Editing Talk:Landing lag glitch
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:::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) | ||
::::What I'm talking about is separate from what they discussed in that video (although nevertheless it applies to that too). I'm talking about how you receive extra landing lag from landing with aerials when RCO lag would normally be applied. Interestingly they completely gloss over this in the video. But in any case, the video doesn't actually disprove my theory. They state that the hard and soft landing lag is increased for characters affected by the glitch (which is true), but they never state why, or by how much. Even with hard and soft landings, the same principle applies. The amount of lag received is still exactly equal to the length of the animations, with no regard for interruptibility (which explains the phenomenon that occurs with some fighters with regards to RCO lag, where it doesn't seem to matter whether you get the hard or soft landing. The length of the unaltered animations are so similar, that the RCO lag appears at full speed gameplay as though it is identical for both, since the opponent is in lag until the animation ends). I have even gone back and retested all of what I discussed, and sure enough, even with hard and soft landing lag, the extra lag received is a result of the part of the animation that is interruptible not being interruptible due to the glitch. Furthermore, I'm not entirely sure what the animation being sped up has to do with anything, since animation length would be slowed down in the case of additional landing lag, but there is no technical limit to how fast or slow the animation can play. Try this: create a custom character with a drastically reduced speed stat, go in to special smash, and set it to "mega". Turn on super mushrooms and have said fighter collect one, then land with an aerial, or simply a regular landing. You will see the animation is slowed astronomically to compensate for the greatly increased lag. The game does not care how much it has to alter the animation speed by to fit the new amount of lag. Yet again, my theory about RCO lag being caused by an interruptibility glitch explains all the abnormalities that occur due to the glitch. I would not be continuing this discussion if I was not fully satisfied with what my testing has shown. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 17:32, 9 December 2017 (EST) | ::::What I'm talking about is separate from what they discussed in that video (although nevertheless it applies to that too). I'm talking about how you receive extra landing lag from landing with aerials when RCO lag would normally be applied. Interestingly they completely gloss over this in the video. But in any case, the video doesn't actually disprove my theory. They state that the hard and soft landing lag is increased for characters affected by the glitch (which is true), but they never state why, or by how much. Even with hard and soft landings, the same principle applies. The amount of lag received is still exactly equal to the length of the animations, with no regard for interruptibility (which explains the phenomenon that occurs with some fighters with regards to RCO lag, where it doesn't seem to matter whether you get the hard or soft landing. The length of the unaltered animations are so similar, that the RCO lag appears at full speed gameplay as though it is identical for both, since the opponent is in lag until the animation ends). I have even gone back and retested all of what I discussed, and sure enough, even with hard and soft landing lag, the extra lag received is a result of the part of the animation that is interruptible not being interruptible due to the glitch. Furthermore, I'm not entirely sure what the animation being sped up has to do with anything, since animation length would be slowed down in the case of additional landing lag, but there is no technical limit to how fast or slow the animation can play. Try this: create a custom character with a drastically reduced speed stat, go in to special smash, and set it to "mega". Turn on super mushrooms and have said fighter collect one, then land with an aerial, or simply a regular landing. You will see the animation is slowed astronomically to compensate for the greatly increased lag. The game does not care how much it has to alter the animation speed by to fit the new amount of lag. Yet again, my theory about RCO lag being caused by an interruptibility glitch explains all the abnormalities that occur due to the glitch. I would not be continuing this discussion if I was not fully satisfied with what my testing has shown. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 17:32, 9 December 2017 (EST) | ||