They're correctly updated on these pages: http://kuroganehammer.com/Smash4/AttributesI believe lucario's run speed needs to be updated, he now runs at the exact same speed as game and watch (1.5264)
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
They're correctly updated on these pages: http://kuroganehammer.com/Smash4/AttributesI believe lucario's run speed needs to be updated, he now runs at the exact same speed as game and watch (1.5264)
Oh nice, an Attributes section. Can you add the Air Acceleration and Gravity charts too?They're correctly updated on these pages: http://kuroganehammer.com/Smash4/Attributes
These are long overdue, I suppose I should do them.Oh nice, an Attributes section. Can you add the Air Acceleration and Gravity charts too?
Simply put, falling acceleration. Higher gravity = reaches max fall speed faster, and also loses upward velocity from jumping more quickly. It works much the same as real life gravity in that regard.What is gravity? I heard a Brawl explanation of the concept, and the dude just described what falling speed is.
This is the best description of gravity I've seen for a while.Simply put, falling acceleration. Higher gravity = reaches max fall speed faster, and also loses upward velocity from jumping more quickly. It works much the same as real life gravity in that regard.
There's also a secondary effect in that characters with higher gravity take more vertical knockback, to offset their increased upward deceleration. Since hitstun is derived from knockback, this causes characters like Fox to suffer more hitstun from, say, Bowser's uthrow, than a character like Rosalina, even if they're being thrown to the same height.
Oh wow, I never thought that there was anything more to it than a knockback value working against fall speed and weight. Suddenly Greninja's bizarre falling statistics make sense. How a character can fall so fast but still seem so "light" in regard to vertical knockback moves.There's also a secondary effect in that characters with higher gravity take more vertical knockback, to offset their increased upward deceleration. Since hitstun is derived from knockback, this causes characters like Fox to suffer more hitstun from, say, Bowser's uthrow, than a character like Rosalina, even if they're being thrown to the same height.
Gravity is a good thing designed like this, it's what makes Bowser so hard to combo* despite his weight.Oh wow, I never thought that there was anything more to it than a knockback value working against fall speed and weight. Suddenly Greninja's bizarre falling statistics make sense. How a character can fall so fast but still seem so "light" in regard to vertical knockback moves.
Imagine how not interesting Smash would be if Sakurai finished his Physics 101 course to know how gravity actually works. The concept of falling speed is this giant wrench thrown into the equation. Makes every character react differently to the same combos and moves at the same percentages.
The admins "deleted" them.Why did you 'delete' the guides and made a post in every character's boards about that?
just to scare everyone? D:
also, do you have the amount of frames the ledge trump animation lasts?
FAF = first actionable frame, he can act on frame 28, so there should be a hitbox on frame 31 if buffered correctly.Correct me if I'm missing something here.
Ryu's SH air time is listed as 31 frames.
Nair takes 28 total frames and has a hitbox on frame 4.
Yet somehow Ryu can SH double nair and the 2nd hitbox comes out. Shouldn't that require his shorthop to be 32 frames?
I will save this here for future reference.I'm sure you know this because you've been around long enough, but many moves are can be interrupted before the animation is complete. Knowing the FAF is what's actually important, so referring to that as the duration of the move could be considered somewhat misleading, ESPECIALLY if there are special cases when you can interrupt a move with certain actions but not others (Melee Marth dtilt behaves this way I believe). I think it's better that duration refers to total length of the animation and FAF is the first frame you can act after using the move as this way is less likely to confuse people once they understand what FAF means. Overall, it's not really important. We could go back to IASA frames. I do see where you're coming from.
There was a typo in my post. You accidentally put the damage buff on DB2*. Lucina's is correct. Marth's DB2 should be 3 and 4%. The old DB3 (down) was also 3 and 4%. Now it is 4.5 and 5.5%.What should they be? I don't remember what it was prepatch.
????????????When is ending lag going to be added?
Wait, I thought that was what startup was!? Then when are you gonna add startup?????????????
That's what FAF is. Check the glossary for more information.
Also this post http://smashboards.com/threads/comp...uroganehammer-com.421541/page-3#post-20663453
So then FAF is when it starts? This is really confusingHitbox active = when hitboxes are there
FAF = first frame you can act
OhFAF is when you can do something else
It's when the action ends
I'm not entirely sure what you mean by this. If you're using an aerial where your FAF is the same frame you'll land, you have the standard 10 frame buffer to work with. If you're just trying to land into something like grounded Yoshi downB after an airdodge without getting landing lag, you'll have to be frame perfect with your input.Awesome thanks Lavani. So by that, there'd be some sort of "priority buffer window" that specials can override your endlag / landing. Is there a certain window amount to be exact?
I double checked for you and these are all correct.Also, for anyone to double confirm if my frames are correct, I went into Training Mode & attempted to test Shulk's SH & FH air times for the Monado Decisive & Hyper arts by following the steps from Foxy's Guide to Testing & Labbing. Here as follows:
翔 (Monado Jump)
SH Air Time = 43 frames
FH Air Time = 68 frames
疾 (Monado Speed)
SH Air Time = 34 frames
FH Air Time = 51 frames
盾 (Monado Shield) & D盾 (Decisive Shield)
SH Air Time = 35 frames
FH Air Time = 52 frames
D翔 (Decisive Jump)
SH Air Time = 41 frames
FH Air Time = 64 frames
D疾 (Decisive Speed)
SH Air Time = 31 frames
FH Air Time = 46 frames
H翔 (Hyper Jump)
SH Air Time = 39 frames
FH Air Time = 60 frames
H疾 (Hyper Speed)
SH Air Time = 25 frames
FH Air Time = 37 frames
H盾 (Hyper Shield)
SH Air Time = 31 frames
FH Air Time = 46 frames
EDIT:
Limit Break Cloud
SH Air Time = 33 frames
FH Air Time = 47 frames
Rather see double jump air times if it's not too difficult. You can just buffer a double jump and count from there right?Would Ledge Jump Air Times matter enough to get data on them? 'Cus realistically this would rarely happen ever in a match but eh.
I was thinking of this too. If one performed a SH & just tapped L to get the jumpsquat, then buffering the doublejump in between L taps, then it could work. I haven't tried this yet so I'm just spitballing that. Maybe I could give this a shot.Rather see double jump air times if it's not too difficult. You can just buffer a double jump and count from there right?
Any later jumps would be nice too but those would be a lot more work.
For the sake of clarity you need to specify that you are holding the jump button then tapping L, letting go of the jump button then tapping L, and finally holding the jump button again and tapping L.For Shulk, hold jump & then frame skip forward 2 frames by tapping L. Then after L is tapped, hold the jump button again & then tap L again. This makes you input a jump on frame 4 which will lead to Shulk beginning the doublejump on frame 6. The other way to see is by doing the 1 frame skip method by holding L, press the jump button but immediately let go of L as you're pressing the jump button. This done successfully will show you Shulk's jumpsquat on frame 1. After this, frame skip forward 2 frames to show Shulk's jumpsquat at frame 3, then hold the jump button. Followed by that, tap L to skip to Shulk's jumpsquat at frame 5 & then tapping L again shows the doublejump at frame 7. Rinse & repeat.
There's data of moves including pummels in this pastebin, but yeah I feel that pummels could eventually make their way in KH.Do you plan to put up data on pummels? I can't find any on the site so maybe I've missed them