leafgreen386
Dirty camper
No, because the old buffer just gets overwritten with the new buffer. If you're DDing with timing, anyway, it shouldn't matter, since you'll be able to interrupt the old dash with a new one instantly.
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It's just more precise control. You need to time your actions more carefully with it, instead of having a full ten frames of leeway, you now only have three to five, depending on what value you used.dont like the new buffer code, it almost feels like how sloppy my control is online, missing a jump and such.
Im glad someone agrees. I see no reasoning why it should even be considered droppable. It alone makes the game SO much betterwhy was there mention that to make room for more codes we can drop lagless edges? I thought this code was to be standard? I love this code, it makes the game much faster-- especially the ledge game.
Yeah, I would never consider dropping this code. It's too good.Im glad someone agrees. I see no reasoning why it should even be considered droppable. It alone makes the game SO much better
I have already removed dash cancel from mine for the time being. I'll likely add it back in when the codes start to be combined. I had to leave it out to fit in the buffer system and shield stun. I love both the new codes btw. So much better to have my inputs actually do what I want rather than working around a badly planned buffering system. I do have some times where I used buffering on SH airs that I know mess up and jump too early resulting in a smash on the ground hehe. It will take a bit of getting use to. I'm on 3 now, but after we are use to that I'm moving to 0. I'll never remove lagless edges lol, it's so good for the edge game.I also agree. I'd sooner drop dash canceling over lagless ledges.
Also, the new buffer code is GOD. I set it at 0, and I love it. Never does my character turn around right after a bair. Simply amazing.
I actually feel a bit uneasy with the lack of buffering. I'm always expecting my character to do something like crouch or turn around right after an attack, and it makes me let go of the control stick as soon as possible so that it doesn't happen. Then I remember it won't, so I loosen up a bit. But it's still ingrained in my mind lol.
Run Cancel - Stop Turn Cancel - Shield End Cancel (12 Lines) (Muba)
4A000000 8077F780
D2000000 0000000A
2C030000 41820010
2C1C0005 40820008
3B800000 60000000
2C030000 41820010
2C1C0008 40820008
3B800000 60000000
2C030000 41820010
2C1C001C 40820008
3B800000 60000000
939E0038 00000000
I mean sometimes it doesn't work on Warioware, even though I've had success with it once. Just got it to work on Pkmn Stadium 2, though. I'll try WW again I guess.Indeed, that freeze stages code doesn't seem to work on some stages. It always works on Norfair and Eldin, though.
I'd rather drop neither. I love both, but dash canceling is great. Hopefully we can keep both by combining codes.I also agree. I'd sooner drop dash canceling over lagless ledges.
Also, the new buffer code is GOD. I set it at 0, and I love it. Never does my character turn around right after a bair. Simply amazing.
I actually feel a bit uneasy with the lack of buffering. I'm always expecting my character to do something like crouch or turn around right after an attack, and it makes me let go of the control stick as soon as possible so that it doesn't happen. Then I remember it won't, so I loosen up a bit. But it's still ingrained in my mind lol.
I'm jealous. It only lets me freeze maybe 1/10 time. Using the background of Warioware as a judge (since if it's moving = unfrozen, easiest to tell). If I hit start to select the stage it doesn't try to freeze at all. If I hhit A mos tof the time it freezes for a second and then unfreezes as soon as the announcer says "3". Randomly it will work but it's quite rare.I currently use it on:
Wario - simply a must
PS2 - Nice nuetral stage now
Port town - FD with a different bottom and no edges, so a change
Castle siege - I love this stage frozen, but it's also fine normal as a CP stage
Green Greens - takes away the randomness of explosions, so just don't hit the boxes at spawn
There may be one I'm forgetting atm, but yea I love being able to freeze just a few and make them better for competition.
Yeah, I haven't had a slew of time to test this code, though, in the limited time I've used it, it was very unreliable. It'd work at random, I'm not sure what the trick with this code is-- or what I'm doing wrong.I'm jealous. It only lets me freeze maybe 1/10 time. Using the background of Warioware as a judge (since if it's moving = unfrozen, easiest to tell). If I hit start to select the stage it doesn't try to freeze at all. If I hhit A mos tof the time it freezes for a second and then unfreezes as soon as the announcer says "3". Randomly it will work but it's quite rare.
This is annoying.
Try using the specific stage freeze code... it takes up more lines, but I've never had a problem with it before.I'm jealous. It only lets me freeze maybe 1/10 time. Using the background of Warioware as a judge (since if it's moving = unfrozen, easiest to tell). If I hit start to select the stage it doesn't try to freeze at all. If I hhit A mos tof the time it freezes for a second and then unfreezes as soon as the announcer says "3". Randomly it will work but it's quite rare.
This is annoying.
