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 https://www.youtube.com/watch?v=AjP7Tmxlr0s

Saturday, May 23, 2015

commentary

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)

JUMP FRAME DATA DUMP
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

SPIKESTUN REST & DRILL REST AKA I’M A PUFF GODDDD

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.
Godlike.

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.

Tips: 
* 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

Notes:

* 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

conditions:
* 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

detractors:
* anxiety
* any anxiety at all


checks:
* 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.

meditation:
increases feeling of autonomy/control

fitness:
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.

Thursday, April 30, 2015

MangoPuff vs S2J Friendlies Analysis

MangoPuff vs S2J Friendlies Analysis
notation by youtube timemarker

Pokemon Stadium

12:17 shields obvious aerial, bair oos covers options
12:19 nair is weird, either really late reaction or to prevent a ff
12:20 nair is a bad/late whiff punish, as is the following fair
12:22 outruns the knee, positions outside of followthrough action for bair, tries to combo to nair, way too slow I think grab would have worked and been rewarding
aeirals so far have been pretty aimless.
12:24 sees S2J’s DD is fishing for punish so fades back and fairs the dash forward, converts to an upair on shield, then wd out and watch. I think the wd loses to stomp.
should CC grab the nair.
12:27 lol the walk
s2j reacts quickly enough to grab the bair startup, doesn’t extend the combo
12:29 FHs while ready to reactively fade back, gets a pound, s2j hits the tech
haha, that’s clearly something that mango drilled into brain muscle memory when he was like 16, look how automatic the jab is.
S2J with some obviously practiced combo of his own.
12:38 I am thinking about replacing that exact upair with a raw rest. I hate falling upair for this reason.
sucks being over falcon.
12:44 I think too low % to get techchase rest, instead upairs before the dj to upair (should have been upair rest)
cool nair on missed tech, could have been empty land jab?
12:48 that nair forces falcon to shield if he doesn’t immediately nair/uair (he ran first) or unless he can do pivot stuff. It’s now very pokable. Mango fades back to avoid potential stomp, sees it isn’t there, repeats, banks on no stomp and lands close but doesn’t double crossup as fully as intended so gets naired.
12:53 really freakin bad dj fair, should have gotten upaired
12:57 spaces outside of dj knee/upair, second bair covers fadeback upB
13:00 could have rested upB lag but chooses bair (for no respawn punish)
s2j amsah techs it though.
dumb upB from ledge, mango misses the shieldpoke bair
chooses to wait rather than upair the shield for no reason
13:04 empty sh to keep options, unsafe dj to press stage, nair to protect the fall, punishes bad spacing on punish attempt but with bad spacing on followthrough so gets comboed.
13:11 really good stuff from s2j, esp nair in place which leads to bair to stomp
13:20 bad fair, realizes and runs. Difficult spot because had he outrun it he’d be in a good place but because he couldn’t it was better to crouch on reaction to falcon’s jump.
messy play
13:28 bair turnaround shield covers every option. sickkkk.
13:32 this nair is good if you know they won’t upair but could definitely get you killed.
same double nair on shield as earlier. Essentially the same as next to ledge because tree cuts off one escape route so you only have to look for an aeiral/roll in one direction.
13:36 lol mango realizes too late that the jabs aren’t hitting him and gets hit with the 3rd.
13:41 positioning under the platform to whiff punish. Loses to 2015 shield drop upair. S2J sees this and is trying to whiff far enough away to punish a punish attempt.
13:43 yeah dropthrough upair, see?
13:54 the tree cuts off the space and mango has to shield. Aerial OoS is made safe when s2j accidentally crosses up.
more silliness.
14:05, upair then crouch then nair on confirmation of no action. Feet exposed but platform rising scares mango off.
14:08 FH bair uair would have had a big positional reward but banked on s2j not reacting to the fh like he did
ooh pivot genntleman who does that?
14:11 lol reactive puff techchase. Note the empty land.
14:12 moving to that spot ensured a bair on shield after falcon gets up.
Easy whiff punish after nair but mango chooses to show off and crossup uair. Actually it’s not a bad position. Can easily cover movement in either direction with the following nair, just messes up a little bit.
14:16 fair has greater range and covers escape options in case grab would have whiffed.
No reason to engage first afterward when falcon is cornered.
The FH nair looks so good when he’s cornered as long as you are able to fade out of falcon sh nair on reaction.
pretty easy followup.
they take a second presumably to drink lol
14:36 mango gets stuck having to shield but once again gets crossed up. I wonder if he’s doing that on purpose, ‘cause it’s a great spot. Could easily upsmash OoS if not rest depending on how close he is.
14:38 slightly too late on whiff punish grab… both of them.
14:46 lol dj nair is really funny and maybe good here ‘cause landing wouldn’t have led to anything, tries to crossup uptilt but s2j can pivot grab because of low % hitstun
14:50 restable jabs(?)
14:51 restable stomp
same upthrow upair as earlier, this time hits the second upair (because of no dj) and more. Could have bair to WoP the missed tech (no one was going to tech that).
14:58, crosses up with nair (good vs shield and dash dance, as seen). Second nair should have been a fair.
Doesn’t go far enough to use platform to stop the bair.
15:03 uses jumpsquat to avoid jab. Interesting.
Bad choice to nair though.
15:14 WD on reaction to empty land beats pretty much anything falcon could do.
15:21 Yeah it looks like mango is trying to run to the inside of where falcon can land once he jumps. Lets falcon cross himself up. Neat.
15:26 potential pound instead of ledgegrab? Actually it would be CC punished
15:27 lmao pc drop
15:29 choice to nair is weird. but it forces a shield. Eh, could have been CCed.
15:31 whiffs a grab and dashes away from easy crouch, maybe was anticipating something other than the obvious grab.
Same upthrow upair but either lower % so s2j gets out of hitstun and ffs. Maybe sh uair.
… DD pound, the most unsafe decision in the universe but it’s choke time.
The rest of this match is just slop.


