CR4SH
Smash Lord
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.
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.