Yeah, the only problem is sometimes we're going to want to play Pictochat with the stage effects and sometimes without, same with a few other stages. Still, Warioware and possibly PKMN Stadium 2 are no brainers for us.Try using the specific stage freeze code... it takes up more lines, but I've never had a problem with it before.
yeah, don't waste your time. Unless someone can make sense of this, and better explain it, I suppose the best option is to stick to the specific level freeze code. Hmm. Oh well, for me it's a difference of 10lines--- though it's not like I want to lose that 10lines of space for no reason..Yeah, the only problem is sometimes we're going to want to play Pictochat with the stage effects and sometimes without, same with a few other stages. Still, Warioware and possibly PKMN Stadium 2 are no brainers for us.
Anyways, my testing so far is that it works as as long as Player 1 isn't Fox or Kirby. No idea why those two, I've started just fine as the entire rest of the first row + MetaKnight and Charizard. Going to continue testing the whole cast.
Edit: Second row works, except for Snake.
Edit2: Third row works, except for Lucario and Sonic.
Edit3: Fourth row works, except for Toon Link and Olimar.
If someone who has uses the code regularly could confirm or deny my findings that would be great to know whether it's the code itself or just some conflict with another code I have.
It's odd that it's Fox, Kirby, Snake, Lucario, Sonic, Toon Link, and Olimar who it doesn't work for. As far as I know they have little in common but my suspicion is they each do something with their intro that causes the freeze not to work (but what do I know).
In the meantime I can always use the specific code, but this one would be so much nicer to use.
Edit4: Okay, so C. Falcon doesn't work on Green Greens (despite working on Port Town, WarioWare, Pictochat, and Pkmn Stadium 2), so I can only assume each stage has a different set of usable characters (above testing was all Warioware). Great. Maybe I should just forget trying to help someone get the code to work consistently, haha.
Wait... huh? What do you mean 10 lines? What stages are you freezing? The specific level freeze code takes up 5 lines plus however many stages you want to freeze. So if you're gaining 10 lines, then that means you're freezing 11 stages?yeah, don't waste your time. Unless someone can make sense of this, and better explain it, I suppose the best option is to stick to the specific level freeze code. Hmm. Oh well, for me it's a difference of 10lines--- though it's not like I want to lose that 10lines of space for no reason..
play pit, try to wingdash. This code ****s it over. Basically pits WoI gets ****ed over in general.It's just more precise control. You need to time your actions more carefully with it, instead of having a full ten frames of leeway, you now only have three to five, depending on what value you used.
22623090 00000009 - Pirate ShipWait... huh? What do you mean 10 lines? What stages are you freezing? The specific level freeze code takes up 5 lines plus however many stages you want to freeze. So if you're gaining 10 lines, then that means you're freezing 11 stages?
Interesting. I should try this out. I've heard bad things about mixing reverse level speed and stuff like castle siege, though. lolMost of those stages probably shouldn't even be frozen, but instead put into reverse. That way they would remain in there frozen state but still have moving backgrounds and such.
Castle Siege is terrible on reverse. Its up up and away. Suicide suicide suicide.Interesting. I should try this out. I've heard bad things about mixing reverse level speed and stuff like castle siege, though. lol
That's actually really cool. I too didn't try this simply because I heard bad things about reverse. But if there are no side effects, it definitely beats a complete freeze if you still get background movement.Castle Siege is terrible on reverse. Its up up and away. Suicide suicide suicide.
With just one extra line to the stage specific code you can make some stages frozen when some in reverse.
4A000000 90000000
1416A904 00000000 <-Freeze
22623090 000000XX <- Stage(s) to be froze
1416A904 BF800000 <-Reversed
22623090 000000XX <- Stage(s) to be reversed
1416A904 3F800000
E0000000 80008000
Port Town is awesome in reverse lol. Its like a frozen stage but it moves forward at the very beginning and then pushes back. Warioware works like frozen but the background keeps wiggling. Pirate ship has moving water and wind effects but no hazards.
Wow Giza! Interesting-- I'd like to play Pirate Ship reversed, as I love the wind / water effects.Castle Siege is terrible on reverse. Its up up and away. Suicide suicide suicide.
With just one extra line to the stage specific code you can make some stages frozen when some in reverse.
4A000000 90000000
1416A904 00000000 <-Freeze
22623090 000000XX <- Stage(s) to be froze
1416A904 BF800000 <-Reversed
22623090 000000XX <- Stage(s) to be reversed
1416A904 3F800000
E0000000 80008000
Port Town is awesome in reverse lol. Its like a frozen stage but it moves forward at the very beginning and then pushes back. Warioware works like frozen but the background keeps wiggling. Pirate ship has moving water and wind effects but no hazards.
Pokémon Stadium 2 stays in its first stage the whole time, background moves around and I think it the tv works too.What other stages work well reversed?