ThatGuyYouMightKnow
Smash Champion
So...is it known that Roy, among very few others can jump cancel into any special on the ground without leaving it, not just upB?
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Oh wow, of course there would be KOF 13 Hall of hype videos >_>. Thanks, I'll look through those when I get back home.I can probably find it for you but thats like a few vids lol.
EDIT: Most I can do for you is this in the meantime and see if you can find it in here.
Shakfoo or bust
Tattoo Assassins or go home.Oh wow, of course there would be KOF 13 Hall of hype videos >_>. Thanks, I'll look through those when I get back home.
Shakfoo or bust
All night cram fest hype.
Haven't payed attention since this semester started.
Let's see if I've still got my old skills.
Why modern comics are garbage more often than not.jpg
I don't, and now I'm sitting out 1st period in the bathroom.Let's see if I've still got my old skills.
Your adorably-subjective opinion has beenI don't think birds make good pets.
That was just my semi-relevant opinion.Your adorably-subjective opinion has been
Thrill Kill or bust.Tattoo Assassins or go home.
This is an amazing feeling (having personally had them for 5+ years total)I get my braces off in like 3 weeks. It's been 5 years!
>mfw
You shoulda treated him like an equal and offered to bo9 mm him for rights to the handicapped toilet you ableist monster.A handicapped kid came into the bathroom and I of course sat in the handicap stall, so I freaked out a little, got out, and washed my hands. He just stood up and used a urinal. loooool
http://pcpartpicker.com/p/nT3J23What's the price look like on those? I can spend like 600 maybe a little more, but I would also like it to be workable for streaming while I netplay, and general gaming, but I'm not really a super big graphics ***** just so long as games run the proper framerate and don't look like minecraft lol. And also how upgradable are those builds? Keep in mind I have a limited understanding of computer hardware
i love you
I forgot how to talk to people.what the hell, why didnt you say hi to me baka inu
Me being snippy ≠ me not giving out likes~That was just my semi-relevant opinion.
You still liked.
Hi. How are you doing? (Btw, I posted the same thing a page or two ago)Not gonna lie, i'm kinda hyped (probably posted days ago but w.e)
Back from this.All night cram fest hype.
Haven't payed attention since this semester started.
Let's see if I've still got my old skills.
Sweet, Jiggs Dsmash has 360* angles (straight horizontal)!Idk how Jigg's Dsmash behaves in melee/pm but in brawl/4 it has a pretty horizontal/slightly below horizontal trajectory.
In PM all I can think of are Ganon's Ftilt and Link's weak up B.
1) It doesn't
2) It doesn't
Knockback and character physics are independent forces that move the character. When hit in the air the character force is reset then accelerates each frame by their '0x064 Gravity' attribute and caps at '0x068 Terminal Velocity'. You can't apply air mobility while in hitstun, but you generally get out of hitstun just before reaching the side blastzones when stuff begins to KO. Jumping towards the stage (and with multijumpers jumping into an aerial since their jump actions have slightly lower H top speed) is more effective than just using air mobility though since you get an immediate horizontal boost. The way it generally works out though is that if you get out of hitstun naturally and jump immediately, it is enough on legal stages to keep you from entering the side blastzone, so you can assume that if not in hitstun by the time KB force gets them to the blastzone they can survive it.
Knockback is: http://www.ssbwiki.com/Knockback#Formula
KB gets converted to a launch speed by multiplying KB by 0.03 (Fox's shine on Marth gives 79.3904 KB/2.3817 LS), and hitstun time in frames is KB * 0.4 (hitlag is one of these frames so it's effectively 1 less than this). Trajectory DI can change the angle of it by up to ±18°, and each frame the speed gets reduced by 0.051 (example: a 45° hit would lose 0.036 X | 0.036 Y each frame and 0° 0.051 X | 0 Y). On the ground it gets reduced by their '0x00C Ground Friction' each frame instead, though that's not important for stage blastzone stuff. For the top boundary there's an additional requirement of needing 2.4+ Y remaining in order to actually die while above the blastzone.
If you're wondering why LS seems so much lower than what the game tells you at results screen, "Launch Speed" as shown in game stats is the actual LS with some nonsensical math applied to it to obscure the actual internal units or something.
End of match "Launch Speed" = Actual Launch Speed * 10 * 60 * 60 * 60 / 2011.6801
Code:800EB424: C01F02CC lfs f0,716(r31) loads actual launch speed 800EB428: EC1C0032 fmuls f0,f28,f0 * 10 800EB42C: EC1E0032 fmuls f0,f30,f0 * 60 800EB430: EC1E0032 fmuls f0,f30,f0 * 60 800EB434: EC1E0032 fmuls f0,f30,f0 * 60 800EB438: EC00F824 fdivs f0,f0,f31 / 2011.6801 800EB43C: D01F02CC stfs f0,716(r31) stores stupid launch speed to display
You messed up your knockback calculation because you multiplied by the knockback growth instead of the knockback growth divided by 100.Sweet, Jiggs Dsmash has 360* angles (straight horizontal)!
Ok, so for each frame of Hit stun, their (Downward?) momentum is increased by their gravity stat until it caps at their terminal velocity stat?
So in this example with the Knee vs Samus/Zard (Same weight), it would deal 10890.667 KB at 68%. That means a LS of 326.72, and they are in hit stun for 4356.27 frames. Something seems off about that last one lol, but is it slows by 0.051/frame, I can see where it'd stop short? Something seems off with the way I input the KB formula then I suppose, as traveling 326 units in the first frame (2nd after hit lag) would make you instantly disappear.
Anyway, is the LS using the same "units" as the stage boundaries/measurements? And in terms of DI, is it always 18* +/-? For example, an attack that sends at a 30* angle can be DI'd to send you 48* <-> 12*?
Good to know for the simulationIt's always +- 18
Each character has a bone called TopN that is at a static position just underneath them. You will reverse hit if their TopN X position is behind your TopN X position. Marth's dair is a great example. You would hit with the front half of dair only when they are in front of you which causes the normal spike angle. The second half only hits behind him and the opponent's TopN will always be behind his TopN, causing the reverse hit.Good to know for the simulation
However, is that really the extent? How do reverse hitboxes occur then where you go backwards from the knee, etc?
stop comin in here and repostin like it aint been posted before n00b
Sorry lol I'm haven't been paying much attention to all the PM stuff as of lately.stop comin in here and repostin like it aint been posted before n00b
Petition to disown Apex.http://www.dailydot.com/esports/apex-alex-strife-lugo/
petition to toss alex strife off a cliff into some jagged rocks
Congrats for the godliek thread post number 69666Sorry lol I'm haven't been paying much attention to all the PM stuff as of lately.
Hey question, at what point is this determined, at the moment you're hit or when hitlag ends? Can you SDI to change which direction you get sent?Each character has a bone called TopN that is at a static position just underneath them. You will reverse hit if their TopN X position is behind your TopN X position. Marth's dair is a great example. You would hit with the front half of dair only when they are in front of you which causes the normal spike angle. The second half only hits behind him and the opponent's TopN will always be behind his TopN, causing the reverse hit.
On mobile: so, the basic code is attack damage +4 divided by 2. That's shield stun on the defender. Then, you need landing lag of the attack used. Subtract the shield stun from the landing lag, that's your +- frames.So how do people figure out how many frames a move is safe on shield? I can't test it by myself in debug mode because I only have one controller and can't get the CPUs to consistently shield and then do something recognizable like buffer jump. Is there like a frame data/formula thing I'm missing, and if so where would it be?