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Recent content by Y-L

  1. Y-L

    just find something with an i5 or i7 processor with a 4 or higher as the first number (example...

    just find something with an i5 or i7 processor with a 4 or higher as the first number (example: i5 6600) and you'll be good. Desktop will be better performance for cheaper FYI.
  2. Y-L

    Official Ask Anyone Frame Things Thread

    Does anyone know exactly what the game checks for to perform each tilt move from the wait action state? Or alternatively the check for an aerial A move from the fall action state? I'm trying to figure out what causes the radial patterns in @Kadano s input maps. I know that the smash attacks...
  3. Y-L

    Control stick buffering

    Update: I think I have it figured out now. After some experimenting I think I have it figured out. Turns out x = abs(0.7y) matches up perfectly with the jab radials. The following programmatic example should match up perfectly with the input map. 1) The game first checks for fsmash (x >=...
  4. Y-L

    Control stick buffering

    Do we know what the game checks for to perform an ftilt/jab from wait? If it's simply x position >/< 0 depending on direction then that would confirm rounding to a smaller circle however I don't see how that would be implemented. Otherwise it looks like some sort of angle would be needed...
  5. Y-L

    Control stick buffering

    Okay one more question for @Kadano If the radial patterns are due to rounding of the games input circle, what happens for jab/ftilt/utilt/dtilt? Its radial but its not cut off by the radius of the games input. It could be explained by being rounded by a smaller circle but I'm not sure how...
  6. Y-L

    Control stick buffering

    Ah, this makes sense now. So the radial sections of the maps are due to a hardware value being rounded down in game since it is outside the circle of inputs
  7. Y-L

    Control stick buffering

    How do the hardware values vary from the in game values?
  8. Y-L

    Control stick buffering

    Ok so I did some TASing in Dolphin and here are my findings: - It is greater than or equal to for the stick position, an x position of 0.6 results in forward b - I could not get an up b with an x position greater than 0.6. The best stick coordinates I could produce was (0.61250, 0.78750) which...
  9. Y-L

    Control stick buffering

    My mistake on the creator of the maps. Anyway, I find it strange that the game isn't checking joystick angles. When you look at the wait A grounded options it seems as if its definitely necessary to check for control stick angles. I'll experiment with this when I get home and report back...
  10. Y-L

    Control stick buffering

    @Achilles1515 According to Kadano's input map, does the game check for two different scenarios? For example, up b. Would it be correct to say the game checks if the stick's x position is in x the neutral b region and the y position is greater than the y neutral b region OR the stick's y...
  11. Y-L

    Control stick buffering

    Does the game check for control stick angle as well? Following the input map: http://imgur.com/a/2na5b
  12. Y-L

    Control stick buffering

    Thank you for the informative post. Very interested in the game logic.
  13. Y-L

    Control stick buffering

    If you slowly move the stick you can up tilt instead of up smash while holding the stick fully up (ignoring tap jump). So what determines whether or not the stick input is up smash or up tilt? Is it the velocity of the stick? Or if the stick passes a threshold value x amount of frames before...
  14. Y-L

    Shine OoS with C stick?

    The majority of people use y to shine oos. IMO it's best to do this because it helps you become much more consistent with performing waveshines oos and jc shines out of dash
  15. Y-L

    Backthrow Mixup Vs Puff (Theory)

    Pretty pointless going for a mixup for a potential uair when uthrow will always lead into uair from like 0-100
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