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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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Revven

FrankerZ
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The fact that people are so against adding manual l canceling(something that would add technical skill that is vastly missing from the game) But are for some of the dumb quirky additions that are already added into the game(lucario attacking out of up b anyone) Is so dumb. This is what happens when you let the community have too much of a input.(Im not talking to anyone directly)

Fact is this game as of now is too easy. Yes i know the basic nature of the game is suppose to be pick up and play but the fact is we want this to be a tournament viable game.


Hitlag should be lowered(a little) But it should also be char specific as it would mess up alot of chars combos.

The whole ledgeteching thing i think is a little weird and i would need to test it out before i have a opinion on it. But if it adds more skill/options then it should at least be looked at.

Hopefully after hackfest the players will have a list on what they think needs to be done.
Repeating something we already have known, for many months without even suggesting something that would change the game is pointless. There ARE suggestions for making the game harder as of recently by of course, kupo, that we had already also known about as options to do but just aren't 100% sure if we're going to go that route with hitstun and the other things mentioned (ADs and spot dodges we're sure on doing, but, the other mechanic changing things that don't deal with ledges, like hitstun, are not dead set on at all yet).

Telling us the game is easy, is just giving us a fact, not really complaining. Lucario's Up B makes his aerial chasing easier, yes, but it's not as ridiculous as it was in 4.0, remember the 2x speed up it had? Yeah, that's why people thought it was broken and still think it is, it's NOT that fast anymore making aerial chases a bit harder for Lucario to do. He can still do them but, they are plenty avoidable with the current ADs and gravity. Of course we could remove this change and just give extremespeed a hitbox... but, I do not know how willing everyone else in the WBR is to doing that. The community also had very little input on the Lucario Up B change, it was all US, our idea (the WBR). Most people I've heard, other than Lucario mains, despise the change and want us to remove it.

Finally, lowering hitlag (unless you meant hitstun, in which case, plz lrn the differences) would make the game EASIER as that wouldn't allow any DI time at all, you're basically contradicting yourself here when you say the game is easy and you want hitlag to be lower. Magus is working on changing hitlag around, fixing it for EVERY move in the game so they are not impossible to DI (a lot of moves, according to him, currently have no hitlag or barely any frames to DI the moves). So, that actually had a major effect in the scheme of things (especially what might have happened in tourney matches for you where you THOUGHT you DI'd something but, you actually didn't).

Ledge teching would add so much skill to the offstage game for the recoverer, it's insane! Instead of the basic: "Okay I'm gonna jump there, defend myself kinda, and Up B/Side B to the edge and hope I snap on!" to: "Okay, I'm gonna jump there, defend myself kinda, and Up B/Side B to the stage, hope I snap on, I get hit by a move that hits offstage so I have to SDI into the ledge to tech it ON TIME so I won't die and can counterattack the edgeguard!" The reaction time for it would have to be pretty fast, which is why it would require really good techskill to do it quite often.

Polishing something like the hitlag is a step forward however in making this game take more skill.
 

Shadic

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The fact that people are so against adding manual l canceling(something that would add technical skill that is vastly missing from the game) But are for some of the dumb quirky additions that are already added into the game(lucario attacking out of up b anyone) Is so dumb. This is what happens when you let the community have too much of a input.(Im not talking to anyone directly)
Besides the fact that they're completely unrelated? One is improving, and giving more options to a character's recovery, and other is forcing somebody to hit a button everytime they hit the ground.

Yeah! Arbitrary button presses! Let's make it so you can't dashdance until you press R every time you turn! That makes sense!

Christ people, if you want the game to be more complex, figure out some way to do it other than arbitrary, flawed mechanics.
 

Dan_X

Smash Lord
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While I'm really excited to see SHFF laser make Falco a little more interesting to play, I think it's going to be a small nerf no matter how you look at it. Falco can currently put out 2 lasers in 36 frames, plus 2 frames of landing lag. Assuming the SHFF laser mod won't change the timing of anything else, we're looking at 1 laser every 26 frames, with 4 frames of lag from the FF. That's not to say Falco won't be able to get by without SHDL, he'll probably still be able to wall out fatties just fine, his damage output just won't be as good.
this is why I proposed bumping his laser damage output back up to the original value of 3dmg, or perhaps 4. 3 Would more than likely be sufficient though, if SHSL is fast like I'd imagine it to be.

