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RicePigeon

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Everything posted by RicePigeon

  1. Standing light kick is a corner infinite with 0 startup and recovery. Another infinite in s.LP -> s.MP -> repeat ad infinitum. Standing Jab makes him travel over half screen. Since when do jabs ever do that? At this point I'm inclined to believe that you're making these 3-day characters on purpose... to prove what?
  2. Further update on the whole Donphan/Forretress mess: Turns out Smogon recently implemented a policy change, and are now officially using 1760 ladder stats to determine tiers, effective immediately. As a result: Pokemon that are now OU: [li]Zapdos[/li] [li]Keldeo[/li] [li]Chansey[/li] [li]Kyurem-B[/li] [li]Deoxys-D[/li] [li]Terrakion[/li] [li]Manaphy[/li] [li]Deoxys-S[/li] [li]Landorus-I[/li] [li]Latias[/li] Pokemon that are now UU: [li]Donphan[/li] [li]Klefki[/li] [li]Starmie[/li] [li]Smeargle[/li] [li]Tentacruel [/li] [li]Sableye[/li] [li]Cloyster[/li] [li]Forretress[/li] [li]Galvantula[/li] [li]Salamence[/li] [li]Trevenant[/li] While I'm saddened that Trevenant and Starmie are now UU, I'm sort of happy Zapdos made it back into OU after last gen.
  3. Welp, Forretress and Donphan just got "banned" from OU. RIP hazard setting spinner bug thing...
  4. Writing this up out of boredom due to one of my own personal experiences in MUGEN coding... Many times I've seen authors use modulo division to generate a spread of random numbers for whatever purpose (be it for AI triggers, random animations, or whatever). For those who don't know what I'm talking about, I'm referring to pieces of code like this: trigger1 = random%2 = 0 To understand why the above code is inefficient, we have to take a deeper look into the results its producing. For those who don't already know, in MUGEN, random generates a random integer from 0 to 999 (effectively producing 1 of 1000 different values each time random is called), each with an equal probability of being returned by random. With the % operator, such as in expression X%Y, we are dividing value X by value Y and returning only the remainder as a result. 17%10, for example, would return 7 as its value (17/10 = 1 R7). If we were to apply modulo division to random, for instance, we would be generating a random value from 0 to 999 and then dividing this number by an arbitrary value and returning its remainder as a result. By applying modulo division to random, we expect to see results that have an equal probability of being generated, as follows: Random%10 generates: 0 (10% probability) 1 (10% probability) 2 (10% probability) 3 (10% probability) 4 (10% probability) 5 (10% probability) 6 (10% probability) 7 (10% probability) 8 (10% probability) 9 (10% probability) As we can see above, we have a nice even spread of the 10 possible values that random%10 can generate. While this works great for numbers that are factors of 1000 (such as 2, 4, 5, 10, 20, 50, 100, etc), more arbitrary values won't be as neat and organized. As an arbitrary example, instead of 10 values, we try for 666 (which should return an even spread of numbers ranging from 0 to 665). The results are listed below: Random%666 generates: The problem should be immediately clear: the values ranging from 0-333 each have a 0.20% probability, while values ranging from 334-665 each have a 0.10% probability. If this were an even spread, we should expect any value from 0-332 to be generated only 50% of the time, but instead we see that numbers in this range are generated 66.6% of the time! If we were relying on a number being generated from this range, random%666 would be returning these values TWICE as often as the rest of the spread. The solution? Rather than using modulo division, we use the following: floor(X*random/1000.0) What this does is multiply arbitrary value X by random, then divide by 1000, then floor the result to produce an integer value. This results in a spread ranging from 0-X, but in a much more even fashion. Say we revise our above code to the following: floor(666*random/1000.0) generates: While this isnt foolproof, as we still have values that are twice as likely to be returned than the other values, you'll notice that the spread is much more even. Values ranging from 0-332 now have a 50% chance of being generated, as we would expect them to be, as opposed to the 66.6% probability we were generating before.
  5. Might wanna recalibrate that flux capacitor on your DeLorean, buddy.. Or are you using a TARDIS?
  6. Rules are simple Start off with a base image Juxtapose a 30x30 cropping of any image to the base image Post it Next person uses the image in the last post as the new base image Repeat steps 2-4 ad infinitum Lets see what kind of terrific (or horrifying) results we can come up with. Heres the base image to start off on:
  7. If this is what I think this is, expect PLENTY more...
  8. The Helix Fossil demands blood...
  9. He just needs to learn how to use the red text to make himself immune to criticism
  10. Remind me to use my best judgement next time I get totally irate.
  11. They do, but the idea of having their posts deleted by someone who has a bad habit of letting his personal opinions direct his moderation duties is a bit too intimidating for them
  12. Speaking of tiers, there's a HUGE heated debate going on in Smogon right now about using revising the tier system to use the 1760 stats to determine tier lists (basically, they want the tiers to be determined by the usage stats of the top 2% of Pokemon players instead of by the top 50%, which is what they're currently using). Their reason? The elitists don't want Donphan to be in OU anymore. Basically, the following would change if this new system were put into effect: List of BL/UU that would become OU: Landorus, Deoxys-S, Latias, Keldeo, Kyurem-B, Chansey, Deoxys-D, Manaphy, Terrakion, Zapdos List of OU that would become UU: Donphan, Klefki, Smeargle, Starmie, Trevenant, Galvantula, Tentacruel, Sableye, Cloyster, Forretress, Salamence I honestly wish I was kidding about the part about Donphan, but I'll leave this here for your own reading "enjoyment" of counting how many times Donphan is mentioned: http://www.smogon.com/forums/threads/the-usage-stats-problem-using-1760-stats-for-tiering.3501370/
  13. Your Rapid Spinner died on the switch-in
  14. Until it gets hit by Mach Punch Also Smogon's usage stats are up. Gardevoir's usage increased enough to put it at OU for February, but is still classed as UU until next month.
  15. Smogon's February useage statistics won't be up until Wednesday, but Pokemon Online has already completed theirs and has already implemented the following: Keldeo, Latias, Sylveon, and Chansey are now OU Breloom, Speed Deoxys, Galvantula, Smeargle, Goodra, and Trevenant are now UU Doesn't necessarily mean Smogon's tiers will follow the same (especially considering Sylveon was already OU last time I checked), but should be an indicator of what to expect...
  16. http://www.youtube.com/watch?v=Aj3Ue1edrBA Might want to address the stickman required sprites, and the fact that pretty much all of his normals are extremely safe, especially considering the ones that hit midscreen.
  17. Singles vs Darkwolf: Z2AG-WWWW-WWW5-T7BN
  18. http://replay.pokemonshowdown.com/ou-93025504 Now this is just silly...
  19. https://www.youtube.com/watch?v=S8urWNkIwUk Link: https://drive.google.com/file/d/0BwfEHtCqhHmKdU4xUW1yZU9zcms/edit?usp=sharing
  20. Posted this over on guild, so expect to see a few more signups.
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