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Yeah, those images are a lot handier than having to go in and watch the video over and over. lolI think I may have posted this in the wrong thread:
edit:Oh wait it made its way here thats good =]
Oh wow, I didn't know we had actual game dumps for hitbox data for this game. Nice. Seems the data is formatted a bit differently this time around.Heres Thinkaman's moveset info that has launch angles,
http://pastebin.com/PzTjdtx8
So ****ing brilliant, sorry i can't test it.You know, I've been thinking of something after watching NinjaLink's video.
What if vectoring was changed in 1.0.4 to look something like this?
I put a lot of questions here because I'm unable to test this myself, as I am busy recording old replays and haven't downloaded the update yet. Can someone test this for me to see if it works this way now?
As I understand it, the "Sakurai Angle" is a special knockback angle in the game code, namely 361 degrees. This is of course greater than the degrees in a circle and is equivalent to 1 degree if you're not fussy about how you get there, but the game gives it special treatment. At low percents, a move with the Sakurai Angle will push you back a bit but you won't go flying. At high percents, you get launched at a diagonal angle. I'm not sure where the threshold between the two is, though.what's sakurai angle?
... Shortly before jumping into his face and falling asleep on him.No, it doesn't.
If jigglypuff crouches, she actually takes much less knockback from Ganon f-tilt.
Zero knockback.
And zero damage.
THE TRUE CROUCH CANCELLING
This is almost how it used to work, except the range of possible points should be a circle. You get the maximum change in velocity by vectoring directly towards or away from your launch angle. If you vector at a different angle, you spend some of your vector to change the angle, so the velocity is not changed as much.You know, I've been thinking of something after watching NinjaLink's video.
What if vectoring was changed in 1.0.4 to look something like this?
I put a lot of questions here because I'm unable to test this myself, as I am busy recording old replays and haven't downloaded the update yet. Can someone test this for me to see if it works this way now?
In the news, reknowned game developer Masahiro Sakurai has changed his name to "Sakobama". It is unknown why Mr Sakobama has decided to do this, but many of his fans have just said "He's a troll, he does whatever he wants.".It seems like those people who were petitioning vectoring to be removed got their wish...except now its even more confusing
Thanks Sakobama
I'm very sure this wasn't how it worked before 1.0.4. If I recall correctly, it didn't matter what direction you were launched in 1.0.3 and before; you pretty much just had to hold towards the stage to survive (feel free to prove me wrong). The diagram I put up drew inspiration from NinjaLink's video. Parts of the angles at which Jigglypuff was sent at matches with parts of what I have drawn out.This is almost how it used to work, except the range of possible points should be a circle. You get the maximum change in velocity by vectoring directly towards or away from your launch angle. If you vector at a different angle, you spend some of your vector to change the angle, so the velocity is not changed as much.
That made a fair bit of sense, but now I have no idea how the current system works.
I noticed that U, UL, L, and UR all have the same vertical position when they stop. Is that the top blast zone? Or is it where the knockback ends?This is what you'd think, but @xx99's research resulted in some pretty different results:
Vectoring is weird.
The latter.I noticed that U, UL, L, and UR all have the same vertical position when they stop. Is that the top blast zone? Or is it where the knockback ends?
Looking closer, you're right. But that is a rather interesting coincidence....The latter.
Though U's a tad higher than UL/L, and UR's a tad higher than U.
This is a nice graphic of what would make sense, but the actual data seems to be contrary. I assume the yellow points are supposed to be just holding up or down, correct? The problem with the traditional DI interpretation here is that holding up actually resulted in jiggs flying further horizontally, and holding down resulted in flying less far, which doesn't seem to fit any of our current models. That is, there's a third factor at work here that is not just DI or vectoring (as we know it, anyway). Whether it's a glitch or an intended mechanic, there's some intervening variable here.You know, I've been thinking of something after watching NinjaLink's video.
What if vectoring was changed in 1.0.4 to look something like this?
I put a lot of questions here because I'm unable to test this myself, as I am busy recording old replays and haven't downloaded the update yet. Can someone test this for me to see if it works this way now?
To add to this, the actual angle of launch is variable, based on knockback. It scales up to a maximum of about 45 degrees on high knockback moves. I'm not sure if the threshold for the maximum angle is set at the tumble threshold or something higher, but zero gravity debug testing in brawl confirms that the angle of launch is lower at low percents, and it's not just a gravity illusion.As I understand it, the "Sakurai Angle" is a special knockback angle in the game code, namely 361 degrees. This is of course greater than the degrees in a circle and is equivalent to 1 degree if you're not fussy about how you get there, but the game gives it special treatment. At low percents, a move with the Sakurai Angle will push you back a bit but you won't go flying. At high percents, you get launched at a diagonal angle. I'm not sure where the threshold between the two is, though.
No, the white point is supposed to represent the Circle Pad, which remains upright regardless of the launch angle. I probably should have explained it better if I knew how.This is a nice graphic of what would make sense, but the actual data seems to be contrary. I assume the yellow points are supposed to be just holding up or down, correct? The problem with the traditional DI interpretation here is that holding up actually resulted in jiggs flying further horizontally, and holding down resulted in flying less far, which doesn't seem to fit any of our current models. That is, there's a third factor at work here that is not just DI or vectoring (as we know it, anyway). Whether it's a glitch or an intended mechanic, there's some intervening variable here.
The diagram was just a random guess on my part, so even I think it's not correct.I actually think that picture is wrong, because it doesnt assume that holding down is he greatest way to reduce knockback which Im almost certain is true.
Seeing as they wanted to appeal to the competitive community in this game and as it destroyed the possibility of most combos it's a possibility it was a glitch. However multiple air dodges in my opinion still ruin a lot of the potential combos in the game and that's still in the game so I don't know .All of this makes me wonder if Vectoring and Vectoring were glitches.
Thoughts?
People do care, but testing is hard...Where is the discussion on this? DI is the most important element of competitive Melee so I thought more people would actually care it's different in this game. Is Smash4 Vectoring still undefined as of now?
It's this thread on the Mii Brawler boards. The first hit of Mii Brawler's third up-b, piston punch, has a large amount of set knockback, so the whole tech is basically a setup to abuse the first hit's knockback by making the second hit miss.Could someone explain the one inch punch tech to me please? I tried looking for it.
...Er, I thought we figured out pre-patch that Vectoring was only up and down, and DI still existed for sideways angles?You may need to finally change the tittle. Latest research says that Vectoring is still in the game, however nerfed and only affects horizontal directions. DI doesn't exist at all
https://www.youtube.com/watch?v=0mMd8Puyhlk
Vectoring has always been inconclusive, even back in 1.03 days. I still find the current title misleading if not outright incorrect because Vectoring is still in the game in some form, while no conclusive evidence suggests normal Melee DI at all...Er, I thought we figured out pre-patch that Vectoring was only up and down, and DI still existed for sideways angles?