Sounds like the same problem Falcon has with reversing Falcon Dive.If Roy is moving one direction and uses his aerial side-B in the other direction, he loses a lot of speed. (He doesn't lose the speed if he B-reverses it, but not everyone knows about this.)
Things that make Mewtwo visible again:
I'm not sure if this is broken enough to nerf, since players will have to play without Teleport if they want to stay invisible. Also, since Teleport forces you to grab the ledge even if you're holding down, you can't do this using the wall just below a ledge, which means you can't do this on stages like Smashville. (Well, not unless your opponent is ledge hogging.)
- Landing (without attacking)
- Teleporting
- Dodging
- Getting hit
I'm assuming this isn't broken enough to take out, but I figure you should know about it anyway. If you do decide to remove it, please leave Sheik alone. Sheik requires her opponent's cooperation to go invisible, and she has an even harder time staying that way.
Hi all! Since the forum only allows so many gifs, I figured I'd just compile the glitches I found into a short video. Anything not mentioned in the video will be put below.
• There are areas in between all of the character icons on the CSS that act as white space. Pressing A doesn’t select a character and will simply select nothing. It’s not a big deal imo, but it can come off as lazy optimization and makes the mod’s presentation look bad overall. We already have people who aren’t adamant about the drawn Minus Portraits and this little oversight can be a turnoff for some. Trust me. I’ve met MANY people like that and I'm always trying to introduce Smash Bros. players to Minus.
• Not sure if this is a bug, but Wario’s Bair is still kinda "abusable"... not really a word, but w/e. I could’ve sworn this was fixed, but I guess not. It still goes through many moves and is hard to counter unless you play the same defensive, "keep away" play-style like I did in the video below. It should already start at the designated time, but if not, go to 36:50. The match ends at 40:44.
• The AI becomes very passive on Lavaville. Dunno how easy it is to fix CPU behavior, but that’s one glitch I consistently have happen to me.
Obvious stuff that’s probably being fixed, but I’ll mention anyway:
• Wario’s CSS portrait doesn’t match his character color during a match.
• Pichu’s FSmash doesn’t have a graphic when facing right.
Sorry about the video quality. I felt you guys should see this raw without any jump-cuts so you know it wasn't doctored. Anyways, what happens is if you go to Training mode and have one player as Lucario and the other as Toon Link, the computer controlled character will not have any sounds barring a few select sounds that are universal attack sfx. I turned my computer volume all the way and still can't hear anything. As long as you play Training mode, this is permanent for that character. The only way to fix it is to boot up some other mode like Classic mode or a Versus match OR reset the emulator. The sound comes back as soon as you start the first battle. I tested this with Classic mode and Versus 4-stock match and it doesn't seem to have harmed anything. I've only tried this on Dolphin so I don't know if this would be more of a problem on console.
Every Fsmash/Tilt is programmed to have a tilted version up/down in addition to the normal one. For all characters who don't have a difference when thilted they use the same animation and the same effects. To do this easily and save on space the tilted version just has a goto statement that leads to the normal version's code. Normally the offset would be the same as the offset of the non-tilted version for Example the section labeled Main in PSA for Pichu's Fsmash is located at offset 0001E360 and the tilted versions in the Main section have a goto to this address. However upon closer inspection one would notice that for the section labeled GFX Pichu's Fsmash is located at 00020CC8 but the tilted version goto the address 000060F0 which is nothing. Its a simple fix but the bug itself could easily go unnoticed.
In all star mode, picking random results in Mario.
When adding a cpu, the cpu defaults to Mario instead of random
Samus d-tilt does 1% always instead of on whiff.
Snake Grenade was accidentally reverted to vBrawl, the angle is wrong.
In practice mode, the combo counter does not work.
The Stage Select Screen also has a lot of yellow that shows up after you select a stage and it doesn't blend well with everything else.
Peach cannot do Peach Bomber into turnip pluck.
When yoshi lands from a double jump, he stutters in the air for a few ms before landing and being able to act.
Sonic doesn't get his upb back after getting hit out of it.
Charizard Neutral B levitates inn the air twice before touching the ground instead of once
Link does not work properly in All star mode
Charged Falcon Punch can't be reversed on the ground.
Charging Falcon Punch can fail if you mash B too fast.
Gandouken's new spawn point makes more sense visually, but it spawns behind smaller foes at point-blank range, missing them.
Holding Side-Taunt while running makes Sonic's run stutter.
I couldn't get Mario's extended Down-Taunt to work.
If you land midway through Mr. Game & Watch's fish bowl N-Air, he still puts a parachute away, despite not using that version of N-Air.
Pichu's Footstool still drops down through foes if the input is held. No one else can do this.
More than a few attacks still do not work properly or miss entirely against standing Pichu. It's still too small.
I think Felix's song is a bit muffled compared to the other Golden Sun songs.
Gandouken's new spawn point makes more sense visually, but it spawns behind smaller foes at point-blank range, missing them.
Solution: give the punch a weak, fiery hitbox that pushes them into the sphere. Make the damage and knockback about the same as the sphere's damage and knockback.
This has been around since the beginning of turbo mode, I'm pretty sure it's because you cancel the move before you stop rising, so you just get a bunch of momentum from it. Regardless, I don't think this needs to be fixed.Inputting a c-stick move and doing an up b at the same time (or something like that, I don't know the exact timing) when hitting someone in turbo mode causes the player to fly up really high.
Edit: It might actually only be a problem for fire emblem characters. I tried it on falco but couldn't recreate the issue. But with the FE characters it's very easy to re create.
I'm pretty sure it's because you cancel the move before you stop rising, so you just get a bunch of momentum from it.
waluigi can't reflect with a perfect shield, while every other character in the game can.
there's a very small graphical glitch after you select you character and it moves to the sss. all the character slots glitch out and become a garbled mess for less than a second.
I couldn't get this to work.Waluigi can reflect with perfect shields, I checked.
waluigi can't reflect with a perfect shield, while every other character in the game can.
there's a very small graphical glitch after you select you character and it moves to the sss. all the character slots glitch out and become a garbled mess for less than a second.
Waluigi can reflect with perfect shields, I checked. Maybe its a glitch with a certain projectile. DO you remember what projectile this was against.
I couldn't get this to work.
How do you activate this "feature?"That is not a bug that is a feature
Nope, I've tried several times to re-create this and I've never once seen it happen again.It looks like you get hit by a move when charging D-Smash.