• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The VGBootCamp Project *Updated with More info + Helpers list*

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
WARNING! This is a Huge Project and a Long Read!(It's worth it though)


If you're in the smash community you probably know what VGBootCamp is. Those guys who do live streams/run tournaments/are the sponsors Apex.

But look at our name, VGBootCamp and our slogan, learn, play, win. These both imply some sort of training . Well, that's what I'm current;y working on, the website. Our site is going to have a lot of guides, where if you know nothing about smash you can learn everything important about it competitively(besides things like experience, that's learned) with out going to a single smash tournament and if you know a lot about smash you can still come to learn a lot more.

Our focus is to make very visual guides that show players techs/strategies but also teach them how to do them in a very easy to learn way. That's the key difference between a good and bad teacher. They both have the same information but the good teacher makes it fun and easier to learn


I need your help though. I can't make all of these guides/collect frame data all by myself unless you want our site up late 2011, lol.






Let me explain to you how the smash part of our website is going be laid out. When you
select smash it will let you choose one of the following sections:



1. Basic Training(Basically Complete)
2. Advanced Training(Planning Stage)
3. Character Specific training(Planning Stage)
4. Stages(Planning Stage)
5. Tournament Play(Planning Stage)
6. Glossary(Planning Stage)



Key:

  • 1st Draft Stage - This means that The 1st Draft of the Guide Still needs to be written on paper
  • 2nd Draft Stage- Now that the first draft is written it needs to be transfered onto the computer in outline form with a few touch ups
  • Final Draft Stage - The 2nd Draft now needs to be edited so it shows exactly how the video needs to be laid out, and what footage needs to be captured
  • Capture Stage- All of the footage outlined in the Final Draft Stage needs to be captured
  • Edit Footage Stage - Now that the footage is captured it needs to be Edited into the final tutorial video
  • Final Touch ups Stage - Make sure Everything runs smooth, looks right, and is easy to understand
  • Complete- The Tutorial vid is done

Note: Unless something has gotten to the capture stage then the exact order or number of guides it will contain is still up in the air.

1. Basic Training - This Section consists of 3 videos outlining all of the very basic aspects of the game with button inputs on the screen to help the player understand fully what's going on. This is for someone who came into the scene and knows absolutely nothing about it. It introduces the new player to the vocabulary of the smash community with abbreviations.( For example it will show Mario doing his F-air. on the screen it says "input the following to do a Forward Air(F-air)", and then shows the button input) It also has a section for Key terms


[collapse=Basic Training]
  1. Key Terms (0% Complete, 1st Draft Stage) - Any terms that aren't mentioned in basic training and advanced training will be taught here in this sub-section first to give a base for the player's learning. This will include small tutorial videos explaining the terms. This includes what a frame, knock back, and buffering is.


  2. Game mechanics and Movement: (Complete, it may be split into two separate videos) This video starts by explaining how percent works and that the basic idea of the game is to kill someone off the sides or top once their percent gets higher. It explains how to dash, jump, fast fall, crawl, wall jump, AKA basically every movement you can do in the game. It also briefly explains, foot stooling, stale moves, and other game mechanics.



  3. Offensive Basics (Complete, it may have a few spelling errors + dash grab needs to be added) This video explains and shows all offensive attacks including all aerials, B, moves, grounded moves, etc.


  4. Defensive Basics(Complete, it may have a few spelling errors) This video explains and shows all defensive moves including rolling, spot dodging, air dodging, get up attack, etc. It also briefly explains recovering from off of the stage
[/collapse]

2. Advanced Training - This section will consist of video tutorials that will explain everything advanced about brawl that isn't character specific. This includes, DI, Spacing, Universal techniques, grab releasing, stale moves, foot stooling and ground locks, priority, etc.


[collapse=Advanced Training]
  • Universal Techniques (40% Complete,) This sub section will include vids of Universal techniques that will help the intermediate player catch up on his tech skill. Each tutorial will show the technique, how to do it with a video of hands on a Game cube controller doing the tech, and application of the tech.

    1. B-Sticking(Capture stage)
    2. Boost Grab(Capture stage)
    3. BPDT [Buffered Platform Drop Through](Final Draft stage)
    4. DACUS/BDACUS(Capture stage)
    5. Edge Hugging(Capture stage)
    6. Fast Fall Canceling(Capture stage)
    7. Glide Tossing(Capture stage)
    8. Insta-Throwing(Capture stage)
    9. JCT [Jump Canceled Throw](Final Draft stage)
    10. JCUS/JCUB [Jump Canceled U-Smash/Up-B](Final Draft stage)
    11. OOS [Out of Shield](Capture stage)
    12. RAR [Reverse Aerial Rush](Capture stage)
    13. Reverse Grab and Other Variations(Final Draft stage)
    14. Stutter Stepped F-Smash(Capture stage)



  • Grabbing/Grab Releasing (50% Complete,) - This Section will teach you everything you would ever need to know about grabs and grab releasing

    1. Grab Armor(Capture stage)
    2. Port Priority(Capture stage)
    3. Grab Releasing(Capture stage)
    4. The 4 Rules of Grab Releasing(Capture stage)
    5. Grab Releasing Frame Advantages(Capture stage)
    6. Exceptions[Bowser, Ness/Lucas, DK, Squirtle, Jiggz](Capture stage)
    7. Grab Releasing in Teams Play(Capture stage)
    8. Breaking Out of Grabs(Capture stage)



