SCOTU
Smash Hero
I'm making this thread to Adapt the video methods to the Debug Pause method. This way we can rest assured that we're all collecting data in the same correct way.
What you need:
Homebrew channel installed w/ GeckoOS
SD card
some other code managing software.
Game Cube controller
Makkun has written a wonderful guide on setting this up: http://www.smashboards.com/showthread.php?t=199810
you'll also need these two codes:
drop this ****ter in a txt file, and use the codemngr in the guide above to get it in the right place on your SD card.
How to use:
There are three things to note when using this code.
1) to input a pause command, press X and up-Dpad
2) to "debug pause" to stop the game in its tracks, press start
3) to advance the frame while in debug pause, press z
To input an attack, either tilt the control stick and then press start, or press start and hold the button command (R+A for grab). While holding the controls, press Z. Usually you'll want to release the inputs after that first press of Z to avoid charging attacks, etc...
How to Test What?
Hit Frame: This is the earliest frame the attack hits on. Simply stand next to another character, and perform the attack. Count the number of frames from when the attack started until the attack hits. The First frame of the attack is Frame 1, the second is frame 2, etc... For multihit attacks, Find the first frame each hit hits on. NOTE: rapid jabs just cycle through a pattern. Find the pattern and report one cycle as a multihit attack. Note, make sure you're counting each frame of hitlag as the same frame.
Hitlag: Simply count the number of frames the hitee is in freezeframe animation, starting with the frame they're hit, going until the frame before they start moving.
Duration: How long the attack lasts. Do the attack, and hold R. Subtract 1 from the frame # that you see the shield first appear. (i.e. see shield on frame 10, action ends on frame 9, duration = 9F)
Now for the next couple, attack someone's shield with the move.
When the move connects with the shield, this is the start of BlockHitLag. For each frame on the shielder, alternate between pressing X or y, and Up (tap jump must be on). Note when the shielder starts sliding in their shield. The frame before they started sliding is the last frame of BlockHitLag. The first frame of BlockHitStun is the frame after BlockHitLag ends (i.e. the first frame the shielder starts sliding). Continue alternating Up & jump-button. When the shield gets put away for a jump to start is the first frame after BlockHitStun.
Invincibility: Use a Full charge mario flood/ Squirtle Water Gun, do the attack once in the Water. When you're invincible, the Water doesn't push you.
For Aerials/ Air specials:
Landing Lag: Give yourself that special landing lag by sweetspotting the edge w/ a recovery move (if your character doesn't have one of these types of moves, then the landing lag is the same as it's IASA frame). Then use the same method as duration. To find the IASA frame for landing lag, do the same procedure, but w/o the part about special landing lag (all that does is remove the ability to IASA a landing). BE SURE YOU'RE LANDING WHILE THE ATTACK IS STILL GOING.
Duration: how long the attack lasts in the air. Use the normal duration method, except from way high up in the air, and using alternating X/Up to get a double jump instead of an air dodge (from R).
General
How long is your character in the air from a short hop? Full hop? Earliest Fast Falls for each?
Dash length: debug pause. Smash a side direction, after frame 5, hold R. The first frame the shield appears is the frame after the dash ended.
Jump Timing: debug pause. input jump. Find the earliest frame that DOESN't Jump cancel into a usmash. This is the first frame of being airborne (i.e. the frame after jump startup).
What you need:
Homebrew channel installed w/ GeckoOS
SD card
some other code managing software.
Game Cube controller
Makkun has written a wonderful guide on setting this up: http://www.smashboards.com/showthread.php?t=199810
you'll also need these two codes:
drop this ****ter in a txt file, and use the codemngr in the guide above to get it in the right place on your SD card.
Code:
RSBE01
Smash Bros Brawl (US)
Debug Pause (GCC)
* 80000000 805B8A08
* 0402E5AC 8819000B
* 4A000000 804DE470
* 38000000 EFFF1000
* 86410000 00000001
* E2000001 00000000
* 4A000000 805B8A08
* 3A000002 00FF0000
* 12000002 00000001
* E2000001 00000000
* 4A000000 804DE470
* 38000000 FFEF0010
* 4A000000 805B8A08
* 3A000002 FF000000
* 12000002 00000100
* E2000002 00000000
Frame Advance
* 041E6CD8 4BE1C128
* 041E6D1C 4BE1C114
* 06002E00 00000068
* 9421FF80 BC410008
* 7CE4402E 7CE738F8
* 7CE73039 3864FFC0
* 7CE3412E 7CC4412E
* B8410008 38210080
* 60000000 481E3EB0
* 9421FF80 BC410008
* 7C03202E 3DC01000
* 7DCE70F8 7C007039
* 740E0408 3DE00408
* 7C0E7800 40820008
* 64001000 B8410008
* 38210080 481E3EBC
There are three things to note when using this code.
1) to input a pause command, press X and up-Dpad
2) to "debug pause" to stop the game in its tracks, press start
3) to advance the frame while in debug pause, press z
To input an attack, either tilt the control stick and then press start, or press start and hold the button command (R+A for grab). While holding the controls, press Z. Usually you'll want to release the inputs after that first press of Z to avoid charging attacks, etc...
How to Test What?
Hit Frame: This is the earliest frame the attack hits on. Simply stand next to another character, and perform the attack. Count the number of frames from when the attack started until the attack hits. The First frame of the attack is Frame 1, the second is frame 2, etc... For multihit attacks, Find the first frame each hit hits on. NOTE: rapid jabs just cycle through a pattern. Find the pattern and report one cycle as a multihit attack. Note, make sure you're counting each frame of hitlag as the same frame.
Hitlag: Simply count the number of frames the hitee is in freezeframe animation, starting with the frame they're hit, going until the frame before they start moving.
Duration: How long the attack lasts. Do the attack, and hold R. Subtract 1 from the frame # that you see the shield first appear. (i.e. see shield on frame 10, action ends on frame 9, duration = 9F)
Now for the next couple, attack someone's shield with the move.
When the move connects with the shield, this is the start of BlockHitLag. For each frame on the shielder, alternate between pressing X or y, and Up (tap jump must be on). Note when the shielder starts sliding in their shield. The frame before they started sliding is the last frame of BlockHitLag. The first frame of BlockHitStun is the frame after BlockHitLag ends (i.e. the first frame the shielder starts sliding). Continue alternating Up & jump-button. When the shield gets put away for a jump to start is the first frame after BlockHitStun.
Invincibility: Use a Full charge mario flood/ Squirtle Water Gun, do the attack once in the Water. When you're invincible, the Water doesn't push you.
For Aerials/ Air specials:
Landing Lag: Give yourself that special landing lag by sweetspotting the edge w/ a recovery move (if your character doesn't have one of these types of moves, then the landing lag is the same as it's IASA frame). Then use the same method as duration. To find the IASA frame for landing lag, do the same procedure, but w/o the part about special landing lag (all that does is remove the ability to IASA a landing). BE SURE YOU'RE LANDING WHILE THE ATTACK IS STILL GOING.
Duration: how long the attack lasts in the air. Use the normal duration method, except from way high up in the air, and using alternating X/Up to get a double jump instead of an air dodge (from R).
General
How long is your character in the air from a short hop? Full hop? Earliest Fast Falls for each?
Dash length: debug pause. Smash a side direction, after frame 5, hold R. The first frame the shield appears is the frame after the dash ended.
Jump Timing: debug pause. input jump. Find the earliest frame that DOESN't Jump cancel into a usmash. This is the first frame of being airborne (i.e. the frame after jump startup).