Science Revolution!
Smash Lab Shared Account
- Joined
- Apr 9, 2011
- Messages
- 40
The Smash Lab is an SWF Usergroup dedicated to advancing the Metagame and strengthening the competitive community through research, data, and testing.
In order to become a Smash Lab member you must have proven that you are a reliable and knowledgeable
member of SWF. If you want to do this effectively, you will complete the optional admissions project that you may receive via PM from a Director of the Smash Lab (Bionic, DeLux, Yikarur) after your application has been processed. This can heavily influence your chance to get in. If you do not complete the optional admissions project, you will be relying only on the strength of your written application.
To apply, you must reply in thread with the response to the the following questions. After the application is submitted, the Directors of the Lab will weigh the merit of each application and respond to you via PM on its status.
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This is the Application Thread:In order to become a Smash Lab member you must have proven that you are a reliable and knowledgeable
member of SWF. If you want to do this effectively, you will complete the optional admissions project that you may receive via PM from a Director of the Smash Lab (Bionic, DeLux, Yikarur) after your application has been processed. This can heavily influence your chance to get in. If you do not complete the optional admissions project, you will be relying only on the strength of your written application.
To apply, you must reply in thread with the response to the the following questions. After the application is submitted, the Directors of the Lab will weigh the merit of each application and respond to you via PM on its status.
Resources for the Admission Project:
- Do you have both skype and a google account? (you may answer yes/no if you want to keep your information private until after your admission has processed)
- Why do you want to join the Smash Lab?
- If admitted to the Lab, would you be more interested in working on studying in-game mechanics or helping write character specific guides? Why?
- What previous qualifications do you have in the field of Smash Research?
- What qualities do you possess which you feel will make you an asset to future Smash Lab projects?
- Do you have any links to any Frame Data you have collected? If so, please present them.
- Do you have any links to other findings you have collected? (exp. Stage Mechanics) If so, please present them.
- Are there any factors we should take into consideration in addition to this application?
- Do you commonly have accessibility to a Wii? Do you have accessibility to common hacks (exp. Homebrew, Stack Smash, etc.)
- How much time can you commit to the Smash Lab?
- Now as your optional Admission Test what area will you be willling to create a completed frame map in?
Input maps are pretty much the best thing ever for frame data research. All my "raw" frame data test results are recorded in this format and it allows me to instantly know the right frame for inputs to get a desired response in frame advance.
The advantages in recording in this manner is that its a very easy format to derive values from and work with. It'll save us all a ton of time and give us a set of tools to work with with given characters in frame advance.
Format:
frame* : timer** : input/effect (framework)
*in relation to the noted input frame (Jump input maps always use the jump input as frame 0, for example)
Examples: MK Single Jump optimal input maps (I still have to find the optimal FF inputs)
AC: autocanceled on the earliest possible frameCode:MK (vBrawl) SH/FH input maps in process of redoing because of a glitch in the old tester .pac Bowser 00 : 00 : input jump 25 : 58 : optimal FF input (SH) 45 : 25 : SH lands 65 : 191 : FH lands Jigglypuff 00 : 00 : input jump 07 : 88 : airborne 28 : 53 : optimal FF input (SH) 34 : 43 : optimal FF input (FH) 51 : 15 : SH lands 65 : 191 : FH lands Lucas 00 : 00 : input jump 05 : 91 : airborne 21 : 65 : optimal FF input (SH) 33 : 48 : optimal FF input (FH) 38 : 36 : SH lands 61 : 198 : FH lands
LC: landed the frame immediately after the first hit frame of the noted hitVeril said:OK, time to share something kinda boring but really useful.
Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.
So I made this little chart for easy conversions:
Ex. lets say I'm finding throw data.Code:Time Frame x:00 0 98 1 48 31 96 2 46 32 95 3 45 33 93 4 43 34 91 5 41 35 90 6 40 36 88 7 38 37 86 8 36 38 85 9 35 39 83 10 33 40 81 11 31 41 80 12 30 42 78 13 28 43 76 14 26 44 75 15 25 45 73 16 23 46 71 17 21 47 70 18 20 48 68 19 18 49 66 20 16 50 65 21 15 51 63 22 13 52 61 23 11 53 60 24 10 54 58 25 8 55 56 26 6 56 55 27 5 57 53 28 3 58 51 29 1 59 50 30 x+1:00 60
I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.How to find stuff in frame advance
Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump
With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.
If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.
If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.
obviously Advantage also = (hitstun + release frame) - First actionable frame.What you need:
Homebrew channel installed w/ GeckoOS
SD card
some other code managing software.
Game Cube controller
Makkun has written a wonderful guide on setting this up: http://www.smashboards.com/showthread.php?t=199810
you'll also need these two codes:
drop this ****ter in a txt file, and use the codemngr in the guide above to get it in the right place on your SD card.
How to use:Code:RSBE01 Smash Bros Brawl (US) Debug Pause (GCC) * 80000000 805B8A08 * 0402E5AC 8819000B * 4A000000 804DE470 * 38000000 EFFF1000 * 86410000 00000001 * E2000001 00000000 * 4A000000 805B8A08 * 3A000002 00FF0000 * 12000002 00000001 * E2000001 00000000 * 4A000000 804DE470 * 38000000 FFEF0010 * 4A000000 805B8A08 * 3A000002 FF000000 * 12000002 00000100 * E2000002 00000000 Frame Advance * 041E6CD8 4BE1C128 * 041E6D1C 4BE1C114 * 06002E00 00000068 * 9421FF80 BC410008 * 7CE4402E 7CE738F8 * 7CE73039 3864FFC0 * 7CE3412E 7CC4412E * B8410008 38210080 * 60000000 481E3EB0 * 9421FF80 BC410008 * 7C03202E 3DC01000 * 7DCE70F8 7C007039 * 740E0408 3DE00408 * 7C0E7800 40820008 * 64001000 B8410008 * 38210080 481E3EBC
There are three things to note when using this code.
1) to input a pause command, press X and up-Dpad
2) to "debug pause" to stop the game in its tracks, press start
3) to advance the frame while in debug pause, press z
To input an attack, either tilt the control stick and then press start, or press start and hold the button command (R+A for grab). While holding the controls, press Z. Usually you'll want to release the inputs after that first press of Z to avoid charging attacks, etc...