Tee ay eye
Smash Hero
i don't think english is leffen's first language
by the way, after how many frames upon grabbing a ledge can you drop off of it?
by the way, after how many frames upon grabbing a ledge can you drop off of it?
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Correct.i don't think english is leffen's first language
by the way, after how many frames upon grabbing a ledge can you drop off of it?
It's not really math, it's physics =).Thanks, Melee. And AJP (of course the guy with the math avatar would give a math-based answer).
http://tasvideos.org/Mugg/SSBM.htmljust curious ajp... what is the TAS wr total for btT?
Way too many native English speakers make this mistake too. I've never understood it, because it's seems like it's so easy to avoid the "your/you're" pitfall as long as you put a little thought into your writingi don't think english is leffen's first language
I see what you did their.Some people just dont put thought into there writing.
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So I see the partial deriative of a wave function with respect to time. H-bar, plankks constant over 2 * pi. And the gradient of the wave function squared. What is all that suppose to be used for?[/QUOTE][url]http://en.wikipedia.org/wiki/Schr%C3%B6dinger_equation[/url]
It's been a while since I did anything like that so I've forgotten much of it, but what I study now doesn't really have any nice-looking picture representation so I'm keeping that =).
I've tried something similar sometime ago, without momentum (without TAS or anything though). Rolled towards the ledge and then checked how far what would go (I simply put another character at the end point of my "recovery", used up b held the controlstick in the same direction and hit shield to prevent Falco from walking upon landing). The distances were all pretty much exactly the same as the side b.I think for maximum horizontal distance, the angle of your up+B (0 means horizontal) should be the same as the angle of his fall (0 means vertical), so that the angle between the up+B and the falling is 90 degrees.
This of course assumes that the falling angle is constant, which it probably isn't because of the falling and horizontal accelerations, but I think it's a good enough approximation.
This applies for when the point you want to reach is anywhere below this angle. If it's higher, you just have to aim directly for that point (for maximum distance in that direction).
Not sure what to tell you, but Falco's side-B goes significantly further than his up-B at any angle...I've tried something similar sometime ago, without momentum (without TAS or anything though). Rolled towards the ledge and then checked how far what would go (I simply put another character at the end point of my "recovery", used up b held the controlstick in the same direction and hit shield to prevent Falco from walking upon landing). The distances were all pretty much exactly the same as the side b.
crush is 10x the poster you will ever be.
You should just go to this thread and work some magic and see what you come up with.i've been slackin on this thread =( i'll see what i can do.
Apparently these are mostly aerial B moves (is it only B moves? and is it true of all of them?). So is the difference between these two terms in the actions that you can cancel with?SDM's Terminology for frames said:SAF
Soonest Actionable Frame. The first
frame of any move during which you
can do anything else. Like IASA, only
also applicable to noninterruptible
moves. This might be replacing IASA.
Just thought I'd re-utter my buried question.Would Yoshi's platform cancel from the ledge be quicker than simply attempting his ledge-dash? @.@