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We tested this, and Peanutphobia is very upset, because the taunt does NOT dodge missiles.Btw, In my experience:
Yoshi's taunt can dodge samu's missiles,
and also if you perform a dash you dodge a Falco's laser, I haver never tried if it works at every laser height.
Are you sure?We tested this, and Peanutphobia is very upset, because the taunt does NOT dodge missiles.
That's with a charge missile, when Samus shoots a grounded one, it's at just the right hit to miss Yoshi's head off the z-axis during his taunt. I had Samus set to spam charge missiles in 20XX and you can actually dodge two of them in one taunt at that speed if you time it correctly.Is that with a charge missile or a homing missile?
Well, it's -19 if that's o.w. correct, since shieldstun then lasts to the end of frame 24, so 25th frame is the first actionable frame for the opponent. ...not that it really matters much though .Sashimi
I would think that if you got a hit on frame 14 of the move, you would have them in shieldstun until frame 24, and Yoshi can then act on frame 44, meaning the move is -20 on shield. What am I doing wrong? D:
I really hope you don't think I'm trying to argue with you. I respect your dedication to helping others. I really try to do the same in real life, but I'm afraid how very specific information can affect the meta. I am very active on the smash 4 boards and try to help people as well, but the really nitty gritty things I want dedicated players to find themselves, or at least ask questions before I help (if I even have the answer). Anyway, Yoshi's F-smash has 8 frames of hitlag freeze, not 7, and 9 frames of shieldstun, not 10. Shield pushback is received during shieldstun, it's why Mario slides for only 9 frames. Nevertheless, it is -20 on shield, like I said at the beginning (sort of ironic how your info and my math were both off by 1 ). To give an example of hitlag: in smash 4 hitlag directly correlates with attack damage and shieldstun/shield pushback is based on a formula. The Wario Waft does 27 damage, so it has tons of hitlag. What you'll see happen if you Waft a shield is both characters frozen for a long time, then Wario will blast off as the opponent slides in shield during shieldstun.I feel silly arguing about this, but Yoshi's Fsmash is not -19 on shield. It is -20. This gif should help illustrate that.
The order definitely does matter. Hitlag freeze is an arbitrary number that will not effect frame advantage. Shieldstun does. If you mix the two up you'll end up with the wrong calculation.But like I said, it really makes no difference what the order is.
Hitlag begins the frame the move connects. It is this animation that is repeated for the remainder of hitlag freeze. When shieldstun begins, the attacker continues in their animation and the shielder receives shieldstun. This is not a matter of programming knowledge, this has to do with the game's mechanics.I will probably ask someone more knowledgeable about the actual programming of melee when the hitlag starts and ends because I am curious.
You are right about this. I just tested it. This is cool to know because I've always heard Yoshi received no shieldstun, and never bothered to test it myself.Yoshi's shield does in fact have just 1 frame of shieldstun,
I don't think you have no clue what you are doing. I'm sure you know about frame traps. Sorry if I came off as condescending. But if you are uncertain about shieldstun and hitlag freeze, I don't feel I am wrong to think there are some things you might not know. I know there is plenty I don't know. It took me so long just to understand shield mechanics myself, so I'm willing to type out here what I couldn't find anywhere else.I have been playing this game for several years now, and have produced quite a bit of content and brought new information to Yoshi players, and I'd appreciate it if you did not address me like I have no idea what I am doing. There is no need for anyone to be hostile here.
This is where I agree and disagree. I would love to tell my friends the amazing things Yoshi can do and would ultimately be happier as well. From a competitive standpoint, when I train with them, I absolutely have to keep them in the dark. I'm not just talking nair to f-tilt which is probably not just used because of it's potential to stuff a shield grab, but it's good shield pushback as well as to space them out of grabbing range depending on the character's traction, grab range, and oos options depending on the way they are facing. The reason being is that when I go to a tournament, a good opponent is going to be playing against Yoshi, a character they hardly know, and they most definitely are in the dark and are going to be playing that way. I would be doing myself and my friend a disservice to play countermeta with each other when the whole outside world isn't playing that game as well. If your friends know basic Yoshi's tricks, it definitely will help them fight other yoshis, but they way they are playing against you will not be representative of the opponent you will face in tournament. If you don't use Yoshi's basic tricks against your friends, I feel like it could be not as good for them (ultimately if you're playing yoshi with your friends, you're probably both only benefitting), and I'm talking about the tricks you know that are far more complex than nair to f-tilt. I hope I explained this well, but it's fair if you disagree.It's much more fun for me to play real Melee than to keep my opponents in the dark. If telling my opponent how to beat my options helps them play the matchup better, that benefits me just as much as it benefits them. I can't get better by using the same fraudulent tricks against an opponent who isn't capable of figuring out why my tricks are working.
