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COMPETITIVE Brawl+: Code Agenda

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The No Auto Swap code is ASM and thus cannot be combined with anything. If you are extremely lucky then the writer made an error in writing meaning one, maybe two lines can be trimmed, after examining the code and memory involved for hours.

I already shortened the infinite stamina code by combining it.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Marth mains say hello and would like you to meet Fair.
So the move doesn't decay, meaning that after a few hits you can actually DI out of the hits?

Seriously, no decay doesn't destroy the other mechanics in play here. This also makes stupid same move combos not trap opponents as well BECAUSE they don't stale. If there was a code that allowed for decay of damage and not knockback (Eaode mentioned this too) this would be ideal because it would nerf same move combos even further than no decay.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I was just pointing out that it's not hard to be winning by spamming a few moves with Marth.

What we need, ideally, is damage only decay.

It's a little unfair to have one move be so capable at damage building, edgeguarding, and with no knockback decay also killing (tippered).
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Okay, I experimented for like... 5 minutes. So I may be wrong.

I believe the Dash Cancel code section of the merged codes works. However, with the buffer modifier, the timing on it is a lot less lenient. You can't just mash down->attack, you have to wait a split second longer. Of course, I could be completely wrong.

I'd appreciate more input.
 

Stratocaster

Smash Ace
Joined
Oct 6, 2007
Messages
672
Location
Knoxville, TN
I agree with MookieRah, move decay should just be tossed out. Its less lines, it does more damage, and makes practicing combos more helpful, since you can do a combo in training, then perform it on that same character and percentage in a real match. Seriously, combos already depend on damage of opponent, their character, the move decay of your moves, and their DI. Thats alot of variables... so taking one at is fine. Its not like they can increase your move decay, so DI is they only thing they should need to escape.
Also for moves like marth's fair, whether it does 15% or 12%, if its you're best option as far as what will hit your opponent, then you're gonna use it. Decay doesn't effect you're move choice, its just a bad mechanic.

Also I wanna thank Mookie for being the only one to confirm I'm not crazy, the new Merger Code is not perfect.
People, use the most recent codes (see below), and test to see if every claimed quality is working.
I'm not getting: Dash Canceling most of the time
Buffering isn't working at all
and Infinite PKMN stamina

Code:
PW Merger Code [Phantom Wings, Almas, 106 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000002 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9001000E 00000000
4800100E 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 XXXXXXXX
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 00000068
30000154 00000009
1400015C 0000000Y
14000150 0000000Y
E2000001 00000000
4800100E 0000007C
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4800100E 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4800100E 0000007C
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

ASM Codes

Autosweetspot Ledges [Phantom Wings, 6 Lines]
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 9 Lines]
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL

COLOUR
HITSTUN
No Auto Sweetspot
Aerial Lag Reduction
Lagless Ledges - XXXXXXXX is constant (recommended 40800000)
Dash Cancelling
Buffer Modifier - Y is Buffer Window (use same value twice)
Triple Jump FixYou should be able to remove segments at will, now.
I'm using this code, and I put "1" for Y and filled in the lagless ledges with the recommended value
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
Decay was in Melee and SSB. We all know that. But this is not the same decay that is in Brawl. The decay in Brawl affects knockback, so it throws a wrench into the mix and makes combos way more convoluted. In Melee, there were set combos, stuff like dair to knee with Falcon, and all sorts of other small setups. The decay system didn't affect combos much at all, and there were combos and setups that worked well regardless of how decayed your moves were.

Messing with knockback is much, much worse. One has to keep tabs on their opponents percent as well as the staleness of their moves. It makes reliable setups very situational because the decay is too much. Even if you halved the decay in Brawl, it would have a noticeable impact on how the game is played. The very fact that most people prefer the 3/4th code proves to me that people don't really want decay, they just don't have the guts to trash a terrible game mechanic.
I played Brawl+ with no decay, and felt that it made characters die too quickly. I personally liked that in Melee it was a common occurrence for skilled players to live up to 180-240% on a fairly regular basis. Without move decay, characters dies between 60-130% almost all the time, and while DI is powerful, the boundaries of the stages are too near the actual stage to let you live much beyond 180% in the most extreme cases.

