Editing Talk:Tripping

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::As for giving lesser skilled players an opportunity to win, items achieve that a lot better, and are completely optional to have on :p <span style="font-family:Edwardian Script ITC; font-size:12pt">[[User:Omega Tyrant|<span style="color:forestgreen">Omega</span>]] [[User talk:Omega Tyrant|<span style="color:forestgreen">Tyrant</span>]]</span> [[Image: TyranitarMS.png ]] 04:42, 29 September 2012 (EDT)
::As for giving lesser skilled players an opportunity to win, items achieve that a lot better, and are completely optional to have on :p <span style="font-family:Edwardian Script ITC; font-size:12pt">[[User:Omega Tyrant|<span style="color:forestgreen">Omega</span>]] [[User talk:Omega Tyrant|<span style="color:forestgreen">Tyrant</span>]]</span> [[Image: TyranitarMS.png ]] 04:42, 29 September 2012 (EDT)
:::I still disagree with some of your arguments (e.g. I wasn't implying that tripping was affecting sales) but will accept the compromise instead of continuing to argue. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Indescribable 10:16, 29 September 2012 (EDT)
:::I still disagree with some of your arguments (e.g. I wasn't implying that tripping was affecting sales) but will accept the compromise instead of continuing to argue. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Indescribable 10:16, 29 September 2012 (EDT)
== Tripping attacks ==
I think the following attacks might have a chance of tripping
*Wolf's down tilt
*Falco's late-hitting down aerial on a grounded opponent
Dunno the chance percentages though. [[User:Scr7|<span style="color:#0000FF"">S</span><span style="color:#7F7FFF">c</span><span style="color:#00FFFF">r</span><span style="color:#FF7F00">7</span>]][[File:Scr7 sig.png|link=]]([[User talk:Scr7|talk]] · [[Special:Contributions/Scr7|contribs]]) 09:56, 2 November 2013 (EDT)
:Checking and adding. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Incomperable 10:31, 2 November 2013 (EDT)
I think I've found another attack that trips.
--Ganondorf's reverse up-air weak hitbox.
--I could also not get his down tilt to trip after numerous tries as it seems to bring the opponent off the ground. I think this might be a mistake.
:It isn't. Just add this info yourself, there's nothing stopping you. And please remember to '''sign your comments''' using four tildes (~). [[User:Iron Warrior|<span style="color: red;">'''Iron Reggie,'''</span>]] [[User talk:Iron Warrior|<span style="color: yellow;">'''the Easter Bunny Warrior'''</span>]] 23:13, 29 March 2018 (EDT)
I added the data, and I'm fairly certain that Ganon down-tilt does not trip. It states that attacks that knock the target into the air can't trip, and Ganon's down tilt seems to knock the opponent into the air even at 0%.
:It's because of the angle. However, it does have a trip chance programmed into it. [[User:Iron Warrior|<span style="color: black;">'''Foolish Reggie,'''</span>]] [[User talk:Iron Warrior|<span style="color: blue;">'''the Prankster Warrior'''</span>]] 23:38, 29 March 2018 (EDT)
Btw, you still aren't signing your comments. Have a read of the [[Help:Talk page|talk page policy]] before responding to this. [[User:Iron Warrior|<span style="color: black;">'''Foolish Reggie,'''</span>]] [[User talk:Iron Warrior|<span style="color: blue;">'''the Prankster Warrior'''</span>]] 01:23, 30 March 2018 (EDT)
== Did anyone else do this? ==
Hey guys, I've been testing some rather overlooked features in Brawl, and I happened to "stumble" across a new discovery. Well, apparently when you move the control stick in either direction while random tripping, you can actually nullify the second portion of tripping. I call it the "scorpion" because it just looks like that funny pose.