Also, his shine hitbox could use a bit of a size increase, it currently doesn't even fill the inner hexagon. It shouldn't be so large that it completely scrapes the ground, but just big enough that the only characters who can get under it are the ones who actually look short enough to fit, like crouching Snake, Squirtle, Kirby, and Jiggs.
Exactly. I too think the shine should be bigger... but it would make sense for it to fit the ACTUAL size of the animation. If the person tocuhes the animation in anyway, they should be punished for it, it should hit them. They'd probably be expecting to be inflicted as it physically touched them. I don't think crawlers should be able to crawl under it, to my recollection the shine animation touches crawlers, but the hitbox doesn't. The thing is, this is really annoying because it makes the shine inconsistent against small characters-- when it shouldn't be.I can see crawling beneath his lasers, sure, but crawling beneath his rather large hexagonal shine is rather nonsensical. To make things worse, this further benefits characters who already have it good against Falco. Obviously a character like Squirtle can crawl beneath his lasers, cutting down the use of his lasers 10fold, but to be able to mindlessly crawl beneath the shine too? Come on. I would really love for this to be fixed.

And why is manual L-canceling coming up again? It's a mindless AT that adds nothing to the game other than an extra button press on every aerial landing. And don't even try pulling the skill or depth card. There was never any reason not to do it, and it wasn't even hard; almost anyone could have it down perfect with a week of practice.
Besides the fact that they're completely unrelated? One is improving, and giving more options to a character's recovery, and other is forcing somebody to hit a button everytime they hit the ground.

Yeah! Arbitrary button presses! Let's make it so you can't dashdance until you press R every time you turn! That makes sense!

Christ people, if you want the game to be more complex, figure out some way to do it other than arbitrary, flawed mechanics.
Excellent post, QFT!
 

zxeon

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If you have an argument for manual L-canceling can it. We've heard it all before. Because there is nothing good about that kind of mindless complexity it was never included in any build of Brawl+. And here I thought we we got past this past this in October.
 

Skip2MaLoo

Smash Lord
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And why is manual L-canceling coming up again? It's a mindless AT that adds nothing to the game other than an extra button press on every aerial landing. And don't even try pulling the skill or depth card. There was never any reason not to do it, and it wasn't even hard; almost anyone could have it down perfect with a week of practice.
show me ya movez
im sure you miss lcancels
positive
 

Alphatron

Smash Champion
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I have an idea that would add tech skill to the game.

Everytime you perform a tilt or a smash attack, you must push the L-button during the last 4 frames of the attack. Failing to do so will cause extended lag on all of your tilts/smashes, allowing for punishment.

Additionally, dash dancing is too easy. Everytime you want to do something out of the dash, you should be required to dash cancel. To dash cancel, tap L during the initial dash or turn around animation. Failure to do so at all times will cause tripping. The tripping will be set to 100% of course, so it won't be a random gimmick.

Grabbing onto the ledge right now is ridiculously easy. Every time we come in contact with ledge grab range, a frame window should open up. Failure to press L during this frame window means you won't be grabbing the ledge and will fall past it.

+1 for more tech skill.
 

Blank Mauser

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I'm not sure why people are so concerned with artificially adding options while trying to make them challenging new mechanics. The game right now has plenty of options we can already make use of or change to our will.

As for ledgeteching, if you can punish with a move like Dsmash then there isn't much reason you couldn't have edgehogged or just punished with a better move like Fsmash. Unless Fsmashes or other similar moves are made ledgetechable (Which would then make ledgeteching almost crucial to surviving at all) then its just a lazy way to stop complaining on a lazy edgeguard that shouldn't even be happening. I'm okay with adding it, but limiting the ledge grab range would change much more situations then ledge teching would. Airdodge hugging, Up-B'ing past the ledge only to grab it a little later or extend your hitbox on ledgehogging opponents, or the next time you go out for that sacred off-stage falcon punch and just make it back on the stage. Those situations are much more prominent and practical. Changing them to add a situational mechanic like ledgeteching would be distasteful.

