DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,310
One of the most common johns I see (and I'm guilty too) from IC's players goes as following: "I dropped my cgs so I lost." At the same time, the advice on how to chaingrab with more consistency has been "practice more" since 2008. This thread is designed to be a swallowing of our pride as IC mains and admitting the truth:
Chaingrabbing is hard stuff.
If it were easy, probably everyone would do it. Specifically, it requires accuracy to within 1/30th of a second, repeatedly. And often times, the difference in timing between succeeding and failing is 1/60th of a second, so this level of subtlety in my mind means that
Muscle Memory alone isn't going to cut it.
At the same time, people often use visual cues in order to help guide their CG timings. However, since HDTV causes lag time, if a player is forced to play on an HDTV (cough MLG cough) their visual cues would then again mean nothing.
This guide is designed to add a third dimension of stimulus. Auditory learning, I believe will help CG consistency. Use it to practice for sure. And if you're tourney doesn't have rules against wearing earphones, use it in tourney too.
General Helpful CG Tips
The Visual Guide
I'm going to go into a frame picture breakdown for each character and show: 6 Frames before the Throw Hitbox is out, and the 4 frames immediately following the throw hitbox. This will show a picture that should be the visual cues of both when to input grab for Popo, and how the spacing of the grab works. At some point, I will include a Nana version that's 5 frames earlier for the grab input for her. And eventually I'll use the hitbox texture so you can see how the CG spacing compares visually from character to charcter. And in the more distant future, combine that info with hurtbox textures if they figure those out.
The Sound Guide
Please make specific requests for sound files in replies to the thread
How to interpret the sounds: The lowpitch sounds are a signal to input DI. The DI will both initiate a throw as well as move character in the proper direction. The high pitch sound is the grab button.
Alternating Grabs
Reserved for links to sound for the entire cast.
The Fthrow > Fthrow String (Non-Buffered)
:random: http://www.mediafire.com/?l4c3zugo84bxp
Edit 1- 3:45pm 11/4/10 - FthrowFthrow string uploaded. Intro added.
Edit 2 - 2:45pm 11/12/10 - Added "tips" section
Edit 3 - 8:00pm 11/14/10 - Added more tips and added a MK frame map
Edit 4 - 2:00am 11/17/10 - Post 2 Ideal frame testing dthrow addition
Edit 5 - 7:10pm 12/12/10 - Posted new version of sound file
Chaingrabbing is hard stuff.
If it were easy, probably everyone would do it. Specifically, it requires accuracy to within 1/30th of a second, repeatedly. And often times, the difference in timing between succeeding and failing is 1/60th of a second, so this level of subtlety in my mind means that
Muscle Memory alone isn't going to cut it.
At the same time, people often use visual cues in order to help guide their CG timings. However, since HDTV causes lag time, if a player is forced to play on an HDTV (cough MLG cough) their visual cues would then again mean nothing.
This guide is designed to add a third dimension of stimulus. Auditory learning, I believe will help CG consistency. Use it to practice for sure. And if you're tourney doesn't have rules against wearing earphones, use it in tourney too.
General Helpful CG Tips
Wewt, finally redone the Throws. Wow that was so boring. xD
It seems KayLo and I were each half-right about the throws. Two throws are the same for every character (UThrow and FThrow), while the other two differ depending on the thrown character (BThrow and DThrow).
For the throws that differ, the speed depends on the weight1 values found in [thread=210557]this thread[/thread]. I cross-referenced that thread while I was doing the data, and it all checks out.
One thing that stuck out to me was that the FThrow is the same for all characters. This at least explained to me why I was so consistent in "passing back to the right climber with FThrow" when I screwed up. xD
I haven't done the regrab percentages yet. These will mostly be relevant to BThrow and DThrow, both because the timing differs per character, and because they have a mostly upward trajectory after the throw. I think I need a break from the monotony, so I'll be doing those after the rest of the frame data, which I will be doing tonight and will hopefully be much quicker on account of being about 7856326732x less boring.
