Hive
Smash Lord
ok here is the revised data, from colin jfs analysis ^^ i hope this clarifies!
And if there are disagreements, at the very least, I hope it promotes intelligent discussion and promotes corrections to have a more solid understanding of the data in the future, since this is such a big issue concerning the infinites against a few characters. I'm also trying to verify what the human thresholds for hitting a button are as well. if you have any online tests, etc... that will help demonstrate this please show me ^^
However the data seems correct.
Also a big ty to adumbrodeus, Natch, bobson, and Ref for all the help/information! ^^
Much of the work goes to ColinJF though!
Conclusion- on how to mash out properly. Hold the controller in a position that is comfortable for you (try to get all 7 buttons in, the b,a, x, y, l, r, and z). your best bet its to try to start hitting your first button ons frame 10 before the pummel has actually started, since this counts in buffering. try to hit the buttons in a rolling kind of way so that none of the buttons are hit on the same frame as each other but do this as fast as you can. While you are doing this rotate the control stick as fast as you can.
I said before that i expect the average you will see in tournaments is people able to break out before 50% when they are doing it right, due to errors. However, I think potentially someone should be able to break out to around, maybe, 140% if everything goes correctly and with practice.
(made by ColinJF) lol reflex must be pissed that he has to be namedropped in all these convos though lol ^^
List of Assumptions Used
(concrete ones to more debatable ones (for the most part)
-The frame data here is correct and reliable.
-DDDs pummel lasts 29 frames.
-The break total is 90 + 1.7*for every percent.
(so 90 at 0%, and 91.7 at 1%).
-For each frame that passes 1 is subtracted from the break total. so if you are grabbed at 0%, after 90 frames, or 1 and a half second you will be released automatically.
-Each button, or cardinal direction of the control stick you press subtracts 8 from the break
out total. A flick of the control stick takes away 16 frames, although it can't be rotated.
-Pressing buttons enough so that their total > the break total constitutes breaking out of a grab.
-DDD can throw you until 33% from 0 until he is forced to
pummel at least once (undegenerated).
-The pummel hits for 4% damage.
-Each game frame is 1/60th of a second.
-note: The human thresholds used are the MAX of what you should expect, NOT the average.
-There are 10 frames of buffering before the pummel that contribute towards you breaking out. (so the amount of time you need to break out is 39 frames total).
-You can only press 1 button plus 1 cardinal direction of the control stick at any given frame (a maximum of -16 per frame).
Ideally this means you want to be able to skew the buttons you are pressing to have them hit on separeate frames.
-The DDD is able to do the infinite correctly and without
unecessary lag.
-The DDD throws you until it is necessary to pummel.
--The person is able to hit his/her first buttons on the first frame available to.
List of Human Assumptions:
-The average player can hit 6-7 button comfortably (both addressed).
The B, A, X, Y, L, R, and possible Z, as well as the control stick.
-In my opinion, The human capacity to hit a button and c-stick direction is about 10 frames or more. Not
including any sort of reaction time. about 6 times a second roughly.
-In my opinion, It takes an equal amount of time to fully release a button as it
does to press one. (not including the control stick which hits
every interval since its not released). (5 frames to push, 5 frames to release)
-It takes no time to put your hand into position to hit the buttons.
The Key
-In order to find out how many inputs per frame one must press to break out we use the equation
(((90+1.7p)/f)-1)/8= inputs per frame to break out. where p=the percentage you are at, and f is the amount of frames you have to break out in.
so for an example, at 0% damage if you are grabbed and thrown until a pummel is necessary, (about 33%) and then pummeled (4%) the percentage you are at is 37% damage before you are able to escape due to him pummeling. you have 39 frames to escape in. the 29 frames of his pummel plus 10 buffering frames. so the total amount of inputs per frame needed to break out is about 0.36.
at 129% the amount reflex broke out in in the vid below, this would mean that the inputs per frame is about 0.87.
-To find the total amount of inputs you need to press in the allotted time, you use the equation ((90+1.7p)-f)/8 this means that at 37% by the 39th frame you need to have had pressed 15 inputs. (rounded up to the nearest whole input).
again, for 129% this tallies up to around 34 buttons.
-To apply this to human thresholds if you want (i will be using my opinions that the avg human capacity to hit a button takes maybe 10 frames to hit and release. the c-stick hits a cardinal direction every 5 frames. obviously differences in opinions are bound to happen (see data sheet and summary). 5 frames means that you can press a single button about 6 times a second though.) for my opinions on what someone should be expected to do in 39 frames this means that a person will be able to hit 36 inputs in 39 frames. this means that in order to achieve a breakout in 39 frames the inputs needed to be pressed are less than 36 in order for it to be within this estimate.
