AN IDEA: METRONOME LOOPS / SONGS WITH CERTAIN RHYTHMS CAN HELP US HAND OFF
Problem: Handing off certain characters is hard. Especially the Dthrow>regrab part.
SOLUTION IN SHORT:
In order to make regrabbing from dthrow easier (basically perfect) in a handoff situation, let Magus and I do a ton of work, calculations, and action replay stuff and give you the perfect BPM to practice and excecute the dthrow regrab part of the handoff. All you have to do is match the opponent's character with the track in your ipod with the same name (correct BPM) and after a bit of getting used to, you will have a steady reference to make every handoff perfect.
Just dthrow one one beat
grab on the next.
????
profit.
Reading this tiny sh*t below is bad for your eyes. It was the original post, and it doesn't matter anymore because Magus and I did all the work and calculations you lazy ****** bums. Judging by the interest you took in the OP, I am probably just documenting my own work for myself, but perhaps someone will find it more interesting now that it is not mere theory.
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So after I stewed in my own misery for a few weeks after making this post and noticing how so few ppl were interested, I asked Magus to help me by giving me exact frame "GAPs" in which every character can be regrabbed. He delivered in full. Here are the actual frame windows, along with some extra info about the green flash that I requested.
Sexy right? Now I need to calculate the BPM that represents each frame gap listed above (8 to 33).
I dun that right here.
Frames: #Beats Per Minute
-----------------------------
8: 450 BPM
9: 400
10: 360
11: 327
12: 300
13: 277
14: 257
15: 240
16: 225
17: 212
18: 200
19: 189.5
20: 180
21: 171.4
22: 163.6
23: 156.5
24: 150
25: 144
26: 138.5
27: 133.3
28: 128.6
29: 124.1
30: 120
31: 116
32: 112.5
33: 109.1
----------------------
Finding an estimate BPM (aka BPM Average) for a given character:
1: Start by using Magus's table to find the exact frame window for a given character.
(lets say 22-23 for the Mario characters)
2:Then I match that with my BPM table
(22=163.6 and 23=156.5)
3: Then find the average of these two
(160.05)
4: Round to the nearest whole
(160BPM)
This is close to the correct BPM. Very close, within something like...a couple BPM depending in the character. However, it is not close enough. In the spirit of the mathematical moment, displaying this BPM error will require a chart.
You see how the relationship is a curve? The equation is non-linear. This means that simply taking the average will not get us the best possible BPM, especially in multi-frame windows because we want an equal number of FRAMES on each side, not an equal number of BPMs which is what a simple average of those 2 BPMs gives us. The "BPM average" will ALWAYS be slightly "biased" towards the earlier frame(s). This will not leave us the maximum possible margin of error on both sides, and that is unacceptable.
What we actually have to find is the perfect "fraction of a frame" that we need to aim for. In this case, we must calculate for frame 22.5. By finding the BPM that would correlate with 22.5, we will have the largest and most equal (between pressing early and pressing late) margin of error for ourselves. This calculation is done like so:
22.5/60= .375
1/.375= 2.666667
2.666667 x 60= 160.00002 aka 160. Okay it equaled the same number in this case, but it was like 8 off for Fox, so it is worth it haha.
You've been reading through this for awhile. I've got you hard, now it's time to finish you off without any more foreplay. Here are the final optimal BPMs for every character in the mu ***** game, from fastest to slowest. (Check the tiny-print OP to see how close my tested estimates were!)
Optimal BPMs:
Mr. Game and Watch:400BPM =P, Frame window: 8-10
Jiggz: 379BPM, Frame window: 8-11 (Metro is less worthwhile for G&W/Jiggs)
Kirby: 267BPM, Frame window: 12-15
Fox: 257BPM, Frame window: 13-15
Falco: 232BPM, Frame window 15-16
Pikachu: 206BPM, Frame window: 15-20 (6 frame window makes Pika the easiest)
Roy: 206BPM, Frame window: 17-18
Young Link: 200BPM, Frame window: 17-19
Marth: 195BPM, Frame window: 18-19
Nana and Popo: 195BPM, Frame window: 18-19 (The thought of handing off another popo makes me sadface.)
