Paltuna's tilts beat all spot-dodges and are disproportionately good against shields. However, they are harshly punished by rolls.
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U-tilt can beat the closest of rolls (closest on ending), but why would you do a u-tilt as an answer to a roll? At least do a d-smash, if not an f-smash. U-tilt's value proposition in ground-to-ground combat otherwise isn't very high.Somewhat. Meaty attacks with large hitboxes (like ftilt or up-tilt) seem like they'd be hard to roll around. I'll have to play with her in practice to see.
Do you have a moment to talk about our lord and savior Super Speed?The main issue I've had with her is that her approach game is awful.
Less of an "answer", and more of a "Holy crap, 31-active frames is meatier than some people's entire roll". Active from frame 10 to 41. If I'm expecting a roll, of course Down-Smash is the go-to answer.U-tilt can beat the closest of rolls (closest on ending), but why would you do a u-tilt as an answer to a roll? At least do a d-smash, if not an f-smash. U-tilt's value proposition in ground-to-ground combat otherwise isn't very high.
Not while I'm still arguing with you in that other thread :-)Do you have a moment to talk about our lord and savior Super Speed?
Grabbable items are actually universal entities that are not tied to particular characters from a programming standpoint, and are not in these files at all.I don't know how you'd express this in the chart, but one thing I've noticed about Mega Man is that while Metal Blade doesn't KO when shot directly, it can KO if thrown as an item.
Mastercore2 script dumps.Can you explain how you are doing the shield bonus analysis?
Grabbing the raw data from the extracted game files (3DS) dantarion provided.Can you explain how you are doing the shield bonus analysis?
Yup.How much health do shields have in this game?
Is it known? Im guessing 50?
Oh, I see. Apologies for the stupid question. I should assume it is still in development since characters like Little Mac, MetaKnight and Lizardon information are missing while the full data (http://pastebin.com/PzTjdtx8) show they have shield bonus potential.Grabbing the raw data from the extracted game files (3DS) dantarion provided.
Are you taking into account aura in terms of knockback? The Knockback listed doesn't seem to line up with a 0% Lucario, nor a max Aura Lucario.-snip-
Hey, it was an honest mistake, no need to put yourself down over it!I understand now. Please excuse my naive comments.
Sorry, misread.Lucario's aura doesnt affect the KB of other players' moves, does it?
Hey, it was an honest mistake, no need to put yourself down over it!
Max launcher speed is a useless statistic that has poor (if linear) correlation with actual knockback.That sort of info is simply unparsed in mastercore at the moment. It's there, but it's not labeled.
Edit: ran the calc for standard tree's strong falling hit.
Calculated value = 100.17022613
Max Launcher Speed value = 63
Hmmm
http://biggest%20hitbox%20size%20table/
Hm... so then what is the relationship between MLS and KB? This is really odd considering the Wii U version gives a totally different value for MLS. On the 3DS the units are dimensionless, while on the Wii U it gives miles per hour. And things like Villager's jab1 have a non-zero MLS on the 3DS, but the Wii U version gives 0 mphMax launcher speed is a useless statistic that has poor (if linear) correlation with actual knockback.
It is scaled funny, and rounded down to the nearest multiple of 13.3333.
It's some sort of unit conversion behavior.
My solution is to disregard both completely.Hm... so then what is the relationship between MLS and KB? This is really odd considering the Wii U version gives a totally different value for MLS. On the 3DS the units are dimensionless, while on the Wii U it gives miles per hour. And things like Villager's jab1 have a non-zero MLS on the 3DS, but the Wii U version gives 0 mph
Seems silly.
- F-smash (high)
- Frame 21-26: 24% 35b/83g (KO@ 71%) 40° Darkness
- Frame 21-26: 24% 30b/75g (KO@ 85%) 40° Darkness
- Max Damage: 24%
- F-smash (normal)
- Frame 21-26: 24% 35b/83g (KO@ 71%) 40° Darkness
- Frame 21-26: 24% 30b/75g (KO@ 85%) 40° Darkness
- Max Damage: 24%
- Smash charge window on real frame 10
- F-smash (low)
- Frame 21-26: 24% 35b/83g (KO@ 71%) 40° Darkness
- Frame 21-26: 24% 30b/75g (KO@ 85%) 40° Darkness
- Max Damage: 24%
Who did you test it against? Some characters are more resistant to vertical KOs. Thinkaman just tested KO percents against a Mii, and I believe Miis don't have particularly good vertical resistance.Wait...pac-man's fsmash kills earlier than his usmash? I tested it on training mode and up smash always killed earlier, unless some vertical vectoring is still present in the game?
I tested it against a Zelda, so that may be why. Just for the future, what type of characters In general are more vulnerable to horizontal KB as opposed to vertical and vice versa?Who did you test it against? Some characters are more resistant to vertical KOs. Thinkaman just tested KO percents against a Mii, and I believe Miis don't have particularly good vertical resistance.
In general, characters that fall fast are harder to kill vertically and those with fast air speed are harder to kill horizontally. I don't know all the details, though. Try using his smashes against Dedede. I can guarantee you FSmash will kill earlier by a considerable margin.I tested it against a Zelda, so that may be why. Just for the future, what type of characters In general are more vulnerable to horizontal KB as opposed to vertical and vice versa?
Does being floaty or falling quickly have to do with it?
This data seems to be in animation files this game. We need someone to crack them, and I know next to nothing about animation files.ETA on when we'll have full frame data featuring FAF/IASA's?
The important thing is that the values were automatically generated from a script through calculations and statistics based on the 3DS version.For zero suit the kill percent said up b killed at 130%. How was this measured because I was testing it and it was killing at 113% from the center of FD with the best DI.
I wasn't trying to critic him I was asking how he got the data. Thank you for your reply.The important thing is that the values were automatically generated from a script through calculations and statistics based on the 3DS version.
The 3DS has larger blast zones. So on the WiiU, the percentages will be a bit of an over-estimation.
That said, Thinkman can probably rerun his script based on some WiiU values... because this criticism seems to come up a lot. I'd expect the WiiU version to be the "primary" game. Smaller-blast zones will also emphisize BKB a lot more than right now (making Luma's utilt a fair bit better on WiiU than 3DS)
Rage doesnt even matter. High kbg moves KO early because, well, they get stronger faster. The amount of kb a, say, 105 kbg move applies will increase, say, 2 times as quickly as that of a 90 kbg move, even if the second one has higher bkb.Some of the KO percents seem a bit off to me... Peach's dash attack killing at 186%? I often kill at like 130% with it. Is it perhaps because of Rage? Dash Attack has quite a lot of knockback growth since it only does 6% so perhaps the higher the knockback growth the bigger the Rage effect?
I also could have sworn Donkey Kong's Bthrow was stronger than most other Bthrows... weird @_@