Tumble and jump buffering

Поділитися
Вставка
  • Опубліковано 1 лис 2024

КОМЕНТАРІ • 45

  • @balthazar500
    @balthazar500 10 років тому +22

    Just to be clear, a jump buffer is active for 20 frames like a tech, but does not have an additional 20 frame downtime like a tech? So you can essentially spam jump to refresh the buffer?

    • @meleemechanics
      @meleemechanics  10 років тому +33

      Yes, and that’s what I recommend to do.

  • @firzenmg
    @firzenmg 10 років тому +9

    Getting out of tumble by smashing stick... How did I not know?

  • @StorMyu22
    @StorMyu22 10 років тому +4

    Daft Punk + SSBM, good good good !

  • @JasonSmith-jv7wl
    @JasonSmith-jv7wl 10 років тому

    It's really good to know the old idea of slamming the control stick left in right in tumble to get out of it faster was, well, partly true. I remember someone saying a few years ago that it was not true, but you have proven that it does remove the tumble status. Quite nifty to know!

  • @xJin678
    @xJin678 9 років тому +1

    Just some added info. In cases similar to the DamageFlyRoll animation like jumping immediately after a throw or after your own aerial, you can still buffer a jump by holding Up on joystick on the last 4 (or later) frames of hitstun. In comparison to using X and Y buttons, holding Up on joystick will be a 4 frame window to buffer the earliest jump while X/Y will be a 1 frame window buffer the earliest jump. In general, holding Up on joystick adds 3 more frames to the buffer window compared to X and Y.

    • @meleemechanics
      @meleemechanics  9 років тому +1

      xJin678 That’s true and something I should have mentioned. Still, it has the drawback of easily missing the maximum inward control stick input for the jump direction. That is read at the same time as the jump input, so if I’m not mistaken you can never get the same aerial jump forward momentum with stick jump as with button jump.

    • @xJin678
      @xJin678 9 років тому +3

      Melee Mechanics by Kadano I think both methods have its uses. If you wanted to jump out of a chaingrab, DamageFlyRoll animation, or survive a really low aerial (e.g. Falcon's dropzone on Yoshi's Story), then joystick Up would probably be the way to go since you're not worried about getting horizontal distance. Otherwise, X and Y should be used for every other situation for jump buffering.

    • @meleemechanics
      @meleemechanics  9 років тому +1

      Yeah, I agree with that.

    • @LiangRome
      @LiangRome 9 років тому

      Melee Mechanics by Kadano so as a general rule of thumb, x/y for survival di, up for combo di?

    • @meleemechanics
      @meleemechanics  9 років тому

      Yes.

  • @V1nc3B
    @V1nc3B 9 років тому

    Your channel is amazing man

  • @xcv2315
    @xcv2315 5 років тому

    That's gold, thank you.

  • @Dr3am9553
    @Dr3am9553 6 років тому +2

    I've noticed certain throws like fox's uthrow don't allow for jump buffering at uthrow upsmash kill %s (80-110%) in the ditto. Is that just me being bad or is it the cause where jump buffering just can't be done in this instance

    • @milesdrambus
      @milesdrambus 4 роки тому

      Jump buffering can't be done off of throws I believe

  • @dddmemaybe
    @dddmemaybe 7 років тому +1

    Interesting the implementations of "smashing" versus "soft-usage" of the control stick in smash.
    Dashing vs walking. Smashing vs tilts. Exiting vs remaining in tumble-fall. Rolling vs shield tilt. Samus strong vs soft missles.
    I'd like to have an option for using soft uses easier like d-pad or something but idk.

  • @ClevelandClips
    @ClevelandClips 10 років тому +2

    This explains why characters sometimes gets into fall animation when I shine with Falco. But how is it determined? Move staleness or spacing?

    • @meleemechanics
      @meleemechanics  10 років тому +3

      smashboards.com/posts/9872129
      If that’s too theoretical: the video number 2 in line will cover this phenomenon. It’s because of move staling, but quite a bit more complicated.

    • @ClevelandClips
      @ClevelandClips 10 років тому

      I just watched that video. So In theory, you can manipulate DI on his shine to get into fall every time? or is that only when he's on the ground? This is some crazy stuff

    • @meleemechanics
      @meleemechanics  10 років тому +4

      ClevelandClips I meant future video number 2 (A6). The next one will be “Knockdown, teching and advanced DI”, the one after that will be “(Jab) resets and zero gravity glitch”.

    • @ClevelandClips
      @ClevelandClips 10 років тому

      alright, looking forward to it

    • @Strong_Badam
      @Strong_Badam 10 років тому

      Melee Mechanics (Kadano) dat 6.00 damage tho

  • @Rael0505
    @Rael0505 3 роки тому

    How do we know if an attack will cause the character to go into DamageFlyTop or DamageFlyRoll? Is it random?

  • @OfDaSouth
    @OfDaSouth 9 років тому +1

    Thaaaaanks Kandanoooo

  • @zaborg2400x
    @zaborg2400x 10 років тому

    helpful vid, thank you

  • @WusigiDr1
    @WusigiDr1 10 років тому +1

    will you be discussing meteor cancelling as well?

  • @FP-ih1lu
    @FP-ih1lu 3 роки тому

    Can you buffer jump out of attack animations?

  • @StealthyPanda122
    @StealthyPanda122 8 років тому

    Since you have to be in KB > 80 (or grounded) to die off the top, does that mean you can save yourself with jumping if you're going to fly off top blast zone? By putting yourself in an animation that can't die off the top?

    • @meleemechanics
      @meleemechanics  8 років тому +1

      Knockback is a separate stat that is tracked regardless of animation. So you can jump above the blast zone without dying as long as your remaining KB is below 80. The animation you are in does not matter as long as it is an airborne one.

  • @georgenelson1769
    @georgenelson1769 8 років тому

    Do you know if this applies to PM, as well? I try to jump out of hitstun/knockback (damage*) and sometimes it doesn't work. I think it happens more from throws. I never have this issue in melee so I know there's a difference somewhere.

    • @johnleecooper8520
      @johnleecooper8520 2 роки тому

      the 20 frame thing is not in PM, regular jump buffering is

  • @AaronHellmann
    @AaronHellmann 7 років тому

    So does that mean you can jump buffer a shine spike as Falcon?

  • @firzenmg
    @firzenmg 10 років тому +1

    Is this how japanese di, or quarter circle di works?

    • @meleemechanics
      @meleemechanics  10 років тому +2

      Quarter circle DI is the most feasible way to achieve two SDI outputs and will be covered soon. This video doesn’t have anything to do with it, though.

  • @vincentchps3
    @vincentchps3 10 років тому

    can you fastfall in tumble?

  • @yomedrath
    @yomedrath 10 років тому +1

    How does UpBing relate to knockback? would a marth(without jump) have "survived" with an UpB? (probably not, just wondering)
    And while it's awesome to know you live longer like this, using your jump that early usualy results in being edgeguarded :D
    Great Video nonetheless, i love Smash theory :)

  • @ltdzinger
    @ltdzinger 10 років тому +1

    Annoying as hell music.

    • @meleemechanics
      @meleemechanics  10 років тому +2

      Do you have suggestions for future videos? I don’t have much background suited music.

    • @boingboingboingboing
      @boingboingboingboing 10 років тому +14

      Melee Mechanics (Kadano) Don't listen to him, I thought the music was perfect.

    • @Didact25
      @Didact25 10 років тому

      Melee Mechanics (Kadano) More daft punk the better

    • @dddmemaybe
      @dddmemaybe 7 років тому +1

      Rip song so good it got removed for copyright claims sadboys i ams