SSBB hacking - Pikmin not affected by increased gravity
This has nothing to do with the Hyphy Movement, the San Francisco Bay Area residents who prove that it doesn't deserve to be called the "Yay Area", the shallow girls who would say "wanna suck my pee" just to mock me, and the Oakland rioters, though part of me would want to make a rant about a doing of theirs involving a certain murderer of 4 officers in Oakland. I'm not providing a name for Googling for those under 13. We can safely say he's just a vile criminal not deserving the praise as a "hero" that he gets thanks to racists on the other side of the spectrum. Why don't they praise Light Yagami while they're at it? Oh my God.
*sigh* So anyway, this video is about an issue in hacked Brawl that I found out about when putting on a code to increase the downward gravity to 3/2 the normal amount, which speeds up falls. Watch the first 10 seconds carefully to see what it's all about. In case you don't get what happens, here's the gist of it: I turned on Brawl with the aforementioned code, then I discovered this problem when trying out Olimar under the increased gravity. What happens is that the Pikmin are not affected by the gravity increase, so if Olimar fast-falls, they will fall slowly and, within a few frames, out of the line-up, keeping them out of any further usage of the Pikmin Chain until you touch the ground. This is a nasty problem during recovery because Olimar must have your Pikmin gathered to be able to have enough Pikmin to grab the ledge at all. Unfortunately, if he is recovering, his Pikmin are probably scattered. The solution? Pikmin Whistle. The problem with that? Pikmin Whistle is DOWN B, so if Olimar uses it, he'll fast-fall, which of course scatters the Pikmin. And as you see, I used the Pikmin Chain quickly to demonstrate how well it does with this scattering, and it had only 2 Pikmin of his capacity of 6--hardly anything that could hope to qualify as so much as a passable recovery. Yes, I had the full Pikmin number capacity too; I show that by running around the stage.
I'm pretty sure the problem is relating to the Pikmin themselves. At the very least, I know during the rest of the video, and show, that Nana's fall speed *is* affected by the higher downward gravity, since the code is general, so it should affect Popo at least. So it isn't general partner AI that is responsible. There's still any number of other possibilities though.
By the way, I believe this is the main issue with the higher gravity. Aside from this, I think the gravity is at least close to perfect (and yes, Samus and Jigglypuff are still floaty). There are a few potential issues, but I'm not seeing any major concerns with them:
*A few Down Airs - pulling them on stage will be a problem, but you'll likely have other, more convenient options anyway. Off-stage, they already spike, which is intended to kill the opponent right there; might as well make them riskier.
*Certain recoveries - I think the only one who really suffers from higher gravity outside of gimping is Ike. Aside from those two, I believe everybody else, including Marth (who gets hit by the gravity, but at least has his Up B to work with better anyway) does fine. The higher gravity can even help Ivysaur (and Olimar if not for the issue in this video) too, because they can get in range of the edge faster, which makes it less likely for the opponent to grab the edge fast enough to hog it and sealing their fates.
*Helpless states with decent maneuverability - they'll be less glaring, but Lucas's at least still has potential. Even if that wasn't the case, the higher downward gravity means getting to the ground faster. (Granted, this means you just die if you're too far away, but most characters should already be able to recover decently.)
Here are the codes I used for RSBE01 (SSBB's America codename) if you're interested, thanks to Brawl+ having a list of some:
Random Tripping go bye bye
* 0481CB34 EC210828
High downward gravity
* 04641524 3FC00000
By the way, PEACH CAN'T BEAT OLIMAR.
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