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Late nights with Giza (DDD and Ganon stuff to test)

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Ganon U tilt:
5x speed (Hits about frame 16)
14000028 40A00000

Hitbox 1:
14006400 000B4028
00640000 00B40000
FFFFFFFF

Hitbox 2:
14006400 00000028
00640000 00000000
FFFFFFFF

hitbox 3:
141B503C 05169028
1B503C05 01690000
FFFFFFFF

hitbox 4:
1413503C 05050028
13503C05 00500000
FFFFFFFF

hitbox 5:
1411503C 05050028
11503C05 00500000
FFFFFFFF

From (this is what it is now):
80 KBG
60 BKB
27 dmg
Angle: 80

To (this is what I would like to test it at):
30 BKB
80 KBG
10 dmg
Angle: ?? (up)


DDD F smash sourspot with trip:
20051E64 0005002C
051E6408 00500000
FFFFFFFF

Dair: No KBG, higher base KB on last hit

Hitbox 4:
20058C32 00046033
05027500 00460000
FFFFFFFF

Hitbox 5:
20058C32 00050033
05027500 00500000
FFFFFFFF

Uair: KBG on last hit increased by 20
Hitbox 4:
20058232 00046033
05963200 00460000
FFFFFFFFF

Hitbox 5:
20058232 00050033
05963200 00500000

Dedede's jab at 1.25x:
20000024 3FA00000


Ness D tilt angle changed to 5 from 0 (prevent wall locks):
0A041403 00000029
04140300 00050000
FFFFFFFF

Some possible additions?

Please test.
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Oops mistake on Ganondorf's utilt. On the 3rd hitbox, the one that does 27 damage, the angle is set to 20. Its right in the actual data I just didn't notice it when I was explaining.

here kupo;
Ganon's down+B
Action IDs
Usage: 115
Air landing/winddown on ground: 11E
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Oh I thought you just meant the action IDs. Sorry.
Ganondorf's down+B
Grounded:
hitbox 1-
140C463C 1302D115
0C463C13 002D0000
FFFFFFFF
hitbox 2-
140A463C 1302D115
0A463C13 002D0000
FFFFFFFF

Aerial:
hitbox 1-
140F6432 13122115
0F643213 01220000
FFFFFFFF
hitbox 2-
140E6432 13050115
0E643213 00500000
FFFFFFFF

Ground pound:
14082350 0005011E
08235000 00500000
FFFFFFFF
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
SHeLL and I were discussing possible choke fixes, and I came up with the idea of speeding up Ganon's grounded down B (the only move that can reach a forward tech roll as they're coming out of it) just enough to make it hit, so the move retains punishment even on tech. It'd probably have to be in conjunction with the reexamination of the tech rolls, and what we plan to do to fix those, but what does everyone think of this idea?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
SHeLL and I were discussing possible choke fixes, and I came up with the idea of speeding up Ganon's grounded down B (the only move that can reach a forward tech roll as they're coming out of it) just enough to make it hit, so the move retains punishment even on tech. It'd probably have to be in conjunction with the reexamination of the tech rolls, and what we plan to do to fix those, but what does everyone think of this idea?
It's a decent suggestion but I don't understand why there is even a debate about it. We need to go EVERYTHING in our power to get Ganondorf those guaranteed setups back.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Here is a great fix for the moment at least. Speed up the wizkick, keep the already fast cool down, and make the kick really strong like melee. Right now, the problem is that tech roll away always lets you escape so if we make the choke to wizkick a true combo when they tech away, then you won't always do that.

After the murder choke, the best position for ganon would be a crouch because a tech roll away goes right into the strong strong wizkick, a tech in place sets up for the dtilt as if it wasn't techable, and roll back still sets up for a Dair. In fact, the way the choke works now may be better than before seeing how he has a garanteed wizkick that is strong as hell as an option now. It may take some more predicting work but he has more options than before.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I agree with making Wizkick strong again like in Melee, I LOVED how strong it was in Melee and would love to see its return. That guy kicks like a truck and so he should hit like a truck.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Well I didnt get the appropriate values into the Ganon U tilt.

