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Hitstun/shield stun Thread

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee


h = l/165
165 is the hitstun constant for brawl

h = hitstun (in frames)
l = launch speed

The result is rounded up to the nearest whole frame.

Credits go to kupo15 and leafgreen386 with a special thanks to Magus420



VIDEOS:
Hitstun 1.1 Super combos in Training mode Part 1 / Super combos in Training mode Part 2

Code:
[COLOR=Yellow][B]Hitstun 2.0[/B][/COLOR]:[Phantom Wings] 
42000000 80000000
80000000 80623320 
80000001 00000000 
60000006 00000000 
60000003 00000001 
4A001000 00000000 
4A101001 00000000 
32000000 0000001C 
36000000 00000032 
58010000 00000004 
DE000000 80008180 
58010000 00000060 
DE000000 80008180 
92210002 00000070 
58010000 0000007C 
34000038 00000042 
36000038 00000049 
4A001002 00000000 
58010000 00000024 
58010000 0000000C 
1400001C 00000088 
14000018 00000088 
E2000002 00000000 
80100001 00000008 
62000000 00000001 
E200000F 00000000 
80000001 00000000 
80100000 00000244 
62000000 00000000 
E0000000 80008000 
045A9300 [B]3ECCCCCD[/B] 
C276CCD4 00000002 
C022FFE0 EF7C0072 
60000000 00000000

The Bold value is the Hitstun Constant (as well as Brawls default)

There it is! Here are some numbers to save you guys time.

~ 3ECCCCCD <-- brawl default (floating point # = .4)
+ 05% = 3EE66666
+ 10% = 3F000000 (.5)
+11% - 3F028F5C
+11.5% - 3F03D70A (0.515)
+11.75% - 3F047AE1<-- what most have been testing (0.5175)
+12% - 3F051EB8 (0.52)
+12.5% =3F066666 (0.525)
+13% - 3F07AE14
+13.5% = 3F08F5C3 (0.535)
+14% - 3F0A3D71
+ 15% = 3F0CCCCD
+16% = 3F0F5C29 (0.56)
+17% = 3F11EB85 (0.57)
+18% = 3F147AE1 (9 0.58)
+19% = 3F170A3D (0.59)
+ 20% = 3F19999A
+ 25% = 3F266666
+ 30% = 3F333333
Float point to Hex converter
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Shield Stun

Code:
[COLOR=Yellow][B]Shield Stun beta 5[/B][/COLOR] [spunit262] 12 lines
C28753EC 00000007
FC20F890 4800000D
[B][COLOR=Yellow]XXXXXXXX [/COLOR][COLOR=Red]YYYYYYYY[/COLOR][/B]
839F007C A39C0006
2C1C001A 41820014
7F8802A6 C03C0000
C05C0000 FC2117FA
FC00081E 00000000
C277F78C 00000002
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

X is a multiplier 
Y is an additive
Nether affect knock back

[COLOR=LightBlue][B]Try 40300000 (float 2.75) for the [COLOR=Yellow]yellow [/COLOR]and 
40400000 (float 3) for the [COLOR=Red]red [/COLOR]for initial testing[/B][/COLOR]
 

Steeler

Smash Hero
Joined
Jan 5, 2006
Messages
5,930
Location
Wichita
NNID
Steeler
so...does this make mk CLEARLY bannable with this code, instead of maaaaaaybe bannable as he is now? i don't see how he wouldn't be able to chain uair even more than before, and how dtilt and ftilt will now combo into each other even better.

and OMG HIS JAB COMBO IS INESCAPABLE AAA (joke)
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
has anyone tested this yet? can u still air dodge early or did he just fix when u can aerial attack early

now we need weak hit di
dash dance
and uhh.... anything else?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
i have posted some small results from my testing. I havent tried this against humans but falcos spike after the CG could be a problem but thats all i see atm

Its fixed chibo
 

E.G.G.M.A.N.

Smash Journeyman
Joined
Jun 14, 2007
Messages
301
So does this add the same amount of stun to every attack? And how much exactly?
 

CT Chia

Smash Obsessed
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Sep 4, 2007
Messages
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Philadelphia
so...does this make mk CLEARLY bannable with this code, instead of maaaaaaybe bannable as he is now? i don't see how he wouldn't be able to chain uair even more than before, and how dtilt and ftilt will now combo into each other even better.

and OMG HIS JAB COMBO IS INESCAPABLE AAA (joke)
i didnt try it yet, but you couldnt escape it before anyway. you escape the uairs by DI'ing


that sucks that pit can't attack out of his upB, im sure that will be fixed. someone needs to post that on the other blog that we got the code from. can ROB attack out of his upB? if worst comes to worst pit can live without atk oouB but ROB cant live without it :)
 

kupo15

Smash Hero
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Mar 14, 2008
Messages
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Location
Playing Melee
ill try rob now but I already posted on the forum and im uploading a vid.

