Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
- Messages
- 1,396
- 3DS FC
- 0559-7294-8323
Hello All,
No time for a big explanation right now. Here's the short version: I have started analyzing the moves we can do out of shield. This started with wanting to know everything we can shield grab. Here's the results so far:
https://docs.google.com/spreadsheets/d/18I1AKp-NauVQVcY-ru-5F4HY7RyMKyK4KSPRQF9waV0/edit?usp=sharing
There may be errors, have fun!
I'll continue tonight.
Update 1 - This preliminary version did not add shield hitlag to the defender when being hit by a projectile. This was because I'm going fast to get some relevant info for EVO. That's a relevant fix because most hits will trade attacker/defender hitlag evenly, while projectile users will not suffer attacker hitlag under any circumstance.
For now, the fact that I'm using regular shield stun (this spreadsheet currently never assumes powershielding from the ZSS player), that'll be a sort of safety factor when estimating relevant safety of out of shield responses.
I'll fix it in the final version.
Update 2 - This is a feature note for me. I'm currently using the fastest way to mitigate lag for most moves (hence, most aerials use their landing lag, not their first actionable frame). However, some have special circumstances. Many specials and aerials can be easily edge cancelled after use. Those could use highlighting, or something (though highlighting is already used in this document... maybe bold the row?)
Update 3 - Another note for me. Landing lags of special moves are hit and miss. For instance: KH does not have the first actionable frame on Shiek's Bouncing Fish (on shield or not) or on Vanish.
Update 4 - Once I get this done, the moves should be reviewed to find consistent results regarding moves with multiple hitboxes. If an up tilt has 4 hitboxes (right now, that's 4 rows in the spreadsheet), but they ALL can be grabbed by ZSS grab length 1 and 2, then that data entry could be simplified in a future reference sheet version of that character's data card.
Update 5 - May bold entries to indicate their applicable use when power shielding. Could also highlight a different color.
No time for a big explanation right now. Here's the short version: I have started analyzing the moves we can do out of shield. This started with wanting to know everything we can shield grab. Here's the results so far:
https://docs.google.com/spreadsheets/d/18I1AKp-NauVQVcY-ru-5F4HY7RyMKyK4KSPRQF9waV0/edit?usp=sharing
There may be errors, have fun!
I'll continue tonight.
Update 1 - This preliminary version did not add shield hitlag to the defender when being hit by a projectile. This was because I'm going fast to get some relevant info for EVO. That's a relevant fix because most hits will trade attacker/defender hitlag evenly, while projectile users will not suffer attacker hitlag under any circumstance.
For now, the fact that I'm using regular shield stun (this spreadsheet currently never assumes powershielding from the ZSS player), that'll be a sort of safety factor when estimating relevant safety of out of shield responses.
I'll fix it in the final version.
Update 2 - This is a feature note for me. I'm currently using the fastest way to mitigate lag for most moves (hence, most aerials use their landing lag, not their first actionable frame). However, some have special circumstances. Many specials and aerials can be easily edge cancelled after use. Those could use highlighting, or something (though highlighting is already used in this document... maybe bold the row?)
Update 3 - Another note for me. Landing lags of special moves are hit and miss. For instance: KH does not have the first actionable frame on Shiek's Bouncing Fish (on shield or not) or on Vanish.
Update 4 - Once I get this done, the moves should be reviewed to find consistent results regarding moves with multiple hitboxes. If an up tilt has 4 hitboxes (right now, that's 4 rows in the spreadsheet), but they ALL can be grabbed by ZSS grab length 1 and 2, then that data entry could be simplified in a future reference sheet version of that character's data card.
Update 5 - May bold entries to indicate their applicable use when power shielding. Could also highlight a different color.
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