Superior Spider-Mew
Smash Journeyman
Do you guys think the edgeguarding aura sphere trick will be as effective with Mewtwo? (assuming he has the same neutral b from Melee)
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!
Depends on how high he holds his Shadow Ball. If he holds it as high as Melee, he's going to get hit a lot if he attempts it.Do you guys think the edgeguarding aura sphere trick will be as effective with Mewtwo? (assuming he has the same neutral b from Melee)
OK guys, get ready for another lesson.So we still do not know how many frames Aura Sphere scales in regards to hitstun, huh?
We will need the knockback formula, which is...Hitstun is a period of time after being hit by an attack that a character is unable to act outside of directional influence or teching. It is directly dependent on knockback, so an attack like Falcon Punch will have more hitstun than Thunder Jolt.(...). Each Smash game has a programmed value that is multiplied by the amount of knockback received to determine the amount of frames a character is locked in hitstun after being hit (for example,Melee has a hitstun multiplier of 0.4 frames per unit of knockback, so a hit that deals 100 units of knockback will leave the target in hitstun for 40 frames). THIS IS IMPORTANT FOR NOW.
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=1.000000, Angle=0x50, KBG=0x64, WKB=0x0, BKB=0xA, Size=2.000000, Z=0.000000, Y=0.000000, X=0.000000, 0x15, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x0, 0x0, 0x8, 0x3, 0x1, 0x0, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Wow. Thank you. So it does look like a combo if the stars align correctly...I know this took a lot of work, but if you have time would you mind calculating for Lucario at 120, 140, and 190 vs. a Mario at 50, 40, and 30 respectively? If it is a true combo vs. a Mario at max Aura when he is at lowish percents... This is huge.OK guys, get ready for another lesson.
Before starting of, THIS IS MY INTERPRETATION of the information I've found through many sources, and final results may vary or be completely wrong. This is only for illustration purposes ONLY, and it might be different from actual game-play.
First, some theory about hitstun: (Sorry... it's important)
We will need the knockback formula, which is...
* The formula for smash 4 hasn't been found yet.![]()
Imagine the following situation:
By this, we have the following variable values:
- Lucario at 95%
- Mario at 70%
- 1 stock each, FD (In order to avoid any gravity weird effects or stock advantage)
- AND RAGE IS NOT CONSIDERED HERE.
- Hit Mario with a 'tick' of ASC (Which, at that aura of Lucario, would deal 1.18%/hit)
Finally, resolving the Knockback formula should give us:
- p = Percentage of target AFTER adding damage (70+1.18 = 71.18)
- d = Damage dealt (1.18)
- w = Weight of the target. (Mario's weight in smash 4 = 98)
- s = Knockback scaling (or growth, KBG) divided by 100 (100/100 = 1)
- b = Base Knockback (or KBG) (10)
- 0x64 in HEX = 100 in DEC.
- 0xA in HEX = 10 in DEC.
- r = Ratio of a lot of factors (Handicap, Smash Charge, Crouching, etc.) (1)
Knockback = 45.4291348.
In order to calculate the hitstun frames, we need the ratio of hitstun for Smash 4 (Which haven't found yet, we'll be using Melee/Brawl instead = x0.4 frames per knockback unit, as the quote mentioned above).
HitStun frames = Knockback * 0.4 = 45.4291348 * 0.4 = 18.1716 Frames = 18 Frames (rounded down).
BUT, I've previously stated ASC has 8 Frames hitStun by default, which I really don't know if it is added, multiplied, follows a formula or completely ignored at all.
In conclusion OF MY INTERPRETATION!, you should have around 18 Frames window to combo ASC -> USmash IN THIS SITUATION.
Your combo option is HEAVILY dependent of your foe's damage, and aura helps by increasing damage dealt, but only as a Small factor.
And you would see me like...
![]()
Bla bla bla...
Lemme check if I get it correctly, you would like to checkWow. Thank you. So it does look like a combo if the stars align correctly...I know this took a lot of work, but if you have time would you mind calculating for Lucario at 120, 140, and 190 vs. a Mario at 50, 40, and 30 respectively? If it is a true combo vs. a Mario at max Aura when he is at lowish percents... This is huge.
Anyone know if anyone made a calculator for this? It would be amazing to have.
take back what i said, training mode never considers it a combo at %'s below 60-70 ish. So I guess the 15-16 frame jc upsmash is enough for the supposd 18 frame hitstun, considering it a combo. So this technique has a 1-3 frame leniency and they have to be directly above you or inside you. But I wonder if staling outside of training mode is a thing since asc hit in multiple hits quickly. It could do that then quickly knock the hitstun down lower than 18 frames making this "combo" not real at all. SO MANY FACTORS WHY. goodjob thoughOK guys, get ready for another lesson.