You get as much stun until the tumble. He didnt add hitstun, he just took away Air dodging and attacking while in hitstun

EDIT: Rob is fine, pit isnt :(
 

Makkun

Smash Journeyman
Joined
Jun 26, 2007
Messages
407
Location
Ypsilanti, MI
Dear god I hate school T____T

Looks like I won't be able to try this until probably after 5:00pm... willing to try facing anyone online with it though!

And curse my school's restrictions!! I can't watch the video right now.
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
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Location
Suburbs of Philadelphia, PA
This is a good thread because we need to announce it, but overall it does nothing that my thread doesn't. I'm just saying when this dies down we should take it back to mine.
 

Magus420

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Dec 13, 2003
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Close to Trenton, NJ Posts: 4,071
Phantom Wings said:
Because I was away yesterday and I only completed it yesterday morning, I wasn't able to gather much info on what the code should do exactly.

This code will make you have a bit more delay before being able to attack again after knockback. I adjusted the time so it's equal to the amount of time it takes before you can jump again...
Chibo, I thought you were talking with him about it before or something and would be able to relay all that info you asked me about?

Had he known that, he most likely could've made a far more simple/easier code by just disabling the interrupt point during a knockdown-type launch animation, instead of trying to globally match up attacking/dodging with jumping, which not only would require way mode coding/code space but also cause other effects like with Pit's Up-B :(
 

kupo15

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Playing Melee
This is a good thread because we need to announce it, but overall it does nothing that my thread doesn't. I'm just saying when this dies down we should take it back to mine.
sure thing. I just wanted to announce it. it belongs in your thread. This should be closed now.
 

CT Chia

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Chibo, I thought you were talking with him about it before or something and would be able to relay all that info you asked me about?

Had he known that, he most likely could've made a far more simple/easier code by just disabling the interrupt point during a knockdown-type launch animation, instead of trying to globally match up attacking/dodging with jumping, which not only would require way mode coding/code space but also cause other effects like with Pit's Up-B :(
i did, i PM'd him everything. when i first PM'd him about working on the code i had gotten a response, so i know he should have gotten the 2nd pm i got which included everything u told me, which i summed up to him and i even included a quote of ur pm to me
 

M@v

Subarashii!
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Pittsburgh, PA
I still dont get why you go through all this trouble and instead just play melee. You are making brawl something it isnt.

Side note MK with hitstun will=wtfhaxs
 

Magus420

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i did, i PM'd him everything. when i first PM'd him about working on the code i had gotten a response, so i know he should have gotten the 2nd pm i got which included everything u told me, which i summed up to him and i even included a quote of ur pm to me
Oh, ok. Seems like he perhaps missed it or forgot about it and went off of the small bit of info in someone's post in that thread, and didn't really know exactly what he should be looking for in the game to make it.

I still dont get why you go through all this trouble and instead just play melee. You are making brawl something it isnt.
I don't think anyone is really trying to make a half-assed Melee clone out of Brawl. However, it'd be nice to have a version of Brawl that plays differently, and in their opinion better/more fun.

Side note MK with hitstun will=wtfhaxs
Maybe, maybe not. This doesn't actually add stun to attacks. It just makes stronger/higher knckback hits more comboable since you can no longer airdodge/attack during hitstun. Though he may gain combos out of it as well, it's more for other characters that don't have quickly ending and low knockback attacks to combo with (weak hits maintained the full duration of stun before and couldn't be interrupted by an A attack/dodge, making them pretty much required for combos before).
 

Revven

FrankerZ
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Is this the thing that will be impossible with the new update?

Anyways, well done.
You can still use the HBC if you download and install HBC Beta 9 and change Gecko OS's .elf file to a .dol file (there's even a download with this change on the WiiRD forums!!)

So, no, it's not impossible.

Finally, all I have to say is... OMG SUPAH EPIC.
 

Starscream

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Messages
636
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Burnaby, BC
has anyone tested this yet? can u still air dodge early or did he just fix when u can aerial attack early

now we need weak hit di
dash dance
and uhh.... anything else?
No auto-sweet spotting the ledge? If it's possible to do this without gimping the tether recoveries. I feel that this is as core a Smash Bros mechanic as L-canceling and hitstun.

I'm gonna try out this bad boy right now.
 

Revven

FrankerZ
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Hitstun wasn't really needed is why.
I would have to disagree with you there sir. Hitstun is what makes combos possible, if people can AD to cancel their hitstun or just attack to cancel it, it ruins ANY chance of a follow-up on someone. Just the chance that they can do that is what ruins it, it doesn't matter if the opponent messes up, that's their fault. It's the fact of it being a chance of happening (which it happens very frequently). Hitstun will definitely help Falcon out a lot, I know that much, as well as a few other characters (DK could for example probably do an Fair > Usmash as a viable kill set up if L-Canceled right and etc. where as with the ability to AD early or attack early, DK will get hit or will miss the chance of a Usmash for kill).

It's needed for combos that don't happen based off of bad decision to not AD/attack and that's what people are missing.
 

