Kataquax
Smash Cadet
- Joined
- Apr 9, 2016
- Messages
- 32
Some extreme points of some attacks Samus has:
y-axis is upwards
x-axis is facing direction
bouth scaled in Melee meter
i did the messurement by moving the plattforms on custom battelfield (20xx 4.05) since they can only be moved by ~0.1Melee meter the messurement has a tolerance of +-0.05 Melee meter
if you found a mistake i made pls tell me so i can edit and correct it
- u (x1|y1) highest point that still gets hit by the move [higher y =^= move reaches higher]
- f (x2|y2) farthest point that still gets hit by the move (in facing direction) [higher x =^= move reaches further]
- b (x3|y3) farthest point that still gets hit by the move (in non-facing direction) [lower x =^= move reaches more backwads (if x>0 the move does not extend in non-facing direction)]
- d (x4|y4) lowest point that still gets hit by the move [lower y =^= move reaches lower (if y>0 the move does not extend downwards)]
y-axis is upwards
x-axis is facing direction
bouth scaled in Melee meter
i did the messurement by moving the plattforms on custom battelfield (20xx 4.05) since they can only be moved by ~0.1Melee meter the messurement has a tolerance of +-0.05 Melee meter
if you found a mistake i made pls tell me so i can edit and correct it
i assume you have 20xx 4.05 and two controllers
as example we test f(x|y) of Marths d-tilt
go to:
VS. Mode > Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1
move the left and right platform close together and check that the SIZE MULTIPLIER is the same.
e.g.
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8
<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 10.0
SIZE MULTIPLIER: 0.8
go back to the Main Menu
VS. Mode > Melee
choose Marth and Pichu
press start
press D-pad down
choose CUSTOM BATTLEFIELD 1
press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu got hit.
end the match.
go to Custom Rules > Additional Rules > Random Stage
set every stage off but Battlefield ( Custom 1) (this will save you some time! and if you didn't already toggle 'skip resultscreen' to on in the debug menu)
go back to the VS. Mode menu
now we adjust the horizontal offset of right platform
Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8
<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 40.0
SIZE MULTIPLIER: 0.8
go back, start a new match with Marth and Pichu (you don't have to choose BFc1 just press start (so much saved time))
press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu was not hit.
end the match.
now we do a binary search by adjusting the horizontal offset of the right platform until we find two values that are just 0.1 Melee-meter apart such that the one is close enought for Pichu to get hit and the other is just far enought for Pichu to not get hit.
in our example you will find a horizontal offset of 23.3 and 23.4
now we test for the lowest and highest vertica offset for the right platform such that 23.3 is still close enougth for Marths d-tilt to hit Pichu
Do a binary search for bouth of these vertical offsets.
lowest 23.1
to low 23.0
highest 29.6
to high 29.7
now we take the middle of the higest and lowest (23.1+29.6)/2=26.35 rounded 26.4
now we set the vertical offset to this value and test if we can move Pichu further away but still hit it
23.7 is the new max horizontal offset
now we repeat and search for the highet and lowest points for that horizontal offset.
you repeat until you don't hit Pichu if you move him further away.
in our example we get:
with horizontal offset of 23.7
highest: 27.7
to high: 27.8
lowest: 25.3
to low: 25.2
the middle is (27.7+25.3)/2=26.5
and we test again the maximal horizental offset for the vertical offset 26.5
and as result we get 23.7 like befor. That shows we are done with moving the platform.
We add 0.05+23.7=23.75 because we are moving the platform by 0.1 steps
now we take the difference of the two platforms.
horizontal diff: h=23.75-(-10.0)=33.75
vertical diff: v=26.5-30.0=-3.5
then we calculate the shield of Pichu in
you tested for point f do: (h-6.2|v+6.175)
you tested for point u do: (h+0.85|v-0.85)
you tested for point d do: (h+0.85|v+13.2)
you tested for point b do: (h+7.9|v+6.175)
in our case we tested for f so we get (33.75-6.2|-3.5+6.175)=(27.55|2.675)
and now we get f(27.55|2.675)
if you did this for a different move please share your result(s) so we can all enjoy them
as example we test f(x|y) of Marths d-tilt
go to:
VS. Mode > Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1
move the left and right platform close together and check that the SIZE MULTIPLIER is the same.
e.g.