Data Sheet for Human Threshold Equations
its lengthy
(putting it all together)
Human Thresholds equation (to find out how many inputs are pressed in a given period, f)
a=the amount of time it takes to press a button from rest.
2a=the amount of time it takes to press a button and return to your original position.
(2 comes from the assumption that it takes as long to release a button as it does to hit it. but the important thing is 2a- which is the time it takes to get back regardless)
f=Is the number of frames you are expected to enter the inputs in. (in ddds case 39 frames)
c=The amount of buttons on the control stick that you can hit comfortably with one hand position (most people say 6 or 7).
b=The amount of time it takes you to rotate the control stick from one cardinal direction to the next. (90 degrees.)( is usually related to a)
rd= is not at variable! this means rounded down to the nearest whole number and will usually have parenthesis around something to show which part is being rounded.
Step 1: c*((f/2a) rd), but only if 2a>c. If 2a<c the amount of buttons pressed =f (if this is true skip step 2)
Step 2: now use the equations x=f/2a-(f/2a rd), and y=c/2a.
If x>=y. add c to your total in step 1.
If x<y add c*[(f/2a- (f/2a rd))/((c/2a) rd)] to your total in step 1.
Step 3: Finally add ((1+((f-1)/b)) rd) to the other two (or one) totals to find the answer.
Example: How many buttons are pressed if you can hit a button or control-stick direction in 8 frames each, in an interval of 39 frames, if you can hit 7 buttons comfortably?
(14+ (.4375=.4375)so +7 so +5)=26 buttons.
Examle2:How fast do you have to hit the buttons to break out at 129%, pressing 7 buttons comfortably over 39 frame interval? (the amount you need to reach is 34 buttons). if a and b are hit at the same rates?
7*((39/2a) rd), if 2a>7. what happens when 2a=7 though? (35+(.5714-1) +4+6)=45. so we can say that yes, 2a>c.
now use 7*((39/2a) rd) + step 2 + ((1+((38)/a)) rd)= 34. we have to guess and check to account for the round offs. if a=5 (21 + 7 + 8)= 36 buttons. You need to be able to press the buttons a little faster than about once every 10 frames (5 to push and 5 to release). (I think the actual number is about 9.6 total). IMO this is about what you'd expect for the edge of human capacity. its pretty hard to skew those numbers evenly as well and hit them on the first frame possible ^^ but it IS possible for some people, which is the point, just very hard since any small mistake will cost you..
IMO the average result you would expect for most people though is that they will be able to break out until 50% in a tourney. people won't skew their buttons to hit on cascading frames, they won't be able to hit their first buttons on the 10th frame exactly before the pummel, they won't be able to mash all of the buttons at below 10 frames a button, especially the triggers etc...
However I would consider the max of what you can expect people to break out if they learn how to mash at their full potentials is to around 140%. Very hard to do, but as you can see it can make a big difference ^^
Some Resources and Tests
edit: here is a website that tests reaction time for fun ^^ http://www.humanbenchmark.com/tests/...time/index.php
please feel free to post your results here so i can get an idea of what to expect ^^
edit2:
This website tests how many times you can press the 0 button in a 10 second interval. (its in japanese though) ^^
http://www.hudson.co.jp/hde/vol006/omake/tr16/index.html
I suggest using your thumb to see how much since you will be using your thumb on the controller. to find out how many frames that you are able to hit a button in take your total amount and divide it by 10 this is the amount of inputs you hit in a second. take that number and divide it into 60. this will give you the amount of time in frames it takes to hit a button. (this number is 2a in the equations)
edit3: the video for Reflex breaking out at 129% is here->
http://www.youtube.com/watch?v=Fm8z4O24CvI
he breaks out near the end.
And if there are disagreements, at the very least, I hope it promotes intelligent discussion and promotes corrections to have a more solid understanding of the data in the future, since this is such a big issue concerning the infinites against a few characters. I'm also trying to verify what the human thresholds for hitting a button are as well. if you have any online tests, etc... that will help demonstrate this please show me ^^
However the data seems correct.
Also a big ty to adumbrodeus, Natch, bobson, and Ref for all the help/information! ^^
Much of the work goes to ColinJF though!
Conclusion- on how to mash out properly. Hold the controller in a position that is comfortable for you (try to get all 7 buttons in, the b,a, x, y, l, r, and z). your best bet its to try to start hitting your first button ons frame 10 before the pummel has actually started, since this counts in buffering. try to hit the buttons in a rolling kind of way so that none of the buttons are hit on the same frame as each other but do this as fast as you can. While you are doing this rotate the control stick as fast as you can.
