Camsterchief
Smash Cadet
- Joined
- Dec 6, 2013
- Messages
- 53
can't tell if there's longer hitstun for certain people, or it's the difference in floatiness that makes it seem other wise
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I believe this is correct, but I think there is another force at work that is kind of hidden - gravity. Different characters have different weights, but they also have different fall speeds. Due to his fast falling speed, hitting a fox upwards will make him appear to be stunned longer than other characters - particularly floaty ones.Ok, so I believe that hitstun is calculated using a value that is then multiplied for the amount of knockback received (x0.4 I believe, so getting hit by something that knocks your character 100 units would put you in 40 frames of hitstun).
Since lower weight = getting knocked back harder, I would have to assume that if Zelda lightning kicks a Pichu and a Bowser on the same (high) percentage that Pichu would suffer significantly more hitstun than Bowser would.
I'm pretty sure this is how it works. =P
I believe this is correct, but I think there is another force at work that is kind of hidden - gravity. Different characters have different weights, but they also have different fall speeds. Due to his fast falling speed, hitting a fox upwards will make him appear to be stunned longer than other characters - particularly floaty ones.
A big distinction here is floaty vs heavy. Samus is one of the heaviest characters in the game, but is one of the most floaty characters as well. Floatiness is not determined by the character's weight, but by their fall speed. Characters with lower fall speed will appear to get out of hit stun sooner because the attack that would send a faster falling character to a given height would actually be hitting them harder. Essentially, their fall speed makes them go less high from the attack, but doesn't modify their hit stun duration. This is why floaty characters are a lot harder to combo, and why someone might think that floaty characters straight up have less hit stun than other characters.
It depends on how high you aerial. If you aerial their shield one frame before you hit the ground, obviously they will land at the same time. If you hit their shield higher up, the difference in gravity will make a the fast faller land faster. If you've ever done race to the finish, you can tell a huge difference when falling through the one tunnel.If this is true, does that mean L-Canceling an aerial when it hits a shield would have a different timing for all different characters? Or is hitstun on a shield the same for everyone?
Yes because throws assume the weight of 100.Okay let me make this simple. A mario throws a fox, a sheik, and a jiggly who are all at 30% with a back-throw over the ledge. Do all characters experience the same amount of hitstun frames?
Hitstun is based on knockback. I am not 100% sure on the specifics of wobbling or what happens when you get hit while being grabbed, but it's the combination of the pummelling and Nana's attack that cause the victim to be unable to escape.Hitstun is based on the attack itself, otherwise chances are wobbling wouldn't work on pichu (I'm 98% sure it does. I haven't actually tried it.)
Knockback is based on % and character weight. The speed of input-to-throw-release is based on the throw itself and character weight (try the same throw on a bowser and pichu if you don't understand what I mean.)
I think that about covers everything.
The way wobbling works is that the enemy is actually stuck in hitstun; you can't escape from a grab during hitstun, and the attacks used happen to keep the enemy in constant hitstun. That logic is why I assumed hitstun is based on the attack itself. Perhaps I worded it poorly, but I meant that in the sense that however hitstun works, it doesn't have to do with the target being struck, but the calculations have to do solely with factors of the one doing the attack, not the targets weight as some assumed above. My proof for this is if you watch Wobbled EVO match vs. Hungrybox, he does get a wobble off despite puff being an extreme lightweight, and yet I can tell you from experience that wobbling is possible on a bowser; characters of a large weight class difference.Hitstun is based on knockback. I am not 100% sure on the specifics of wobbling or what happens when you get hit while being grabbed, but it's the combination of the pummelling and Nana's attack that cause the victim to be unable to escape.
no. both are affected by both. falling speed and knockback function effectively as vectors.Horizontal Knockback is based on Weight, Vertical knockback is based on Fallspeed. That's why Samus can be killed by the ceiling much sooner than a wall
1) I am not really sure what you are asking. KB is based on the move, and the weight and damage of the victim of the attack.So the # of Hitstun frames is equal is KB (which for non-throws is only effected by weight) multiplied by .4 (how is it rounded up?).
Another question: If someone DIs opposite to the KB vector does that reduce KB there for also reducing Hitstun?
Another other question: How exactly do weight values effect KB?
Ah. I am not sure for 1 and 3, then. Sorry. For 2, you only change the angle that the KB sends you. DI is not its own force. If you DI the same angle you are sent, it is the same as no DI. For maximum influence with your DI, you want to choose an angle that is perpendicular to the angle you would normally be launched at.1. Hitstun lasts for a certain # of frames (the game runs at 60 frames per second), which is determined by KB units mutiplied by .4 (so a move that deals 100 KB units would be multiplied by .4 to give us 40 frames of Hitstun), What I was asking was in cases where KB units multiplied by .4 give produces product with a decimal how is it rounded up
2. So you're saying unlike falling speed DI doesn't count as a vector that affects KB. What about when you DI in the same direction as the KB vector, doesn't that add to the KB vector?
3.I'm looking for more exact details
It’s rounded down.1. Hitstun lasts for a certain # of frames (the game runs at 60 frames per second), which is determined by KB units mutiplied by .4 (so a move that deals 100 KB units would be multiplied by .4 to give us 40 frames of Hitstun), What I was asking was in cases where KB units multiplied by .4 give produces product with a decimal how is it rounded up
Trajectory DI only affects the angle of the knockback vector (±17.5° or so), not its size. SDI directly affects your position.2. So you're saying unlike falling speed DI doesn't count as a vector that affects KB. What about when you DI in the same direction as the KB vector, doesn't that add to the KB vector?
http://smashboards.com/threads/tool...n-hitlag-shieldstun-calculation-v1-11.324878/3.I'm looking for more exact details