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nPSing had a window of 8 frames, that ran concurrent with the PS window, so it had a window of 4 frames after the PS window ended.almas, so do I just have to delete the cyan coding to remove buffering?
I still can't believe that 4 frames is the PS default. Are you sure your not confusing nPSing because 4 frames for that seems reasonable. PSing was sooo easy that 8 frames makes sense...Im just confused..
Like both slashes are done in 4 frames? wow4 frames is the length of Metaknights dsmash. So its not that unbelievable.
Yes this would be great. Can this be added to the PS code spunit?You know, lowering the PS window is nice, but it would be even nicer if auto-PSing were removed. You should only be able to PS by physically timing the shield button, not by merely holding the button and have someone hit the shield during the PS window.
Um. I'm not really sure what your asking, but I don't think so. Just make the window smaller.Yes this would be great. Can this be added to the PS code spunit?
In Brawl, you can execute a PS whenever the shield goes up during the PS window, which means if you jump in the air, press and hold shield while still in the air, land (and thus bring out the shield), and someone hits your shield during the PS window, you will automatically PS. In Melee, this was not possible. You couldn't just hold shield and wait for it to automatically come up and expect to PS. You had to manually time the button press if you wanted to PS.Um. I'm not really sure what your asking, but I don't think so. Just make the window smaller.
For example:Um. I'm not really sure what your asking, but I don't think so. Just make the window smaller.
Yes... feel free to test to confirm my suspicions.You mean the updated one with the '6' added?
Then why do shields come out after other actions such as rolling, spotdodging, L-canceling, ect? I think the game checks every frame to see if you're able to shield, and shields on the first frame possible. However, to powershield, the game checks for when you had actually pressed the button, not just for if you're able to shield or not.That's just the way Brawl's inputs work. In Melee, the shield command would only try to take effect the moment you inputted it.
In 1 buffer you can perform an instant aerial by pressing jump and attack at almost the exact same time, just like how you auto cancel Ganon's Dair in Brawl. This isn't possible in 0 buffer. Another way to tell is if you do a single SHFFL with a quick attack like Marth's Fair or Fox's Nair then you'll crouch on landing with 1 buffer. You won't on 0.Just curious... How do you guys even tell the difference between 0 and 1 frames of buffer? It's literally 1/60th of a second, which is amazingly strict timing by any fighting game standards (even the most strict timing inputs are typically at least 2 frames).
Also, is it possible for 1 frame buffer time to appear like 0 sometimes due to how NTSC combines frames?
Glad you enjoyed them, last 3 vids are now up:Awesome videos shanus! Thanks a bunch for posting them.
No. A lot of PW code are horribly inefficient, by converting them into ASM code a lot of line can be saved, more than what the merger code saved.I'm a little confused, is the new Buffer code for use with the PW merger code?
'cause its only one line....
Man that was an awesome last kill with falcon! Read him so well.Glad you enjoyed them, last 3 vids are now up:
Match 4 – Shanus (Falcon) vs Shortline99 (Diddy) Really nice last kill
Okay, cool, ThanksNo. A lot of PW code are horribly inefficient, by converting them into ASM code a lot of line can be saved, more than what the merger code saved.
Haha yeah thats my favorite. End of match 7 makes me so sad but its so funny.Man that was an awesome last kill with falcon! Read him so well.
PW Merger Code [Phantom Wings, Almas, 90 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
9221000A 0000007C
9221000B 00000014
9001000E 00000000
58010000 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 40800000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 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
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
Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000
Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL
Yes. More lines are saved this way, with more to be saved later on, as apparently many of PW's codes sport unnecessary amounts of, well, pork.So hitstun has been removed from the merger code and is to be replaced by the new 9 line code in the second post?