Tekken 6 BR PSP CWCHEAT ver11

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Usama
1st Dan
Joined: Sep 2019
Posts: 12
From: Pakistan
#241 “Quote” Edit Post
Hello guys
@all coders
I learned using items in 38 from@hepta x 27's txt guide
But now I'm having problem to find bookmarks for items I want to use lili's penguin as eliza's hadukin or whatever people call it

it in =>38
Effects:
0x20920000 0x00000018
0x20920004 0x000081E4
0x20920008 0x02000007 - attack voice number 7
0x2092000C 0x0000001C
0x20920010 0x000081E4
0x20920014 0x0C000002 - sound from bazooka item move
0x40920018 0x00070003 - write "20" value, 7 times, on every 3rd line
0x00000020 0x00000000
0x2092001C 0x00008129
0x20920020 0x000000FA - speed of item
0x20920028 0x0000812A
0x2092002C 0x00000010 - direction (upper/lower)
0x20920034 0x0000812B
0x20920038 0x00000052 - reaction number (not equal to 0408348)
0x20920040 0x0000812E
0x20920044 0x00000014 - damage
0x2092004C 0x0000812F
0x20920050 0x0000031F - hit rank
0x20920058 0x00008130
0x2092005C 0x00000200 - direction (left/right)
0x20920064 0x00008140
0x20920068 0x00000018 - effect turn on (values are different for each item move)

As far as I think 18 is item number please anyone help me to find item number
@edited on 16 may
Ah sorry to disturb you guys but I figure the item number thing it's in 38=>4

Now what's left is reaction it says here
0x20920038 0x00000052 - reaction number (not equal to 0408348)
What's with not 0408348 from would I get reaction if it's not 0408348 is it 0408294?
That's all left to know as I think

Last edited by Usama on May 16th, 2020 at 20:04

Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1831
From: Russia
#242 “Quote” Edit Post
@Usama
Hi.
oh, i remember that guide, i wrote it three years ago in #778 post of ver9 http://www.tekkenzaibatsu.com/forum...634#post4815634
there is a newer one and more detailed in #514 post of ver10 http://www.tekkenzaibatsu.com/forum...107#post4837107
and btw, explanations about how to find reactions is a little bit lower, in #518 post of ver10 (blue text)
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Usama
1st Dan
Joined: Sep 2019
Posts: 12
From: Pakistan
#243 “Quote” Edit Post
@sadamitsu
Thanks you soo much for help
I've created it on lili and works good
Thanks again
And I'm sorry I won't request you again on YouTube cuz I know you're working in a project
Ookinaryuu
Destroyer
Joined: May 2013
Posts: 399
From: United Kingdom
#244 “Quote” Edit Post
@everyone

How is everybody? Seems the immortal thread may... not be as immortal anymore
Signature Kyoufu wo atai te yarou...
Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1831
From: Russia
#245 “Quote” Edit Post
this thread "breathes on incense"
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hepta_X_27
Sage
Joined: Jan 2016
Posts: 476
From: Indonesia
#246 “Quote” Edit Post
@all
I'm here... finally can open this site AND login. idk what's happening with my country, they block so much forums site. including this one. I was trying using VPN, but it's too risky for me.
@sadamitsu
I have a ton question that I want to ask, n idk where to start this. But anyway.
So, I was trying to "DISABLE" powercrash, during lows n throws like this
. . .
_L 0x2040F450 0x0000013C
_L 0xE001010F 0x00408338
_L 0x2040F450 0x0000002C//RANDOM BOOKMARK NUMBER
_L 0xE0010512 0x00408338
_L 0x2040F450 0x0000002C
....
when p2 low, it's fine. powercrush not there. But throws don't. is there anybookmark that identified throws, including mid throw?
Btw, u don't have to worry with RA, I already make its own area.

thanks in advance
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1831
From: Russia
#247 “Quote” Edit Post
@hepta_X_27
i also have to use vpn now. i think my country blocked this site because it saves personal data on foreign servers.
the Russian government doesn't like if someone else spies on people except themselves )))
hm, bookmark? do you mean permission for =>14=>8=>... or an address in P1 or P2 area?
to be honest i don't know an address which would identify grabs from other high attacks.
so, have to change the structure of powercrash in the root.
to find permission i think we should look at Anna's CJM stance.
she catches grabs by 162 permission. the list starts from 269th line http://sadamitsu.ru/cwcheat/tk6registry.htm
i would switch a powercrash by this permission (or 8A) to a parallel move (which doesn't have powercrash properties)
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 399
From: United Kingdom
#248 “Quote” Edit Post
@Sadamitsu

hmm, TZ is fine here, but for how long?

