KayLo!
Smarter than your average wabbit.
I actually would if I knew anything whatsoever about hacking, but my skills are pretty limited to..... copying & pasting codes. x.x
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<ten charactersMagus said:Oh woops, I gave you the simplified version. It's actually:RocketPSIence said:The hitlag stuff also applies for shield hitlag, correct?Magus said:[size=large]Hitlag[/size]RocketPSIence said:Hey Magus, I've been wanting to figure out the formula and what not for Shield hitlag and hitstun and I figured you were the guy to talk to. If you can hit me up on AIM(rocketsci227) or something that would be great.
-Melee-
Hitlag = floor{(Damage/3 + 3)}
-Brawl-
Hitlag = floor{(Damage/2.6 + 5)}
The hitlag code...
Hitlag Modifier [Phantom Wings, Almas, spunit262] 8 lines
C2771EAC 00000004
2C04VVVV 41800010
1C84XXXX 3884ZZZZ
39C0YYYY 7C8473D6
2C040000 00000000
C2876220 00000004
2C04VVVV 41800010
1C84XXXX 3884ZZZZ
39C0YYYY 7C8473D6
80660064 00000000
(Hitlag*X+Z)/Y
...modifies the hitlag after the floor{}.
[size=large]Shieldstun[/size]
-Melee-
Shieldstun = floor{[(4.45 + Damage) / 2.235]}
-Brawl-
Shieldstun = floor{(Damage / 3)}
The shieldstun code...
Shieldstun [spunit262]
C28753FC 00000005
83810034 8083013C
2C040000 41810014
1F9CXXXX 3B9CZZZZ
3880YYYY 7F9C23D6
60000000 00000000
(Stun*X+Z)/Y = New shieldstun
...modifies the shieldstun after the floor{}, but it also doesn't work like that description says it does. For example:
-Brawl+ 5.0-
X=20
Z=35
Y=10
Somehow this actually results in:
(Stun*2)+5
instead of
(Stun*2)+3.5
I don't know the actual formulas for hitstun since I'd need to know the formulas for launch speed (real launch speed not the fastest pitch/top speed junk which is translation based and includes effects of physics/DI and such).
Hitlag = floor{(Damage/2.6 + 5)*M*E]}
M: Hitbox's hitlag multiplier parameter. On hit this is used for both players, but on block it's used only for the attacker and is 1.00x for the person shielding. Multipliers that are less than 1.00x can have the attacker be in hitlag for less time than the person blocking (improving adv on block), while greater than 1.00x can have them be in hitlag longer than the defender (reducing adv on block).
E: Electric multiplier (1.50x if it hits and is also electric element, otherwise 1.00x for non-electric or against a shield). In VBrawl the 1.50x applies to both players on hit, while in P:M it was changed to be like Melee where the 1.50x only applies to the person being hit.
I could walk you through it on AIM if you would like.I actually would if I knew anything whatsoever about hacking, but my skills are pretty limited to..... copying & pasting codes. x.x
How about I just accredit you with everything he does anyway?Pretend I did what rPSI did. ;;
I like the way you think.How about I just accredit you with everything he does anyway?
I'm from Carlisle. My current National Guard unit is in Philly and so I am flying in to take care of some business this coming weekend while I can. I am in Arizona right now for training.You're from Philly? Didn't know we were from the same city!
Side taunts are disabled?The Lucas one so far is working great. :D
http://www.megaupload.com/?d=PDRP0CSUJesus Christ I leave for DC for a few hours and this thread gets 80+ replies.
So to test for, say, ROB, TL, and ZSS, I'm going to need the Debug code, unrestricted control editing, the visible hitbubble .pacs applied like any other .pac, action mod code, and the button mod code..?...
I'll try and make a codeset/.gct with those. Though I'm in the same boat as KayLo and have pretty awful hacking knowledge, so I don't think I'm even using the right terms. I just copypasta the codes into Ocarina Code Manager and hit "Export to .GCT", correct?
I love when an untested theory, 5 mins of work, and being cocky pays off.Yep!
<Ten Character
I did, which is where I copy-pasted it from.I posted visible hitbubble links like a month ago. All of you really should read through my information dump thread seeing as this was literally at the top of my OP.
What's so hard about frame-perfect planking, we do have 10 frames of buffering, that means that there's only 1 window that's 1 frame.Tisk tisk Veril.