No, you can find the correct formula for hitlag here: http://smashboards.com/threads/tool...n-hitlag-shieldstun-calculation-v1-11.324878/I could be wrong, but I think most attacks in the game have the hitlag being equal to half as much as the damage it deals. That's why N-air has 7 frames of Hitlag Freeze and F-smash has 8 frames of Hitlag, because each deal 14% and 16% respectively.
No, you can find the correct formula for hitlag here: http://smashboards.com/threads/tool...n-hitlag-shieldstun-calculation-v1-11.324878/
I am aware of the difference between shieldstun and hitlag. When I said "the order doesn't matter," I should have been more clear, because what I meant was that it didn't matter whether you call that first hit frame hitlag or shieldstun as long as you know when each character is actionable. I am also aware that everyone else counts the initial hit frame as part of hitlag instead of shieldstun, and adjust my frame advantages accordingly. You'll notice that, aside from the mistake of forgetting IASA frames for two of Yoshi's smash attacks (which is completely my fault), my frame advantages on block are all right. I didn't have the wrong calculation because I account for that 1 frame difference. I also tested all of the moves in-game to make sure my frame advantages were not wrong when I posted them.I really hope you don't think I'm trying to argue with you. I respect your dedication to helping others. I really try to do the same in real life, but I'm afraid how very specific information can affect the meta. I am very active on the smash 4 boards and try to help people as well, but the really nitty gritty things I want dedicated players to find themselves, or at least ask questions before I help (if I even have the answer). Anyway, Yoshi's F-smash has 8 frames of hitlag freeze, not 7, and 9 frames of shieldstun, not 10. Shield pushback is received during shieldstun, it's why Mario slides for only 9 frames. Nevertheless, it is -20 on shield, like I said at the beginning (sort of ironic how your info and my math were both off by 1 ). To give an example of hitlag: in smash 4 hitlag directly correlates with attack damage and shieldstun/shield pushback is based on a formula. The Wario Waft does 27 damage, so it has tons of hitlag. What you'll see happen if you Waft a shield is both characters frozen for a long time, then Wario will blast off as the opponent slides in shield during shieldstun.
The order definitely does matter. Hitlag freeze is an arbitrary number that will not effect frame advantage. Shieldstun does. If you mix the two up you'll end up with the wrong calculation.
I mentioned programming because I am interested in how the game actually handles the calculation of all these things and how it determines what animation to play during hitlag. What I mean by this is that the attacker, let's say hitting with a move that hits on frame 10, is going to play the tenth frame of that animation whether or not the move connects. It does not make sense to me that this 10th frame of the attack would be replaced by a hitlag animation that looks identical but has extra frames to freeze the character in place. Rather it makes more sense to me that the game would continue this animation to the 10th frame regardless of whether a hit takes place, and, upon recognizing that a hit is going to take place, would repeat this 10th frame after it has been played once. As taukhan said, the published hitstun formula matches this for hitstun animations, which include the initial hit frame as part of the hitstun (not hitlag), which is then repeated as hitlag, and I think the game handles hitlag + shieldstun in the same way. This whole thing is a matter of semantics. We're both in agreement that there are a certain number of frames of shieldstun after hitlag, and we both have the same amount. We're also both agreeing that the initial hit frame is there and that it doesn't effect frame advantage, but we're calling it two different things. That's not a matter of game mechanics, that's a matter of programming, which is my own personal interest that isn't relevant to this thread or Yoshi's frame advantages on block, which is why I said I would ask someone who understands the game's programming (such as Achilles) to satisfy my own curiosity.Hitlag begins the frame the move connects. It is this animation that is repeated for the remainder of hitlag freeze. When shieldstun begins, the attacker continues in their animation and the shielder receives shieldstun. This is not a matter of programming knowledge, this has to do with the game's mechanics.
This is a fair point, but I feel like it only matters against opponents who are unable to adapt and who will only be your opponent once. If I practise all of my gimmicks against my local smash players, and then play someone else in tournament, those gimmicks will surely catch this new opponent off guard, and may net me the win. But that opponent will also surely recognize that they need to work on the matchup, especially if they feel like they lost to gimmicks. The next time I play that opponent, they will have gone home, watched plenty of Yoshi matches and thought about the matchup, and if they had the chance, played with a local Yoshi, who would likely be using the same kind of gimmicks that I did. The second set we play in tournament will not go as well for me, and I will probably lose to their campy Fox or a Sheik who does nothing but bait out my gimmicks and punish them with simple tools that require real fundamentals to beat.This is where I agree and disagree. I would love to tell my friends the amazing things Yoshi can do and would ultimately be happier as well. From a competitive standpoint, when I train with them, I absolutely have to keep them in the dark. I'm not just talking nair to f-tilt which is probably not just used because of it's potential to stuff a shield grab, but it's good shield pushback as well as to space them out of grabbing range depending on the character's traction, grab range, and oos options depending on the way they are facing. The reason being is that when I go to a tournament, a good opponent is going to be playing against Yoshi, a character they hardly know, and they most definitely are in the dark and are going to be playing that way. I would be doing myself and my friend a disservice to play countermeta with each other when the whole outside world isn't playing that game as well. If your friends know basic Yoshi's tricks, it definitely will help them fight other yoshis, but they way they are playing against you will not be representative of the opponent you will face in tournament. If you don't use Yoshi's basic tricks against your friends, I feel like it could be not as good for them (ultimately if you're playing yoshi with your friends, you're probably both only benefitting), and I'm talking about the tricks you know that are far more complex than nair to f-tilt. I hope I explained this well, but it's fair if you disagree.
