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Unreactable movement range diagram

RSQ

Smash Rookie
Joined
Sep 16, 2019
Messages
7
Hey all! I don't know if something like this already exists, but I took data from Schmoo's Movement thread and made a display of how far from the centre of FD (red line) Marth can move within 20 frames. I consider 20 frames to be the amount of time it will take most people to react in a situation as complex as neutral - if you are in a situation of comboing or being combo'd they will most likely react to cues in 14-18 frames. For a legend, the red line is the starting point; white lines are neutral jump to full drift; orange lines are full analog jump + drift; blue line is a single perfect wavedash (leaving 6 frames to input a move); yellow line is dash WD dash; and green line is a simple dash into run. Note that for most distances, and for all distances past a certain point, near-perfect WDs will be faster than run. This time frame just works out weirdly. I will be back more to flesh this out with temporal data (i.e., what movement options accelerate vs slow vs fluctuate over time), vertical ranges, and hitboxes :)
 
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