EnhaloTricks
Smash Apprentice
So I know pummels affect the stale move queue. But do subsequent pummels? For instance, can you get 5 pummels in a row in the stale move queue or is it only the first pummel that gets stored?
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YesJust a really quick dumb question I have about shield stun. I'm sorry if this is the wrong place to ask.
Is the formula also affected by the 1.05x freshness bonus and stale move negotiation? Dr. Mario's back-air would do 10 frames of stun instead of 9 if that's the case which would be really nice.
As @Shaya said, shield stun is affected by stale. But we should note that the formula might not be perfect especially in the case of decimal damage.As far as I know,1)the formula was developed mainly by moves of whole number damage and 2)it's said to be "dmg/1.75 +2" or "dmg/1.72 +2"(Though both fomula output 10F shield stun about Dr.mario's fresh Bair,what I want to say is the formula can be wrong). So especially when we calculate by decimal damage,we should take note.Just a really quick dumb question I have about shield stun. I'm sorry if this is the wrong place to ask.
Is the formula also affected by the 1.05x freshness bonus and stale move negotiation? Dr. Mario's back-air would do 10 frames of stun instead of 9 if that's the case which would be really nice.
I found accurate values in fighter_param_etc. With @Sammi Husky's param editer, these are listed in Group[3].stale multiplier = 1-Σ(sn/100)
s1=8.000, s2=7.605, s3=6.776, s4=6.033, s5=5.271, s6=4.437, s7=3.788, s8=2.943, s9=2.208
n is the position in the queue occupied by the move being used.
If you haven't any decay, stale multiplier is 1.05 instead of 1.
example:
If the move being used occupies the 3, 5, 6 and 8 positions in the queue, then stale multiplier is 1-(6.776+5.271+4.437+2.943)/100=0.8057
Did you happen to you work out what the window is to z-catch an item without airdodging? I assume it's not the full 5 frames, but it could be dependent on how long you hold the button for I suppose.Interesting question.
Testing method:
There's a 5 frame window. Aerials and airdodge will catch items on frames 1 to 5.To test this I set up a custom stage with a flat base and slightly slanted platform above it that went the length of the base. I then went into training mode and made the cpu a Falco, put Falco below standing on the base, moved player 1 up top, picked a spot and spawned a banana, then moved Falco directly beneath it. I then had Falco do a FH buffered Nair and, using frame skipping techniques, I counted the amount of Nair frames that came out before the banana was caught. By moving player 1 slightly each time before I spawned the banana, I could slowly adjust the amount of Nair frames that came out before the banana was caught until the buffered Nair no longer caught the banana. The furthest it got was to the point that I was catching the banana on frame 5 of the Nair. I then tested it for Falco's other aerials and for airdodge and got the same result. I then did the same thing with Diddy; I wasn't about to test all characters, but I figured I should check to see if there are any differences with an item specialist character, and I got the same results.
It has nothing to do with how long you hold the grab button. You just need to be in range of catching the item on the first frame. It's a 1 frame window. If you're a frame too early hitting grab you'll get the first frame of airdodge followed by catching the item on the second frame with airdodge; of course, if you're a character with a Zair, you'll get the first frame of Zair instead followed by not catching the item at all.Did you happen to you work out what the window is to z-catch an item without airdodging? I assume it's not the full 5 frames, but it could be dependent on how long you hold the button for I suppose.
I think you can still do retreating aerials. You have a shoulder button mapped to attack and the c-stick performs a 1 frame directional input, so pressing attack and the c-stick at the same time should input an aerial while you still maintain aerial control with your analogue stick. I haven't tested this personally so I'll edit my comment if this information is incorrect.
What are the restrictions of this techniques aside from no c-stick aerials, which would also mean you can't do retreating aerials.
Dunno, haven't seen something like that, but it can be gathered. For example, Shulk's foxtrot like every foxtrot starts on frame 1 out of standing position, & you can initiate another foxtrot starting on frame 16. Then you can initiate a third foxtrot starting on frame 30.Do we have the frame data on the frame data when one can fox trot forward the second time in a row? Are they the same for all characters? How does it compare to the fastest normal fox trots of ~17 frames?
Thanks! I can roughly assume for now that most will be around that general time frame.Dunno, haven't seen something like that, but it can be gathered. For example, Shulk's foxtrot like every foxtrot starts on frame 1 out of standing position, & you can initiate another foxtrot starting on frame 16. Then you can initiate a third foxtrot starting on frame 30.
A while ago I posted this:Do we have the frame data on the frame data when one can fox trot forward the second time in a row? Are they the same for all characters? How does it compare to the fastest normal fox trots of ~17 frames?
