Alphatron
Smash Champion
- Joined
- Aug 5, 2008
- Messages
- 2,269
Seriously?tbh footstalling is a no risk, massive reward mechanics,
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Seriously?tbh footstalling is a no risk, massive reward mechanics,
Yes!!!mmmm, No More Powershield Buffering (magus Had A Brilliant Idea!).
Oh Yeah, And Powershield Reflects Now Too.
this has been the best code I've ever heard ^^^^^^^
http://www.youtube.com/watch?v=NiGUdhTuTdo
I just watched. Niceeee. The OP can be edited. Yess one more step closer to open beta.
Weren't these already in Brawl+?Jab resets. Get hype.
I think in B+, BBrawl, or B- they gave bowser heavy armor while crouching. Is there a way to make something similar? Not heavy armor, but somehow reduce knockback...Crouch canceling seems to be next.
Really? What was his no buffer idea?MMMM, no more powershield buffering (Magus had a brilliant idea!).
Oh yeah, and powershield reflects now too.
I think "sliding during techs" should be next actually.Crouch canceling seems to be next.
The idea for magus was pretty sweet. We know the variable which controls the PS window which is set during Guard On. Enter shield command lets you buffer the shield by checking for if button pressed. However, by building in the command,Really? What was his no buffer idea?
Nice on the PS...it looked like you added Fox's shine instead of a powershield...but I dunno
I think "sliding during techs" should be next actually.
Also, maybe Magus could clear up a mechanic I noticed that I only saw on Ganon but might happen all over the place. Ganon's dsmash worked oddly in melee. The lower your % (without DI) the second kick sent away and behind Ganon like Brawl. The higher the damage, the second kick sent in front of ganon. From 0- high % you gradually saw the second kick trajectory go from behind Ganon to about 65 deg in front.
My only explanation is that the game has a formula that combines the two hits and adjusts the natural angle. So in the ganon example, the first kick is a constant kb and the second kick isn't thus scales due to damage. My thought was:
0%- First kick has more power than second because the second kick draws its power from higher damage (because of the growth) thus the final angle from both kicks is heavily first kick based. (First kick's definite trajectory is just about horizontal whereas second kicks definite trajectory is like 65 deg or somewhere around there)
0%-high %- Variation on the above and below
high %- The second kick is much stronger than the first kick at this point so the final angle is heavily second kick based and not first kick based.
I have seen high % dsmashs final angle be like 0% angle which I assume DI has some factor.
I wonder if melee applies this same concept to two completely different moves as long as you are in a "true combo"
So any light, Magus?
Ok, so I went and checked out fighter.pac for the 1st time, lol. I was looking at shield related stuff, and this was my understanding of some things there. Dunno if it's helpful.
IC-Basic[23076]->RA-Basic[0] . . Guard-On timer. <=0 to allow Guard-Off. A powershield will set it directly to 0
IC-Basic[23078]->RA-Basic[1] . . Powershield window timer. >0 to get PS
IC-Basic[23081]->RA-Basic[2] . . Dash/Turn grabs related timer
IC-Basic[23079]->RA-Basic[3] . . Timer following a successful powershield for IASAable Guard-Off?
??????????????->RA-Basic[5] . . (1D)Guard-Dmg: Shieldstun timer? Only thing that ticks in Guard-Dmg, and ends when =0. Don't know how it gets set
IC-Basic[23080]->RA-Basic[5] . . (1C)Guard-Off: Guard-Off timer. =0 to allow interrupt
RA-Basic[5] seems to come out of nowhere in the Guard-Dmg action and is used as a timer for when it ends and changes to Guard or Guard-Off. The only time that variable is set to something that is not a simple value in fighter.pac is in the Guard-Off action where it's used for what looks like the shield drop lag, and I don't see how you'd be going from Guard-Off to Guard-Dmg >.>
Would you be able to replace this in action 1A:
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
with this...
If Button Press: 3
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
End If:
so that the PS window timer doesn't get set if you go into Guard-On as a result of button pressed and not press?
Also, the PS reflect graphic is weird because I didnt actually add GFX to the move, the actual reflect collision I used automatically generates it.
What frogles said. I really like the hexagonal shape that's used for reflecting part of PS.the reflector effect is cool. dont change it =x
Its heavy armor.ok, I think that the best thing to call crouch cancelling wil be looking in yoshi's Second jump as it doesn't have Heavy armor or Super Armor
it reduces KB if he doesn't have that high amount of damage %
you can Double Jump into a bomb as yoshi and it won't actually have that large KB it has and the bomb does 15%-25% damage
just throwing some ideas
CCing ftw, plz let this be in for B+ and P:M soon![]()
pardon me, didn't knew it was heavy armor *face of shame*Its heavy armor.
Crouch Cancelling :
CCing is what happens when you're crouching while taking a hit.
It tremendously reduces the knockback of the move, reduces the hitlag, and the move is weakened so you must be at higher %age to tech it (or it makes the move completely untechable, like Fox's shine)
You have to be crouching to crouch cancel, if you're not crouching you're not crouch cancelling.
Usually you're DIing down with the control stick when you're CCing, which makes you ASDI down on the weakened move, thus makes you land right after the hitlag (or bounce on the ground if you're at high %age) :
CCing weakens the move and ASDI down makes you stay grounded.
Glad to help! :DEldrian... I was unaware of this. I'm glad you have such blind faith in me, though![]()
I'm curious -- what was the reflect collision used? And, does that graphic appear when Falco's not in the match?Also, the PS reflect graphic is weird because I didnt actually add GFX to the move, the actual reflect collision I used automatically generates it.
Regarding sliding during teching: So far I don't know what causes it to kill your momentum.
That's not CC. Shiz tried to jump but SS got him the moment his jump animation barely started.EDIT: http://www.youtube.com/watch?v=-Fve2Mt0Br4
At 0:27, but it doesn't look like a CC'd hit on closer inspection. I think that's happened to me before, but what exactly causes that?
off the top of my head, 06070300 0-3 0-0 0-2Glad to help! :D
I'm curious -- what was the reflect collision used? And, does that graphic appear when Falco's not in the match?
Also, nice work!
uhhh, no. Thats what happens when you try to CC a stomp at mid percents.That's not CC. Shiz tried to jump but SS got him the moment his jump animation barely started.
The majority seem to have shot it down, but I plan on making a code for it regardless, which you'll be free to use.Did I miss the item stealing debate? Because I love the idea.