FifthCPU
u/FifthCPU
An obvious example would be if Fox's shine came out a frame or more later. I pose the question: what's some miniscule frame change that would change a character in some fundamental way?
Not sure if this is known or not, but on Saffron City if you place a Din's fire directly above (nearly on top of) a vertically moving platform, the fireball will move along with it.
Mildly interesting.
Hypothetically, if you were to give a new character the individual worst move of each kind (worst Utilt, worst Jab, worst Final Smash, worst NSpecial, etc) what moves would they have? Discuss.
Ex: Utilt = Brawl Ganon
This was brought up in the recent post on r/smashbros about sm4sh modding, but it applies equally (if not more so) to Brawl modding.
Here's my opinion: To make modding safer and less likely to get shut down, we need some way of having builders similar to those for ROM hacks, where the game's files aren't distributed. Because honestly that's one of the biggest issues currently: The distribution of nintendo's files in order to mod Brawl. For example, distributing a fitmotionetc.pac file contains all the animations for a character, and the fitcharacterXX.pac contains the original model.
I know it's possible, at least partially. AIScriptpad 2.0, which I use, translates and writes assembly cod
Anyone have anything for this?
Even when I go frame by frame and use the internal keyboard instead of an adapter, I get a constant 3 frames of lag in dolphin. This would explain why there's been some weird stuff in my TAS's previously. Anyone know anything about how to deal with this?
So we first got this post yesterday:
Then we got this one a few hours later:
This is pretty bizarre.
https://gfycat.com/CalculatingSoftCapeghostfrog
Messing around in turbo mode and got this as a combo. Could technically be even faster if I cancelled into the cape and initial jab correctly for an earlier reset. Original post: https://www.reddit.com/r/SSBPM/comments/3z8ak3/turbo_ganon_is_sstier/
https://gfycat.com/SlushyAdorableHeterodontosaurus
This is a clip from a cruel brawl TAS I was working on. It turns out that the ricochet hitboxes in Brawl are completely busted, and the most efficient way to get KOs in Cruel Brawl is to ricochet alloys off of one another, since it somehow breaks the knockback calculation and increases it on each subsequent ricochet. Hopefully useful knowledge for other TASers.
So new glitch maybe? I don't believe I've ever seen this mentioned before.