when I used Oli's fair vs's another Olimar's nair(a multi hit as we all know) the pikmin would first have a clash thing with the nair Olimar (but didn't damage him even though he was in range), both animations continued, unlike ground clashes where both attacks stop, and the pikmin got damaged when the fair Olimar started to pull the pikmin away, but it was still inside the nair Olimar's hitbox.
When the Fair hit the Nair, are you sure the Fair was overlapping Oli's
hurtbox, and not just his hitbox? On that note, I'm not sure where Oli's hurtbox is on his Nair, but I'm guessing it's pretty deep into his belly, if he even has one :o
But you sort of answer my question, with your Kirby example:
However, on about the original scenario on Olimar vs Kirby, I believe the fair CANNOT hit kirby, due to this weird hitbox mechanism I found. When a specific hitbox hits a specific hurtbox, and the hitbox is lingering (over 1 frame long) but not multi-hit, the hurtbox is immune to that hitbox and ONLY that hitbox for a few frames.
Yes. This is why I asked you if the Fair would actually hurt the Kirby if it kept going. It's the same as in the Link example I'd brought up; if you clash an attack with Link's standing up-B (or are hit by it, or shield it), then you are made invincible to it for the rest of the attack
I hadn't thought about the explanation for this, but you're absolutely right.
So based on this, here is my current wholistic
theory of attack clashing, hitbox cancelling, and attack interruption. Please point out any exceptions or errors!
- Every character, and almost every projectile, has a hurtbox. Although it sometimes disappears ("invincibility frames").
- Attacks (and most projectiles) have a hitbox. On every frame, they have an assigned amount of damage they would cause to an adversary.
- If a hitbox overlaps an enemy hurtbox, on any frame, the hurtbox character (or projectile) takes the damage. They might be interrupted from an attack, they might enter hitlag, they might do a number of things, or they might not.
Clashing:
- When two enemy hitboxes overlap, they each do a check to see if they should be cancelled. If the damage they would cause is within 10% of the enemy hitbox, then it "clashes", and a blue-grey "clash bubble" appears.
- When a hitbox has clashed against an enemy hitbox, the enemy (be it a player or a projectile) is now made impervious to this hitbox! I call this "hitbox cancelling". A hitbox can be cancelled by clashing against an opponent hitbox, or by hitting a shield (notice how a "clash bubble" appears every time you shield an attack!), or by simply hitting an enemy. All this means is that you can't get hit from an attack you've already shielded, clashed, or that's already hit you.
- Just because you've cancelled a hitbox, doesn't mean it won't hurt anyone else that jumps in its way .
- Aerials do not perform the damage-based "priority" check, to see if they clash. An aerial hitbox can overlap any other hitbox, without caring at all. Some specials (and perhaps most ground attacks, I'm not sure!) can clash against aerials, so that their hitbox is canceled from the aerial-user, but the aerial itself will not be hitbox-cancelled. So the only way to hitbox-cancel an aerial is to shield it, or get hit by the attack. Except...
- There are exceptions! Olimar's aerials involve the swinging of Pikmin, which are living projectiles; they have their own hurtbox and HP meter, attack hitbox, etc. This means Olimar's aerials can clash against opponent hitboxes (even other aerials), in which they'll be hitbox-canceled and so lose their offensive ability against that opponent. Luckily, Olimar's aerials are fast and disjointed, giving them the appearance of "high priority" despite this natural disadvantage.
- Note the implications, that clashing is a one-way operation. Where there's a clash, it can mean either that one attack clashed against the other, or that they both clashed against each other.
Interrupting:
- Some attack hitboxes will be interrupted by a clash with an offending hitbox; that is, the player's attack will retreat into a neutral (standing) state. This can happen to most ground attacks (like in a true jab-vs-jab clash), with notable exceptions in characters with projectile-type smashes like Snake and Ness (Yo-yo).
- Specials tend to refuse interruption, but will continue through the motions even after the attack hitbox has been cancelled. An easy example is Link's standing up-B; shield or jab it, and you're impervious through the rest of his long spinning attack.
- I do not know of any aerials that can be clash-interrupted. Although Olimar's aerials can clash, Olimar will continue through the motion of the attack regardless; even if the Pikmin gets killed during the attack. Although I need more extensive testing to really verify this.
- The interruptability of attacks has some relation to heavy-armor, super-armor, faux-super-armor, etc...
There are definitely things I'm not sure about in the above, so if you have counterexamples to anything I'd love to hear it!
Also, I think a "clash bubble" appears when one attack dominates another. Suppose Sonic does a jab against Ike's Fsmash (heh), and the hitboxes overlap before any hurtbox gets in the way. I
think a "clash bubble" will appear, indicating that Sonic's jab clashed, however Ike's Fsmash does not clash, and continues the smack the poor hedgehog. I suspect this happens (can't test it now; can someone verify?), which could establish a more concise theory of clashing: that a non-aerial hitbox will always clash, with a "clash bubble", when it comes into contact with an enemy hitbox that would deal more damage. Next, the clashing hitbox checks if the enemy hitbox is above its interruption threshold, which is 10% for most ground attacks, more if the attack has "heavy armor", and infinity for "super armor" (the attack is uninterruptible). Makes sense, right?
The easiest way to see this is to go to stage builder, put spikes, and then immediately above it, put a few blocks. When you hit the spikes, you'll bounce off the blocks above you, and then land back on the spikes, but since the spikes's hitbox would be disabled for a few frames, you'll see your character knocked down on the spikes, not in any hitlag. After a few more frames, when the spike's hitbox refreshes, you'll enter hitlag.
That's a neat way to play with this! "Hitbox cancelling" as I call it. I wonder, what it is that resets the spikes so they'll hurt you? Is there some fixed number of frames, after which a hitbox becomes dangerous again? Would that number be constant across all attacks in the game?
An alternative possibility, is that once you've hitbox-cancelled an attack, it's done for the entire lifespan of the hitbox. And Spikes are special, in that every second or so they reactivate their hitbox. Just a guess.