  • Shielding/PowerShielding (Final Draft Stage) - This guide will consist of 1 video that will explain what happens when you shield, what you can and cannot do after shielding an attack, and what you can and cannot do after Power shielding an attack



  • Tripping(20% Complete,) - This guide will explain tripping, the different states you're in when you trip, and the different ways to trip

    1. What Happens When You Trip (2nd Draft Stage)
    2. The Different Ways to Trip (2nd Draft Stage)



  • Stale Moves (Final Draft Stage) - This guide will contain 1 video explaining everything that needs to be known about Stale Moves



  • DI[Directional Influence](40% Complete,) - This Section will teach you everything you would ever need to know about DI

    1. The Concept of DI (Final Draft Stage)
    2. Smash DI (Final Draft Stage)
    3. Trajectory DI (Final Draft Stage)
    4. C-Stick DI (Final Draft Stage)
    5. Aerial DI (Final Draft Stage)
    6. B-Move DI (Final Draft Stage)
    7. DIing Throws (Final Draft Stage)



  • Foot Stools and Ground Locks](40% Complete,) - This Section will teach you everything you would ever need to know about Foot Stooling and Ground Locking

    1. General Rules of Foot Stooling (Final Draft Stage)
    2. Grounded Foot Stooling (Final Draft Stage)
    3. Aerial Foot Stooling (Final Draft Stage)
    4. Ground Locking (Final Draft Stage)



  • Priority and Collision Bubbles](10% Complete,) - This Section will teach you what's wrong about the myth of priority and what's really going on; How different Hit Bubbles(Not Moves/Animations) have different types of priority and no Move blatantly out prioritizes another move. It's all really about what type of priority of hit bubble your move has, how big it is, and if you're spacing it correctly.

    Hit Bubbles and Hurt Bubbles (First Draft Stage)
    Clank Interrupt Priority (First Draft Stage)
    Clank Ignore Priority (First Draft Stage)
    Transcended Priority (First Draft Stage)



  • Spacing, Timing, and Controlling the Stage(First Draft Stage) - This is one of the most important sub-sections of advanced training. In this section the player will learn correct spacing, timing, frame traps, and controlling the stage



  • Platforms (First Draft Stage)] - This Guide will explain everything about platforms in Brawl.



  • Air Dodging, Rolling, and Spot Dodging Correctly (First Draft Stage)Stage)] - This guide will correctly explain how when to roll, spot dodge, and air dodge.
[/collapse]





3. Character Specific Training (0% Complete) - This Section will include character specific guides, frame data, move set analysis , and Advanced Techniques. It will also include character match up charts, etc. The site will not launch with match up guides but we still need to collect as much data as possible on match ups. Each character's section will include the following Sub Sections:

[Collapse=Character Specific Training]
  • How to Play - This section will explain the character and if he or she has any special properties(For example, Olimar plays with pikmen and Popo has a computer helper. It will also include a Basic how to play guide on that character which will explain how to approach, recover, combo, and kill with that character

  • Frame Data - This section will be a flash based program where you can view your character's moves frame by frame with the transparent red hit boxes on and hopefully yellow hurt bubbles. It will indicate the following data for each move(Taken From Veril):


    1. The hit-frames and first actionable frame.
    2. Cancelable frames(IASA, Auto Cancel)
    3. Part Qualitiative hitbox data: ex. strong hitbubble, weak, etc
    4. Damage by hitbubble
    5. The frame advantage "on-hit" and "on-block" for all moves
    6. The % at which moves induce tumble, by character weight class (there is overlap so testing of all is unnecessary).
      [*]Invincible frames for rolls, stand up, get up attack, air dodge, tech rolls, tech get up, Trip rolls, trip get up attack, trip stand up


  • Move Set Analysis - This section will take each move and break it down in video guide form. IT's similar to the frame data section but not entirely. If you help collect footage or data for a character's moves you will answer the following questions for each move(not including things like rolls which obviously can't answer some of the questions):

    1. What Frame Does it Come Out On?
    2. Is it Disjointed?
    3. Does it have Multiple Hits or More then One Hit Bubble?
    4. How Much Damage Does it Give Fresh? How Much does it Give for each iteration of being Stale?
    5. What Kind of Priority Does Each of it's Hit Bubbles Have?
    6. Does the move or it's hit bubbles have any Special Attributes?
      1. Invincibility?
      2. Super Armor?
      3. Does it Freeze, Electrocute, or Burn an opponent?
      4. Does it Trip? and if so at What Percentages and What's The Probability at thosePercentages?
      5. Does it have a Wind Box?

    7. Where are it's Weak Spots?
    8. How Long is It's Cool Down?
    9. When Does it Auto Cancel/ When is it IASA?
    10. What is it's Shield Advantage?
    11. What is it's Advantage on Hit?
    12. What is it Useful for?
      1. Putting on Presure?
      2. Poking?
      3. To Rack Up Damage?
      4. To Set Up Another Attack?
      5. *Insert Your Own Question Here, These Questions are just guide Lines*

    13. When Does it kill at the center of FD(No DI)?
      1. Light Characters
      2. Medium Weight Characters
      3. Heavy Characters

  • Advance Techniques - This section will detail a character's advanced techniques and abilities. It will also show any grab release combos he or she has on another character. Each Advanced technique will shown and taught in the following way:

    1. What Happens? - Show the AT and explain what's happening

    2. How do you Do it? - Show a Step by Step on how to do the AT. This part will also show how a gamecube controller showing the finger movements.

