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The ultimate Sonic guide I guess.Put my last request on hold,
I need frame #'s for Sonic's jump. That is, how many frames it takes for him to GTFO the floor (startup lag)
also, I need someone to test frames for a certain 'project'. send me a PM if you can do frame tests for multiple moves.
I posted SCOTU's method here, but I don't think djbrowny has a capture card. D:Scotu's method is a good way, I used his equipment for ness and lucas, and he used it for fox.
The thing to watch for is that you might want to use a de-interlacer because brawl adds frames in 1/4 speed. So you might end up counting half frames for certain moves, and that's less obvious to count than the rather clear normal frames. ie lucas starts his frame between frame 236 and 237. lucas hits with his jab between 238 and 239, so it hits on frame 2.
i can slow down my footage such that 1 in-game frame is equivalent to 12 frames in my video editing program. there is no risk whatsoever of any interpolation (which ive explained a million times)Anything less direct than a capture card runs the risk of slowdown/speedup upon data transfer/format transfer.
lol I gave up on that when panda (name search incoming) said he will be drafting the list without giving us any opportunity to write an application. Being a sonic main pretty much screws my chancesI'm rooting for you to get on that smash lab crew so who knows how busy you'll be?
Is there any footage of this example? I'd love to see it if it's out there. :3And some other interesting things,
a shield-cancelled foxtrot into an fsmash is 70 frames, while a pivotted foxtrot into an fsmash is 46. thats the time when the hitbox is out. put simply, you can dash like 1/4 FD's length to fsmash REALLY fast.