Buried: Difference between revisions

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→‎Technical information: Readability. It's generally always a good idea to collapse constants on variables, as it makes it much easier to compare their weighting
m (→‎Bury time: Consistency)
(→‎Technical information: Readability. It's generally always a good idea to collapse constants on variables, as it makes it much easier to compare their weighting)
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==Technical information==
==Technical information==
===Bury time===
===Bury time===
In ''Melee'', the formula for bury [[frame]]s is <code>99 + p * 0.7 - h</code>, rounded down. '''p''' is the opponent's percent after the burying attack hits, while '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be buried for slightly less time, and the minimum possible bury time without button mashing can be either 99 or 84 frames. [[Button mashing]] reduces bury time by 6 frames per input.
In ''Melee'', the formula for bury [[frame]]s is <code>99 + 0.7p - h</code>, rounded down. '''p''' is the opponent's percent after the burying attack hits, while '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be buried for slightly less time, and the minimum possible bury time without button mashing can be either 99 or 84 frames. [[Button mashing]] reduces bury time by 6 frames per input.


From ''Brawl'' onward, the formula is changed to <code>10 + 30 * h + 15 * (3 - r) + p * 0.5 + KB * 1.5</code>, rounded up, with the factors corresponding to the following:
From ''Brawl'' onward, the formula is changed to <code>10 + 30h + 15(3 - r) + 0.5p + 1.5k</code>, rounded up, with the factors corresponding to the following:
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make bury time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.25 if the user is one stock behind the opponent, and 0.375 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.5 if the user is one stock ahead of the opponent, and 1.8 with two or more stocks ahead.
*'''h''' and '''r''' are both placing factors much like the one used in ''Melee'', but they make bury time even more variable based on the user and victim's stock difference (or points in a time battle). '''h''' (handicap) controls stock deficit, being equal to 0.25 if the user is one stock behind the opponent, and 0.375 with two or more stocks behind. On the other hand, '''r''' (rank) controls stock leads, being equal to 1.5 if the user is one stock ahead of the opponent, and 1.8 with two or more stocks ahead.
**If both characters' stocks (or points) are equal, both factors are equal to 0, simplifying the formula to <code>55 + p * 0.5 + KB * 1.5</code>.
**If both characters' stocks (or points) are equal, both factors are equal to 0, simplifying the formula to <code>55 + 0.5p + 1.5k</code>.
**To summarize, characters bury opponents for 8 more frames with a -1 difference in stocks (or points), 12 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 22 less frames with a +2 difference or higher.
**To summarize, characters bury opponents for 8 more frames with a -1 difference in stocks (or points), 12 more frames with a -2 difference or lower, 18 less frames with a +1 difference, and 22 less frames with a +2 difference or higher.
**In ''Brawl'' and ''Smash 4'', '''h''' is equal to 0.325 and 0.65, respectively, while '''r''' is equal to 1.7 and 2.35, respectively. This causes characters to be buried for 10 more frames with a -1 difference in stocks (or points), 20 more with a -2 difference or lower, 25 less with a +1 difference, and 35 less with a +2 difference or higher.
**In ''Brawl'' and ''Smash 4'', '''h''' is equal to 0.325 and 0.65, respectively, while '''r''' is equal to 1.7 and 2.35, respectively. This causes characters to be buried for 10 more frames with a -1 difference in stocks (or points), 20 more with a -2 difference or lower, 25 less with a +1 difference, and 35 less with a +2 difference or higher.
*'''p''' takes the [[1v1 multiplier]] into account in ''Ultimate''.
*'''p''' takes the [[1v1 multiplier]] into account in ''Ultimate''.
*'''KB''' is the numerical [[knockback]] amount inflicted by the burying attack, using a [[weight]] of 100 for every character.
*'''k''' is the numerical [[knockback]] amount inflicted by the burying attack, using a [[weight]] of 100 for every character.
*Button mashing reduces bury time by 5 frames per input in ''Brawl'', and 8 frames per input in ''Smash 4'' and ''Ultimate'' (14.4 for buttons, but they cannot be inputted as quickly as stick inputs).
*Button mashing reduces bury time by 5 frames per input in ''Brawl'', and 8 frames per input in ''Smash 4'' and ''Ultimate'' (14.4 for buttons, but they cannot be inputted as quickly as stick inputs).


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In ''Ultimate'', characters with burying [[down throw]]s use different formulas for them:
In ''Ultimate'', characters with burying [[down throw]]s use different formulas for them:
*{{SSBU|Banjo & Kazooie}}'s: <code>35 + p * 0.35</code>
*{{SSBU|Banjo & Kazooie}}'s: <code>35 + 0.35p</code>
*{{SSBU|King K. Rool}}'s: <code>60 + p * 0.75</code>
*{{SSBU|King K. Rool}}'s: <code>60 + 0.75p</code>
*{{SSBU|R.O.B.}}'s: <code>30 + p * 0.4</code>
*{{SSBU|R.O.B.}}'s: <code>30 + 0.4p</code>


For these formulas, '''p''' is the opponent's percent ''before'' the damage is dealt, instead of after. Due to knockback and rank not being factors whatsoever, the bury time of these throws is much less variable and thus easier to calculate.
For these formulas, '''p''' is the opponent's percent ''before'' the damage is dealt, instead of after. Due to knockback and rank not being factors whatsoever, the bury time of these throws is much less variable and thus easier to calculate.