rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
I'll start working on the Glide action order write up soon.
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meaty?Specific frame data to check is Dtilt. In particular, meaty Dtilt (how to get it/what it looks like/etc.).
You can do that for all of MK's multi-hit attacks other than Neutral B IIRC.im pretty sure you can sdi -> footstool before anything happens for bair2 if you get hit by bair 1
This can probably be cleaned up a fair bit.Breakdown of Side-B
[...]
Action 275: Side Special Initialize
Change action to Side Special Drill when animation ends
Change subaction to SideSpecialStart (if grounded) or SideSpecialAirStart (if aerial); don't restart animation if air/ground state changes in the middle
Action 281: Side Special Drill
Change action to Side Special End when animation ends
Change subaction to SideSpecialDrill
Action 282: Side Special End
If grounded:
Change subaction to SideSpecialEnd
Change action to Fall 1 if MK leaves the ground during animation
Change action to Standing when animation ends
If aerial:
Change subaction to SideSpecialAirEnd
Change action to Special Landing if MK lands during animation
Change action to Helpless when animation ends
EDIT: As requested, Dimensional Cape:Drill Rush has a simple progression of actions. It first starts in an initial state, which sets up some variables and chooses which of the two starting animations to use based on whether Meta Knight is on the ground or in the air. Once the starting animation is over, the move moves to its second state, which does nothing but activate the animation (and therefore the hitboxes).
After this it goes to the finishing state, which then plays the appropriate ending animation based on air/ground state and also decides what to do with Meta Knight afterwards. If the move ends on the ground, then Meta Knight will enter his standing state, unless he enters the air during the animation (maybe the platform disappeared), in which case he instantly enters the neutral falling state. If the move ends on the ground, then Meta Knight will enter helpless, unless he hits the ground during the animation, in which case he instantly does the special move landing animation.
Action 227: Down Special Initialize
Create cape for animation purposes
Change action to Down Special Attack when AllPurposeBit[16] is set and either the attack button or special button is held
Change action to Down Special Non-Attack when AllPurposeBit[16] is set otherwise
Change subaction to DownSpecialStart (if grounded) or DownSpecialAirStart (if aerial); only play animation from start if not in either of those two animations already (i.e. don't restart animation if air/ground state changes in the middle)
Action 283: Down Special Attack
Change action to Standing or to Helpless when animation ends
If control stick is not tilted sideways enough to trigger a fair or bair, then use the attacking from above animations
Otherwise, if the control stick is tilted backwards, then use the attacking from behind animations
Otherwise, use the attacking from in front animations
If grounded:
Change subaction to grounded version; if in the middle of the aerial version, then don't start animation form beginning
Enable action change to Standing; disable action change to Helpless
If aerial:
Change subaction to aerial version; if in the middle of the grounded version, then don't start animation form beginning
Enable action change to Helpless; disable action change to Standing
If aerial and AllPurposeBit[16] is set, then disable action change to Helpless, allow an action change to Fall 1 (unknown circumstance), and stop checking air/ground state
Action 284: Down Special Non-Attack
Change action to Standing or to Helpless when animation ends
If grounded:
Change subaction to grounded version; if in the middle of the aerial version, then don't start animation form beginning
Enable action change to Standing; disable action change to Helpless
If aerial:
Change subaction to aerial version; if in the middle of the grounded version, then don't start animation form beginning
Enable action change to Helpless; disable action change to Standing
Just wanted to note this needs testing to see if it's not being triggered which causes IDC.(i.e. don't restart animation if air/ground state changes in the middle)
I'm also interested in the answers to this.Can someone please tell me how many frames MK can hold his shield for and what frame is the last frame before his shield breaks?
Also if you were to let go before it broke on the very last frame, how many frames would it take to recharge fully?
I don't know whether or not this is already included in the frame data being prepared.Does anyone know how many frames it takes to cancel a glide? I'm also curious as to if canceling it in air will be longer or shorter than canceling it into the ground. It could have IASA frames and such, so that would be worth investigation.
We really should do thisMetaknight panel, can we arrange a real time skype meeting within the near future?
if you can get it near perfect its still gay because at this point in the metagame nobody knows how gay it is so you can usually just buffer grab and they hesitateI would like to see possible ways to achieve a perfect Nair (landing and hitting on the last possible frame supposedly makes it -2 on block).