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You don't want to roll under people but its a lot safer upon startup than spot dodging and a fair amount better overall.I roll enough. Trust me. That's great news that it's a good idea to do though.
That is some nice steak though. Very nice steak jobyeah, I did that once and I got Ike'd. Getting Ike'd hurts. I've never rolled when someones in the air again. partially because I've discovered if their in the air, I should be up there beating them up.
My jigglypuff has more steak than yours.
Edit: wait never mind they have the same amount, mine's just at a different angle.
Its the Smash Lab standard. Its the closest to the true angle before gravity takes an effect. 999 damage is used for a reason.999 isn't realistic. Seriously. The angle appears to be 90° at 999, but it really isn't. I've proven it mathematically. I'm still working on other equations but I'll post it soon.
Oh, pound. Its got a portion of the hitbox that causes a hit at around 35° (rough rough estimate).
OK, f-tilt angle...
OK, if the angle was truly 90°, the variance between rests KO° (a move that DOES hit at 90°) and up-tilt KO% would be consistent across the cast. This is simply not true.
Um, a 90° angle shouldn't be affected by gravity assuming the downward force runs perpendicular to the ground.Its the Smash Lab standard. Its the closest to the true angle before gravity takes an effect. 999 damage is used for a reason.
It is almost exactly 90 Degrees. it is slightly off depending on where you hit. Gravity takes an effect and makes the angle appear smaller or greater making it seem like 85 or 95 degrees. It is around like 89.5 or very close and so is essentially 90 degrees. I think it is actually closer.Before gravity takes effect? Gravity shouldn't affect a 90° angle unless gravity has a horizontal pull (lol does it in Smash, that would be whack).
The smash lab standard doesn't matter IF I'VE PROVEN THE ANGLE WRONG!
The "almost" been a real thorn in my side in terms of getting KO% since the parabolic movement makes a simple formula using KO ratios fail.It is almost exactly 90 Degrees. it is slightly off depending on where you hit. Gravity takes an effect and makes the angle appear smaller or greater making it seem like 85 or 95 degrees. It is around like 89.5 or very close and so is essentially 90 degrees. I think it is actually closer.
Yeah I know but its a lot a lot closer than U-smash, which has an 87.5 degree knockback and has a very true parabola.The "almost" been a real thorn in my side in terms of getting KO% since the parabolic movement makes a simple formula using KO ratios fail.
lol due to a simple clerical error on my part I got a WAAAAY wrong result on the ratio for CF's rest-up-tilt. My equation works really well now. There's still a slight discrepancy but its close enough.Yeah I know but its a lot a lot closer than U-smash, which has an 87.5 degree knockback and has a very true parabola.
It is very weird. Its got one of the most messed up hitboxes.lol due to a simple clerical error on my part I got a WAAAAY wrong result on the ratio for CF's rest-up-tilt. My equation works really well now. There's still a slight discrepancy but its close enough.
Enough up-tilt. My math works better now so I'm happy. Expect a LOT of KO% soon.
Pound though... that s*** is strange.
that airdodge is f***ing made for wavelanding and SHADING with its good duration but sad ending lag.Oh wow, I am doing air dodge using a debug mode woot. Anyway. Air dodge becomes invincible on frame 4.
EDIT: AIR DODGE DATA IS UP
No, it doesn't. It just has the same knockback from the other side from what I remember. It has the same damage and knockback I believe, just from the same angle on the opposite side, which is almost, almost, almost 90.jab canceling isn't useless.
Also, after looking at combos for a while, I'm almost certain that up-tilt has a sweetspot. We've already discussed how pound can have a radically different knockback angle.
oh, we do...Congrats on the update, Alex. I'm not sure many people appreciate this. o:
Good work, this alone deserves Researcher status.
Good work as always.I just learned that sex kicks and sweetspots have very different hitlag's so I am going to get data to deal with that. Assume right now everything is a sweetspot, except for U-smash, which is a sourspot.
EDIT: So does the Block Hitlag data and all that. I'm going to make sure all that is correct for both sweetspotted and sourspotted moves.
It's okay...it's okay.Sakurai must have been throwing darts at a picture of Jiggs when he was designing Brawl. Everything in Brawl seems designed to screw Jiggs over. Hitstun? Axed. Oh wait, now let's give everyone multiple airdodges and vastly improve their recovery. On top of that, let's nerf Rising pound a bit. Oh, Jiggs is too light. Let's half to quarter her weight. Also, she's way too mobile in the air. Let's slow her down and take away her mobility, let's give that **** to WARIO! THAT MAKES SENSE! Her Fsmash is too good, let's give it to Kirby and add 11 pointless frames to it. Drill rest? Not in my smash game. Let's **** over dair. Oh, and for the rest portion? I KNOW! LET'S MAKE REST SUCK, BUT NOW IT PUTS A FLOWER ON THEIR HEAD!
BUT THAT'S OKAY, CUZ ITEMS WILL BE ON, RIGHT? LET'S GIVE ITEMS MORE SHIELD DAMAGE TO KILL HER EARLIER AND GIVE HER THE WORST ITEM TOSS IN BRAWL!
NOW Jiggs is fair and balanced.
. . . . **** you Sakurai. At least she has a good FS, although like THAT matters competitively.
[/rant]