If you want combos that aren't preset then that still exists without decay. DI is HUGE in Brawl. Against a smart opponent you won't be able to land "preset" combos cause they can work their way out of it. This makes sense and adds depth to the game. A mechanic that forces ridiculous restrictions on the moves you use, makes combos more convoluted, and ultimately was put into place because they suck at making every move usable is not something that adds depth to the game. It's a restriction without any real purpose other than to make things harder than they should be.
I haven't noticed DI to be any more significant in Brawl than it was in Melee. In fact, it plays less of a role in Brawl, imho.

This is a terrible point. Tripping makes it harder for someone to get 4 stocked too. Also, decay doesn't "tighten" up matches, the lack of decay does. It makes everything make sense and not dependent on too many variables.
Please, explain to me how decay doesn't help tighten up matches? A character who dies does not suffer from stale move decay, while a character who has just taken off two of his opponent's stock without dying is suffering from decay. This makes it more likely for the opponent who is behind to take a stock off. Obviously it has a rubber band effect, but it initially provides the person who fell behind a greater chance at closing the gap, and then working to keep it close. Many of the people I used to play against that went to tournies typically would manage to get ahead of me by at least one, if not two stock, but I was almost always able to make it back up in the end, and often sneak in wins, upsetting the match.

If a character is not suffering from decay, he is just as likely to open the gap up further as he is to getting hit (ignoring counter match situations, which make no decay more harmful to the characters at disadvantage).

If you are losing because of a few moves being spammed you don't deserve to win.
This was a theoretical situation. I will come out and admit I know very little of the current metagame in Brawl, I stopped playing competitively a few months after the game was released (though I spent quite a bit of time researching match ups for ZSS and was quite the avid poster then, and for Link in Melee). I'm more familiar with Melee and SSB64, and there were some very serious counter match situations in both of those games where some characters could use less than four moves and completely shut down other characters. Spam isn't the right term, but using a very selective list of moves to completely shut down specific characters is a very real problem in most fighting games.

One example I can think of for vBrawl off the top of my head is MK vs. Falcon. Regardless of what Falcon does, he suffers from a lack of priority, range, and too much lag on his attacks to pose any real threat to MK, who can shut him down with a few aerial attacks and his jab, or just shield most of what Falcon does and punish him afterward.

EDIT: I will agree that it would be ideal if we could find someway to just change damage decay, as opposed to having to change both damage and knockback.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I played Brawl+ with no decay, and felt that it made characters die too quickly. I personally liked that in Melee it was a common occurrence for skilled players to live up to 180-240% on a fairly regular basis. Without move decay, characters dies between 60-130% almost all the time, and while DI is powerful, the boundaries of the stages are too near the actual stage to let you live much beyond 180% in the most extreme cases.
Which is why I think we should put less effort into nerfing recoveries, and more into trying to find a way to increase stage boundaries.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I played Brawl+ with no decay, and felt that it made characters die too quickly. I personally liked that in Melee it was a common occurrence for skilled players to live up to 180-240% on a fairly regular basis. Without move decay, characters dies between 60-130% almost all the time, and while DI is powerful, the boundaries of the stages are too near the actual stage to let you live much beyond 180% in the most extreme cases.
That isn't the melee I remember. I think its fine as it is now. Both stage size and the lack of decay. As I've stated before and will again, damage decay would be nice while knockback remains the same.
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
It's the rubber band effect. It allows you to catch up by one stock more easily.

EDIT: I like Shadic's idea of expanding the boundaries further.

shanus, it depended on which character you played as, but several could survive into 200+% regularly. This included Link, Marth, Peach, Samus, Ganondorf, Mario, Doc Mario, Luigi, Pikachu, Ness, Fox, Falcon, Falco, Sheik and probably others. It all depended on how good you were at knowing which way to DI.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
I played Brawl+ with no decay, and felt that it made characters die too quickly. I personally liked that in Melee it was a common occurrence for skilled players to live up to 180-240% on a fairly regular basis. Without move decay, characters dies between 60-130% almost all the time, and while DI is powerful, the boundaries of the stages are too near the actual stage to let you live much beyond 180% in the most extreme cases.

This does not happen often in Melee at all if people know how to kill. Brawl matches take too long, and it makes it boring to see a match 2 minutes in and the first stock has just been lost.



