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Itaru
,
I am not familiar with this command. Tell me if this is true:
A2 is the "Command Starting Point" event.
It has the form "A2 00 00 XX XX"
Where "XX XX" indicates the starting point.
Is this right? If so, I will add that soon.
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NintenNess
,
The animation swapping only swaps the animation itself and keeps everything else the same. So for instance if you take Ganon's forward air and give it the animation for his down air, it will still have all the original hitboxes/values/timings etc... The hitboxes will also still be assigned to his arms instead of his legs.
In Scumpy's video for falco with a knee, he would have had to manually set the hitboxes for the move to be the same properties of Falcon's knee.
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SwiftNinjaBlackMan
,
Yes, you can make a move into a spike very easily with this program. Believe it or not, the way Melee determines if a moves spikes or meteors is based off the angle that it sends you at. Anything that sends you straight down can be meteor-cancelled. However, if it sends you off at a slight angle, this cannot be cancelled. If you take a look at the subactions for any meteor smash (ganon's dair, samus' dair, etc...) you will notice that for they all have angles set to 270 (Straight down. That is, 270 degrees counterclockwise, starting from 0 degrees being straightforward. Just like in standard mathematics).
However if you look at the hitbox for any spike, such as falco or marth's dairs, you will notice that they have angles of 290 degrees. These moves cannot be meteor cancelled at all. I don't think any move in melee has an angle of 250 degrees, but it should work by the same principle.
Another interesting thing to observe that verifies this:
On falcon's down air, there are like 3-4 hitboxes or somewhere around there as I recall. They are all set to an angle of 270, except for the one assigned to his chest which is set to 290. This is the so called "nipple spike" that falcon possesses.
One thing that I am not too sure about though is what happens when you have an angle that is between 270 and 290. I believe at one point I tested and angle of about 275 or 280 and it was still able to be meteor cancelled. However, I'm not sure about that. Somebody else might know.
So anyways, TL;DR:
any move can be made a spike by setting its angle to "290"