So yeah, lately I've been curious about this and this thread hasn't been nearly as precise as my curiosity desires, so I've doing a lot of testing. Anyway, back on page 2 you guys were wondering why some of the characters with 0.08 fall acceleration can escape while others can't. I believe it has to do with terminal velocity.
Consider the following list, with terminal velocity added in:
Fox (0.17, 1.83) X
Sheik (0.14, 1.58) X
Wolf (0.13, 1.80) X
Falco (0.11, 1.71) X
Squirtle (0.11, 1.30) X
Cpt. Falcon (0.10, 1.84) X
Ganondorf (0.10, 1.65) X
Bowser (0.10, 1.39) X
Meta Knight (0.10, 1.39) X
Link (0.09, 1.60) X
Pikachu (0.09, 1.50) X
Diddy (0.09, 1.43) X
Zero Suit Samus (0.09, 1.43) X
Lucas (0.09, 1.37) X
Charizard (0.09, 1.35) X
King Dedede (0.08, 1.95) X
Snake (0.08, 1.73) X
Ike (0.08, 1.65) X
Donkey Kong (0.08, 1.58) X
Pit (0.08, 1.42) X
Wario (0.08, 1.40) X
Mario (0.08, 1.28)
Mr. Game & Watch (0.08, 1.24)
Ice Climbers (0.08, 1.20)
Marth (0.07, 1.50)
Ivysaur (0.07, 1.35)
Ness (0.07, 1.31)
Yoshi (0.07, 1.29)
Toon Link (0.07, 1.28)
Zelda (0.07, 1.13)
Olimar (0.06, 1.30)
Luigi (0.06, 1.22)
Kirby (0.06, 1.20)
Lucario (0.06, 1.20)
R.O.B. (0.06, 1.20)
Samus (0.06, 1.07)
Peach (0.06, 1.05)
Jigglypuff (0.05, 0.98)
With that factored in, the line is clearly drawn.
That known, figuring out falling distance on a per frame basis is very simple, so today I'll be writing a program that will determine how far in game units any character falls after n frames. This will let us easily know whether they can escape a fall from any platform in the game, and by what margin, without hours of testing. Just need to data mine dat stage data.
Oh, and I haven't tested it on many characters yet, but so far almost every character I've tested has 26 frames of platform fall stun, the one exception being sheik (with 30).
So yeah, progress! Can't wait to put this knowledge into action, free grabs everywhere.