(same input, but successful dashback – goes directly to the dash)įor this reason, good dashback controllers are considered valuable by top players. (failed dashback – you can see the turnaround animation prior to the dash) Here is an example of a successful versus failed dashback: Some controllers have a very low success rate, and some very high. Whether or not your dashback is “successful” is completely random and based on your controller. When your character is standing in neutral and you attempt to dash backwards, you will either immediately dashback, or deal with a brief turnaround animation prior to the dash. This is a case mod, as it only affects the physical shell of your controller.ĭashback is a different issue that cannot be solved by using case mods. It requires some level of expertise, and most people will pay experts such as Typo to perform the procedure. This fix works pretty well until the notch begins to wear down, at which point you can re-notch it. The most common solution to this problem is getting your gate “notched” so that the notch is at the exact value required to shield drop. Each controller will have a slightly different value at which the shield drop is successful – if you go too low, your character will spotdodge instead. Shield dropping is necessary technique in the current meta, and requires that you slide your control stick from either horizontal to the lower diagonal gate. What’s the problem? Dashbacks and Shield Drops Plus I wanted to respond to the UCF issue in a medium that allows me to type more than 140 characters at a time. This is a pretty challenging time for the Melee community and I want to address all the issues at hand, but to avoid losing focus in an overly long bl0g post, I’m going to focus on UCF for now. The first memory card needs to be created using a homebrewed Wii.Hey guys. It can be copied like any other save file on a memory card and runs on any Gamecube or Wii, without hacking or homebrew. Color Overlays on/off: Characters turn green when idle to show frame holes during movementĢ0XX TE is a save file running from a memory card.Enable CPU Smart DI: Random DI and teching for CPUs, and survival DI used against powerful attacks.Unfreeze endgame: Disables freezing on "GAME!", enabling another 2 seconds of movement before the match results.* Toggle Infinite Shields on/off (When on, CPUs also hold shield to help with training) L-Cancel Training Wheels on/off (automatically L-cancel but flash on successful input).Disable Star KO to speed up matches on/off.Character flashes on successful/unsuccessful L-cancel on/off.Disable Screen Rumble during powerful attacks on/off."Ready To Fight" banner is green to indicate that Tournament Mode is disabled.Tournament settings and stage list are automatically reset between games during tournament matches.Lock settings to prevent tampering during tournaments.Enable slightly reduced volume of Dream Land 64 music (to improve venue acoustics).Game Version - Toggle between NTSC v1.00 and v1.02 (affects hitlag behavior, Bowser's Flame Cancel, Link/YLink boomerang cancel, and Ness PK Thunder hitbox).Neutral Spawn Points - players always spawn in neutral starting locations.Tournament Mode switch disables all intrusive aesthetic/mechanic changes.Taunt Battle - new 2v2 Mario game mode - get points by completing taunts.Hand-Warmer Mode - 1-minute Time matches prevent characters from interfering with each other for hand-warmers.Frozen Mode - press Y on Stage Select to toggle Frozen Mode.Stage Striking - press X on Stage Select to strike stages.Choose your menu music by playing a song in Sound Test.Save or play back replays by pressing Z on the character select screen.Press X for lowercase characters on name entry screen.Extended Name Entry - up to 8 characters on name entry screen.20XXTE version displayed in upper-left corner of Character Select Screen.Player ports can be closed even if the respective hand is still hovering over the characters.CPU Zelda will start as Sheik and never transform."Name Entry" is moved to the top of the nametag list.Press D-pad up/down on character select screen to toggle rumble on/off.Pressing Start on match results screen doesn't undo your ready state (re-mapped to B).Press X/Y on Random Stage screen to load singes/doubles presets.Nametags disappear during Zelda/Sheik/ Mewtwo teleport upB.Handicap is now used to control players' individual stock counts.Title screen demo and intro video disabled.Game settings set on boot: 4 stock, 8 minutes, Friendly Fire on.All characters, stages, and trophies unlocked.