Wind Owl
Smash Lord
"Wow Meta Knight Brilliant"? >.>
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That shouldnt be necessary with melee airdodgingjw, does anyone know if Phantom wings got word about no air dodging in tumble and an increase inn hitstun overall and maybe a way so we can tweak it ourselves without bothering him too much? I hope so...
Here's a radical suggestion: Don't be looking to emulate Melee's level of hitstun into Brawl just yet. Produce hacks for slightly increased hitstun first and see how it goes.Main point: We want to bring back true comboing like we saw in melee and 64, the kind where they cant do anything to defend themselves except DI
Yea, its a bug in the hitstun hack. i added bugs to the OPThere is an issue with the hitstun code. Ganondorf's thunderstomp doesnt work for some reason. It's like there isn't enough time for it to come out midair. For some reason you cant start it as quickly as you normally would jumping off the ground.
But the problem is, the current default hitstun for the game is not enough to even be that effective. A lot of move flinch enemies instead of putting them into tumble which doesnt affect hitstun and then when they are ready to go from flinch to tumble mode, the knockback is too high for the damage they are at to combo. Plus, almost all moves in the game are programmed to push ppl away instead of staying close to avoid combos. The current hitstun code helps but a few moves like Pit's dthrow...but not enough to really make a differenceHere's a radical suggestion: Don't be looking to emulate Melee's level of hitstun into Brawl just yet. Produce hacks for slightly increased hitstun first and see how it goes.
This should iron out some of the bugs and speaking of bugging, it'll bug the anti-Brawl+ players less if you're just trying to add slightly increased hitstun.
If you can thunderstomp you can land with zero lag not just reduced lag.i have gravity on and i can stomp with gdorf just find. i dont know if you guys are talking about auto cancel or now but why does that matter with l- cancel>
I think melee worked because the moves were programmed better to combo. Not because of the stun time. Brawls moves are programme to prevent combos by pushing ppl away. Thats why 64 stun is better. And with brawls def, it will be a better 64Melee didnt have THAT much hitstun but it was enough to combo people because things moved very quickly.
Going for 64 hitstun may be a little too much but im fine with anything really
Good Stuff; I'm really reminded of a ol' 64 ways of Smash when I see the video. Although this won't ever be put into the competitive scene, I bet it's fun as hell to play through. I'm sure Nintendo is PISSED to see its brainchild being messed with, haha.
You may recognize my name from GSCentral/USBGecko forums, but I'd just like to thank you againHello everyone, I just thought I'd drop by to tell you all that I haven't had much of a chance to make a fix for the code yet because of me being extremely busy today, but I'll try and get on it tomorrow... I should also be able to do something about that Dash Dancing code(I did it with the Super Sonic code) but I'm reluctant to make one because there's a lot of controversy over whether it'd help the game or not...
Anyways, I've read the suggestions on how I should remake the Hitstun code and I've taken them into account - but "don't tell me how I should make my codes, fool."![]()
If you downloaded the new update you can just erase your Wii's internal memory to use the hacks.Dont make me rebuy a wii![]()
The hacks are now compatible with the new update anyway.If you downloaded the new update you can just erase your Wii's internal memory to use the hacks.
OMG!!!!!!! Thank You!!!!!!!!!
No, I would not recommend fooling around with it at its current version. PW is working on fixing the bugs though. The comboing system doesnt get any better(only with a couple moves) with this which is why we need to add additional hitstun to make it more like 64.This is the only "competitive" code I've yet to test. I'm somewhat apprehensive with this one. Is it worth fooling around with it given the known list of bugs? Is Phantom working to remove these bugs, strengthening the code?
Also, does this truly make a noticeable difference in game? Does it achieve its goal? More specifically, does it truly allow for more comboing?
that should be easy. Idk if PW got word of it though.Is it possible to create a code that will disable you from air dodging until you escape the tumbling animation by your own means? Currently, you can escape the tumbling animation after the hitstun is over by airdodging. It's pretty annoying and sometimes causes me to airdodge right above the ground when I'm actually trying to tech. In Melee you could not airdodge straight out of the tumble animation even if your hitstun was over. You had to escape the tumble first by either jumping, using an aerial after the hitstun frames, or tapping the control stick. I think this is really keeping teching from being useful in Brawl.
me said:Anyway, I just came up with possibly the single most efficient, effective, and easiest way to get what we want with hitstun. When I said I realized the blindingly obvious earlier, that was only the tip of the iceberg. This is truly ridiculous how simple it is.
Anyway, I'm sure you're all aware that the main things that influence hitstun are the attack being used, the character the attack is used against, that character's percent, and how decayed the move being used is. Well, when hitstun was first brought up, everyone thought we could modify the hitstun of the attack being used, and that would be our fix. Well, that's not exactly easy to do, and would probably take up tremendous amounts of code. So lately we've been talking about the tumble animation, and how we might be able to use that to employ artificial hitstun.
The thing is... why settle for artificial hitstun, though, when we can get the real deal? Coupled with the anti-aerial/AD while in hitstun code, we can do that. It would be as simple as having the game treat you as if you were at some ridiculous percent whenever it does hitstun calculations. So let's say you're at 0%, and you get hit by pika's utilt. The game would treat the hitstun as if you were at 400% or something, while giving you the same knockback you would normally receive had you got hit at 0%. This solves so many problems. It would take up fairly little code, while solving the problem of different attacks having different hitstuns, as messing with the tumble animation would've left every attack in the game with basically the same hitstun. Also, since this doesn't interfere with knockback any, percent will still play a very important role in comboing. Another good thing about this code is that it would be easily modifiable, and we wouldn't need to be constantly bugging PW about it.
So yeah... Comments? Criticisms? Cries of joy? We need to reach a consensus on how we're going to solve this hitstun problem.