I feel this really where we disagree. The crux of my argument depends on the belief that Yoshi does in fact have some set of tools that are fundamentally good, and are still useful when the fog of matchup inexperience is gone. It depends on the belief that Yoshi is capable of developing counterplay to his opponent's counterplay, and that he can keep up with the meta. It seems like you don't belive this is true (past a certain point), and that were everyone given a real solid understanding of how Yoshi works, the character would quickly lose steam and fall back to the bottom of the tier list (or maybe settle in the middle, but still be clearly unviable). If you are right, I don't want to play Yoshi.Yoshi, in my opinion, has a neutral game slightly worse than Donkey Kong (mid tier-ish), yet has one of the greatest punish games in melee (top 5 in my opinion). He is just like my smash 4 main Wario in that he's not considered amazing because he wrecks the low tiers of the game in neutral (which he doesn't...seen by aMSa vs. Green Ranger and aMSa vs. DJNintendo which had some very close matches), he's considered amazing because if you push him to the limit he can stand up to punish the best characters in the game, something DK will never do . I'm not sure if you agree with this statement. I believe it is Yoshi's inherent design to be played this way, and not a neutral king like Fox and Falco. I feel if Yoshi's basic tricks, the advanced tricks I know aMSa uses, and the tricks I don't know and aMSa does or doesn't know gets out, Yoshi would fail unless further meta was developed to counter the counter-strategy. I use the word "tricks," but I have a belief they were intended for Yoshi to use, as some things work too perfectly for me to believe they are a matter of coincidence. I feel Yoshi mains having to change this endlessly would be impractical and harmful. My definition of an ideal Yoshi would be one that develops the strongest punish game, perfect tech skill, and respects and understands the tools other characters are currently using in neutral. Yes, fox mains aren't going to come here and look at nair to f-tilt, but if Yoshi mains start telling everyone the more interesting tricks, I feel the skill floor for playing Yoshi at a competitive level would be incredibly higher (which wouldn't be good imo).
Yeah, my definition is tied to the animation itself, which makes sense to me due to the fact that the attack animation being played has no difference between a hit or a whiff, other than the fact that the hit frame is played for longer. I understand that the formulas are designed without this in mind, and I don't see any problem with that considering the end result is the same frame advantage for anyone using those formulas.Sashimi Oh, you're were just using different definition for shieldstun then. I think shieldstun commonly refers to the inactionable period after hitlag ends, it's not strictly tied to the animations. Hitlag starts the frame the hit occurs. Note that you're (very often) actionable on the hit frame. The hitlag and shieldstun formulas yield values according to those definitions, in fact I just asked Kadano about it in some other thread since I was not sure.
The fact that you can't SDI on the hit frame and that hitstun does start on the hit frame make me believe that this frame is shieldstun rather than hitlag, as well as the "attacker perspective" point I made earlier. As it stands, it's just a matter of the name and I mostly care because I'd like to know how the game's programming actually handles hitlag.I think your definitions make sense though, since you can't even sdi on the hit frame. Also strangely enough, the published formula for hitstun actually refers to the length of the resulting hitstun animation, so the hit frame is effectively counted as the first hitstun frame there.
He is actionable on the first frame after hitlag. The hit frame is called Guarddamage.Also, does yoshi have shieldstun in the sense that he can't do anything on the first frame after shield hitlag? Or is it 1 frame by your def, which would be 0 by the other.
I didn't really feel like you misrepresented my point. I think we just disagree on Yoshi's fundamental design and purpose (I don't know if you believe yoshi was meant to be played competitively, but I do). I'm not promoting just any gimmicks, just the ones you'll see from top level Yoshis, and when those stop working, find new ones. From what I've seen, aMSa still gets away with the same things on many players that he's gotten since he's first gotten into the national scene. I totally support trying to make Yoshi's neutral game better, but it always seems to boil down to baits and deception on Yoshi's part which eventually lead to insane combos (which I think can be optimized more) or edge-guards. One reason I love playing Yoshi is that I can feel like I defeated my opponent both physically and mentally, and I'll never get that from any other character.should probably put this disclaimer in case a straw man has appeared in my post. If you feel that I described your opinions on Yoshi in a way that was unfair or inaccurate, or that I reduced your post to "Yoshi is all gimmicks," I didn't mean to represent (and didn't interpret) your post that way.