Anyway, I was able to cause this to happen by changing the reaction number of MAR 1+3 air throw in Memory Viewer

https://drive.google.com/file/d/1AO...ew?usp=drivesdk

interestingly, this reaction is the "correct" rotation, but if I chose a normal hit reaction, p2 went BT

Is there any way I can use a custom number for the throw reaction?

I remember trying to get the reaction to start via 40864C condition, but that didn't work

this

_L 0xE002ZZZZ 0x00408348
_L 0x20408640 0x00000000
_L 0x20408654 0xZZZZZZZZ

almost worked, but it didn't look quite right

I always wondered what made "native" moves start based on the number, and I wanted to create throws without "killing" exiting moves
Signature Kyoufu wo atai te yarou...
hepta_X_27
Sage
Joined: Jan 2016
Posts: 476
From: Indonesia
#249 “Quote” Edit Post
@sadamitsu
oh God. I should write "AREA" instead "BOOKMARK". So, as u know, in tekken 7 powercrush absorb attack, whatever the limb is, except low n throws. So, I made something like this
_L 0x2040F450 0x0000013C//bookmark that absorb everything
_L 0xE001010F 0x00408338//if p2 perform low hit
_L 0x2040F450 0x0000002C//random bookmark number, to disable "powercrash"
but I don't know with throws, cuz the values in 408338 is same with normal attack (512;217). so, what I need is area that identified throws. that's all.
Or maybe u have idea in root, that used one permissions for powercrash properties, instead with this manual method?
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1831
From: Russia
#250 “Quote” Edit Post
@Ookinaryuu
each character has got two coordinates - local and global.
i don't know if it will help you to understand but try to imagine that a character stands on a rug.
coords of a character regarding the rug are local coords.
coords of the rug regarding the stage are global coords.
animation of a character regulates his local coords, while his global coords are regulated by the game.
what happens when a throw starts - global rotation of an opponent turns on 180 deg and his global position shifts to P1,
thereby position and rotation of both characters become the same.
but we don't see it because the animation of an opponent includes these changes.
it also includes turning on 180 deg and shift of position (to the opposite way).
you can see what there's really happening only if you look at a throw with the same animation for both characters https://www.youtube.com/watch?v=TGT7BCfSMX4
what i want to say - P2 is always in BT while a throw!
create a throw without killing existing moves, hm,, as a variant:
for example you put Marduk's CH QCF+2 throw move on 886 and throw reaction move on 888,
you need to build =>20=>8=>... area for this throw more detailed, like this
0x20886078 0x08E410C8
0x2088607C 0x00004000
0x20886080 0x09086084
0x20886084 0x08E4147C
0x20886088 0x08E4147C
0x2088608C 0x08E4147C
0x20886090 0x08E4147C
0x20886094 0x08E4147C
0x20886098 0x08E4147C
0x2088609C 0x08E4147C
0x208860A0 0x00000000
0x208860A4 0x00000000
0x208860A8 0x00000000
0x208860AC 0x00000000
0x208860B0 0x00000000
0x208860B4 0x00000000
0x208860B8 0x00000XXX - any existing throw reaction number
0x208860BC 0x00000000
0x208860C0 0x00000000
0x208860C4 0x00000000
0x208860C8 0x00000000
0x208860CC 0x00000000
0x208860D0 0x00000000
for example for Marduk instead of XXX use 380 (f,f+1+2 throw reaction) don't worry, it will not be killed
now let's use 884 to build a custom =>14 area for QCF+2
0x20884000 0x00000000
0x20884004 0x00000000
0x20884008 0x09084080 // native effects #1
0x2088400C 0x090840D0
0x20884010 0x00000001
0x20884014 0x00007FFF
0x20884018 0x00000001
0x2088401C 0x01018001
0x20884020 0x00000000
0x20884024 0x00000000
0x20884028 0x09084098 // native effects #2
0x2088402C 0x090840D0
0x20884030 0x00000001
0x20884034 0x00007FFF
0x20884038 0x00000001
0x2088403C 0x01018001
0x20884040 0x00000000
0x20884044 0x00000000
0x20884048 0x090840B8
0x2088404C 0x090840D4
0x20884050 0x00000001
0x20884054 0x00007FFF
0x20884058 0x00000001
0x2088405C 0x01501234 // custom throw number
0x20884060 0x00008000
0x20884064 0x00000000
0x20884068 0x08E410B8
0x2088406C 0x08E423B0
0x20884070 0x00000037
0x20884074 0x00007FFF
0x20884078 0x00000037
0x2088407C 0x01508001
0x20884080 0x0000002D
0x20884084 0x00000000
0x20884088 0x00008001
0x2088408C 0x00000000
0x20884090 0x0000018D
0x20884094 0x00000000
0x20884098 0x0000002C
0x2088409C 0x00000000
0x208840A0 0x00008003
0x208840A4 0x00000000
0x208840A8 0x000081E5
0x208840AC 0x0100072E
0x208840B0 0x0000018D
0x208840B4 0x00000000
0x208840B8 0x00000003
0x208840BC 0x00000900
0x208840C0 0x00000070
0x208840C4 0x00000000
0x208840C8 0x0000018D
0x208840CC 0x00000000
0x208840D0 0x00002800
0x208840D4 0x00001ADC
that's all, the execution will be like this
0xE0011234 0x00407D1C // intercept custom throw
0x20407D24 0x09086000
0xE0040908 0x00407966 // intercept its reaction
0xE0036000 0x00407964
0xE0020380 0x00408348
0x20408294 0x09088000
0x20408298 0x09088000

