Crow!
Smash Lord
For anyone who hasn't heard yet, there has been an Ocarina code released which adds Melee style directional air dodges to Brawl. While the point of the code is to reintroduce wavedashing (and it does), the directional air dodges have huge implications for those characters with Zair attacks, of which Link happens to be the second best.
The code as currently released (today is October 15, 2008) causes all characters to, after the air dodge, go to their up-B type recovery animation and fall helplessly to the ground. [EDIT: The code posted below does not do the up-B animation but does inflict the up-B used state.. so you are helpless but you don't crash into the ground as laggily as before]
Characters with Zair attacks, however, can interrupt an air dodge at any time with a Zair. This prevents them from ever starting the helpless animation, does an attack, and has no lag on landing. It's so good it might even be broken.
A brief list of immediately apparent applications follows:
- Custom-timed airdodges: the biggest threat to directional airdodges is that your opponent knows when and where you're going to fall once you do it. Not for us; just press Z and you start falling again whenever you choose. This makes us more defensive than anyone else.
- Triangle jumped Zairs: this is either offensive or defensive. Air dodge diagonally toward the stage, but don't land. If you stall really low toward the ground, this is basically a custom-timed short hop air dodge: whenever the coast is clear, hit Zair and you'll instantly land on the ground ready to do whatever you want. If you stall a bit higher, you can hit with your Zair whenever the time is right.
- Trapezoid jumped Zairs: just because everyone else is wavedashing doesn't mean we have to aim toward the stage. Just jump and air dodge sideways and Zair. Can be done forward or backward, and the Zair as usual doesn't need to be done immediately. This gives our awesomely long Zair even more range and most importantly a lot of extra speed.
- Low altitude Zairs: Similar to the above, just jump and air dodge and Zair. By interrupting your upward movement, you can hit those annoyingly short characters with a Zair MUCH faster than before, and with much more flexible timing.
These are just some painfully obvious applications. The ability to move in an arbitraty direction, stall for an arbitrary quantity of time, and then attack is sure to do all sorts of crazy things. As though Link wasn't technical enough already, this popular code gives Zair uses like Link not just wavedashes, but also an improved defensive air game as opposed to everyone else's damaged ones, and some silly low-altitude shenanigans to boot.
The code as currently released (today is October 15, 2008) causes all characters to, after the air dodge, go to their up-B type recovery animation and fall helplessly to the ground. [EDIT: The code posted below does not do the up-B animation but does inflict the up-B used state.. so you are helpless but you don't crash into the ground as laggily as before]
Characters with Zair attacks, however, can interrupt an air dodge at any time with a Zair. This prevents them from ever starting the helpless animation, does an attack, and has no lag on landing. It's so good it might even be broken.
A brief list of immediately apparent applications follows:
- Custom-timed airdodges: the biggest threat to directional airdodges is that your opponent knows when and where you're going to fall once you do it. Not for us; just press Z and you start falling again whenever you choose. This makes us more defensive than anyone else.
- Triangle jumped Zairs: this is either offensive or defensive. Air dodge diagonally toward the stage, but don't land. If you stall really low toward the ground, this is basically a custom-timed short hop air dodge: whenever the coast is clear, hit Zair and you'll instantly land on the ground ready to do whatever you want. If you stall a bit higher, you can hit with your Zair whenever the time is right.
- Trapezoid jumped Zairs: just because everyone else is wavedashing doesn't mean we have to aim toward the stage. Just jump and air dodge sideways and Zair. Can be done forward or backward, and the Zair as usual doesn't need to be done immediately. This gives our awesomely long Zair even more range and most importantly a lot of extra speed.
- Low altitude Zairs: Similar to the above, just jump and air dodge and Zair. By interrupting your upward movement, you can hit those annoyingly short characters with a Zair MUCH faster than before, and with much more flexible timing.
These are just some painfully obvious applications. The ability to move in an arbitraty direction, stall for an arbitrary quantity of time, and then attack is sure to do all sorts of crazy things. As though Link wasn't technical enough already, this popular code gives Zair uses like Link not just wavedashes, but also an improved defensive air game as opposed to everyone else's damaged ones, and some silly low-altitude shenanigans to boot.
Code:
SSBM Air Dodge: current as of 10-16-2008
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 805A0100
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
32000038 00000021
32000038 0000007F
32000038 00000080
32000038 00000083
58010000 0000002C
58010000 00000004
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000004 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C27816DC 00000004
8A03FFFC 2C100001
40820008 48000010
3A000000 9A03FFFC
98030000 00000000
E0000000 80008000