Dreamland

15:59 definitely could have rested. (note: After upthrow he was at 21, at 22% upair would have triggered tumble, enabling techtrap rest with DI to platform, so after 1 aerial you need to grab, pummel, upthrow)
After dropping the combo just waits outside for a whiffed aerial, a little slow to react
16:02 easy reaction techchase, just empty land and jab
16:07 the “falcon is cornered” mango nair fadeback react again.
16:09 rolls because lightshield increased shieldstun, could have WDed unless he feared stomp
immediately assumes whiff punish spacing but again is too slow, messes up the low falling upair > crouch (is safe on shield for sure), I think missed l cancel
16:12 up DI on the dthrow, I don’t think this is actually good. Pretty sure down and away is best, but unsure, need to test.
whiff punishes missed upair with fair, doesn’t lead to anything
16:18 upsmash OoS ultra safe on crossup
16:23 reads the jump and sh dj bairs wtf why would s2j even want to do that 
16:26 waits outside of aerial range
16:29 was supposed to be reverse fair bair for style but accidentally hits him in
16:31 gets caught assuming s2j will sit in shield, eats a combo and a stupid trade
16:48 easy tomahawk grab and edgeguard
16:59 I don’t think his upair is safe on shield
17:03 realizes nair is unsafe and fades back, then fairs the attempted punish.
17:04 bad shield, crouch does the same thing and can’t be grabbed
17:19 late on the whiff punish so tries to grab shield but is sniffed out, fairs the punish attempt
17:21 moves out of the way of the nair OoS that s2j has done like the last 4 times he’s shielded, upair on sheild, bad idea to upsmash, just crouch.
17:23 yeah that’s why DI up is bad lol
a lot of awful DI
17:39 s2j sits in shield so free upair then retreat from the aerial to another upair, tries to space outside of following jump arc, then crosses up.
17:43 whiffed bair has landing lag but is spaced so s2j wants to punish but can’t grab so he’s gonna knee. If you know he wants to jump OoS free upair. If you’re wrong you upair his shield. win win win. Could have been a techtrap rest had he recognized the platform. Drops that and the easy WoP after.
17:49 s2j has had enough of being cornered and retreats high.
17:53 nair fallthrough bair is nifty
afterward mango just waits outside of his range for him to come back
17:56 missed whiff punish, shields to avoid probable aerial (s2j isn’t likely to hang around and get shieldpoked by uptilt) then WD out to avoid grab/gentleman
18:03 hangs back until s2j commits to a jump, doesn’t want to swing first
18:06 I think this nair is designed to beat a spotdodge
a lot of bad spacing on falcon’s respawn and he takes a lot of damage
18:32 spaced upair, grab, upthrow, too late upair
immediately spaces outside of falcon aerial range, catches falcon overcommitting
18:37 upair nair, obviously going to shield (need 74% for tumble), then uptilt to catch his feet. Badly spaced otherwise would have worked.
A little tempo battle follows
18:54 mango likes to roll after hard knee
18:57 surprised that didn’t shieldpoke. Might only work on his back leg.
19:00 look how strong hitting his shield once then running out is. Covers everything.
19:04 don’t know why he faired but s2j jumps into it
19:15 amazing spacing around the bair
upthrow upair, runs outside of the aerial, upair, runs outside of the aerial that doesn’t come so free bair upair, runs outside of the aerial, pound.
Checkmate bitch.

space, bait, punish.


then 2 minutes of gloating