Someone7

Smash Apprentice
Joined
Feb 23, 2007
Messages
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Location
Florida
Something isn't right with the hack. Movement doesn't feel right at all anymore. I can't quite put my finger on it, but but what this hack is supposed to do is barely noticeable at all. The major thing I noticed is Captain Falcon can't stomp anymore. I don't screw that up hardly ever, but I can't do it at all now.

This hack is buggy.
 

urdailywater

Smash Hero
Joined
Jul 12, 2008
Messages
5,563
Something isn't right with the hack. Movement doesn't feel right at all anymore. I can't quite put my finger on it, but but what this hack is supposed to do is barely noticeable at all. The major thing I noticed is Captain Falcon can't stomp anymore. I don't screw that up hardly ever, but I can't do it at all now.

This hack is buggy.


It's the first release. Can't expect perfection.

I would have to disagree with you there sir. Hitstun is what makes combos possible, if people can AD to cancel their hitstun or just attack to cancel it, it ruins ANY chance of a follow-up on someone. Just the chance that they can do that is what ruins it, it doesn't matter if the opponent messes up, that's their fault. It's the fact of it being a chance of happening (which it happens very frequently). Hitstun will definitely help Falcon out a lot, I know that much, as well as a few other characters (DK could for example probably do an Fair > Usmash as a viable kill set up if L-Canceled right and etc. where as with the ability to AD early or attack early, DK will get hit or will miss the chance of a Usmash for kill).

It's needed for combos that don't happen based off of bad decision to not AD/attack and that's what people are missing.
Combos don't make brawl. It wasn't intended like this.

Oh, and it's doubtful that this will really matter. Hitstun is crossing the line imo, your helping a lot, but hurting a lot too.
I don't like the addition of hitstun, and just because it'll make Falcon better doesn't mean I care. I like Captain Falcon as he is as of now, tbh.

Falcon isn't the only character in this game.
 

Revven

FrankerZ
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Messages
7,550
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Something isn't right with the hack. Movement doesn't feel right at all anymore. I can't quite put my finger on it, but but what this hack is supposed to do is barely noticeable at all. The major thing I noticed is Captain Falcon can't stomp anymore. I don't screw that up hardly ever, but I can't do it at all now.

This hack is buggy.
I seriously doubt CF is affected in anyway like that... it's probably just you. Pit is the only one affected and it's his Up B (he can't attack out of it). That's the only thing that's "buggy".
 

Makkun

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About to test the code now. (:

Nevermind I left my SD card and card reader at school. T___________TTTTTT I hope it didn't get stolen. D:
 

Someone7

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Joined
Feb 23, 2007
Messages
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Location
Florida
I seriously doubt CF is affected in anyway like that... it's probably just you. Pit is the only one affected and it's his Up B (he can't attack out of it). That's the only thing that's "buggy".
Try it yourself. It doesn't work anymore. I know how to auto-cancel Falcon's d-air. I almost never mess it up in a match, let alone consistently testing it over and over again to try and get it to work.

I also have the Melee AD code and L-canceling on.

The more I play it, the less "buggy" it feels, but I think this has done something to normal moves, as evidenced by lack of auto-canceling Falcon's d-air.
 

Someone7

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Switched back to other mode: didn't mess up once in 25+ tries.

It's the code. The code makes CF unable to auto-cancel the d-air.
 

Someone7

Smash Apprentice
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Messages
151
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Florida
I'm absolutely positive...

It's the code (or possibly, the combination of codes, I don't have time to test it right now, got a meeting to go to). This is the most obvious thing I can point out, but it just doesn't feel right in general. I think the code must affect normal moves some how.
 

Starscream

Smash Ace
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Messages
636
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Burnaby, BC
Try it yourself. It doesn't work anymore. I know how to auto-cancel Falcon's d-air. I almost never mess it up in a match, let alone consistently testing it over and over again to try and get it to work.

I also have the Melee AD code and L-canceling on.

The more I play it, the less "buggy" it feels, but I think this has done something to normal moves, as evidenced by lack of auto-canceling Falcon's d-air.
You're right, you can't auto-cancel Falcon AND Ganon's Dair anymore. Booted regular Brawl just to make sure and yes something is wrong. Very weird. I can still auto-cancel Falco's Dair though.

I've done some testing of my own and here are some other bugs I've found. I'm using no tripping, longer replays, L-cancel and hitstun codes. No Melee airdodge.

Snake can only use one aerial after his Up+B.

Sonic can only use his Nair and Bair once after Up+B. Other aerials aren't affected but if you do say Uair > Nair or Bair you can no longer attack.

Mr. Game & Watch can't use any aerials straight out of his Up+B. You can cancel the parachute then use his other aerials but you can't attack straight out of it.

And Pit can't attack after Up+B as we all know.

So there are bound to be other bugs. More testing needs to be done.

On a Hitstun related note, my memory is probably wrong but didn't hitstun increase if you had a higher damage % in 64 and Melee? If so, can that be duplicated?
 
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