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That would require a way to draw polygons on the screen, I don't think anyone currently knows how to do that. Then we'd need to extract the shape and size of the hitbox, how hard that would be to find, who know.Do you think there'd be a way to make hit boxes and frame count visible? It could help in retrieving data a lot.
I believe the slow down starts after the hitbox disappears.Would MK's d-smash nerf still work if the hitbox bug was corrected? Or would it just be a longer attack, as I suspect?
I think all he would have to do is c/p the line segment for the run and use that for the dash to dash cancel.Thanks spunit. Also, I brought this up a little while ago, but how do people feel about DC during initial dash? And how doable do you think this would be spunit?
Init-Dash Cancel [Phantom Wings, spunit262]Thanks spunit. Also, I brought this up a little while ago, but how do people feel about DC during initial dash? And how doable do you think this would be spunit?
Oh btw, just tested and you can not in melee and for a good reason, it'll make pivots worthlessThanks spunit. Also, I brought this up a little while ago, but how do people feel about DC during initial dash? And how doable do you think this would be spunit?
Oh. I suppose I shouldn't have stopped 3 minutes in. >_>he did, just at the end of the vid if you watch to the end.
I added links to the parts of the vid so you wouldn't get...."bored"Oh. I suppose I shouldn't have stopped 3 minutes in. >_>
Ok, after messing with FF anytime, I've come to the following conclusions:
1) Obviously, not all moves should be FF'd
2) However, there are a few that could work as character buffs. I'll only list certain characters (ones that could probably stand a buff).
Link: FF upB is actually pretty cool. He can grab the ledge on the way down, unlike Sonic's FF upB (that made me sad). He can use it from the ledge to clear out the opponent with upB and regrab with the fastfall.
Ike: FF sideB is also cool. You can full hop, then FF into sideB, which will come out just as you land!
Bowser: FF upB would help him get down when he has to recover high. FF after the bowser slam can help him tech chase. FF downB actually slows you down, since the regular downB is faster. Mindgames?
Samus: FF missiles are godly, nuff said. (BTW Sam gets a lot more out of the FF ziar than Link does). FF downB is actually a cool way to have a bomb fall right in front of you as you land and do any attack behind it! Just full hop and FF right after the downB. Her FF upB works like Links, and could probably be described as broken. Samus is the undisputed FF special master.
Ivy: FF razor leaf is pretty coo, but I don't think Ivy needs much more buffing. If he/she does, this would be a good one.
Chari: FF Rock is awesome, as you would expect.
Jiggz: FF pound is pretty cool. Not amazing, but makes it better.
Yoshi: Doesn't get much, but FF egg can get you out of the air. His downB acts just like bowsers, but is easier to notice since he is smaller.
Who needs pivots anyway? Pivoting is already super easy. Thanks again spunit.Oh btw, just tested and you can not in melee and for a good reason, it'll make pivots worthless
sure. Its set to 1.75x. My vid was 2x which I felt was too muchShield during DD is very useful for going after a downed enemy. Tomorrow I'll try out that camera- could you post the code with settings you're using, Kupo?
48000000 80b8a428
De000000 80008180
58010000 00000078
De000000 80008180
16000010 00000030
42a60000 447a0000
3d4ccccd 3d4ccccd
00000000 00000000
00000000 Bdb2b8c2
3f060a92 3FE00000
3f800000 3f800000
E0000000 80008000
Thats bull. You need to play it to see. Its only a beta but I would like the camera to look ahead of the player more like it did in melee but I don't think that variable is in the code in as a yellowEven at ×2 the difference wasn't that noticeable.
because.... >_>:smiliegorI guess I'd need to play it. Lol why did you quote me?
It does make it easier, but you can buffer an AD when you first go into the tumble which shouldn't happen. Also, the hitstun animation should be included if it isn't already. Can we really not go past 10 frames of buffering? i would like to try 20 frames for the teching fix codeHOW is the teching code O_ o i was gone today some give me facts
Hey! I figure this is the best place to go to ask about Brawl+ codes. In the other thread, "Brawlplusery", there are codes, "Metaknight's Flimsy Armor" and "Bowser's Thick Skin".