I was looking at making it into a normal tilt.

10 damage, lower KB, better angle. So he can get some followups on it. This way he can actually use the sucking in stuff as a real tilt. It makes the move usable.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
So, another night up late with Giza and guess what?

WE FINISHED ICERS!

Code:
ICers:

Popo:
Side B:
0F025005 0001E113

02500500 003C0000

FFFFFFFF

Nair:
0F076414 00169033

075A5A00 01690000

FFFFFFFF

Uair hitbox 1:
0F0A7814 00046033

0A911400 00460000

FFFFFFFF

Fair:
0F0C5F28 00028033

0C5F3A00 00280000

FFFFFFFF

D-smash

Hitbox 1:

0F0C691E 0003C02F

0C781E00 002D0000

FFFFFFFF

Hitbox 2:

0F0A6932 0005302F

0A783200 002D0000

FFFFFFFF

Hitbox 3:

0F0C661E 0003C02F

0C781E00 002D0000

FFFFFFFF

Hitbox 4:

0F0A6632 0005302F

0A783200 002D0000

FFFFFFFF

Dair

0F085A28 00046033

085A3C00 00460000

FFFFFFFF

Dash attack

0F063C5A 00050026

06283C00 00500000

FFFFFFFF

Nana:
Forward B:
0F02820F 0001E113

02500500 00F00000

FFFFFFFF

Nair:
Hits down and away:
0F058014 00169044

05462800 01400000

FFFFFFFF

Uair hitbox 3:
0F058E14 00046033

05321400 00230000

FFFFFFFF

Upsmash

Hitbox 1:

0F097132 00053032

09713200 00610000

FFFFFFFF

Hitbox 2:

0F087132 00053032

08713200 00610000

FFFFFFFF

Hitbox 1:

0F09711E 0003C02F

095F1E00 000A0000

FFFFFFFF

Hitbox 2:

0F087132 0005302F

085F3200 000A0000

FFFFFFFF

Hitbox 3:

0F08711E 0003C02F

085F1E00 000A0000

FFFFFFFF

Fair:
Hitbox 1:

0F076428 00028033

075A2800 010E0000

FFFFFFFF

Hitbox 2:

0F0C0A14 0010E033

0C820A00 010E0000

FFFFFFFF

Dair:
0F058228 00169033

053C1E00 01690000

FFFFFFFF

Dash attack:

0F04285A 00050026

04283C00 00500000

FFFFFFFF

Both:
Down+B hitboxes

Angle change to 225, 91 growth, 05 base

Down+B
Hitbox 1:
4902B405 E4046FFF
025B0504 00E10000
FFFFFFFF
Hitbox 2:
49018205 E4046FFF
015B0504 00E10000
FFFFFFFF
Hitbox 3:
49011E05 E4169FFF
015B0504 00E10000
FFFFFFFF

Neutral B
6E033205 04169001

05450504 01690000

FFFFFFFF
Does more damage (5%)

Cosmetic:
Grab attack

0F016400 0005003A

01640004 00500000

FFFFFFFF

Speed ups:
Down and B:
0F420115 40000000

Side B:
0F370113 3FC00000

Jab:
0F088048 3FC00000
Basically we made Nana more combo heavy and Popo more power heavy (except smashes)

Should be a good time to play them.

All we need now is a code for Nana to be unable to grab during a Popo throw and we have them complete.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I don't think we've decided on what to do with ICs' infinite but, I don't think we should get rid of ALL their CGs. Just make Nana unable to regrab after a certain amount of frames after Popo. That would still allow their CGs I think but not their infinite.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
We built them to have chain grabs all day but the throw to throw can be taken out by simply not allowing Nana to inititate a grab while Popo is in the throwing animation.

I dont think the changes took. Giza and I need to take another look :(
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I need a detailed changelist for ICs as I got all of their changes working besides one line (which was missing the first 4 bytes out of 20 bytes).
 
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