I said before that i expect the average you will see in tournaments is people able to break out before 50% when they are doing it right, due to errors. However, I think potentially someone should be able to break out to around, maybe, 140% if everything goes correctly and with practice.
(made by ColinJF) lol reflex must be pissed that he has to be namedropped in all these convos though lol ^^
List of Assumptions Used
(concrete ones to more debatable ones (for the most part)
-The frame data here is correct and reliable.
-DDDs pummel lasts 29 frames.
-The break total is 90 + 1.7*for every percent.
(so 90 at 0%, and 91.7 at 1%).
-For each frame that passes 1 is subtracted from the break total. so if you are grabbed at 0%, after 90 frames, or 1 and a half second you will be released automatically.
-Each button, or cardinal direction of the control stick you press subtracts 8 from the break
out total. A flick of the control stick takes away 16 frames, although it can't be rotated.
-Pressing buttons enough so that their total > the break total constitutes breaking out of a grab.
-DDD can throw you until 33% from 0 until he is forced to
pummel at least once (undegenerated).
-The pummel hits for 4% damage.
-Each game frame is 1/60th of a second.
-note: The human thresholds used are the MAX of what you should expect, NOT the average.
-There are 10 frames of buffering before the pummel that contribute towards you breaking out. (so the amount of time you need to break out is 39 frames total).
-You can only press 1 button plus 1 cardinal direction of the control stick at any given frame (a maximum of -16 per frame).
Ideally this means you want to be able to skew the buttons you are pressing to have them hit on separeate frames.
-The DDD is able to do the infinite correctly and without
unecessary lag.
-The DDD throws you until it is necessary to pummel.
--The person is able to hit his/her first buttons on the first frame available to.
List of Human Assumptions:
-The average player can hit 6-7 button comfortably (both addressed).
The B, A, X, Y, L, R, and possible Z, as well as the control stick.
-In my opinion, The human capacity to hit a button and c-stick direction is about 10 frames or more. Not
including any sort of reaction time. about 6 times a second roughly.
-In my opinion, It takes an equal amount of time to fully release a button as it
does to press one. (not including the control stick which hits
every interval since its not released). (5 frames to push, 5 frames to release)
-It takes no time to put your hand into position to hit the buttons.
The Key
-In order to find out how many inputs per frame one must press to break out we use the equation
(((90+1.7p)/f)-1)/8= inputs per frame to break out. where p=the percentage you are at, and f is the amount of frames you have to break out in.
so for an example, at 0% damage if you are grabbed and thrown until a pummel is necessary, (about 33%) and then pummeled (4%) the percentage you are at is 37% damage before you are able to escape due to him pummeling. you have 39 frames to escape in. the 29 frames of his pummel plus 10 buffering frames. so the total amount of inputs per frame needed to break out is about 0.36.
at 129% the amount reflex broke out in in the vid below, this would mean that the inputs per frame is about 0.87.
-To find the total amount of inputs you need to press in the allotted time, you use the equation ((90+1.7p)-f)/8 this means that at 37% by the 39th frame you need to have had pressed 15 inputs. (rounded up to the nearest whole input).
again, for 129% this tallies up to around 34 buttons.
-To apply this to human thresholds if you want (i will be using my opinions that the avg human capacity to hit a button takes maybe 10 frames to hit and release. the c-stick hits a cardinal direction every 5 frames. obviously differences in opinions are bound to happen (see data sheet and summary). 5 frames means that you can press a single button about 6 times a second though.) for my opinions on what someone should be expected to do in 39 frames this means that a person will be able to hit 36 inputs in 39 frames. this means that in order to achieve a breakout in 39 frames the inputs needed to be pressed are less than 36 in order for it to be within this estimate.
Data Sheet for Human Threshold Equations
its lengthy
Summaryin order to make an equation to figure out using your own estimates you have to find out how many frames after hitting a button it takes to hit that button again, if you use the idea that it takes an equal amount of time to hit a button for example, it would then be then be the amount of time it takes to hit a button times 2.
so the equation to figure out how many buttons are pressed in a given frame period is given by
c*(f/(2a) (rounded down to the nearest whole number)), where f, is the amount of frames to do it in, and a as stated above "a" is the amount of frames it takes to hit a button from rest on that button, and c is the number of buttons you can hit comfortably on the controller (and triggers) in one hand position. also 2a>c. why? if 2a is below c the buttons that you are pressing are fully released and ready to be pressed again before the rest of the buttons have been hit and the equation will start to overestimate it.
