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Nana and Popo's Smash Attacks are Not Connected

SubduedHypeSmash

Smash Rookie
Joined
Aug 1, 2015
Messages
6
Ice Climbers' Smash Attacks are registered and can be used separately with the C-Stick.

Copied from Ice Climbers' R&D Group:

It doesn't work on every controller as there is variance in c-stick calibration, and default notches are too wide to hit the right value every time.

The angle for f-smash is ~36 degrees above or below horizontal. The angle for u-smash ~42 degrees above horizontal and the angle for d-smash is ~42 degrees below horizontal. In between these angles there is a dead zone where no smashes are triggered, which is why at the threshold Popo will perform a smash alone (Nana receives no input). These angles are slightly above or below each corner notch, not exactly inside it.

Copy pasted from other thread:

Analog sticks yield continuous output, so the game uses coordinate thresholds to map different zones to discrete functions (see Kadano's control stick maps: http://imgur.com/a/2na5b)

For some reason Nana is calibrated differently than Popo, and most of the time her thresholds are one unit further from the origin than Popo's. This means that if you move the control stick to somewhere along the threshold, only Popo will act (for example, the border between walking and dashing, Nana will walk and Popo will dash).

C-stick has some special properties since it only handles attacks. If your character receives a c-stick input (past the threshold for performing an attack) the game will set some flag that isn't reset until the c-stick crosses the threshold again. This makes it so you can't buffer attacks just by holding the c-stick in some direction, or accidentally attack again as you release it to neutral.

Since Popo and Nana have different thresholds, if can set the c-stick to Popo's threshold, only he will receive the command to smash. After that, a flag is set and he won't respond to c-stick input until you go back over the threshold (i.e. reset to neutral or press the c-stick in a different direction). Nana's threshold is one unit further, so if you tilt the c-stick in that direction slightly further, only she will receive the command to smash.

You can imagine it like this:

0 origin
---- Popo's d-smash threshold
---- Nana's d-smash threshold
v bottom notch

Normally when you press the c-stick all the way into the bottom notch, you'll cross both thresholds and both ICs will d-smash. If you only cross the first threshold, only Popo will d-smash. If you cross the first threshold when Popo is occupied, then cross the second threshold when Nana is free, only Nana will d-smash.

I have more information about the what actions this works for (and their corresponding angles) that I'll post eventually. Hope this explanation made sense for now. Sensitivity desynchs are pretty difficult to do with any kind of consistency unless your controller is calibrated for them, since the values are precise. Sometimes the default notches around your control stick/c-stick line up with the action thresholds, but most of the time you'll need to make custom notches on your controller to get the right angles.
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This takes a lot of precision, but it's doable. And I think with practice it can be consistent. If a violinist can remember where a note is, then we can remember where to put our thumb for immediate desycns in neutral.

The possibilities it opens are endless. It allows ICs to desync immediately at any time from a standing position no need to setup a desync.
 
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