Please, explain to me how decay doesn't help tighten up matches? A character who dies does not suffer from stale move decay, while a character who has just taken off two of his opponent's stock without dying is suffering from decay. This makes it more likely for the opponent who is behind to take a stock off. Obviously it has a rubber band effect, but it initially provides the person who fell behind a greater chance at closing the gap, and then working to keep it close. Many of the people I used to play against that went to tournies typically would manage to get ahead of me by at least one, if not two stock, but I was almost always able to make it back up in the end, and often sneak in wins, upsetting the match.

I don't know what you specifically mean by "Tighten up", but Brawl's decay just slows down matches and makes them more boring to watch/play. It's not fun to have to conserve your kill moves, it's an arbitrary limitation that is very annoying (imo)

If a character is not suffering from decay, he is just as likely to open the gap up further as he is to getting hit (ignoring counter match situations, which make no decay more harmful to the characters at disadvantage).

Helping the loser is exactly the mindset that created the abomination that is Vanilla Brawl. You should not get benefits from losing.


This was a theoretical situation. I will come out and admit I know very little of the current metagame in Brawl, I stopped playing competitively a few months after the game was released (though I spent quite a bit of time researching match ups for ZSS and was quite the avid poster then, and for Link in Melee). I'm more familiar with Melee and SSB64, and there were some very serious counter match situations in both of those games where some characters could use less than four moves and completely shut down other characters. Spam isn't the right term, but using a very selective list of moves to completely shut down specific characters is a very real problem in most fighting games.

You may think it's lame to only use "4 moves", but in reality the only reason they refrain from using other moves is because they're not good. Forcing the players to use worse moves does not make for more interesting gameplay.

One example I can think of for vBrawl off the top of my head is MK vs. Falcon. Regardless of what Falcon does, he suffers from a lack of priority, range, and too much lag on his attacks to pose any real threat to MK, who can shut him down with a few aerial attacks and his jab, or just shield most of what Falcon does and punish him afterward.

Good Job, you just took the best and worst characters in the game as an example to say that you need to limit the player.

EDIT: I will agree that it would be ideal if we could find someway to just change damage decay, as opposed to having to change both damage and knockback.

Agreed
Replies in red.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I personally liked that in Melee it was a common occurrence for skilled players to live up to 180-240% on a fairly regular basis.
I don't know what kind of Melee you've been playing then. It's very uncommon for those types of percentages to occur. Most KOs come from the range you posted yourself about no decay, 60-130%. Sometimes people live for incredibly long periods of time, but that is far from typical, and the same can happen without decay.
I haven't noticed DI to be any more significant in Brawl than it was in Melee. In fact, it plays less of a role in Brawl, imho.
It is more significant than in melee, as now there are varying strengths of DI. Moves that send you into tumble in Brawl give you bonus DI strength. I'm not sure if this was in melee or not, but if it was it wasn't nearly as noticeable. The very fact that Kupo and others were thinking about having a DI nerf to make it more like melee should give you an idea between the differences.
Please, explain to me how decay doesn't help tighten up matches? A character who dies does not suffer from stale move decay, while a character who has just taken off two of his opponent's stock without dying is suffering from decay.
I very much disagree with this philosophy. Why should anyone who loses a stock be granted any favors for getting KOed? This is the same concept behind pitty final smashes. No, no no, I don't think the person who lost a stock deserves any sort of inherent advantage upon respawning. That's crap. That isn't tightening up anything, what it does is serve to help destroy the flow of the match. If someone is on a rampage and doing extremely well, the opponent doesn't deserve a get out of jail free card which makes him more of a threat.
If a character is not suffering from decay, he is just as likely to open the gap up further as he is to getting hit
Again, why did the "gap" get there in the first place? It's because he wasn't playing as good as his opponent! There doesn't need to be any hand holding for the person who got KOed, as they already come back with a decent amount of invincibility.

On your last point, Meta is just ridiculously good. The codes make him even better. We are planning to nerf him so he doesn't rock everyone's face off. In any case, Falcon still gets advantages in that matchup having no decay as well, and he sure as hell gets better "overall" against other matchups. Besides, your point is moot. Bad matchups exist. You have to find a way to deal with it. My Mewtwo ate a lot of Marth players back in my day, and it's one of the worse matchups in Melee. I didn't cry about it, I just dealt with it.
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
new code.

