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Discussing 3.5 changes!

Doraki

Smash Lord
Joined
Jul 19, 2004
Messages
1,094
Location
Paris - France
Or reduce the humongous lag on flamethrower to compensate the loss of hitstun ?
it's almost unusable in neutral right now
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
its sort of a catch 22 if you seriously reduce the end lag, as there have been situations where Ive caught people for like 70+ damage in one spray....

Makign that sort of potential have little punishment is kinda bonkers lol
 
Last edited:

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Double post but it's been like a month so lol.

Talking about Flamethrower again, a subtle yet possibly effective change (if possible) would be to have the end lag scale with duration.

For reference, I've gotten frame data for a single "burst" of fire from debug mode:

Beginning lag:
1-18
First Hitbox: 19-36
Last Hitbox: 43-60
End Lag: 43-77 or 60-77 depending on where you start counting, IASA.
Number of hits: 5
Time between hits: 6 frames
Damage potential: 10% (close) 5% (far)

So you get 17-34 frames of end lag for 10-5% damage...
Actually, if we count from the frame the hitbox of the last flame stops dealing hit-stun (53), you have end lag of 25 frames.


Compared to Heatwave: 1-59 frames total with IASA.
Beginning Lag: 1-20
First Hitbox: 21-24
Second Hitbox: 25-27
Third Hitbox: 28-30
Fourth Hitbox: 31-33
End Lag: 34-59
Damage Potential: 25% (close), 10% (far)

(IASA was taken via holding shield in Debug, frame by frame, etc)

So for 25-10% damage that deals knockback with a GIANT hitbox, you have 25 frames of end lag as well, but it ends sooner.


So, Flamethrower ends later on the same "input" time with the same (practical) end lag as heatwave, but nets nowhere near the reward.

@metroid1117 pls
 
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