Editing Talk:Ryu (SSB4)
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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) | ||
== Japanese translation of his quotes == | == Japanese translation of his quotes == |