    3. Uses/Application - This Section of the video will give various uses and tell the viewer when to apply the AT.
[/collapse]



4. Stages (0% Complete) - The Stages Section Will just show short Video walk through guides explaining everything important about that stage. If you were to Work on one of the stage guides you'd ask the following questions:

[collapse=Stages]
  1. What ledges can be grabbed onto?
  2. Are there any platforms on the stage?
  3. Are there any stage Hazards? If so how do they work and how much damage do they give?
  4. Are there any Walls on the Stage?
  5. Can You be Stage Spiked anywhere on the Level?
  6. Does the Stage have any special attributes or glitches?
  7. Where are the boundaries in relation to the stage?
  8. Our there any walk offs?
[/collapse]



5. Tournament Play (0% Complete) - This section will contain different rule sets from different regions. It will also include the official VGBootCamp, and MLG rule sets. There will be guides on how to prepare for a tourney and how to best use your time at a tournament.




6. Glossary (0% Complete) - This Section will help player's who are looking for specific techniques or guides. They will be listed in alphabetical order and will link directly to the source page of the specific guide or AT




If you have any suggestions or think we've left anything out please do tell
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR

How YOU can Help


(Don't feel like you're restricted to only one of the following roles. Help in any way that you'd like)​


1. Gathering Data
2 .Writing Guides
3. Capturing Footage
4.Rough Cut Video Editing






1. Gathering Data - A Data Gatherer would be someone who researches finite details of the game. This includes but is not limited to Frame Data, move set analysis for characters, and Stage specific data.

[Collapse=Frame Data]

[collapse=Veril's Timer Method]

OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:



Code:
Time       Frame			
x:00	0			
98	        1		48	31
96	        2		46	32
95	        3		45	33
93	        4		43	34
91       	5		41	35
90	        6		40	36
88	        7		38	37
86	        8		36	38
85	        9		35	39
83	        10		33	40
81	        11		31	41
80	        12		30	42
78	         13		28	43
76	        14		26	44
75	        15		25	45
73	        16		23	46
71	        17		21	47
70	        18		20	48
68	        19		18	49
66	        20		16	50
65	        21		15	51
63	        22		13	52
61	        23		11	53
60	        24		10	54
58	        25		8	55
56	        26		6	56
55	        27		5	57
53	        28		3	58
51	        29		1	59
50	        30		x+1:00	60
[/collapse]

Veril and TheCape have already gotten(or are in the process of getting) all of the data for aerials

Grounded Moves/Attacks

JaB
D-Tilt
F-Tilt
U-Tilt
F-Smash
D-Smash
U-Smash
Dash Attack
Jump
Grab
Dash Grab
Reverse Grab
Spot Dodge
Forward Roll
Backward Roll
Slow Trip Animation
Fast Trip Animation

While Laying on the Ground

Get Up Attack(While on Back)
Get Up Attack(While on Stomache)
Stand Up
Roll Forward
Roll Backwards
Get Up Attack(After Tripping)
Stand Up(After Tripping)
Roll Forward(After Tripping)
Roll Backward(After Tripping)

Aerial Moves/Attacks
Glide Attack
Air Dodge
Tech in Place
Tech Roll Forward
Tech Roll Backwards

Specials

Neutral B
Forward B
Grounded Up-B
Aerial Up-B
Down-B Hit
Down-B Not Hit

Ledge Moves

Ledge Attack
Ledge Get Up
Ledge Roll
Ledge Jump
Ledge Attack >100%
Ledge Get Up >100%
Ledge Roll >100%
Ledge Jump >100%


Check for the Following:

  1. The hit-frames and first actionable frame.
  2. Cancelable frames(IASA, Auto Cancel)
  3. Part Qualitiative hitbox data: ex. strong hitbubble, weak, etc
  4. Damage by hitbubble
  5. The frame advantage "on-hit" and "on-block" for all moves
  6. The % at which moves induce tumble, by character weight class (there is overlap so testing of all is unnecessary).
    [*]Invincible frames for rolls, stand up, get up attack, air dodge, tech rolls, tech get up, Trip rolls, trip get up attack, trip stand up, all ledge get up animations, and both tripping animations


[/Collapse]
[collapse=Move Set Analysis]

  1. What Frame Does it Come Out On?
    [*]Is it Disjointed?
    [*]Does it have Multiple Hits or More then One Hit Bubble?
    [*]How Much Damage Does it Give Fresh? How Much does it Give for each iteration of being Stale?
    [*]What Kind of Priority Does Each of it's Hit Bubbles Have?
    [*]Does the move or it's hit bubbles have any Special Attributes?
    1. Invincibility?
    2. Super Armor?
    3. Does it Freeze, Electrocute, or Burn an opponent?
    4. Does it Trip? and if so at What Percentages and What's The Probability at thosePercentages?
    5. Does it have a Wind Box?
    [*]Where are it's Weak Spots?
    [*]How Long is It's Cool Down?
    [*]When Does it Auto Cancel/ When is it IASA?
    [*]What is it's Shield Advantage?
    [*]What is it's Advantage on Hit?
    [*]What is it Useful for?
    1. Putting on Presure?
    2. Poking?
    1. To Rack Up Damage?
    2. To Set Up Another Attack?
    3. *Insert Your Own Question Here, These Questions are just guide Lines*
  2. When Does it kill at the center of FD(No DI)?
    1. Light Characters
    2. Medium Weight Characters
      Heavy Characters[/b]
[/collapse]

1. Writing Guides - a Guide Writer would be someone who knows the ins and outs of a particular subject and can properly organize his or her thoughts onto paper. The Guide writer must at least do the following:


