robosteven
Smash Lord
wait, we were talking about Marth the whole time?Then the solution is clear: give Marth a frame 2 jab with frame 12 IASA.
grab
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wait, we were talking about Marth the whole time?Then the solution is clear: give Marth a frame 2 jab with frame 12 IASA.
http://smashboards.com/threads/melee-in-120-fps.354534/nah its easy to beat out the fox/falco side-bs if they go high, just hit them. React to the audio clues, its 20 frames until they start moving you just pause for a moment when you hear it and jab/tilt/grab/fast move move on the vertical plane they picked. spacies don't really teleport that much with side-bs, they move pretty evenly (but fast) and the hitboxes dont interpolate because they don't move, just static hitboxes at certain points of his wake
It depends on the tech.People playing smash 4 are mad that these sick ariel cancels are making the game hard to play.
This is why we need games made so we can do cool stuff, without being frame perfect. At this rate, 4 is going to the most technical game in the series XD
This is a direct result of trying to make skill gaps nonexistent, someone breaks/masters the game to create a skill gap.
Ultimately you should design your game with reasonable to perform tech in mind from the start, or vow to patch out everything. The latter really kills the fun tho.
That's why I played GTA San Andreas with Flying car cheat.You ever see the intro movie to Sonic CD, or Sonic The Hedgehog OVA? Check out the huge, spacious environments in those animations - that's what I want to run around in in a Sonic game.
Why is landing lag reduction on hit better than landing lag reduction permanently?Smash being designed with the mechanic of on-hit landing lag reduction would be a fantastic solution. 1-frame windows are stupid though. If someone with an actual grasp on how Smash plays in practice would program the game, we might get somewhere.
**** you softieThe fonts changed again, didn't they
so slight that I can't complain, but different enough that I notice
It's okay, Smashboards wants me to check out this Smash Bros. forum.Also smashboards apparently wants me to date asian women
ConspiracyIt's okay, Smashboards wants me to check out this Smash Bros. forum.
...called Smashboards.
I cant wait for tas smash 4 matches. They're bound to be interesting.At this rate, 4 is going to the most technical game in the series XD.
To elaborate a bit more, a good compromise if Sakurai absolutely has to retain his hard-on for landing lag. If it were my choice, I'd banish it entirely or cap it at around 6-10 frames or so.Why is landing lag reduction on hit better than landing lag reduction permanently?
And PM with 1 frame of buffer goes places, and makes certain 1 frame windows into 2.
But it's a very complex situation.
You don't want more than 1 frame. Once 1 frame links become 2 (and thus 2 become 3) they're all consistent enough. Intricate movement (Shield pivots, Moonwalk/Sticky-walking) and other stuff starts to become affected around 2 or more.Also, I seriously wish there was at least 1 frame of universal buffer.
er, was there a specific purpose to this post or were you just yoloing it?
You have a new gif on reddit every other week. This would give you too much power.1 frame buffer would give IC's a bunch of new desynchs :D
Yup >_>The fonts changed again, didn't they
so slight that I can't complain, but different enough that I notice
I find it hilarious that the devs specifically went out of their way to make their ten frame buffer store only one action in SSB4. But it's just one of many such design decisions.I feel like pressing buttons makes us a real fighting game.
One is fine but I'd get annoyed by more. Smash 4 buffer also does weird things with what move takes priority, so that is why I hate that.
I like where this is going.1 frame buffer would give IC's a bunch of new desynchs :D
They just need to find out how to get custom buffer to take an option slot while not getting rid of crew mode (unless the majority specifically requested it instead of crew mode, which was kind of made to replace custom buffer purposely).That is a good argument for why ICs shouldn't have a 1 frame buffer, but not why the cast as a whole shouldn't.
I assume it is technically possible to do since the PMDT always say anything is possible with enough effort.
so what youre saying is, you're not happy sexy timing with this guySo the cable company came by today to change our internet speed. I was laying down in a different room but I overheard them talking about my brother's background image on his computer which was League of legends. Needless to say they talked about that for about a minute then from what I heard, I figured the guy noticed my brothers 3ds in sleep mode and asked him what game he was playing. My brother said it was smash brothers and then the cable guy said he didn't have it on 3ds but he had the Wii U version.
Now being the cool and composed person that I am I immediately rushed into the hall to creep in the room and say "Is someone talkin smash?" My brother told me to let them do their job so I went to get a drink. They kept working and when I walked back in the hall I offhandedly mentioned "You know, a game takes less than 5 minutes" One of the cable guys said that he was up for it.
I set it up and when he walked by and saw it I figured he thought I was joking.
I asked him what controller he wanted to use and he said he had a controller in the back of his work vehicle (Japanese Smash 4 white controller). He came back and we played smash.
So today I got to play smash with someone on the clock, got his NNID so I technically a training partner out of it, and learned that the company was actually in need of employees, so potentially a job.
Smash is going to get me somewhere in life.
1 frame buffer would give IC's a bunch of new infinites :D
Elaborate?That is a good argument for why ICs shouldn't have a 1 frame buffer
It's simple really, if a buffer gives the ICs too many new options and infinites like people are suggesting, the buffer doesn't have to apply to them if coding that is possible.Elaborate?
Er...I view IC's getting new desynch options as a plus, not a minus. It doesn't give them any infinites lol it just give them access to brawl desynchs that they can't do in PM(like hitlag desynch, turn around desynch, RID, etc)It's simple really, if a buffer gives the ICs too many new options and infinites like people are suggesting, the buffer doesn't have to apply to them if coding that is possible.
The game can't be improved gameplay-wise because of one character is a terrible reason not to do it. We don't feel like doing it is better reasoning and probably truer.