Editing Talk:Ryu (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This is a talk page. Remember to sign your posts with four tildes (~~~~) and follow the talk page policy.
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 86: Line 86:
The tapped/held execution scheme is based off of Super Street Fighter II Turbo Revival, released on October 30, 2001 for the Game Boy Advanced. Mentioning this fact, it did give me pause to pose this question: how does SSB4 determine between a tapped and a held? Is there a script in the game that handles the difference in button press length between a tapped execution and a held execution. The strength and damage of a neutrally executed Hadoken (press B/Special button only), for example, is determined by how long the button is pressed. In theory, if you hold the button long enough, you will make the Hadoken move faster. The question is, how long does the button have to be held for the held action to supersede the tapped action. [[User:No1wammy|No1wammy]] ([[User talk:No1wammy|talk]]) 02:55, 19 June 2015 (EDT)
The tapped/held execution scheme is based off of Super Street Fighter II Turbo Revival, released on October 30, 2001 for the Game Boy Advanced. Mentioning this fact, it did give me pause to pose this question: how does SSB4 determine between a tapped and a held? Is there a script in the game that handles the difference in button press length between a tapped execution and a held execution. The strength and damage of a neutrally executed Hadoken (press B/Special button only), for example, is determined by how long the button is pressed. In theory, if you hold the button long enough, you will make the Hadoken move faster. The question is, how long does the button have to be held for the held action to supersede the tapped action. [[User:No1wammy|No1wammy]] ([[User talk:No1wammy|talk]]) 02:55, 19 June 2015 (EDT)
::The detection script possibly has some sort of border value, which is likely to be measured in milliseconds. Tapped meaning lower than this value and held meaning higher. I guess it's a bit difficult to measure it precisely without the proper tools, since it's quite shorter than most people are used to. And actually, this method is way older than SSFII Turbo Revival. Traditional fighting games for the original Game Boy and Game Gear, like Street Fighter and Fatal Fury, already had this implemented, to make up for the lack of button input. [[User:Wrilliam|Wrilliam]] ([[User talk:Wrilliam|talk]]) 21:13, 19 June 2015 (EDT)
::The detection script possibly has some sort of border value, which is likely to be measured in milliseconds. Tapped meaning lower than this value and held meaning higher. I guess it's a bit difficult to measure it precisely without the proper tools, since it's quite shorter than most people are used to. And actually, this method is way older than SSFII Turbo Revival. Traditional fighting games for the original Game Boy and Game Gear, like Street Fighter and Fatal Fury, already had this implemented, to make up for the lack of button input. [[User:Wrilliam|Wrilliam]] ([[User talk:Wrilliam|talk]]) 21:13, 19 June 2015 (EDT)
::::I did not know that. I was reading the Trivia section and noticed that tidbit, so just to be sure, I skimmed at an archived FAQ at GameFaqs.com. Yep, it's confirmed. It would be a good idea to look into Ryu's button mechanics a little closer. Is there a chance an article may be written on this unique technique?
::::Another thing to look into is button buffering. It works akin to the Shadow Moves execution in Killer Instinct: charge any button, perform the motion, release after you complete the motion. This was a practice seen starting in Street Fighter II, and then "exploited," if you will, on the SFII's Rainbow hack (arcade only release). Could it be possible to charge the attack or special button, execute the desired motion, then release to perform a buffered Hadoken, Shakunetsu Hadoken, Shoryuken or Tatsumaki Senpuu Kyaku? [[User:No1wammy|No1wammy]] ([[User talk:No1wammy|talk]]) 22:11, 19 June 2015 (EDT)


== Japanese translation of his quotes ==
== Japanese translation of his quotes ==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: