shanus
Smash Hero
- Joined
- Nov 17, 2005
- Messages
- 6,055
Since we should post 3.3 sometime reasonable soon, we need to come to a consensus on momentum.
We have v10 and v3, each with its own pros & cons.
v10 we can make every character have unique momentum gains which is nice. However, the momentum is not dynamic and applies a constant value such that there is top speed dash or walking and no inbetween. It also does have less cases of over b's gaining momentum which is nice. A main trade off is its line count. Still plays very very well.
v3: Bases off dash speed perfectly, acts exactly as it should. For some reason, a large portion of the cast is unaffected by this code when set to 100% momentum capture. However, only a few chars of the unaffected cast actually benefit much from it: Namely ZSS & Sonic. Only is 11 lines too which is nice. However, ganondorfs over+b done sliding over a ledge gives ridiculous momentum.
Here is a link to the latest 3.3Beta:
http://shanemulliganphotography.blogsite.org:6111/~shane/Smashcodes/2-28-2009/Beta3.3 test stuff/
We have v10 and v3, each with its own pros & cons.
v10 we can make every character have unique momentum gains which is nice. However, the momentum is not dynamic and applies a constant value such that there is top speed dash or walking and no inbetween. It also does have less cases of over b's gaining momentum which is nice. A main trade off is its line count. Still plays very very well.
v3: Bases off dash speed perfectly, acts exactly as it should. For some reason, a large portion of the cast is unaffected by this code when set to 100% momentum capture. However, only a few chars of the unaffected cast actually benefit much from it: Namely ZSS & Sonic. Only is 11 lines too which is nice. However, ganondorfs over+b done sliding over a ledge gives ridiculous momentum.
Here is a link to the latest 3.3Beta:
http://shanemulliganphotography.blogsite.org:6111/~shane/Smashcodes/2-28-2009/Beta3.3 test stuff/