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Stale moves research (Cleaned up and somewhat analyzed)

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
Aright, I have done some stale moves testing. I'm interested in trying to figure out how each position in the stale moves queue affects your move's ability to kill.

The setup was as follows. I used luigi (because he's my main) and mario (because he's the archetype) on brinstar. I used brinstar in large part because it has easy access to destructable objects, and a source of damage that does not require input from a character, and does a set amount of damage. Also, it's my favorite counter pick.

I set mario on the top platform for a few reasons. First, it's safe from the lava, and is not affected if the snot lines break. Second because every kill I use is a vertical kill, because luigi's best kills are vertical, and I wanted to use lower%s for my convenience.

I tested 3 moves at a variety of queue situations. I used the fire jump punch (shoryuken!), forward smash angled upwards, and up smash. The format I use to reference the move queue is numerical, with position 1 being the last move in the queue, and 9 being the first. 9 is the last move you used, and 1 is the one just about to be bumped.

The format is as follows

"Queue place(s)" que positions used
UPB kill % (The difference in kill damage, expressed as a percentage|The same difference, expressed numerically)
Fsmash kill% (x|y)
Usmash kill% (x|y)

The killing %s, with the given setup, and fresh moves, are as follows.
35
67
88

Queue place 1
36 (3%|1)
68 (1%|1)
89 (1%|1)

Queue place 2
37 (6%|2)
70 (4%|3)
90 (2%|2)

Queue place 5
40 (14%|5)
72 (7%|5)
94 (7%|6)

Queue place 9
43 (23%|8)
77 (15%|10)
96 (9%|8)

queue places 1+2
39 (14%|4)
72 (7%|5)
93 (6%|5)

Queue places 1+5
42 (20%|7)
75 (12%|8)
97 (10%|9)

Queue places 1+9
45 (29%|10)
79 (18%|11)
102(16%|14)

Queue Places 5+9
49 (40%|14)
83 (24%|16)
107(22%|19)

Queue Places 1+2+9
47 (34%|12)
82 (22%|15)
105(19%|17)

Queue Places 1+5+9
50 (43%|15)
86 (28%|19)
110(25%|22)


The following are a few things I researched upon request.

Jab combo counts for 3.
The queue is definetly 9 moves long.
Tornado counts for 1.
Each jab in the jab combo degrades separately.


So, we can conclusively say that the farther the move is down the queue, the more difference it makes on the kill%. Also, multiple copies of the same move in the queue affect the %. The data is almost startlingly additive. It seems that your move degradation is based on a set value with an unknown variable, at each position. The individual degradations appear to be summed, then added to another value based on how many times the move appears in the queue.

Testing based on the launch speed may provide some insight into what that unkown variable is. I doubt however, I'll do that test. That's up to someone else. I will, however, probably do some testing on one of these moves at luigi's mansion. For cross-reference.

If you have any questions/comments, any improved analysis on my results, or any general questions about my test, please feel free to comment. Thank you.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
can you also research if tornado hits count for more than 1 move? marths dancing blade stales individually
 

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
Yes, I can, and I will. I'm fairly confident that it hits for 1, but I'll make sure.

Any other specific requests are welcome. And I might need help figuring out exactly which combinations of the 9 stale moves slots I need to test to be thorough (cause I'm sure as hell not testing all 81) Just 2 took like 30 minutes lol.
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
Tornado counts for 1.
Only one? What a rip off, Nintendo does Luigi dirty at every interval. I noticed yesterday that Luigi has never been on any covers of any Smash BROTHERS games >_>.
 

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
Only one? What a rip off, Nintendo does Luigi dirty at every interval. I noticed yesterday that Luigi has never been on any covers of any Smash BROTHERS games >_>.
Thats cause he's a secret character in every smash game. Ever see jiggs or C. falcon on the covers?
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers
Any move that requires an input into the controller will count as a move on the stale moves list.

A move like the Tornado only counts as one move because you only need one input to use it. Conversely, Metaknight's Ftilt counts as 3 attacks on the stale moves list because each slash is a separate input you make.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
You may want to talk to ph00tbag and FadedImage (ZSS mains) I know they are working on the stale move queue but I think they are either working on the stale move queue in general or concentrating on ZSS. They may have info that can help you for Luigi specific stuff.
 

elheber

Smash Lord
Joined
Aug 23, 2008
Messages
1,074
Location
Los Angeles, California
NNID
elheber
Any move that requires an input into the controller will count as a move on the stale moves list...
That makes perfect sense. This puts Luigi at a disadvantage in terms of his ability to refresh stale moves.

Do grabs, grab-hits, and throws affect the queue?

If the first Jab ("Jab1") is stale (through Jab Cancels for example), will the rest of his Jabs ("Jab2" and "Jab3") still be fresh?
 

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
That makes perfect sense. This puts Luigi at a disadvantage in terms of his ability to refresh stale moves.

Do grabs, grab-hits, and throws affect the queue?

If the first Jab ("Jab1") is stale (through Jab Cancels for example), will the rest of his Jabs ("Jab2" and "Jab3") still be fresh?
First question, yes.

Second question, I have no idea, and I'm not even going to try that one lol. That would be too complicated.
 

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
OK, updated with new data. All the planned tests have been done.

Tested jabs, and they stale separately.

Next is analysis. If you have any suggestions on how to analyze this, or any questions about stale moves, please feel free to ask.

Once I get this somewhat analyzed I'm going to clean it up and post it on the tactical boards. And maybe do some one move analysis in the middle of luigi's mansion for comparison.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
crash i know this is hella complicatede but i want to know something, you see if each input adds to stale , then a rising nado that hit on its way upwards would add to stale? do grab attacks contirbute significantly to stale? does the shoryuken stale when not sweetspotting? do mks stale?
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
crash i know this is hella complicatede but i want to know something, you see if each input adds to stale , then a rising nado that hit on its way upwards would add to stale? do grab attacks contirbute significantly to stale? does the shoryuken stale when not sweetspotting? do mks stale?
Grab attacks count as jabs pretty much, so I think its +1 on the Queue for each hit, I think.

If a grounded tornado counts for one, a rising one should as well, but logic doesn't always apply in Brawl.

A shoryuken un-sweetspotted, that's a good question. I'd think it counts for one hit in the Queue but I'm not good with all this, I just spam fireballs >_>.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
what i really want to know is if an un-sweetspotted shoryuken will stale a sweetspotted shoryuken therefore decreasing knockback.

about the nado i just thought if were inputting buttons why couldnt they?

does wigi have any grab releas ats?
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
I don't think he has any grab releases, short of using a wall or something xD. His grab range is too small, unless someone can give us an example of a luigi grab release.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
well idk when marths grab release stales characters "shake off" like with no distance between them at all care to try?
 

CR4SH

Smash Lord
Joined
Apr 22, 2008
Messages
1,814
Location
Louisville Ky.
OK, for the big question. The one coin shoryuken sour-spot counts exactly the same as the FJP.

As a matter of fact, once I figured this out, I used this extensively. It has the benefits of being luigi's only 1% damage move (ZOMG I need to test 72% not 73%!), and it doesn't kill the snot.

As for MK. No, he never stales, ever, for any reason.

As for the cult? I'd support it in any way possible. Also, I'd probably have to bronze myself (literally, figuratively, all of the above).

The next step, in case you guys were wondering, is to apply this to the "general idea for luigi KOs". In other words. If you want to keep using nair, when will it kill, really?
 
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