@hepta_X_27
yes, i understood, and solution is permission 169.
here's the conception
_C0 PAU b+1+2 (PowerCrash v2)
_L 0xE0360000 0x004D4098
_L 0xE03508C0 0x204078E2
_L 0xE03401EC 0x00407A18
_L 0xE13300C0 0x00407964
_L 0x60407964 0x08C0F400
_L 0x00020001 0x00000014
_L 0x20407974 0x00001000 // speed stabilizer
_L 0xE0020000 0x30407C80 // if "inner kicharge" meter is more 0...
_L 0xE001000A 0x20407C80 // ...and less 10
_L 0x20407974 0x00000000 // speed effect
_L 0x2040F400 0x00000000
_L 0x2040F404 0x00000000
_L 0x2040F408 0x08C0F460 // if a throw
_L 0x2040F40C 0x08E423B4 // parallel connection...
_L 0x2040F410 0x00000001
_L 0x2040F414 0x00000017
_L 0x2040F418 0x00000001
_L 0x2040F41C 0x004301EC // ...to itself
_L 0x2040F420 0x00000000
_L 0x2040F424 0x00000000
_L 0x2040F428 0x08C0F478 // if a hit
_L 0x2040F42C 0x08E423B4 // parallel connection...
_L 0x2040F430 0x00000001
_L 0x2040F434 0x00000017
_L 0x2040F438 0x00000001
_L 0x2040F43C 0x004301EC // ...to itself
_L 0x2040F440 0x00008000
_L 0x2040F444 0x00000000
_L 0x2040F448 0x08E410B8
_L 0x2040F44C 0x08E423B0
_L 0x2040F450 0x0000003B
_L 0x2040F454 0x00007FFF
_L 0x2040F458 0x0000003B
_L 0x2040F45C 0x01508001
_L 0x2040F460 0x00000162 // if opp performs a move from the list...
_L 0x2040F464 0x00000269 // ...starting from 269th line
_L 0x2040F468 0x00008024 // visual effect of a throw connection
_L 0x2040F46C 0x00000020
_L 0x2040F470 0x0000018D
_L 0x2040F474 0x00000000
_L 0x2040F478 0x0000013C
_L 0xE001010F 0x00408338 // your idea is brilliant
_L 0x2040F478 0x0000002C
_L 0x2040F47C 0x00000000
_L 0x2040F480 0x00008050
_L 0x50408334 0x00000004
_L 0x0040F484 0x00000000
_L 0x2040F488 0x0000802A
_L 0x2040F48C 0x0000200B
_L 0x2040F490 0x000081E4
_L 0x2040F494 0x01000019
_L 0x2040F498 0x00008058 // set "inner kicharge" meter...
_L 0x2040F49C 0x0000000A // ...to 10
_L 0x2040F4A0 0x0000018D
_L 0x2040F4A4 0x00000000
maybe using "inner kicharge" as a trigger for speed effect is not a good idea (especially for Bryan) maybe it's ok. i will test it.
i added it because old speed effect worked while tanking throws
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 399
From: United Kingdom
#251 “Quote” Edit Post
hmm, interesting
I didn't think I would see Ganryu trying to fuse with Bryan, but throws are mysterious things

