Why do you insist on arguing against certain things? [1]
Moving on, you say there's "no coded life-cycle of strong to weak", but how do you know? [2] There's a command that just changes the damage of the hitbox [3](so it changes the damage of hitbox, without destroying and creating a new hitbox). [4]
but I know for sure at least some of them are their own hitboxes.[5] I actually didn't know Kirby's uair had a landing hitbox, it's not even in Toomai's chart.[6]
You say the game is 2.5D, but how can it be 2.5 if there are 3 axes? [7]I don't see how you could call it intangibility, when it has to do with coordinates and collision (the hitboxes never collide in the example I gave).[8]
1. The word 'priority' can be used in a sentence about SSB64, ok, sure. I`m only saying that speaking about classes of moves would be established on the raw percentages and knockback and as far as I know the data has not been used to create such an accurate class chart. That being said,
I`ll try to drop the priority thing, it just irks me when its used technically to describe a game interaction with inherent inaccuracy. Also, I`m not arguing, man perhaps I`m advocating an interpretation, but we are all just trying to describe what happens in game, either in the code or in a meta-level of 'the game'. Harmonious knowledge questing, my newly anointed mod.
2.I know because you are about to tell us about "the command that changes the damage", which is another line from the chart, sure. The chart that governs all hitboxes, merely a translation of the actual code.
3. Right! However, it doesn`t describe the game physics, which of course the knockback part you have illuminated, personally.
4.
Exactly. This is the basis of my argument against "common knowledge their are extra hitboxes" or just the bandying about of the phrase "extra hitboxes when not [lag]-cancelled".
5. However ^^^ this is very interesting! What moves are you talking about, and I`d assume you just mean they create hitboxes at the end of the move, as some organic function of the move? The heavier hit at the end of the Bros Down B for example, or the janky end of Link grounded Up B?
6. Exactly, and again the crux of my argument. These are not extra hitboxes, or they would be in the chart. Lag cancelling ends the move. Hitting the ground causes the move (if not ended, by Z or simply being over) causes the active hitboxes to distort for one frame as this follows how the life cycle of a hitbox, without cancelling. This is my point.
7. Don`t take it from me then.
"Some fighting games such as the Super Smash Bros. series...."
8. Exactly, you say it in your sentence: Intagibility means 'cannot be touched', which is exactly what happens and exactly "hit[/hurt]boxes don`t collide"
Good stuff man!
With most aerial attacks some aerial attacks, like most nairs and bairs (any aerial that doesn't have a moving hitbox basically), the first frames of it hits harder (more knock back) than if you have it out for a while and then hit someone with it. It also makes a slightly softer noise. Weak aerials can be great for continuing combos.
I would also like to point out that I`m not arguing with this ^^^ , Break, or Marbles, at all. Everyone seems clear that knockback or hitbox strength
isn`t a function of time, even if most move`s hitboxes will have a damage lowering change at some point.
@
S
Studstill
I just want to make sure I understand this correctly: you're suggesting that collisions resulting in a hit only happen on one z-plane and that part of CF becomes intangeable during fsmash because it's off this z-plane?
Honestly I was just assuming whoever said cf-fsmash knew what they were talking about. If it happens vis-a-vis this principle, then you explained it correctly, but I`m not sure who said that originally,Madao?