shanus
Smash Hero
- Joined
- Nov 17, 2005
- Messages
- 6,055
You can. The code is already included in PM.You should be able to map Up on the D-pad to any button you want. <_<
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You can. The code is already included in PM.You should be able to map Up on the D-pad to any button you want. <_<
They are saying they use both X AND Y for separate things, so that they can't remap one of those to footstool.There you go, problem solved.
Dead weight velocity is factored in as the momentum you enter hard hitstun, action 45. It becomes an interactive collision on frame 3.Oh yeah, I brought it up in the stream, but I'm really hoping that dead weight gets a massive nerf besides obvious preventions (FThrow team infinite for some characters like Mario and Luigi). It's just so unbelievably annoying in teams. At least find a way to reduce the amount that a dead weight collision slows down a flying opponent. I can't tell you how many times someone was saved just because they touched somebody else mid-flight and suddenly lost almost half of their KB velocity.
Then there's the minimum velocity required to be accounted for as dead weight, which should also be raised greatly (once again, not enough to null the throw infinite dead weight needs) so that someone at 0% getting hit by Ike's 3rd jab hit doesn't cause the person behind him to be hit by dead weight. That's just stupid.
I actually thought about that after I wrote, and I had turned off the pc already xD. Utaunt is fine for footstooling too, it makes it dangerous to try it, yet rewarding if mastered but as I said before, I wouldn't mind footstools gone. Anyway, in melee you couldn't grab the edge immediately after ADing, you had to fall a bit to be able to do so. I'm also ok with just frontal grabbing , so whatever rolls your boats guysBecause you'd be able to airdodge and still RLG. You're also forgetting characters that don't have a freefall state from upB (Ike for example). It would just make more sense if the only time you can RLG is when you're at the peak of your upB.
I don't like the idea of placing Footstool Jumps on either X/Y. It may be unusual to some but I use both X and Y depending on what I want to do. I usually use Y for my B-button inputs and X for my A-button/c-stick inputs.
So, this can't be changed then?Dead weight velocity is factored in as the momentum you enter hard hitstun, action 45. It becomes an interactive collision on frame 3.
its just a collision hitbox and a timer, so im sure people could do whatever the hell they wanted with itSo, this can't be changed then?
Oh, I guess I misunderstood then. Will changes be considered then?its just a collision hitbox and a timer, so im sure people could do whatever the hell they wanted with it
...so do the lot of us I'm sure...i use x and y to shorthop
o-oh ****When it comes to footstooling, I'd gladly take the Y-Button for an UP-TAUNT SPIN, as the X-Button, combined with disabled Tap-Jump is good enough for me...
Yup, and you can have infinite FS jumps (or in this case second jumps) as long as your teammate or other person is near by. Imagine getting some serious height and air time without the need for using your third jump....I kinda like kupo's idea. Removing the spike aspect, while still letting you bounce off people could be awesome.