Before starting of, THIS IS MY INTERPRETATION of the information I've found through many sources, and final results may vary or be completely wrong. This is only for illustration purposes ONLY, and it might be different from actual game-play.
First, some theory about hitstun: (Sorry... it's important)
We will need the knockback formula, which is...
* The formula for smash 4 hasn't been found yet.![]()
Imagine the following situation:
By this, we have the following variable values:
- Lucario at 95%
- Mario at 70%
- 1 stock each, FD (In order to avoid any gravity weird effects or stock advantage)
- AND RAGE IS NOT CONSIDERED HERE.
- Hit Mario with a 'tick' of ASC (Which, at that aura of Lucario, would deal 1.18%/hit)
Finally, resolving the Knockback formula should give us:
- p = Percentage of target AFTER adding damage (70+1.18 = 71.18)
- d = Damage dealt (1.18)
- w = Weight of the target. (Mario's weight in smash 4 = 98)
- s = Knockback scaling (or growth, KBG) divided by 100 (100/100 = 1)
- b = Base Knockback (or KBG) (10)
- 0x64 in HEX = 100 in DEC.
- 0xA in HEX = 10 in DEC.
- r = Ratio of a lot of factors (Handicap, Smash Charge, Crouching, etc.) (1)
Knockback = 45.4291348.
In order to calculate the hitstun frames, we need the ratio of hitstun for Smash 4 (Which haven't found yet, we'll be using Melee/Brawl instead = x0.4 frames per knockback unit, as the quote mentioned above).
HitStun frames = Knockback * 0.4 = 45.4291348 * 0.4 = 18.1716 Frames = 18 Frames (rounded down).
BUT, I've previously stated ASC has 8 Frames hitStun by default, which I really don't know if it is added, multiplied, follows a formula or completely ignored at all.
In conclusion OF MY INTERPRETATION!, you should have around 18 Frames window to combo ASC -> USmash IN THIS SITUATION.
Your combo option is HEAVILY dependent of your foe's damage, and aura helps by increasing damage dealt, but only as a Small factor.
And you would see me like...
![]()
Bla bla bla...
Thanks! =D Those who actually said that might have no idea what they're talking about.@Eeveecario And they say we never use math outside of school! Nice job!
Thanks for the help =) Much appreciated.Based on the formula, the difference between 120% and 190% Lucario barely matters at all for hitstun (each hit does like 0.9%-1.2%). Mario's percent matters a lot more: By the formula, we get about 13~ frames of hitstun when he's at 30% and around 15-16~ frames when he's at 50%. Training mode registers it as combo when Mario is at around 50% and Lucario is at 190%, but not when Mario is much below that. I didn't calculate rage when I did this because I have know idea how much that increases BKB. Move decay might make this slightly less reliable.
So yea, assuming the formula is accurate, expect it to start to combo at around 50-70% if done perfectly, but you might want to wait until 80%-100% to be safe. If the formula is wrong, idk. I'd be cautious with it against anyway with a frame 3 nair, but otherwise experience tells me it's pretty reliable.
Why not? The game runs at 60 FPS Graphically and Logically, that would give you 1/3 of a second to input an up-smash in that situation. And the most perfect input you could do has 16 Frames + Input delay frames length.18 frame hitstun? no, lol
i edited LOOK AGAINThanks! =D Those who actually said that might have no idea what they're talking about.
Thanks for the help =) Much appreciated.
Just a minor correction, pummeling damage goes between 0.66% (no aura) ~ 1.7% (MAX aura), so the damage dealt would be:
But since it heavily depends on Mario's damage, it might only give us a frame or two more or less.
- 120% = 1.3168% dmg
- 140% = 1.4263% dmg
- 190% = 1.7% dmg
Why not? The game runs at 60 FPS Graphically and Logically, that would give you 1/3 of a second to input an up-smash in that situation. And the most perfect input you could do has 16 Frames + Input delay frames length.
Sorry man just noticed, I'll take it back too.i edited LOOK AGAIN
jesus you only need 1 tiny asc charge hit to link it to jc usmash. If you bring it out then quickly jc people might not know what even hit them
Staling is based on input rather than number of hits. Otherwise multihit attacks like Mario's dair would stale to nothing/refresh everything in a single hit. Since it's one input to start charging AS, it's one stale/refresh.But I wonder if staling outside of training mode is a thing since asc hit in multiple hits quickly.
If it is as you stated, they should be considered as a single input.Staling is based on input rather than number of hits. Otherwise multihit attacks like Mario's dair would stale to nothing/refresh everything in a single hit. Since it's one input to start charging AS, it's one stale/refresh.
