Great news: We don't have to give up taunt-triggered footstools after all! After I learned that the "New Footstool Triggers" code Glitch and I worked on causes WiFi to desync, I investigated Project M's Taunts = Footstool code. I found out that it is superior to our version -- Project M's version detaches footstools from jumps, and ties them to taunts, without hardcoding them to specific buttons like we did -- and it should not cause WiFi to desync. I asked Magus, the creator of Project M's Taunts = Footstool code, if we could use his work in Brawl Minus. Here is his first response: And here is his second response: Now, all we have to decide on is: Do we want to have... 1.) Footstools triggerable by Taunts ONLY (Tap Jump nor Button Jump will Footstool) -OR- 2.) Footstools triggerable by Taunts and Button Jump, but NOT Tap Jump -OR- 3.) Footstools triggerable by Taunts, Button Jump, and Tap Jump I've briefly tested all three setups, and they all work perfectly offline. Haven't tested online yet, but none of them should cause a desync. There are a a few differences: With Type 1, all footstools are the same. Everyone except Mario and Luigi can control how high a footstool jump sends them by tapping or holding the "Taunt" input. Tap for a low jump, hold for a high one. The Mario Bros.' footstool height cannot be controlled in this way; they always go the maximum height. With Type 2, footstools differ slightly, depending on whether you perform one via a "Jump" or "Taunt" command. The height of "Jump" footstools are controlled by how long you hold the button, while the height of "Taunt" footstools are not affected this way -- "Taunt" footstools' height can only be increased by holding up on the Control Stick as you footstool. The Mario Bros.' "Taunt" footstools can be controlled in this way, but their "Jump" footstools always send them the maximum height. Basically, with Type 2, you control "Jump" footstool height via buttons, and "Taunt" footstool height via the Control Stick. Mario and Luigi have no control over "Jump" footstool height, but they can control "Taunt" footstool height. "Jump" footstools offer you more control over footstool jump height, but you risk wasting your aerial jumps if you miss. It's more awkward to control the height of "Taunt" footstools, but they're useful if you want a quick, short footstool. Most importantly, "Taunt" footstools do not risk your aerial jumps; no matter how often you hit that "Taunt" command in the air, nothing will happen unless you can land the footstool. The new Type 3 is like Type 1; all footstools are the same. The only difference is that you can also footstool via Button Jump and Tap Jump with Type 3. Any Jump or Taunt input can footstool via any button(s) you assign it to! "Jump" and "Taunt" footstools execute the same way, except that you don't risk wasting your midair jumps with "Taunt" footstools. As with Type 1, everyone except Mario and Luigi can control how high a footstool jump sends them by tapping or holding the input. Tap for a low jump, hold for a high one. The Mario Bros.' footstool height cannot be controlled in this way; they always go the maximum height. SUMMARY: Type 1 is more uniform, but I'm sure some players will miss footstooling with "Jump" buttons and Tap Jump. This is the code Project M uses. Type 2 has... quirks, but it offers more options -- most notably the option of footstooling with any "Jump" command, except Tap Jump. Type 3 combines Type 1's uniformity and Type 2's versatility; "Taunt" and "Jump" footstools execute the same way, and can be triggered by any "Taunt" or "Jump" button input, plus Tap Jump. Personally, my favorite is Type 3. It's nice being able to control footstool Jump height the same way whether you're using the "Taunt" or "Jump" version. Only the Mario Bros. lose an option with Type 3; they can no longer do short footstools like they can with Type 2 "Taunt" footstools. That's fine, though -- while it was useful, it looked and felt a bit odd for such powerful footstools to only send Mario and Luigi up a short distance. Finally, there is one more code that should be used with Magus's work: Footstool Action Exit Clears Auto-Footstool Bit [ds22] * 4A000000 90000000 * 1619BDD0 00000028 * 00000005 12000005 * 00000002 9019BDE0 * 12000200 80FB6334 * 120B0100 9019BDD0 * 00080000 00000000 * 06FB6344 00000008 * 00070100 9019BDD8 This code fixes the bug which causes players to auto-footstool after jumping off of a Green Shell, until they are K.O.ed. ds22 has not yet given his permission to Minus to use this code officially, but I've sent him a message requesting it. Considering it is just a supporting code to Magus's codes in this instance, I don't see why he would refuse. Even if he does, we can just use Magus's codes, and tolerate the Green Shell bug. Most of us don't use items anyway... At any rate, I bet ds22 would be more inclined to grant permission if the Brawl Minus devs would credit him for his Team Colored Shields code, which is currently being used in Minus. UPDATE: I received a reply from ds22! Here's hoping that these codes make it into Brawl Minus 4.0! Want to try these codes out now? Just drop one of the attached "RSBE01.gct" codelists into your Brawl Minus 3.Q "Codes" folder: TYPE 1: Brawl Minus 3.Q Default + New WiFi code + Footstools Triggerable by Taunts ONLY TYPE 2: Brawl Minus 3.Q Default + New WiFi code + Footstools Triggerable by Taunts and Button Jump TYPE 3: Brawl Minus 3.Q Default + New WiFi code + Footstools Triggerable by Taunts, Button Jump, and Tap Jump Credits: Thanks to... the Brawl Minus Development Team for continued development of Brawl Minus, Magus, for making a special version of his taunts=footstool code especially for Minus, ds22, for letting us use his "Footstool Action Exit Clears Auto-Footstool Bit" code, Glitch, for his efforts in coding the first version of the Taunts = Footstool codes used in Minus 3.Q, and you, for caring enough to read all this, and helping me test it online! Note: I made a new topic for this since I couldn't edit the poll on the original post.