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Punch Time Explosion Gecko Codes... Competitively Viable?!

Amaterachu1

Smash Apprentice
Joined
Nov 14, 2019
Messages
97
Sorry for the weird youtube-esque title i just thought it was funny,

Thanks to mostly... actually entirely, EpicStyle some new codes have been made which addresses some of the common complaints about the competitive viability of the game. This post serves to archive or be a databse of codes you can use to enhance certain aspects of the game.

Frozen Final Boss:
The death planes the platforms create are generally not a problem for higher skilled players. HOWEVER, it very often creates a stand still if both players are across from each other. There's just too much risk of getting hit by the other for being airborne and approaching. This code disables the platforms on final boss and creates a standard neutral stage.
$Frozen Final Boss
C22F4A94 0000000C
9421FFF0 93A1000C
93810008 93E10004
839E0008 3FE041F0
63FF0000 7C1CF800
41820018 3FE04120
63FF0000 7C1CF800
41820008 48000010
3FA04974 63BD2400
93BE0008 C01E0008
83E10004 83810008
83A1000C 38210010
60000000 00000000

Instantaneous Stage Transitions:
Some of us played on Ben 1 but made it a rule to wait until the stage transitions to the second portion since the first part blocks horizontal killing significantly and also allows for camping on the left and right buildings. This code simply gets rid of the waiting process and transitions to the second part of the stage which was seen as more competitively viable.

This code effects a majority of stages though and not just Ben 1 so be mindful of this. Flapjack 1 will transition to the boat and spawn human players here. The Chowder 1 stage will collapse entirely within a few seconds.

$Instant Transitions
C2164E38 00000009
9421FFF0 93A1000C
93810008 93E10004
839E0078 3FE04247
63FFDDDD 7C1CF800
4081000C D03E0078
4800000C 3BA00000
93BE0078 83E10004
83810008 83A1000C
38210010 00000000

Stock + Timer Simultaneously:
Something I'm a bit iffy with. Some players have said this prevents stalling but honestly I think a timer encourages it more since now there's a reason to stall. Although stalling generally isn't very strong in this game (as far as I've seen) and this code hasn't changed much for us anyway other than speeding up the low tier matches. I personally use 7 minutes but 8 minutes might be the way to go when accounting for low tiers.

$Stock+Time
C226F0C4 0000000E
9421FFF4 93A10008
93C10004 93E10000
3BE0612E 7C00F800
41820014 3BE03A4C
7C00F800 41820020
48000030 3FA04080
63BD0000 3FC08149
63DEE2B8 93BE0004
48000018 3BA00000
3FC08149 63DEE2B8
93BE0004 48000004
90030040 83E10000
83C10004 83A10008
3821000C 00000000
 
Last edited:

Amaterachu1

Smash Apprentice
Joined
Nov 14, 2019
Messages
97
Training Mode Related & Etc. Collection

Infinite PTEs
There's two codes. One that makes the player never lose PTE, and another that lets player 1 start with it.
$P1 Starts with PTE
C2159D60 00000007
9421FFFC 93A10000
3FA00000 7C1D2000
41820008 48000014
3FA08117 63BDC150
93A30010 48000008
90830010 83A10000
38210004 00000000


$Never lose PTE
C2159CB4 00000009
9421FFF8 93A10004
93C10000 3FA00000
83C30010 7C00E800
40820018 3FA08117
63BDC150 7C1DF000
40820008 48000008
90030010 83C10000
83A10004 38210008
60000000 00000000
 
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