But that makes me wonder, are ASC and AS considered one input or two?
Unless if it is laser priority or just cancels everything out... moves that do 9% or more wins.Does anyone think that since your hurt box becomes smaller when you perform u-smash (the way he sort of crouches before he throws out the attack) that you'll have a better chance of landing it before one of these frame 3 nairs reach you? I suppose its also dependent on their position when you use it, and im not entirely sure how the priority would work if you challenged it, and that could be dependent on how much aura you have right?
Case 1: 16 FramesCase 1: Lucario 120% vs Mario 50%
Case 2: Lucario 140% vs Mario 40%
Case 3: Lucario 190% vs Mario 30%
*Unexpected reaction image here* :lINHATE THIS WITH EVERYONE ONE. THE SIDE B IS NOT A LASER, ITS A FREAKING BEAM OF AURA. AN AURA BEAM.
ARRRRRGGGGGHHH
It's short for "Jump cancel"What is jc?
Let me tell you more about our good friend Jesus ChristWhat is jc?
Don't worry, I'm having troubles pulling off the "Reverse Aura Momentum", too.Now that I learned how to do this I am going to be observing myself failing miserably when trying to perform it.
When someone hangs on a ledge, they have about a second or so of invincibility before they can get hit. I assume you hit them with a smash attack during their vulnerability period. Especially if their head is sticking out like for Ness and YoshiCAN ONE OF YOU PLEASE PLEASE HELP ME OUT WITH THIS PROBLEM.
As we know, Lucario's Smash attacks can't hit people while on the edge. But the confusing thing is that sometimes I actually get the hit. What the hell. It's not possible to hit them but yet I do. Can someone please help?
Its a flare of energy fired from a palm.I HATE THIS WITH EVERYONE ONE. THE SIDE B IS NOT A LASER, ITS A FREAKING BEAM OF AURA. AN AURA BEAM.
ARRRRRGGGGGHHH
I wish I could report you for this.I wonder how Lucario would look in white and gold
Help yourself with this tool, you can see the result for your own now =).Also god damn Eevee that's amazing!
So a good rough estimate for hitstun is 1 extra frame of stun for every 10% racked up on the opponent? Would that be a safe guess?
Sooooooooo since you have two Lucario amiibo's, would you be interested in selling one of them? I can pay in high-quality chocolate.I got another Lucario Amiibo
Well done, can't wait to bust this out when I get home. I would suggest putting it in the main forum after we use it for a bit (to help work out any kinks).OK Guys!
I've developed a tool which will help us calculate some frame stun data, and can be found here:
It's my first time posting something public on the web, so please don't go edit it and break it xD.
If you can't you can download it.
Again, this values are calculated FROM MY INTERPRETATION, so it can be completely wrong in actual game-play.
You have been warned!.
Also, I don't know you guys, but maybe it can be a potential tool, should we keep it private or try to post it on the main forum?
IMPORTANT INFORMATION:
I should give credit to @MythTrainerInfinity who started the aura damage chart, and his info come really helpful.
Credits to @Thinkaman, who has resumed the info to a "short" file, and both him and @Indigo Jeans who actually teached me how to read some of the data. (Along with many others).
Credits to @Dantarion, who shared the raw frame data.
Help yourself with this tool, you can see the result for your own now =).
EDIT:
If you want to always see damages rows and columns (as for excel 2013),
- In your view window, adjust it so you can see your desired 'fixed row' and 'fixed column'.
- Select the cell D35.
- Go to view -> Freeze -> Freeze panels
- Done! (If you want to unfreeze, repeat the same process)
Pardon me if I am wrong (since I am on my phone I can't tell), but I do not see your updated spreadsheet.I downloaded the Excel file. The chart is certainly very useful. I've made a few minor corrections to the file after downloading it:
For the cells in Column C that display the values of Lucario's damage multiplier, starting with cell C35, I changed the formula to be f(x)=IF($B35<70, 0.17*$B35/35+0.66, IF($B35<=190, 0.07*$B35/12+3.55/6, 1.7)) I also enclosed the formulas of the cells that display the hitstun values with the FLOOR.MATH function because the result of the formula is rounded down.
Additionally, I slightly modified the table so that it can calculate the hitstun values of moves with set knockback. However, it probably wasn't a very necessary thing to add.
I can't edit the file directly from dropbox because I'm not the original uploader of it. However, I downloaded the file and I, after making the few changes, have uploaded it to my dropbox account. Here is a link to the version of the spreadsheet with my edits.Pardon me if I am wrong (since I am on my phone I can't tell), but I do not see your updated spreadsheet.