ThreeSided
Smash Ace
Wait, what? Captain Falcon is more of a fast faller than fox?
I don't believe it.
I don't believe it.
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And invincibility? Do they have different invincibility times? Am I a scrub for not knowing the answer?Any chance we'll see Tech Roll lengths?
No, I doubt that most people know these numbers off the top of their head. (I certainly don't, at least >.>.)And invincibility? Do they have different invincibility times? Am I a scrub for not knowing the answer?
Wait, mods can't sticky posts?Needs to be stickied. Immediately.
I think you mean falling speed, which is listed in this thread actually. You fall with your falling speed even during knockback (fighting against your upward velocity), so I'm guessing this is what you're referring to.Quick question, is gravity an actual character-specific statistic? I hear it mentioned fairly often but have yet to actually see it listed in an actual stats list.
Yeah, my bad. Falling acceleration/gravity would be a good stat to have.Nope, I mean gravity. Namely falling acceleration. I did read the list, at least give me some credit, here
Edit: Quick search brought this up, I realize it isn't anything to go off of but it is a term that floats around and that I've seen used by a few members around here.
http://www.ssbwiki.com/Gravity
For knockdown values, that'll depend on your weight and percent. Iirc, if the knockback is greater than or equal to 80 then it will cause a knockdown/tumble. Keep in mind if you're crouching, you take *2/3 knockback, so I guess it'd be greater than or equal to 120 knockback in that case. Basically, if you get hit by a move that would have caused tumble against you and you ASDI into the ground, then you will fall over. You can hit (full press) Shield before you are hit (if you are in endlag or something) BEFORE you are hit, and it will cause you to tech. You can't tech during hitlag, and there's an extremely small window after the hitlag before you land from the ASDI, so before is easier. You have to hit Shield within 20 frames of a tumbled/hitstun landing for a tech to work. 1/3 of a second is a pretty large window.yes characters like fox have an extremely high gravity value, and thus, fox actually appears to fall faster than falco, CF, and wolf, although their top falling speeds (terminal velocities) are slightly higher. I really have to agree with the JC grab data. I usually JC grab everything as well, but itd be nice to know what characters would benefit more from a dash grab.
One more bit of useful information would be which KB values cause knockdown for CCing characters.
First of all: Weight is not a factor for throw knockback, which skews your data a bit. Just set the weight in the formula to 100 and you get the real knockback iirc.I just collected falling acceleration data, but before I post it, I'd like someone to check my method.
Basically, I found the minimum percentage that each character dies from a Mario UThrow on FD. Then, I used the weights listed in this thread in conjunction with the knockback formula from SSBM (http://www.ssbwiki.com/Knockback#Melee.2FBrawl) to compute how much knockback was required to kill off the top. Assuming character's follow parabolic motion until they hit their downward terminal velocity, this knockback value should be directly related to the falling acceleration (falling acceleration should be proportional to the knockback value squared).
I'm pretty new to this game so if someone could check my method before I post useless data, that'd be great.
gch = Math.min(1+velocity, gch+gravity+0.168);
speed -= gch;
This sounds quite a bit like what I found. Do you happen to know more about this? I vaguely remember having heard this before, but I don't know where the info is from. "Fall[ing] [...] even during knockback" sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values, but that doesn't feel right.You fall with your falling speed even during knockback (fighting against your upward velocity), so I'm guessing this is what you're referring to.
Just checked what I have so far on Gravity to what you have and you're numbers are exactly the same, so that's good. :DThis sounds quite a bit like what I found. Do you happen to know more about this? I vaguely remember having heard this before, but I don't know where the info is from. "Fall[ing] [...] even during knockback" sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values, but that doesn't feel right.
From BB: "The amount of time (in frames) that the character has to begin a glide after jumping. Leave at 0 for no glide." Makes sense as only characters with glide seem to have a number != 0. (Probably only relevant to vBrawl, where gliding is not initiated by a special).@MonkUnit What is the "Glide Frame Window?" I thought it might be the frame window for glide tossing, but Diddy can glide toss and his value is 0, so I don't know.
Gravity is certainly not the only factor. Ganondorf and Falcon have the same gravity, but Falcon dies significantly later from Lucas' UpThrow.Also, I'm guessing that gravity is the only factor during knockback... not fall speed. That would make the most sense at least.