Write a Final Draft - A final Draft must follow the following guidelines

  • Any footage that needs to be captured for the final video must be listed in the guide next to it's written counter part. For example, if in your guide, you have a paragraph explaining how an Aerial Grab Release works, you must put in parentheses next to that paragraph what ever footage would be needed to explain Aerial Grab Releasing in video form. This is important for 2 reasons:
    1. So the person who's capturing footage for the guide knows what footage to capture
    2. So the Rough cut editor understands the order for each clip in correlation with the guide


3. Capturing Footage - A footage capturer must follow these guidelines when getting clips for any guide:

  • Output Brawl in Wide Screen(16:9)
  • Capture Footage in the following dimensions: 720X480
  • Make sure the Captured file Type is .AVI
  • Have the character initiating the main action always FACING RIGHT(for an example, Click Here)
  • Don't worry about De-interlacing anything, I'll do that with the final cut
  • Go HERE and download drop box. This will be everyones way of sharing footage.
  • When capturing frame data use the following:

    • Codes for going frame by frame and also making the back ground completely Black:


      [collapse=Frame Data Codes]
      I recommend when people film their hitboxes to use these codes:

      Infinite Replay (if not recording live)
      040E5DE8 60000000
      04953184 60000000
      04953224 60000000

      1 player matches
      0468D420 2C060001

      Random button goes to Result (Pitch Black) Stage
      4A000000 81000000
      3253CDDC 01010101
      305E25C4 00000036
      145E25DC FFFFFFFF
      E2000001 00000000
      305E25DC FFFFFFFF
      145E25D8 00000028
      E2000002 80008000

      Unrestricted pause camera
      040A7D60 4E800020
      04109D88 38800001

      Unrestricted Replay Camera
      0409E934 60000000
      0409E93C 60000000
      0409E9AC FC201890
      0409E9B8 FC600090
      0409E9BC FC000890
      0409E9C8 FC001890


      Debug Pause:-(GCC)
      80000000 805B8A08
      0402E5AC 8819000B
      4A000000 804DE470
      38000000 EFFF1000
      86410000 00000001
      E2000001 00000000
      4A000000 805B8A08
      3A000002 00FF0000
      12000002 00000001
      E2000001 00000000
      4A000000 804DE470
      38000000 FFEF0010
      4A000000 805B8A08
      3A000002 FF000000
      12000002 00000100
      E2000002 00000000

      Button Modifier:
      041E6CD8 4BE1C128
      041E6D1C 4BE1C114
      06002E00 00000068
      9421FF80 BC410008
      7CE4402E 7CE738F8
      7CE73039 3864FFC0
      7CE3412E 7CC4412E
      B8410008 38210080
      60000000 481E3EB0
      9421FF80 BC410008
      7C03202E 3DC01000
      7DCE70F8 7C007039
      740E0408 3DE00408
      7C0E7800 40820008
      64001000 B8410008
      38210080 481E3EBC

      No Stale Moves
      02FC0988 00130000

      Tripping Rate Modifier
      0481CB34 C0220020
      045A9340 00000000

      Unrestricted Control Editing
      * 211973CC 7CC6F82E
      * 051973CC 38C20060
      * 05197468 38620060
      * 05197574 38820060
      * 05197680 38E20060
      * 051976B4 38620060
      * 051978CC 38E20060
      * 065A9380 0000000A
      * 00010203 04050A0B
      * 0C0D0000 00000000
      * E0000000 80008000

      File Patch Code v3.5.1 [Phantom Wings]
      E0000000 80008000
      225664EC 00000000
      0401BFE0 4858BE20
      065A7E00 00000070
      38A00067 38810020
      3CE0805A 60E37C18
      4BE52531 38A0007F
      3883FFE8 38610020
      4BE52521 38A00068
      60E47C18 38610020
      9421FF80 BC410008
      38610088 4BA74DB9
      7C7C1B78 2C030000
      4082000C 38210080
      4800001C B8410008
      38210080 4BE524E5
      38610008 4BA742E1
      7C7C1B78 4BA741E8
      040223E0 48585BC0
      065A7FA0 00000028
      80010044 3C608001
      6063581C 7C001800
      4082000C 7FDDC850
      3BDEFFE0 93DB0008
      4BA7A424 00000000
      0401CD0C 4858B1F4
      065A7F00 00000038
      2C030000 4182000C
      4BA7DD51 4BA74E04
      80780008 2C030000
      41820014 8118000C
      7C634214 7C7B1850
      48000008 8078000C
      4BA74DE0 00000000
      043EE9D8 48000014
      043EEBD4 48000014
      043D8B9C 48000018
      043E9B4C 38600000
      043E9D38 38600000
      043D8C80 60000000
      80000000 80406920
      80000001 805A7C00
      8A001001 00000000
      045A7C10 2F525342
      045A7C14 452F7066
      80000001 805A7B00
      8A001001 00000000
      065A7B10 0000000F
      2F525342 452F7066
      2F736F75 6E642F00
      041C6CE0 483E0D20
      065A7A00 00000028
      9421FF80 BC410008
      3C60805A 60637B1F
      4BE52931 B8410008
      38210080 4BE52995
      4BC1F2C4 00000000
      065A7900 00000078
      9421FF80 7C0802A6
      9001000C BC810010
      9421FF00 7C872378
      54B2BA7E 7CD33378
      38800000 9081000C
      90810010 90610014
      90810018 3880FFFF
      9081001C 38610020
      90610008 7CE43B78
      38A00080 4BE529F5
      38610008 4BA752A1
      60000000 80210000
      B8810010 8001000C
      7C0803A6 80210000
      4E800020 00000000
      043E399C 481C3F04
      065A78A0 00000010
      80BC0020 7CA59214
      3A400000 4BE3C0F4
      043DBAEC 481CBDE4
      065A78D0 00000018
      800302A4 2C130000
      41820008 7E609B78
      3A600000 4BE3420C
      041CDF7C 483D9884
      065A7800 00000098
      818C0014 9421FF80
      BC410008 3D009034
      61089D94 7C034000
      4082003C 7C882378
      3C60804D 60630000
      3C80805A 60847B00
      7CC53378 38C04200
      80E40080 2C070000
      40820014 60000000
      480000B9 2C030000
      41820010 B8410008
      80210000 4BC26724
      70A501FF 3868FFFF
      3C80804C 6084FFFF
      7C842A14 38A04001
      38A5FFFF 8C040001
      9C030001 2C050000
      4082FFF0 B8410008
      80210000 4BC2670C
      141CCF90 483DA770
      065A7700 00000048
      9421FF80 BC410008
      7FE3FB78 3C80805A
      60847B00 38A00000
      38C04000 480001E5
      90640080 807F0008
      907A0014 907A005C
      907A0074 B8410008
      80210000 807F0000
      4BC25854 00000000
      E0000000 80008000