Tech skill is such an overrated excuse for depth. Technical barriers will only make a difference for so long and it should hardly even show up in high level play. Seriously, I still feel the game has hardly been explored to its fullest. The skill cap is only as low as the people who play it make it.
 

Mattnumbers

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The skill cap is only as low as the people who play it make it.
No.
Things do have real caps to the amount of skill, obviously we have not met it, but you get to a certain point where the only way you can improve is to have better reflexes. The more AT's there are the more things you need to learn and perfect to truly be good at the game, and learning these things actually puts you at a significant advantage over someone who DOESN'T know the techniques. It isn't a matter of putting up barriers its a matter of a good skill curve (something that is very important in competitive games)
 

CloneHat

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I took me say...2 days to learn get pretty good at L-canceling.

Then I didn't even notice I was doing it. When I went back for some Brawl+, I started pressing L by accident.

While wall teching is an actual action you perform, L-cancel is basically just adding a button press. I don't really care if L-cancel is shoved in, because I'll just learn it again. It simply makes no difference.

EDIT: Oops, looks like Shadic and SMK just killed the argument anyway...
 
D

Deleted member

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Yeah! Arbitrary button presses!
YOU MEAN LIKE EVERY SINGLE OTHER BUTTON PRESS IN THE GAMe?!

how many times do i have to say that tech skill barriers exist NO MATTER what this game is played with a controller
 

Shell

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What's arbitrary about pressing A to attack, or pressing B to do a special? Please elaborate, I truly don't understand. How else would you perform it other than with your mind or some sort of wii-mote shake...?

You can't get any more basic with the controls without losing function and making everything a context sensitive ****-fest (see "Z-button").

I see what you're saying about just pressing buttons is a technical barrier in the first place, but you have to see that there's a difference between doing things with the simplest number of inputs and an un-necessarily greater number of inputs.
 

Mattnumbers

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YOU MEAN LIKE EVERY SINGLE OTHER BUTTON PRESS IN THE GAMe?!

how many times do i have to say that tech skill barriers exist NO MATTER what this game is played with a controller
I fail to see how you think this is in any way a end-all be-all point in this argument. Of course there's already a barrier, there
s a "barrier" to do ANYTHING. L-cancelling just increases the barrier!

And that's not even the real reason we don't have it.

Also, L-canceling is different than Ledge teching and other things you always want to do because you don't always get hit when you are recovering. You can pretty much just press L any time you are going to land on the ground if there is L-canceling, but your not going to be ledge teching every time you recover.

Not a perfect argument but you get my point.
 

CloneHat

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Speaking of Z, STOP IT FROM SHIELDING PLEASE.

It's just stupid. Make it grab.

Too many times have I stood in front of a vulnerable opponent while my shield flickers on and off.
 

Rudra

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...Arent there people who use Z to attack or do other things? Or are you just asking for the "shield" function itself to be removed from Z?
 

WheelOfFish

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I have an idea that would add tech skill to the game.

Everytime you perform a tilt or a smash attack, you must push the L-button during the last 4 frames of the attack. Failing to do so will cause extended lag on all of your tilts/smashes, allowing for punishment.

Additionally, dash dancing is too easy. Everytime you want to do something out of the dash, you should be required to dash cancel. To dash cancel, tap L during the initial dash or turn around animation. Failure to do so at all times will cause tripping. The tripping will be set to 100% of course, so it won't be a random gimmick.

Grabbing onto the ledge right now is ridiculously easy. Every time we come in contact with ledge grab range, a frame window should open up. Failure to press L during this frame window means you won't be grabbing the ledge and will fall past it.

+1 for more tech skill.
Took me a minute to get that you were kidding XD

I'm so slow.

Page 666. Really?

I like ATs that add depth. L-canceling really doesn't. Ledge teching? Sure.
 

Shadic

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Another thing - People were complaining about the skill CAP in Brawl+. Remember, in high-level play, EVERYBODY L CANCELS. How does that go about increasing the cap of high-level play?

It doesn't.
 

