Grunt
Smash Master
unless you barely press it.
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Oh I see.stab, sometimes people purposely don't fast fall a laser, like when you're trying to control space or intercept someone coming down from the air, so it's not always 100% to assume that (although you can see when he doesn't pretty easily)
Falcomist told me Germ killed himself when trying to trick me like thator you can press a first then press L really loud as a mindgame
yeah uh we don't care, we're measuring the apm of melee and not anything else. trolling's against the rules fyi.270 is the apm of a pro toss players
pro zerg players can get to 800's lol, of course with a little spam
I just play really silently. lololol.yeah i dont actually do it >_>
whoa seriously, thats crazy, cactuar-****ing silent killerI just play really silently. lololol.
Naw seriously. I used to beat the **** out of my controllers until I payed attention to Ryoko playing Peach. He was pretty ridiculous as far as tech skill with Peach went for his time, and I could rarely hear his hands on his controller, and ever since then I've tried to play a lot softer. It's actually done wonders for my control and speed, because my hands don't recoil nearly as much from hitting the buttons.
wow how insecure of himThe cactuar match was him 4 stocking scar. Pretty sure the title was "Why cactuar doesn't have a combo video". I looked on Scar's channel and it wasn't there. =(
And idk how to do the APM of anyone but spacies so a Samus main or something has to step it up lol
This post screams "Do zelghandi"i dont see how finding apms for matches in which the players arent necessarily trying to have high apms or do as much as they is interesting anymore. its not measuring how fast someone can be in melee just how fast theyre going when they arent trying to go fast, thats like measuring how high a jump is when the person is going for a lateral jump or something
Id have to agree, I want to be impressed with something hella high. But on the other hand theres nothing terribly wrong with just checking how fast players play during their matches.i dont see how finding apms for matches in which the players arent necessarily trying to have high apms or do as much as they is interesting anymore. its not measuring how fast someone can be in melee just how fast theyre going when they arent trying to go fast, thats like measuring how high a jump is when the person is going for a lateral jump or something
Because the goal of this topic is not to acquire a MAX APM. I was interested in discovering the average APM of a good smasher. I didn't really know what to expect before the initial tabulations were made. I would have still made this topic even if the APM was under 100. Sure, finding the highest APM could be exciting, and does have it's own value, but that was never the purpose. The purpose is to discover the realistic average APMs of pro smashers, and that's the way this topic will be conducted.i dont see how finding apms for matches in which the players arent necessarily trying to have high apms or do as much as they is interesting anymore. its not measuring how fast someone can be in melee just how fast theyre going when they arent trying to go fast, thats like measuring how high a jump is when the person is going for a lateral jump or something
Thats very realistic for THAT player and others of that calibur.Well nothing is realistic when you include **** 4 stocks in like 2 minutes in your average calculation.
You kidding me? Like nothing else to say to this other than that. Well ok I can always add on :\ lol. Basically with matches like that you're taking a top performance from one player, or a bottom performance from the other, either way you're taking a special example, and when it comes to things like this, special examples just won't do. To do this fairly you'd need an average from each player and take that average and put it into the calculation for the overall average (which would be derived from the process for every other player). Of course that's a very unrealistic and tedious thing to do, so to get around that it would be good to just use matches that aren't entirely one sided, because when a good player vs's another good player it shouldn't be total **** in one side.Thats very realistic for THAT player and others of that calibur.
I mean realistically, that person got 4 stocked in 2 minutes. The point is that, they werent trying to play as fast as they could for simple APM calculations. They had an opponent and their goal was to play smash with them in hopes of winning the match.
I believe thats the avg encounter scenario for this game so it counts for avgs.
that'd be so hard to calculate because of the multiple jumps, the constantly changing DI, the continuous stream of aerials.I'd like to see a Jigglypuff APM rofl.
Thats a fair assumption, but with any data set, you will have high points and low points. As long as you dont have a bunch of matches representing high or low datum then you should have a very similar average that will not be skewed left or right.You kidding me? Like nothing else to say to this other than that. Well ok I can always add on :\ lol. Basically with matches like that you're taking a top performance from one player, or a bottom performance from the other, either way you're taking a special example, and when it comes to things like this, special examples just won't do. To do this fairly you'd need an average from each player and take that average and put it into the calculation for the overall average (which would be derived from the process for every other player). Of course that's a very unrealistic and tedious thing to do, so to get around that it would be good to just use matches that aren't entirely one sided, because when a good player vs's another good player it shouldn't be total **** in one side.