I tried remaking f+3,d/f for Feng Wei using the animation from Dragunov, but though the animation itself looks fine,

- if I used recovery from regular qcf, it wouod allow cancel too early. I did try using 407D10 to make moves start later but he seemed to briefly stand still instead of continuing the crouch dashing animation
- I then tried making a parallel move with 135 (normal qcf move) but that still cancelled too early. If I made the parallel move start later he would do a second qcf motion

Is there a way to fix it without remaking the whole =>14 or is it better to do that anyway?
Signature Kyoufu wo atai te yarou...
hepta_X_27
Sage
Joined: Jan 2016
Posts: 476
From: Indonesia
#252 “Quote” Edit Post
@sadamitsu
oh.. man... so we have to add one more slot for identified throws? OK. let's deal with it. Now I have to re-arrange my empty area again.
maybe using "inner kicharge" as a trigger for speed effect is not a good idea (especially for Bryan) maybe it's ok. i will test it.
i added it because old speed effect worked while tanking throws

oh. yeah. sure it is. I used this for my Rising Heihachi. May we have to find another way to put a counter for slow down the moves. like 407CA0.
And one more question. still about powercrush. as we know, powercrush will slow down a bit after absorbing attack, n continue the moves. BUT how about with move that have CHARGE properties, like Fen f,F+1+2? btw this how I build FEN f,F+1+2