Thanks (for the first thing).From BB: "The amount of time (in frames) that the character has to begin a glide after jumping. Leave at 0 for no glide." Makes sense as only characters with glide seem to have a number != 0. (Probably only relevant to vBrawl, where gliding is not initiated by a special).
Gravity is certainly not the only factor. Ganondorf and Falcon have the same gravity, but Falcon dies significantly later from Lucas' UpThrow.
is indeed what happens. Or to be precise, this happens every frame:sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values
(knockback stored into kbcomp here)
kbcomp = Math.max(kbcomp-0.051, 0);
fallcomp = Math.max(fallcomp-gravity, -terminal_velocity);
speed = kbcomp + fallcomp;
height += speed;
Reporting is sooooo much easier though, I be lazy@ Bazkip , messaging me also works.
Would I be correct in assuming that the shield sizes alone aren't very useful? Bowser may have the biggest shield, but it's not nearly as efficient as those of Kirby or Squirtle (iirc), whose shields cover much more of their bodies than Bowser's. Whenever this data gets put into the OP post, a separate list with additional info for how much of the hurtboxes are left unprotected by the full shield would definitely be bueno. Ideally this would include both the total surface area of unprotected hurtboxes and the percentage of hurtboxes it therefore does/doesn't protect.From the database on reddit:
Shield size:
Sheild Size
Size of the character's shield.
1) Bowser : 16
2) Donkey : 13.5
3-4) DeDeDe/Ganon : 12
5) Luigi : 10.75
6) Charizard : 10.7
7) Samus : 10.5
8-9) ZSS/Pit : 10
10-11) Marth/Roy : 9.8
12-15) Snake/ROB/CFalcon/Ike : 9.6
16) Zelda : 9.5
17-18) Peach/Sheik : 9.2
19) Sonic : 9
20) Falco : 8.9
21-22) Fox/Link : 8.7
23) Mewtwo : 8.64
24-25) Ivy/Wario : 8.2
26-30) Diddy/G&W/Ness/Jiggs/ToonLink : 8
31) Meta Knight : 7.8
32-33) Mario/Wolf : 7.7
34-35) Olimar/Lucas : 7.6
36) Ice Climbers : 7.5
37-38) Kirby/Pikachu : 7
39-40) Lucario/Squirtle : 6.5
41) Yoshi : 6
This is completely true, but while you can't really compare Bowser and Squirtle because of that, it can still give some insight, for example on Luigi who has a shield very resistant to pokes while Lucario gets shieldpoked more frequently.Would I be correct in assuming that the shield sizes alone aren't very useful? Bowser may have the biggest shield, but it's not nearly as efficient as those of Kirby or Squirtle (iirc), whose shields cover much more of their bodies than Bowser's. Whenever this data gets put into the OP post, a separate list with additional info for how much of the hurtboxes are left unprotected by the full shield would definitely be bueno. Ideally this would include both the total surface area of unprotected hurtboxes and the percentage of hurtboxes it therefore does/doesn't protect.
I'm a bit new to smash data measurements though, so I'm not aware of how universal the measurements are between things like distances and areas (I would hope they are, but I honestly can't tell...pardon the many questions to follow, I'm interested in learning how to help contribute in some way, if possible); IDK how easily the surface areas of shields and hurtboxes could be calculated relative to the provided shield size values. Is there an easily convertible system of measurements being used? And if not, are there other means of finding how much shields protect a given character?
I guess it is sort of simple enough to guestimate the shield sizes in relation to what we remember as their heights, but for those of us without insight on these units of measurement (and therefore how much each value is worth), we'd have to reference shield sizes back to characters whose shield sizes and heights we're more sure of...which may be few, if any. At least adding heights or some other value for reference could be helpful in that way, since I'm sure a good many of us are here because we're unsure of certain measurements lol (and at least I, for one, find myself a bit lost every now and again when referencing the OP post data).This is completely true, but while you can't really compare Bowser and Squirtle because of that, it can still give some insight, for example on Luigi who has a shield very resistant to pokes while Lucario gets shieldpoked more frequently.
I think the second kind of calculation would go a bit far but just imagine a circle of that size around the character and view a few of those shields ingame to have a comparison. A few characters also have details whe it comes to shield protection such as Mewtwo's tail...
Just to add, Yoshi has no problem with his shield size he is unpokable because he has the egg shield.