Nope'eli dope'eli .Doesn't it inflict 22.5% damage?
22% Training mode; 23% in match.
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Nope'eli dope'eli .Doesn't it inflict 22.5% damage?
Yeah, it's 1.05 for sure, since 1.05 = +5%I can't remember the actual number, but there's a damage multiplier on moves used outside of training mode. It's 1.05, 1.1, or something in that range.
i dun liek maff.Yeah, it's 1.05 for sure, since 1,05 = +5% :nerd:
I tested this by stomping King D3 on a custom stage with a ceiling and a floor in training mode. King D3 is shot directly upward when stomped and then stage spiked back down so I stomp King D3 ad infinitum. Here are the resultsThough I don't know if it deals exactly 22.0% in training mode.
It might be 21.9 or 22.1 ;\
Lol, I'd expect you'd actually be pissed to see me kosk, seeing as how I skipped out on that mm .swooooooooooooooooooooooooooooooooooooops
smileyface
<33333
>.< lol, that changelog that's up now is supposed to be 7/22/09. For some reason it has a different date. I'll change it really quick.I just noticed there is no changelog for 7/22/09. What got changed (besides me getting credit in the guide:bigthumbu)
ColinJF and Amazing Ampharos are just awesome. All I did was crunch some numbers to get the percentages. :-).
The left of the diagram represents the most recent move to be added to the queue, and the far right represents the oldest move to the added to the queue. Then we have
stale multiplier = 1 – s
where s is the sum of the values of the positions in the queue occupied by the move being used. For example, if the move being used occupies the .1 position, the .06 position, and the .03 position, then the stale multiplier is 1 - (0.1 + 0.06 + 0.03) = 0.81.
Colin and Amazing Ampharos
You can go ahead try . I'll try my best not to be too cynical and not shoot things down immediately.Swoops listen up.
Can I put some Ideas for Dsmash here ?
When I get Finish my Clues for Dsmash I will let you know.
"One of my least used Ganon moves."
"Give me something the d-smash can do and I can probably name you something that does it better, and gives you a better reward."
I will try to do my Best.
Yeah, those are basically the only uses you could get out of DSmash. There's also gerudo > dsmash against Olimar. Nothing else besides that. You'd expect a move with this much lag to kill early, but no, it can't even do that. Instead, it doesn't kill at all.You can go ahead try . I'll try my best not to be too cynical and not shoot things down immediately.
The thing is, the move doesn't even work like it's supposed to half of the time...not to mention it's 45 frames of lag from the first hit and the unnecessary 25 frames of lag from the second one. Doesn't KO well, and it doesn't give you much follow up options. The only thing I can think of is sending them over the edge when your back is facing it. Also, maybe throwing it out after a stomp for a combo, but even that only works half of the time due to d-smashes inconsistency and wonky first hit. That was a bit cynical, huh?
weinner: I probably won't put up every single decayed damage, so I don't clutter up the guide and drive newbies away. I'll probably put up the rock bottom damage, and then a general decay rate.
I will try this combo.The first hit of Dsmash can either be very lame, OR awesome!
It happens to be awesome Vs Snake (0% Snake)
Dthrow -> Buffered Dsmash -> anything (Likely Fsmash)
I know this sounds stupid, but give it a try.
Both hits of Dsmash juggles REALLY well after the Dthrow, for some odd reason.
I don'tknow if the combo works on more chars than just Snake. Maybe Bowser or D3.
The first hit has no lag (Cooldown)One question,
The Second Hit has Less or More Lag than the First Hit ?