Rich Homie Quan
Smash Ace
- Joined
- Apr 15, 2014
- Messages
- 887
It pains me to see marth like this :'(
Sheik tho
Sheik tho
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I deliberately ignored interruption on the basis that it is incredibly hard to ascertain by simply analysing footage. Thanks for the heads up anyway.Link's DAir has IASA frames, I think. Can't get a gif of it because it's 28 minutes of Treehouse footage (in other words, flippin' huge video file), but watch here: http://youtu.be/jd0Z8jQ__QQ?t=10m22s. Link rolls out of the endlag what looks (by the naked eye) to be significantly earlier than in the footage you used. In fact, he rolls as soon as he pulls his sword out of the ground, before returning to a neutral stance.
Link's BAir in the Direct footage there also appears to have non-cancellable endlag, which is clearly not true in Treehouse footage. See here: http://youtu.be/jd0Z8jQ__QQ?t=11m11s, and again at 11:14.
Link's FAir is seen to have IASA frames here: https://www.youtube.com/watch?v=jd0Z8jQ__QQ&feature=youtu.be&t=11m17s
Unfortunately, since this is all Nintendo Treehouse footage, the filesize is effin' huge and I can't do anything to make a gif with it or shorten it. Trying to use a Youtube-to-video downloader and nothing seems to be able to open the resulting file. Will get back to you later if I manage to get results somehow.
Well, the reason I started looking for interruption is that you can't really base the overall effect of landing lag on just the animation if the animation can be interrupted significantly earlier, especially not once the 10-frame buffer comes into play. For example, it looks like Link's DAir endlag can be interrupted after 31-33 frames (16 frames in video). Unfortunately, I can't get the gif maker to cooperate. I'm trying to upload it in mp4 format and the gif maker is like "lolnope" and just stalls on "uploading video" forever.I deliberately ignored interruption on the basis that it is incredibly hard to ascertain by simply analysing footage. Thanks for the heads up anyway.
If you want, I could GIF those clips for you.
Alright, I made another one using your footage, it looks more reliable I must say. Thanks for that, I'll update my post. Just because blah, here it is:Well, the reason I started looking for interruption is that you can't really base the overall effect of landing lag on just the animation if the animation can be interrupted significantly earlier, especially not once the 10-frame buffer comes into play. For example, it looks like Link's DAir endlag can be interrupted after 31-33 frames (16 frames in video). Unfortunately, I can't get the gif maker to cooperate. I'm trying to upload it in mp4 format and the gif maker is like "lolnope" and just stalls on "uploading video" forever.
Now the question is, is it as powerful as in melee? Does it do quite a bit of damage and launches forward and down?Geez that forward aerial landing lag on Sheik is as low as an L-cancelled one in Melee? That's insane!
IIRC it's a horizontal kill move.Now the question is, is it as powerful as in melee? Does it do quite a bit of damage and launches forward and down?
I don't claim to know the exact reason behind their balancing decisions, I'm just saying that low landing lag isn't an absolute prerequisite for a move to be useful.When did I say Mario/Smash 4 were garbage? I'm just a bit critical of 30 frames of landing lag no one can give a good reason for. You mention some moves are ok with significant landing lag so I have to ask, what is it about this specific move that calls for it? Feel free to continue talking about long landing lag in broad terms but keep in mind I'm here to discuss this particular case.
Depends I guess if you thought meteors were too strong in Melee:Jamie is probably correct in that the reason it was slowed down is because of the new meteor mechanics, if you meteor someone into the ground with enough force they bounce upwards, allowing for a followup, which is a pretty big buff to all meteors, so that change may have been made to prevent if from being too strong.
As I mentioned earlier % factors into a followup being possible. Don't know if anything has changed with Smash 4, but I've never considered it to be a balance problem before.When Meteor Canceling in Melee, the character will glow white, have sparkling effects, and make a wind-cutting sound. If a Meteor Smash connects with a grounded opponent instead, it sends them straight up via bouncing them off the ground.
They've changed since Melee, if you meteor an airborne opponent into the stage hard enough, they bounce back up, allowing a followup attack. In Melee you only got the bounce if they were on the ground.Depends I guess if you thought meteors were too strong in Melee
Again this is not the place for these types of things. Take it to a different thread. This is for data or talking about the data not a debate on the justifications for landing lag.They've changed since Melee, if you meteor an airborne opponent into the stage hard enough, they bounce back up, allowing a followup attack. In Melee you only got the bounce if they were on the ground.
