hectohertz
Smash Ace
its a % threshold. i don't remember what though. i think there's a magus post explaining it somewhereIs there a way to allow moves to stale in develop / debug mode?
P.S. still looking for answers to this:
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its a % threshold. i don't remember what though. i think there's a magus post explaining it somewhereIs there a way to allow moves to stale in develop / debug mode?
P.S. still looking for answers to this:
You only need to go through 1 frame of jumpsquat in order to get a standing grab. Pressing Z to grab on the last frame of jumpsquat would actually result in an aerial because you are airborne frame 5.So how do JC's work frame-wise? For marth to do a JC grab would it add 4 frames of jumpsquat to the startup making its active frames effective on the 11th frame instead of the 7th? Would this not make dash grab just as/more effective (because of length) in a chaingrab situation where you have to chase down somebody who has done full DI?
Yes you do. 1.5x if it's fully lightshielded, and I believe it scales linearly.Yo boys, how does light shielding differ from normal shielding, especially frame advantage-wise? Do you actually get longer shield-stun from it or does it only feel like it?
thats crazy, literally a minute ago i was reading the changes between PAL and NTSC and noticed this too. was coming here to post about it.It has been known for a few years that PAL Marth has an maximum aerial velocity of 0.85 as opposed to 0.90 in NTSC. Has the practical implications of this ever been discussed? I honestly only see people chat about the Dair change, so I'm starting to wonder if this isn't that much of a big deal.
I figure it most likely make aerial follow-ups slightly harder in PAL compared to NTSC and change other aspects of his aerial game as well. Like when he's trying to recover from the upper corner back to the stage? I never really see people mention it.
Maybe it would be better of me to make a new thread for this, but someone like @ Kadano , who know both versions of Marth, might have something on this?
See post #1 → Hitboxes[…].xlsx. One of its sheet is called “stages” and has all that data. I think it was Strong Bad who collected it, but I don’t remember where I found it exactly.Kadano, is there any chance you can find some numbers for me? I'm curious about the relative sizes of the stages (ledge to ledge width), the platform heights, and blastzone distances(distance a character has to travel from center stage to die off of the top or sides).
I'd be interested in making a graphical representation of the various stage properties, and don't know where else to get the numbers to start with.
I don’t know how I could find it out. I was not able to do it anywhere near as fast with Dolphin’s TAS inputs and frame advance, but I feel it was somehow Dolphin’s fault. It’s not possible to test this using Melee’s develop frame advance, and I really don’t know any other ways.https://www.youtube.com/watch?v=Alh64TmBz6U#t=71 Is rage quitting this fast really possible? The pause screen doesn't even show up
That happens extremely rarely. What happens has to be the same as in Magus420’s video (which is exactly what @ woodsta wrote), but for Fox to have the correct spacing is next to impossible. I tested the angles for 4 different positions, and for none of them any angle worked. I’m pretty sure it requires too precise positioning and inputs to ever be useful on purpose.
And yeah, I tried to replicate it manually for like an hour and couldn't get it.Yeah, it's probably much like Falcon's in that on that stage it's possible to get pushed down from the nearby ceiling surface while also having only the one ledge grab box connect with the ledge area, which meets the conditions needed to grab an edge and so you do.
If it's pretty much exactly like Falcon's you need to hit where the wall and ceiling join just right (you can see this part of the stage in that video) so that you interact with both surfaces on the same frame: getting pushed down by hitting the ceiling for the downward movement requirement, and pushed outward by the wall enough so that only the front ledge grab box is making contact with the ledge (if both the front and rear grab boxes make contact the game prevents you from grabbing it). Being too far into the stage so that they both connect is how you get "Battlefielded".
lolol same here. dis tech mangAnd yeah, I tried to replicate it manually for like an hour and couldn't get it.
I tested the angles for 4 different positions, and for none of them any angle worked. I’m pretty sure it requires too precise positioning and inputs to ever be useful on purpose.
And yeah, I tried to replicate it manually for like an hour and couldn't get it.
