Editing Talk:Hitlag

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:Even though I initially opposed moving, I am now '''Neutral'''. While I have heard Freeze Frame more often, I don't think it being confusing with hitlag is a valid reason to not move it.
:Even though I initially opposed moving, I am now '''Neutral'''. While I have heard Freeze Frame more often, I don't think it being confusing with hitlag is a valid reason to not move it.
:Also, probably off topic, [[Talk:Fighter ability|but]] [[Forum:Removing definitives in Smasher articles|this]] [[Talk:Shadow Mario|is]] [[Talk:Stickmin|also]] [[[[Template talk:Symbol|an]] [[Talk:Leak|issue]] [[Talk:Piranha Plant Void Glitch|with]] [[Talk:Aura|almost]] [[Talk:Xenoblade (universe)|every]] [[Talk:Leak|single]] [[Talk:Shin Shoryuken / Shinku Hadoken|discussion]] [[Talk:List of Spirits (complete list)|going]] [[Forum:Project M stages|on]] [[Forum:Organization of Smash-related video presentations|right]] [[Talk:Gameplay modification|now]]. If I may give constructive criticism, this wiki needs to get a handle on things. [[Special:Contributions/72.203.118.154|72.203.118.154]] 00:23, March 1, 2020 (EST)
:Also, probably off topic, [[Talk:Fighter ability|but]] [[Forum:Removing definitives in Smasher articles|this]] [[Talk:Shadow Mario|is]] [[Talk:Stickmin|also]] [[[[Template talk:Symbol|an]] [[Talk:Leak|issue]] [[Talk:Piranha Plant Void Glitch|with]] [[Talk:Aura|almost]] [[Talk:Xenoblade (universe)|every]] [[Talk:Leak|single]] [[Talk:Shin Shoryuken / Shinku Hadoken|discussion]] [[Talk:List of Spirits (complete list)|going]] [[Forum:Project M stages|on]] [[Forum:Organization of Smash-related video presentations|right]] [[Talk:Gameplay modification|now]]. If I may give constructive criticism, this wiki needs to get a handle on things. [[Special:Contributions/72.203.118.154|72.203.118.154]] 00:23, March 1, 2020 (EST)
::Care to elaborate? It's not really constructive criticism if you don't actually give us anything. <span style="font-family:Monotype Corsiva;border:outset #083 2px">'''[[User:Serpent King|<span style="color:#083;background:#ed0;padding:1px">Serpent</span>]][[User talk:Serpent King|<span style="color:#ed0;background:#083;padding:1px">King</span>]]'''</span> 23:07, March 8, 2020 (EDT)
== History merge ==
Can someone with the appropriate rights merge the history of this and [https://www.ssbwiki.com/Freeze_frame?action=history Freeze frame]? The page was cut-and-paste moved instead of a proper move. [[User:PikaSamus|PikaSamus]] ([[User talk:PikaSamus|talk]]) 17:35, November 6, 2020 (EST)
== Maximum hitlag ==
According to the Smash 4 and Ultimate param spreadsheets the maximum hitlag is 30 frames (I've confirmed in Ultimate at least). Does anyone know if the other games have a max, and if so what it is? Based on the article linked on the main page and it's publishing date I assume it was added in Smash 4, but I'd like someone to confirm. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 12:58, May 12, 2021 (EDT)
:I'm fairly certain it's 30 in all games. That being said, I seem to remember that being mentioned on this article at one point, but it isn't there anymore...''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 13:08, May 12, 2021 (EDT)
::Turns out it does: "can last as long as half a second" (third paragraph from the bottom under "Formula"). I was looking for 30 frames the entire time and missed it. I checked [[freeze frame]]'s history and its been worded that way since 2009, so I guess it's been around since at least Brawl. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 13:31, May 12, 2021 (EDT)
== Impact of spirits ==
As pointed out by [https://twitter.com/Meshima_/status/1389695223194783746 Meshima] a couple weeks ago, using spirits (or having them enabled) have an effect on how long hitlag lasts. Since then I've been testing this and have collected the data in [https://docs.google.com/spreadsheets/d/1oT4sqCS1x1Pxx5lNVPv0zOWs6pY6Ol5UQB1-ukLttX0/ this spreadsheet]. Player-count multiplier, staleness, hitlag multipliers, spirit abilities, and spirit series bonus have been noted and avoided to simplify testing and avoid muddying the results; that is I tested as 1v1, no stale, 1.0 hitlag multiplier on all attacks, and spirits used had no 1.1x series bonus and had no abilities or had abilities that didn't affect the moves used.