      No HUD [Phantom Wings]
      4A000000 800E08D4
      14000000 38A00000

      No Tags [Phantom Wings]
      C20E5190 00000002
      38800000 90830354
      60000000 00000000

      Optional:
      1 player matches [spunit262]
      0468D420 2C060001
      [/collapse]
    • .Pac Files that show a character's hit bubbles: Click Here


4. Rough Cut Editing - A Rough Cut Editor will be in charge of making a basic cut that puts all of the video cuts in order to prepare for the final cut. You have to follow the following guidelines:

  • You must use Adobe Premiere Pro 2.0 or greater
  • You must use the following settings in the program: Pre-Sets -> DV NTSC -> Widescreen 48KHZ


Anyone that helps will be given Credit in the guide he or she helped with. So... any Takers?


Once I get feed back I'm going to make an invite only group to get help from researchers that aren't in the smash lab. Do you guys have any suggestions to who I should invite?
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
Who's Doing What


Key:


1. Gathering Data
2 .Writing Guide
3. Capturing Footage
4.Rough Cut Video Editing
5. Complete



If someone's name is any one of the following colors next to a certain task then he or she is doing the corresponding job to that task

For example:

Grab's and Grab Releasing (GIMR, GIMR)

This means that I'm gathering the data and writing the script for this particular guide

If anyone wants to help Capture Footage for a Script that has already been written say so or AIM me @ "Godismyrock89" and I will give you a list of footage that needs to be captured for that script






[collapse=Basic Training]
  1. Key Terms - (I'll Update soon with a list of terms)
  2. Game mechanics and MovementComplete
  3. Offensive BasicsComplete
  4. Defensive BasicsComplete
[/collapse]
[collapse=Advanced Training]
  • [collapse=Universal Techniques]
    1. B-Sticking (GIMR, GIMR)
    2. Boost Grab (GIMR, GIMR)
    3. BPDT [Buffered Platform Drop Through] (GIMR, GIMR)
    4. DACUS/BDACUS (GIMR, GIMR)
    5. Edge Hugging (GIMR, GIMR)
    6. Fast Fall Canceling (GIMR, GIMR)
    7. Glide Tossing (GIMR, GIMR)
    8. Insta-Throwing (GIMR, GIMR)
    9. JCT [Jump Canceled Throw] (GIMR, GIMR)
    10. JCUS/JCUB [Jump Canceled U-Smash/Up-B] (GIMR, GIMR)
    11. OOS [Out of Shield] (GIMR, GIMR)
    12. RAR [Reverse Aerial Rush] (GIMR, GIMR)
    13. Reverse Grab and Other Variations (GIMR, GIMR)
    14. Stutter Stepped F-Smash (GIMR, GIMR)
    [/collapse]
  • [collapse=Grabbing/Grab Releasing]
    1. Grab Armor (GIMR, GIMR)
    2. Port Priority (GIMR, GIMR)
    3. Grab Releasing (GIMR, GIMR)
    4. The 4 Rules of Grab Releasing (GIMR, GIMR)
    5. Grab Releasing Frame Advantages (GIMR, GIMR)
    6. Exceptions[Bowser, Ness/Lucas, DK, Squirtle, Jiggz] (GIMR, GIMR)
    7. Grab Releasing in Teams Play (GIMR, GIMR)
    8. Breaking Out of Grabs (GIMR, GIMR)
    [/collapse]
  • Shielding/PowerShielding (GIMR, GIMR)

  • [collapse=Tripping]
    1. What Happens When You Trip (GIMR, GIMR)
    2. The Different Ways to Trip (GIMR, GIMR)
    [/collapse]
  • Stale Moves (GIMR, GIMR)

  • [collapse=DI AKA Directional Influence]
    1. The Concept of DI (GIMR, GIMR)
    2. Smash DI (GIMR, GIMR)
    3. Trajectory DI (GIMR, GIMR)
    4. C-Stick DI (GIMR, GIMR)
    5. Aerial DI (GIMR, GIMR)
    6. B-Move DI (GIMR, GIMR)
    7. DIing Throws (GIMR, GIMR)
    [/collapse]
  • [collapse=Foot Stools and Ground Locks]
    1. General Rules of Foot Stooling (GIMR, GIMR)
    2. Grounded Foot Stooling (GIMR, GIMR)
    3. Aerial Foot Stooling (GIMR, GIMR)
    4. Ground Locking (GIMR, GIMR)
    [/collapse]
  • [collapse=Priority and Collision Bubbles]
    Hit Bubbles and Hurt Bubbles (GIMR, GIMR)
    Clank Interrupt Priority (GIMR, GIMR)
    Clank Ignore Priority (GIMR, GIMR)
    Transcended Priority (GIMR, GIMR)
    [/collapse]

  • Spacing, Timing, and Controlling the Stage -I need help writing this guide. Although I do understand the concept and do all of it quite well it's really hard for me to put it into words for some reason.

