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We intend to test this, but bear with us, as this requires huge amounts of testing.In that case, I need help to see how well Ike can bthrow CG DK and Bowser, and if it possibly works on other characters.
I have a video, but with stale moves of grabs and everything, there's no way to tell. The optimal way I found was to throw, run and shield grab (may need to slide a bit) and time grab when their hurtbox extends for a frame or two.
http://www.youtube.com/watch?v=khHSi_iuzyE
I'll double check that soon.Awesome stuff on the techs.
Just to be sure : "missed tech", "flopping" and "damaged state" have the same 40 frames long animation right ?
I just fixed it. I did that before when mods still had HTML.good stuff, but the "tech roll length" box is messed up.
It's in PSA format, so you'll have to figure out the timers and what not. I suggest you read this before trying to figure out the in game frames:
[collapse="Understanding PSA Frames vs. Game Frames"]
Alright, so we all know that in PSA, you can view the frame data for characters. However, the way this works can confuse lots of people. Things such as ZSS's and Squirtle's "0 Frame" Jabs, when we just consider them frame 1. So instead we adopted the system of adding one to what we see in PSA.
However, is this completely correct to just add 1? No.
People that say that ZSS's Jab comes out frame 0 are technically correct. However, the frame 0 is a misconception. It is actually the PSA frame 0. In PSA, the frames is spits out are not actually the frames seen in game. Instead, they are the parts in-between each frame. They are the inputs. So I would rather refer to the number that PSA spits out as "input" so ZSS's Jab would be considered Frame 1, Input 0.
For the rest, refer to this visualization:
This is a representation of a move I made up (the frame data would be so lulzy). Imagine that they grey part is the start-up of the move, the red part the hitbox of the move and the white part the cool-down.
Now in OSA2 the picture would look like the following
Now I believe that we can all agree on that the hitbox starts on Frame 3. This follows the +1 rule. As you can see, it also follows the I2. So that is entirely correct. Now, if we were to follow the +1 rule. The hitbox would last until frame 9. But would that mean that frame 9 has the hitbox out or gone? This is where the +1 rule leaves much to be desired. But, if we are to use the inputs, we can see that it is indeed not out on frame 9. This is because we are reading this as the game would read it. It would read that the collisions are terminated on Input 8. Therefore, the following frame has no collisions because they were eliminated during Input 8.Code:---Start--- [B]Asynchronous Timer - Frames=2.00x,[/B] Offensive Collision - Hitbox stuff... [B]Asynchronous Timer - Frames=8.00x,[/B] Terminate Collisions [B]Asynchronous Timer - Frames=10.00x,[/B] Allow Interrupt ---End---
Using the the "Input" instead of the "Frame" system helps us to realize things easier like the FAF. Lets take for example the move above. Is the FAF Frame 10 or Frame 11. Well, based on the Input, which is Input 10, we can see that the following frame, Frame 11 is allowing the interrupt.
TL;DR - When you refer to numbers from PSA/OSA2, start using the input number to figure out the actual frame using this graphic.[/collapse]
It was orignially written for the Smash Lab, but since Dant's just throwing around PSA formatted data, I figure you might as well read it.
when exactly? it depends on how fast you fell because you have to emerge. If you mean from the "emerging" Point I look into that later.Anyone know for how many frames someone is helpless in the water?
Allow me to bring up a hypothesis I've thought up.
I think there's 2 types of Startup lag, regular startup lag, and extended startup lag.
We may could also redder to this as False Charge.
These are moves like Falcon Punch, Warlock Punch, and Ganons U-Tilt that have an animation of them charging, but they really aren't charging.
It's just what I refer to as ESL (extended startup lag)
ESL is just something I've theorized.
Now IF this were true, could it bring up possibilities of canceling the ESL, through buffering, or mashing? Just brain storming, have tested none of this.
Defeat my theory if you will, or if you have trouble doing that, find a way to support it.
If that false charging in the ESL could be canceled, then characters like Falcon or Ganon could possibly jump up entire tiers.
Allow me to bring up a hypothesis I've thought up.
I think there's 2 types of Startup lag, regular startup lag, and extended startup lag.
We may could also redder to this as False Charge.
These are moves like Falcon Punch, Warlock Punch, and Ganons U-Tilt that have an animation of them charging, but they really aren't charging.
It's just what I refer to as ESL (extended startup lag)
ESL is just something I've theorized.
What? Why?Now IF this were true, could it bring up possibilities of canceling the ESL, through buffering, or mashing? Just brain storming, have tested none of this.
Defeat my theory if you will, or if you have trouble doing that, find a way to support it.
If that false charging in the ESL could be canceled, then characters like Falcon or Ganon could possibly jump up entire tiers.
No kidding. Has anyone ever looked at what goes on during Ganon's "super jump?" Falcon can do a smiliar thing out of the FK-cancel-flip with the same input, though it's more of a hop than a super jump.Science Revolution! said:Ganon has multiple methods of flight.