I haven't worked out what the modified equation is but I have worked out a few other things:
*Hitlag is capped the same as non-spirit battles
*Crouch cancelling reduces the max hitlag to 20; ×0.67 of 30
*Electric multiplier is closer to 1.25 than 1.5 when using spirits
*The standard equation is used until 15 frames of hitlag are sustained, then the modified equation is used (10 frames with CC; ×0.67 of 15)
Using the above findings, I think the standard equation can be written as INT(MIN(30, INT(INT(d×0.65+6)×1.5))×.67) (hitlag multiplier and player-count multiplier are somewhere in there but I didn't test those). I don't have a Twitter account, but if someone wants to pass this on to Meshima or any others then feel free; perhaps someone with access to the code will be able to find values that match. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 08:35, May 19, 2021 (EDT)
:Using the data you collected, and substituting some of my own, when plotting the threshold damages we see that the new multiplier is around 0.2, close to a third of its normal value. https://1drv.ms/x/s!Aq5gC8H25VMYdnXmCq5y8aPOBJE ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 08:41, May 20, 2021 (EDT)
::I came across a value of 0.2 early on and it was just barely off in some cases. The standard value is 100% accurate and I didn't want "just barely". I'll do some retesting because that early finding was also with early testing so I may not have been as thorough as needed. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 09:45, May 20, 2021 (EDT)
:::It appears as though there was some confusion on the article itself, and my message on the talk page was intended to demonstrate that the growth rate of hitlag does reduce to around a third of its normal value. We will likely never know the actual value, and in fact there may not even be a specific multiplier param, if the game uses similar methods to the hitstun suppression used for balloon knockback. Unless new information arises, sticking to a rough conversion, i.e. keeping the article in its current state, seems to be the best option. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 14:16, May 20, 2021 (EDT)
::::Correct. There wasn't an edit summary so I made a rash assumption, but after a while I realized what you were going for and thinking on it I went back on it. And I agree, I'd rather not add more to that section until a more solid answer is found. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 15:39, May 20, 2021 (EDT)
== Cleanup ==
The "Formula" section, at the very least, is in need of a cleanup. In no particular order:
*"while '''m''' is a series of multipliers based on certain factors, including:" indicates that everything below is applied where "m" is. Several issues:
**"In Melee, the intermediate result is rounded down..." is not part of "m". In fact it happens at the start, the opposite of where "m" is
**The "player count modifier" in ''Ultimate'' is applied at the start, not at the end with "m"
***The shenanigans with spirits probably isn't applied at the end either
*There is no mention of the order the modifiers are applied in nor if those results have any rounding
**At the very end of the page it is said that the electric modifier is rounded down, but nothing for crouch cancelling; the order also matters as doing one before the other causes frames to be skipped
*The "player count modifier" portion is lumped together with the unrelated shield modifier
*The formula for ''Brawl'' and ''Smash 4'' incorrectly says "+4" when it is "+5"
*"d" is said to be rounded down, but my testing shows it isn't
I've gone and made adjustments in my [[Special:PermanentLink/1585358|sandbox]] and the changes I've made can be seen in this [[Special:Diff/1581372/1585358|diff]]. I've made it clear what modifiers are used, where they are, and where rounding is (Instead of using brackets I could instead use "FLOOR(x)" if that is more readable). I've also changed the "player count modifier" table; takes less vertical space, matches tables used on pages like [[stale-move negation]], and is more flexible for future games. The testing I did for this can be found in my spreadsheet linked in the above discussion. I'd like to hear other's thoughts on these changes before I put it into the page. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 18:32, June 9, 2021 (EDT)
:Bump. I've updated the page with ''Smash 64'', the spirit formula, shield multiplier, and some notes. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 11:22, June 15, 2021 (EDT)

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