☆_Mutha-Foxin GangstaKirby_☆
Banned via Warnings
ok but still id like an example on how to use it, u know like an example code, then a statement of exactly what is being done maybe with a video too?
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Awesome! This news is quite exciting! :DLightning Jab is in B3.
Bowser also receives a special code to buff him in B3.
Metaknight also receives a nerf in B3.
I wouldn't know because I don't play with codes a lot but it might be reverse or runningDoes anyone know what R Attack (from the list of character action values) modifies? I don't have access to my Wii right now, so I can't find out by trial and error. I'm assuming that S-attack is forward tilt, so I have no clue what R stands for. Also, I do not see values for special attacks. Does this mean no (slightly) sped up falcon punches?
I'll be sure to try out Beta 3 as it would be dumb to not try out all the options, but I really like the speed of MuBa's except the fast fall which you mentioned is a problem.Muba's set is so unnecessary. Last I tried it, fast fall was way to high, and dash speed really doesn't need much of an increase. Beta 2 is perfect--- rather Beta 3 will be. Either way, both are better than Muba's set.
I think the problem is that the values are so well hidden in the game that PW simply can't make the code. Apparently, it's not at all easy to find. He said if he finds it, he can do it, but one could spend days rummaging through code before they find it-- if they find it.People mention fixing the tech window in Brawl+. I thought that it couldn't be fixed due to the way Brawl handles the teching window with its code, at least I thought PW said that.
The latest version of the code manager tells you (sometimes it is a little glitchy, but it is better than counting).Is there any way to see how many code lines I´m using?
no its just really difficultPeople mention fixing the tech window in Brawl+. I thought that it couldn't be fixed due to the way Brawl handles the teching window with its code, at least I thought PW said that.
Not to be a **** or anything but...
count.![]()
Did I miss something here?Goodoldganon, you're a ****.![]()
Seriously, was having fun with Falcon. On battlefield I would knee someone on the right platform then run off at super speed and knee again. Caused 50% KO's :DI was totally offended and will probably never come to post on these boards again if jerks like SHeLL roam the board....
What am I talking about I can't be mad at SHeLL, he's a fellow stomp enthusiast.
EDIT: Same Cooler. I'm still using it in Beta 3, bugs or not it makes the game hella more fun.
Which is the most recent version? Mine doesn't have this counter.Open your set in a recent version of Code Manager and you'll see a little x / 256 counter in the bottom right.
No. I completely disagree with this. We shouldn't be taking away grab release combos for the characters who had them (ie. bowser, yoshi), and we shouldn't be making a character more susceptible to grab releases than they were before for the sake of everyone being even (ie. dk). We should preserve the natural advantages some characters have but remove those that have disadvantages. There is a difference. No single character should be grab released combo'd by everyone, and no single character should be able to grab release infinite anyone. But a character being able to grab release combo characters because their own releasing animation is shorter than others is fine, and adds uniqueness to the character without adding brokenness.I have all the frame data with me. There was a post in the Tactical Discussion board that had all the values for all releases and breaks for all characters. So I'm using those values and then doing to math to find out the multipliers needed by each individual character.
The baseline is 30 frames. The goal is to have everyone's release and break animations last 30 frames.
I'm going to include Bowser in there for the sake of being unbiased. Thus, an ubiased universal 30 frame value.
I also don't think an arbitrary grab release advantage should be part of character balancing. We have the tools now to tweak a lot of other, more vital character issues.
EDIT: Also, I like to think of myself rather as a proletariat.
ehh grab releases shouldn't lead to combos in the first place. the grabber should be punished for getting too greedy with grab attacks. If anything the "victim" should get a frame advatage to counterattackNo. I completely disagree with this. We shouldn't be taking away grab release combos for the characters who had them (ie. bowser, yoshi), and we shouldn't be making a character more susceptible to grab releases than they were before for the sake of everyone being even (ie. dk). We should preserve the natural advantages some characters have but remove those that have disadvantages. There is a difference. No single character should be grab released combo'd by everyone, and no single character should be able to grab release infinite anyone. But a character being able to grab release combo characters because their own releasing animation is shorter than others is fine, and adds uniqueness to the character without adding brokenness.
I completely disagree. You should not get combos or advantages based off of ****ty programming.No. I completely disagree with this. We shouldn't be taking away grab release combos for the characters who had them (ie. bowser, yoshi), and we shouldn't be making a character more susceptible to grab releases than they were before for the sake of everyone being even (ie. dk). We should preserve the natural advantages some characters have but remove those that have disadvantages. There is a difference. No single character should be grab released combo'd by everyone, and no single character should be able to grab release infinite anyone. But a character being able to grab release combo characters because their own releasing animation is shorter than others is fine, and adds uniqueness to the character without adding brokenness.
Thisehh grab releases shouldn't lead to combos in the first place. the grabber should be punished for getting too greedy with grab attacks. If anything the "victim" should get a frame advatage to counterattack
I can tell you read my post. I clearly stated that we should remove the release problem with ness/lucas. A character having frame advantage against every other character in the game is not a problem as long as it is not broken (ie. release chain grabs would be broken; release combos are not). It's no different than any other throw except that it doesn't do damage on its own. Why do you want to take away options?No, it's just broken.
Marth having a guaranteed tipper setup on Ness/Lucas just because of poor programming is not unique. It's broken.
The proof that it's just poor programming lies in the fact that everyone's air release is 50 frames long, except Jiggypuff's. Hers is 49. A 1 frame difference isn't character uniqueness, it's just developmental oversight.
That's what happened to Ness and Lucas and Bowser and DK.
There was plenty of character uniqueness in Melee with the release mechanics there. The Brawl release mechanics have never received praise, because they are broken.
Releases can set up for combo through positioning. They should never cause guaranteed follow-ups that require no skill beyond "grab and wait".
I did read your post. The problem with it was that you're not understanding your own double standard.I can tell you read my post. I clearly stated that we should remove the release problem with ness/lucas. A character having frame advantage against every other character in the game is not a problem as long as it is not broken (ie. release chain grabs would be broken; release combos are not). It's no different than any other throw except that it doesn't do damage on its own. Why do you want to take away options?
The characters that need fixing are the ones that a majority of the cast can do something to, not the ones that can do things against other characters. If a character happens to have a grab release or escape that's shorter than the normal amount, then leave it.