  • Platforms (GIMR, GIMR)

  • Air Dodging, Rolling, and Spot Dodging Correctly (GIMR, GIMR)
[/collapse]
[Collapse=Character Specific Training]
[collapse=Metaknight]
How to Play
Frame Data (The Cape)
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Snake]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Diddy Kong]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Falco]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Ice Climbers]
How to Play
Frame Data (e_alert)
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Marth]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Wario]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=King DeDeDe]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Pikachu]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Olimar]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Lucario]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Mr. Game and Watch]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Pit]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Toon Link]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Zero Suit Samus]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Kirby]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=R.O.B.]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Donkey Kong]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Peach]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Fox]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Luigi]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Wolf]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Sheik]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Pokemon Trainer]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Ness]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Bowser]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Lucas]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Ike]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Yoshi]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Mario]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Captain]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Captain Falcon]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Samus]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Jiggly Puff]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Zelda]
How to Play
Frame Data (Kaylo!)
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Link]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[collapse=Ganondorf]
How to Play
Frame Data
Move Set Analysis
Advanced Techniques

[/collapse]
[/collapse]
[Collapse=Stages]
Final Destination
Battle Field
Smashville
Yoshi's Island
Lylat Cruise
Castle Siege
Delfino Plaza
Halberd
Pokemon Stadium 1
Pokemon Stadium 2
Brinstar
Frigate Orpheon
Green Greens
Norfair
Pictochat
Rainbow Cruise

[/collapse]


Current Helpers

  1. GIMR
  2. The Cape
  3. e_alert
  4. Kaylo!
  5. Bionic Sonic
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
reserved for comments/critiques, and I have quite a few. But... I just got off my 8 hour shift so I need to focus on filling in the gaps for all aerial FAF and autocancel points (the few I do not have currently that is, I've got the vast majority of aerial frame data obv). I also need to run several experiments involving adv permutations. Hopefully I can respond fully to this in the morning or early afternoon before work.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
@capturing hitbubbles - Why use a black stage? Wouldn't it be better to go with the custom stage with the length of one BMU on it?
also include unrestricted control editing to the codes list.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Keep in mind visible hitboxes aren't always accurate with movement and do not respond adequately to interactions with shields / hurtboxes.

They are simply more accurately portraying the business end of an attack animation, they are not exactly the same as the hitboxes themselves.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
reserved for comments/critiques, and I have quite a few. But... I just got off my 8 hour shift so I need to focus on filling in the gaps for all aerial FAF and autocancel points (the few I do not have currently that is, I've got the vast majority of aerial frame data obv). I also need to run several experiments involving adv permutations. Hopefully I can respond fully to this in the morning or early afternoon before work.
Good, I can't wait to here your feed back

@capturing hitbubbles - Why use a black stage? Wouldn't it be better to go with the custom stage with the length of one BMU on it?
also include unrestricted control editing to the codes list.

could you explain BMU?

Also could you explain what the unrestricted control editing code is and give me a link to it?
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
could you explain BMU?
A BMU is a Brawl Measurement Unit. It's what Brawl uses to measure stuff such as hitboxes. The more important thing about using them is, is that it gives the viewers the ability to see how far an attack reaches compared to each other.

Also could you explain what the unrestricted control editing code is and give me a link to it?
It allows you to remap everything (such as Smash and taunt) to every control. It's very helpful.
Code:
Unrestricted Control Editing
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
A BMU is a Brawl Measurement Unit. It's what Brawl uses to measure stuff such as hitboxes. The more important thing about using them is, is that it gives the viewers the ability to see how far an attack reaches compared to each other.
Adding on to rPSI's comment:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/tM_jwqnkSUs&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/tM_jwqnkSUs&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/D9mak7FXmSY&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/D9mak7FXmSY&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
...........Where/how can I get that stage? (I'm a little behind on hacks, my bad.)
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
Should be available at http://www1.axfc.net/uploader/Sc/so/51565.pac&key=null (just click the only button on the page that says "[ Sc_51565.pac", then you should see a download link)


edit: I think I asked FrozenHobo a month or two ago about hexxing a block piece in that custom stage where a character can appear in front of it, too (moving it behind them on the Z-axis)...
 

Remzi

formerly VaBengal
Joined
Apr 20, 2008
Messages
3,398
Location
Fairfax, VA
NNID
Remziz4
3DS FC
0302-1081-8167
Where do I put that in the SD card? And what stage does it go over?
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
It's a custom stage texture: STGCUSTOM1.pac (I think? It's either 1, 2 or 3) and goes in /pf/stage/melee/
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
I personally don't think that the stage measurement texture is needed.


When you're looking at the hit bubbles you can judge their sizes by seeing how big they are in relation to your character.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
That's the problem. You're judging in relation to character size, which obviously differs from character to character.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
That's the problem. You're judging in relation to character size, which obviously differs from character to character.
exactly, knowing your hitbubbles in relation to another character doesn't matter unless you're playing against that character with your character. When you're doing so all you need to know is your character's relation to his own hit bubbles.
 