Mewtwo: 185BPM, Frame window: 17-22 (Tied for easiest)
Shiek: 180BPM, Frame window: 19-21
Ness:176BPM, Frame window: 20-21
Peach: 176BPM, Frame window: 19-22
Zelda: 176BPM, Frame window: 19-22
Mario: 160BPM, Frame window: 22-23
Luigi: 160BPM, Frame window: 22-23
Dr. Mario: 160BPM, Frame window: 22-23
Link: 144BPM, Frame window: 24-26
Captain Falcon: 144BPM, Frame window: 24-26
Yoshi: 136BPM, Frame window: 25-28
Ganon: 136BPM, Frame window: 26-27
Samus: 133BPM, Frame window: 26-28
Donkey Kong: 122BPM, Frame window: 28-31
Bowser: 116BPM, Frame window: 29-33
And there you have it. I hate math. This was the biggest project I've ever taken on. Hopefully you find this of value.
Problem: Handing off certain characters is hard. Especially the Dthrow>regrab part.
SOLUTION IN SHORT:
In order to make regrabbing from dthrow easier (basically perfect) in a handoff situation, let Magus and I do a ton of work, calculations, and action replay stuff and give you the perfect BPM to practice and excecute the dthrow regrab part of the handoff. All you have to do is match the opponent's character with the track in your ipod with the same name (correct BPM) and after a bit of getting used to, you will have a steady reference to make every handoff perfect.
Just dthrow one one beat
grab on the next.
????
profit.
Reading this tiny sh*t below is bad for your eyes. It was the original post, and it doesn't matter anymore because Magus and I did all the work and calculations you lazy ****** bums. Judging by the interest you took in the OP, I am probably just documenting my own work for myself, but perhaps someone will find it more interesting now that it is not mere theory.
me from a long time ago said:Facts: Alrighttt, so the dthrow part is hard for 2 reasons. First is that the window is tiny for some characters. Secondly, every character is thrown at different speeds. This leads to several problems, including problems adjusting to different speeds one match after the next, and it just being HARD.
me from a long time ago said:
Solution: Laugh at me if you must, but this is the idea. I will first calculate the frame difference between the time I have to press down, and the time I have to press grab. The first thing we have to do is calculate throw time between start and release. This can be done at your local Magus. Here is an example:
Icees Dthrow is 36 frames normal. Marth multiplier is .87, making it 31.32 frames, round up to the next whole frame, walla 32 frames from start to release. Because we have nana ready to grab at any time, lag after the throw doesn't matter and doesn't have to be calculated.
This gives us the baseline for the entire project. However, my project's true perfection is temporarily stalled. I need one more data imput that I just can't get! I need to know how many frames before release I need to press the grab button. I don't know how I could find this out, but someone should find it out and make my dream come true. Someone said that you must grab 4 frames before Marth hits the ground. Let's assume that Marth is on the ground for 6 frames. Then, let's say it takes 2 frames for Marth to "bounce" high enough to get into grab range. This sums up to 12 frames.
I am calling the time between dthrow and grab one "GAP". 32-12 = 20. Marth's GAP is 20 frames. Good. 20 frames is .3333 of a second because the game is played at 60 frames per second. 1 / .33333 is 3.0, this is GAPs per second. Multiply this by 60 and WOOOHOOO 180 GAPs/minute.
Now, all you do is go here and test your rhythm! (GAPs/minute =Beats/minute) After very extensive testing with eyes closed and TV muted, 185BPM results in the highest regrab rate (95%). I am willing to bet the window for Marth is larger than one frame, which explains my result. 20 a 20 frame GAP would be 180BPM, and a 19 frame GAP is 190BPM. The middle ground of these two seemed to be perfect. Calculation+Testing makes the perfect number pretty easy to find.
