Sunday, May 31, 2015

optimal can mean
if you're going to do something, do it well.
small and well > nothing > big and clumsily

Friday, May 29, 2015

Spawn Points

Native spawn points.
Keep in mind that if you start the match holding down as P3 or P4 you will automatically fall through platforms (because melee spawns players in order).
You should honestly agree to neutral spawn but maybe there are some crafty mindgames depending on MU you can do with this info lol.

Thanks to phanna the og god again

Saturday, May 23, 2015


The keys to good commentary:

* have a letter and number of the day * speak unnecessarily slow/measured * very helpful if you have unusual vocal inflection * feed the stream misinformation. Its has to be subtle though, you don’t want it to be obvious that you’re lying. Do the good lie thing where you dress it up in little truths or convincing rhetoric. Ex: I said that Dan beat sfat in a money match but that sfat had just gotten off the plane. Because sfat also lost to dart and kels for this reason it is more believable. Think the game of faces. * Explicit jokes are discouraged. * Nest your jokes and references. If you make a subtle joke, leave it be for 3 minutes then quickly reference it, but move on immediately. You can continue to make singular references to it irregularly but it is less effective over time. * Invent a narrative about the players (they’re long lost relatives, they like the same girl, they both used to play brawl, whatever) and beat it to death. Then beat it some more. * Make a big and lengthy deal out of small things. A missed L-cancel, a good bair, something like that. * Disagree with and berate your co-commentator but if you’re going to argue you have to be 100% sure that you can’t lose the argument. * Pick a player and bash him really hard all day. * Pick a clearly bad player and talk him up. Every time he does something bad you say, oh minor flub minor flub. * etc.

Monday, May 18, 2015

Jump Frame Data Dump (draft)

a little dry but it’s soooo important to understand

Puff has 5 frames of jumpsquat. She’s airbourne on frame 6, so the earliest you can start an aerial is frame 6.

On frame 4(have to double check but I am 80% sure it is 4) of jumpsquat the game will register the horizontal position of your analog stick to determine your jump arc/velocity. This is called Analog Jumping. It can be anywhere from -100% back for a backwards jump to a neutral vertical jump to a 100% forward jump (including many slight degrees between these).
This same concept applies to double jumping but the horizontal value is read on the same frame as the jump input.

After you are airbourne any horizontal values on your analog stick will influence the your velocity in a similar way. For the purpose of vernacular, this is designated as Aerial Drift. One of the benefits of playing jigglypuff is that her aerial drift takes effect extremely quickly and her velocity has a profoundly wide range corresponding to -100% backwards to 100% forward, allowing for substantial spacing decisions in the air and on the fly.

In application: if you press 100% forward on frame 4 of jumpsquat then via analog jump you will have 100% forward velocity during the jump, so holding forward does not give you additional velocity, rather it maintains it at 100%. However, in jigglypuff's case aerial drift is applied so quickly that should you return the stick to neutral your velocity will be reduced to 0% almost immediately. The same can be said for any other value of aerial drift.

It is interesting to note that jigglypuff's aerial drift has reduced potency while rising after double jumping unless you fill it with an aerial.
An empty double jump has a larger animation/hurtbox.
In addition, she can only prevent herself from turning around while double jumping by inputting an aerial within 4 frames.
These three things are why a lot of jigglypuffs spam aerials, even if they don’t realize it. Knowing the reason will help you determine what is and what isn’t needless spam.

Fastfalling will increase your downward velocity if input after the apex of a jump. It is not an analog input, meaning that if you press 100% down you will not fall faster than if you press 50% down on the vertical axis. 

From a fullhop the earliest ff is on frame 27 (first frame of the flip that she does if empty jump). You'll be grounded on f39 (no ff f52).
From a shorthop the earliest ff is on frame 19 (no obvious visual cue beyond being the apex of jump). Grounded on f23 (no ff f34).
Because every consecutive double jump is shorter than the last they all have different ffs and similarly do not have an easy visual cue.

You cannot double jump until 29 frames after your previous double jump.
You cannot fall through a fast fall until the animation ends 50f after a double jump.

Bair has IASA frames at 31 (slightly after full 360) so you can cancel the ending animation with either jump or another aerial.
(Uair at 38/39
Fair 35/39
Nair 40/49 but these are less applicable.)

Wednesday, May 13, 2015

Spikestun Rest & Drill Rest


I’ve got two (2) rest setups off of drill to share.