//powercrush master
_L 0xE01C08C0 0x204078E2
_L 0xE0010000 0x0040F440
_L 0x2040F444 0x00000000
_L 0xE0040001 0x0040F440
_L 0x2040F440 0x00000000
_L 0xE0020001 0x30407940
_L 0xE0010001 0x00407944
_L 0x2040F444 0x00000001
_L 0xE0020001 0x0040F444
_L 0xE0010000 0x10408494
_L 0x20407CA0 0x00000000
_L 0x2040F400 0x00000000
_L 0x2040F404 0x00000000
_L 0x2040F408 0x08C0F450
_L 0x2040F40C 0x08E423B4
_L 0x2040F410 0x00000001
_L 0x2040F418 0x00000001
_L 0x50641B10 0x00000020
_L 0x0040F420 0x00000000
_L 0x2040F450 0x0000013C
_L 0x2040F458 0x00008050
_L 0x50408334 0x00000004
_L 0x0040F45C 0x00000000
_L 0x2040F460 0x0000802A
_L 0x2040F464 0x0000200B
_L 0x2040F468 0x000081E4
_L 0x2040F46C 0x01000019
_L 0x2040F470 0x0000018D
_L 0x2040F474 0x00000000
//FEN f,F+1+2 CHANGES DATA
_L 0x208A7300 0x000000D1//=>20
_L 0x208A7304 0x00000001
_L 0x208A7308 0x0000018D
_L 0x208A730C 0x00000000
_L 0x208A7310 0x090A7300
_L 0x208A7314 0x00000019
_L 0x208A731C 0x08E410C8
_L 0x208A7320 0x00000015
_L 0x208A7394 0x0000000F//=>38
_L 0x208A7398 0x000080BA
_L 0x208A739C 0x00001000
_L 0x208A73A0 0x00008001
_L 0x208A73A4 0x0000805C
_L 0x208A73A8 0x00000000
_L 0x208A73AC 0x00008001
_L 0x208A73B0 0x0000808F
_L 0x208A73B4 0x00000003
_L 0x208A73B8 0x00000001
_L 0x208A73BC 0x000081C2
_L 0x208A73C0 0x0000130F
_L 0x208A73C4 0x00000028
_L 0x208A73C8 0x000081C5
_L 0x208A73CC 0x0000010F
_L 0x208A73D0 0x00000016
_L 0x208A73D4 0x000081E4
_L 0x208A73D8 0x0A000000
_L 0x208A73DC 0x00000016
_L 0x208A73E0 0x00008026
_L 0x208A73E4 0x00000010
_L 0x208A73E8 0x00000018
_L 0x208A73EC 0x00008026
_L 0x208A73F0 0x00000013
_L 0x208A73F4 0x00000000
_L 0x208A7400 0x000080BB//=>14
_L 0x208A7404 0xFFFFFED4
_L 0x208A7408 0x000000EB
_L 0x208A740C 0x00000320
_L 0x208A7410 0x0000805C
_L 0x208A7414 0x00000000
_L 0x208A7418 0x0000018D
_L 0x208A741C 0x00000000
_L 0x208A7420 0x0000805C
_L 0x208A7424 0x00000001
_L 0x208A7428 0x000080BA
_L 0x208A742C 0x00001000
_L 0x208A7430 0x0000018D
_L 0x208A7434 0x00000000
_L 0x208A743C 0x00002800
_L 0x50641A10 0x00000100
_L 0x008A7500 0x00000000
_L 0xE005013C 0x0040F450
_L 0x208A7504 0x00000000
_L 0x208A7508 0x08C0F450
_L 0x208A750C 0x08E423B4
_L 0x208A7514 0x00000016
_L 0x208A751C 0x004301DA
_L 0x408A7524 0x00030008
_L 0x00000000 0x00000000
_L 0x408A752C 0x00030008
_L 0x08E423B0 0x00000000
_L 0x408A753C 0x00030008
_L 0x01018001 0x00000000
_L 0x408A758C 0x00030008
_L 0x090A743C 0x00000000
_L 0x408A759C 0x00030008
_L 0x01108001 0x00000000
_L 0x208A7584 0x00000300
_L 0x208A7588 0x090A7400
_L 0x208A7590 0x00000006
_L 0x208A7594 0x0000000F
_L 0x208A7598 0x00000006
_L 0x208A75A4 0x00030000
_L 0x208A75A8 0x090A7410
_L 0x208A75B0 0x00000006
_L 0x208A75B4 0x0000000F
_L 0x208A75B8 0x00000006
_L 0x208A75C4 0x00000300
_L 0x208A75C8 0x090A7420
_L 0x408A75D0 0x00030001
_L 0x00000010 0x00000000
_L 0x208A75F0 0x0000003C
_L 0x208A75F4 0x00007FFF
_L 0x208A75F8 0x0000003C
//FEN f,F+1+2 CHANGES
_L 0xE01D08C0 0x204078E2
_L 0xE01C001C 0x004078B4
_L 0xE01B8001 0x008A75FC
_L 0xE0188001 0x00407A18
_L 0xE007086A 0x004078E2
_L 0x208A7318 0x086B11A0
_L 0x208A7324 0x086AFAD0
_L 0x208A7528 0x086B37C8
_L 0x208A7548 0x086B3750
_L 0x208A7568 0x086B32C0
_L 0x604078E0 0x086B6284
_L 0x00020001 0x000089B8
_L 0xE0070875 0x004078E2
_L 0x208A7318 0x0875CDA0
_L 0x208A7324 0x0875B6D0
_L 0x208A7528 0x0875F3C8
_L 0x208A7548 0x0875F350
_L 0x208A7568 0x0875EEC0
_L 0x604078E0 0x08761E84
_L 0x00020001 0x000089B8
_L 0x604078E0 0x090A7500
_L 0x00020001 0x000586CC
_L 0x604078E0 0x090A7310
_L 0x00020001 0x000586D8
_L 0x604078E0 0x090A7394
_L 0x00020001 0x000586F0
_L 0x604078E0 0x00CC02B0
_L 0x00020001 0x000089E8
_L 0xE00101DA 0x00407A18
_L 0x2040F440 0x00000001
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XAGuacha23
Future Star!
Joined: Aug 2010
Posts: 4591
From: United States
PSN: XAGuacha23
#253 “Quote” Edit Post
@All
Hello Everyone!
Signature (Kyoufu wo oshiete yarou!) = Tekken 5/6/TTT2/7
(Black Demonic Skin Customization = True Form) = Best Custom Tekken 6
(Mata mete kurunai) = Tekken Tag 2 Unlimited
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1831
From: Russia
#254 “Quote” Edit Post
@Ookinaryuu
yeah, it's better to remake =>14

