thexsunrosered
Smash Lord
oh alright, I wasn't doing it fast enough then. Thanks susaAirdodge cancel throw.
Airdodge to catch and then flick the C-stick to throw it. (You can press A as well.. just stating the easiest way)
:leek:
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oh alright, I wasn't doing it fast enough then. Thanks susaAirdodge cancel throw.
Airdodge to catch and then flick the C-stick to throw it. (You can press A as well.. just stating the easiest way)
:leek:
Snake's KO %'s with NO DI, on FD, IN TRAINING MODE:Mario: 119%
Luigi: 117%
Peach: 110%
Bowser: 134%
DK: 141%
DiddY: 119%
Yoshi: 126%
Wario: 126%
Link: 139%
Zelda: 106%
Sheik: 110%
Ganon: 134%
TL: 117%
Samus: 122%
Zamus: 110%
Pit: 121%
Ice Climbers: 114%
ROB: 124%
Kirby: 109%
Meta Knight: 105%
King D3: 152% O_O
Olimar: 111%
Fox: 115%
Falco: 119%
QFT. Joe's way ahead of you. Or was. Check his doc.There are too many variables that we have not been able to make a conclusive formula.
I wish I had a working copy of BAWrl so badly right now.Most importantly nobody even knows exactly how knockback works. We don't exactly have a precise formula that determines knockback distance as far as I know.
veril said:DI allows for ~20-25° variance from the default without accounting for SDI and reversibility. So to formulate the effect of DI you need to look at hitbox flags (esp special collision), SDI modifier, and angle. Also knockback and damage values in relation to character since pre-tumble hits are not DIable... and whether the move has a discrete multihit... and... Its not possible, don't bother trying.
Sorry, even simple accounting for kbg, bkb, ∂kb, damage, character % and weight vs angle (just change the angle of a move ±20° to test) is extremely daunting as a task
Link?the BDU texture,
I figured you'd test a move with X KBG and try several different BKB values to see how much the kill % varies by, and correct for that in the end approximation. I honestly don't think BDU and counting frames of hitstun, etc., will really add anything until we have a hitstun formula, and it seems like a lot lot of work.Iirc, BKB = base knockback, no? So uh, how do we ignore that?
woooosh D:I have one problem since years
Yoshis double jump has weird actings.
Yoshis double jump cancel can be cancelled by an aerial or an airdodge.
even the turnarround animation is instantly cancelled.
but if I do the aerial/airdodge close to the ground the double jump doesn't get cancelled, the animation does fully end and it then buffers the aerial
on battlefield, stay under a side platform.
00:00 Input Jump and Hold Jump
07:88 Leaves ground
20:66 Jump + Back
21:65 Airdodge/Aerial
see what happends ._.
What does that have to do with anything?I would look into it BUT I can't see the video at all ^__^ it's Gaga.
Now that is gay. I'll have to change the video and upload it with a different song for ya.seems so..
"this video contains content of UMG and is not available in your country"
something like that ^__^...
Okay, and what does that mean?Those "huge" offsets are just negative numbers.