Kink-Link5
Smash Hero
I did not.^ Spunit and PW made a code that disables AD out of tumble. Not sure if you saw that yet.
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I did not.^ Spunit and PW made a code that disables AD out of tumble. Not sure if you saw that yet.
I haven't tried it yet, but I think Kupo did.No AD in tumble [spunit262, Phantom Wings]
C277F188 00000004
5400D97F 41820018
80810010 2C040021
40A2000C 809E0034
2C040049 00000000
C277F2B0 00000004
5400D97F 41820018
80810010 2C040021
40A2000C 809E0034
2C040049 00000000
Alright sorry, I read your post too quickly. I'm glad you feel the same about no FF before apex. I was very hesitant about the code as I don't want there to be some disconnect between both veteran smash players and the new brawlers with some weird technique for lots of characters. If the code can be fixed according to the method proposed, it sounds pretty cool.Considering how I made specific references to Sketch's posts and even asked spunit for modifiable code a la Frame Mod, shanus, I don't see how you came up with that conclusion regarding my stance on FF Moves. I use "FF Moves" instead of FF Specials because Zairs aren't specials.
EDIT: See? Look at Tatsuman's idea.
If we could apply FF anytime to Yoshi, Lucas, and Ness's DJ only, then we could have a form of DJC without losing the rising aerials that are such an important part of the Yoshi game in Brawl. And the DJ isn't a special so, once again, FF Moves.
It's ideas like that that we shouldn't just ignore because we have a fear of what is new.
We fix the code. We test things out. We see what works. That was my stance from the very beginning, shanus, and my previous post made that quite clear.
Please don't overlook the fact that, in a previous post to kupo, I already mentioned that FF'ing before apex is not at all something I support. With the only obvious exception now being the DJ FF, since it's not a DJC if you have to wait for the apex of the DJ to FF it for the cancel...
Has this been tested?Ledge Invincibility Duration
04B88EB4 0000XXXX
Default:0017
Yes I realize that. But I feel we need to test everything that worked before before we can move forward. We can't move forward until the basics of this game is solid and that is why going back to what worked as a starting point is a good idea.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.
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".
Yes and its great although others don't think so. It helps edge guarding a little, doesn't bring back stalls, and it makes recovering easier when you make it on the ledge yet people are against it. I have it set to gaining half of what we lost.I was looking in the WIIrd Codes thread and saw this:
Has this been tested?
What exactly is Magus canceling supposed to be?-Magus cancel
You don't, not as far as I can tell. But maybe I'll need to test further.I don't like being able to buffer an AD in tumble.
It was an old idea proposed during the days of S-canceling, which offered to let you fully cancel all aerial lag by pressing Shield, but with a heavy toll on your shield (something like 1/3 of your shield). I think such an idea could still be interesting to try out. The toll on the shield means that you wouldn't be able to spam the Magus Cancel more than 3 times, else your shield would break and you'd be left vulnerable.What exactly is Magus canceling supposed to be?
I think we're pretty solid these days. I mean, at most we're just fine tuning things like AD tumble and momentum values. Our foundation, our framework, is pretty well established. I think we're definitely at a point where we can start experimenting with newer things.Yes I realize that. But I feel we need to test everything that worked before before we can move forward. We can't move forward until the basics of this game is solid and that is why going back to what worked as a starting point is a good idea.
Cool. Looking forward to it. I was wondering though one big issue I have with the Brawl camera is the limited field of vision when off stage. I dunno, I just don't like how when you're having OoS dogfights, the camera doesn't let you see anything else but your opponent and the background. I dunno if anything can be done about that, but I'd like a little less zoom in in that situation.I already acknowledge the fact that the camera on 2x was too much. I actually deleted it and will post a lesser setting like 1.75x. Its not that bad at all and you don't outrun the camera. I do want to be able to change the "looking forward" setting but can't find it
Well as you saw in my first cam comparison vid, if both players are facing away from each other, it really zooms out. This should all be self corrected once we figure out the pan settings when players look in a certain directionCool. Looking forward to it. I was wondering though one big issue I have with the Brawl camera is the limited field of vision when off stage. I dunno, I just don't like how when you're having OoS dogfights, the camera doesn't let you see anything else but your opponent and the background. I dunno if anything can be done about that, but I'd like a little less zoom in in that situation.
yay. That's good to hear. I love this camera now even though it can still be improved. I think I can shave some lines off of the features we don't needThe one you posted worked well in my testing. It didn't move all over the place, and it was certainly better dynamically than the default.
Oh! My bad, he did! Thanks. And thanks, Almas. I suppose I'll just have to cobble together what I can from the rest of the codes.I think Almas already answered your question Eldiran.
It shouldn't affect hitstun directlyHow does the AD tumble code effect hitstun, I think hitstun is fine without, does this change it?
Its not s canceling. Its Z cancelingToo bad we're so low on space, I think Magus Cancel could be really cool. Just to clarify, its basically ALR with the option to S-Cancel for a cost, right?
Nice, kind of like an offensive tech, and probably hard to pull off.I have an idea for a new code... but I think it's kinda stupid xD
How about a technique where you press Shield a few frames before you hit someone while you're still in hitstun and your knockback will be transmitted to the enemy?
Like, when you are hit by player 2 and fly towards player 3, you hit R in the right moment and send player 3 flying while losing all your knockback (and thus, survive)...
I hope you know what I mean... I know this probably won't be in due to lack of space and because it's not really needed... but I think it could be funny. Imagine Snake blowing himself up and using this technique to kill an enemy... very risky but flashy as hell xD
Honestly it kinda sounded ******** when I first read it, but on second thought, it's basically a wall tech, but off of another player instead. I only see it being useful in doubles though, and even then you might kill your partner by accident. I would make the knockback transfer 1/2 or even 1/4 to basically make it a "body" tech to save your *** in a doubles match.How about a technique where you press Shield a few frames before you hit someone while you're still in hitstun and your knockback will be transmitted to the enemy?
I don't know if that's a good idea. Nuke got mad before for being credited for the wrong reason (pirating programs I think it was.. I don't really remember). I don't know what he would think of this one.Kupo I think you should add Nuke too for creating gecko OS
No, Nuke got piss because of the way they did it made sound like he was a directly involved in the making of the backup launcher, instead of just being based on his code,I don't know if that's a good idea. Nuke got mad before for being credited for the wrong reason (pirating programs I think it was.. I don't really remember). I don't know what he would think of this one.