Fortress | Sveet
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i retract my post....
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And in reality, if someone was exceedingly good at smash, they would never attack unless it hit, and their attack would always lead into a combo, which would lead into death or knock their opponent far away. So at really high levels of smash where people aren't just spamming attacks I can see the apm actually dropping considerably because when you attack and miss, you leave yourself open.
Falco is the only character who is really able to apply constant pressure from a distance.While I agree with your argument, I do have to correct you. Throwing out attacks is practically a necessity among high level play where everyone moves extremely quickly and thus can punish any vulnerable spots left open by the opponent. Creating hitboxes around your character is a great way to defend yourself against such punishment, and if your opponent gets caught in one of the hitboxes, you can then punish your opponent.
Falco's lasers are a great example, yeah?
quoting so more people read it. I hadn't thought of this point, but it's really valid.I think the apples vs oranges argument applies in a different way
Think of how you move (the screen or your character, same thought process here) in both games
In SC, its through the mouse, in Smash, its through the control stick
However, note that we're counting the control sticks motions in Smash, but not the movements of the Mouse in SC. It would essentially multiply starcraft APM by 2, making everyone seem like Oldschool spamming NaDa
Moving the mouse accomplishes nothing without clicking, and all mouseclicks are recorded. I'd imagine moving the mouse would be more synonymous with moving your thumb/fingers from point A to point B on the controller rather than the actual input itself.I think the apples vs oranges argument applies in a different way
Think of how you move (the screen or your character, same thought process here) in both games
In SC, its through the mouse, in Smash, its through the control stick
However, note that we're counting the control sticks motions in Smash, but not the movements of the Mouse in SC. It would essentially multiply starcraft APM by 2, making everyone seem like Oldschool spamming NaDa
For your first point, I'm just gonna be succinct and say that moving your mouse or the control stick both put you into position to do something, but not actually performing an action that improves your likelihood to win the game/ beat your opponentMoving the mouse accomplishes nothing without clicking, and all mouseclicks are recorded. I'd imagine moving the mouse would be more synonymous with moving your thumb/fingers from point A to point B on the controller rather than the actual input itself.
EDIT: Smash obviously doesn't have as many open situations in which you can input actions to get your APM up, so the correlation shouldn't even be made between Smash APM and StarCraft APM. It is really interesting, however, to see that many APM being done in Smash with so many restrictions.
Find the legnth of your average word, add one for a space, and multiply that number by 60 or 70.People mention SC when it comes to APM but no one ever mentions Gunz. In Gunz I hit 400-500 APM (very rough estimate, taken from 21,000 actions per hour (350APM) from an hour of almost constant training) constant with little spamming (there isn't much you can spam). And I'm not really all that "pro" at it either.
By the way, how does words per minute translate to APM? how much APM do you get when typing 60-70 WPM?
GunZ is too good.People mention SC when it comes to APM but no one ever mentions Gunz. In Gunz I hit 400-500 APM (very rough estimate, taken from 21,000 actions per hour (350APM) from an hour of almost constant training) constant with little spamming (there isn't much you can spam). And I'm not really all that "pro" at it either.
By the way, how does words per minute translate to APM? how much APM do you get when typing 60-70 WPM?
A relatively hard 2 minute song will be around 1,000 steps. That's only around 500 APM, not too many. That's only a four button game, though.Also; APM for Stepmania players. ;D
Movement is not DI, movement is just movement. DI only applies to altering your trajectory of knockback. You don't -influence- your directionality when you're moving. You simply move.Ocho, I do have to note that my APM calculations indeed included "Aerial DI".
It's what "Move right, move left" after Jumping is, at least for my data
I'd say typing APM would probably be the highest out of any measurable medium for APM since there's no resting time at all, at least for good typists.
Jihnsius, this is what I was referring to.Aerial DI (This isn’t DI, I can’t remember what its really called. I counted it whenever Darkrain jumped forwards and slowed down or when Darkrain jumped backwards from a standing position. Also when he adjusted his position to sweetspot his Up-B. Basically whenever he clearly moved the control stick while in the air. The other APMs didn’t take this into account and I think that was a mistake): 47
That's one input per frame for only two frames, that's not really a generalized peak APM. Also, 1 input per frame would be 1x60FPSx60seconds=3600APM. I think it's interesting to know the APM for certain high-input strings, combo, or set of actions. Shield pressure is probably the highest amount of inputs per time for any character, and would set the high end for peak APM humanly possible for that character.I don't think measuring peak APM is worth that much. A Fox multishining for a few seconds will record a peak APM ~1440 but a Samus performing a SWD has a "peak" APM of 18000 in moving the control stick between frames 41 and 42. I'm not saying that measuring peak APM is meaningless, but it's just another thing to take into consideration.
Watch the recent game of HoranG vs Nada. Horang Does some serious mindgames in that match...Off topic:
But does anyone else wonder why starcraft has such few mindgames as compared to smash?
Granted, its an rts, so a lot of it is just techxtbook (heh heh). Is it because the build orders allow such few things to happen? Or is it because every unit counts in a battle? Either way, I would say that their is a lack of "mindgames" in SC, mainly because when someone does pull off something that f*cks with the other guys head, it always comes up in a pimpest play video. Or, perhaps its because starcraft is adapting over time in order to have the right unit composition to out macro/micro your opponent
examples: Casy vs July (fake expansion lulz), shuttle/dropship distractions, fake zerg drops, fake techs