Talk:Landing lag glitch: Difference between revisions

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Bumping this again due to it remaining unresolved. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 14:59, 12 November 2017 (EST)
Bumping this again due to it remaining unresolved. ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 14:59, 12 November 2017 (EST)
:Your "theory" is backwards. Length of landing lag controls the animation speed, not the other way around. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brass 16:31, 9 December 2017 (EST)
:Your "theory" is backwards. Length of landing lag controls the animation speed, not the other way around. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brass 16:31, 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)

Revision as of 16:44, December 9, 2017

SSB4 RCO lag a result of an interruptibility glitch?

So I was doing some testing in SSB4 on how RCO lag affects how much lag affected fighters will take, and I noticed that while hard and soft landing animations are always interruptible, in the case of RCO lag, the fighter cannot act until the animation has finished completely, and the same phenomenon seems to occur with aerial landing lag animations. It seems to me like RCO lag in SSB4 is caused by a glitch in the way interruptibility works. Thoughts? Alex Parpotta the flying lobster! 12:10, 28 October 2017 (EDT)

Just gonna bump this since nobody noticed it. Alex Parpotta the flying lobster! 13:40, 1 November 2017 (EDT)
Uhm? That sounds perfectly normal and exactly how it should work. Landing normally has lag shorter than the animation so interrupting it is allowed; the glitch has lag last longer than the landing animation, so the landing animation extends to suit and can't be interrupted. Toomai Glittershine ??? The Wacko 21:38, 5 November 2017 (EST)
But the thing is, from what I saw the landing lag animation speed doesn't change at all. Unfortunately none of the affected fighters have any aerials that cannot be interrupted, so I can't prove this per se, but it does seem to be the case. Alex Parpotta the flying lobster! 11:23, 6 November 2017 (EST)
Additionally, when increasing the landing lag of aerials for fighters who are "giant", the game slows down the entire landing lag animation, but the part of the animation where you can interrupt it remains the same, it just takes longer to get there because the whole animation plays slower. Alex Parpotta the flying lobster! 11:28, 6 November 2017 (EST)

Bumping this again due to it remaining unresolved. Alex Parpotta the flying lobster! 14:59, 12 November 2017 (EST)

Your "theory" is backwards. Length of landing lag controls the animation speed, not the other way around. Toomai Glittershine ??? The Brass 16:31, 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. Alex Parpotta the flying lobster! 16:44, 9 December 2017 (EST)