Mattnumbers

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Also, I'm loathe to bring this up again, and I don't really want to actually discuss it, but I feel I should mention it because the WBR (understandably) forgets things sometimes. I don't know what the feelings of the WBR are towards this generally, but I just don't want it to be forgotten is all.

Lucas Zair?
 

Machiavelli.CF

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next poster is satan
Jk
lucas doesnt really need zair
and no one needs L canceling

EDIT: what was with sliding techs? doesnt that destroy the purpose of it?
 

Rudra

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lol 666 GET.

Where did the L-Canceling argument come from now? I thought this was dead and gone by now.
Tip: Make L cancel give your next move a fresh bonus or something lmao. Not that I'm for this or anything. =P

Also, in regards to JC+Grabs possibly creating CGs, just how many could they create? How escapable would they be?
 

kupo15

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Besides the fact that they're completely unrelated? One is improving, and giving more options to a character's recovery, and other is forcing somebody to hit a button everytime they hit the ground.

Yeah! Arbitrary button presses! Let's make it so you can't dashdance until you press R every time you turn! That makes sense!

Christ people, if you want the game to be more complex, figure out some way to do it other than arbitrary, flawed mechanics.
I have an idea that would add tech skill to the game.

Everytime you perform a tilt or a smash attack, you must push the L-button during the last 4 frames of the attack. Failing to do so will cause extended lag on all of your tilts/smashes, allowing for punishment.

Additionally, dash dancing is too easy. Everytime you want to do something out of the dash, you should be required to dash cancel. To dash cancel, tap L during the initial dash or turn around animation. Failure to do so at all times will cause tripping. The tripping will be set to 100% of course, so it won't be a random gimmick.

Grabbing onto the ledge right now is ridiculously easy. Every time we come in contact with ledge grab range, a frame window should open up. Failure to press L during this frame window means you won't be grabbing the ledge and will fall past it.

+1 for more tech skill.
There is a distinct difference between adding a button press in a way that makes sense and another thing to require button presses for stupid reasons like you are suggesting.
 

Alphatron

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If L-cancelling truly MUST be implemented, then there needs to be a tradeoff for screwing it up. Like an early window that actually lengthens your end lag if you push L too soon.

Not only would this impede your offense, but you get punished for your failure. Of course, with such a punishment, people may say that playing chars who need to L-cancel may become too difficult, but you should work for your offensive game.

Problem is, the penalty doesn't stop it from still being the superior option w/o ALR.
 

VietGeek

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satire is satire <_<

also smash is flawed by design when it comes to balancing certain techs like L-cancels

best we could come up with was M-cancels

at least in a way that made sense
 

kupo15

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If L-cancelling truly MUST be implemented, then there needs to be a tradeoff for screwing it up. Like an early window that actually lengthens your end lag if you push L too soon.

Not only would this impede your offense, but you get punished for your failure. Of course, with such a punishment, people may say that playing chars who need to L-cancel may become too difficult, but you should work for your offensive game.

Problem is, the penalty doesn't stop it from still being the superior option w/o ALR.
Whats wrong with a punishment window like teching? You screw up, you get all your lag
 

Thunderhorse+

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that happens with other buttons when they are used for grabs too, I use Y and it happens sometimes.
I am thirding this. Sometimes I end up spotdodging/rolling when I want to dthrow/bthrow/fthrow respectively as well, which has largely to do with the same problem. Jabing instead of throwing is also relatively frequent.

(Truly) Dedicated grab button ftw.
 

Alphatron

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Whats wrong with a punishment window like teching? You screw up, you get all your lag
It works for teching because teching isn't always the superior option to do, while being easy to perform. Hell, I wouldn't mind if the window to do it was simply tighter in the past two games and took more precision.
 

WheelOfFish

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K. Here's the thing. L-canceling is a LEARNING barrier, not a SKILL barrier. For any of us Melee players, l-canceling is pretty much muscle memory by now. Right? It's not hard to do now. But it makes learning the game harder, but it does little to nothing to separate the good from the great. If Brawl+ is truly supposed to be easy to pick up and hard to master, we need to realize that all l-canceling does is make Brawl+ harder to pick up. It doesn't make it harder to master. Add REAL advanced techniques that require REAL skill so Brawl+ is actually hard to master. Brawl+ is too easy right now, but adding l-canceling won't fix that problem.

