CountKaiser
Smash Lord
Can't that extra placeholder modify dash speeds? You know, the 0 place holder.
UUVWXYZ0<---this one.
UUVWXYZ0<---this one.
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sure i forgot about that but why should we use the upwards gravity(or the full gravity modifier) if they cause more problems than they solve, i think upwards gravity was the one that messed with some of the recoveries.(correct me if im wrong)Can't that extra placeholder modify dash speeds? You know, the 0 place holder.
UUVWXYZ0<---this one.
Character Specific Launch Modifiers [Almas, 29 Lines]
That's a good question. Perhaps it's not "instant" but seems like it is because you can get out aerials a lot faster with increased jump speed? CF's Nair autocanceling is a bad example though. It autocancels on 0 buffer with .9 SH height no problem.Explain then how I can get an instant aerial with CF's Nair then... and it ACs? =\
Everytime I've tried the 1 liner I've never gotten actual 1 frame of buffering. I even tried Kupo's codeset without any modifications and didn't get 1 frame of buffering until I pointed it out to him and he changed it to the 23 liner. I've never tried anything more than 0, 1 and 10 (default for buffering since I hate it and want the lowest possible value (preferably 0), so other values glitching is irrelevant to my testing.I'll try later, but, I'm 100% positive it works with 1 frame but anything higher it has glitches (like before). And, I used the 1 liner for 1 frame before and it worked perfectly in everyone else's code sets (see kupo's with 1 frame), that's the 1 liner I'm talking about.
The inclusion of full gravity means that the values that we are used to seeing have a slightly different overall effect. So would this be correct?It's in the format of UUVWXYZ0. UU is the character ID. V is sh height. W is full jump and double jump height (yes, these are tied together). X is fast fall speed (note: this does not stack with downgrav, but it does with fullgrav). Y is downgrav (this has a multiplicative effect with full grav, so if you want a char to have lower upgrav than downgrav, you can mess with this value... I think most characters just have it set to 1.0 right now, though). Z is full grav (both up and down). 0 is just a placeholder for now, but if we find something else we want to modify there, we can.
Jump/Grav Values
Marth
116865A0
shorthop = 6 = 1.05
full/double jump = 8 = 1.1
fastfall = 6 = 1.05
down grav = 5 = 1.025
full grav = A = 1.15
*edit*
fastfall has a [B]multiplication[/B] effect with full grav
overall fastfall = full grav x fastfall
= 1.15 x 1.05
= 1.2075
down grav has a multiplication effect with full grav
overall down grav = full grav x down grav
= 1.15 x 1.025
= 1.17875
I don't know but another thing I noticed that was faster when I switch was throws. The throws seemed much faster and I didn't use any throw speed modsExplain then how I can get an instant aerial with CF's Nair then... and it ACs? =\
I'll try later, but, I'm 100% positive it works with 1 frame but anything higher it has glitches (like before). And, I used the 1 liner for 1 frame before and it worked perfectly in everyone else's code sets (see kupo's with 1 frame), that's the 1 liner I'm talking about.
Also, kupo, again the only reason why your set feels faster is because 1) all the characters have the same downwards gravity therefore they all fall at the same rate and thus the game feels faster because it's the same gravity for each character and 2) the dash speed is slightly faster.
Maybe Upwards gravity makes things slower for some chars? Meh, I doubt it.
I think people are seeing the faster fall of the upB's and thinking they are nerfed. Did you code it so the upB's retain their natural height?Funnily enough, I wrote the code so it specifically DOESN'T affect the recoveries of either of the Links.
BETA CODESET VERSION 2So far, it's much, MUCH better. Falcon feels much tighter, and no longer feels like he's wearing iron boots. Marth feels slightly faster paced, and can still perform double fair. Falco can sh double laser like crazy, and feels much faster overall. Ganondorf is pretty much the same as usual, so no complaints here. Mario is just awesome; he feels faster, can still double uair, and feels less floaty.
I'll try the Links, Bowser, DK, Luigi, and Snake next.
Can we get a chart for the character values for this codeset as well? Did you guys even keep one? lol
[U]Chara ID SH FH FF DGrav Grav Filler[/U]
Mario 0 0.9 1.025 1.2 1.175 1.05 0
DK 1 0.85 1 1.4 1 1 0
Link 2 0.95 1.025 1.2 1.175 1.05 0
Samus 3 0.8 1.025 1.3 1 1 0
Yoshi 4 0.95 1.025 1.2 1.175 1.05 0
Kirby 5 0.9 1 1.3 1 1 0
Fox 6 0.9 1.1 1.15 1.2 1.1 0
Pikachu 7 0.95 1.025 1.2 1.175 1.05 0
Luigi 8 0.9 1 1.2 1 1 0
Falcon 9 0.9 1.1 1.15 1.2 1.1 0
Ness A 0.95 1.025 1.2 1.175 1.05 0
Bowser B 0.9 1 1.4 1 1 0
Peach C 0.95 1.025 1.2 1.175 1.05 0
Zelda D 0.95 1 1.2 1 1 0
Sheik E 0.95 1.025 1.2 1.15 1.05 0
Clim F 0.8 1.05 1.3 1 1 0
Marth 11 1 1.025 1.2 1.175 1.05 0
G&W 12 0.95 1 1.2 1 1 0
Falco 13 0.9 1.1 1.15 1.2 1.1 0
Ganon 14 1 1.05 1.3 1.25 1 0
Wario 15 0.95 1.025 1.2 1.15 1.05 0
MK 16 0.95 1 1.3 1 1 0
Pit 17 1 1.025 1.2 1.15 1.05 0
ZSS 18 0.9 1.025 1.2 1.15 1.05 0
Olimar 19 0.95 1.025 1.2 1.175 1.05 0
Lucas 1A 0.95 1.025 1.2 1.15 1.05 0
Diddy 1B 0.95 1.025 1.2 1.15 1.05 0
Chariz 1D 1 1.025 1.2 1.15 1.05 0
Squirt 1E 0.9 1.05 1.3 1.05 1 0
Ivysaur 1F 0.95 1 1.4 1 1 0
Dedede 20 0.95 1 1.4 1 1 0
Lucario 21 0.9 1.025 1.2 1.175 1.05 0
Ike 22 0.95 1.1 1.2 1.15 1.05 0
ROB 23 0.95 1.025 1.2 1.15 1.05 0
Jiggs 25 0.95 1 1.3 1 1 0
Toony 29 1 1 1.3 1.15 1 0
Wolf 2C 0.9 1.1 1.15 1.2 1.1 0
Snake 2E 0.95 1.025 1.2 1.175 1.05 0
Sonic 2F 0.85 1 1.3 1.25 1 0
shanus, were you able to determine more or less the scale at which a higher full hop value cancels out a higher gravity value?