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Snake Depreciation Values *NEW DATA ADDED*

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
As many of you may know, the rapid use of moves in succession causes their damage and knockback to be decreased. For example, if I use my Ftilt 8 times in a row, the damage dealt
will be just under half of the damage dealt the first time I used it. In order for this to work, the attack you're using must either hit your opponent or their shield. I think it also works on objects, like the statues in Castle Siege, walls on Shadow Moses (<3) etc.

Anyways, the point is, although I've relatively unexplored this, it seems this could hold a lot of potential for comboing. I'll use Marth as an example. His fair-->fsmash generally doesn't combo, however after spamming Fairs, the knockback is greatly reduced, so fair then puts them in range of an fsmash...Not all the time, but it does work. I want to apply this to Snake, although I feel Snake has less potential with it. I started by testing out all of his depreciation values. Here they are.
HIT #: 1 2 3 4 5 6 7 8 9
----------------------------------------------------------------
Fsmash 23 -19 -17 -16 -14 -13 -12 -11 -10
Dsmash 14 -12 -11 -10 -9 -8 -7 -7- 6
Usmash1 4 -3 -3 -2 -2 -2 -2 -2 -2
Usmash2 10 -9 -8 -7 -6 -5 -5 -4 -4
Ftilt1 8 -7 -6 -5 -6 -4 -5 -4 -3
Ftilt2 12 -11 -10 -8 -7 -8 -6 -6 -5
Ftilt 21 -19 -16 -15 -15 -15 -15 -15 -15
Dtilt 10 -9 -8 -7 -6 -5 -5 -5 -4
Utilt 13 -11 -10 -9 -8 7 --7 -6 -6
Nair1 6 -5 -4 -4 -3 -3 -3 -3 -2
Nair2 5 -4 -4 -4 -4 -3 -3 -3 -3
Nair3 4 -4 -4 -2 -2 -2 -2 -2 -2
Nair4 14 -12 -10 -10 -9 -8 -7 -6 -6
Fair 14 -12 -11 -10 -9 -8 -8 -7 -6
Bair 14 -12 -11 -10 -9 -8 -7 -7 -6
Dair1 6 -5 -4 -4 -3 -3 -3 -3 -3
Dair2 5 -4 -4 -4 -4 -3 -3 -3 -2
Dair3 5 -5 -4 -3 -3 -3 -2 -2 -3
Dair4 13 -9 -10 -9 -8 -7 -7 -7 -6
Uair 14 -12 -11 -10 -9 -8 -7 -7 -6
Neutral B -13 -12 -10 -9 -8 -7 -6 -6 -6
Side B 14 -12 -11 -10 -9 -8 -7 -7 -6
Side B(Drop) -7 -6 -5 -5 -4 -4 -4 -4 -3
Up B 6 -5 -5 -4 -4 -4 -3 -3 -2
Down B 17 -15 -13 -12 -11 -10 -9 -9 -8
Jab1 4 -3 -3 -3 -3 -3 -3 -3 -3
Jab2 7 -3 -3 -2 -2 -2 -2 -2 -2
Jab3 7 -6 -6 -6 -6 -6 -6 -6 -6
Fthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Bthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Dthrow 12 -11 -10 -8 -7 -7 -6 -6 -6
Uthrow 10 -9 -8 -7 -7 -6 -5 -5 -4
Grabjab 1 -2 -2 -2 -2 -2 -2 -2 -2 -2
Grabjab 2 -1 -1 -1 -1 -1 -1 -1 -1 -1

I could see how this could look a little confusing, so I'll explain. I'll use Fsmash as an example. The first time you use Fsmash, it will deal 23 damage. Now, this number will not always be 23, most likely it will be between 21 and 23. The numbers fluctuate. However, this is just the most common number I got when testing it a few times. After the first time you use Fsmash, if you do not use any other moves, and then Fsmash again, the damage dealt will be 19. If you use it again, the damage dealt will be 17...And so on. Now, there is a teeny bit of randomness in the damage...Once in a while, I'd use an attack that would be expected to do less damage, but it did more. For these ones, I tested them a few times to try and get rid of the randomness. Some of these I did in slow motion, like dair, nair, since they hit 4 times.

