Problem2
Smash Champion
I just tried it and the first thing I do is shield late against Falco's f-smash and then airdodge mid-air when I had no longer pressed shield. The code as is completely bugged.
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I highly doubt its the wrong action ID given that the FF in tumble code works meaning he knows the correct ID. Its up to Spunit but given the bugs and the possible trouble that fixing the tech buffering code might be, I would love it if spunit could do the no Air dodge in the tumble code first and combine that with the FF in tumble code since it appears to be an easier, quick code to do. I think you would agree, Shanus? Just my 2 cents.GD: Your post confuses me as any hit (even including a jab), should have enough hitstun to make your buffered shield not actually cause any form of issues. Maybe its the wrong action ID? Maybe its applying to the hitstun state instead of the tumble state?
I just got my wii back from repair, and I completely agree.This is a problem, and frankly, considering the rest of the game runs on 2 buffer, it feels inconsistent and alien. I don't like it.
The code is called fast falling at any time. This means you can FF before the apex of your jump with anything. Sound broken?Wait, what's wrong with FF'ing a Zair? I hardly see how that would break the game.
Before apex? No FF.Thats cool but there are things we don't want to fast fall on. Things like during an AD (only before it), zairs and most specials should not be fast fallen.
I didn't put the FF at anytime in the OP and I don't plan on doing so because it is highly unlikely we will be using a code that gives us that godly control. We need FF tumble for when we get no AD in tumble which we will hopefully get today. It will all make sense when we have that code. I already feel things are tightening up with the FF in tumble so I can't wait to see how awesome it will be without ADing during the tumble. Don't worry, you can tap left/right once in tumble to get out then AD..So whats the word on the FF code? Does it work for all specials? What's OP'd?
And why exactly did we need FF for tumble? I've been out of the loop as of late.
You have to have the same codes on you had at the time of the replay in order to view them. If you ARE using the same codes then I think it is the three liner replay code, it has trouble I noticed with saving replays over three minutes some times (like it won't save four player FFAs if it exceeds like five minutes). Use the one liner replay code in this case, it has been 100% reliable to me in the MANY months I've been using it for vBrawl.It's really cool to have names in replays now... but has anyone else had replay problems to begin with? Every replay I record on Brawl+, and even the ones I recorded in vBrawl, are screwed up. Which code might be causing this?
Without a doubt, this is the issue. I've been updating my codeset as the beta is updated and/or new codes come out. Thanks for the information.You have to have the same codes on you had at the time of the replay in order to view them.
I think your setting is too strong but in any case, lets wait on adjusting this code until our other codes are finished namely the no air dodge in tumble. We are almost at our limit with codes so you shouldn't be waiting too long before changing that codeWill there be a way to exclude stages from the camera code? As it is, Rainbow Cruise is awkward to play on.
Exactly. The increased run speed and air momentum makes us out run the camera a lot so adjustments should be made so we can see better and be more precise. Plus it will make the matches feel faster alsoI was about to say you were going overboard with the camera stuff, but if we can get the camera to behave more like it did in Melee we'd have a much better view of stages and the action.
Are you changing the byte count?Thanks. I'll check that out.
Spunit, can I add an odd number of characters to the momentum code?
I tried making the last line
00000000 FF000E66
or
FF000E66 00000000
and no luck. Should I just put an extra character in there at global levels?
Cool I'll test this out as well but the point of this code wasn't to help buffer an AD, it was to help buffer a ukemi which is where the "no AD in tumble" code comes into play. With that code, you can't buffer an AD but hopefully make ukemi easier.so that hopeful should help with buffered AD.
No, only at 0 buffer could if be shorter, maybe.Oh wow awesome. Can't wait to test this! ^_^
Are you saying that without the buffer code+teching fix, this would be shorter? If so, do you mind posting that in case the buffer code turns out to not help?