Yes, I am actually trying to write out a formula to combos and a way to describe the range of possibilities.
I'm trying to locate and define variables at the moment, and I still think I am missing a few.
Its going to take note of every strike in the game for the value of stun out time and distance it provides at different ranges of percent.
I started this like 2 weeks ago. Kept writing out terms and possible ways to look at a combo. This version is trying to look at it like a science...... still rough, but its a valid description.
Variables/terms:
1) Contact Hit-The attack that causes Stun Time (ST) for the target.
2) Follow Up Hit- The Possible attacks that can be tacked on, which allow for further moves.
3) Finisher- The possible attacks that can be added on, but does not continue a combo.
4) Damage Range- The range of % in which a strike can lead into a Follow Up Hit.
5) Teching- Requiring a specific event ex:
- Wall Tech- Using a wall on the stage to continue the combo, or decreasing CoDI.
- Platform Tech - Have target hit a platform or floor during the combo.
- Dropping Tech - hitting the character bellow the original height of the previous attack.
- No Clutter - Requires that nothing is in the way.
6) WCS - Wieght Class Specific (Character's size or weight is a technical concern for the Follow Up Hit)
7) N-WCS- Non-Weight Class Specific (Character only requires a Damage Range for follow up to be possible)
8) Path- The movement specific events that must happen between attacks.
-FF (Fast Falling)
-Dash
-DJ (Double Jump)
-DJC(Double Jump Cancel)
-SH (Short Hop)
9) WUF- Warm Up Frames (time needed before you actually make contact)
10) CDT- Cool Down Time (Time need before you can properly move or attack again)
11) ST- Stun time (the opponent can not do anything but use DI or Tech out. Normally in the Air, but stun time can take place on the ground as well, the important part is that they can only respond by moving.)
12) CoDI- Cone of Directional Influence (The potential change of the fall or drift in the target's DI Control). Its the description of Trajectory the target has taken, or continues to take. Calculate with the Assumed center, then test the plausible range to left or right with DI. Either their Jump has been used, or it can't be used in time for this element of my formulas.
13) RJC- Reset Jump Count (You have either grabbed, or the target has touched the ground, which resets the 2nd jump (for Jiggy/Kirby/Mario/Luigi it is more).
Descriptions:
1) Unbreakable- A Follow Up Hit that will lead into another attack without stopping the combo.
2) Break- The plausible movements required for a Path Elimiated, or an attack that leads to escape of the Combo.
3) Path Eliminated - A projectile or element to the game that stops the combo path from the Follow Up Hits or Finisher. This does not describe a lack of Teching, more of shifts in movement ot work out side of the Combo. Using the CoDI to the fullest. )ex: Path Eliminated from DI to the right = combo break.)
4) Counter Break- The different senarios or shifts that occur to stop breaks
5) Juggle- A series of Contact hits that Keep the target unable to Reset Jump Count (RJC).
*Note that Contact Hit, Follow Up Hit, and Finisher are also in Descriptions.
I'm first trying to identify every element of a combo before I continue to write down formulas, but the basic idea is that we could then define terms from statements like:
ST (Stun Time) - CDT (Cool Down Time) = X (Damage Range)
X (Damage Range)/ WCS (Weight Class Specific) [Note that most likely bigger characters will have a higher WCS, so it allows for a longer period of time to be combo'ed while they are in ST, but Weight is calculated by % of effect in my reference. I should transfer weight to a multiple formula for ease] = Y (Time Of CoDI)
During this period of time called Y, any attack that follows the formula:
P (Path) + WUF (Warm Up frames that don't overlap in Path) < Y = Unbreakable.
What I want to do is to go through footage and map out sequences. Most of these things can be proven through math though. There are many threats that show attack frames I am using for reference.
Ex:
http://www.smashboards.com/showthread.php?t=100456
http://spreadsheets.google.com/pub?key=p2VcZS6YDXFZBqNHNze3oUw&gid=1
Private Message me if you want to discuss it further.... cuz I kind of sound like a nut when I write out all of these things..... and well, until proven..... its just another theory. I believe we naturally understand these laws in smash brothers, yet I have never found of a chart big enough to map out the game...... and I figured if its not a chart, its a sequence of estimated events, within parameters, that can be calculated.