Because I assume, somewhere hidden in the mists, are some variables which tell you your velocity at any given time. Which means that you should be able to calculate the rate of decay by skipping forwards frame by frame and seeing how it changes.
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!
Well then I guess it's a good thing I did, right?If you've never tried 1.05x gravity, I think it's ludicrous to claim it hurts more than it helps.![]()
I play Snake so I wouldn't know >_>Just one thing I've been wanting to say:
One thing I noticed about vanilla Brawl is that it is a game dominated by safe aerials. Low risk was the name of the game. Hitstun alone changes that completely for most characters. During my last batch of Brawl+ matches, I began to notice that safe aerials now came with a price: the sacrifice of combo potential. Whenever I dipped back into the habit of safe aerials and connected, I noticed I squandered most of my combo potential by playing it safe, and had to actually remind myself to be more aggressive. Sort of an obvious concept, but it became utterly noticeable with hitstun in effect.
This sort of thing happen to anyone else?
Any takers on this mystery?I don't think the whole hitstun constant thing was broken down at all to us when it was discovered. The formula is apparently hitstun = launch speed/165. What we don't know is what the modifier actually modifies. Let's use 4000 mph as our launch speed (the speed of a deadly spike?). This gives us 25 frames of stun. Now where does this .4 default value fit in? It can't be .4 of 25, which would be 10 frames, not nearly enough considering we die from spikes at that speed. If we take .4 from 165, we get a new constant of 66, which gives us a more reasonable 60 frames (your dead off the bottom after a full second). But that breaks down when you plug .5 in, which gives you less hitstun instead of more. So what exactly is .4 modifying?
lol, i guess im following you over here thenAllow me to quote myself from the other thread:
Any takers on this mystery?
I figured the question should be in the hitstun thread.lol, i guess im following you over here then
.4=165
Your moding the 165 number
I'll just c/p my response from the other thread:I figured the question should be in the hitstun thread.
But that's still confusing. Whatever the modifier does, it has to make the constant smaller in order for the hitstun to come out larger, since we are dividing. If 165 is .4 of some other number, then .5 should be a larger number, which would make the hitstun smaller, but the opposite is true. This should lead us to believe we are modifying something else, not the constant...
makes senseI'll just c/p my response from the other thread:
Also, for whoever was asking about how hitstun was calculated, I'm pretty sure that whatever value these modifiers are for is multiplied to the result, and are not applied directly to what launch speed is divided by, which should be 66.
So I guess technically hitstun is calculated as:
h = m*l / 66
Where h is hitstun in frames, m is the modifier (usually .4), and l is launch speed.
Unfortunately no since CPUs DI terribly. I think the best thing might be to sandbag against a Lvl 9 CPU, DI accordingly and notice how when you can react. You should give auto l canceling a try, I think you will like it better than manual l canceling since manual l canceling is buggy and auto l canceling is finei just switched to brawl + with Manual L-Cancel, +11.75% hitstun, no trip, inf replay and really like it. I haven't gotten to play real people to see how much the hitstun has changed the gameplay. Are there any easy ways to show how the hitstun makes that big of a difference without two people?
lol it isnt auto teching. FYI, 75/195 moves already are auto l canceled and with the wierd timing of manual l canceling, auto is better. But its your preference....ah, ill wait till my friend is over this afternoon. I prolly wont use auto–l–cancel, I was a tech freak back in melee and i miss the techs too much to have it do it for me :O lol
With downward gravity at x1.3 I use 11% and I feel like it's about the same as 11.75% without extra downward gravity.What hitstun % do most people play with? The topic title says 11.75%, but I have no idea if that is even updated.
I have to agree with Kupo on this one. I love tech as much as anyone else, but with 1/3 the moves auto canceled and the iffy melee l cancel code it's just better to use the ALC one. It lets you put more tech effort into wavedashing!!!! j/k j/k Kupo >.<lol it isnt auto teching. FYI, 75/195 moves already are auto l canceled and with the wierd timing of manual l canceling, auto is better. But its your preference....![]()
fixed for no confusionI have to agree with Kupo on this one. I love tech as much as anyone else, but with 1/3 the moves auto L canceled and the iffy melee l cancel code it's just better to use the ALC one. It lets you put more tech effort into wavedashing!!!! j/k j/k Kupo >.<
Seriously it's a good code, and fits brawl more IMO.
