 20 frames in Melee I believe.It works fine, but it seems that the window to press L/R is too early and there is still too much lag, imo.
I believe that in Melee you had only a few frames to L-cancel, but it was once you hit the ground. (Maybe, idk)
Once you hit it, you would pop back up pretty fast.
I prefer S-cancel v1 because everybody knows:
Brawl's broken defense + 64's broken offense = BALANCE
mirite?
If you make non-tumble hits DIable like normal then you could probably add more hitstun safely since things like Falco's chain grab would most likey not even work for very long if at all since you could actually be allowed to DI the throw before needing to wait till you're at high enough damage to be knocked into a tumble by it.Sorry you can't add hit suns all chain grabs will be broken. Falco could chain grab to like 100% and still hit you with a dair spike. And with L-canceling and only one airdodge that leaves you open you will be able to string together attacks better.
How does the timer work with freezeframes/hitlag?Here's the details on the L Canceling code:
-Anytime, if you press R, it will start a timer that lasts exactly 7 frames.
-If you land(attacking) while that timer is active, for every frame of the landing animation, 1 will get added(doubling it)
-The moment you press R, it will start another timer for exactly 30 frames that will disallow you to use the R cancel again until it reaches 0
-If the game speed is modified at all, the timers will adjust accordingly
I tried to follow the specifications you guys set up and that was the result. I don't think I made any mistakes.
It might have something to do with Brawl's accursed floatiness...Yeah, to get it you have to press L while you are still a ways in the air.
It just doesn't feel natural to do consistently.
Yes, that's why I love S-canceling. It's the same 9-frame (at this point I hope it's 9 frames; I've been throwing that number around a lot lol) lag for ALL moves, so only the moves that need it get it, and they get enough of a reduction. IMO that + Brawl's defensive options (+ fixed hitstun, if we can get it) would create a perfect balance between Brawl 1.0's ******** campy defensive game and SSB64's borderline unfair offensive game.The lag that is reduced is not enough, imo.
Fast moves / characters are still pretty fast.
Like Luigi, has hardly any use for it because the difference in lag between an L-canceled aerial and a non L-canceled move is very little. But moves like Ike's or Pikas Bair don't really gain enough.
<3I guess.
Yeah. >_>; Hopefully he decides to go through with the hack. I would love to face him online. XD When I played Melee, I never got a chance to go up against any big-name players. So this would be pretty interesting!I think Gimpyfish was interested in this (or at least WDing in Brawl) at one point, but you know how he is about things >___>
You mean when you land while you're doing his glide attack, and there is no landing lag? I think that might just be the properties of the move, maybe it deliberately has no landing lag. But then again I'm not positive, I don't have a USB Gecko.S canceling is awesome and Im happy atm but if we could tweak it like melee more that would be cool.
For those who havent tried it, here is the differences:
You can press shield at ANY time during your lag to cancel so its not like a missed L cancel
It cancels with the shield which could mess you up with buffered rolls
Im pretty sure there should be a way to disable this when you hit the ground and make the window of the new code shorter.
Will this work to replace the shield? Figure out how Pit's glide cancel works and use that code to cancel instead of shield. Its more responsive.
Anyway, this is awesome.
I think the glair might just not have any landing lag. I'm not sure what this would mean for lag-canceling, but I don't think it would be applicable to normal aerials. ONCE AGAIN, I'm not positive, it's just my speculation.yea, you glide attack and at any point when you land during the glair, everything cancels. Idk how the glair cancel works lol.
No risk involved the only thing you are risking is never being able to enjoy this for yourself.A lot of Brawl Hacking going on lately. "Creating a Character" would be sure to follow. Nah, that might be too advanced right now. Anyway, I would never put my console at risk and actually try these things out. However, I must admit they are fun to watch.