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A New Way to Measure Distance, + Character Vertical Jump Info

TM_icecream

Smash Ace
Joined
Feb 18, 2013
Messages
988
Location
Mineola, TX
Warning: picture are huge because idk how to make them smaller.
All images were taken on my iphone, of the Wii U gampad. Literally higher quality than my current capture card.

A New Way to Measure Distance in Smash 4!
OK, so a few videos popped up measuring characters vertical recover distances, but they all had one thing in common. They were using GamePad drawn platforms, which were inconsistent and outright ugly. I have created a new stage to measure distance, which certainly can be improved on, but 99% of this test worked great for it(save villager.)
Here is the stage:

The vertical wall on the left will come in handy later, when measuring recovery distance.
The small platforms on the very left are all an exact distance from each other, thanks to the Grid on the stage builder in smash 4.
The upper right platform is where characters spawn.

But anyways, about those platforms:


1 Cube(or 4square or Square Squared) 1 Square Also a Cube

Now, on the Smash 4 stage builder grid, boxes are made up of 4 darker lines, and inside of them are 2 lighter intersecting lines. So, each box appears to contain 4 tinier boxes. I have taken to calling the tiny boxes "Squares"(as indicated in the bottom left corner, by the yellow line) and the big boxes "Cubes"{as indicated in the bottom left corner by the green line.)(I know, cube would imply 3D, but it was the best term I could think of other than "4 Square" or "Square Squared.")

Each moving platform is exactly 1 cube apart, and since they are pre-made, moving platforms are always the same thickness, so when playing a match, I could know that these were EXACTLY 1 cube apart.
*Note, this measurement can also be used horizontally. For example, looking at the image above, you can see that a small moving platform is exactly 6 squares across.

With these measurements, we are able to get an accurate measurement for jump distance, run speed(Cubes per second, maybe?) and over time, if the terms caught on, we would start to gain an understanding of about how far a cube is, and be able to measure something, by estimating how many cubes across it is(like we can in real life with Inches, Feet, Meters, etc.)

So, here are all of the characters vertical recovery distances, measured in Cubes(courtesy of my MS Paint skills.)
(Note: a measurement of "15 and 1/2" Implies 15 cubes, and 1 square, or 31 squares)
(Also note: I was up into the Wii hours of the morning doing this, so it is incredibly likely I miscounted a few times. Measurements of a half were guessed by me, based on my assumption of where another square is. Measurements may not be perfect.)


This measurement does NOT include his side B jump. This height is 16 and 1/2 cubes, or 33 Squares.


Distance is 13 Cubes, or 26 Squares.

No wall jump:

14 and 1/2 cubes, or 29 Squares.

With Wall Jump:

18 Cubes, or 36 Squares(You get the idea by now, MOVING ON.)



Interesting stuff:
Diddy's Grounded full charge up B:


Diddy's Double Jump fully charged up B:

Just BARELY more, because of how long it takes to charge, he launches JUST before hitting the ground.

Diddy with wall jump(jump, wall jump, double jump, up B)


No Wall Jump:


With Wall Jump:

No Wall Jump:


With Wall Jump:

No Wall Jump:


With Wall Jump:

No Wall Jump:


With Wall Jump:


No Wall Jump:


With Wall Jump:





No Wall Jump:


With Wall Jump:

No Wall Jump:


With Wall Jump:
Image broken, re-uploading. His height with wall jump is 22 Cubes tho.



No Wall Jump:


With Wall Jump:


No Wall Jump:


With Wall Jump:




*His recovery is hard, it might can go a little higher, idk if I went STRAIGHT UP or not.

(Measurement taken with NO pikmin attached)

No Wall Jump:


With Wall Jump:



No Wall Jump:


With Wall Jump:





No Wall Jump:


With Wall Jump:

(picture sucks lol)

No Wall Jump:


With Wall Jump:

No Monado:


Jump MONANDO:

No Wall Jump:
Image broken. Will reupload later. Distance is 16 and 1/2 cubes(33 squares)

With Wall Jump:

No Wall Jump:


With Wall Jump:

No Wall Jump:


With Wall Jump:

I'll get back to you on this guy LOL

No Bike Jump:


With Bike Jump:

No Wall Jump:


With Wall Jump:



No Wall Jump:


With Wall Jump:
Image broken, will re-upload later. Distance is 17 and 1/2 cubes, or 35 squares.

Still to come:
Fixed images for ZSS, Wario, and Lucario.
Measurements for Villager.
Ranking based on height traveled.
Ranking based on Wall Jump distance(Basically will take all Wall Jump heights, subtract their "No Wall Jump" Counterparts, and make the ranking with that number.)

Thoughts? Questions? Improvements to make? Anyone wanna do with with higher quality images?

I think the idea of the measurements is mega helpful. The only other technically consistent we could use is Pixels but that is wayyyyyy to specific and it's easy to be wrong when estimating. Having these measurements will make communication easier. "Mario's Usmash extends like 2 squares behind him, that thing is broken!"

*all images and measurements made by "icecream"
 
Last edited:
Joined
May 3, 2009
Messages
7,190
Awesome stuff! It does my heart good to see such precision being used.

Though wouldn't it make more sense to measure the distance from the feet down, rather than from the head? After all, if your character's head reaches a platform, it won't matter in terms of recovery because you won't land.
 

TM_icecream

Smash Ace
Joined
Feb 18, 2013
Messages
988
Location
Mineola, TX
I was thinking in terms of grabbing the ledge, but that's a good point. Idk the exact distances of characters auto-snaps to the ledge, so this isn't perfect in regards to that. But the feet>landing thing would probably be a little more accurate.
 
Joined
May 3, 2009
Messages
7,190
Oh hey that's true, I hadn't though of the autosnap thing... I guess you could test to see around where a character's body has to be in relation to the ledge to autosnap, but considering it's probably different for all characters and it can also be affected by where in space you are relative to the ledge (level, but sort of far from it? below it? coming in at a descending angle?) it woudn't be very practical.

So in short I guess just go with your better judgement!
 

Jaxas

Smash Champion
Joined
Apr 12, 2014
Messages
2,094
Location
Salem, OR, US
NNID
Jaxas7
Could you check with Lucario at 999% as well? His Uspecial changes distance with percent as well
 
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