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!
Summaryin order to make an equation to figure out using your own estimates you have to find out how many frames after hitting a button it takes to hit that button again, if you use the idea that it takes an equal amount of time to hit a button for example, it would then be then be the amount of time it takes to hit a button times 2.
so the equation to figure out how many buttons are pressed in a given frame period is given by
c*(f/(2a) (rounded down to the nearest whole number)), where f, is the amount of frames to do it in, and a as stated above "a" is the amount of frames it takes to hit a button from rest on that button, and c is the number of buttons you can hit comfortably on the controller (and triggers) in one hand position. also 2a>c. why? if 2a is below c the buttons that you are pressing are fully released and ready to be pressed again before the rest of the buttons have been hit and the equation will start to overestimate it.
The above equation assumes that you are hitting all the buttons at equal intervals through the space of 2a, which doesn't happen (which is why it was rounded down). to compensate for hitting them in a cascading pattern,
we take the equation f/2a -(f/2a rounded to the nearest whole number), bc we are going to focus on any parts of the equation that get "fractured" by the frame period. for the rest the above equation produces the same answer.
we then take c/2a which is the fraction of the interval that the buttons c are hit in interval.
for example if it takes you 10 frames to hit a button and return to your original positon (2a) and you are hitting 5 buttons comfortably, only in the 1/2 or the first half of the ten frames you are hitting the buttons.
therefore: if f/2a-(f/2a rd)>c/2a, you add c to your total (since all the buttons are able to hit)(rd=rounded down to the nearest whole number)
if f/2a-(f/2a rd)<c/2a, though, you must find what percent/fraction of buttons are hit within that period. to do this you take (c*(f/2a- (f/2a rd))/(c/2a) rd) and add that to the above equation
Finally if you add the above equations to the control stick equation 1+(f-1)/b, rounded down to the nearest whole number, where b is the time it takes to to hit a cardinal direction on the control stick after just hitting a previous direction, we get the amount of inputs entered by the frame amount, you should geat the total.
Originally posted by Jupz.
Everyone is focusing on who DDD can chain grab but I noticed we dont have a list of characters that can infinite/CG DeDeDe so here it is. This might make people more aware with certain matchus.
Character:
Infinite move -> Finishing Move:
Percent you can break out (if any):
How to avoid the infinite:
Chaingrabs / Infinites
Down Throw -> Down Air/Gatling Combo/Boost Smash.
-> 54%
Tips: Try not to get grabbed at a low percent, you shouldnt be able to outcamp falco so use your grab range over his to try and avoid the chaingrab. Spotdodge if possible but watch out if he tries to punish you. Try and make him work up the percent slowly without getting chaingrabbed.
Down Throw -> Up Smash
-> 60&
Tips: This is gay, run away as much as posible.
D-Throw / F-Throw / B-Throw -> Any move
->Infinite ( The D-throw chaingrab is NOT an Infinite)
Tips: They grab you once you lose a stock. Try being as campy as possible.
Side-B -> ???
-> 38%
Tips: Most players don't know about this chaingrab but it does works and it racks up decent damage but Lucario doesn't have any effective follow-ups after the chaingrab.
F-Throw -> Fair / Nair
-> 50%
Tips: At 0% If they F-throw you they can follow up with a tippered F-Smash, this chaingrab isn't meant to rack up damage its meant to give Marth a good position over his enemy and get a phew Fair's and Nair's out of it.
Grab Release -> Fair
->Infinite
Tips: This is why he has a good matchup against Meta Knight... Its hard to time.
Forward Throw -> Upsmash / Uthrow
60%
Tips: Abuse your grab range and try to stay in the air and beat out his arials with bair.
Wall Infinites / Ledge Infinites
These ones can only be performed in a stage that has a wall were you can get cornered or "gay'ed".
Dtilt -> Fsmash / Dsmash
-> Infinite
Tips: Not much tips really just don't play near walls.
Dtilt -> Dsmash
-> Infinite
Tips: Same as Marth's.
Dtilt -> Utilt
-> Infinite
Tips: Mr. Game & Watch has the best Wall Infinite out all of the characters IMO. This is EXTREMELY easy to perform...
Dtilt -> Utilt / Dsmash
-> Infinite
Tips: Same as the other one's.
Down Throw -> U-tilt/Side-tilt
-> Infinite
Tips: Snake can infinite Dedede at the ledge of the stage, theres no way you can break out of this so you gotta wait till the Snake player screws up because this has strict timing, and if the Snake player never screws up you're practically dead.
Down Throw -> Dtilt
-> Infinite
Tips: This can only be done in the edge against other King DeDeDe, Its pretty much as gay as the other Infinites.
Agreed, very nice. There should be more posting here! ;DGood job with this man.
In my opinion every fighting game has its own meaning for the word "combo". For the brawl and melee argument/discussion my side is that melees combos have more hitstun than brawls and they are based on the number of hits you can get in on your opponent before he can use his 2nd jump or DI out of it. In brawl combing is all about the number of hits you can get in on your opponent without them landing a hit on you. Brawl is all about playing smarter than your opponent and getting in his head. Melee is more about moving quick and quicky getting in and destroying your opponents spacing.You know, I was talking to a professional Street Fighter player, and he said, Smash doesn't have combos unless you can break out of them somehow.
After that, I said, basically, whaaaaaat?
He said, all fighting games with combo have some sort of combo breaker, because if the other person can't break out, then there is no skill involved.
I didn't tell him about the Brawl vs Melee argument, and how it revolved around the opposite of that, but I want to know what you guys think.