Derpnaster
Smash Journeyman
- Joined
- Feb 23, 2015
- Messages
- 323
Make Sing not trigger counters would be a start.
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Me and Furret have been discussing fixing Bowser Jr.'s multihits.Bowser Jr.: Should definitely get some buffs. He's a low tier character who I'm surprised we haven't talked about at all.
It's not difficult.I wish that it wasn't so hard to modify script data, because when I looked as Palutena's script data, I had absolutely no idea on what to modify for a lot of her animations. How can one improve her attacks if you're literally blind as to what you're dealing with?
Do you realize how big of a change this is?Luigi
Air speed - 0.73418 -> 1.
It would raise his air speed from second worst to 17th worst, tied with Bowser, Rosalina, and Mac, I believe, and would hopefully make his recovery good.It's not difficult.
You just have to know what you're doing.
Here's a diagram showcasing the most important values (I'm viewing her Up smash hitbox data in AnimCMD).
View attachment 111559
0 is the frame the hitbox comes out.
1 is when the hitbox ends.
2 is the damage value (How much damage the move does without freshness or staleness).
3 Is the angle the move sends at (In Hex).
4 is the KBG (Also in Hex).
5 is the WKB (Set Knockback). It's set the 0 if there isn't any Set KB.
6 is BKB (Also in Hex).
7 is the hitbox size.
While you don't see it here, I may as well write down the difference between asynchronous and synchronous timer.
Asynchronous is based on the frame the animation is out (If it was set to Frame 13, the action would happen on frame 13).
Synchronous is based on the last action (If it was set to frame 13, the action would happen 13 frames after the last one).
Also, right after hitbox size is the X, Y, and Z placement of the hitbox.
And after that is the effect (In Hex).
Also I reccomend looking at these pages on this website to know where everything is.
http://opensa.dantarion.com/s4/mastercore3/dump/160
Also you should have these converters open while editing.
http://www.binaryhexconverter.com/decimal-to-hex-converter
http://www.binaryhexconverter.com/hex-to-decimal-converter
Do you realize how big of a change this is?
I guess.It would raise his air speed from second worst to 17th worst, tied with Bowser, Rosalina, and Mac, I believe, and would hopefully make his recovery good.
Won't be any worse than Sheik. Hell, it won't even be as good as his old down throw, which I purposely didn't give him for this very reason.I guess.
But what about his down throw combos?
Do you realize how much better they'll be with this increased airspeed?
It'll be madness.
How about 0.95? Tied with Peach for 13th worst.MarioMeteor : Even I wouldn't buff Luigi's air speed "that" much. The limit is 0.92 on my end.
I definitely had some confusion with trying to figure out where I can modify the data for Palutena's Counter, as it definitely needs some knockback improvements to be more usable.It's pretty well defined.
I don't know if AnimCMD and Sm4shCommand are the same thing, but can say this stuff is easy once you know what does what.
IDK if they match the actual scripts, (Or if the scripts are just in a very different format) but it is article 237 on mastercore. (Pretty close to the page bottom on the main Palutena data page) Here's the data if you'd like it as a reference for searching the scripts at least.I definitely had some confusion with trying to figure out where I can modify the data for Palutena's Counter, as it definitely needs some knockback improvements to be more usable.
unk_F0D25BDA(0x1)
AsynchronousTimer(5.000000)#frame 5
Hitbox8_7075DC5A(0x0, 0x0, 0x0, 10.000000, 0x169, 0x4b, 0x0, 0x28, 7.000000, 0.000000, 10.500000, 13.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x41280000, 0x41680000)
Hitbox8_7075DC5A(0x1, 0x0, 0x0, 10.000000, 0x169, 0x41, 0x0, 0x14, 9.000000, 0.000000, 10.500000, 9.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x41280000, 0x41a00000)
AsynchronousTimer(7.000000)#frame 7
unk_F0D25BDA(0x0)
AsynchronousTimer(8.000000)#frame 8
RemoveAllHitboxes()
End()
Counter "Pose"
FAF 75 -> 65
Invincible 10-16 -> 7-16
Counter "Attack"
hitbox ID=1 removed
hitbox ID=0
kbg 75 -> 92
size 7.0 -> 9.0 (Matches hitbox ID=1)
x-coordinates edited to match the maximum inward/outward range combination of the previous two hitboxes
I thought I clicked on the wrong thread for a second.So this turned into a question on Stackoverflow really quick
There is no effect that increases range.Ooh, good, I've been waiting for this. Jigglypuff should get magic effects on some of her attacks, like up throw, up air, jab, Rest, and pummel. Could it even be possible to use it to artificially extend her range?
