SSS
Smash Ace
Trying to make some percent lists for different characters. If I test kill moves on non-DIing dummy CPUs, how much percent should i add to account for DI?
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there's not a rule of thumb?Try using a second controller to test the DI, or get someone to help.
If only...I'd imagine that there's just too much variation between DI'ed directions and the KB received at different %s to account for using a single, easy-to-calculate rule of thumb.there's not a rule of thumb?
Depends on each moves kbg (knockback growth)Hmmmm. Gotta start testing. find them equations.
does anybody know the knockback scaling equation? or is it different for each move?
This is still godlike. i don't really understand how to quantify something like base knockback, and figuring out the knockback growth. . .would i just have to see the knockback for each percent and find the slope of that? is knockback growth always linear?The only thing it really works against are upwards killing moves, otherwise its even more:
KB=((Knockback Growth)/100*(14*((opponent's percentage before the move hits)+(damage of the hitbox))*((damage of the hitbox)+2)/(100+(weight)))+(base knockback)
Then vertical knockback obviously is sin(trajectory)*KB. Note that value. Now you can add/substract 18 from trajectory DI for perpendicular (maximum effect) DI. Obviously you will choose the one which lowers sin(trajectory), so the one farer away from 90°, so to speak.
Now solve for (opponent's percentage before the move hits). This is the percentage for maximum DI. Also rather round the value down if you need to round, because if it KOd at a certain percent without DI that just means it KOs between ((percentage)-1) and (percentage).
Overall, testing is probably easier.
It actually is exactly same function, the one @Your KB formula is wrong, chesstiger. It's:
KB=(((((damage after hit / 10) + ((damage after hit * damage of the move when fresh) / 20)) * (200 / (100+weight)) * 1.4) + 18) * (KBG/100)) + BKB
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