Default settings mod
new code said:
Code:
Default Settings Modifier[Igglyboo, Brkirch, and FMK]
24494A98 80000000
20523300 00000000
04523300 [B]DEADBEEF[/B]
42000000 90000000
0417F360 0000XXYY
0417F364 03GGZZNN
0417F368 KKTTPPSS
0417F36C JJ000000
E0000000 80008000
DEADBEEF
Is this subliminal messaging?

Anyways, it's a neat code that I'll squeeze in for sure, but it's also one of the more frivolous ones. :laugh:
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
It's the rubber band effect. It allows you to catch up by one stock more easily.

EDIT: I like Shadic's idea of expanding the boundaries further.

shanus, it depended on which character you played as, but several could survive into 200+% regularly. This included Link, Marth, Peach, Samus, Ganondorf, Mario, Doc Mario, Luigi, Pikachu, Ness, Fox, Falcon, Falco, Sheik and probably others. It all depended on how good you were at knowing which way to DI.
I'm with Mookie here. As someone who frequented the tourney scene and did well, I still don't know what version of melee you are playing :p

Most deaths would happen between id say 80-140ish with many many more gimps happening earlier on
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Is this subliminal messaging?

Anyways, it's a neat code that I'll squeeze in for sure, but it's also one of the more frivolous ones. :laugh:
Maybe sakurai programmed it in spite that we finally have this as a preference lol


Here is the filled in code:

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000103
0417F364 03010A00
0417F368 08000101
0417F36C 01000000
E0000000 80008000

3 stock
8 mins
team attack on

everything else is normal
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Maybe sakurai programmed it in spite that we finally have this as a preference lol


Here is the filled in code:

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000103
0417F364 03010A00
0417F368 08000101
0417F36C 01000000
E0000000 80008000

3 stock
8 mins
team attack on

everything else is normal
You have handicap set to Auto instaed of Off.

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000103
0417F364 03000A00
0417F368 08000101
0417F36C 01000000
E0000000 80008000

is the fixed version.

Also, I dunno about you but after using this I suddenly feel the urge to eat a nice steak.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
You have handicap set to Auto instaed of Off.

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000103
0417F364 03000A00
0417F368 08000101
0417F36C 01000000
E0000000 80008000

is the fixed version.

Also, I dunno about you but after using this I suddenly feel the urge to eat a nice steak.
Actually Im looking at my game and handicap is OFF?? And it is possible to change this code to be a one time deal like the music hack. The key to that is in the DEADBEEF o_O
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Oh man, this new code is awesome. Now I no longer have to suffer from the "unspoken rule" (a little joke term my cousin and I came up with to refer to the fact that we almost always, as if it was mandatory, forget to change the default match settings on the first match).
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
And plasma, you don't have team attack on hahah

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000103
0417F364 03000A00
0417F368 08010101
0417F36C 01000000
E0000000 80008000
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Hopefully after we get all the codes we'll need we will have the space for this. It's quite nifty.

BTW, Almas, I'm no longer experiencing the problem with Marth and the super code. I just played a bit as Jiggs and nothing seems abnormal there either. I tried to see if I could buffer a move and it seems to still have no buffer in place. Maybe it was a fluke? Not sure, it is strange.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
i'd like to see a permanent settings hack. :)
Hopefully after we get all the codes we'll need we will have the space for this. It's quite nifty.

BTW, Almas, I'm no longer experiencing the problem with Marth and the super code. I just played a bit as Jiggs and nothing seems abnormal there either. I tried to see if I could buffer a move and it seems to still have no buffer in place. Maybe it was a fluke? Not sure, it is strange.
I think we will be getting the "perma write" code soon so it doesn't take up line space. Im asking iggly how it works and I believe we can still change the settings in game and use the perma write code to change our defaults or at the very least, use the current code to do that
 

xicsrh

Smash Cadet
Joined
Nov 3, 2008
Messages
54
kupo, would you mind asking the hackers if it's possible to add an option for default CPU level? I know it doesn't affect the competitive scene, but just for personal use.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
So if I were to use the color coded merged code, and say, didn't want the ASL part of it, I would just delete all the orange lines, right?

Also, where's the variable to change Hitstun. It's not labeled.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
kupo, would you mind asking the hackers if it's possible to add an option for default CPU level? I know it doesn't affect the competitive scene, but just for personal use.
added

10defaultchanges

So if I were to use the color coded merged code, and say, didn't want the ASL part of it, I would just delete all the orange lines, right?

