0 Buffer doesn't disable DACing, for anybody. I've been doing it all morning, consistently. If anything it's got a tighter window, but that doesn't make it impossible.
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Nooooooo! My ignorance has been exposed!ehm A is 10 in hex >_>
At 1 buffer, all of those work perfectly, as KayJay has already tested and I am giving second confirmation.0 Buffer:
MK: sh dair to bair/fair almost impossible
sonic: sh fair to uair/nair almost impossible
mario: sh double bair almost impossible
link: sh bair to arrow cancel almost impossible
toonlink: sh fair to nair almost impossible
yoshi: sh bair to uair almost impossible
samus: sh double nair impossible
zelda:sh fair to bair impossible
ganon: sh dair autocancel impossible
cpt. falcon: sh dair autocancel impossible
link: tripple arrow jump impossible
I didn't test all possibilitys, but there are surely more.
Sorry guys, 0 Buffer is no option for me.
This is the big one for everyone who wants 0 buffer:Would putting the buffer to 1 still cause you to crouch after a fast fall? That was the biggest reason why I wanted to get rid of buffer.
I was just about to say that, you in my head.Kupo, methinks you should update your .gct file with the new shieldstun.
methinks thats a good idea...but what values do I use? I don't have my wii to test right now. I hear that the modifier needs to be increased while the weak hits needs 2 subtracted from beforeKupo, methinks you should update your .gct file with the new shieldstun.
Oh... well I just deleted my old file, waiting for the new one now. I'm going to try these codes out especially because I have the tourney tomorrow at Gametable and I'm bringing these with me.methinks thats a good idea...but what values do I use? I don't have my wii to test right now. I hear that the modifier needs to be increased while the weak hits needs 2 subtracted from before
Well, kupo said he figured out the glitches and the code should be fine.@Alopex: I say that was don't even use that code at all, there's soooo much controversy with that code and any other value besides 0 = glitchy. Really... I think we should just not mess with the buffer but I'll try 1 anyway since I do agree with sloppy imputs being punished.
There's a suggestion in the hit/shield stun thread for a value, waiting on this new file Kupo. But in the mean time I'm going to play some Melee while still snooping around.I hear that old 3/4 acts like 1/4 with the new code. So Im going to suggest for the new code use 4/2...idk
I have no idea until I get my wii back from NOA. Try 4/2 as a start I guess. (based from what Im hearing about the code)So if I was using 2.75 for the old weak hit 1 liner code what should I put in for the new code on the additive part?
no clue but funny thing is I was thinking that also lol xDI was just wondering if there is any way that we could change the overall sizes of the characters. They just seem too big and clunky and the levels feel to small for them. In SB64 and Melee the characters overall were much smaller compared to the levels. I don't know much about hacking but I am all for Brawl+ as vanilla Brawl just is not fun to me. So I was just wondering if character sizes could be something else that we could experiment with.
Thanks.I have no idea until I get my wii back from NOA. Try 4/2 as a start I guess. (based from what Im hearing about the code)
Give this a try mario
http://rapidshare.com/files/181516243/Brawl_.txt.html
http://rapidshare.com/files/181516244/RSBE01.gct.html
Buffering is not on as a default
Yes but all recoveries and jumps and such do not scale. The best thing would be for a level size mod if we do something like this.Actually, couldn't you just use the Size Modifiers for that?
yea I agree. Level size would be the solution if we chose to go down this path.I don't think it's necessary to shrink the characters. It would just make it harder to combo since their hit boxes would be smaller. If knockback/power isn't affected then that means that in effect the knockback would appear to be higher cause of the size difference, and too much knockback is a problem.
You might be right but both Melee and SB64 worked fine with smaller sized character models. If not, then Kupo's idea of modifying the size of the levels might work.I don't think it's necessary to shrink the characters. It would just make it harder to combo since their hit boxes would be smaller. If knockback/power isn't affected then that means that in effect the knockback would appear to be higher cause of the size difference, and too much knockback is a problem.
I'm up for that job as long as she's good lookin.yea I agree. Level size would be the solution if we chose to go down this path.
Also, **** my sister for not letting me hack her wii until mine comes back. Srsly, she never uses it and is being very unreasonable......-_-
mookie, how was the 4/2 combination?
Zxeon, most likely not
in changing stage sizes, you're also extending KO boundary..You might be right but both Melee and SB64 worked fine with smaller sized character models. If not, then Kupo's idea of modifying the size of the levels might work.
Pretty much any good peach player tries to do it now. After Smiles(peach) actually traveled out of state right before brawl came out everyone realized that powershielding was actually doable and applicable in game. At least anyone that played him or saw him play. After that the rest of top peaches started trying to do it. Though it is quite applicable with almost any character simply peach had it the easiest as should could powershield downsmash.Yea? How many pros have you seen that actually implement this in their strategy? And as far as i know, you can't shield during the initial dash in VB