@dorkburger84@the_transit_guy@Tyler_The_Wise My father-in-law is a town planner. We were in Disneyland on Main St, and I asked him how much it would cost to build it today. I will never forget his answer...
"We can't. We don't know how to do it."
@Normal_Punch Also the reason I mentioned wanting to see hitlag/shieldlag is because projectiles apply it to the victim, but not the attacker. Since Fleet and Maypul's dairs are both counted as projectiles, this causes them to be safer on-shield than the site suggests. -4 and -8, respectively
@Normal_Punch@TheDakpo Ranno's third kick is -6 on-shield if he stays in the air. I've labbed this out several times.
Sorry again about the things I said on reddit. My dumb ass should have seen the site was fan-made; that's on me. Thanks for being a gentleman in the comments.
@theDunit13@DaveKluge And if we're going to make a stat about WR-caused picks, we also ought to make a stat for balls that SHOULD have been picked, but bounced out of the DB's hands.
Rodgers threw a LOT of those; maybe the way he over-inflates his footballs contributes to his low int%.
@theDunit13@DaveKluge Would that person know whether the wideout ran the right route? Would they make their methodology transparent so that other stat people could check it?
Ints don't tell the whole story, but at least they're objective. Subjective stats (like "QBR") are always tricky.
@theDunit13@DaveKluge I've always said this (look at Aaron Rodgers' 2014 season, where 5 of his 6 picks bounced off his receiver's hands). But it always looks cut-and-dry when you're looking at the perfectly-thrown passes. How do we assign blame on ambiguous situations, though? WHO decides?
@river_slug @SlashNurse@MartynTwillight @Hazardousminec1 @Alphicans Bro shield stun has nothing to do with this. Literally nothing. There's shield *LAG*, which is smaller than hitlag, but neither are documented on that site.
And again, I'm a total scrub with old-man reflexes, but even I'VE been able to floorhug fairly consistently on reaction.
@BBarb@CouldBeBarney I've seen people making this argument a lot and it never made sense to me; it seems to assume a video like this can be made in a day. Also presumes Bio wasn't sharing his feedback in other ways before making the vid (I don't know if he was or not).
@ThaDeathJay1 @BOBO11036 The term predates rivals. "CC" and "ASDI down" were colloquially being used interchangeably, despite being different mechanics, mostly because "ASDI down" is a mouthful (and also because they both had the same input). I've heard melee players like Hax$ use the term "floorhug".
@riotstamp@kawaiiempoleon@HazmattRules It's moves that launch *downward* that you can't floorhug; upwards moves can still be FH'ed. And spacing might make it more difficult to punish, but unlike shield, you have free movement out of FH. So dash attack, dash jcg, dash fsmash, pivot cancels or babydashing would all work
@squidslaugh @AlmondWolfberry But if I land an attack at a % where it does 40 frames of hitstun, the opponent ought to *take* 40 frames of hitstun, whether they land on the ground or not.
@squidslaugh @AlmondWolfberry And the thing that bothers me about your argument is that your concept of "unlocking" moves at higher% already exists WITHOUT floorhugging. Due to the way kb/hitstun works in smash, there are plenty of moves that are minus on-hit at low% without FH.
@SynthPotato I modded Cyberpunk so much that it literally wouldn't boot anymore. I thought about fixing it, but after watching Edgerunners, I realized that this was probably the most authentic way to experience the 2077 universe.
@SmishSSBM The fuck are you talking about? Of course it scales with %; that's how smash has ALWAYS worked. The only exceptions are fixed-knockback moves like fox's shine.