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Movement Options with Ftilt

Rohins

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Rohins
I recorded some footage of different methods of moving while using ftilt. I went ahead and broke it down into frames and measured the pixels in the image output to see the distance covered. I logged the first frame Samus' foot is fully extended to compare the movement options.

The movement options I used while testing were pivot, sliding out of run (two separate cases), fox trot perfect pivot, dash wait, and shield dash. The two cases I tested for sliding out of run were attempting to do it as soon as possible and also sliding a bit then ftilting.

Here is the data I collected:

Code:
***********************************************
* Movement            * Frame *      * Pixels *
***********************************************
* Pivot               * 10    *      * 91     *
* Slide1              * 18    *      * 48     *
* Slide2              * 14    *      * 82     *
* Foxtrot PP          * 16    *      * 88     *
* Dash                * 17    *      * 51     *
* Shield Dash         * 16    *      * 63     *
***********************************************
Note, the dash wait ftilt could be done on frame 16. I happen to hit ftilt a frame later.

Here is an image showing all the moves on the frame with Samus' leg fully extended:

Here's a video demonstrating the movement options:
 

DungeonMaster

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Wow nice! I love ftilt, I think after playing much of the cast, she has one of the best in the game. Its' reach is crazy good. I kick a lot... great to see the pivot coming out frame 10.
 
Last edited:
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Looks like pivot is the best option for Ftilt spacing. Cool to know.

1 thing I thought I'd note here is that most stages don't use grass. It might be better to use non grassy stages for things like this.
 

MegaBlaster1234

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Looks like pivot is the best option for Ftilt spacing. Cool to know.

1 thing I thought I'd note here is that most stages don't use grass. It might be better to use non grassy stages for things like this.
I agree. I found out about this recently and I think it should be brought to attention that there's some sort of weird friction on some stages that slightly affect run speed.
 

GdspdUblkprzdnt

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I try to stay mobile and relatively safe by using dash shielding quite a bit. It seems it's important to slide every now and then too for the better tilt coverage and the sliding Dsmash. Thanks for the video Rohins!
 

DungeonMaster

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Does angled (particularly down) ftilt actually have IASA frames or just fewer frames than straight ftilt? Is its recovery just a bit faster? It seems like I can low kick just a little bit quicker since her foot recovers to the low position frame as opposed to the horizontal. Am I crazy or seeing things? (Or both?) I find myself using angled low f-tilt instinctively now in many matchups.
 

Rohins

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Rohins
Does angled (particularly down) ftilt actually have IASA frames or just fewer frames than straight ftilt? Is its recovery just a bit faster? It seems like I can low kick just a little bit quicker since her foot recovers to the low position frame as opposed to the horizontal. Am I crazy or seeing things? (Or both?) I find myself using angled low f-tilt instinctively now in many matchups.
I can test this for you in my IASA vid update. I can work on that this Saturday.
 

DungeonMaster

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Many thanks, Yeah, I've fiddled some more with different ways of testing it, and it does in fact look faster. Awaiting accurate methods. :)
 
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