Kupo, I've been in favor of a lot of the changes you are suggesting, but I think that this one really only raises the learning curve, not the mastery curve.
 

Alphatron

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There aren't many ways to make it a balanced option either without screwing it up either. Like, if L-cancelling added +3 of the cancelled move to the stale move pool(making your moves stale faster) you could actually benefit from that penalty. And if you take 1-2% dmg for doing it, it's like being punished for being overly offensive. Even worse if your move misses.
 

kupo15

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EDIT: what was with sliding techs? doesnt that destroy the purpose of it?
The purpose is so that it doesn't completely make horizontal sending moves useless. The problem is when you tech in the same spot you where hit and stick there as if there was super glue.

Picture where Samus would end up with sliding techs. Probably center of FD at the most

http://www.mediafire.com/download.php?jydhzmunjm5

This is how 64 and melee worked and its a good mechanic. Your slide is directly related to how much kb you receive due to damage. So the lower % you will have little sliding if any at all, and you will slide further the more damage you have.


I'm not going to debate L canceling. I don't want to right now. Maybe another time in the future.
 

Machiavelli.CF

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so its going to slow down momentum and not just just let them slide along the stage as if they didnt tech?
ok, just making sure
i wanted to make sure that it didnt just let them slide and destroy the purpose ot teching
 

kupo15

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Shanus, how is JC shine programmed? In melee, you could not JC the shine during the shine away lag. You could only cancel it if you were still shining. Is it set up like this so that you can't just be sloppy with canceling the shine? And the Shines cool down lag is also longer and the shine stayed out longer if you just tapped it to help with the timing of the JC. FYI
 

leafgreen386

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Oh yea, I completely forgot how ****ed up the gravity is and how its inconsistent throughout instead of universal dgrav which causes hitstun to act really wack and not the way its supposed too. So making another code because of this decision to have a nonuniform gravity change would definitely help things out. It may need more lowering though but who knows
Actually, what you're suggesting is doable with just PSA. We can get extremely exact values by messing with gravity, sh, fj, and double jump multiplier. The only thing I don't think you can do with PSA is make FFs faster.

The thing about Brawl+ is that unlike the ground-based game that is melee, Brawl+ often leads to edge guarding scenarios much more quickly. Melee stages were bigger, characters were smaller, and hitstun was, i guess, a bit lower. This means that gameplay was mostly confined to the stage and when you finally did get someone to the ledge, it normally meant death.

Brawl+ is different in that respect in that stages are smaller, moves generally send much farther, there's more hitstun, recoveries are much more forgiving/safer and characters are floatier. This means that the players experience off stage exchanges much more frequently than in Melee, and unlike Melee, an 'exchange' can take place off stage as well, and a character that does get knocked off can usually get back to the ledge safely. If we were to suddenly change the ledge game to be as punishable as Melee's, you would break the balance that we've worked towards these past few months using Brawl+'s existing mechanics. Brawl+'s combos/strings are frequently getting you off stage, if we were to suddenly shift it so that off edge = death, the game would change drastically.

I'm not saying this is bad direction to go, but it's not just a simple matter of making edges more punishable. You have to take a look at the core of the game, and in Brawl+'s current state, there's muuuch more you'd have to change; a complete overhaul of not just the metagame, but a change of stage size, character speeds, knockback adjustments would be required. Not to mention a lot of work put into balancing the game around the EXISTING changes we've made over the past few months would need an overhaul as well. So yes, this means, back to square one.
rofl

we got rid of that months ago

And honestly, once we get these new mechanics in place, taking a step back could be just what this project needs, starting with slightly lower hitstun, 5 dead frames after an air/side/spot dodge in which you cannot airdodge again/shield, and a revamp to the ledge game, including Ledgetech+ (whatever that turns out to be), and a smaller ledgegrab range (but still large enough that a perfect sweetspot is safe from most moves).