Only @Magus420 or @ajp_anton could do this, I think. Magus would work his magic to reverse-engineer the Melee code and calculate the position and angle Fox needs to recover at, and ajp_anton would write scripts that make Dolphin test every one of them until one of them works.lolol same here. dis tech mang
I heard you had to press Pause twice or something to get the quick one. Or wait, it might be hold Pause and release it or something like that.I don’t know how I could find it out. I was not able to do it anywhere near as fast with Dolphin’s TAS inputs and frame advance, but I feel it was somehow Dolphin’s fault. It’s not possible to test this using Melee’s develop frame advance, and I really don’t know any other ways.
That happens extremely rarely. What happens has to be the same as in Magus420’s video (which is exactly what @ woodsta wrote), but for Fox to have the correct spacing is next to impossible. I tested the angles for 4 different positions, and for none of them any angle worked. I’m pretty sure it requires too precise positioning and inputs to ever be useful on purpose.
https://www.youtube.com/watch?v=Alh64TmBz6U#t=71 Is rage quitting this fast really possible? The pause screen doesn't even show up
The reason for this is actually that the capture dropped frames while they were recording lol. It's pretty common in HMW's videos and seems to happen more frequently when the commentators are yelling really loudly.I don’t know how I could find it out. I was not able to do it anywhere near as fast with Dolphin’s TAS inputs and frame advance, but I feel it was somehow Dolphin’s fault. It’s not possible to test this using Melee’s develop frame advance, and I really don’t know any other ways.
Pretty much just that. There's really no mystery to it: Colliding into ground doesn't stop all of your horizontal momentum, and if you fall of edge, hitstun will cancel from the ground -> air transition. So if you want to slide off the edge to cancel stun, your goals are to 1: collide with the ground 2: Have enough horizontal momentum to carry you off an edge.2. how exactly does.... slide DI (can't think of a better term) work? like, whenever you DI in a way that allows you to ledgecancel off an edge into no lag. is it just a matter of getting good DI on the hit/throw so the momentum from *that* makes you slide off?
When a character is thrown, a hitbubble at his chest is active for a certain amount of time, which seems to depend on launch speed. For uthrows, it lasts more or less until the apex of your flying curve.1. how does shy guy DI work? i don't really understand it in terms of game mechanics like SDI/ASDI and hitboxes and whatnot
Adding to what tauKhan wrote, I created a video that explains all of that visually: https://www.youtube.com/watch?v=ZkdPVUlrSOo&t=6m30s2. how exactly does.... slide DI (can't think of a better term) work? like, whenever you DI in a way that allows you to ledgecancel off an edge into no lag. is it just a matter of getting good DI on the hit/throw so the momentum from *that* makes you slide off? or is it more about the inputs you're doing when your character is actually interacting with the edge you want to cancel off of?
kadano: please correct me if wrongIs marth's optimal ledgedash setup the same on every stage? Kadano mentioned that the earliest frame marth could airdodge downwards was frame 13, but does that actually yield the most invincibility? I think marth mains need to take as much advantage as we can seeing as even our perfect ledgedash grants such short intangibility.
Does KJ64's lack of a wall affect anything? I'd guess that it wouldn't.@ T tonic @ hectohertz it’s frame 13 for all legal stages—and, I suspect, all other stages as well, but I only tested the legal ones.
First two questions: https://www.youtube.com/user/meleemechanics/videosIs it theoretically possible to Amsah tech any attack? If not, and there's some sort of cutoff angle for being able to amsah tech, what is it?
Also, what's the equation for finding the amount of hitlag experienced by an attacker landing a hit on shield?
Finally, what frames can shiek grab the ledge after her upb's "poof"? I was wondering how to time the neutral getup from ledge to combat shiek's recovery. I've been punishing it pretty sub-optimally for some time now.
Thanks so much!@ dude it's raining
Marth's dash momentum will transfer into jump squat. This means that the more frames spent in jump squat (delaying your grab) the further you will slide.
is this true for all characters?@ dude it's raining
Marth's dash momentum will transfer into jump squat. This means that the more frames spent in jump squat (delaying your grab) the further you will slide.
Not sure. Magus has written up a lot of Ganon stuff so he might have that kind of detail specified.is this true for all characters?
i remember for Ganons CGs you needed to do perfect JC grabs, although perhaps that meant the latest frame in jumpsquat, not the earliest as i had assumed