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lol so trueits caz felix always kinda looks sad. except when people talk about small dogs.
edit: disregard this, thought you were saying something elseSo this is half for us and half for the public. I think it would be good to just put this out there, so we can make sure that our frame data is correct.
Alright, so we all know that in PSA, you can view the frame data for characters. However, the way this works can confuse lots of people. Things such as ZSS's and Squirtle's "0 Frame" Jabs, when we just consider them frame 1. So instead we adopted the system of adding one to what we see in PSA.
However, is this completely correct to just add 1? No.
People that say that ZSS's Jab comes out frame 0 are technically correct. However, the frame 0 is a misconception. It is actually the PSA frame 0. In PSA, the frames is spits out are not actually the frames seen in game. Instead, they are the parts in-between each frame. They are the inputs. So I would rather refer to the number that PSA spits out as "input" so ZSS's Jab would be considered Frame 1, Input 0.
For the rest, refer to this visualization:
![]()
This is a representation of a move I made up (the frame data would be so lulzy). Imagine that they grey part is the start-up of the move, the red part the hitbox of the move and the white part the cool-down.
Now in OSA2/PSA the picture would look like the following (in this example, this is Captain Falcon's jab1)
Now I believe that we can all agree on that the hitbox starts on Frame 3. This follows the +1 rule. As you can see, it also follows the I2. So that is entirely correct. Now, if we were to follow the +1 rule. The hitbox would last until frame 9. But would that mean that frame 9 has the hitbox out or gone? This is where the +1 rule leaves much to be desired. But, if we are to use the inputs, we can see that it is indeed not out on frame 9. This is because we are reading this as the game would read it. It would read that the collisions are terminated on Input 8. Therefore, the following frame has no collisions because they were eliminated during Input 8.Code:---Start--- [B]Asynchronous Timer - Frames=2.00x,[/B] Offensive Collision - Hitbox stuff... [B]Asynchronous Timer - Frames=8.00x,[/B] Terminate Collisions [B]Asynchronous Timer - Frames=10.00x,[/B] Allow Interrupt ---End---
Using the the "Input" instead of the "Frame" system helps us to realize things easier like the FAF. Lets take for example the move above. Is the FAF Frame 10 or Frame 11. Well, based on the Input, which is Input 10, we can see that the following frame, Frame 11 is allowing the interrupt.
TL;DR - When you refer to numbers from PSA/OSA2, start using the number it has and say it's the Input and not the frame. (ex. ZSS's Jab is I0)
I really really would rather not ; ;looooool
did you click it?
@ Felix: Will I see you at GC on the 11th?
you're sloooww, we've all seen that already ^^I'm gonna make it to the top again, I hope
Anyway, here's my combo vid: http://www.youtube.com/watch?v=HZ6KdiGz8kk
Wait i thoguht you dropped diddy for marth >.>I'm gonna make it to the top again, I hope
Anyway, here's my combo vid: http://www.youtube.com/watch?v=HZ6KdiGz8kk
Gonna have to change your name to "istudying" after MLG.i'm pretty sure i'm going, but i'm gonna have to make up 20 hours of studying to do it. :\
First time I've heard about this.Wait i thoguht you dropped diddy for marth >.>
i dont know how far you want to go into this, but the banana damage is VERY dependent on distance/strength of your throw
yeah, I just didnt see the info for that anywhere, unlike peach with her turnips...i dont know how far you want to go into this, but the banana damage is VERY dependent on distance/strength of your throw
if you smash throw it down, it does 8%, and a Z-drop does about 1%
still though, great thread!