JOE!
Smash Hero
Ok, but how else could this be tested without factoring some "wiggle room"?
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'practical' - therein lies the problem. If we can find the approximate reaction to the ending of hitstun pros can do, then we can figure out the optimal DI. This would take a really long time too.So how is the Smash Lab gonna gather accurate/practical weight or rather "survival" data?
I'm a bit confused as to what this means. Please enlighten me.community character by character basis...
Oh hey Luoidjspodifjsd :3cOh hey rPSCIENTIST, can you link me to anyplace detailing how to swap background textures, the grid texture, and give me a few sound words of sagely wisdom? kthxbai
True, I really didn't know how to go about getting research started on something.Umm... first just ask around in here if anyone else knows mechanics and try to collaborate with them.
InterestingLucas can dusterslide. Video of frame by frame: http://www.youtube.com/watch?v=BCbnoXkavqE
For this project, I recommend gathering as many frame maps as possible to figure out what's going on.
Frame maps.Input maps are pretty much the best thing ever for frame data research. All my "raw" frame data test results are recorded in this format and it allows me to instantly know the right frame for inputs to get a desired response in frame advance. Say I want to look at MK's perfectly autocanceled fair followups. Now I don't have to guess at when to input the fair. I just input the jump at the 00 timer point for a SHNF, check my list and see that I should be inputing fair 16 frames later, at the 56 millisecond point on the timer.
The advantages in recording in this manner is that its a very easy format to derive values from and work with. It'll save us all a ton of time and give us a set of tools to work with with given characters in frame advance.
Format:
frame* : timer** : input/effect (framework)
*in relation to the noted input frame (Jump input maps always use the jump input as frame 0, for example)
Examples: MK Single Jump optimal input maps (I still have to find the optimal FF inputs)
AC: autocanceled on the earliest possible frameCode:MK (vBrawl) SH/FH input maps in process of redoing because of a glitch in the old tester .pac Bowser 00 : 00 : input jump 25 : 58 : optimal FF input (SH) 45 : 25 : SH lands 65 : 191 : FH lands Jigglypuff 00 : 00 : input jump 07 : 88 : airborne 28 : 53 : optimal FF input (SH) 34 : 43 : optimal FF input (FH) 51 : 15 : SH lands 65 : 191 : FH lands Lucas 00 : 00 : input jump 05 : 91 : airborne 21 : 65 : optimal FF input (SH) 33 : 48 : optimal FF input (FH) 38 : 36 : SH lands 61 : 198 : FH lands
LC: landed the frame immediately after the first hit frame of the noted hit
I left out options that were simply sub-optimal, like LC fair 3rd hit, which is simply inferior frame-wise to AC fair. FF options always assume earliest FF. Thus some options which are amazing with later FF were left out cause... I got lazy lol and finding all the SH/FHFF permutations is very time consuming.
I really, really want to do a project on shield poking, but I don't think I'll have the time to run one without significant help.
Is anybody else interested? I know someone offered before.
Actually, things are to busy right now for me to take on a project such as tethers.I really, really want to do a project on shield poking, but I don't think I'll have the time to run one without significant help.
Is anybody else interested? I know someone offered before.
Mostly which characters/attacks/strings have the best poke potential, which characters are most vulnerable (ex: big characters who tend to have body parts sticking out of their shields vs. small characters with ****ty shields to begin with vs. tall characters whose legs are left unprotected), a more in-depth look at shield tilting, and visual aids for the masses.what do you want to research in terms of shield poking?
Sweet.Actually, things are to busy right now for me to take on a project such as tethers.
So I'm in on this. shield poking is something that has always interested me.
What?I'll start on Sheik and Ike.
The rest should just be divvied up between everyone.