Now, if you attack with the same move a few times, and then use a different move, the different move recharges the one you're using in rapid succession. This could help a lot in getting the desired knockback you'd want for one move in order to combo to the next. I can only think of one example where this MIGHT work...Jab, Jab, Shield Cancel, Ftilt-->something else, if you reduce the knockback of the Ftilt...This may or may not work, don't flame me if it's a stupid idea. ^_^

I'll also explain some of the moves...

U-Smash has 2 hits...The first is if the enemy is very close when the rocket comes out, it will just tap them. The second is obviously if they get hit by the rocket.

SideB, or the Nikita, has 2 different attacks. The first is if the rocket just normally hits the opponent. The second hit, is if you press R and drop the Nikita on or near the opponent.

Up B, the Cypher, actually can hit your opponent, and the game registers it as a normal attack, since the attacks depreciate if used consecutively.

If you notice the numbers for the jab, they stay constant throughout all 9 hits. This is because, each hit in the jab series recharges the next hit, so unless you only hit using one attack in the jab series at a time, the jab series damage will stay the same.

NEW DATA

Jumping Frames: 9.3
Landing Frames:
Short Hop Height: 5/8"
Full Hop Height: 13/32"
Second Jump Height: 17/32"
Total Jump Height: 13/16"(Short), 15/16"(Full)
Rolling Distance: 35/32"
Edge Rolling Distance (0-99%): 25/32"
Edge Rolling Distance (100-999%): 29/32"
Edge Attack Distance: 35/64"

I'll explain all of this data later tonight and it's relevance...I will have knockback for all of his moves by tomorrow night. I'm planning on updating this thread regularly.
 

Jeff Highwind

Smash Ace
Joined
Dec 25, 2007
Messages
762
Really good info but a small thing on your Usmash tip: If the first hit connects it actually pops them up into the mortar line of fire.

If you can get Launch depreciation values that'd be really great also.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
If the first hit connects it actually pops them up into the mortar line of fire- I know, I included that in my list. It's called Usmash 1.

I'm not sure what you mean by launch depreciation values, but if you're talking about the hit that pops them up into the mortar...That's Usmash 1 lol
 

Dinivan

Smash Rookie
Joined
Jun 25, 2007
Messages
20
Thank you!!
I love info. Especially on characters I love.
You'd love to do knockback depreciation too, wouldn't you?
Maybe someday?
 

Gaetele

Smash Rookie
Joined
Dec 15, 2004
Messages
4
Out of curiosity, do you have to hit with the move for the damage to depreciate or does it depreciate whenever you use it?
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
You have to connect the move with the opponent, with their shield, or with objects like the statues in Castle Siege, Walls on Shadow Moses etc.

I would do Knockback depreciation in a second...I just don't know how I would measure the knockback. If anyone can tell me how to measure the knockback, I'd do it.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Nvm, my friend Goodies who is a genius unlike me, told me how to measure knockback...I'll get it done ASAP.


And I double posted cuz I want my post count up. (not really, I'm just an idiot)
 

PsychoMidget

Smash Lord
Joined
Apr 20, 2007
Messages
1,320
Location
Irvine, CA
Nvm, my friend Goodies who is a genius unlike me, told me how to measure knockback...I'll get it done ASAP.


And I double posted cuz I want my post count up. (not really, I'm just an idiot)
I am PsychoMidget and I approve of this thread.

But seriously once you get the knockback measurements up this thread will be even more, dare I say, useful than it already is. I know that's hard for all you folks to believe but it's true.

Yessssss
 

kevc

Smash Cadet
Joined
Mar 9, 2008
Messages
64
man yous crazeee! but good work will be checking in to see the findings even though I don't really understand it...
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
I'll explain it when I have time, right now I'm tired...But, be excited for knockback values! coming soon, that will really determine how well snake can POTENTIALLY combo people
 

SK8orDIE

Smash Apprentice
Joined
Jun 15, 2007
Messages
145
Location
Huntsville, AL
If the April 3rd release of Action Replay has a debug mode for Brawl, you could probably read off distance by looking at the character's coordinates. This should be different than pixel coordinates, obviously.

In the meantime, you could pick a flat stage, (FD) and a fixed position and measure knockback as a fraction of total stage length.
 
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