kupo15
Smash Hero
Yea, the defense is good enough that 64 offense should match beautifully. What you got to realize is that 0-death combos are going to be harder to do than what ppl think. MK can't combo after his Dthrow with good DI. If you DI down and away and tech, there is no way he can combo you. Ppl think the same with Snake's ftilt. DI towards the floor and tech. This will be key to not get 0-deathedI also think Kupo was on the right path in pointing out Brawl's defense vs 64's offense. Even hitstun equal to 64 would probably be passable, since we already have a lot more defensive options to prevent run-away offense . Better DI, better shields, air dodging, not to mention spot dodging...all these defensive options would counter any run-away offense we might create with codes, don't you think?
I'll mess around with the hitstun code tonight or tomorrow. But don't you guys think you should be PM'ing Phantom Wings with all this info? Or whoever else is actually hacking?
Kupo, I don't think it would be out of line to create a new thread to showcase your argument for a more 64 oriented hacking approach.
I may make a 64 offense thread.
What will this do to snakes ftilt? lol no more ftilt lock..yay!One possible solution to the flinch problem is to use the animation replacement code to change all the flinch animantions to tumble ones. It's worth a try. I'd do it if I had the code.