Shame on you for going to the dark side.
Joking aside, I think it's silly that the BBR doesn't endorse LGL. No offence to any of you here that are in the BBR, but even though it can't be expected for a human to be able to perform frame-perfect planking, the same arguement renders yours moot. It also cannot be expected for a human to be able to react with enough time to beat out a very skilled planker, even taking into account the MK's "off" timing. The way I see it, if one can't be on frame, then the other obviously can't either. Essentially, the MK still has a frame advantage because of the window that exists that still gives enough room for a bit of error, and the fact that the other character will most likely have a frame disadvantage plus whatever their reaction time is.
I'm making all these assumptions based on the data available, so I'd still like to hear Veril's input, seeing as he mains MK.
MK Planking info (input maps and data)
00 : 00 : dash input from edge
01 : 98 : hold a-stick forward
02 : 96 : initiate FF (a-stick down)
05 : 89 : hold a-stick towards ledge
06 : 90 : MK ledge snap initiates
12 : 80 : flashing "intangible" animation start
30 : 50 : earliest ledge drop input
31 : 48 : ledge drops earliest, input up-air
33 : 45 : earliest up-air hits
44 : 26 : input second up-air / dimensional cape
46 : 23 : optional second up air hits
51 : 15 : flashing "intangible animation end
52 : 13 : no longer inv. (tested and accurate)
57 : 05 : "choice planking option" input
58 : 03 : FAF from second up-air
MK's earliest QC ledgehog initiates "snap" animation frame 6
invincibility does not deprecate after a ledgedrop
MK has 21 frames invincibility from ledge drop input, this is not counting invincibility on the ledge.
As you can see, planking ***** math and the game. You don't actually even need to be CLOSE to frame perfect for this to be unpunishable. Basically you just need to be conscious, ie not in a coma.
Tested several frame perfect options for beating out Planking including desynch ice-blocks. No option works on any of the neutral-neutrals (not the MLG crap stages), except Yoshi's story. Desynch ice-blocks cannot be arced to even potentially land a hit if MK doesn't literally put himself directly in the path of them. No explosive can hit him from the stage. He has an option to avoid ANY projectile or item drop with over choice reaction time frames to choose the optimal (obvious and easy generally) means of avoiding said projectile/item. No character at the ledge can possibly punish this with any aerial or special due to the combination of transcendent priority, invincibility, and an effectively unlimited recovery.
Even frame-perfect PS to ledgesnap will not allow for punishing MK. Dimensional Cape allows for a safe return to the stage OR to the ledge. He cannot nado back onstage from a FF up-air x2 but he can from a non-FF up-air. Shuttle loop, drill rush, dimensional cape, gliding under the stage, and nair/uair/fair give him an option to respond to any antiplanking measure either with no hits exchanged or more commonly with the opponent losing a stock.
Not even MK can beat out perfect planking MK.
That's nonsense. An LGL is already implemented at just about every tournament including MLG. SBR needs to get with the program. LGL makes the game better. Period. Ledgestalling, even if not unbeatable, is probably the most effective tactic in this game against a majority of the cast. Is this what the game should be allowed to devolve into? That said I think the LGL should be character specific and based on the actual efficacy of a characters ledgestalling rather than using an arbitrary value for everyone.Although T-Block does have a point, I see it would bring other characters down were a LGL "officially" implemented. Either way, however, with or without a limit, MK still has the upper hand. And if tournaments are running fine with a limit in use, why go against it? Again, I see how it handicaps other characters, but that could be dealt with with a "no planking" rule, no?
MK was the first character I played in vBrawl, along with Lucas and later Jiggs. The fact that he's the best in the game is really convenient and has a lot to do with why I main him now, but... he's also a huge bad*** and a lot of fun to use. Don't you be hating with your lame Robot.Tisk tisk Veril.
Shame on you for going to the dark side.
...
I'm making all these assumptions based on the data available, so I'd still like to hear Veril's input, seeing as he mains MK.
Plank planked with Shiek in Melee. There are unbeatable stalling tactics in that game. Stalling is banned in melee as well as brawl. ledge-drop up-b regrab is unbeatable afaik. That said its extremely obvious that this tactic is being used and that it has no purpose but to make combat impossible, ergo it is stalling.in Melee there are a bunch of things that are unbeatable frame perfect but aren't banned because it's unreasonable to expect anyone to be able to do them with any consistency