I see. So it seems like my eyes deceived me.
Though an unrelated question. I know you stated that you don't intend on releasing your Final Smashes, but would you consider at least showing your coding to a select few? As you've got some great ideas, and in the right hands, such things would be great for certain characters. I really wouldn't want so much potential to go unused.
I don't, but I don't intend to not release them either. Most of the critics happened because people don't read what I say and keep accusing me of have ruined brawl with such long and overpowered final smashes. That would be true if I ever intended to release them the way they are on the videos. So, I explained everything again a few times on the third part, and if I get some positive feedback this time, I may release them.
Still, the coding I made for most of them is a mess:
Set Loop XX Times
If Button Press: 0
Or Compare: LA-Float[234] <= 5
Bit Variable Set: LA-Bit[238] = true
Float Variable Set: LA-Float[232] = 573
Bit Variable Clear: LA-Bit[236] = false
Frame Speed Modifier: Multiplier=1x
Set Loop 15 Times
Float Variable Set: LA-Float[239] = 4
Execute Loop:
Set Air/Ground: Undefined(17)
Set Edge Slide: 0-2,
Set Loop 58 Times
Float Variable Add: LA-Float[232] + 1
Synchronous Timer: frames=1
Execute Loop:
Set Air/Ground: On Ground
Set Edge Slide: 0-1,
Float Variable Set: LA-Float[235] = 0
Frame Speed Modifier: Multiplier=1x
Float Variable Set: LA-Float[232] = 208
Bit Variable Clear: LA-Bit[238] = false
End If:
Synchronous Timer: frames=1
Execute Loop:
This is what makes REX jump, basically. It's hardly a tenth of the full coding, but it's all like this.