Now, I'm just wondering, did any one of you notice this? If not, go test it and see for yourselves. [[User:Requiem of Ice|Requiem of Ice]] ([[User talk:Requiem of Ice|talk]]) 16:59, 2 March 2014 (EST)
== Pratfalling ==
A bonus in Melee is called "Pratfalling". Does this refer to the state of helplessness after using an up special move, or something else? I'm wondering if pratfalling may not mean tripping in Brawl, then. {{s|user|Red}} ([[User talk:Red|talk]]) [[File:RedSig.png|12px|link=Special:Contributions/Red|Red]] 10:23, 21 May 2014 (EDT)
:As said on the [[list of bonuses]] page, it refers to landing face up after tumbling. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Eggster 10:48, 21 May 2014 (EDT)
== Tripping is official now ==
In one of the tips about Diddy's banana peels in Smash 3DS, it says "Have a nice trip!". Should the unofficial icon be removed? {{s|user|PikaSamus}} ([[User talk:PikaSamus|talk]]) [[File:PikaSamusSig.png|12px|link=Special:Contributions/PikaSamus|PikaSamus]] 10:41, 19 September 2014 (EDT)
:It's a common joke, so I don't think it carries the weight of "official term status". [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Celeritous 10:42, 19 September 2014 (EDT)
::That makes sense. {{s|user|PikaSamus}} ([[User talk:PikaSamus|talk]]) [[File:PikaSamusSig.png|12px|link=Special:Contributions/PikaSamus|PikaSamus]] 10:45, 19 September 2014 (EDT)
== an actual trip chance value for attacks ==
I'd like to bring up the possibility of adding an actual % chance for tripping instead of using vague notions like '2%-25%' or '2%-12%'. KuroganeHammer a while ago brought up the idea that the game chose between those values randomly, but it's not exactly right. There are a few reasons why using the average of those two values is not only easier to think about, but correct. From a statistical standpoint, if there's a 50/50 scenario for two random variables measuring the same outcome (let's say the chances are A and B), then the overall chance for the event to occur is exactly 0.5A+0.5B = (A+B)/2, which is their average. In Brawl, this would mean that the trip chance would be (0.25+0.02)/2 = 0.135, and in Smash 4 it would be 0.07. But let's say you were concerned with representing how the game actually calculates the chance that you trip. Since these are floats, we can set them to be less than 0 or more than 1, which no longer makes sense in a statistical context, but it's still computable. If you set the numbers to 2 and 0, the result is that a move that applies the base trip chance will always trip. If the game chose either value randomly, then it would have a 50% to trip instead. If it chose a random number between 0 and 2 for trip chance, then the trip chance would be 75% (equal to the area under the probability distribution/length). To rule out the possibility that using a number > 1 messes with calculations, you can set the values 1.5 and 0, and it will trip 75% of the time (I tested this in both Brawl and Smash 4). Lastly, I even checked the asm code within Brawl to figure out where it calculates trip chance, and I found that it literally takes the two trip chance values and does the computation (0.25-0.02)*0.5+0.02, and the resulting value [0.135 + bonus trip chance (if any)] is compared to a random float (not sure of the range here, but I think it's just a float in between 0 and 1) to tell whether you trip.
Basically I'm saying that it would be better to use the values 13.5% (Brawl) and 7% (Smash 4) than to use a non-specific range for a statistical chance (lol). It still doesn't make sense that they would use 2 values, but I have yet to see any evidence that the game does anything different in any scenario. I will probably make the change soon enough--[[User:Ben Hall|Ben Hall]] ([[User talk:Ben Hall|talk]]) 22:57, 30 September 2017 (EDT)
== trip chance value in Brawl for dashing and dash-turning (remark about edit) ==
I don't know how to address a specific user here, but for Serpent King, I literally analyzed the assembler code that calculates trip chance and I identified all values controlling the rate when starting a dash or running-turnaround. The game takes the average of the IC-Basic values (0.02) and (0) to calculate the 0.01 trip rate for dashing and it takes the average of (0.025) and (0) to calculate the 1.25% chance of trips. These values are IC-Basic[3209] through IC-Basic[3212], which you can find now labeled on the [http://opensa.dantarion.com/wiki/IC-MemoryMap#Float_IC-Basics OpenSA floating point IC map]. If you care to analyze the ASM for the function that calculates the trip chance, you can find the function located at code address 8089e820. Additionally one edit I forgot to add was that there is a minimum time of 10 seconds in between random trips due to dashing or running-turnarounds. This value is located on the same page in the Int IC-Basics category, IC-Basic[23059]. All of this can be modded and confirmed.--[[User:Ben Hall|Ben Hall]] ([[User talk:Ben Hall|talk]]) 22:41, 30 October 2017 (EDT)
EDIT: [https://imgur.com/a/7LshE Here's a couple photos of the assembler code that computes this value.]--[[User:Ben Hall|Ben Hall]] ([[User talk:Ben Hall|talk]]) 23:06, 30 October 2017 (EDT)
:Alright fair enough. Uh...for future's sake, if you want to address me directly, you should use my [[User talk:Serpent King|talk page]], but this worked out fine in the end too. Also in the future, simply summarizing that in the edit summary would have saved the confusion. If you can back up your findings as you just have, that's great, but too many people find inaccurate information out there (or indeed just "playtest" it and make assumptions and guesses) and try to put it on SmashWiki, which is why I called it out. Thanks, though for your explanation. <span style="font-family:Chiller;font-size:18px;text-shadow:0px 0px 3px #000">'''[[User:Serpent King|<span style="color:#d50">Serpent</span>]] [[File:SKSigHalloween.png|16px|link=]] [[User talk:Serpent King|<span style="color:#d50">King</span>]]'''</span> 23:36, 30 October 2017 (EDT)
::I'll try to be better about making the sources clear and following the etiquette in the future, as I am new to Wiki editing. Thank you for understanding--[[User:Ben Hall|Ben Hall]] ([[User talk:Ben Hall|talk]]) 23:57, 30 October 2017 (EDT)

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