Already done by your's truly.It would be amazing if Doc got electric effects on The Fist. It would make it safer on shield, too.
You mean a special effect or mod tools? Because it would be hilarious to give Jigglypuff her dumb hitboxes from Melee back (Bair for example).There is no effect that increases range.
Also for magic effect, I'd recommend the PSI effect.
Already done by your's truly.
By using AnimCMD, you can edit and/or add hitboxes.You mean a special effect or mod tools? Because it would be hilarious to give Jigglypuff her dumb hitboxes from Melee back (Bair for example).
Are you sure? Because Peach has several attacks that use magic to seemingly extend their range.There is no effect that increases range.
No, there's actually an effect in-game known as "magic." A majority of Rosalina's attacks use it, as do quite a few of Peach and Zelda's, and the Lip's Stick item, I think.Also for magic effect, I'd recommend the PSI effect.
Well done. I've been wanting that for a while.Already done by your's truly.
That's just disjointed hitboxes.Are you sure? Because Peach has several attacks that use magic to seemingly extend their range.
Just checked.No, there's actually an effect in-game known as "magic." A majority of Rosalina's attacks use it, as do quite a few of Peach and Zelda's, and the Lip's Stick item, I think.
Roy can't fade away because his gravity is extremely high. Same with Ryu.For anyone with answers. I've been getting quite confused with the aerial momentum values. I alwasy attributed roy's lack of ability to do fade away aerials to his bad air acceleration but I notices that game and watch who has the same abysmal air acceleration can easily do fade away aerials. The only difference was that game and watch had better air deceleration and air friction. Long story short after looking more into air acceleration, air deceleration and air friction I am thoroughly confused. I'm unsure of the role of each value and even more unsure of how these values work together if they do at all.
EX. Apparently air friction determines how fast a character stops moving mid air when the control stick is at neutral position and air deceleration controls how fast a character can reverse their momentum by holding the opposite direction. Do these two values work together or seperately. If two character's of the same air speed, air acceleration and air deceleration were moving rightwards and began to hold left would the character with the a higher air friction end up changing their momentum faster?
It's kinda of hard to suggest any changes to these attribute when I don't really understand the effects they have on the characters in game.
I wouldn't mind Jigglypuff with disjoints.That's just disjointed hitboxes.
It is? Everything I know is a lie!Just checked.
Turns out the PSI effect and Magic effect are the same thing.
It should be a combination of all three factors, considering Rosalina has good air weaving thanks to #1 air accel despite #24-32 tier air friction and average air decel, and Ryu has absolutely garbage air accel and can't weave at all despite "standard" decel/friction.For anyone with answers. I've been getting quite confused with the aerial momentum values. I alwasy attributed roy's lack of ability to do fade away aerials to his bad air acceleration but I notices that game and watch who has the same abysmal air acceleration can easily do fade away aerials. The only difference was that game and watch had better air deceleration and air friction. Long story short after looking more into air acceleration, air deceleration and air friction I am thoroughly confused. I'm unsure of the role of each value and even more unsure of how these values work together if they do at all.
EX. Apparently air friction determines how fast a character stops moving mid air when the control stick is at neutral position and air deceleration controls how fast a character can reverse their momentum by holding the opposite direction. Do these two values work together or seperately. If two character's of the same air speed, air acceleration and air deceleration were moving rightwards and began to hold left would the character with the a higher air friction end up changing their momentum faster?
It's kinda of hard to suggest any changes to these attribute when I don't really understand the effects they have on the characters in game.
Gravity is falling acceleration (i.e. literally gravity) and is entirely unrelated.Roy can't fade away because his gravity is extremely high. Same with Ryu.
It's red, which means it'll most likely be scrapped. Though if the rumor of a patch in July is true, then chances are Cloud will be nerfed soon anyway (and hopefully Diddy Kong, Sheik, and Rosalina & Luma as well).On a side note, I don't know how to feel about intangibility on finishing touch. Yeah it would compensate for the LCS nerfs and LCS would still be great for killing but still.
i think greninja uses it.Something I want from this mod is...
Please use the water effect. It's unused but it looks awesome.
Nope.i think greninja uses it.
Windboxes are an effect.His Taunt and smashes use it for sure, and Hydro Pump is effectivly a massive windbox with the effect.
What?Can anyone make me a healing Kirby mod?
Well basically a mod that makes Kirby's sucking healing ability better.What?
You mean a mod that makes Kirby restore more health from eating food via "Inhale"?Well basically a mod that makes Kirby's sucking healing ability better.