I tried using them, but the end result was that Metaknight was impervious to any knockback and Bowser was immune to all damage. What's up with that? Am I missing a code?
Thanks!
Well, that's why we do testing.I'm just stating how melee worked because that is what worked in the past. (non charging neutral B specials) Who knows what OPness might occur if we include all projectiles. We don't know what will happen if we do
We have the chance to really make things unique in Brawl+ with this, and I am vehemently opposed to the idea of discarding Sketch's notion simply because it "wasn't in Smash before". We can move this game forward. We don't have to always be looking back. All we need to do is test things.However, FF anytime is one mechanic that I think has real merit to be a new smash feature with B+. It's based off of something that already has applications, so it's not foreign at all. It's simply an extension that opens up possibilities.
Now I'm not saying make FF anytime a global thing for every move (very bad idea). I think it can be cleverly applied to certain characters that need buffs anyway to really open up their game. The top case study being Samus, who we've been looking at quite a bit buff-wise. In my short testing, it seemed apparent that Samus gets the most by far out of FF-anytime specials. It would really give her a unique edge and set her apart from the cast.
The camera code was like having someone shake my head left and right while playing.Well, that's why we do testing.
We don't just accept the past standard without testing new things under a new standard.
SketchHurricane hit it right on the money.
What he did is PRECISELY what we should be doing. He took the FF anytime and tested stuff out for applicability and validity. Then provided feedback and proposed a direction with imposed limitations.
That's the kind of thinking we need to get going here. We need to think about "What can we make work in Brawl+?" instead of just "What worked before?"
I'm going to quote him for truth:
We have the chance to really make things unique in Brawl+ with this, and I am vehemently opposed to the idea of discarding Sketch's notion simply because it "wasn't in Smash before". We can move this game forward. We don't have to always be looking back. All we need to do is test things.
With that in mind, spunit, do you think it's feasible to create a modifiable FF code that would work with action ID's like the Frame mod code does? That would be an amazing tool to help us selectively apply and test FF Moves.
EDIT:
P.S. kupo,
I saw your video showcasing the camera mod, and just gotta say that the Brawl+ camera you had on really had me feeling woozy. It was just too... bouncy... for me. It moved back and forth too much and I just couldn't follow it without getting a headache... so yeah, whatever setting you were using there definitely seemed "too dynamic".
No. Just no. Dash cancel from initial dash is a huge NO.Who needs pivots anyway? Pivoting is already super easy. Thanks again spunit.
Did you even read the post? Of course we wouldn't have FF anytime as a global code. I was talking specifically about giving certain B moves FF and nothing more. It's already been QFT twice, lets really consider it.The camera code was like having someone shake my head left and right while playing.
About the FF anytime mod, 1. it causes crashes sometimes, 2. it eliminates the purpose of a shorthop, 3. fast aerials with low lag become broken as hell, 4. this code has more potential to ruin the game than HAD or MAD
Not really a bad thing. It's actually one of the good things about buffer, not one of it's problems.^^If you make it buffer 10 during hitstun, then you'll enable people to buffer attacks and airdodges whenever someone attempts something that isn't a "true" combo.
True. What if we changed hitstun buffer to like 4, and tumble to 10? That way you can tech things like spikes a bit better, but still harder than a tumble.^^It makes "strings" less effective, which is a pro or a con depending on your perspective (I find it to be a con, since it reduces the effects of positional advantages attained at the end of the combo).
That 3 or 4 extra frames gained when someone misses the timing of their airdodge because their trying to mash (or because they were expecting you to do a faster attack and thus didn't even attempt to airdodge) it is often enough to let one or two more hits "chain." What I think is most important is the second part.
They did not expect that slow attack, so they didn't attempt to stop it. They weren't mashing airdodge because they weren't trying to escape what they thought would be a true combo, but rather they were focusing on minimizing damage in later steps of the combo (by forcing you to follow with other hits that wouldn't chain into anything later). But with buffering, they can simply buffer an airdodge every time while doing the previous things that I mentioned, which defeats the purpose of the mix-up.
That's how I see it anyway.