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Got a Passion for Smashin'
UPDATE BY Punkline on Oct. 21, 2018:
Punkline has updated this code, so use his version on post #11: https://smashboards.com/threads/grab-infinite-removal-code.412693/post-22571254
ORIGINAL POST:
This is for v1.02.
This removes grab infinites by making any attack knock opponents out of a grab when the grip has run out. This keeps everything else about grabs the same except for the ability to extend grabs into infinity.
This nerfs Ice Climbers a bit. From the discussions I've seen online of wobbling seem to indicate that a nerf like this would not affect the tier position of the Ice Climbers, but even so, it might be good to give them a few buffs. Here are a couple of my recommendations:
I would recommend at least doubling Popo's grounded Up+B animation speed, so that Up+B out of shield desyncing is much more useful. It requires the following entries into your Frame Speed Modification List (click here for more info):
As you may know, Nana's AI difficulty setting depends on how high of a percent Popo is. This makes it so that Nana is super easy to kill at low percents. To make Nana (or Popo, depending on which colors you use) not such a dumb dumb, Achilles created a code to make that less of an issue:
August 7th, 2015:
- Fixed bug where certain throws were not behaving as normal, ones where the throw leads into a subsequent hit, like Young Link, Link, and upthrows. Many other throws were potentially broken.
Source code:
Punkline has updated this code, so use his version on post #11: https://smashboards.com/threads/grab-infinite-removal-code.412693/post-22571254
ORIGINAL POST:
This is for v1.02.
Code:
C208EE48 00000006
887D2226 70630020
4082001C C01D1A4C
C02296F0 FC000840
4C401382 40820008
38000000 2C000000
60000000 00000000
This nerfs Ice Climbers a bit. From the discussions I've seen online of wobbling seem to indicate that a nerf like this would not affect the tier position of the Ice Climbers, but even so, it might be good to give them a few buffs. Here are a couple of my recommendations:
I would recommend at least doubling Popo's grounded Up+B animation speed, so that Up+B out of shield desyncing is much more useful. It requires the following entries into your Frame Speed Modification List (click here for more info):
Code:
0E00015E 40000000
0E00015F 40000000
Code:
Nana is always Lvl 9 (1.02) [Achilles]
040B10FC 60000000
August 7th, 2015:
- Fixed bug where certain throws were not behaving as normal, ones where the throw leads into a subsequent hit, like Young Link, Link, and upthrows. Many other throws were potentially broken.
Source code:
@ 8008EE48
lbz r3, 0x2226(r29) # Load throw state
andi. r3, r3, 0x20 # Is the "isThrowing" bit set?
bne NORMAL # If it is set, proceed as normal
lfs f0, 0x1A4C(r29) # Load grip amount into f0
lfs f1, -0x6910(r2) # Load 0 into f1
fcmpo cr0,f0,f1
cror 2,0,2
bne NORMAL # 40820008
li r0, 0
NORMAL:
cmpwi r0, 0 # The code that's already there
lbz r3, 0x2226(r29) # Load throw state
andi. r3, r3, 0x20 # Is the "isThrowing" bit set?
bne NORMAL # If it is set, proceed as normal
lfs f0, 0x1A4C(r29) # Load grip amount into f0
lfs f1, -0x6910(r2) # Load 0 into f1
fcmpo cr0,f0,f1
cror 2,0,2
bne NORMAL # 40820008
li r0, 0
NORMAL:
cmpwi r0, 0 # The code that's already there
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