- Joined
- Feb 27, 2008
- Messages
- 26,545
Microsoft Excel
Open Office
Google Docs for anything else
So essentially I was annoyed that I couldn't calculate shieldstun in my head, despite knowing the formula, while mental hitlag calculation was fairly easy so I made them both easy. I started off making this for my own use but decided to make it public since there's no harm in sharing the tool.
Probably the most interesting and I guess "innovative" part of the spreadsheet is the inclusion of 9 Stale Move Queue slots, replicating the slots the game uses to determine stale moves. The slots have different weights, with the most recent slot having a value of 0.09, second most recent 0.08, ...., slot 9 0.01. For example, if you used Knee most recently and 3rd most recently, but no where else in the queue, you'd get 0.09 + 0.07 = 0.16 = 0.84x damage, rounded down of course.
Keeping in mind that because knockback is calculated based on the damage of the victim after the hit is added to their % amount, stale moves can indeed effect knockback, making combos very dynamic and varied even against the same character at the same percentage. This ingenious and fairly complex mechanic is, in my opinion, one of the dozens of mechanics that make this game still enjoyable today.
Credits to:
Strong Bad for Spreadsheet and extensive testing
Magus420 for all formulas
standardtoaster for testing
Changelog:
v1.3
-Added Crouch Canceling support (multiplies victim hitlag by 2/3)
-Consolidated Stale move Queue to be more compact.
-General formatting
-Renamed filename from "Shieldsutn" to "Shieldstun." Why didn't anyone tell me? ):
v1.2
-Fixed an error in shield frame advantage; electric hitlag frame advantage doesn't apply to shields.
v1.1
-Fixed an error in the staled damage calculation.
v1.0
-Initial build. Had a few errors, but explained the concept well.
Open Office
Google Docs for anything else
So essentially I was annoyed that I couldn't calculate shieldstun in my head, despite knowing the formula, while mental hitlag calculation was fairly easy so I made them both easy. I started off making this for my own use but decided to make it public since there's no harm in sharing the tool.
Probably the most interesting and I guess "innovative" part of the spreadsheet is the inclusion of 9 Stale Move Queue slots, replicating the slots the game uses to determine stale moves. The slots have different weights, with the most recent slot having a value of 0.09, second most recent 0.08, ...., slot 9 0.01. For example, if you used Knee most recently and 3rd most recently, but no where else in the queue, you'd get 0.09 + 0.07 = 0.16 = 0.84x damage, rounded down of course.
Keeping in mind that because knockback is calculated based on the damage of the victim after the hit is added to their % amount, stale moves can indeed effect knockback, making combos very dynamic and varied even against the same character at the same percentage. This ingenious and fairly complex mechanic is, in my opinion, one of the dozens of mechanics that make this game still enjoyable today.
Credits to:
Strong Bad for Spreadsheet and extensive testing
Magus420 for all formulas
standardtoaster for testing
Changelog:
v1.3
-Added Crouch Canceling support (multiplies victim hitlag by 2/3)
-Consolidated Stale move Queue to be more compact.
-General formatting
-Renamed filename from "Shieldsutn" to "Shieldstun." Why didn't anyone tell me? ):
v1.2
-Fixed an error in shield frame advantage; electric hitlag frame advantage doesn't apply to shields.
v1.1
-Fixed an error in the staled damage calculation.
v1.0
-Initial build. Had a few errors, but explained the concept well.