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no but i did find out that hes still not as fun as link.You don't still think toonlink is too good do you? lol
I've mentioned it before, but fixing Sheik's Ftilt should be easy beans.But, honestly, we need to fix Sheik's Ftilt, I can't stress it enough. It's hard to tech, it's harder to escape BECAUSE of hitstun, because all Sheik has to do is follow your DI above 50% and keep you in it until she can Usmash or until the Ftilt won't keep you close to her anymore. I'm gonna have to show you guys what leaf was able to do to me with it, it's ridiculously hard to escape, if even impossible.
Doesn't matter what you do about teching, the Bounce Lock needs to be gone.Aslo we prob wont need a jablock code because of this.
yoshi doesn't really need it. the fact that you can't poke him through his shield balances out that weakness.
Common misconceptions.his laggy shield is not that much of a problem, all you have to do is to grounddodge (or shieldroll) before attacking/moving, to eliminate the vulnerable frames.
Since replying to this is difficult for some people apparently, let me ask in bold, in big letters for the elementary crowd:Seriously can't get the dash code to work though. Someone post a working copy of the dash speed/fastfall/short hop height code with values already in it. I must be putting the wrong value in the dash section or something.
It is identical to the code posted in the OP, except for the 3 custom values, which are as follows:It works fine for me. have you checked it for errors? Do you have the latest code?
yes, american versionBEES: A simple check, but one worth making: you are using the American version of Brawl, right?
As I said before, it does not work even when it is the ONLY code I run. Is there an independent dash speed modifier or an updated version of the code somewhere?Well, I remember Almas's original version of the code conflicting with Hitstun, or something like that. For testing purposes try running the code you have with the Hitstun modifier turned off.
nah yoshi could shield jump in ssb. he lost it in melee and that was a terrible move on the devs part. i'm not saying increase his priority/damage/speed whatever, just make things a little fair for him and give him his shield jump back. he NEEDS it. if you tried playin with that kind of **** you'd understand.no it won't, but it's a feature that's been unique to yoshi since smash64. just like link's upB will always be terrible. if you want to balance characters, you make their strengths even better.
Not that I know of. Also, it's impossible that that would be the case. Each character has their values stored somewhere. You just have to overwrite that specific character's specific move that you want to edit.I dont think we should buff anyone till we have had an official code set and have played for a decent amount of time.
Edit: Didnt someone mention that we couldnt chance specific characters moves via damage and knockback without changing everyones?
That code does not work either. Apparently any code with dash speed involved does not work. This sucks. I really don't know what to do.I can't see anything wrong with the code, it's quite vexing. Try changing the floats, I doubt it'd work but it's worth a try.
I don't use a FF mod atm:
Short Hop Height/Dash Speed Multiplier [Almas, 9 Lines]
045A9304 3F666666
045A9308 3FA66666
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
4E800020 00000000
Maybe try that code. That said I haven't tried booting the game with that code recently either, because I've only been loading up my Wii to make codes and I don't want my ones interfering with me poking around.
If Falco's laser got any faster, it would be a wall. But it's an interesting idea. I do think the game gives specials a short shrift. However, I'd be interested in seeing a code for jump-canceling everyone's down-special, maybe cutting the lag in half on it.It would be cool if we could fastfall during specials. Yoshi can get sort of buffed and use his egg throw as an approach if he can play around with that. His eggs have tons of hitstun. (I mostly want it because I hate Falco's short hop laser.)
His eggs have a lot of hitstun and are quite useful, and once he gets in close almost anything you do leads to a nice big combo. I'm not sure he needs any specific buffs, although the ability to shield jump would not negatively affect the game balance at all.Yeah, Yoshi needs a buff. He is INCREDIBLY garbs right now. Fixing his shield would be a nice improvement, but overall his biggest problem is that he doesn't have very good approach options :-(.
Haven't tested it. It only came up because we happened to have a 3rd person over.@plasma- The controller thing sounds very strange. What happens when you connect a controller after the game has done been loaded?
Somehow I don't like the idea of jiggs being able to JC her rest. Or diddy being able to immediately act after throwing a banana. Or marth fairing me while I try to punish his counter.If Falco's laser got any faster, it would be a wall. But it's an interesting idea. I do think the game gives specials a short shrift. However, I'd be interested in seeing a code for jump-canceling everyone's down-special, maybe cutting the lag in half on it.
I haven't started on it yet, but I'm pretty sure that the first window is the buffer window.Now that you mention it, i understand why Kupo or Falco complain about techin, I play with the default Brawl buffer since I don't have any issues with it, I don't have crouches after fast fall.
With VB Buffer tech is definately very easy.
lets hope its a different buffer window so we can keep our precise controlsI haven't started on it yet, but I'm pretty sure that the first window is the buffer window.
As for the voice pitch, it's already on my todo list, but really low priority.
I tried 1.0, 1.1, and 1.2, didn't work. Just in case it was an additive value I tried 0.2 as well.Perhaps it is something about the value 1.3 for dash speed. Ionno. I'm just trying random ideas, because I truly have no idea what would cause your errors.
Yes. The number you put in yellow will be the number of frames the PS is. The default is 8 which is why its 0008. If you want 3 it would be 0003. Maybe I should just highlight the 8 because I doubt anyone would go above 8In the powershield modifier, would I just replace the 8 in the yellow with another number to change the amount of powershield frames or do I change everything in the yellow? It doesn't seem clear how to change that.