Remzi

formerly VaBengal
Joined
Apr 20, 2008
Messages
3,398
Location
Fairfax, VA
NNID
Remziz4
3DS FC
0302-1081-8167
GIMR, you are right in a sense. But if all we have is pictures like that, we can't do hitbox comparisons between various characters. If we get actual numerical values for each hitbox, we can easily compare.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I'll be getting all the frame data Cape isn't. For example I only need to do Zelda and ZSS jump permutations and I'll have the SH and FH duration for all characters (along with jump start obv). I've got optimal FF points for about 2/3, complete FF permutations (ie FF frame x in a SH/FDH, land frame y... its a ****ton of tests basically), input maps, quantitative analysis, adv windows... I could go on.

Work is ****** me, hard, no lube, atm. All of my free time right now is spent doing work around the house and collecting frame data, the vast majority of which is vBrawl accurate. I need to talk to you (GIMR), Adumbrodeus, Indigo Jeans, DMG and at some point M2K. This weekend I'm... more free, than I have been this week working the **** 2-10 pm shift. blech



Size of hitboxes is absolutely quantifiable. If your getting images use a small custom-hacked stage (with gridlines) similar to the one shown and the fixed angle camera. Its essential that we have the complete set of hitbubble hacks and that they aren't glitchy. I also strongly recommend to everyone using the non-tripping code anytime you are testing anything, as tripping is basically the stupidest thing ever. With bulk testing you need to use time as efficiently as possible and tripping is both obnoxious and seconds lost. Lets say I'm doing a thousand tests on something. I'm not willing to spend ANY of that absurd amount of time falling on my ***.


Anyone doing frame advance work MUST either speak with me or be aware of the "efficient" methods (setting up input maps, using basic formula, the frame/timer conversion, and concise accurate formatting). For any move there are a few things players should know: hit frames, first actionable frames, landing lag and autocancel points OR lag formula/permutations (as with the nado or PKT2), advantage on block (first hit to FAF or autocancel), specific cancel points, damage, when the move kills and notable combos. All moves should have hitbubble images with standardized sizing as I described.

More in depth data like advantage testing across the cast requires finding tumble % against all characters as well as even with efficient gathering methods, well over a hundred tests. I will need people willing to actually work with me, not even just to help, but so I can train the most talented people here (Cape is probably the only person who doesn't need this and we already work together pretty closely). Rocketpsi and Indigo Jeans take note!



Oh, and seriously if anyone needs any specific bit of frame data ask... I keep a list of requested data (the backlog isn't too too bad, but no 4 hour projects plz). After the SH/FH/FAF/FF testing is done I'm going to finish getting the input maps and frame breakdowns of optimal Quarter circle ledge snaps (ie fact checking DMG). I've been working on the side on my ****-the-pro-ban-"data" project (I think the upper echelons of pro-ban are the only intelligent folk ballzy enough to fight me on data, and data **** is one of my favorite things to do here), ironic since the QC ledge snap data is for the planking project lol (I'll data **** anti-ban when they're wrong, they're just much less wrong than pro-ban). That unfortunately will have to wait till I have a good deal of time on my hands lol...

Also I'm redoing the MK frame data thread. Holy crap this is a long post.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
I'll be getting all the frame data Cape isn't. For example I only need to do Zelda and ZSS jump permutations and I'll have the SH and FH duration for all characters (along with jump start obv). I've got optimal FF points for about 2/3, complete FF permutations (ie FF frame x in a SH/FDH, land frame y... its a ****ton of tests basically), input maps, quantitative analysis, adv windows... I could go on.
OK I'm trying to understand what you're saying. Are you currently working on frame data on all aerials, short hops, full hops, short hop fast falled, full hop fast falled, jump squat, and the fastest landing frame for all aerials?


I need to talk to you (GIMR), Adumbrodeus, Indigo Jeans, DMG and at some point M2K.
Okay, just give me a date and time and I'll tell you if I'll be available.


GIMR, you are right in a sense. But if all we have is pictures like that, we can't do hitbox comparisons between various characters. If we get actual numerical values for each hitbox, we can easily compare.
Size of hitboxes is absolutely quantifiable. If your getting images use a small custom-hacked stage (with gridlines) similar to the one shown and the fixed angle camera.
Alright, so do you guys think that people who are collecting data should use the Grid Line Texture and take snap shotd so we can get the correct size of each hit box?

Because of that should we have the people who are capturing Frame Data footage frame by frame use the black back ground and just get frame by frame footage and red hit boxes because the sizes of the hit boxes would have already been documented?

