rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
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We'd be very grateful if you guys could come up with an explanation for this, with the frame data for us to follow, and a how-to-recreate if it is possible.http://www.smashboards.com/showpost.php?p=11255357&postcount=11762
This is a good idea. I'll see what I can do.
Vids compiled:
http://www.youtube.com/watch?v=9_SqCuuo1Co&NR=1
http://www.youtube.com/watch?v=3ZO7R...eature=related
http://www.youtube.com/watch?v=jAcWHzc7jRQ
Anyone got the replays still? In case they ask me for them, which they will most likely do.
Sort of a request from Hylian.Can someone test GW's hurtbox while floating in his parachute and moving? Because the norfair lava doesn't hurt GW while he is doing that, and that has been known since 08 but I've been getting my GW ready for teams and I've been recovering like armada does in melee by just leaving the chute open and floating down with it because he sways a lot and it can be hard for the opponent to hit you.
But while doing this I noticed several times it seemed like moves just..went through me. Like I was invincible. Move hit me out of it a couple of times but others just went through it and I'm really confused as to why. I'm guessing at some point during the animation his hurtbox shrinks to almost nothing..or something like that heh.
It appears that he is glitching in the same spot where you grab the ledge but don't grab it. I can't remember what the tech is called. -_-Request from Kewkky. Any takers?
I guess I'll try to make a frame map when I get time.chaosscizzors said:long time lurker here.
iirc you're the leader of the smash research group, or whatever it is called (it's 2 am as i'm writing this and my memory fails me). i was hoping you could help me by answering a simple question about hilldashing.
i had originally posted my question here but i have no doubt that i will make little to no progress asking in this way. if you could please see my post and get back to me i would really appreciate it. right now i'm wondering if there might be something useful to the metagame with this awkward mechanic as it seems to be everywhere i wouldn't expect to find it.
00 : 00 Input left
01 : 98 Hold left
02 : 96 Hold left
03 : 95 Release left; DeDeDe begins falling; input down
04 : 93 Hold down
05 : 91 Release down; DeDeDe begins fast falling; input stick between the southwestern and western position
06-17 : 90-69 Hold stick between the southwestern and western position
18 : 70 Release southwest west; DeDeDe lands
19 : 68 Slide begins; landing visual effects appear
20 : 66 Controller rumbles
21 : 65 N/A
22 : 63 Landing sound effect
SuSa said:This post was too long. Something for SL to look into /summary
Why is this formula important? It dictates the amount of pummels each character is guarenteed to get at any percent. By figuring out general % brackets you can get a great idea for guarenteed pummels, which can help every character in the game.
The formula would likely be something similar to:
Base Damage + (Damage Multiplier * % of Enemy) + Additional frames from Pummel Damage / # of frames each input removes from timer (AFAIK, only 1 input may happen per frame. I don't know how many frames of a grab each input removes from the timer)
Then using the number you get from that formula, you'd divide it by the # of rames your pummel is. We can find pummel frames by using each characters frame data which can be found in the following link:
http://www.smashboards.com/showthread.php?t=258564
So what do you think?
I do have some speculation as to what causes this to happen.For Kewkkeys kirby thing, Marth has something similar where if you UP B the ledge from a certain point, you land right on top of the stage, so your vertical distance is about a 4th of its normal self. I may be able to look into that later.
Confirming that Battlefield's ledges are not proportional. The reason I know this is because Sonic Can D-Throw "spike" King Dedede on the right side of the stage facing inwards, while the same cannot be on on the other side. It's highly impractical but there you go.I do have some speculation as to what causes this to happen.
PS:
Battlefields Left Edge is different than it's Right Edge. I can go digging for the proof, but it's been proven by some community somewhere at some time... Pretty sure it was actually the Link community that proved this? I'd have to go digging for a few hours.
Wow. I've never heard of semi-scarring. Why am I not surprised MK can do this?Well, not everyone can scar but everyonecan semi-scar which is the "touch the lip of the ledge and gain your double jump and up-b back" one. Scar is "glitch through the stage with soopah powahs".(I use "everyone" not meaning everyone... but a large majority that I know about)
Of course, semi-scarring with most characters is practically impossible. I spent days trying to recreat it with Link when I first did it, only to have it happen once... then again this was attempting it real time. <_<
Okay, not related and it's probably far above my head. XD Glad it's being looked into though.
Oh, and Big O is helping me with my grab formula stuff, it appears he and Ref had tested it a lot. (As expected of the Dk and Ness boards, considering grabs are important to both of them... and the Lucas boards never do jack ****...)
The point is, you're inputting an action, and it negates the ledgegrab animation, which was interrupting the move initially. The Yoshi, Samus, and Jigglypuff things work on the same mechanics as Space Animal "Scarring", except that they occur beneath the ledge-grabbable area, while scarring occurs level with/above it.don't call this things scarring :/ scarring is Wolf specific and describes SideB from the edge without grabbing the ledge.
Man 1000 times that. The sensitivity FA adds to shield platform dropping is what's been hindering my research into the Snake grenade thing and instant shield platform drop.00 : 00 input jump
07 : 88 airborne
24 : 60 land on platform
25 : 58 drop through begin
That is what I got. The video ended up being in 30fps, which I couldn't bump up to 60fps due to it being a camcorder. So those are the estimates based on what I saw. It seems just like a regular platform cancel with shield into platform drop. I know from dealing with Snake that you can do the platform drop with shield, but have no shield come out. It is very sensitive, so just pressing down won't work in frame advance, you have to find the right sensitivity.
Protip: add #t=xxmxxs to the end of a youtube URL to start it at a certain time. M is minute, S is second. 01m55s starts it at 1 minute 55 seconds for example.don't call this things scarring :/ scarring is Wolf specific and describes SideB from the edge without grabbing the ledge.
this is with Yoshi but I wasn't able to do this at all yet lol
http://www.youtube.com/watch?v=EmVMOij6HdM#t=00m52s
"Veril and I(the old new smash lab leader) have actually been discussing this quite a bit. We're on a hunch that specific bits in aerials cause this, along with model distortion. We've even been looking into bone/hitbox/frame relations, but it's just crazy."
with this you mean "platform canceling" ?
Platform canceling has nothing to do with the aerial because you platform cancel by holding down and release/negate down input while passing the platform.
Also is there like an actual hit bubble thing image for Din's??
Zeldas want a visible hitbubble for Din's Fire if anyone's up for the task. I dunno how to do that hack stuff. ;;Is it possible to get one? Or is it just too difficult?