THROWS
Character - Hitbox / Total / IASA
Up Throw
[Hits non-grabbed opponents]
All Characters - 25 / 53 / 54
Forward Throw
[Hits non-grabbed opponents]
All Characters - 24 / 54 / 50
Back Throw
Bowser - 22 / 57 / 48
Captain Falcon - 19 / 49 / 42
Charizard - 20 / 53 / 44
Diddy Kong - 17 / 43 / 38
Donkey Kong - 21 / 55 / 47
Falco - 15 / 38 / 33
Fox - 15 / 37 / 33
Ganondorf - 20 / 52 / 44
Ice Climbers - 17 / 43 / 37
Ike - 19 / 49 / 42
Ivysaur - 18 / 47 / 40
Jigglypuff - 13 / 32 / 28
King Dedede - 21 / 52 / 45
Kirby - 15 / 36 / 32
Link - 19 / 49 / 42
Lucario - 18 / 47 / 40
Lucas - 17 / 44 / 38
Luigi - 18 / 46 / 39
Mario - 18 / 46 / 40
Marth - 16 / 41 / 35
Meta Knight - 15 / 37 / 32
Mr. Game & Watch - 14 / 35 / 31
Ness - 17 / 44 / 38
Olimar - 15 / 38 / 33
Peach - 17 / 42 / 37
Pikachu - 15 / 37 / 32
Pit - 17 / 44 / 38
R.O.B. - 20 / 50 / 43
Samus - 20 / 50 / 44
Sheik - 16 / 40 / 35
Snake - 21 / 53 / 46
Sonic - 18 / 45 / 39
Squirtle - 14 / 35 / 31
Toon Link - 17 / 43 / 37
Wario - 20 / 50 / 43
Wolf - 19 / 48 / 41
Yoshi - 20 / 50 / 43
Zelda - 16 / 40 / 35
Zero Suit Samus - 15 / 38 / 33
Down Throw
Bowser - 45 / 69 / 60
Captain Falcon - 39 / 60 / 52
Charizard - 41 / 63 / 55
Diddy Kong - 35 / 53 / 47
Donkey Kong - 43 / 66 / 58
Falco - 31 / 47 / 42
Fox - 30 / 46 / 41
Ganondorf - 41 / 63 / 55
Ice Climbers - 35 / 53 / 47
Ike - 39 / 60 / 53
Ivysaur - 37 / 57 / 50
Jigglypuff - 26 / 39 / 35
King Dedede - 42 / 65 / 56
Kirby - 30 / 45 / 40
Link - 39 / 60 / 52
Lucario - 37 / 57 / 50
Lucas - 35 / 54 / 48
Luigi - 36 / 56 / 49
Mario - 37 / 56 / 50
Marth - 33 / 50 / 44
Meta Knight - 30 / 45 / 40
Mr. Game & Watch - 28 / 43 / 38
Ness - 35 / 54 / 48
Olimar - 31 / 47 / 42
Peach - 34 / 52 / 46
Pikachu - 30 / 45 / 40
Pit - 35 / 54 / 48
R.O.B. - 40 / 61 / 53
Samus - 40 / 62 / 54
Sheik - 32 / 49 / 43
Snake - 42 / 65 / 57
Sonic - 36 / 55 / 48
Squirtle - 28 / 43 / 38
Toon Link - 35 / 53 / 47
Wario - 40 / 61 / 54
Wolf - 38 / 58 / 51
Yoshi - 40 / 61 / 54
Zelda - 32 / 49 / 43
Zero Suit Samus - 31 / 47 / 41
Also, spacing is very important when chain grabbing snake. You might be timing in right but have the wrong spacing which gives you the false conclusion that your timing is wrong. If you grab snake while you're inside of nana your spacing should be correct
All chaingrabs timings are relative to your position. Jiggs is easy to cg too, if you correctly manipulate your position the window becames much larger.
