Ryanarius
Smash Journeyman
So I'm changing up this opening post to make this thread similar to the thread that ART was found in.
Name: undeclared
Description: Pit's arrow hits the edge of final d at a low angle, about 20-30 degrees. Instead of just disappearing like the arrow normally would the arrow sticks to the ledge. Currently we believe the arrow will stay there for the entire game if not hit but this is unconfirmed. If the opponent touches the arrow he will take damage and knockback similar to being hit by a normal arrow.
application: It creates a point where your opponent can't go. In addition to that the point is by the edge so it makes it more difficult for the opponent to edgegaurd you and recover. Tapping shield by the arrows will probably make them go away but it still will cause annoyances for your opponent.
To go even further, if you could land multiple arrows on the edge it'd be possible to put a couple arrows on the edge while the opponent is dead. Lets say you kill the opponent vertical and your really good at sticking arrows and get 5 arrows on the ledge. Then from a throw you could probably land an inescapable combo into the arrows. But, lets not stop there, the arrow stun after the throw may work so you can add a fsmash to the combo and it still be inescapable. The throw to four arrows would be about 25 damage (not sure how damage depletion works for simultaneous hits but thats for slightly depleted arrows) also this would refresh your attacks 6 deep. In addition if this can be stringed to a forward smash thats about a 44 damage COMBO. I'm probably overestimating this but I just want to make the value of this clear.
Things we need to find/confirm:
Videos of arrows sticking:
How To Arrow Stick:
Green Greens left block side:
----X X------
Theories and anything relevant:
Name: undeclared
Description: Pit's arrow hits the edge of final d at a low angle, about 20-30 degrees. Instead of just disappearing like the arrow normally would the arrow sticks to the ledge. Currently we believe the arrow will stay there for the entire game if not hit but this is unconfirmed. If the opponent touches the arrow he will take damage and knockback similar to being hit by a normal arrow.
application: It creates a point where your opponent can't go. In addition to that the point is by the edge so it makes it more difficult for the opponent to edgegaurd you and recover. Tapping shield by the arrows will probably make them go away but it still will cause annoyances for your opponent.
To go even further, if you could land multiple arrows on the edge it'd be possible to put a couple arrows on the edge while the opponent is dead. Lets say you kill the opponent vertical and your really good at sticking arrows and get 5 arrows on the ledge. Then from a throw you could probably land an inescapable combo into the arrows. But, lets not stop there, the arrow stun after the throw may work so you can add a fsmash to the combo and it still be inescapable. The throw to four arrows would be about 25 damage (not sure how damage depletion works for simultaneous hits but thats for slightly depleted arrows) also this would refresh your attacks 6 deep. In addition if this can be stringed to a forward smash thats about a 44 damage COMBO. I'm probably overestimating this but I just want to make the value of this clear.
Things we need to find/confirm:
[*]How exactly do we arrow stick? Currently we believe that its all in spacing and hitting certain ledges an the right angle.- Where can we arrow stick? So far the edge of final destination and on the blocks on green greens.
- The sides of Final Destination? yes
- the sides of every map?
- on moving platforms?
- on any platform?
- anywhere?
- What are the properties of the arrows once they are stuck?
- Is there damage and knockback the same as a normal arrow? yes
- How long do they stay? Until interrupted. Also they can be dislodged by to much vertical movement
- Can they only hit a walking opponent or can they hit anything the arrow touches? It currently appears the entire arrow is a hitbox
- Can the opponent shield to get rid of them?
- How do they affect other projectiles?
- Can we stick multiple arrows? yes
- Can we stick multiple arrows to the same ledge? yes, probably a four arrow limit
- Is this practical?
Videos of arrows sticking:
- http://www.youtube.com/watch?v=E-SWCGTz3hA (Me, Ryan!)
- http://www.youtube.com/watch?v=D5T1kdd5teg&fmt=18 (first clip, kupo's montage)
- http://www.youtube.com/watch?v=ZcADHkSALRw
- http://www.youtube.com/watch?v=4SPNKMNpxaY (fzero)
How To Arrow Stick:
Green Greens left block side:
- The blocks need to be arranged so that there is one block on the right and none in the middle. It seems to help if there is one on the left but is not needed.... picture:
----X X------
- Really the only needed block is the one towards the center of the stage but the other block pictured will make it easier.
