yes i simply meant that it starts as strong and a a certain point in time becomes weak
This is one of those things where they are trying to make the fake video game reality (where Falcon isn`t actually exerting any 'effort') more like actual reality where a kick is strong at the beginning and weaker at the end, naturally.
One of my major points about SSB physics is the non-existence of priority, as a 'strong/weak' hitbox mechanic would seem to imply exists.
Move to move, all hitboxes are different. Even within a move there can be different hitboxes; different sizes, different damages, but no coded life-cycle of strong to weak.
Basically, Marbles is correct above, but in lay speak rather than technically, but if you want to be general:
The 'main' or 'primary' hit box of most moves will have more damage and knockback (these are still separately boosted/nerfed for the strong/weak illusion even if more damage will result in more KB regardless of if KB is increased or not) at the beginning of the move than at the middle or end. I`d still stress this is an illusion and a gross generalization (some moves are weaker at beginning, or middle, etc) , but could be a handy tool for explaining game concepts to a beginning player; you have to be careful to remain correct when referring to strong/weak in a technical sense.
I didn't even notice that. What happens there exactly? Being asleep is ledge canceled, but how does this happen since the canceling requires the character to go off the ledge? Kirby is in roll when being put to sleep and rolling won't go off the ledge. Does this mean being put to sleep has a bit of knockback that pushes kirby off the ledge? Or is there momentum caused by the roll that is carried over when being put to sleep that pushed kirby off the ledge?
Not sure what you mean by ledge cancelled, as its either irelevant or didnt happen here? Try just hovering over pause while the vid advances, clickclick.
So, a few things, actually, but yeah this is janky as hell:
https://imgur.com/cP6xEod
So let`s start from that picture, right before that, Jiggs jumps from under the main plat and sleeps, while I roll from somewhere on the main plat to the 'ledge' area. I am rolling to the maximum edge of that plat, the teeter area. This is where pushing can get janky, because as soon as you leave the ground, you are in a different state. Think wind+shieldbreak/rest.
1. Sleep does have a hitbox and knockback (120 Scaling and 60 Base, but 0 Fixed).
2. The blue point in the pic Iinked, I call it a 'contact point', is evidence of a hit, also there is a hit sound.
3. Sleep needs the target player state to be grounded (opponent must be on the ground), but Jiggles is under no such requirements to connect.
4. Sleep has its hitbox
INSIDE of Jiggles body/hurbox.
5. When you roll, you just appear in a place. This sometimes causes interesting interactions because you have 'cheated' reality and thus are avoiding some of the programmed ways to help game 'physics' be more like real physics.
So, IMO, janky, lots of stuff going on, but it`s just what it looks like plus some ledge/push magic.
I come out of the roll, vulnerable, and the sleep hitbox is waiting for me.
I get 'hit/put to sleep' by the hitbox and pushed off stage by the hurtbox (Jiggles himself).
I can`t be sleeping because I`m not on the ground, thus I merely coast off the platform with the gentlest of knockbacks.
Oh wow. So yeah, even better description:
This is Darkhorse and me showing you the naked knockback power of a sleep. Behold, lol!