Yep, this is why using digital press for L cancelling always causes you to miss tech if you input it during hitlag. Most inputs (iirc all non-analog ones) if input during hitlag get repeated for every subsequent frame of hitlag after that so it's like you pressed L twice.
About Rectangle Corner and software license violations: docs.google.com/document/d/1…
Haystack retweeted
Introducing REMAPP.ING — an open-source remapper for all HayBox controllers! ✨
🖱️ Drag & Drop UI
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RT+Follow+Like to enter a giveaway for a Glyph prototype unit!
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Introducing Glyph: a leverless fightstick with swappable layouts to support platform fighters, traditional fighters, retro games, and more.
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Belt/pocket clip + cable holder for the Tadpole!
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Replying to @eggs_ssbm
You also have to be holding C-Up/C-Down + up/down + left/right + MX/MY. It's also harder to buffer these things during lag with ICs (the timing will be different for each climber). At that point there are much easier and more reliable setups for the same types of desync.
Replying to @eggs_ssbm
It's banned because of a couple of ICs desyncs, all of which involve OOS options. Those coordinates aren't available on the B0XX when holding any of the shield buttons, so it's actually only possible with buffered Z lightshield which makes it not really exploitable in practice.
Replying to @Alicon_SSBU @SmashWorldTour
That is literally not what it says.
Haystack retweeted
The first batch of my controllers is finally done and ready to ship. Taking orders for next batch, and working on a few to take to double down. More in comments. If your interested dm me here or on discord!
Replying to @PracticalTAS @MayBeTweeting
Didn't you tell me the smashbox remapper didn't even allow this stuff anymore 🧐
Replying to @Rain_SSBM @LilChiief
Hopefully we cross paths at one some time 😄
Replying to @PracticalTAS
The way I was thinking would involve both because you can't change it after the game starts. There's probably enough stick movement from just picking a character but if you're just moving the hand directly up then you might not use that many coords depending on polling
Replying to @SSBM_Haystack @PracticalTAS
And yes of course someone could make a macro to spam loads of coordinates at once, but in-person it's obvious what type of controller they're using, and online you could still run the replay analyzer in post to catch cheaters, which should serve as a good deterrent too.
Replying to @SSBM_Haystack @PracticalTAS
In-game, you could have a prompt when you plug in that tells you to wiggle your stick around, then counts the coordinates used.
Replying to @SSBM_Haystack @PracticalTAS
Also on the topic of detection, I do digital vs analog detection by simply checking the number of unique coordinate pairs used within a game, which is usually around 20 for B0XX and more than 500 for GCC.