Thanks, that's what I originally thought but, I was making sure. It doesn't sound like I'm adding a lot on paper but, we'll see how 9% goes in comparison to 10% and tha alleged 11.75% being perfect..49
Brawl's default is .4
you are adding .09
I came up with the 11.75%. If you play 12% then switch to 11.75%, you will notice a difference. 11.75% has the same potential as 12% except you have to pay more attention to damage, location, and spacing and everything. 11.75% is much better than 12% believe it or not lolwhat confuses is that 11% isn't actually adding 11%, but 0.11
when you go from the standard 0.4 to 0.5 that would be adding 25% of hitstun, while here it would be +10%
EDIT:
btw who came up with 11.75? really why not just 12 or something similair rounded, whe haven't even agreed on other cades.
You should be able to do some testing by your self. Just set the defending player to a wiimote, flip it upside down on the floor and shield with your footGood stuff. This will be hard to test until I get a second player over.
With 4 in both modifiers, Mario's jab combo completely pushes DK out of range for another (you can fit two in normally).
The 11 line hardly does anything for weakThat 1 line code does affect weak AND strong hits i noticed.
The 11 line code does absolutely the same for me.
Cool I give this a try. Question. How do we know where the line is for having too much/little hitstun? Like if you shield ganon's fsmash, where should ganon be in the cool down lag when you get out of your shield? Same for weak hits. What opinions should you have when you leave your shield compared to the attacker?If I'm understanding this correctly, then I think this should result in a similar damage/shieldstun curve to Melee's throughout the damage ranges, which should be a decent place to start experimenting with and start to get a feel for what would work best and which direction to go with it from there.
I'm guessing the normal amount for the '2' here is 0, since for the most part that fits the stun time data I have, and that the '2' is a suggested amount to try for increasing stun on low damage hits where the multiplier has little to no effect?Code:(atk*(1-0.7)*1.15+2)*X+1=frames_stunned (kind of) ^ ^ ^ ^ 04B88480 | | Shield drop animation 04B88464 04B88468
Anyway, if that's the case then putting in 1.3 (3FA66666) for the multiplier (more significant on high damage attacks), and 1.5 (3FC00000) for the amount added (more significant on low damage attacks) should result in shieldstun comparable to Melee's to see if that works well.
Code:[COLOR=Yellow][B]Shield Stun[/B][/COLOR] [spunit262] 11 lines C28753EC 00000006 48000009 [COLOR=Yellow][B]3FA66666[/B][/COLOR] [COLOR=Gray](multiplier of 1.3)[/COLOR] FC20F890 839F007C A39C0006 2C1C001A 41820010 7F8802A6 C03C0000 FC2107F2 FC00081E 00000000 C277F78C 00000002 2C1C001D 41820008 B39E0006 2C1CFFFF 60000000 00000000 04B88468 [COLOR=Yellow][B]3FC00000[/B][/COLOR] [COLOR=gray](adds 1.5)[/COLOR] Default Multiplier: 3F800000 (1.0) Melee-esque(?) Multiplier: [B][COLOR=Yellow]3FA66666[/COLOR][/B] (1.3) Default(?) Added: 00000000 (0.0) Original Suggestion(?) by spunit for Added: 40000000 (2.0) Melee-esque(?) Added: [B][COLOR=Yellow]3FC00000[/COLOR][/B] (1.5)
Yep xDgonna port the shieldstun after dinner. looks good
Umm could you post the code with 2.5 in it plz?Yep xD
I tested magus idea. The strong hits seemed a little low but the weak hits were not improved at all. I even tried keeping the original 1 liner and nothing so I'm trying 2.5 for the 1 liner
EDIT: The following refers to the 1 liner:There isn't really a way of knowing what the perfect value is without just trying it out. Obviously, it should be clear when some things are TOO much - I recommend looking at the moves which are already very powerful against a shield such as Yoshi's Dair, Jigg's Pound, and make sure that they don't lead into some kind of overpowered combo which eats up entire shields.
http://babbage.cs.qc.edu/IEEE-754/Decimal.htmlUmm could you post the code with 2.5 in it plz?![]()