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Talk:Lag
explanation[edit]
"This lag will still affect the attacker even if the attack deals no damage, such as versus Mr. Resetti, stage elements, or a character that is invincible."
-Can someone please explain this better? I don't understand it. Zixor (talk) 16:13, 20 July 2008 (UTC)
- It has to do with collision bubbles. Resetti can't be harmed and neither can invincible players, but the attacker will still take hitlag. - Gargomon251 (talk) 20:42, 20 July 2008 (UTC)
So, hitlag can affect the attacker as well? This is not (clearly) stated in the article. What EXACTLY determines when the attacker receives hitlag? Zixor (talk) 02:42, 21 July 2008 (UTC)
air dodge hitstun?[edit]
"However, in Brawl, one can air dodge out of it."
-Is there any truth to this? Zixor (talk) 19:50, 25 July 2008 (UTC)
F.L.U.D.D.'s exploitation of hit lag?[edit]
Should something be added to note the attributes of how the FLUDD can trap some atks within their own hit lag? Mario, the classic man of Nintendo (talk)
Avoidable all together?[edit]
I've noticed that you can avoid these lags, most easily with stall then falls. Someone should, almost definitely, be finding a way to see if this is true for hitlag, as it most likely is.
Splitting up?[edit]
I don't think this article needs to be split up; it isn't that long and if you do split it up, the resulting articles would be too short. DoctorPain99 12:35, 4 June 2011 (EDT)
- The thing is, this article is basically on three different topics, one of them which already has its own article. There's nothing wrong with short articles if they're informative on their subject. Toomai Glittershine
Da Bomb 13:12, 4 June 2011 (EDT)
- I oppose splitting the article, Freeze Frame has enough notability as a much more common form of lag appearing in all games, while the others are better beingn described here. Blue Ninjakoopa(Talk) 00:55, 29 November 2011 (EST)
- I disagree, since lag has multiple meanings but freeze frame doesn't
Mr. Anontalk 18:36, 29 November 2011 (EST)
This shouldn't be a disambig[edit]
While hitlag and wifi lag are fine as their own articles, we need an article that covers start-up, ending, and landing lag. Of those three, only start-up has an article, that's pretty insubstantial, and this is the only title that makes sense to cover all three.
I'll also point out that when this was split up, the information on screen lag was not included anywhere else. That was pretty irresponsible to split this article up without making sure all relevant, legitimate information remained somewhere on the Wiki. Omega Tyrant 23:17, 25 August 2012 (EDT)
- That's fair. Once we make the page for lag, we then refer to the other two pages. Keep the disambig page but remove the redirect for Lag and add content to that page. LightningBlue
23:28, 25 August 2012 (EDT)
Tables for characters' Empty/Normal/Heavy Landing Lag?[edit]
Most attribute/stat pages (Falling speed, Jump, Dash, etc...) where the values can differ between characters have tables for each game that shows off each character's value in that field, as well their ranking. I've been collating the empty (or heavy) landing lag for every character for every Smash title I can get the info for; the last game I have yet to fill out is Sm4sh. When I do get that last table filled out, can I add the tables to this article to be consistent with every other stat page?
As an aside, according to this google doc, 64 actually has three different landing lags (perfect, soft, hard landings). Should that be noted in the article as well? Mariogeek2 (talk) 17:06, December 4, 2024 (EST)
- Bumped because it's been a week. Also I found a google doc with all the Sm4sh character attributes on it, so that little wrinkle has been smoothed out. Mariogeek2 (talk) 22:33, December 21, 2024 (EST)