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But he feels weird because I use Ness in Melee. Does Ness' dair still auto-cancel the frame after the hitbox goes away in Project M or was take taken out because of Smash 64 Ness.N64 Ness is the best though.
Pretty sure D3 is covering him up. You can see his shadow under him.Beautiful... Just magnificent.
Hm, is the second PT hidden in the background?
You're hoping for reflections? That seems like a useless aesthetic, don't you think?My beef was that the fountain was too tall, it looks incredible. I jut hope reflections are possible, but if they aren't, it already looks too good.
Anything beyond collisions is a "useless aesthetic." Let the boy dream.You're hoping for reflections? That seems like a useless aesthetic, don't you think?
no, it just means magus hasn't had the opportunity to look at it yet. Given that he knows the locations of SDI ASM and stage collision ASM its entirely feasible to address.Just by that response i can see it probably is a headache trying to fix. Oh well. Once it can play feel close to melee.
it's a much broader than that. Basically, brawl processes all physics commands too late so that they do not trigger on the same frame. This results in subtle differences such as gravity not being handled properly on the first frame, momentum commands always executed 1 frame later, etcetc. Fixing the air dodge issue requires fixing a much larger priority issue, and that is not easy at all.How is fixing the 2 frame thingy for air dodge to make wavedashes look as flawless as wavelands? I'm assuming the priority for this fix isn't too high but I'm sure that one of the reason why people say it feels clunky is because of this.
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technically speaking, SCD has no impact on wavedash timing as the first 10 frames of airtime has always used the appropriate bone structure. SCD impacts are for everything after frame 10 (i.e. wavelands, all normal landings such as aerials, jumps etc)Understood. I always thought that the airdodge problem was an issue by itself. It makes much more sense now. Thanks for the clarification. Is magus the only one that can work on it?
@neko: all it takes is one frame to throw any game off for those who play strict-timing games competitively. The flaw in wavedashes are very visible. At least, in my perspective. I always thought that people were still getting the timing down when landing detection was supposed to solve the wavedashes problems but apparently it was much more than that. I was just surprised no one brought it up until now.
our SCD fixes make wavelanding pretty much identical to melee.so is it harder to waveland, or is it just different?
also, does that make it any more or less useful?
Yeah, I've been doing alright. I've been playing around with Lucas as of late and I'm having a blast. Almost more than I do with Ike.Hey Kirisame, i hope you've been doing well since the last time we met.
Honestly, I don't think we really can tell what's going to happen at this point. Lucas is changing often these days and going through numerous experimental builds. There were a few issues the playtesters, me included found and we're working on fixing those. I guess you can say we're just trying to make it less stupid that that time when Gurukid tested him out at Thunderhorse's.
codes get updated all the time. it doesn't make sense to port them to pal until finalized.Has there been any time to try converting the codes to PAL? I'm guessing its a long and dull job, but it would be very much appreciated
ok so there won't be a PAL version for the patch?codes get updated all the time. it doesn't make sense to port them to pal until finalized.
we gave up on a "patch" a long time ago. we're working on another actual release now.ok so there won't be a PAL version for the patch?
It's fine, it's only a matter of writing a simply guide for ppl how to run ntsc brawl on their pal wiiwe gave up on a "patch" a long time ago. we're working on another actual release now.
probably won't be a PAL version of it