Editing Talk:Landing lag glitch
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::Exactly, and the fact that the additional lag caused by the Landing lag glitch doesn't alter the animation length, and always increases by the same number of frames of deficit between the point of interruptibility and the end of the animation suggests that what's actually happening is that the game for some reason ignores interruptibility when the glitch is activated. Again, this is not typical behaviour for increased landing lag. From any other source, be it the Super Mushroom, a reduced speed stat, or otherwise, the animation is always slowed down to increase it's length proportional to how much the landing lag is increased by. You can test this for yourself, and in SSB4, outside of this glitch the point in the animation at which the game will allow the player to interrupt the lag stays the same no matter what. Instead of moving the point of interruptibility to a different part of the animation to represent the extra lag, it will always slow down the animation, with no regard for how much of the animation is considered interruptible. The only way in which the interruptibility of a landing lag animation is ever completely removed is via this glitch, and the animation doesn't slow down at all, but rather the extra lag suffered is equal to how many frames of the animation take place while it is interruptible. This is why I believe that it is a glitch with interruptibility. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 16:44, 9 December 2017 (EST) | ::Exactly, and the fact that the additional lag caused by the Landing lag glitch doesn't alter the animation length, and always increases by the same number of frames of deficit between the point of interruptibility and the end of the animation suggests that what's actually happening is that the game for some reason ignores interruptibility when the glitch is activated. Again, this is not typical behaviour for increased landing lag. From any other source, be it the Super Mushroom, a reduced speed stat, or otherwise, the animation is always slowed down to increase it's length proportional to how much the landing lag is increased by. You can test this for yourself, and in SSB4, outside of this glitch the point in the animation at which the game will allow the player to interrupt the lag stays the same no matter what. Instead of moving the point of interruptibility to a different part of the animation to represent the extra lag, it will always slow down the animation, with no regard for how much of the animation is considered interruptible. The only way in which the interruptibility of a landing lag animation is ever completely removed is via this glitch, and the animation doesn't slow down at all, but rather the extra lag suffered is equal to how many frames of the animation take place while it is interruptible. This is why I believe that it is a glitch with interruptibility. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 16:44, 9 December 2017 (EST) | ||
:::Alright I get what you're saying now. But a bit of [https://www.youtube.com/watch?v=cwSsHBNFC94 research] tells me that "RCO lag is ''caused'' by an interruptibility glitch" is still not the case. What's going on is that when your impending landing lag is shorter than the length of the soft or hard landing animation, it can be interrupted, whereas if the lag is longer, the animation gets slowed down to match. It's still the lag controlling the animation, just with an additional trick that stops the animation being sped up too much. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Pan-Galactic 17:08, 9 December 2017 (EST) | :::Alright I get what you're saying now. But a bit of [https://www.youtube.com/watch?v=cwSsHBNFC94 research] tells me that "RCO lag is ''caused'' by an interruptibility glitch" is still not the case. What's going on is that when your impending landing lag is shorter than the length of the soft or hard landing animation, it can be interrupted, whereas if the lag is longer, the animation gets slowed down to match. It's still the lag controlling the animation, just with an additional trick that stops the animation being sped up too much. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Pan-Galactic 17:08, 9 December 2017 (EST) | ||