11/19/2022 0 Comments Super smash bros melee rom completedI've checked both Gamebanana and Mediafire links, and both files (2.0 and 2.01) open on my side. #SUPER SMASH BROS MELEE ROM COMPLETED UPDATE#I will update the OP once it's ready.Ĭlick to expand.1) Hmm. I'll do one for 2.01 and the upcoming 2.02 that should be releasing soon. #SUPER SMASH BROS MELEE ROM COMPLETED MOD#Also, the ISO needs to be a completely clean copy, as in nothing must be edited in that ISO for the xdelta patch to work.īecause of this issue, I will prepare an alternative download where I will pack the edited files from the mod for people to rebuild themselves with DAT Texture Wizard or GCrebuilder if the xdelta patch doesn't work for them. If it's 1.01, 1.0, or PAL, the xdelta that was provided will not work. What kind of error message is it giving you? If it is XD3_INVALID_INPUT, then it is likely that the ISO you are using is not a vanilla copy of Melee NTSC 1.02. I've looked into both xdelta patches (2.0 and 2.01) and they both work on my side. That won't be the case for 2.01 and onward as those will be in the standard. You would need something like 7zip or Winrar to open/unpack the file for that version. The reason why the 2.0 download may be corrupted for you is because I uploaded that version inside a. I would have to rebalance everyone for the higher hitstun which would result in a sluggish experience. And then there's the case with the spacies where they fall so fast they wouldn't be able to act out of hitstun until they're halfway below Final Destination. If this mod had a x0.533 hitstun multiplier like Smash 64, Falcon would get combo'd for over 100% with up tilts alone, then he'll lose a stock with a guaranteed up-air. Falcon falls much faster than his 64 counterpart. I had to find a happy medium where characters could have high combo potential, but wouldn't introduce infintes or repetitive combo chains against the fastfallers. Of course, having too little wouldn't really be like Smash 64. Considering that characters can fastfall while performing an aerial, low Directional Influence, and Melee's overall speed, having too much hitstun would start creating easy infintes. Combo is the name of the game.Ĭlick to expand.Hybrid64 has always had a hitstun multiplier of x0.45 and the cast was balanced with that in mind. The characters were adjusted with that in mind to bring the Smash 64 experience to Melee. While something may look overpowered at first glance, keep in mind that there is less DI, more Shield Stun, and more Hitstun than in vanilla Melee. I let myself loose and did the best I can without breaking the character or completely changing their dynamic/playstyle. For version 2.0, that will remain the same. Hybrid 64 hasn't always been a balanced game, and that's a good thing. While an imbalanced game can lead to staleness and repetitive character choices, a game that's too balanced makes for a boring game since it sucks up potential creativity from the characters and its players. Some would like the low-tiers to be buffed so they can catch up, while others want the high-tiers to be nerfed so they can be fair against the rest of the cast. Everyone has their own visions on how they want their character to work and what buffs/nerfs they should receive. Ĭharacter balancing has also been a topic in my mind.
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