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8
<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 10.0
SIZE MULTIPLIER: 0.8
go back to the Main Menu
VS. Mode > Melee
choose Marth and Pichu
press start
press D-pad down
choose CUSTOM BATTLEFIELD 1
press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu got hit.
end the match.
go to Custom Rules > Additional Rules > Random Stage
set every stage off but Battlefield ( Custom 1) (this will save you some time! and if you didn't already toggle 'skip resultscreen' to on in the debug menu)
go back to the VS. Mode menu
now we adjust the horizontal offset of right platform
Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8
<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 40.0
SIZE MULTIPLIER: 0.8
go back, start a new match with Marth and Pichu (you don't have to choose BFc1 just press start (so much saved time))
press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu was not hit.
end the match.
now we do a binary search by adjusting the horizontal offset of the right platform until we find two values that are just 0.1 Melee-meter apart such that the one is close enought for Pichu to get hit and the other is just far enought for Pichu to not get hit.
in our example you will find a horizontal offset of 23.3 and 23.4
now we test for the lowest and highest vertica offset for the right platform such that 23.3 is still close enougth for Marths d-tilt to hit Pichu
Do a binary search for bouth of these vertical offsets.
lowest 23.1
to low 23.0
highest 29.6
to high 29.7
now we take the middle of the higest and lowest (23.1+29.6)/2=26.35 rounded 26.4
now we set the vertical offset to this value and test if we can move Pichu further away but still hit it
23.7 is the new max horizontal offset
now we repeat and search for the highet and lowest points for that horizontal offset.
you repeat until you don't hit Pichu if you move him further away.
in our example we get:
with horizontal offset of 23.7
highest: 27.7
to high: 27.8
lowest: 25.3
to low: 25.2
the middle is (27.7+25.3)/2=26.5
and we test again the maximal horizental offset for the vertical offset 26.5
and as result we get 23.7 like befor. That shows we are done with moving the platform.
We add 0.05+23.7=23.75 because we are moving the platform by 0.1 steps
now we take the difference of the two platforms.
horizontal diff: h=23.75-(-10.0)=33.75
vertical diff: v=26.5-30.0=-3.5
then we calculate the shield of Pichu in
you tested for point f do: (h-6.2|v+6.175)
you tested for point u do: (h+0.85|v-0.85)
you tested for point d do: (h+0.85|v+13.2)
you tested for point b do: (h+7.9|v+6.175)
in our case we tested for f so we get (33.75-6.2|-3.5+6.175)=(27.55|2.675)
and now we get f(27.55|2.675)
if you did this for a different move please share your result(s) so we can all enjoy them
- u (3.75|15.60)
- f (18.5|12.075)
- b (0.35|12.075)
- d (3.75|8.65)
- u (16.40|18.10)
- f (20.55|10.075)
- b (|)
- d (15.85|1.25)
- u (4.15|29.90)
- f (22.85|2.875)
- b (-1.95|18.275)
- d (17.85|-2.15)
- u (17.90|23.20)
- f (21.75|19.275)
- b (|)
- d (|)
- u (|)
- f (24.25|12.575)
- b (|)
- d (|)
- u (|)
- f (22.35|4.375)
- b (|)
- d (18.55|0.45)
- u (|)
- f (22.35|2.475)
- b (|)
- d (16.50|-3.35)
- u (5.60|31.10)
- f (|)
- b (|)
- d (|)
- u (15.40|19.60)
- f (19.55|15.375)
- b (|)
- d (|)
- u (|)
- f (22.55|9.225)
- b (|)
- d (|)
- u (|)
- f (20.95|2.775)
- b (|)
- d (16.80|-1.65)
- u (|)
- f (19.25|1.975)
- b (|)
- d (14.65|-2.65)
- u (|)
- f (|)
- b (-17.85|1.975)
- d (-13.10|-2.65)
1: U-smash
2: u-tilt
3: ua f-tilt
2: u-tilt
3: ua f-tilt
1: na f-tilt
2: u-tilt
3: na F-smash
2: u-tilt
3: na F-smash
1: d-tilt
2: D-smash I & II
3: u-tilt
2: D-smash I & II
3: u-tilt
- u (|)
- f (27.55|2.675)
- b (|)
- d (|)
Last edited: