User talk:Alex the weeb/Archive 5: Difference between revisions

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Saw your subpage and decided to look in to the animation files. [https://pastebin.com/rXX2WN5R Here] is every character's position on every frame of forward/back air (excluding the ones with no animation movement). This doesn't factor in character scaling (eg WFT's values would be multiplied by 0.96) or physics related movement (such as stick movement or stuff like Corrin's bair). The values you have are also off by a factor of 10, so WFT's 0.36 would actually be 3.6; the lines in Training that are labeled are increments of 50 instead of the labeled 5. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 11:09, May 15, 2022 (EDT)
Saw your subpage and decided to look in to the animation files. [https://pastebin.com/rXX2WN5R Here] is every character's position on every frame of forward/back air (excluding the ones with no animation movement). This doesn't factor in character scaling (eg WFT's values would be multiplied by 0.96) or physics related movement (such as stick movement or stuff like Corrin's bair). The values you have are also off by a factor of 10, so WFT's 0.36 would actually be 3.6; the lines in Training that are labeled are increments of 50 instead of the labeled 5. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 11:09, May 15, 2022 (EDT)
:Hi, thanks for the info, it's definitely interesting. Regarding the units, I was explicitly using the labelled units, so the values are correct for the units I was using. I would want to continue to use these units because anyone can easily visualize them. It would probably be difficult to translate all the numbers across, and it also doesn't help that I would have to manually count out the frames to find the interruptible frame, so I'm not 100% sure what to do with this data. Complicating things further is that some of these shifts are so slight that they're effectively like rounding errors, that is to say they are so small they can effectively be ignored. I'm also having trouble verifying some of these, for example Yoshi's Fair doesn't actually seem to shift him forward at all in-game, at least as far as the player arrow is concerned, and having him land on frame 18 (which should give him the frame 17 offset) doesn't have him land any further forward either. Are you sure we're talking about the same thing? ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 12:45, May 15, 2022 (EDT)
:Hi, thanks for the info, it's definitely interesting. Regarding the units, I was explicitly using the labelled units, so the values are correct for the units I was using. I would want to continue to use these units because anyone can easily visualize them. It would probably be difficult to translate all the numbers across, and it also doesn't help that I would have to manually count out the frames to find the interruptible frame, so I'm not 100% sure what to do with this data. Complicating things further is that some of these shifts are so slight that they're effectively like rounding errors, that is to say they are so small they can effectively be ignored. I'm also having trouble verifying some of these, for example Yoshi's Fair doesn't actually seem to shift him forward at all in-game, at least as far as the player arrow is concerned, and having him land on frame 18 (which should give him the frame 17 offset) doesn't have him land any further forward either. Are you sure we're talking about the same thing? ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 12:45, May 15, 2022 (EDT)
::I'm pretty sure we're talking about the same thing. WFT's Bair has an ending position of 4.036 and is scaled by 0.96 to 3.87456. I tested found that in game it was about 3.6-3.7, which I would say is close enough considering the movement caused by doing aerials. Mario's Bair is a bit more feasible than Yoshi's Fair. On the far-left ledge in Training, get right up next to it but face away, double-jump, Bair. If performed too early, he won't land on the ledge even if using smash stick for aerials. Perform it later and he'll successfully land while his feet are out. I also looked into up, down, and neutral aerials and found some that had movement, but landing on the appropriate frames yielded no movement like you've found. Yoshi's Dair ends with a small offset and when I used it multiple times in a wind area he seemed to go the opposite direction, so perhaps the game is compensating. I do agree that most of these are negligible or are drowned out by other forces. If anything, the list lets you know to ignore anyone not on it and what values to expect (especially if a way to do aerials without movement is found or the amount can be figured and subtracted). --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 13:19, May 15, 2022 (EDT)
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