There’s this animation that we’ll call “spikestun” that happens when a character is hit with almost enough force to make them bounce off the ground but not quite. It happens all the time at low %s with falco’s/marth’s dair. Spikestun manifests for the majority of the cast as a flipping animation that is both lengthy and conspicuous AKA HELLA RESTABLE and it turns out that you can reliably trigger spikestun with puff’s downair. 

Through my research I’ve determined that spikestun is triggered when the following conditions are met
a) the character must be in the appropriate % range. For most characters this is between 50-120%. There is a table attached below detailing the range for a single, unstaled hit of dair.
b) puff’s dair must connect with a character’s lowermost hurtbox.

Provided that you are spaced correctly, once they start spinning around you have ample frames to react and press down B.

While this is relatively straightforward, several common execution errors can prevent spikestun from being triggered.
1) your final hit must connect with only the lowermost hurtbox.
2) it is much easier to hit the lowermost hurtbox on some character than others. Marth = easy. Fox = freakin hard. Jiggs = unrealistic.
3) there is an empty frame in between each hit of puff’s dair. If you happen to pass over their lowermost hitbox during this time then you naturally will not connect with it.
4) If you do not land soon enough after triggering spikestun, an additional dair hit can knock them out of the animation.

* Aim for the feet.
* Fastfall.
* Crossups will oftentimes help you aim better, depending on the character’s stance (i.e. some characters hold one leg out behind them, easy target).
* Tall characters are very susceptible to being shieldpoked straight into spikestun.
* It's not strictly necessary but I personally found it more comfortable to muscle-memory jump into their center after the drill, then press down B on reaction to the spikestun as puff moves.
* Hitstun is unrelated to the animation. A character may shield/move after the duration of hitstun. You need to check in the puff data doc for exact %s but generally 45% is enough to confirm a rest and 80% is enough to confirm a jump rest (which also negates the need to confirm spikestun).

Table (% before single hit, unstaled drill):
55-160% Bowser* **
51-150% Captain Falcon
55-159% Donkey Kong* **
50-148% Dr. Mario* **
45-133% Falco* **
44-129% Fox* **
40-117% Game & Watch * **
53-154% Ganondorf
47-138% Ice Climbers * **
40-117% Jigglypuff * **
43-125% Kirby * **
51-140% Link
50-147% Luigi *
50-147% Mario *
47-139% Marth **
46-137% Mewtwo **
49-143% Ness *
48-140% Peach
50-114% Pichu *
49-132% Pikachu * **
46-136% Roy **
53-155% Samus **
48-140% Sheik
52-153% Yoshi * **
48-136% Young Link
48-140% Zelda


* characters with an asterisk have very low lowermost hurtboxes, so it will be difficult to trigger spikestun with high consistency.

** characters with a double asterisk have a normal flinching animation that is restable as early as 0% in addition to spikestun animation. This is dair ->rest setup number two.

2) DRILL REST (Proof of Concept)
Some characters’ low % flinch animations (hit with very low kb move) are conspicuous enough to rest. In order to rest it you’ll need to land wayyy up in their grill and be very quick about pressing down B after landing lag. As mentioned, every character with a restable flinch animation (that I noticed) is marked with a double asterisk in the above table.
Practice this setup in training mode with an eye on the combo meter.
This setup is generally not tournament viable because while the animations are (like spikestun) tied to which hurtbox was hit last, in this case they generally are not wide enough long enough to allow for a hit confirm. The majority of the time you have to guess.

Shouts out to Phanna AKA THE OG PUFF GOD for your initial (if woefully incomplete and misleading lol) research.

Friday, May 8, 2015

flowstate notes

flowstate notes from gravy's stream

* perceived challenge/opportunity
* realistic and clear goals
* immediate progress markers
* intrinsic motivation (it's enjoyable in itself)
* autonomy (being in control)/mastery of practiced skills

basically teach yourself to feel in control along with the control

easier if you break tasks into smaller pieces or steps, flowchart it
even easier if you do so habitually

* anxiety
* any anxiety at all

* intense focus
* little to no self-reflection
* merging of action and awareness
* don’t care/notice time passing
* could you hold a conversation? If so you're not even close.

increases feeling of autonomy/control

being healthy means your body is better equipped to do what you want it to.
also your brain needs time to build new paths, go for a walk and come back. The functionality of sleep on the short term.

fighting game players show measurable cognitive increase
(obv. the whole appeal of fighting games is that they transition the "ooh, a nice neat puzzle to solve" base appeal of games to "ooh, look at this puzzle called "yourself")

poker skills apparently translate

objective mindset meditation,
observe mindset objectively as quickly and fully as possible throughout the day. What are you thinking/feeling? Rapidly adjust this to optimal.