Also, where's the variable to change Hitstun. It's not labeled.
its in the constants write code
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Okay, so this default thing is cool. What's the "standard" going to be for Brawl+? I mean, Since hitstun, I've moved up to four stocks. Even then the match lasts 3-5mins. Also, I generally put an 8min stock time limit on.

Can someone make a code that:

stock = 4
time = 8mins
stage = choose
damage ratio = normal
handicap = off
team attack = on
everything else keep as default........

Again, if this isn't likely going to be the standard, should I just use the 3stock code that's being tossed around? I just thought 3stocks was wayyy to quick.

P.S. Does the buffer mod work in the combined code?

EDIT: I'll make the code myself. I understand how to now. Initially, I was confused by what to use as a value if I had one digit. For example, I didn't know that if I wanted 4 stock to put in 04. I thought that was the logical way of doing that but figured it'd be more obscure than that.


Yeah, it would be nice if this code was perma-write
;)
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I've also been using 4 stocks. Matches are plenty fast then. I see no need to stick to 3 stock matches anymore.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Its easy to change the settings. Just line up the colors and change it

4 stocks

24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000104
0417F364 03000A00
0417F368 08010101
0417F36C 01000000
E0000000 80008000
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
Found a glitch with the merged code.

While testing out Sonic on Warioware, I noticed that the aerial lag reduction did not work. However, it worked on Final destination. After some more testing, I noticed that dash canceling and NAS also didn't work on Warioware. In fact, it didn't seem to work on any stage affected by the stage freeze code. Oddly enough, though, Dash Dancing still worked.
 

Stratocaster

Smash Ace
Joined
Oct 6, 2007
Messages
672
Location
Knoxville, TN
Found a glitch with the merged code.

While testing out Sonic on Warioware, I noticed that the aerial lag reduction did not work. However, it worked on Final destination. After some more testing, I noticed that dash canceling and NAS also didn't work on Warioware. In fact, it didn't seem to work on any stage affected by the stage freeze code. Oddly enough, though, Dash Dancing still worked.
This makes SOO MUCH SINCE.
I kept testing the dash cancel with different characters, and I was using pictochat frozen most of the time, but sometimes I'd use different stages, and I was getting different results.
I'm gonna check all my codes and make sure they're the most recent ones, then I'm testing this all again.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
Found a glitch with the merged code.

While testing out Sonic on Warioware, I noticed that the aerial lag reduction did not work. However, it worked on Final destination. After some more testing, I noticed that dash canceling and NAS also didn't work on Warioware. In fact, it didn't seem to work on any stage affected by the stage freeze code. Oddly enough, though, Dash Dancing still worked.
ive gotten this problem as well. ive also gotten a frozen screen sometimes when i use any of my reversed stages too.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
For competitive play...
Pokemon codes...

Should only indep. with a choice of using all 3 And having infinite stamina be used?
Or only Indep. with a choice of using all 3 with NO infinite stamina be used?
Or NO choice of Indep. with Infinite Stamina?
Or Keep it how it is?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Link vs Pit with New and Improved Ending!
http://www.youtube.com/watch?v=6MmglKxbdr8#t=3m7s

BTW the Default settings mod seems cool. How exactly does the music hack become permanent? Are music preferences saved in your Wii's Brawl save file?
Ahahaha

I see you liked my comment (I'm fieryexplosions).

For competitive play...
Pokemon codes...

Should only indep. with a choice of using all 3 And having infinite stamina be used?
Or only Indep. with a choice of using all 3 with NO infinite stamina be used?
Or NO choice of Indep. with Infinite Stamina?
Or Keep it how it is?
Don't really know what you're asking here, but imo we should keep the auto switch mechanic for PT, offer the ability to play independent pokemon, and whether the no stamina code is implemented or not doesn't really matter to me. It's a small buff and isn't going to break the character by any means, so we might as well if we have the room.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
kupo i dont think the text file in the op doesn't have crouch cancel...or do we have to add it ourselves
it should be in there. Ill test now which was the code first posted (is it the same as the one in there now?)
Link vs Pit with New and Improved Ending!
http://www.youtube.com/watch?v=6MmglKxbdr8#t=3m7s

BTW the Default settings mod seems cool. How exactly does the music hack become permanent? Are music preferences saved in your Wii's Brawl save file?
lol funny! You need to learn how to aim your arrows better though ^_^
 
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