Point is, if we change something, change alot. Not just one small thing. Everything works fine now, and changing just a little will be more of a hindrance than a help.
These two posts are great. It's true, we'd need to rebalance a lot of stuff. Not only characters, but the mechanics, themselves. But if done well, it will result in a better brawl+, which is something I think we can all agree is worth trying for.

You could just make it so that every ledgetech is a walljump tech...
No.

May aswell.

If Falco loses his SHDL he needs:
buffed laser damage (at least 3dmg like he originally had)
DIable lasers
FF lasers

and as I mentioned in my previous post, his shine's lower hitboxes should be evaluated.
I'm actually looking into redoing falco's physics right now. Haven't got fj or ff laid out just yet, but so far I've got .95 sh, 1.0 dgrav, and 1.3 fgrav, from the previous .9 sh, 1.2 dgrav, and 1.1 fgrav. Should make him reach the peak of his sh a couple frames sooner while still retaining a similar height and without affecting how well he gets combo'd much. Once ff'able (and DI'able) lasers are implemented, it should result in taking less than 20 frames (before landlag) to perform a shl, making it pretty similar to melee's level of efficiency (it took 17 frames plus landlag to do one in melee if you did it perfectly). This should make the SHL plenty fast enough to make up for the loss of the SHDL. Furthermore, 2% with no damage staling is arguably better than 3% with staling, so you can stop bringing that up now.

Anyway, we'll look into fixing the shine hitbox. If you want to play around with its size a bit in PSA and find a good value, feel free to. Things tend to get done a lot quicker when they're done by different people hint hint.

I'm for Manual L Canceling. It adds some kind of skill requirement to what is already a combo-fest/noob-friendly game that Brawl+ already is.
Put simply... no. It just raises the entry level to the game, which is ultimately a bad thing. Brawl+ being easy to pick up is an awesome thing about it, and a great selling point for new players. However, raising the mastery level of the game will ultimately just extend its lifetime and depth without hampering new players trying to get into the game.

Besides... we have plenty on our plates right now without having to worry about the l-canceling argument again... like... can we please not even bring it up anymore until we actually start getting some of the more important stuff implemented?

From what I understand, leafgreen was unable to make a code which remapped the footstool jump input.
Yeah, I got kinda frustrated when what I was doing wasn't working right. I think I'm on the right track, though... just gotta go at it again. I'm probably gonna work on some other stuff in the mean time, though, and come back to it later.
 

Machiavelli.CF

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Actually, what you're suggesting is doable with just PSA. We can get extremely exact values by messing with gravity, sh, fj, and double jump multiplier. The only thing I don't think you can do with PSA is make FFs faster.
yes you can

0x084: fast fall terminal velocity

Extra thing:

0x0B4: Default model scale (in case ppl wanted to make characters smaller instead of the stage being bigger [i havent messed with this much so i dont know how much it affects their moves] )
 

DarkDragoon

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Camelot made the code for it where if you release the jump button and press A, it cancels momentum and goes into the aerial, but if you hold the jump button while pressing A it does the normal rising aerial.
:3 It works quite well, my Mewtwo players enjoy it. I'm going to mod it so Mewtwo gets a boost at the end of his DJ when using an aerial, and make it so you can only DJC in the first 10 or so frames.

Shanus, how is JC shine programmed? In melee, you could not JC the shine during the shine away lag. You could only cancel it if you were still shining. Is it set up like this so that you can't just be sloppy with canceling the shine? And the Shines cool down lag is also longer and the shine stayed out longer if you just tapped it to help with the timing of the JC. FYI
o.o You know it would be easier if you just played with the .pac so you knew how things worked.

But JCShine is done by hitting the X or Y button during the shine animation, and it tests to see if you have any jumps left, and uses it if you have any to use, otherwise it sticks.

>_>; Its kinda how it would work.
-DD
 

kupo15

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o.o You know it would be easier if you just played with the .pac so you knew how things worked.

But JCShine is done by hitting the X or Y button during the shine animation, and it tests to see if you have any jumps left, and uses it if you have any to use, otherwise it sticks.

>_>; Its kinda how it would work.
-DD
I wonder if this code is for both Shine and Shine away animations...
 
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