TheCrimsonBlur
Smash Master
Can you elaborate on this? I thought we had determined doing aerials out of hitstun doesn't help (that Fox uair post)?In Puff and Kirby's case jump and immediately f-air because their air jumps have reduced mobility.
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Can you elaborate on this? I thought we had determined doing aerials out of hitstun doesn't help (that Fox uair post)?In Puff and Kirby's case jump and immediately f-air because their air jumps have reduced mobility.
Ah, I probably just discarded this knowledge because I don't play those characters lol^Doing aerials as you jump does indeed not help for most of the cast, but Kirby and Jigglypuff are exceptions. Their jumps slow your mobility near their peaks, but this is canceled if you do an aerial.
If ((amount of time since previous hit that had knockback) < threshold)
{
[COLOR="Blue"] all earlier hits and momentums are completely ignored, use current move's knockback[/COLOR]
}
else
{
[COLOR="Blue"] If (direction of momentum is opposite of current move)
{
[COLOR="DarkGreen"] subtract them from each other so they partly cancel each other[/COLOR]
}
else
{
[COLOR="DarkGreen"] choose the bigger one and ignore the other[/COLOR]
}[/COLOR]
}
Is the threshold a fixed number of frames?So with ICs, the time between the two hits is always well below the threshold, so Popo's move's knockback/momentum is completely ignored. Note that whatever momentum there was before Popo's hit is also completely ignored once Nana hits.
What's funny is that Popo and Nana share move decay, so Popo hitting first makes Nana's hit slightly weaker =). Of course the added % from Popo more than makes up for this, but still...
The ICs are desynced by 6 frames, so I can't really think of a situation where there would be more than 10 frames between hits, regardless of damage, unless you desync them further. Maybe if Popo hits the opponent slightly out of reach so Nana has to swing her hammer further?Only if a move hits an opponent within 10 frames of the previous move does knockback stack. Otherwise, the second one overrides it. This includes Hitlag, so it's actually very rare that it occurs. Affects double shine, Ganon Dsmash, and certain tipper spacings on Sheik Up-Smash.
It shouldn't happen with Ice Climbers unless you're using a move that does less than 9 damage.
Knockback is calculated from the rounded down damage *before* the hit. Proof can be found by looking at how damage is rounded before and after hits. Whatever knockback decay there is, it's separate from the damage knockback.DrinkingFood, you're actually incorrect in a sense. While in Melee the move's unstaled damage is used in knockback calculation, knockback is calculated using the percentage of the victim post-hit, so move staling does affect knockback. It doesn't have nearly as much an affect as in Brawl, but it's not negligible. Check this vid for obvious proof.
Note that for whatever reason article aka projectile hits DO use the staled damage for knockback calculation, noticeable by how long it takes Samus' missiles to KO if used repeatedly.
Magus is the Dark Knight. He only comes when he is needed most to issue his own brand of frame data justice. He operates on his own terms, outside of the law of SmashBoards.how the **** does magus only have 4,000 posts?! it seems like he always needed
3 seconds afaikhow long does peach float
KB is calculated by the ending %. That's why stale moves result in reduced KB.
Please explain.Roy's uncharged fsmash from the very right edge of the HRC platform:
20% -> 40%: 28.8m
20% -> 41%: 28.8m
21% -> 40%: 29.3m