Jihnsius
Smash Lord
I've searched all the archives and statistics lists many times over and have been unable to find any attempts at figuring the equation for stun time. I would imagine it shouldn't be much more difficult to figure than the knockback equation if you know what to look out for, I'm just not too sure where to start.
I once believed that stun was actually either a function of knockback or vice versa but in doing some character specific testing I came to the conclusion that the stun formula must be completely independent from the knockback formula. My main reasoning being specific attacks from characters that, when compared, would make no sense if knockback determined stun time. For example, Roy's aerial sweetspotted attacks having slightly less stun time than Sheik's tilts, though the difference in knockback is huge. When hit by Jigglypuff's rest (at least in my opinion) it seems that the stun should end much sooner than it does, giving Jiggly's rest a high killing capacity even though it's knockback values aren't all that high compared to other KO attacks. That coupled with character specific stun modifiers (Luigi being lowest and Roy being highest) points in the direction that stun is a unique formula.
Along the same lines as how the knockback formula was figured using the end-game stats I thought maybe a way could be devised to calculate stun time. I tried experimenting with the (the exact name escapes me at the moment) flight time values, as those are different from air and grounded times. The instant stun begins all physics are bypassed until the instant stun ends and you enter a tumble state, letting drag take over from there, the entire time adding only to the flight time counter. If this is only done once per match (only one stun inflicting blow given to a character,) then we could compare and contrast the outcome of each test to another and derive a formula. The only problem with this approach that I (think) I found is that the value doesn't increase linearly as one would expect, instead it adds arbitrary values for states such as hitting the ground during stun, the initial bounce after hitting the ground during stun, sliding from having character models overlap, etc.
Now if it were only these obvious states that added some sort of value to the flight time we could easily calculate and subtract where needed from the total value and figure from there. After realizing the above states adding to the counter I attempted to bypass them all by testing attacks that send the opponent straight off the edge so there is no interference whatsoever. This is about when I lost my job and apartment and since then haven't been able to play Melee to do any more tests, and hence why I'm posting here. What do you think? The reason I want to figure this out, mainly, is for reference for a project me and Buzz are working on. That and it's one last thing we haven't quite figured and documented about this game.
I once believed that stun was actually either a function of knockback or vice versa but in doing some character specific testing I came to the conclusion that the stun formula must be completely independent from the knockback formula. My main reasoning being specific attacks from characters that, when compared, would make no sense if knockback determined stun time. For example, Roy's aerial sweetspotted attacks having slightly less stun time than Sheik's tilts, though the difference in knockback is huge. When hit by Jigglypuff's rest (at least in my opinion) it seems that the stun should end much sooner than it does, giving Jiggly's rest a high killing capacity even though it's knockback values aren't all that high compared to other KO attacks. That coupled with character specific stun modifiers (Luigi being lowest and Roy being highest) points in the direction that stun is a unique formula.
Along the same lines as how the knockback formula was figured using the end-game stats I thought maybe a way could be devised to calculate stun time. I tried experimenting with the (the exact name escapes me at the moment) flight time values, as those are different from air and grounded times. The instant stun begins all physics are bypassed until the instant stun ends and you enter a tumble state, letting drag take over from there, the entire time adding only to the flight time counter. If this is only done once per match (only one stun inflicting blow given to a character,) then we could compare and contrast the outcome of each test to another and derive a formula. The only problem with this approach that I (think) I found is that the value doesn't increase linearly as one would expect, instead it adds arbitrary values for states such as hitting the ground during stun, the initial bounce after hitting the ground during stun, sliding from having character models overlap, etc.
Now if it were only these obvious states that added some sort of value to the flight time we could easily calculate and subtract where needed from the total value and figure from there. After realizing the above states adding to the counter I attempted to bypass them all by testing attacks that send the opponent straight off the edge so there is no interference whatsoever. This is about when I lost my job and apartment and since then haven't been able to play Melee to do any more tests, and hence why I'm posting here. What do you think? The reason I want to figure this out, mainly, is for reference for a project me and Buzz are working on. That and it's one last thing we haven't quite figured and documented about this game.