@hepta_X_27
you built good

@XAGuacha23
hello
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 399
From: United Kingdom
#255 “Quote” Edit Post
Hmm, I tried remaking the =>14, but it still acts weird

I noticed a lot of 800B bookmarks in =>14 =>0 , but I'm not sure what these are, as quite a few slots use this bookmark; I think this may have to do with the crouch cancel though
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abdulroufrizwan
Expert
Joined: Aug 2017
Posts: 149
From: Pakistan
#256 “Quote” Edit Post
@sadamitsu
hello sir how are u?
i have a problem so im building zafina rage drive all is good with it except air reaction whenever i perform her rage drive standing reaction is good but when i set that same reaction for air p2 immediately falls on the ground how do need to fix it?


//ZAF f+2+3 RD
_L 0xE02008C0 0x204078E2
_L 0xE01F0023 0x004078B4
_L 0xE01E0064 0x0062F934
_L 0xE11D002F 0x30407B4E
_L 0xE01C0000 0x009060E0
_L 0xE01B8001 0x00407A18
_L 0x604078E0 0x08E2F934
_L 0x00020001 0x0005C9CC
_L 0x604078E0 0x00000090
_L 0x00020001 0x0005C9E8
_L 0x604078E0 0x08090009
_L 0x00020001 0x0005CA0C
_L 0x604078E0 0x0000000E
_L 0x00020001 0x0005CA10
_L 0x604078E0 0x0000000F
_L 0x00020001 0x0005CA14
_L 0x604078E0 0x08E423B4
_L 0x00020001 0x0002B364
_L 0x604078E0 0x0000000E
_L 0x00020001 0x0002B368
_L 0x604078E0 0x0000000F
_L 0x00020001 0x0002B36C
_L 0x604078E0 0x0000000F
_L 0x00020001 0x0002B370
_L 0x604078E0 0x08E2F934//PT2
_L 0x00020001 0x0005CA24
_L 0x604078E0 0x00000090
_L 0x00020001 0x0005CA40
_L 0x604078E0 0x0C26000D
_L 0x00020001 0x0005CA64
_L 0x604078E0 0x0000002C
_L 0x00020001 0x0005CA68
_L 0x604078E0 0x0000002C
_L 0x00020001 0x0005CA6C
_L 0x00000000 0x00000000
_L 0xE02008C0 0x204078E2
_L 0xE01F0023 0x004078B4
_L 0xE01E0064 0x0062F934
_L 0x604078E0 0x03750375
_L 0x00020001 0x0000821C
_L 0xE00202AB 0x10407A18
_L 0x604078E0 0x033A033A
_L 0x00020001 0x0000821C
_L 0xE002086A 0x004078E2
_L 0x604078E0 0x086B6C58
_L 0x00020001 0x000081F4
_L 0xE0020875 0x004078E2
_L 0x604078E0 0x08762858
_L 0x00020001 0x000081F4
_L 0xE00602AB 0x10407A18
_L 0xE002086A 0x004078E2
_L 0x604078E0 0x086B6604
_L 0x00020001 0x000081F4
_L 0xE0020875 0x004078E2
_L 0x604078E0 0x08762204
_L 0x00020001 0x000081F4
_L 0xE002086A 0x004078E2
_L 0x604078E0 0x086B59C8
_L 0x00020001 0x0005C9E4
_L 0xE0020875 0x004078E2
_L 0x604078E0 0x087615C8
_L 0x00020001 0x0005C9E4
_L 0xE0048190 0x00889300
_L 0xE00302AC 0x00407A18
_L 0xE0020000 0x10408494
_L 0x20408654 0x09089300
_L 0x20408658 0x08E40F78
_L 0x00000000 0x00000000