The above equation assumes that you are hitting all the buttons at equal intervals through the space of 2a, which doesn't happen (which is why it was rounded down). to compensate for hitting them in a cascading pattern,
we take the equation f/2a -(f/2a rounded to the nearest whole number), bc we are going to focus on any parts of the equation that get "fractured" by the frame period. for the rest the above equation produces the same answer.
we then take c/2a which is the fraction of the interval that the buttons c are hit in interval.
for example if it takes you 10 frames to hit a button and return to your original positon (2a) and you are hitting 5 buttons comfortably, only in the 1/2 or the first half of the ten frames you are hitting the buttons.
therefore: if f/2a-(f/2a rd)>c/2a, you add c to your total (since all the buttons are able to hit)(rd=rounded down to the nearest whole number)
if f/2a-(f/2a rd)<c/2a, though, you must find what percent/fraction of buttons are hit within that period. to do this you take (c*(f/2a- (f/2a rd))/(c/2a) rd) and add that to the above equation
Finally if you add the above equations to the control stick equation 1+(f-1)/b, rounded down to the nearest whole number, where b is the time it takes to to hit a cardinal direction on the control stick after just hitting a previous direction, we get the amount of inputs entered by the frame amount, you should geat the total.
(putting it all together)
Human Thresholds equation (to find out how many inputs are pressed in a given period, f)
a=the amount of time it takes to press a button from rest.
2a=the amount of time it takes to press a button and return to your original position.
(2 comes from the assumption that it takes as long to release a button as it does to hit it. but the important thing is 2a- which is the time it takes to get back regardless)
f=Is the number of frames you are expected to enter the inputs in. (in ddds case 39 frames)
c=The amount of buttons on the control stick that you can hit comfortably with one hand position (most people say 6 or 7).
b=The amount of time it takes you to rotate the control stick from one cardinal direction to the next. (90 degrees.)( is usually related to a)
rd= is not at variable! this means rounded down to the nearest whole number and will usually have parenthesis around something to show which part is being rounded.
Step 1: c*((f/2a) rd), but only if 2a>c. If 2a<c the amount of buttons pressed =f (if this is true skip step 2)
Step 2: now use the equations x=f/2a-(f/2a rd), and y=c/2a.
If x>=y. add c to your total in step 1.
If x<y add c*[(f/2a- (f/2a rd))/((c/2a) rd)] to your total in step 1.
Step 3: Finally add ((1+((f-1)/b)) rd) to the other two (or one) totals to find the answer.
Example: How many buttons are pressed if you can hit a button or control-stick direction in 8 frames each, in an interval of 39 frames, if you can hit 7 buttons comfortably?
(14+ (.4375=.4375)so +7 so +5)=26 buttons.
Examle2:How fast do you have to hit the buttons to break out at 129%, pressing 7 buttons comfortably over 39 frame interval? (the amount you need to reach is 34 buttons). if a and b are hit at the same rates?
7*((39/2a) rd), if 2a>7. what happens when 2a=7 though? (35+(.5714-1) +4+6)=45. so we can say that yes, 2a>c.
now use 7*((39/2a) rd) + step 2 + ((1+((38)/a)) rd)= 34. we have to guess and check to account for the round offs. if a=5 (21 + 7 + 8)= 36 buttons. You need to be able to press the buttons a little faster than about once every 10 frames (5 to push and 5 to release). (I think the actual number is about 9.6 total). IMO this is about what you'd expect for the edge of human capacity. its pretty hard to skew those numbers evenly as well and hit them on the first frame possible ^^ but it IS possible for some people, which is the point, just very hard since any small mistake will cost you..
IMO the average result you would expect for most people though is that they will be able to break out until 50% in a tourney. people won't skew their buttons to hit on cascading frames, they won't be able to hit their first buttons on the 10th frame exactly before the pummel, they won't be able to mash all of the buttons at below 10 frames a button, especially the triggers etc...
However I would consider the max of what you can expect people to break out if they learn how to mash at their full potentials is to around 140%. Very hard to do, but as you can see it can make a big difference ^^
Some Resources and Tests
edit: here is a website that tests reaction time for fun ^^ http://www.humanbenchmark.com/tests/...time/index.php
please feel free to post your results here so i can get an idea of what to expect ^^
edit2:
This website tests how many times you can press the 0 button in a 10 second interval. (its in japanese though) ^^
http://www.hudson.co.jp/hde/vol006/omake/tr16/index.html
I suggest using your thumb to see how much since you will be using your thumb on the controller. to find out how many frames that you are able to hit a button in take your total amount and divide it by 10 this is the amount of inputs you hit in a second. take that number and divide it into 60. this will give you the amount of time in frames it takes to hit a button. (this number is 2a in the equations)
edit3: the video for Reflex breaking out at 129% is here->
http://www.youtube.com/watch?v=Fm8z4O24CvI
he breaks out near the end.