Regional realities of SSBU esports open very different opportunities for players. To give all the players a chance to shine in this for-fun-only competition, we have created Global and Regional rankings of pro Smash players. Ultimate esports is huge and consists of many dimensions. For example, if someone is impressively talented but participates in only a few small tournaments, you might not find their name in this list of the best Smash Ultimate players. They are only about real tournament results. The numbers certainly can’t take into consideration many aspects, such as the skills of a specific player. The player’s position in the final results.Tournament Tier (on the basis of various factors).The system gives DF points to players, counting their tournament results. So, how do we build Smash Ultimate player rankings? This is the release version of DF Rankings, so while we’re going to improve our rankings over time and consider the data needed for more accurate estimation, the core concept of the Rankings will not change. Please, check out the list of top Smash Ultimate players ranked from the best… to actually the same best but with slightly less active in the recent tournaments (you know, everyone is absolutely exceptional on this top-level). Will you be able to fight your way to the top of our Smash Ultimate rankings? How is your favorite pro player doing in DashFight’s new ranking system? Thanks very much to Brad/Arma for helping with some Javascript things! Thanks to DigitalNinjaGraphics for the Shulk Monado Art and Pokemon Trainer and Mii Character Images.DashFight brings the SSBU pro competition to a new level. Hitbox pausing/framestep via Buzzfeed libgif-js and Featherlight. I farmed no data myself, so be sure to thank those folks for all their hard work! Code Stuff Spot Dodges on stats page and additional automation thanks to GiefKid! Additional data/information thanks to Struggleton, Lattie, EyeDonuts, Invy, Foxyjoe, Plague von Karma, aaronlink127, and Zeckemyro. Out of Shield options are from this Google Sheet. Thanks to Drafix570, Gengar6tomo, and Meshima for this spreadsheet source where most of the active frames came from-and thanks to Yikarur for translating. Hitbox images from Zeckemyro and EyeDonuts. Zapp Branniglenn's Google Sheet, Zeckemyro, Ruben_dal, Smash Wiki, and Kurogane Hammer. The regular lines indicate the angles like they are. It goes over a lot of these concepts!įOR ANGLES - 0 is horizontal, 90 is vertical. Check out this video, "Understanding Frame Data," from Izaw.Stale Moves affect advantage/disadvantage and occur when hitting a character as well as when hitting a shield.This includes projectiles which are active for a very long time and thus become much more advantaged the later they hit. On Shield advantage/disadvantage data assumes the move hits on its first Active Frame (hitting on a later active frame would be a meaty and can gain additional advantage relative to the later active frames).So a 6 frame grab would be 10 frames out of shield. Grabs used to happen instantly out of shield as well, but Ultimate added 4 frames to Grabs done after a hit connects with a shield. Aerials have 3 frames added to them because it takes 3 frames to leave the ground, so a 3 frame aerial would be 6 frames out of shield. So, since some characters have a 3 frame Up B, -3 would be unsafe against those characters. HUGE EXCEPTION: Jump, Up B, and Up Smash out of shield ignore Shield Drop frames. So if all else was equal, you could be as disadvantaged as -11 on an attack and still be "neutral". However, in Smash there is Shield Drop which takes 11 frames in Ultimate. In most games, being negative means you can't apply pressure since the defending opponent would be able to act before you as the attacker. Negative meaning the defender can act before the attacker. About On Shield data: The +/- refers to who can act first after an attack hits a shield.Grab after an attack hits your shield takes an additional 4 frames and does not incur Shield Drop.Jumping out of shield takes 3 frames and does not incur Shield Drop.Up B and Up Smash happen instantly out of shield and do not incur Shield Drop.Dropping your shield ( Shield Drop) takes 11 frames.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.It costs $100 a year for the privilege to post an app on the Apple Store.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |