Ness Down+B, how do you make him have a "shine" like Project M?

Joined
Jun 23, 2016
Messages
28
#1
So I'm currently working on a personal melee character rebalance (like a dozen other people I know), and was wondering how to change Ness's down+b to act like the Project M Ness's. It's like a shine and the move is jump-canceleable. Any ideas how to do this? Preferably just with CrazyHand.
 
Joined
Jun 25, 2017
Messages
49
#4
Thing is, IF I can, I dont know how to do that...
go into crazy hand, go into ness, go into subactions (attacks only), go into his down b, click on one of the "byte" thingys, and scroll down until you see hitbox. click it, confirm you want to replace something, and make the hitbox however you want it to be.
 

Stormghetti

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#5
go into crazy hand, go into ness, go into subactions (attacks only), go into his down b, click on one of the "byte" thingys, and scroll down until you see hitbox. click it, confirm you want to replace something, and make the hitbox however you want it to be.
Don't do this.

So I'm currently working on a personal melee character rebalance (like a dozen other people I know), and was wondering how to change Ness's down+b to act like the Project M Ness's. It's like a shine and the move is jump-canceleable. Any ideas how to do this? Preferably just with CrazyHand.
What you want to do is add space, not replace already existing place because in this case, Ness' Down-B hold is too small, even to add a single hitbox. To understand the process behind adding space, I made this guide: https://imgur.com/gallery/xZ0SoFH

Reading this guide will let you know how to add hitboxes to literally anything. Now, making the move jump cancelable is easy, but making it jump cancelable on any other frame other than frame 4 takes more time and requires codes, since making it jump cancelable on that frame uses one of Shine's properties which is easy.

Go to Ness' Move Logic in Crazy Hand, then replace the following with this:

SpecialLwHold:
- Animation interrupt function:
80 11 A7 00 > 80 11 A2 A8
- IASA function:
80 11 A9 20 > 80 0C AF 78
- Animation physics function:
80 11 A9 28 > 80 11 A4 40
- Collision interrupt:
80 11 A9 D0 > 80 11 A4 E8

SpecialAirLwHold:
- IASA function:
80 11 A4 3C > 80 0C B8 70
 
Joined
Jun 23, 2016
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#6
Sorry I never replied to this topic, just recently I've gotten the ness "shine" hitbox working (apparently he already had hitbox data for it in "Down+B Start") so I didn't have to add any hitboxes. The jump out of Down+B works good, but I noticed the timing IS a bit hard, so how would I code it to allow jump out of other frames besides 4?
 

Stormghetti

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Stormghetti
#7
Sorry I never replied to this topic, just recently I've gotten the ness "shine" hitbox working (apparently he already had hitbox data for it in "Down+B Start") so I didn't have to add any hitboxes. The jump out of Down+B works good, but I noticed the timing IS a bit hard, so how would I code it to allow jump out of other frames besides 4?
I was going to put a wall of text explaining how to do this until I remembered Ness's Magnet has a start-up animation that goes into the actual move. Just slow that down (but I think it's 10 frames already?).
 
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