Vipermoon
King Marth's most trusted advisor.
I haven't heard of this. Can you please explain?The scales on the Pikmin stage I presume.
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I haven't heard of this. Can you please explain?The scales on the Pikmin stage I presume.
Basically the scales on the Pikmin stage are fully functional scales, and they let you compare the weight of two characters. Put Mario on one and Cloud on the other and Cloud will slowly fall, take a guest Mii and Cloud and it'll stay still, with Bowser and Jiggs it's going to be moving fast, and so on. It's entirely dependent on weight. Same deal with the mobile on Woolly World, but that's a little too complex to get any meaningfull data off of.I haven't heard of this. Can you please explain?
Thanks SakuraiBasically the scales on the Pikmin stage are fully functional scales, and they let you compare the weight of two characters. Put Mario on one and Cloud on the other and Cloud will slowly fall, take a guest Mii and Cloud and it'll stay still, with Bowser and Jiggs it's going to be moving fast, and so on. It's entirely dependent on weight. Same deal with the mobile on Woolly World, but that's a little too complex to get any meaningfull data off of.
stale multiplier = 1-Σ(sn/100)
s1=8.000, s2=7.605, s3=6.776, s4=6.033, s5=5.271, s6=4.437, s7=3.788, s8=2.943, s9=2.208
n is the position in the queue occupied by the move being used.
If you haven't any decay, stale multiplier is 1.05 instead of 1.
example:
If the move being used occupies the 3, 5, 6 and 8 positions in the queue, then stale multiplier is 1-(6.776+5.271+4.437+2.943)/100=0.8057
good job. I've already got a translation myself but I've never published it. I'll use your version from now one because mine got crippled through open office. Thank youI made a translated version of the "system-based" frame data spreadsheet from http://sixriver.web.fc2.com/ssb4/Character_data.htm.
Japanese
English
It has mostly frame data we already have, but it also has frame data for item throwing, teching, all lying on the ground options, and tripping options for every character.
Well, it certainly put my on the ground options data to shame. I couldn't get I-frames. But seriously, this is a really impressive collection of data. On the topic of ledge options, I have to bring up the "Ledge hold" numbers. From my own testing, 20 Total frames definitely seems like how much you experience before your character can begin a ledge option. However, it is my hypothesis that this number is different for letting go of the ledge. Instead, I've found it to be something more like 24 frames before you can let go. And the number probably deviates by one frame or two if you were to look at all of the characters, like most of this animation data.I made a translated version of the "system-based" frame data spreadsheet from http://sixriver.web.fc2.com/ssb4/Character_data.htm.
Japanese
English
It has mostly frame data we already have, but it also has frame data for item throwing, teching, all lying on the ground options, and tripping options for every character.
You know, I felt like you couldn't buffer ledge drop, but I didn't want to say anything lest I get corrected immediately. I already felt like I was being too assumptive by claiming there's a second FAF for other actions.Ledge hold is 20 frames for most characters. If you buffer attack, roll, or jump during ledge hold then it'll come out on the very next frame just like normal. However, you can't buffer ledge get-up or ledge drop, so those options can't be inputted till 2 frames after the end of ledge hold which means the earliest you can ledge get-up or ledge drop is frame 23. This is also why you can't ledge get-up or ledge drop if you're being ledge trumped since the trump happens a frame after ledge hold is done.
Oh I knew that one. HELLO accidental get-up attack when instead I was trying to do a ledge drop Fair clip through the stage.You know, I felt like you couldn't buffer ledge drop, but I didn't want to say anything lest I get corrected immediately. I already felt like I was being too assumptive by claiming there's a second FAF for other actions.
I gotta know, was all of this really in the game data? I'm impressed. And happy, because it means I won't have to confirm it via 60 FPS video capture.
Thank you for this. Mii Sword and Brawler are switched though.I made a translated version of the "system-based" frame data spreadsheet from http://sixriver.web.fc2.com/ssb4/Character_data.htm.
Japanese
English
It has mostly frame data we already have, but it also has frame data for item throwing, teching, all lying on the ground options, and tripping options for every character.
Thanks. It should be fixed now.Thank you for this. Mii Sword and Brawler are switched though.
As far as I know, soft tripping only happens when you step on a banana peel and from an uncharged Wario Waft. Hard tripping happens from attacks that trip; this includes banana peels that are thrown at you.That's mighty helpful, but I have one question Pikabunz :
Would getting the Soft Trip happen from a move with a trip chance ratio like say a Dtilt while the Hard Trip happens from a thrown Banana Peel, or do I have it all wrong?
踏み台(踏みつけ/踏み付け) = footstoolI don't even know if that's footstool frames. Google translate translates it as "ground platform."
Thanks a lot!踏み台(踏みつけ/踏み付け) = footstool
強制維持 = Jab lock window, in this case.
I'm Japanese, 100% sure that there is no mistake with your other translating.
If you have trouble with translating Japanese in the future, please send me PM, poor my English though.
Well idk it wasn't clear exactly what happened. What did you input? Can you replicate it?
PATENTED MKL WAVEDASH
As great a point as that is, the only action tried was running to the left..? Ill take a look at those techs but what made me think "wavedash" is how sheik was in a neutral state upon landing, her crouch being coated in purple, and the neutral state while sliding, with the ability to act out of that state.Looks like the crouch sliding thing a lot of characters can do. Sheik can also mimic a wavedash backward out of a run with a grounded wavebounce Needle cancel.
You know, I never thought about it, but that's basically as good as jump cancel grabs in Melee, only you have the boon of a shield before the grab. As an alternative for dash grabs, it's serviceable, sure. But only doable out of a run, and not a dash. And the bulk of our movement techs revolve around dashes and pivots.was practicing in Training mode and noticed that if you are running then hold shield for a few frames then grab you end up with the standing Grab animation while still moving foward.
here is a link to a gif to show what i mean.
http://i.imgur.com/dHrZKnc.gifv
has anyone talked about this yet. and if so, then how helpful would it be in tournament play?
Like San. mentioned, this was popular in Brawl. And depending on the character, instead of running into shield standing grab, it was better off to do a running into shield dash grab. However, you had to input the command faster since standing grab out of shield was slower as Viper mentioned. It's better than a standing grab for some characters but worse for others. It varies on your character's grab frame data & friction n stuff. Range is definitely improved but yeah.was practicing in Training mode and noticed that if you are running then hold shield for a few frames then grab you end up with the standing Grab animation while still moving foward.
here is a link to a gif to show what i mean.
http://i.imgur.com/dHrZKnc.gifv
has anyone talked about this yet. and if so, then how helpful would it be in tournament play?
That is a (low quality video of a) perfect pivot.
PATENTED MKL WAVEDASH
If you grab on frame 1 to 3 of the shield out of a run you'll get a dash grab, yes.Actually I believe someone in this thread said you don't get a standing grab until a little bit longer in the shield (something like frame 3 or 4?) because before that you still get a dash grab. This means your shield to standing grab starts very late.
That's a good question. I'd imagine that the shield-hitlag would be enough to ensure it's a standing grab, but I'll check.As that matches up with the power shield window, you definitely don't get a dash grab if you dash power shield into grab right?