dizzy said:
The cape glitch and Link's hookshot/boomerang glitch both occur because the game hasn't been told specifically what to do in those situations, but the game goes through with it anyway because it doesn't know any better, and weird things happen.
I guess my claim is that the game CAN'T do anything its not specifically told to do beyond causing some form of "timeout" as might be the case in the various soulbreaker glitches. I dont think the computer can just "figure out" what will hapen, its all based on rules. Since these rules are a definte part of the physics engine I argue that the link superjump glitch is no more of a physical phenomenon in smash than wavedashing. Unfortunately I only came to the realization of what my "point" was after writing the message below
silly me.
It is difficult for me to present my thoughts in a way that is clear, I hope this makes sense.
I intend to draw similarities between the link super jump (a) and wavedashing (b).
For the record
I do not have any certain knowledge of the smash physics engine, nor have I ever dealt with or created any physics engine, nor have I studied at length the computer sciences, nor have I studied at length physics. I don't even know if this is generally how physics engines are created (i.e. physics based on rules). In short I dont know jack, this is purely speculation based on my obsercations.
a. If link encounters a his boomerang when not in a position to enter the catching animation, in the absence of lag (usually due to executing an attack) return link to some standard orientation--if in the on the ground return to normal standing (as observed with ylink taunt-cancelling with the boomerang), if in the air return to standard "in the air" animation.
b. If a character's trajectory would have it pass through an surface that can be "landed on" in the absence of tumbling have character enter a landing mode and display non-tumbling landing animation,
a. If link is hanging from his hookshot he is "in the air" and is not experiencing lag
b. If character is airdodging he is not tumbling and is not experiencing lag (this becomes important later, also I dont think that airdodging gives lag but rather eliminates a characters ability to respond altogether)
a. physics of the hookshot (this is probably the weakest part of the comarison/argument, mostly due to a lack of experience with this glitch, ive never been able to do it myself), if while in hookshot animation link is forced into a normal air condition, realize this by imparting momentum to link dependant upon the relative positions of link and the attachment point of the hookshot (it is my belief that the superjump requires that the change from hookshot mode to normal air mode occur in the span of one frame whereas normal hookshot retraction may occur over several frams and thus the superjump glitch conditions yield move more drastic changes in momentum)
b. physics of non-tumble landing. when landing while not tumbling, in the absence of lag (I'm not sure of the effects when landing while in the lag of a move, perhaps this condition is not necessary) maintain all non-vertical momentum (consider wavedashing on an incline, like on the fin of the great fox in corneria, you can always wavedash on the fin by holding 3 o'clock on the control stick but you can never wavedash while holding 6 o'clock). I think his is true for the two modes of unlagged non-tumble landing that I can think of: simply landing, and airdodging into the ground
a. general air physics. in the absence of "knockback" (some crazy stuff happens when you consider DI and stuff i'd rather not even try to deal with this) momentum in the vertical direction is only mitigated through "gravitational" forces and "drag" forces (i'm not certain that this is the case, but it seems to be sort of relevent, characters have terminal velocities when falling in the absence of "fastfalling" and even fastfalling has a terminal velocity etc.) if vertical momentum is positive (character is ascending, you cant fastfall until you reach the peak of your jump.) This is not a complete discussion of physics in the air but it allows for a lot of what I have observed to happen in smash and does not, as far as I can tell, contradict anything that happens.
(The reason link flies so high is because as suggested above, link is imparted with a very large amount of vertical momentum and it takes a long time for the gravitational and drag forces to reduce this momentum, in which time link has traveled very far)
b. general ground physics. in the absence of forced locomotion (i.e. actively walking or running) momentum on the ground is mitigated through friction forces dependant on the traction characteristic. Similarly this is not a complete discussion of physics in the air.
So! (if you agree with my comparison and my description of the physics engine in general
) the link superjump is no more of an anomaly than wavedashing is as they are both merely following the rules dictated by the physics engine. The superjump just looks weirder...