@Thor_SSB@Chemotheraputt@Kong9Chunky it doesn't affect when launch angle is between 65°-115° or 245°-295° after DI and vertical launch speed added by character's gravity
Holding down might work against spikes that use 300° angle like Ryu/Ken Dair for most characters, for 270° it would be the same as not DI'ing
@RamsesDecrees@Sabaca2g@Meshima_ it seems that the Revenge deactivation function checks the subaction used and Isabelle's Fishing Rod down throw isn't considered so it doesn't remove it
Fun fact: This also happens with Diddy's Monkey Flip but only with the attack input throw, the jump input throw removes Revenge
@RamsesDecrees@Sabaca2g@Meshima_ sadly Revenge deactivation isn't related on how the throw is coded but to how the Revenge deactivation function works and since it's not a script it's not on the data viewer, this is most likely due to being removed by multiple factors like time, moves whiffed and damage
Turns out Byleth upb ignores grab invulnerability ONLY if it is set from a throw, it's not ignored if it comes from a grab release or another upb, which means Byleth can double upb as long as the second upb hits within the first 60 frames of using a throw, thanks @Ruben_dal!
Nintendo Switchソフト『大乱闘スマッシュブラザーズ SPECIAL』の更新データVer.13.0.3の配信を開始しました。オンラインモードでの対戦終了時に特定のタイミングで通信切断を行うと、世界戦闘力が適切に変動しないことがある問題を修正しました。 https://t.co/COrhVM3irr
@Taimueng Unlike Steve PMLG it doesn't require jumping and using an aerial to enable the hitstun cancel, in this case specials and airdodges can be used to activate it
More stuff about Finish Zoom, it's bugged on slow gameplay speeds allowing launched characters to hitstun cancel as seen with Steve's PMLG so it can make stuff like this happen lol
@TrackingDown that's somewhat known, it only happens when the character is grounded when trading and has one of these conditions
- Character hit activates finish zoom while opposing character doesn't
- Has a lower port priority in case both characters hits activate finish zoom
Fun fact about Finish Zoom, hitboxes with Electric and Paralyze effects launch opponents farther than normal when triggering the effect since the game gives them an extra frame of hitstun
@zrksyd@CSharpM7 That's correct, gameplay speed modifiers works the same in Training mode and Special Smash and this can happen on Special Smash on Slow speed. Witch Time/Timer are ignored by Finish Zoom since it uses slowdown multipliers during it that override them during the effect
@SmaxSSB you could mod the stage stageparam_xxxxx.stprm file camera params to change camera position and angle, for example here is normal_camera_vertical_angle modded to -45 and how it looks in-game
@SmaxSSB modded training mode rules on ui_rule_db.prc param file to have 1 stock instead of time to enable finish zoom, this however makes it buggy so you can't reset positions or use save states on training modpack since it despawns all characters
@SmaxSSB can do any action before launch starts, it can be airdodge, an aerial or an special. Used Villager side B as an example since it cancels all momentum
Finish Zoom effect end lasts for 8 frames with a slowdown of 1/4x, with the first 4 frames having the opponent in freeze frames and launch happening on frame 5
However for Electric/Paralyze hitboxes freeze frames aren't applied and launch starts on frame 1
There are no changes in this version besides amiibo param files for Sora amiibo support, this patch was probably made shortly after 13.0.1 was finished and kept offline until Sora amiibo released
Opponent position used is TransN bone which is at the bottom near character legs and ROB being big makes it susceptible to high launch speed drags which could happen with other characters when extending their hurtboxes (Plant's down B being a notable example for this)
Seems a lot of people forgot autolink jank happening when bouncing on walls, ROB being the character most affected by it due to how it works and that jumping while having launch speed active makes them jump higher than normal as seen with windboxes and Steve PMLG lol
Autolink angles drag opponents using attacking character movement speed, opponent's position and hitbox position to make multi-hits connect with a high launch speed decay in case it gets interrupted but on wall bounce this decay isn't applied and sends them flying