Foxtrotting: I see what you're trying to do, i.e. compare different movement options to see what available options you have out of them, but I'd still divide this into two sections, the initial and later dash. The initial dash, as I said earlier, being the first 6 frames presumably for all characters. As for the later dash that's going to be much more character dependent. I generally test using Link so that's who I'll use. The earliest another joystick input can be made for the next dash forwards (in the same direction) is on frame 16 (which immediately activates the next dash on the same frame) and that's if you return the joystick to neutral before or on frame 13. For an extreme comparison, Mac can input the next Dash on frame 5 which buffers into the next dash which occurs on frame 16. Characters are generally going to fall into one of these two categories (e.g. Marth is more like Mac, while Mario is more like Link, but I'm using Link as the example for now). Going along then with your idea to not return the joystick to neutral first, we'll count the later dash as being frames 7 to 12 which works out because Link transitions into the Run on frame 13 anyway (i.e. the first frame shield will activate).
Yep. If you look closely you can see Mario starting to snap just before he gets hit.https://www.twitch.tv/2ggaming/v/56805010?t=5h22m52s
Is this a case of Mario being hit while snapping to the ledge, and thus regaining his second jump?
So is it negligible or no?it "does" matter, but like staling doesn't reduce the knockback directly. It only reduces the damage. If a move does 1% base damage it does 1,05% fresh and 0,92% if it's on the first stale position. Thats not much knockback reduced but the effect is still visible.
In the video the difference was even less because the move is not on the first position in the stale move queue anymore.
Not if you use 9 moves in between them. The stale moves queue only has 9 slots, and if you use a move, your first move goes down a slot. So, If you use Uthrow, it will be in slot 1, but then you use Fair-Uair. After Fair-Uair, Uthrow is now in slot 3. When a move is no longer in the stale moves queue, it regains it's full power.So is it negligible or no?
Like, I play Corrin and on the Corrin boards, some people are like "only use up throw to close out stocks or else you'll stale it". Is that something someone should actually be concerned about?
Spreadsheet which uploaded at 1.1.5 Patch Notes includes that. Column J is dash initial velocity.I'm not sure where else to ask this. Would anyone be able to point me towards a list of initial dash speeds? I've found a few posts laying around the boards but they're all kinda old and I'm not sure how up-to-date they are.
Angles over 360° have their own special rules rather than starting over at 0°.
361° is the Sakurai angle, which has a variable angle depending on the strength of knockback (0° with weak knockback, around 40° with higher knockback)
363° makes the launch angle match directional movement. It's only used for the travel hitbox of Extremespeed Attack, as far as attacks go.
If I'm interpreting it right (pretty sure I am, it looks accurate in-game):
365° - Knockback angle matches the user's movement.
366° - Upward knockback on grounded opponents (85°?), autolink on airborne. Pulls opponents toward the user's center in addition to matching movement.
367° - Pulls opponents toward the user's center in addition to matching movement.
Also not something I'd ever stopped to think about, but it seems autolink hitstun is calculated from what the move's non-autolink knockback would be. Explains why Greninja uair starts putting Sheik in tumble around 67% even if she isn't really launched anywhere.
You mean like the slowdown formula? I wouldn't know the exact answer, but I did this testing back in like, March some time ago:Is anyone aware of Shulks counter formulas? I'm curious.
So Vision's counter slows down frames, yes? Here's what I gathered about Shulk's Vision in a brief test:
Shulk airborne Vision vs Shulk's Down Air
Both Shulks drop through a platform. ShulkA who will aerial Vision counter drops first to input Vision. ShulkB drops through after & inputs Down air which causes him to fastfall so that he's close within range.
TL;DR
- ShulkA's Vision counter window gets hit by ShulkB's Dair on frame 14, activating frame 1 of Vision counter.
- ^ This leads to that ShulkA's aerial counterattack on frame 45 connected with ShulkB's "frame 23" Dair2.
- On frame 45 of Vision, ShulkA trades hits with ShulkB.
- Both hits trade on frame 58; as in, the beginning of Dair1 going smoothly from frame 1-14 until hitting Vision.
Frame 14 Dair1 activated Frame 1 Vision
"Frame 23 Dair2" traded on the same frame with Frame 45 Vision. Air Vision is intangible of frame 9-44 so it's undecided if it was really the first frame hitbox of Dair2
Total of frames from start to finish: frame 1-14 of Dair1 until frame 58 is the attack trade between Dair2 & Vision
There must be a formula for Shulk's vision that determines how many counter frames you get. The upper limit is 41 and the lowest amount is 12. You know this already cos you told me about it kek
Witch Time's effect got nerfed.
Duration(from WT) : INT(180+"Opponent's %"/5) -> INT(180+"Opponent's %"/10)
Duration(from BW) : INT(120+"Opponent's %"/5) -> INT(120+"Opponent's %"/10)
Duration penalty per use : 50F/50F -> 75F/50F
Duration recovery per frame : 0.08F/0.08F -> 0.06F/0.041F
Ooooooh. Yeah there should be, but sadly I don't know it either. This makes relevant sense now because of WT acting similarly to Shulk's Vision now too. Man. .No I mean something like this:
There must be a formula for Shulk's vision that determines how many counter frames you get. The upper limit is 41 and the lowest amount is 12. You know this already cos you told me about it kek