Last edited by abdulroufrizwan on Jul 7th, 2020 at 17:19

Signature DEATH GAMER
hepta_X_27
Sage
Joined: Jan 2016
Posts: 476
From: Indonesia
#257 “Quote” Edit Post
@sadamitsu
well, about that powercrash v2, I think that throw detections slot is useless. It's just like 13C, will ignore throw, only with throw spark effect. I also want to change in speed effect counter by using 407CA0. Also to disable 13C during p2 throw, I think we don't need slot, since throw starter have hitrank BUT zero damage, right? I know, it will conflict with some moves that also have hitrank with zero damage, like YOS 1+2+3.

_C0 PAU b+1+2 (PowerCrash v2)
_L 0xE0300000 0x004D4098
_L 0xE02F08C0 0x204078E2
_L 0xE02E01EC 0x00407A18
_L 0xE12D00C0 0x00407964
_L 0x60407964 0x08C0F420
_L 0x00020001 0x00000014
_L 0xE0020007 0x30407940//speed effect
_L 0xE0010001 0x00407944
_L 0x20407CA0 0x000000A0//counter
_L 0x20407974 0x00001000
_L 0xE00200A1 0x30407CA0
_L 0xE00100AA 0x20407CA0
_L 0x20407974 0x00000000
_L 0x2040F420 0x00000000
_L 0x2040F424 0x00000000
_L 0x2040F428 0x08C0F478
_L 0x2040F42C 0x08E423B4
_L 0x2040F430 0x00000007//I also saw in dumb data that powercrash start at 7TH frame.
_L 0x2040F434 0x00000017
_L 0x2040F438 0x00000007
_L 0x2040F43C 0x004301EC
_L 0x2040F440 0x00008000
_L 0x2040F444 0x00000000
_L 0x2040F448 0x08E410B8
_L 0x2040F44C 0x08E423B0
_L 0x2040F450 0x0000003B
_L 0x2040F454 0x00007FFF
_L 0x2040F458 0x0000003B
_L 0x2040F45C 0x01508001
_L 0x2040F478 0x0000013C
_L 0xE001010F 0x00408338//during p2 low
_L 0x2040F478 0x0000002C
_L 0xE0010907 0x00408338//during p2 unblockable low
_L 0x2040F478 0x0000002C
_L 0xE0040000 0x00408334//if p2 move's damage is 0
_L 0xE0010512 0x00408338//if it's HIGH
_L 0x2040F478 0x0000002C
_L 0xE0010217 0x00408338//if it's MID
_L 0x2040F478 0x0000002C
_L 0x2040F47C 0x00000000
_L 0x2040F480 0x00008050
_L 0x50408334 0x00000004
_L 0x0040F484 0x00000000
_L 0x2040F488 0x0000802A
_L 0x2040F48C 0x0000200B
_L 0x2040F490 0x000081E4
_L 0x2040F494 0x01000019
_L 0x2040F498 0x0000018D
_L 0x2040F49C 0x00000000
Signature https://www.youtube.com/c/The%20BlankX
Ookinaryuu
Destroyer
Joined: May 2013
Posts: 399
From: United Kingdom
#258 “Quote” Edit Post
@abdulroufrizwan

Hmm, I remember having this same problem with JNP stun reaction

I think it's to do with =>C of the move pointer, but I don't entirely remember
Signature Kyoufu wo atai te yarou...

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