Dark Sonic
Smash Hero
^^Yep.
10characters
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No complaints to this.In my opinion i would be gladfull if we settle 11,75% hitstun as the default competitive value for this code, so we can move on to other things like changing MAD so that you can Up + B after, or creating a code where you won't lose speed momentum when you jump while dashing.
Thats kew... kew... yeyep...Idk Yet I still want to practice it a little
You could also do an aerial before you hit the ground.Yes, but there's another way to avoid teching or being knocked down that I never quite understood.
I love you.a code where you won't lose speed momentum when you jump while dashing.
11.75% lol. its in the OP. And I would advise you to not use gravity hacks just in case.Im just saying I got reeeeeallly adjusted to 10, so to be unbiased I need to spend a little time with 11.7
No wonder you love itYou could also do an aerial before you hit the ground.
A lot of people miss the tech because they are still holding R 40 frames before they hit the ground....which disables you from teching. If you see yourself get pushed off you should let go of R immediately if you want to be able to tech later.
I love you.
This!we def cant secure a stun level when the codes we want are not out either..
Well, I personally don't want any gravity hacks until they figure out how to not gimp Sonic's recovery (seriously! It just rips off 1/4th of his up B!)
What I really want is for vertical momentum to be the same, but for all characters' fall speeds to go up.
It also messes up with a lot for timing specific aerials (like shorthopped dairs with Ganon and short hoppedbairs with Ike)
Well, I don't exactly mean using Sonic's up B for recovery. It's actually a staple to Sonic as it provides him with an easy way to kill people off the top (spring->uair). Increasing the gravity nerfs this because Sonic simply can't reach as high with his up B in addition to characters not going as high from vertical attacks.Have you played with 1.05? The higher gravity changes do all those things you mentioned, but with 1.05 you can shorthop dair with Ganon, Sonic's recovery is barely noticabley impacted, and I'm fairly certain you can short hop bairs with Ike (but I would need to double check to confirm that).
I agree that the high gravity changes are all rubbish, but 1.05 seems to speed up the game just enough without messing up any characters to be perfect.
Edit: Just checked, Ike can easily shbair.
This is why hitstun will definitely need to go down if we get this hack. I really want to see this hack specifically for Sonic, even if we don't end up keeping it! This plus L-cancel, and he would ****...And retaining running momentum while jumping could completely change the metagame for faster characters (imagine if Metaknight when flying across the screen while doing a fair) and make a lot of combos that we have now not work later (or at least be more difficult) while at the same time creating a ton of other combos. It could also drastically change the edgeguarding game (imagine once again, Metaknight being able to run and jump off the stage and reach the bubble without using his jumps), and as a result change some people's views on the MAD vs BAD.
You dare insult the WOMBO COMBO!?@Dark Sonic
in your sig, i wish CF finish it off with a falcon punch instead of a knee
This will require two codes. One that edits jump force and a second that increases the damage ratio for vertical knockback only. If my research proves successful, then we'll have an easy time figuring out what values we need to keep everyone's jumps about the same.Dark Sonic said:I mean, I still need to try 1.05 gravity to see exactly how much it is effected, but I think it would be pretty easy to make a code that just launches characters farther when they are sent upwards (by attacks, jumps, or otherwise). This would allow every character to travel the same height they do in normal brawl, they'd just ascend and decend faster (which is ultimately what we want isn't it?)
Crunching numers sux. It's some of the most boring work in the world. Good luck.You dare insult the WOMBO COMBO!?
This will require two codes. One that edits jump force and a second that increases the damage ratio for vertical knockback only. If my research proves successful, then we'll have an easy time figuring out what values we need to keep everyone's jumps about the same.
Says the guy whose sig is completely void of wombo. v.v/You dare insult the WOMBO COMBO!?
Currently we have the Damage Ratio code which increases all knockback. I use 1.025x damage ratio with 1.05x gravity, which keeps vertical kills possible (although now that you mention it, I feel like they might still be a bit too nerfed) and also having the slight disadvantage of making horizontal kills better.This will require two codes. One that edits jump force and a second that increases the damage ratio for vertical knockback only. If my research proves successful, then we'll have an easy time figuring out what values we need to keep everyone's jumps about the same.
I say don't even screw with it, just get a fast fall code.Well, it's not exactly vertical knockback I'm concerned about, so much as vertical momentum in general.
Characters don't jump as high, springs don't send them as high, ect. Basically, we'd need some way to just make everything send characters a little higher.
I've thought about that, but fall speed also decreases vertical knockback (which is calculated using both weight and fall speed acceleration), so while it might not cause my Sonic related problems (not going high enough with the spring), it would make vertical kills more difficult for all the characters.I say don't even screw with it, just get a fast fall code.
Then we shouldn't screw with this at all...I've thought about that, but fall speed also decreases vertical knockback (which is calculated using both weight and fall speed acceleration), so while it might not cause my Sonic related problems (not going high enough with the spring), it would make vertical kills more difficult for all the characters.![]()
The effect of gravity is constant, and a character cannot fall faster than the force of gravity acting on them. The velocity of a character on any one frame can be defined as v = v0 - gf, where v0 is the initial velocity, g is the number of units gravity sends you downward each frame, and f is the frame number since launch, and a character's downward rate cannot exceed g. I actually only know that it works this way for jumps. It's obvious that you fall faster than just the rate of gravity when you're spiked, and knockback still ends even in zero gravity, meaning it's ending because of other means. It's actually possible that gravity has absolutely no effect on knockback whatsoever, and it only appears that way because a character is still "falling" due to the effect of the constant force of gravity as a separate component of their vertical positioning.I've thought about that, but fall speed also decreases vertical knockback (which is calculated using both weight and fall speed acceleration), so while it might not cause my Sonic related problems (not going high enough with the spring), it would make vertical kills more difficult for all the characters.![]()
Thanks!Nice vids Kupo and Osi! The combo video scene looks a lot better already![]()
Thanks! yours is pretty good also!Nice video Kupo!
I actually tossed together some of my footage also into a random video. Not as much combo's as just tossing together clips I liked lol. I'm the fox/jiggly/link/falcon in the video.
http://www.youtube.com/watch?v=5B-0DzLJVHo
If you've never tried 1.05x gravity, I think it's ludicrous to claim it hurts more than it helps.But even with it hurting more that it helps, is it really worth it?
This is actually why I believe that gravity and knockback calculations may be separate. There are only two things that actually make sense for downward knockback: 1) Gravity acts as if you are in a neutral falling position (in other words, it acts at a constant downward rate) and then you fall an additional amount for the knockback, and 2) Gravity is completely ignored since you are falling faster than the force of gravity acting on you. I don't think #2 is how the game works, but I still need to test it. I've been playing games more than I've been testing them lately.I've been meaning to ask you leafgreen. How does downward knockback work in with gravity?
Moves that bounce you off the floor have 80% of the knockback that the move normally has, but it calculates hitstun with the original launch speed.Considering that moves which cause you to 'bounce' off the floor seem to have a lot more hitstun than the a move that would send you the equivalent distance upwards, and that hitstun is proportional to launch speed... I think #1 seems to be more feasible.
Can you think of a reasonable way to measure air resistance/friction within the game? I guess a better start would be trying to find a formula for launch speed. Although I suppose the general case isn't hard.