As I stated earlier, before testing I regrabbed Marth only 32 out of 100 times, with a few seconds of running around between each grab attempt. After these calculations, and playing the metronome at 185BPM from my computer, conducting the test in the exact same manner I regrabbed 93 out of 100 attempts, including a monster string of 47 in a row.
This can be further applied in-match by simply having on your ipod/mp3/cd player 10 minute strings of beats, each one of a certain speed that represents the perfect BPM of a certain character. They choose their character, you switch to that "song" and put one earbud in your ear. You hardly notice it's there when playing, but when you get that handoff situation, you just press down on one beat and grab on the next.
me from a long time ago said:Tested BPMs:
Jiggz: 222fcukinfast. (>220. I need to find a faster metro. I regrab successfully by just regrabbing as fast as I can cleanly. More on Jiggs later.)
Fox: 220BPM (Not easy. I might need a faster metro for him.)
Pikachu: 211BPM (Easyyy)
Falco: 211BPM (Adjustment from 207 to 211 made this alot easier.)
Marth: 185BPM (Not the easiest. Looks like it is harder the faster it is.)
Ness:175BPM (Doesn't make sense according to the weight chart but it works.)
Peach: 174BPM (Sooooo easssyyyy.)
Shiek: 174BPM (Regrabbing sheik is sooo easy with the metronome. I made 97 of 100 grabs. Her range of grabbable BPM is so wide that I can only hope I got the GAP right.)
Mario: 160BPM (Probably the hardest so far.)
Luigi: 158BPM (Not easy.)
Dr. Mario: 158BPM (Not hard really. Still over 85% regrab rate after 30 min of practice on him)
Link: 153BPM
Captain Falcon: 142BPM
Yoshi: 141BPM
Samus: 132BPM
Ganon: 130BPM
Bowser: 115BPM
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----------------------------------------
----------------------------------------
So after I stewed in my own misery for a few weeks after making this post and noticing how so few ppl were interested, I asked Magus to help me by giving me exact frame "GAPs" in which every character can be regrabbed. He delivered in full. Here are the actual frame windows, along with some extra info about the green flash that I requested.
actually messaged by Magus420 said:1) The green flash lasts 9 frames and is a generic graphical effect used when someone hits the stage without teching.
2) I tested the d-throw at 100%, without moving Nana forward, and optimum DI with that character to try and avoid Nana's grab range. At lower percents the 2nd number may be 1 or 2 higher, but basing it on 100% when it can be more difficult should give you a more helpful average to use overall.
The 2 frame hit duration on the grab gives a 2 frame execution window for the 1st air frame that you can regrab, and each regrabbable frame after that adds 1 to the window. A window of 22-23 for example means you can only get them on the exact frame they are released, so you can catch them with the 2nd hit frame of the grab by inputting it 22 frames after the d-throw, or with the 1st hit frame by inputting it 23 frames after which gives you the 2 frame execution window. If it were 22-24 you can get them on the 1st air frame or the 2nd, 22-25 on 1st-3rd, etc.
Window .Wgt - Character
-----------------------------
29-33 . 117 - Bowser
28-31 . 114 - Donkey Kong
26-28 . 110 - Samus
26-27 . 109 - Ganondorf
25-28 . 108 - Yoshi
24-26 . 104 - Captain Falcon
24-26 . 104 - Link
22-23 . 100 - Dr Mario
22-23 . 100 - Luigi
22-23 . 100 - Mario
20-21 .. 94 - Ness
19-22 .. 90 - Peach
19-21 .. 90 - Sheik
19-22 .. 90 - Zelda
18-19 .. 88 - Ice Climbers
18-19 .. 87 - Marth
17-22 .. 85 - Mewtwo
17-18 .. 85 - Roy
17-19 .. 85 - Young Link
15-16 .. 80 - Falco
15-20 .. 80 - Pikachu
13-15 .. 75 - Fox
12-15 .. 70 - Kirby
.8-11 .. 60 - Jigglypuff
.8-10 .. 60 - Mr Game & Watch
.N/A ... 55 - Pichu
Sexy right? Now I need to calculate the BPM that represents each frame gap listed above (8 to 33).
