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This is one of those speed square tricks that makes angle work way less annoying. Instead of pulling out an angle finder or doing the whole “subtract from 90” math every time, he shows a quick way to read the angle directly off the square so you can just...

140,339 Aufrufe • vor 1 Monat •via X (Twitter)

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Explaining the Ash Nerf confusion: Patchnotes say: "Dash gives less of a boost when not dashing in the direction you're moving" What does that mean ? I dug into it. TLDR: Redirects above 90° are only really possible at normal Slidejump velocities. Angle and speed of your dash will deviate further and further from where you wanna go based on speed and angle change. 90°: Dash seems to work fairly well all the way up to 90° up to a certain velocity. - At Slidejump velocities it works in all directions. - At Superjump velocities you can still dash full 90°. - Above 90° your final direction deviates more and more from your desired direction as the angle increases. - Backwards dash seems to straight up subtract with whatever current velocity you have. Velocity: - As velocity increases even 90° changes are no longer possible. - And as your speed goes above the speed of the dash, dashing backwards will drop you straight down or you'll even continue traveling forward. Nerd yap: I feels like it's not just a straight vector addition but it does in fact have some velocity/angle thresholds in place. My assumption is that >90° changes stop applying the full dash boost at around the velocity of the dash itself so 600-700hu/s. And that above 90° it is a straight up dot product no matter the velocity. You just don't really notice cus of the low initial speed. But players will adjust to it based on feeling and experience anyways so i currently don't care enough to dig deeper🤷‍♂️

Mokey

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CSS Tip! 🤙 You can use mask-composite and some JavaScript to create this pointer proximity following glow border ✨ .glow { mask-composite: intersect; mask-clip: padding-box, border-box; mask: linear-gradient(#0000, #0000), conic-gradient(#0000 0deg, #​fff, #0000 45deg); } The trick is to mask a background-image with a combination of mask layers. mask-composite: intersect; means the mask used will be the intersection of the layers 🔥 use source-in, xor; in browsers that don't support intersect; In this demo, you can use pseudoelements and rely on scoped custom properties to do a lot of the heavy lifting for you 🙌 Once you've masked the background, you need to update the starting angle of the conic-gradient on pointermove 👆 You can work that out by getting the center point of each card and then calculating the angle between that and the pointer with Math.atan2 🤓 let ANGLE = Math.atan2( event?.y - CARD_CENTER[1], event?.x - CARD_CENTER[0] ) * 180 / Math.PI ANGLE = ANGLE < 0 ? ANGLE + 360 : ANGLE; CARD.​style.setProperty('--start', ANGLE + 90) You plug that into your conic-gradient mask as a custom property accounting for --spread ⚡️ conic-gradient(from calc((var(--angle) - (var(--spread) * 0.5)) * 1deg), #000 0deg, #​fff, #0000 calc(var(--spread) * 1deg)); To get the blur, you apply a blur to the glow container on each card 🤙 .glows { filter: blur(calc(var(--blur) * 1px); } That's it! Layers of masks that are clipped and composited before being blurred 😎 The added trick is to fade each one in when the pointer is in the defined proximity of the card. For example, don't show unless within 100px of a card. You can see that in the video. Check out the JavaScript code for that 🫶 Couldn't resist making this one 😁 CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

1,180,047 Aufrufe • vor 2 Jahren

Fernando Tatis Jr is hitting .242 with a 3.5° average launch angle and a career-low 20% pull rate. Everyone has ideas and analysis on how to fix Fernando Tatis Jr’s swing. It’s pretty awful and I can’t take anymore of this, I have to say something because I haven’t seen a single person give the right answer. I’ve seen multiple people talk about timing mechanisms like toe tap, stride, and leg lift in his swing mechanics that have absolutely nothing to do with his problem. That reverting to past timing mechanisms would somehow help him. THEY ARE ALL WRONG Because they’re all looking in the wrong place. This isn’t a stride problem or timing problem. It’s a tilt problem. Stride, leg lift, and toe tap are timing mechanisms. They control WHEN the hips fire not HOW the bat moves through the zone. A hitter with a Sosa leg kick and a no-stride Ichiro stance can produce identical launch angles.Timing has no lever that touches the bat at contact. What actually sets launch angle is attack angle or the vertical direction the bat is traveling at the moment it meets the ball. Swing up through the zone = ball lifts Swing flat = grounders Swing down = choppers Attack angle is the only mechanical input that matters for elevation and attack angle isn’t random. It’s a direct output of shoulder tilt. When the trail shoulder drops below the lead shoulder at contact, the entire swing axis tilts. The bat is now forced to travel upward through the zone. More tilt > steeper attack angle > higher launch angle. Period. Tatis’s attack angle tells the entire story: 2023: +12° attack angle, +1° pull-side direction/25 HRs 2024 : +10° attack angle. -2° oppo direction 21HRs in 104 games 2025: +8° attack angle, 0° direction/25 HRs, healthy 2026: +5° attack angle, −5° oppo direction His swing has flattened AND drifted away from his pull side. Both are tilt collapse. That −5° oppo attack direction is the giveaway. When you lose tilt, your bat doesn’t just flatten it also gets steered toward the opposite field, because a level swing naturally pushes the barrel away from your pull side. He’s not late. He’s not under-striding. His axis collapsed Over the last few years and it’s worse than ever this year. This explains the 20% pull air rate too. Pulling the ball in the air requires positive attack angle AND a contact point out front. (Ramon Laureanos 2025 attack Angle was +14) If you tinker with timing on a flat swing, an earlier contact point just produces a pull-side grounder. The direction changes. The launch angle does not. Let me break it down for you: Stride > Weight Shift > Hip Rotation >TILT > ATTACK ANGLE > BAT PATH > Contact > Launch Angle Stride is four steps upstream. Tilt is the gate. Attack angle is the output that actually moves the ball. So now we know what’s wrong, how do we fix him? Souza and the Padres staff need to focus on the following; 1.Restore 8–12° rear-high shoulder tilt 2.Get attack angle back to +10° to +12° with neutral or +1° pull direction 3.THEN evaluate timing tweaks 4. If someone is telling him to flatten out his swing or to let the ball travel more PLEASE STOP DOING THAT. That doesn’t work for him You cannot time your way to elevation. Fix the tilt. Attack angle returns. Pull air follows. Please watch the video to see how his swing has gotten worse and flatter. We only have bat path data starting in 2023

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