From SmashWiki, the Super Smash Bros. wiki
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| Do you have data that can compare the vulnerability frames between a tech in place versus a frame perfect regular getup? The second 1 seems actually really hard to punish most of the time and I suspect people think it's bad only because they can't get up frame perfectly. --<span style="background-color:#6d84e1;border:3px solid silver">[[User:1337 B33FC4K3|<span style="color:silver">'''Brian'''</span>]]<sup>[[User talk:1337 B33FC4K3|<span style="color:black">Don't try me!</span>]]</sup>[[File:Falco.gif|link=|27px]]</span> 15:08, 16 January 2015 (EST) | | Do you have data that can compare the vulnerability frames between a tech in place versus a frame perfect regular getup? The second 1 seems actually really hard to punish most of the time and I suspect people think it's bad only because they can't get up frame perfectly. --<span style="background-color:#6d84e1;border:3px solid silver">[[User:1337 B33FC4K3|<span style="color:silver">'''Brian'''</span>]]<sup>[[User talk:1337 B33FC4K3|<span style="color:black">Don't try me!</span>]]</sup>[[File:Falco.gif|link=|27px]]</span> 15:08, 16 January 2015 (EST) |
| | :Did tests (with Marth, assuming all characters/animations are reasonably similar): |
| | :*Standing tech: intangible 1-20, animation length 26 (so shield comes out on 27) |
| | :*No tech: |
| | :**Landing: animation length 26 (so perfect input is between 26 and 27) |
| | :**Standing getup: intangible 1-22, animation length 30 (so shield comes out on 31) |
| | :**Total: intangible 27-48, animation length 56 (so shield comes out on 57) |
| | :So compared to the standing tech (and not counting the initial landing), the standing getup has +2 intangibility but +4 ending lag. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Jiggy 17:11, 16 January 2015 (EST) |
Revision as of 17:11, January 16, 2015
Hi it's Mumbo Jumbo II. I was temporarily banned on Wikia for encouraging another wiki to merge, so I'll ask here. I'm currently playing Banjo-Tooie, which I find a lot of fun. I know I asked before, but can you please fork the Banjo-Kazooie Wiki? Other Nintendo wikis, like this one, were forked so why not B-K? 73.11.240.169 18:37, 15 January 2015 (EST)
- The "other Nintendo wikis" you speak of all successfully forked for two main (and related) reasons:
- They had manpower to back up the effort required. The BK wiki probably doesn't have any "active users" as of right now.
- They focus on series that were receiving new games at the time (or at least were still relevant via Smash Bros, in the case of F-Zero and such). We haven't had a BK game in 7 years; we haven't had a good BK game in 12-15 years.
- There's an argument that such a fork should be done during a dead time, but that doesn't change how I don't believe I have the resources for it. I'm not shutting down the idea; I just don't think we could get it done at this time. Toomai Glittershine The Hammer 19:36, 15 January 2015 (EST)
- Sorry that I butt in, but isn't the Banjo-Kazooie franchise a third party? Smashworker101 (talk) 20:27, 15 January 2015 (EST)
- I think it's a second party franchise (formerly Nintendo, now Microsoft). I believe the instructions to moving (to ShoutWiki, at least) are right here. 73.11.240.169 20:45, 15 January 2015 (EST)
- Smashworker, user talk pages can be used for general questions or as a form of contact (which is exactly what IP is doing). Also, yes, Banjo-Kazooie is third-party to Nintendo (formerly second-party) Laikue (talk | contribs) 21:04, 15 January 2015 (EST)
- Then why did 73.11.240.169 say its a second party franchise if it clearly is a third party franchise? And I'll answer 73.11.240.169's question, like all third party wikis, Banjo Kazooie can't be forked with the NIWA wikis because its not part of Nintendo. So this probably wraps everything up I guess. Smashworker101 (talk) 21:44, 15 January 2015 (EST)
Just a Suggestion
I'd recommend putting the protection back on this page, because, if I know the Smash fandom (and I do), there's gonna be a shit ton of speculation on which one of these two are gonna be Mewtwo's Final Smash (assuming that Mega Evolution will even be Mewtwo's Final Smash). You wouldn't need to do it now, nor do you even have to in the first place; it's just a thought to keep in mind. BlueStreak Speeds By 11:04, 16 January 2015 (EST)
tech chase options.
Do you have data that can compare the vulnerability frames between a tech in place versus a frame perfect regular getup? The second 1 seems actually really hard to punish most of the time and I suspect people think it's bad only because they can't get up frame perfectly. --BrianDon't try me! 15:08, 16 January 2015 (EST)
- Did tests (with Marth, assuming all characters/animations are reasonably similar):
- Standing tech: intangible 1-20, animation length 26 (so shield comes out on 27)
- No tech:
- Landing: animation length 26 (so perfect input is between 26 and 27)
- Standing getup: intangible 1-22, animation length 30 (so shield comes out on 31)
- Total: intangible 27-48, animation length 56 (so shield comes out on 57)
- So compared to the standing tech (and not counting the initial landing), the standing getup has +2 intangibility but +4 ending lag. Toomai Glittershine The Jiggy 17:11, 16 January 2015 (EST)