Levitas
the moon
I find it interesting that hitlag seems to be a function of move affinity and damage rather than a property of the move used itself.
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Reposting from the other topic.I'm pretty sure I've figured it out.
Decay seems to extend the IASA Frames of moves.
I originally brought up this hypothesis when I was compiling a list for Marths FThrow/DThrow to FSmash combos on each character. While testing, I started to notice that character weight had an effect on how long it takes for a character to throw another, and how quickly they can react after the throw was executed. If I were to perform a FThrow to FSmash on Jiggs, I would never tip because Marth would react too fast for Jiggs to be sent far enough for the proper spacing to tip. If I threw Bowser, it would noticeably be much longer during the process of the throw, as well as how long it took after the throw to react.
That led to my assumption that certain aspects of Brawl can have different effects on the frame rates on attacks. I went and tested to make sure that Dedede's DThrow did not extend or shorten a characters distance after throw after decay set in, as well that damage percent had no effect. The only thing that made sense was the ability to react after the throw, and it made me think back to Marths throw with heavier characters versus lighter characters.
Anyway. For this test, I used Bowser and King Dedede.
Grab Bowser with King Dedede when moves are fresh, and do a DThrow. Upon the DThrow, spam Standard A. If you notice, Bowser will get hit prior to him landing fairly easily. Now, if you were to DThrow him, let him settle his landing after the throw, and then use Standard A, you would still hit him. This displays that Bowser is in proper range to be hit with the Standard A regardless of percent.
Now, after decaying DThrow, try the same attempt. You will notice that King Dedede cannot hit Bowser immediately after the DThrow, regardless if you buffer the attack or not. Because there is no error involved for Shield, we can conclude that it is not mistiming. We know Bowser goes the same distance each throw regardless of percent. Bowsers animation also does not change during the throw regardless of percent or decay.
This can only indicate that decay is effecting King Dedede's ability to react after a certain move has been executed. I assume this holds true for all moves and characters, although I do not have frame rate equipment to prove such theories.
Try for yourselves. I am 99% positive this is the reason. It's decays effect on IASA Frames.
Also, my assumption on why it is so tight to do a regrab with Samus or a Jab follow up with Bowser is both a combination of there animations, the size of their hurt box, and because they are both heavy characters. During DThrow without decay, Dedede has just enough time to perform these moves, despite the effect of character weight on the move. However, after decay, it is just enough to extend the IASA Frame rate to a point where Dedede simply cannot react in time.
My thoughts:I suggest that we start to look at how the throw animation is different between:
Samus and Ganondorf/Yoshi
Mario/Luigi and Pit/Sonic/Ivysaur
to find out why they can be infinited.
Your argument makes perfect sense.My thoughts:
Samus' 'getting thrown' animation has her foot sticking out slightly in front of her, which basically makes her hurtbox in range for DDD to grab again. Ganondorf I know has his body more vertical...and no part of his body sticks out as far.
As for Mario/Luigi, they both kind of are leaning forward(head towards DDD) when they are thrown. This is probable cause for the regrab. As for the others you listed, their bodies are again positioned more vertically, so no part of their hurtbox is in range for a standing regrab.
Basically I think it has to do with your opponent's hurtboxes and what orientation they are in when they get thrown. It seems to make sense that way.
I could be wrong on this, so if someone could check this that would be great (no Wii at the moment and I'm about to leave for a tourney xD ).
My thoughts:
... I'm about to leave for a tourney xD ).
Your argument...move.
But DK's foot sticks out.Basically...taken
Dk's Foot might stick out, but there is no "grab" box on his foot.But DK's foot sticks out.
Also: For Mario Luigi and Samus the grab grabs them with very little space between his grab and (Enter character name here)'s face. Wheras for Bowser the hand is far away from his face and for DK the hand is going through his face and it looks like DDD is grabing his neck of his tie. I think this has something to do with why the infinite stalls
DK gets infinite chained too... Bowser gets in a super long chain grab.... Which might as well be infinite... So I don't get what you are trying to say with that first statement.... If anything that first statement proved the people who I proved right with pictures even have more proof...But DK's foot sticks out.
Also: For Mario Luigi and Samus the grab grabs them with very little space between his grab and (Enter character name here)'s face. Wheras for Bowser the hand is far away from his face and for DK the hand is going through his face and it looks like DDD is grabing his neck of his tie. I think this has something to do with why the infinite stalls
It's best to have a group with different viewpoints while working on problems like this. I can't imagine the Lab working any other way.which is probably how most conundrums will work in the smash lab once things get going.
He is just awarding the first person. After this contest is decided he will start letting people in by invites and applications. Prolly the first couple of people who enter are gonna be the ones who contributed a lot to this topic.EDIT: To SamuraiPanda, I think only admitting one person to the Smash Lab at a time is sort of flawed because multiple people have contributed to this topic in many ways.
I would suggest admitting 3-4 at a time, depending on those who contributed to the winning/correct argument.
