When a combo ends, consecutive hit value will stay on screen for a second after the combo is finished (unless another combo starts up), giving the player enough time to look at the value before it goes back to zero.Meant to be used for 1v1s or regular training, with the logic that in a 1v1 match, it is impossible for both player's consecutive hit counter to be greater than 0 at the same time.The match timer will function as the "Consecutive Hit Counter" used in Training Mode.The match is started with friendly fire OFF.So they get to play a little "mini-match".Įven if Dual 1v1 is ON, normal competitive 2v2 matches (with friendly fire ON) are completely unaffected and can be played normally without turning Dual 1v1 OFF in the Debug Menu.The winner's from each 1v1 will have their percents reset to 0 and stocks set to 2.The in-game friendly fire value is switched so that those winners can attack each other and finish out the match.It is not a frame perfect jump most of the time, nor does it always occur, but jumping will generally be the first thing the P2 CPU will do out of hitstun.I think if she tries to transform while airborne, she will teleport to the ground - I haven't done a whole lot of testing with this, but I think I remember that happening.As soon as Sheik starts to transform, she will be immediately put into the "Wait" action state which interrupts the transform.If P2 CPU started the game as Sheik, transforming into Zelda will be disabled.X Button = Strikes currently highlighted stage.Y Button = Strikes all stages except those currently on the random stage toggle.Project M esque stage striking available on the Stage Select Screen.The only permanent stage modification in the pack.Small Bug: After creating a new name tag from the CSS, the player port will be switched to a CPU.ĭisable Trophy Spawn on "Snag the Trophy" Bonus Stage."Random" is Default Highlighted on the Stage Select Screen ĬSS Hand Cursors Default to the HMN/CPU Button Camera can zoom "indefinitely" out and can rotate around 360 degrees.Normal C-Stick Functionality in Develop Debug Mode Special messages that would normally appear with unlocking these items have been removed.All characters and stages will be unlocked.4 stock, 8 min stock timer, infinite time for timed matches, items off, tourney legal stages on random select, friendly fire ON, rumble OFF for all players, deflicker off.Debug Menu toggles are loaded on boot-up and saved to memory card after leaving the Debug Menu.īoot to Character Select Screen ĭefault Tournament Settings.Class 10 (fast) SDHC cards are a good option. If anyone is curious, I boot via SD card. Modify a Hacked Wii to Boot Straight to the Homebrew Channel (Goodbye, Wiimote!) - Achilles Mac Installation Instructions - Waterdr1nker Stick ranger hack android iso#Video Instructions for Creating the 20XX ISO (Concise Version) - smoke070 Video Instructions for Creating the 20XX ISO - Beanwolf How to Play Gamecube Backups on a Wii U or Newer Wii - DoctorKirby Loading the 20XX Hack Pack via USB - Jackmorgan8 Wii Modding Guide - From vanilla Wii to hacked Wii with 20XX - Hectohertz or bug you would like to post about? Check the FAQs first! Have a problem (not install-process related), comment. (I should go back and switch this to GrNFg.0at = default, GrNFg.1at = two plats, etc.) Stick ranger hack android skin#d = Pokemon Stadium No Transformation skin I was going to put it in the 3rd SSS but never got around to it.) (a stage hack I don't think I ever posted, and this should not be in the 20XX 4.05 filesystem, lol. GrNLa.2at = Smash Wii U Model Import (no option to change to this in 20XX 4.05) But this logic doesn't work for stages that I wasn't planning on having any alt skins for like Jungle Japes, Trophy Stage, etc. My naming convention follows the logic of alternate stage skins are numbered, but stages with new collisions use letters.
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