Torsade de pointe
Smash Cadet
- Joined
- Jan 2, 2014
- Messages
- 25
Can you shield-ASDI with the C-stick ? (I've actually been wondering this for a while)
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Just Z-shield vs. a CPU and when they hit you press the C-stick. You should be able to see any ASDI, but it you are just going to buffer a roll so this is honestly fairly useless information.Can you shield-ASDI with the C-stick ? (I've actually been wondering this for a while)
www.ssbwiki.com/Shield_stunIs there a formula for shield stun? Or does all attacks result in the same stun?
Alternatively: http://smashboards.com/threads/frame-advantage-on-block.309694/Is there a formula for shield stun? Or does all attacks result in the same stun?
Thanks, that was an awesome link!
Oh wow, yeah that seems about right. What’s the formula for knockback deteoration over time? And is 2.4KB only for the KB itself or post-gravity? I suppose it’s KB only, but I want to make sure.in brawl you need at least 2.4 KB in order to die above the top blastzone. not sure if it's the exact same number as melee though
This is the vertical movement formula for pm after being hit, and I expect it to be same for melee:What’s the formula for knockback deteoration over time?
So the kb deteriorating is probably 0.051/frame.So, I looked at the game memory, and it appears that this is indeed what happens. Or to be precise, this happens every frame:
Code:(knockback stored into kbcomp here) kbcomp = Math.max(kbcomp-0.051, 0); fallcomp = Math.max(fallcomp-gravity, -terminal_velocity); speed = kbcomp + fallcomp; height += speed;
Thanks, but that value seems way too low imho. Falco’s shine against Fox at 42% damage does 134.36 KB, with a KB deteoration of only 0.51 it would take almost 44 seconds until it zeros out.So the kb deteriorating is probably 0.051/frame.
Okay that seems ridiculous lol. Maybe the kbcomp is the velocity comp calculated from kb? That seems to make more sense: 0,03 * 134.36 would give 4,0308 kb comp (Okay it's not necessarily the vertical kbcomp) , which would deteriorate in 1,3 sec. This would make the kb deteriorating rate 1,7/frameThanks, but that value seems way too low imho. Falco’s shine against Fox at 42% damage does 134.36 KB, with a KB deteoration of only 0.51 it would take almost 44 seconds until it zeros out.
I guess there are many things I’m missing on how this stuff works.
Those seem like good values, thanks! Don’t know where you pulled 0.03 from though, lol.Okay that seems ridiculous lol. Maybe the kbcomp is the velocity comp calculated from kb? That seems to make more sense: 0,03 * 134.36 would give 4,0308 kb comp (Okay it's not necessarily the vertical kbcomp) , which would deteriorate in 1,3 sec. This would make the kb deteriorating rate 1,7/frame
Sorry, no, I don’t. I’m not even sure what “land canceling” is – is it when knockback stacking effectively reduces knockback so that you stay below the knockdown threshold which you would have been above if only the second hit had connected?@ Kadano Do you know the formulas for consecutive hit kb calculation aka how the momentum stacking precisely works?
And also what's the rule for landing out of hitstun happening? I know that falcos utilt -> dair seem to always cause land canceling of the hitstun, while shine dair most often doesn't cause landing. On the other hand, I've had a scenarion where I think bowser landed out of a non momentum cancelled shine - >dair. Then again, doing very fast shine dair so that the dair momentum cancels the shine seem to always cause landing, unless the dair causes tumble.
While this is in almost all cases an unnecessary distinction, I’m pretty sure that ledgegrab (CliffCatch ) has individual intangibility on every animation frame and 30 frames of intangibility are granted on its completion.37 with most chars after grabbing the edge, counting ledgegrab as frame 1, 33 frames with link. You can do ledge actions on frame 9 the earliest (5 with link).
As ST said, you need 2.4 KB in order to "die" from the blastzone. We observe equal KO percents in PM and Melee with all other variables equal, so there's no reason to believe this isn't true for Melee as well.Has proper sky blast line research ever been done? @Magus420 @ Strong Badam
I thought that it was necessary to be either grounded or in hitstun to die from passing it, but apparently that’s not always true. During anti-gravity, pretty much every move can pass the sky blast line and make the character die. (So far I confirmed it for Fox’s double jump (also with follow-up aerials), air dodge, side-B, down-B and up-B.)
At first I thought that the calculated hitstun might still be active although you are actionable, but my test results don’t support this. Depending on what action you do, you need to do it within 3-8ish frames after DownDamage to still die.
Please help.
I don't think the vectors are straight up added. I think it seems more like this when the second hit connects:For slower consecutive hits, the moves are added as vectors with their relevant post-DI calculated trajectory. @Magus420 would know the specifics with how tumble and stuff is calculated in this.
I believe a good example of this is grabbing the edge on Yoshi's Story right as Randall slides underneath you. It'll take you off the ledge during the ledge grab frames and I believe your intangiblity will end immediately and then start over when it snaps you back onto the edge when he disappears.Sorry, no, I don’t. I’m not even sure what “land canceling” is – is it when knockback stacking effectively reduces knockback so that you stay below the knockdown threshold which you would have been above if only the second hit had connected?
While this is in almost all cases an unnecessary distinction, I’m pretty sure that ledgegrab (CliffCatch ) has individual intangibility on every animation frame and 30 frames of intangibility are granted on its completion.
I don’t remember how exactly I did it, but during the creation of this video, I grabbed a ledge in a way that I was carried off of it at some frame of CliffCatch . Intangibility ended immediately. Hence my report at 2:00.
In any case, I’m kind of happy about this discovery because it feels somewhat better to me to explain it this way:
Grabbing the ledge is intangible and takes 7 frames for every character except Link (3 frames). After this animation is completed, you will stay intangible for another 30 frames, regardless of what action you do during this period.
Yes, there vulnerability during that. You can can check the fox/falco frame data thread to check for things like this btw, but I grabbed the data you were looking for. I didn't see it listed in Fox's frame data, but I assume it's basically the same.You get invincibility when you do a regular get-up after you've been knocked to the ground, but are you invincible during the whole animation, or does it wear off beforehand, leaving you vulnerable.
In other words, is regular get-up --> shine nonpunishable with spacies or can you hit/grab them before the shine comes out ?
Tech-Neutral
Total: 26
Invincible: 1-20
Getup-Neutral (Back)
Total: 30
Invincible: 1-23
Getup-Neutral (Stomach)
Total: 30
Invincible: 1-23
You weren't wrong. Pretty sure I am the only one who bothered to add the getup frame data from Magus's post into the character specific hitbox thread.Thanks a lot.
I thought the character's frame data topic only listed frame data on attacks, but I was wrong ^^ I'll make sure to check them out more thoroughly in the future.
http://smashboards.com/threads/kada...data-application.337035/page-20#post-16761069What is the maximum possible frames of intangibility that Fox can have on the stage if he performs a perfect wavedash from the ledge at the timing that maximizes his number of intangibility frames?