Only Samus, Mario, and Luigi must be "refreshed" because they eventually have the ability to escape.DK gets infinite chained too... Bowser gets in a super long chain grab.... Which might as well be infinite... So I don't get what you are trying to say with that first statement.... If anything that first statement proved the people who I proved right with pictures even have more proof...
And for DK it looks like he is just released in Dedede's grab range and Dedede just grabbed him... Or his hand if you want to get that whole stuck out hurt box thing...
Or even better lets say his foot since you brought up that his foot sticks out....
As for Bowser his position and slide distance also allows dedede to slightly walk and grab him...
Oh, ok. That makes alot of sense!He is just awarding the first person. After this contest is decided he will start letting people in by invites and applications. Prolly the first couple of people who enter are gonna be the ones who contributed a lot to this topic.
I imagine 4-5 people will be let in after a short time.
Yep, I think Kirk is dead on! His theory is exactly what is true.I merely stated what I needed to address the points said by crewster... I'm pretty sure the whole contest was won by Kirk... His explanation was proved with frame data and is pretty much flawless. I only brought up DK and Bowser to try to address the point that DK also sticks out his foot, mentioned by crewster... What I said has nothing to do with how the standing infinite works... Kirk already said how it worked.
Yes the grab does hurt the characters badly. I know all the information you stated. This grab was discovered a while ago. We know it makes the match up near impossible for these characters. There is no way to deal with it for it is inescapable. The purpose of this contest was to find out why stale moves affect it. Kirk already told us saying that a stale grab releases the opponent earlier due to less hit stun causing them to get away faster from the grab.
The distance they are launch is increased, the range remains the same, and as far as i know the Re-Grab speed is constant.Dedede's downthrow stales when he does the infinite grab. What becomes stale? The speed of the regrab? The distance it sends them? The range of the grab? As far as I know, this question remains unanswered to this day, so even I have no idea how this works.
That's what I mean. Even when Lucario died (I had to kill off Fox to refresh the percentage as well), Lucario went an extra 4 grabs before the animation changed. It just seemed like characters were meant to have a certain limit of grabs against certain characters.@Rockin, moves only refresh with the user dies, not the victim. Otherwise, good correlation between the traction and the chain grab. ^^
This sort of conversation and discovery really attracts me. I seriously would love to be a Smash Researcher, but the first spot will go to someone else. I hope to be one of the "first wave" researchers.
=D
For Mario Luigi and Samus the grab grabs them with very little space between his grab and (Enter character name here)'s face. Wheras for Bowser the hand is far away from his face and for DK the hand is going through his face and it looks like DDD is grabing his neck of his tie. I think this has something to do with why the infinite stalls
That's it. As the move is used on characters who get grabed close to their body the throw gradualy has a higher trajectory until it is out of range and there is a stale move. As to why only those 5 characters can be infinited it's because of their hurt box's.I took some stillshots of two DDDs d-throwing two Marios, one above the other on Shadow Moses, with one being fresh and one being stale. The stale-throw Mario is indeed thrown at a higher trajectory; his feet are slightly higher off the ground than the other.
Took me a while to get them... Mainly the pausing in the right frame and uploading process made it so long. Glad it helped though.Nice pictures Ref! That really shows it well. :D
/superlateresponse
if this were true, it would mean that it were purposely put into the game, which means sakurai expected there to be infinite CG's. he could have guessed that there probably would be...----------------- CONCLUSION---------------------------
I believe that a rare few of characters have a maximum amount of grabs they can do to a character. When you look in Adapt's list and look between Samus and Luigi, there should've been more characters who could be ICGed or ICGDed. On Mario, Luigi, and Samus, Dedede has 5. For Lucario on Fox, he has 15 + 4 extra. There could have been some favorism towards Mario, Luigi, and Samus, but I doubt that...>>
It could also be possible that after the 5th throw, Dedede could actually GAIN a knockback point or two, which in reference to Samus, Mario's, and Luigi's traction. This is possibly to discourage the multi use of this while also restricting its abusivness.. Remember, all of Dedede's CG victims are sliding on the floor, despite the look of the CG's animation. Proof of this is by Dtilting Luigi, Samus, and Mario. After a fresh Dtilt, none of them can be grabbed. But as to say DK, he actually can because he's not sliding.
I hope this information has proved some usefulness... >>
It was Kirby, Meta, and Dededealso i remember a thread about sakurai saying something about who his favorite characters were. i'm not sure who they were, but mario, luigi, and samus... dont sound familiar.
I would agree if it weren't the fact that he doesn't care that much about making Brawl+Seems to me like Phantom Wings should have the honor of being the first Smash Lab member due to his ground breaking work on coding Melee air dodging, L/S-canceling, and increased hitstun.
But that's just me.
QFT Me tooAlthough I would definitely like to contribute a lot to the making of Brawl+ because I'm usually the first one to test out a lot of the new codes being made and give construct criticism as to what needs to be fixed.
Although I do see Jose Gallardo being in these boards more often than Phantom Wings.
But for one thing we definitely need a hacker that cares enough about changing mechanics of the Brawl to make it more competitive.