Sorry for the delay. IRL stuff keeping me busy. Anyways, the intentions of this topic is to post the minimum amount of landing lag frames that a character experiences (without being interrupted by an outside force/item/attack/etc) in order to show the potential for the move in regards to competitive play. This does mean that there might be a few errors to what we record as data initially. However, if new data warrants the replacement of old data, then the new data will just be listed instead. You can still keep the previous image as a reference for how long Link's entire landing lag animation lasts, though if there is video/gif proof that shows that the move can be canceled even faster due to IASA frames, then that is the video/image that will ultimately be selected as the data to be listed in this topic.Should I replace the old one with this and change the frame data accordingly, or should I add this underneath to display the interrupt specifically? @ ItsRainingGravy
EDIT: I popped it in underneath for now. Will change if requested.
Please tell me it's Zelda. Is it Zelda?Sorry for the delay. IRL stuff keeping me busy. Anyways, the intentions of this topic is to post the minimum amount of landing lag frames that a character experiences (without being interrupted by an outside force/item/attack/etc) in order to show the potential for the move in regards to competitive play. This does mean that there might be a few errors to what we record as data initially. However, if new data warrants the replacement of old data, then the new data will just be listed instead. You can still keep the previous image as a reference for how long Link's entire landing lag animation lasts, though if there is video/gif proof that shows that the move can be canceled even faster due to IASA frames, then that is the video/image that will ultimately be selected as the data to be listed in this topic.
The above statement applies to all characters and moves that are to be listed in this topic. And again, this topic will (hopefully) still be active after the game is released. We are just collecting what information we can until then. But when the game actually releases, we can probably record much more efficient data at that point; especially if users help out by providing the topic with comprehensive moveset videos detailing each character's attacks (while hopefully also having good video quality suitable enough for recording data).
I shall double-check everything for Link, and add him to the list sometime soon. But first, I would like to do another character to keep this topic running. The next character is going to be a popular, yet underdog character in regards to Smash Bros. Will be posting this information either tonight or tomorrow depending on how busy I am.
Alright got it. I'll go back and fix it when I can (I'll probably be leaving the house soon ). @ JamietheAuraUser provided me with some more clips than just the down aerial one so I've got a bit of work to do. I'll probably post again when I'm finished updating.Sorry for the delay. IRL stuff keeping me busy. Anyways, the intentions of this topic is to post the minimum amount of landing lag frames that a character experiences (without being interrupted by an outside force/item/attack/etc) in order to show the potential for the move in regards to competitive play. This does mean that there might be a few errors to what we record as data initially. However, if new data warrants the replacement of old data, then the new data will just be listed instead. You can still keep the previous image as a reference for how long Link's entire landing lag animation lasts, though if there is video/gif proof that shows that the move can be canceled even faster due to IASA frames, then that is the video/image that will ultimately be selected as the data to be listed in this topic.
The above statement applies to all characters and moves that are to be listed in this topic. And again, this topic will (hopefully) still be active after the game is released. We are just collecting what information we can until then. But when the game actually releases, we can probably record much more efficient data at that point; especially if users help out by providing the topic with comprehensive moveset videos detailing each character's attacks (while hopefully also having good video quality suitable enough for recording data).
I shall double-check everything for Link, and add him to the list sometime soon. But first, I would like to do another character to keep this topic running. The next character is going to be a popular, yet underdog character in regards to Smash Bros. Will be posting this information either tonight or tomorrow depending on how busy I am.
Do we know for sure this treehouse footage was captured at 30fps? Also, if true, can anyone confirm Link's down air can be interrupted with anything? Just trying to cut down on the assumptions if they exist.You can still keep the previous image as a reference for how long Link's entire landing lag animation lasts, though if there is video/gif proof that shows that the move can be canceled even faster due to IASA frames, then that is the video/image that will ultimately be selected as the data to be listed in this topic.
That's good to know regarding Link's BAir. Yeah, I noticed there were what looked like 4 "jump startup" frames. Thought the total was 7, though, so I guess I miscounted. XDAlright got it. I'll go back and fix it when I can (I'll probably be leaving the house soon ). @ JamietheAuraUser provided me with some more clips than just the down aerial one so I've got a bit of work to do. I'll probably post again when I'm finished updating.
EDIT: Well that didn't take as long as I was expecting. Only 20 minutes or so lol. Anyway, it's all good. Jamie, the second clip of back aerial was definitely normal landing lag. So either it was autocancelled, or Link had already completed the move. You can see Link in lag for 2 "in video" frames (4 "real" frames) and then raise his body slightly (he doesn't actually stand up) and crouch again, which I'm confident is a jumpstart animation.
