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yep, I had already checked that thread. The descriptions all labelled them as inferior versions of the stock n64 joystick so I was offput
I have no idea about speed. And I doubt it's gonna be useful to anyone that's just looking to play better.I'm looking for data on tech roll speeds, distances, and durations. Anyone know where I can find that stuff?
If you use Madao's cheat engine table, you can see each character's x-position, so you can compute the difference between the two values and find the distance. Although I agree it's probably completely useless.The distance depends on the character, and more stuff. So I don't know to test that. If I had some good way to test all characters having 0 horizontal momentum and teching at the same spot, I could measure distance.
hm, I don't think that's what was happening.I find this whole, "you suck and don't know how to use data anyway" attitude pretty disappointing.
My question was kinda directed at weedwack since we don't know what he meant by tech-chase, but yeah, I get your scenario, and it seems like the easiest one too, so it's good.he does a landing dair/DJC dair so that he is in a resting position well before the time Pikachu techs
Smash 64 community's infamous bad memory. I don't know why it seemed so clear to me that it had been discussed. Maybe because I did the work so it stayed as a more vivid memory.It's kinda funny how the same people are having the same conversations, just like in the Fox thread.
What do you mean by "the most out of"? The problem here is a "good DJC" must be the best balance between good distance (which is ROUGHLY the more you wait, the farther you go) and the speed (which is obviously the more you wait, the slower it gets). So it's hard to say. We could draw something like a ROC curve and determine stuff, but that wouldn't make much sense lol.On what frame do you have to double jump to get the most out of his extended double-jump?
Even more technically it means you last touched the stage, not an opponent, before dying.I believe it stands for "Self Destruct" meaning you fall off the stage on your own (no opponent gets a KO for it).
Pretty sure if you get off of a wall it's still a kill though, so the definition would be which did you last touch, a floor of the stage, or the opponent (or the respawn cloud)?Even more technically it means you last touched the stage, not an opponent, before dying.
Like if puff is usmashed in the middle of hyrule at 0% and manages to puff on off the stage without touching the ground it's still a kill because the last thing she touched was the opponent.
Well if that were the case, you'd have to cut the rope when the tangent line is going fully left. But that's the beginning of the jump! So there's no tangent force yet. We have a growing force on the one hand and a growing suboptimal angle on the other hand. Lol it's always such a mess. But yeah, in terms of pure distance, waiting a lot is better, but it will also make you go higher.Oh wow, it didn't even cross my mind that Ness' DJC was so problematic. My question was pretty dumb.
I remember having read somewhere that if perfectly performed you could go from the interior edge of a side platform on DL to the interior edge of the other, but that's vague too, right.
What came to my mind was: if Ness' DJC really works as that physics experiment in which you spin in circles a ball connected to a wire, and upon cutting the wire, the ball will have its trajectory determined by the tangent line, then you could just see at which point in Ness' double-jump his X-velocity is greater, and from that you determine at which frame you should Dair (cut the wire), hoping that that will make him go farther horizontally.
You're right, I totally forgot about walls too.Pretty sure if you get off of a wall it's still a kill though, so the definition would be which did you last touch, a floor of the stage, or the opponent (or the respawn cloud)?
I think you made my head explode reading thatWhat came to my mind was: if Ness' DJC really works as that physics experiment in which you spin in circles a ball connected to a wire, and upon cutting the wire, the ball will have its trajectory determined by the tangent line, then you could just see at which point in Ness' double-jump his X-velocity is greater, and from that you determine at which frame you should Dair (cut the wire), hoping that that will make him go farther horizontally.
I am pretty sure Ness can cover every option if you're teching on the left or right edge of a platform (or stage I guess...). In that case he can dair to cover both tech in place and tech into the closer side (because that tech roll won't go anywhere because of the edge of the platform) and then run and cover the last option.i'm pretty sure its possible for ness to react to pika's techs. i know when playing online Wilde will punish my techs just about every time and i mean EVERY TIME. no matter how hard i try to be unpredictable