- Stand so that your back foot is near the front of the back flower. This changes depending on camera angle but on a general camera angle this should get you close.
- Fire an arrow as low as you can. Ideally it will stick.
- If the arrow pauses for a second then goes away it means your spacing is close but not perfect.
- This is similar to green greens left block side except different spacing references.
- Stand so your back foot is at the very front of the back flower.
Theories and anything relevant:
- This seems really important. We should see if pit's arrows can stick like falco's in the video.Demonic Trilogy said:Guys, this seems to be like how Falco can stick his lasers into that one ledge in New Pork City. It is a glitch that allows the straight moving projectile to get stuck on an edge and stay there for the amount of time it normally lasts for. Since Pit's arrows have unlimited range, they basically stick there forever until someone touches it, therefore making them get hit by it.
http://youtube.com/watch?v=zH7c9LYIqus
My best guess at the moment is its just hitting the right point at the right angle although probably not possible to replicate reliably.
Still just guessing but I think it may work because of the weird edge property. Some recoveries (marth comes to mind) can hit the edge in such a way that the character doesn't grab the edge or land on the stage but simply starts to fall again but they can use their up b again as though they had landed on the edge. Maybe its just we have to hit the arrow at this point. Seems difficult still probably to hard to tell how difficult it will be to replicate. Also it'd be nice to know if the arrow would ever go away or if it has to be hit.
Seems like it may be possible for us to find just some sort or pattern like double jump off of the ledge and then shoot an arrow as low as you can and it will generally stick. Unlikely but worth looking for.
fzero said:nope, It was between a 35 degree and 40 degree angle when it hit though.
I am pretty sure it has to do with the angle it come in at, I'll see what I can do
EDIT: I am not sure it is angle but it does seem to help. Anyways, I believe it is when the tip of the hitbox, the farthest point in front of the arrow, touches the corner. The game then reads it as hitting something solid because the corner is there but it is not actually touching the ground, there fore it continues to fly but wont move anywhere.
This does involve frames, because the arrow travels a set distance per frame, it must be tangent to the corner on a certain frame. If it goes to far then it will hit the ground.
This can be called an AT but I think it may be too hard to pull of consistently to be practical.
fzero said:Okay so I did more testing (like an hours worth), and I believe that it can stick to any corner. That is because I got it to stick to the underside corner of PS1 and LC.
It does apply to the four arrow limit. I got bored and decided to arrow rain and the stickied arrow went away at number five. They will last forever, with exceptions (on moving platform corners, since the corner moves the arrow also moves causing it to change angle, therefore having the possibility to unsticky)
It does deal the same knockback/damage that a normal arrow would do (charged does more, obviously).
I got two sticky arrows on the field which does imply that you can have up to four, I didn't try same corner though, I will test that later today.
My name vote goes to sticky arrow. And again I think this is way too hard to apply to a real match, for fun maybe but not tourney play.
http://www.youtube.com/watch?v=D0Q6OY2UltA&NR=1 Phanna had the first vid of it I beleive, third slip starts at :18
fzero said:That is what I have been trying to say, but everyone seems to overlook that. That is why CF and Ryan and the rest of you can't seem to do it.Your spacing is off. Tihe angle is easy to get once you find the spacing but that can be a pain lots of times.
I got the Idea for green greens from you Kupo, I just need to find a better place to do it.
When most ppl talk about frames, they are mentioning a unit of time, which has always implied that you have to time your button inputs. but that is not the case. Projectiles move at a rate of Xunits per frame, meaning that they will skip over some distance per frame.
For ppl that know math, Projectiles are not differentiable, they are not continuous. This means they take small jumps.
(picture coming later cause I have a tourney to attend, this is best representation as of now, lines are the arrows on each consecutive frame)
-----------------------------
As you can see there are small gaps in between the arrows. So the arrows are traveling Xunits in between frames that we cannot see nor the game read.
All in all what I am trying to say is that, precise spacing is required to pull this off consistently, even the slightest change in position will cause the arrow to "appear" inside the stage and register as getting hit and disappearing. That is why I think this is too hard to try to pull of every where.
We may find that there are certain corners that we can set up, like the green greens blocks, so we know we can stick it. But trying to stick it on any corner is probably too hard or too time consuming to master.