Its essential that we have the complete set of hitbubble hacks and that they aren't glitchy.
Yes, it seems that people have given up on this project. I'm thinking maybe I should contact "Liquid Gen" and try to get him to get it started again so we can have red "see through" hit bubbles for all characters, for all of their moves.(I think Ness is a good example of a character they have already done this for(http://www.youtube.com/watch?v=5eTHzbe-HBY)

I also strongly recommend to everyone using the non-tripping code anytime you are testing anything, as tripping is basically the stupidest thing ever. With bulk testing you need to use time as efficiently as possible and tripping is both obnoxious and seconds lost. Lets say I'm doing a thousand tests on something. I'm not willing to spend ANY of that absurd amount of time falling on my ***.
agreed lol

Anyone doing frame advance work MUST either speak with me or be aware of the "efficient" methods (setting up input maps, using basic formula, the frame/timer conversion, and concise accurate formatting). For any move there are a few things players should know: hit frames, first actionable frames, landing lag and autocancel points OR lag formula/permutations (as with the nado or PKT2), advantage on block (first hit to FAF or autocancel), specific cancel points, damage, when the move kills and notable combos. All moves should have hitbubble images with standardized sizing as I described.
If you want I can edit my "How you can Help" section and add your "timer technique" which you've already written in a previous thread


More in depth data like advantage testing across the cast requires finding tumble % against all characters as well as even with efficient gathering methods, well over a hundred tests. I will need people willing to actually work with me, not even just to help, but so I can train the most talented people here (Cape is probably the only person who doesn't need this and we already work together pretty closely). Rocketpsi and Indigo Jeans take note!
I would volunteer for such a role, but as you can see I already have my hands full. This information would be amazing to have.

Oh, and seriously if anyone needs any specific bit of frame data ask... I keep a list of requested data (the backlog isn't too too bad, but no 4 hour projects plz).
Any way I could get a look at that list? Reason being, if there is confirmed frame data by you, for any character, then I don't want someone else who volunteers to have to re test already found data


Also I'm redoing the MK frame data thread. Holy crap this is a long post.
Alright, well TheCape said he's start working on MK frame data. If you're planning on doing this yourself maybe you should contact TheCape. Please keep me updated on who's doing what so I can update the "Who's Doing What" part of my post
 

EverAlert

Smash Master
Joined
Mar 4, 2008
Messages
3,433
Location
Australia
NNID
EVAL89
3DS FC
2664-2214-3431
*Points at OP*

I am (albeit slowly) currently working on gathering frame data for Ice Climbers, so I may as well contribute that information toward the Frame Data/Move Set Analysis sections for ICs. Beyond that I don't want to promise anything at this point, but I'm also perfectly capable of providing AT info.


Veril - You know I do lots of frame advance stuff. I'm very interested in being educated in these "efficient methods" you speak of (if only just to get myself up to speed and make sure I'm not missing anything), PM me or something plx. I'm also willing to help out with the in-depth data testing as it interests me to no end, although I'm kinda wary of committing to too much at once. :/

Edit: lol I forgot to ask, before I waste hours testing, do you have the autocancel info for ICs' aerials?
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
Uh, so I guess I should mention here (again? I can't remember which thread I wrote it in) that I'm gathering frame data for Zelda.
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
I'll sign up for capturing footage. I've got a Dazzle and I'd like to make some use for it.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
*Points at OP*

I am (albeit slowly) currently working on gathering frame data for Ice Climbers, so I may as well contribute that information toward the Frame Data/Move Set Analysis sections for ICs. Beyond that I don't want to promise anything at this point, but I'm also perfectly capable of providing AT info.


Veril - You know I do lots of frame advance stuff. I'm very interested in being educated in these "efficient methods" you speak of (if only just to get myself up to speed and make sure I'm not missing anything), PM me or something plx. I'm also willing to help out with the in-depth data testing as it interests me to no end, although I'm kinda wary of committing to too much at once. :/

Edit: lol I forgot to ask, before I waste hours testing, do you have the autocancel info for ICs' aerials?
Uh, so I guess I should mention here (again? I can't remember which thread I wrote it in) that I'm gathering frame data for Zelda.
I'll sign up for capturing footage. I've got a Dazzle and I'd like to make some use for it.
Alright I'll put you all down, ^.^
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
http://www.mediafire.com/file/wjgi5wavaqn/vBrawl jump data.xls

This is my work exclusively* and it is 100% accurate.

I'm piecing together my scattered FF data into this, check the second worksheet to see MK's SHFF permutations, I've got those for a few characters but they're a pain to add in so I'm not doing that right this moment... when that's done I'll post an updated version with the SHFF and FHFF points.

I want to put this sort of thing on Google docs.

Complete FAF and Autocancel sheet coming up as soon as I can figure out a few pesky aerials that aren't vBrawl accurate due to speed ups in the aerial in the set I tested with recently (so I can retest those in vBrawl if needed). Either way I have all but maybe 5 FAF's and every autocancel, so that'll go up soon.

*I don't want to make a huge deal of this, but if people share this information and don't explicitly credit myself (and Cape when I post the next excel document) I will be extremely upset. DO NOT GIVE THESE DOCUMENTS OUT WITHOUT MY PERMISSION. kk thanks

<3
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
http://www.mediafire.com/file/wjgi5wavaqn/vBrawl jump data.xls

This is my work exclusively* and it is 100% accurate.

I'm piecing together my scattered FF data into this, check the second worksheet to see MK's SHFF permutations, I've got those for a few characters but they're a pain to add in so I'm not doing that right this moment... when that's done I'll post an updated version with the SHFF and FHFF points.

I want to put this sort of thing on Google docs.

Complete FAF and Autocancel sheet coming up as soon as I can figure out a few pesky aerials that aren't vBrawl accurate due to speed ups in the aerial in the set I tested with recently (so I can retest those in vBrawl if needed). Either way I have all but maybe 5 FAF's and every autocancel, so that'll go up soon.

*I don't want to make a huge deal of this, but if people share this information and don't explicitly credit myself (and Cape when I post the next excel document) I will be extremely upset. DO NOT GIVE THESE DOCUMENTS OUT WITHOUT MY PERMISSION. kk thanks

<3

Good Stuff, don't forget to contact the cape about who's going to do MK frame Data
 
Top Bottom