LONG HITLAG [ECB UNLOCK, IMPOSSIBLE AMSAH TECH]
- Moves that do 12%+ WITH electricity or 24%+ without will have hitlag of 10+ frames.
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Certain action state transitions (ledgegrab, jump, double jump, hitlag/hitstun) lock your character's ECB for 10 frames.
- All characters are locked to an ECB offset of 0 while grounded, but most characters have a higher offset throughout their hitlag/hitstun animation.
- ASDI is read & applied going into the first frame after hitlag.
- If hitlag lasted 10 or more frames due to the criteria at the top, your ECB will be unlocked (change from 0 to its normal value during that frame of the hitstun animation) when hitstun starts.
- In order to Amsah tech, your downward ASDI must overcome the momentum of frame 1 of hitstun, bringing you into contact with the ground.
- Against long-hitlag moves, the added distance needed to collide with ground (due to the upward ECB shift) usually renders Amsah tech impossible.
- There is a solution, kind of: if the move has more than 10 frames of hitstun, you will have a window to SDI downward (normally impossible when grounded, because you are forbidden from SDI'ing below the floor) between frame 10 and the end of hitlag.
- Depending on the move and percent, there may be some combination of ASDI down, SDI diagonal or full down, and TDI to the lowest possible angle that will still allow an Amsah tech to occur by shifting your character closer to the ground collision after the ECB has already unlocked.
- Worth further research: the part of your body that initially got hit determines which damage animation plays. Since different damage animations have different ECB patterns, this can change the correct A/S/DI pattern.
- This is a niche curiosity, don't worry if it doesn't make sense: Since hitlag freezes you in frame 1 of your damage animation, any damage animation that shifts the ECB downward between frames 1-2 can effectively INCREASE the Amsah tech % window. This is notably useful for Fox, Falco, or Sheik when they are hit in the lower body.
ROLLOUT DOCUMENTATION
0.3 velocity + 0.09 velocity per frame of charge beyond the 16 frame startup. Maximum 4.20 velocity. All velocity falls off by 0.1 in the air.
- The initial velocity of your rollout is your max velocity during the rollout
- Holding a direction gives acceleration of 9/200ths of your speed in the pre-turnaround direction AT THE TIME YOU MADE THE TURNAROUND INPUT, per frame. This value doesn't seem to change based on analog stick value, as long as its in the turnaround direction.
- You cannot fall off ledge while holding the other direction, even if its a tilt input at the last minute while going top speed.
- Accelerating in the direction of your velocity for 6 frames will cause you to immediately jump to the initial/max velocity in that direction (i.e., once you actually start moving the other way during a turnaround, you will snap to max velocity that direction in 6 frames)
- The initial rollout lasts 106 frames? I think.
- A turnaround within the first 60 frames will make the move go for (turnaround input frame % 15)*2 + 90 frames in total. I would GUESS that the reason this is wavy is because of some shit the move checks in intervals of 15f, but it's whacky either way.
- If more than 1 turnaround has been performed, the move will terminate at 91 frames regardless of the previous rules.
When it ends the move reduces your momentum and goes into a 32 frames endlag, which also puts you in freefall if you roll off an edge during it.