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Jumping out of Ness' DownB

Samurai_Ito

Smash Rookie
Joined
Sep 16, 2016
Messages
3
Hello,
How would I go about allowing Ness to jump out of his DownB, like Fox and Falco's shine? I've been messing around with Crazy Hand and just can't seem to make it happen.
 

Punkline

Dr. Frankenstack
Premium
Joined
May 15, 2015
Messages
423
This can be done via IASA function in the move logic table in Crazy Hand. Here's a useful reference for experimenting with IASA interrupts:

Functions like these can be given symbol names, and so it's useful to download the Community Symbol Map when looking at the code tab in Dolphin. Achilles has contributed a lot of symbol names for action state transition functions, as well as many of the interrupts used by move logic.

Edit - I've updated the list with minor corrections from my old post:
Code:
8007d528 : ac_Interrupt_Fastfall_CheckToExecute
80081298 : ac_Interrupt_CliffCatch
8008169c : ac_Interrupt_Walljump
8008a4d4 : ac_Interrupt_AS_Wait
8008bfc4 : ac_Interrupt_F-Smash
8008c830 : ac_Interrupt_UpSmash
8008c948 : ac_Interrupt_UpSmash/LightThrowHi_FromKneebend
8008cad4 : ac_Interrupt_AS_Wait_CheckIASAflagforEnabledFirst
8008d08c : ac_Interrupt_AS_AttackAirN
8008d194 : ac_Interrupt_AS_AttackAirF
8008d29c : ac_Interrupt_AS_AttackAirB
8008d3a4 : ac_Interrupt_AS_AttackAirHi
8008d4ac : ac_Interrupt_AS_AttackAirLw
80090828 : ac_Interrupt_AS_DamageFall_Tumble
80091a2c : ac_Interrupt_Check
80092758 : ac_Interrupt_AS_Shielding
80093694 : ac_Interrupt_GuardReflect
80094e54 : ac_Interrupt_Item_CheckInstantAForThrow
80095328 : ac_Interrupt_ItemCheckForSomething
80096540 : ac_Interrupt_Side-B_Grounded
8009665c : ac_Interrupt_BbuttonInstant&Battacks
80096af4 : ac_Interrupt_AS_SpecialFall
8009802c : ac_Interrupt_AS_DownWaitU/D
800980bc : ac_Interrupt_DownStandU/D
80098214 : ac_Interrupt_DownBack/ForwardU/D
80098400 : ac_Interrupt_DownAttackU/D_FromDownBound
800984d4 : ac_Interrupt_DownAttackU/D_FromDownBoundWait
80098730 : ac_Interrupt_NeutralTech
80098928 : ac_Interrupt_TechRollF/B
8009917c : ac_Interrupt_Roll
80099264 : ac_Interrupt_Roll_OnlyCheckForL/R
80099794 : ac_Interrupt_SpotDodgeWithShieldHeldCheck
8009980c : ac_Interrupt_SpotDodge
80099a58 : ac_Interrupt_EscapeAir_Airdodge
80099c24 : ac_Interrupt_AS_EscapeAir_Airdodge
8009a080 : ac_Interrupt_ShieldDrop
8009a3c8 : ac_Interrupt_LedgeTeeter
8009a8fc : ac_Interrupt_AS_CliffWait
8009b170 : ac_Interrupt_CliffJump
8009eda4 : ac_Interrupt_StopWall
8009ef68 : ac_Interrupt_StopCeil
800c1d38 : ac_Interrupt_Edge/WalljumpTeching
800c23a0 : ac_Interrupt_CeilingTech
800c9618 : ac_Interrupt_AS_WalkSlow/Middle
800c97dc : ac_Interrupt_Turn
800c9cec : ac_Interrupt_TurnRun_KeepSameFrame
800c9d40 : ac_Interrupt_TurnRun
800c9ed8 : ac_Interrupt_AS_TurnRun
800ca094 : ac_Interrupt_TurnOrDash
800ca230 : ac_Interrupt_AS_Dash
800ca5f0 : ac_Interrupt_Run
800ca644 : ac_Interrupt_Run_Again
800ca830 : ac_Interrupt_AS_Run
800CAE80 : ac_Interrupt_JumpCheckInputOnly
800CAED0 : ac_Interrupt_Jump_Grounded
800caf78 : ac_Interrupt_AS_TurnRunActualChecks
800cb024 : ac_Interrupt_GroundJumpFromShield
800cb334 : ac_Interrupt_AS_JumpF
800cb5fc : ac_Interrupt_AS_Kneebend
800cb870 : ac_Interrupt_AerialJumpGoTo
800cb950 : ac_Interrupt_AerialJump
800ccaac : ac_Interrupt_AS_Fall
800ccd34 : ac_Interrupt_AS_Fall_Prefunction
800cce50 : ac_Interrupt_AS_Fall_Prefunction2
800d5d78 : ac_Interrupt_AS_Landing
800d5f84 : ac_Interrupt_JoystickDownRevivalPlatFall
800d5fb0 : ac_Interrupt_Squat
800d65d8 : ac_Interrupt_SquatReverse
800d6694 : ac_Interrupt_AS_SquatReverse
800d6824 : ac_Interrupt_Neutral-B_Grounded
800d688c : ac_Interrupt_Down-B_CheckInputOnly
800d68c0 : ac_Interrupt_Down-B_Grounded
800d6928 : ac_Interrupt_Up-B_CheckInputOnly
800d695c : ac_Interrupt_Up-B_Grounded
800D705C : ac_Interrupt_ItemCatch8FrameBufferEnableCheck
800d7100 : ac_Interrupt_CatchItem
800D8990 : ac_Interrupt_Grab_Standing
800d8a38 : ac_Interrupt_Grab_FromRun
800d8b9c : ac_Interrupt_CatchDash
800de9b8 : ac_Interrupt_D-PadUpInstantPressed?
800de9d8 : ac_Interrupt_Taunt
800e6adc : ac_Interrupt_Fox_AS_NeutralB_CheckForBbuttonPress
From that list, try pasting the function pointer "800CAED0" in the IASA slot of a move to change it to what Achilles has helpfully labeled as "Jump_Grounded." It's the portion of Fox's IASA that gets used for canceling into a jump.

For Ness downB, the existing IASA function surprisingly has no effect on button interrupts, and can be safely replaced like so:

 

Samurai_Ito

Smash Rookie
Joined
Sep 16, 2016
Messages
3
This can be done via IASA function in the move logic table in Crazy Hand. Here's a useful reference for experimenting with IASA interrupts:



From that list, try pasting the function pointer "800CAED0" in the IASA slot of a move to change it to what Achilles has helpfully labeled as "Jump_Grounded." It's the portion of Fox's IASA that gets used for canceling into a jump.

For Ness downB, the existing IASA function surprisingly has no effect on button interrupts, and can be safely replaced like so:

Thank you so much, my good man!
 
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