Based on preliminary frame testing, there window is at most 4 frames and at worst 2 frame, even when accounting for spacing. For the most part, the window is 2-3 frames.
Much larger is debatable. Percentage wise there's a huge time increase. But actual time length is only 1 more frame.
Based on the testing, incorporating a pivot grab or a dash grab will add 1 frame to the window of opportunity for successful regrab over a standing grab. The draw back includes spacing and tripping issues.
The pivot grab I would recommend incorporating because it naturally makes the bthrow cg much easier than a soft turn. I'll compile a list of characters that it's "impossible" to reliably softurn a cg. Every character can be reliably hardturned with a pivot grab, but that's susceptible to tripping.
However, the dash grab creates spacing issues that brings in tripping as a factor but also cg's become mashable as you adjust the spacing issues.
Guest's CG Mashablity Chart: http://www.smashboards.com/showthread.php?t=295819In order to reliably CG the following characters, you MUST shield buffer if you bthrow dthrow:
Jigglypuff
Kirby
Metaknight
G&W
Pikachu
Squirtle
Zero Suit Samus
To be safe, you should also shield buffer:
Diddy
Falco
Fox
ICs
Marth
Olimar
Peach
Sheik
Sonic
Toon Link
Zelda
The rest you should be able to not shield buffer, making bthrow dthrow unmashable.
This is assuming the frame data published is correct. I uncovered a frame data error while testing, so take these lists with a grain of salt.
The Visual Guide
I'm going to go into a frame picture breakdown for each character and show: 6 Frames before the Throw Hitbox is out, and the 4 frames immediately following the throw hitbox. This will show a picture that should be the visual cues of both when to input grab for Popo, and how the spacing of the grab works. At some point, I will include a Nana version that's 5 frames earlier for the grab input for her. And eventually I'll use the hitbox texture so you can see how the CG spacing compares visually from character to charcter. And in the more distant future, combine that info with hurtbox textures if they figure those out.
The Sound Guide
Please make specific requests for sound files in replies to the thread
How to interpret the sounds: The lowpitch sounds are a signal to input DI. The DI will both initiate a throw as well as move character in the proper direction. The high pitch sound is the grab button.
Alternating Grabs
Reserved for links to sound for the entire cast.
The Fthrow > Fthrow String (Non-Buffered)
:random: http://www.mediafire.com/?l4c3zugo84bxp
This is the original test file made for a nonbuffered walking fthrow cg string. I've personally tested and was able to CG all 3 of the variations of PT across FD with my eyes closed using only the sound cues.
Advantages to learning the Fthrow string: Obviously there are going to be days when you just can't CG with traditional alternating grabs. Since the fthrow frame data for every character is the same for the fthrow, then in theory on a frame perfect level, the frame data on the fthrow string CG should be the same as well. This make it an ideal back up CG to have in your pocket. Also, it's tripless.
Disadvantage: Spacing issues.
Credit: EA actually made the sound file for this one
Advantages to learning the Fthrow string: Obviously there are going to be days when you just can't CG with traditional alternating grabs. Since the fthrow frame data for every character is the same for the fthrow, then in theory on a frame perfect level, the frame data on the fthrow string CG should be the same as well. This make it an ideal back up CG to have in your pocket. Also, it's tripless.
Disadvantage: Spacing issues.
Credit: EA actually made the sound file for this one
Edit 1- 3:45pm 11/4/10 - FthrowFthrow string uploaded. Intro added.
Edit 2 - 2:45pm 11/12/10 - Added "tips" section
Edit 3 - 8:00pm 11/14/10 - Added more tips and added a MK frame map
Edit 4 - 2:00am 11/17/10 - Post 2 Ideal frame testing dthrow addition
Edit 5 - 7:10pm 12/12/10 - Posted new version of sound file