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Project M Social Thread Gold

Ramz289

Smash Journeyman
Joined
Oct 10, 2014
Messages
384
Location
Dominican Republic, Duarte
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.


Oh wow, of course there would be KOF 13 Hall of hype videos >_>. Thanks, I'll look through those when I get back home.

If Karate Champion isn't at EVO, Idon't even wanna go.


View attachment 42506
Shakfoo or bust

Edit: I spelled 'Shaq-fu' wrong. Just going to leave it there and say i hope no one's life ever depends on my spelling skillz..
 
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Saito

Pranked!
Joined
Nov 3, 2013
Messages
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Anywhere but Spain
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All night cram fest hype.
Haven't payed attention since this semester started.

Let's see if I've still got my old skills.
 

Grey Belnades

The Imperial Aztec
Joined
Jan 20, 2009
Messages
8,447
Location
Brawley, CA
NNID
OldManGrey
3DS FC
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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.


Shakfoo or bust
Tattoo Assassins or go home.

All night cram fest hype.
Haven't payed attention since this semester started.

Let's see if I've still got my old skills.

I just finished a research paper on Judaism, did my workout for yesterday, and now I gotta study for my Biology exam in 2 and a half hours with other course assignments due today while being at campus all day with four hours of sleep. Talk about cramfest.

Time to bring out my legendary "winging it" skills.
 
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Lizalfos

Smash Master
Joined
Dec 30, 2013
Messages
3,483
Location
Greenville, SC
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
 
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PMS | Tink-er

fie on thee
Joined
Apr 2, 2014
Messages
3,172
Location
Tampa, FL
NNID
emptymetaphor
3DS FC
1337-1337-1337
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
You shoulda treated him like an equal and offered to bo9 mm him for rights to the handicapped toilet you ableist monster.
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
What'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
http://pcpartpicker.com/p/nT3J23

Here's a build I threw together, I'll explain parts:


CPU: chose the i5 4690k because of its amazing performance, second best processor on the market for emulation and will destroy everything you throw at it, pc games, streaming, netplay doubles.

Motherboard: Z97 so if your hardware gets old in a couple years you can overclock your CPU for performs gains, is also upgradable to 5th Intel processors without a motherboard swap. Gpus are always upgradable.

Memory: 8gb for streaming/pc gaming

Storage: 1tb hard drive for dirt cheap

Video card: 750 ti will do good resolution in almost anything, amazing price/performance, cheap, and small form factor.

Case: It's a beautiful case, roomy, and pretty cheap.

Power supply: 500w bronze so you have enough power to upgrade if you wanted to.

Optical drive: just included it cause most noobs panic trying to install Windows via USB instead of disc, feel free to remove it.

Notes:

This should do everything you want it to do for years. Streaming would be no problem. I know it's a little over budget but it's worth it for the 4690k over the G3258 especially for streaming.

About your upgrade questions the motherboard usually limits the CPU. You can only upgrade your CPU to the same socket as your motherboard. The Z97 is the newest one and it will support the 5th gen Intel core series which isn't even out yet so don't worry.

You have 2 extra RAM slots so you can add more ddr3 RAM if you want it. For a new graphics card you just take out the old one and stick in the new one, no worries about compatibility there.

By the way for Netplay I recommend you get a Nintendo Wii U Adapter or the Mayflash 4 port Wii U Adapter because they have native support in Dolphin meaning 0 input lag and precise controls. This feature is only in the newest builds of Dolphin which don't support Wii netplay yet but it's worth getting one of those for when it does since you need an adapter anyways.

Let me know if you have any more questions.
 
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Saito

Pranked!
Joined
Nov 3, 2013
Messages
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Anywhere but Spain
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All night cram fest hype.
Haven't payed attention since this semester started.

Let's see if I've still got my old skills.
Back from this.

I felt I did very well but there was a few answers I wasn't too sure about.

I'll definitely get a B at least though.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
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.
Sweet, Jiggs Dsmash has 360* angles (straight horizontal)!


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.


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?

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


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*?
 

Frakture

Smash Apprentice
Joined
Dec 19, 2014
Messages
92
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*?
You messed up your knockback calculation because you multiplied by the knockback growth instead of the knockback growth divided by 100.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
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?
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.
 

PlateProp

Smash Master
Joined
Mar 15, 2014
Messages
4,149
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San Antonio
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Genericality
3DS FC
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finally found out that you can gen pokemon in ORAS now

time to get back into competitive rotation battles
 

SunJester

Smash Ace
Joined
Jan 31, 2013
Messages
772
Location
North of the Wall
http://www.dailydot.com/esports/apex-alex-strife-lugo/

petition to toss alex strife off a cliff into some jagged rocks
Petition to disown Apex.

Correct me if I'm wrong, but we were told he stepped down, as in, he had nothing to do with Apex anymore. This is a massive issue. The apex staff willingly kept him running the tournament even though they know him to be a harasser that the community doesn't want anymore. They're saying "this behaviour is tolerated" which it shouldn't be.

This is a massive issue that needs to be dealt with, I (and I'm sure I speak for a lot of the community here) don't want people who harass other people in this community, especially running the premier Smash Bros tournament.

I hope I'm wrong, but this should be the death knell for apex if strife is still organizing it.
 

Choice Scarf

Smash Journeyman
Joined
Apr 3, 2014
Messages
482
Location
Albany, NY
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?
 

Bazkip

Smash Master
Joined
Dec 15, 2013
Messages
3,136
Location
Canada
Sorry lol I'm haven't been paying much attention to all the PM stuff as of lately.
Congrats for the godliek thread post number 69666
kek
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.
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?
 
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CORY

wut
BRoomer
Joined
Dec 2, 2001
Messages
15,730
Location
dallas area
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?
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.
 
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