Not sure. I have been meaning to look into this, though I do know that video footage from a youtube user named Beanman25jr might be slower than 30fps, since I tried to record data from one of his videos and it was a bit...jittery. So I didn't end up using any footage from him (he posted Treehouse footage btw). Video footage from VGBootCamp, however, all seems to be recorded at a stable 30fps.Do we know for sure this treehouse footage was captured at 30fps?
Oh.
Looks more like a B-Air. Which really isn't too surprising for Samus since it's been known for it's decent knock back.Has anyone posted this yet? Samus's dAir looks pretty sweet.
https://www.youtube.com/watch?v=h3LemQ-zUSw
QAC is back??????????? WUUUUT?@ ItsRainingGravy But I thought QAC was in the game. Anyway, I think I'll do Luigi next, if no-one's working on him already.
I've been using Gfycat up to this point, but I didn't fully know how some of its features work. So it's nice to know that I don't have to slow the GIFs down myself.
It's not her bAir. Only moves that spike cause ground bounces. That would be Samus's dAir.Looks more like a B-Air. Which really isn't too surprising for Samus since it's been known for it's decent knock back.
Ah jeez, was looking at the purpose of the video instead of the initial hit. That's true, but the KO'ing was a B-Air. But still, nothing surprising.It's not her bAir. Only moves that spike cause ground bounces. That would be Samus's dAir.
Actually that final hit is Samus's new nAir, not the bAir.Ah jeez, was looking at the purpose of the video instead of the initial hit. That's true, but the KO'ing was a B-Air. But still, nothing surprising.
I wouldn't be surprised if one of the goals with Smash 4 was to expand on aerial ground recovery animations when possible. It does give Pikachu a little more character, but it also re-enforces one of the reasons people avoid the move in the first place. If the 64 Bair returned instead it would make a lot of people very happy.http://www.gfycat.com/NegativeCaringChamois
Pikachu
Back Air
Another garbage move. Man, I REALLY miss his Bair from 64. Anyways though, seems to have almost exactly 40 frames of lag. Which is 10 frames slower than it was in Melee. (30 frames/15 L-Canceled)
Extremely Laggy
Hm, a weird looking sex kick then. Almost like a regurgitated B-air.Actually that final hit is Samus's new nAir, not the bAir.
Actually some moves having or not having lag is a part of balance, along with landing lag.So in general there is more landing lag... i hoped if it was landing lag everyone should have it >:0 i mean, by doing that they deliberately give strategie and combo advantage sending some characters up and some characters down in the tier list, and that's the opposite of balance, balance would of be every character having it, or none of them having it
Not necessarily. It's hard to really tell when a number of characters who appear to have more lag also seem to have IASA frames that make things a bit more complicated. Also keep in mind that frame data is the kind of thing that can easily be adjusted in the course of balancing the game, so don't take what you see in this thread too seriously. Besides, characters like Marth and Pikachu are two of the most consistently good characters in all of Smash, so I'm not too worried about them being nerfed.So in general there is more landing lag... i hoped if it was landing lag everyone should have it >:0 i mean, by doing that they deliberately give strategie and combo advantage sending some characters up and some characters down in the tier list, and that's the opposite of balance, balance would of be every character having it, or none of them having it
A super moderator holy f****** s*** o.o i'll just agree with you man o.oActually some moves having or not having lag is a part of balance, along with landing lag.
It will be nice if they change it to the final version of the game, but if they didn't then would be unfair, of course they can put some lag for balance but then you see characters with huge amounts of lag (my marth :'( ) and some of them having a huge advantage on this (like sheik) that's where i'm looking atNot necessarily. It's hard to really tell when a number of characters who appear to have more lag also seem to have IASA frames that make things a bit more complicated. Also keep in mind that frame data is the kind of thing that can easily be adjusted in the course of balancing the game, so don't take what you see in this thread too seriously. Besides, characters like Marth and Pikachu are two of the most consistently good characters in all of Smash, so I'm not too worried about them being nerfed.
Cause Melee is the stance of all goodness, the better it is, the closest to meleeI love how everyone uses Melee as the prime source for weither a Smash Bros. game is "Good" or not.
Seriously, basically 90% of 'Muricans/UK'ers use Project M nowadays (me being one of the other 10% simply because I have no SD Card-compatible Computer) instead of Brawl, and all say the Melee is the "Best" game.
I love Melee, but I always wondered why people suggest that.