I just pointed out to others where the 1 frame difference in the frame advantage came from in my previous post(I'm sure you knew it though, maybe it was pointless ). Of course it doesn't matter which definition you use as long as the readers know it. However if you use one that differs from the norm, there's a high risk for misunderstandings, which was what happened above.Yeah, my definition is tied to the animation itself, which makes sense to me due to the fact that the attack animation being played has no difference between a hit or a whiff, other than the fact that the hit frame is played for longer. I understand that the formulas are designed without this in mind, and I don't see any problem with that considering the end result is the same frame advantage for anyone using those formulas.
Yeah, to my understanding, the processing of a frame goes roughly like this:I would think the game polls inputs, then determines each player state before checking to see if either player got hit. If this is true, then you would be actionable on the hit frame whether or not the game considered it to be hitstun/shieldstun or hitlag.
It doesn't necessarily suggest that the frame should be part of hitlag, that's actually kind of arbitrary decision imo. My point was that the hit frame is very different from the shieldstun frames after hitlag in this way, so from that point of view it makes sense to exclude the hit frame from shieldstun. I don't actually like to include the hit frame in hitlag either. I myself would separate the hit frame from both, i.e. there would be hit, followed by hitlag, and shieldstun afterwards.When you say "actionable on the hit frame," I am guessing you mean that it is possible to (for example) input an out of shield option on the frame before being hit, and have that option "start" but be interrupted by the hit animation when the hit frame is actually rendered. I don't see how this would suggest that the hit frame is hitlag, but if you have an answer I'd love to hear it.
That is a very good point. I will probably re-word the OP to more closely match how everyone else thinks of hitlag/shieldstun. I shouldn't have assumed that it would make sense without any explanation.I just pointed out to others where the 1 frame difference in the frame advantage came from in my previous post(I'm sure you knew it though, maybe it was pointless ). Of course it doesn't matter which definition you use as long as the readers know it. However if you use one that differs from the norm, there's a high risk for misunderstandings, which was what happened above.
This is all really interesting stuff, thanks. Your explanation of a frame makes sense and I agree with it.I found some evidence that shieldstun in particular could be very closely related to the Guarddamage animation: http://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-19#post-18521148
However that doesn't mean that our definition of shieldstun has to rely on the animation. For example, hitstun is a very similar concept, so it makes sense to define hitstun the same way as we define shieldstun. But hitstun isn't tied with whatever animation the victim is put into when he's hit, not in all cases at least. Here's a few instances where this is clear:
1) In some air -> ground conversions, hitstun animation changes, but the amount of hitstun left is preserved.
2) When a char is jab reset, both the hitstun animation (DownDamage), and the information of how much hitstun the hit would normally inflict matter. The char becomes actionable right after DownDamage regardless of the "normal hitstun", but he's forced to choose GU action after "normal hitstun" runs out.
3) If a char is put into grounded hitstun animation that is longer than the hitstun inflicted, the whole animation plays out, but the char can interrupt the animation as soon as the hitstun runs out.
Yeah, to my understanding, the processing of a frame goes roughly like this:
1) Actions are performed according to inputs.
2) Velocity values are updated
3) The characters move. Environment collisions, ledge grabs and such are checked.
4) Potential grabs are resolved
5) Potential hits are resolved
That's a neat way of thinking of the hit frame. I think that makes a lot of sense from both the perspectives of actually playing the game and understanding what's going on behind the scenes.It doesn't necessarily suggest that the frame should be part of hitlag, that's actually kind of arbitrary decision imo. My point was that the hit frame is very different from the shieldstun frames after hitlag in this way, so from that point of view it makes sense to exclude the hit frame from shieldstun. I don't actually like to include the hit frame in hitlag either. I myself would separate the hit frame from both, i.e. there would be hit, followed by hitlag, and shieldstun afterwards.
If by that you mean Dolphin, you can get the 20XX hackpack which allows the use of the debug menu as well as many other things here: http://smashboards.com/threads/the-20xx-melee-training-hack-pack-3-02-update-4-0-beta03.351221/How does one get the master debug menu on the computer or is it even possible because it seems pretty cook to mess around on.
How does that help Yoshi if Yoshi having priority means she has a +1 frame compared to her having the port priority?Edit: also use a higher port number than your opponent when you can, because this makes the chaingrab harder for Sheik.