I dun that right here.
Frames: #Beats Per Minute
-----------------------------
8: 450 BPM
9: 400
10: 360
11: 327
12: 300
13: 277
14: 257
15: 240
16: 225
17: 212
18: 200
19: 189.5
20: 180
21: 171.4
22: 163.6
23: 156.5
24: 150
25: 144
26: 138.5
27: 133.3
28: 128.6
29: 124.1
30: 120
31: 116
32: 112.5
33: 109.1
----------------------
Finding an estimate BPM (aka BPM Average) for a given character:
1: Start by using Magus's table to find the exact frame window for a given character.
(lets say 22-23 for the Mario characters)
2:Then I match that with my BPM table
(22=163.6 and 23=156.5)
3: Then find the average of these two
(160.05)
4: Round to the nearest whole
(160BPM)
This is close to the correct BPM. Very close, within something like...a couple BPM depending in the character. However, it is not close enough. In the spirit of the mathematical moment, displaying this BPM error will require a chart.
This chart in particular that I made, relating Frames and BPM:
You see how the relationship is a curve? The equation is non-linear. This means that simply taking the average will not get us the best possible BPM, especially in multi-frame windows because we want an equal number of FRAMES on each side, not an equal number of BPMs which is what a simple average of those 2 BPMs gives us. The "BPM average" will ALWAYS be slightly "biased" towards the earlier frame(s). This will not leave us the maximum possible margin of error on both sides, and that is unacceptable.
What we actually have to find is the perfect "fraction of a frame" that we need to aim for. In this case, we must calculate for frame 22.5. By finding the BPM that would correlate with 22.5, we will have the largest and most equal (between pressing early and pressing late) margin of error for ourselves. This calculation is done like so:
22.5/60= .375
1/.375= 2.666667
2.666667 x 60= 160.00002 aka 160. Okay it equaled the same number in this case, but it was like 8 off for Fox, so it is worth it haha.
You've been reading through this for awhile. I've got you hard, now it's time to finish you off without any more foreplay. Here are the final optimal BPMs for every character in the mu ***** game, from fastest to slowest. (Check the tiny-print OP to see how close my tested estimates were!)
Optimal BPMs:
Mr. Game and Watch:400BPM =P, Frame window: 8-10
Jiggz: 379BPM, Frame window: 8-11 (Metro is less worthwhile for G&W/Jiggs)
Kirby: 267BPM, Frame window: 12-15
Fox: 257BPM, Frame window: 13-15
Falco: 232BPM, Frame window 15-16
Pikachu: 206BPM, Frame window: 15-20 (6 frame window makes Pika the easiest)
Roy: 206BPM, Frame window: 17-18
Young Link: 200BPM, Frame window: 17-19
Marth: 195BPM, Frame window: 18-19
Nana and Popo: 195BPM, Frame window: 18-19 (The thought of handing off another popo makes me sadface.)
Mewtwo: 185BPM, Frame window: 17-22 (Tied for easiest)
Shiek: 180BPM, Frame window: 19-21
Ness:176BPM, Frame window: 20-21
Peach: 176BPM, Frame window: 19-22
Zelda: 176BPM, Frame window: 19-22
Mario: 160BPM, Frame window: 22-23
Luigi: 160BPM, Frame window: 22-23
Dr. Mario: 160BPM, Frame window: 22-23
Link: 144BPM, Frame window: 24-26
Captain Falcon: 144BPM, Frame window: 24-26
Yoshi: 136BPM, Frame window: 25-28
Ganon: 136BPM, Frame window: 26-27
Samus: 133BPM, Frame window: 26-28
Donkey Kong: 122BPM, Frame window: 28-31
Bowser: 116BPM, Frame window: 29-33
And there you have it. I hate math. This was the biggest project I've ever taken on. Hopefully you find this of value.