Smash ultimate frame data reddit
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I get the "good for casual feel" argument and am willing to accept that my view is nonstandard, but this post doesn't make sense to me. Unless you're just talking about online, in which case, yeah, screw online. Smash is a platform fighter with emphasis on mobility, so that situation just sounds strange to me. If you'd really die that much less with shield coming out 2 frames faster, then it could be that you're not using enough mobility in general. Realistically, if a change were made, your shield would come out 2 frames faster. I mean, the whole engine would need a rework at that point to make any sense. If input lag were really 0 frames, shield wouldn't be frame 1 in this game. If the input lag in Ultimate were reduced, it'd be reduced to like 4 frames, not to Melee levels (3? or even that may be 4). SF6 had 6 frames input lag and was modified to have, what, 3.5? 4? Tekken I believe also has 5 or 6.
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We're talking about a couple of frames here, not the difference between 6 frames and 0 frames. You're dying because your shield came out on frame 7? Your shield is frame 1, with 6 frames of input lag it just comes out on frame 7. Of course online increasing the input lag makes it rubbish, that's true no matter what your base input lag value is set to just because adjusting the input lag makes the game completely different.īut I don't understand the "dying because your shield won't come up even though you pressed it" bit. (If the game really feels heavy to you though, it's not the input lag, it's the buffer system imo)Ĭlick to expand.Hold on. My competitive experience represents a small piece of the pie relative to all smash play. Of course, Ultimate does this in other ways than input lag like universal ledge getup animations being so slow and shield drop being 7 frames (in 4 you could cover both roll and getup on reaction by shielding at ledge), but the lag is a big part of it.īut you guys are right, the feel of the game is definitely more important than that. Brawl and 4 had really obnoxious reactionary situations that prevented me from really keeping up against great players. Moving the window to 17-21 frames creates unreactable situations while keeping other relevant timing-based reactions. One of the reasons I’ve found Ultimate more competitively enjoyable and accessible than its predecessors is the reduced importance of reaction time. I genuinely like the game more this way, but I should recognize my own bias.