linkoninja
Smash Journeyman
Can you do Falcons B-AIR hitboxes?
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Look at the very first hitbox that comes out of his upB. You'll notice it only comes out for a frame and extends quite a bit horizontally.Thanks. Link's U-tilt would also be interesting.
And Falcon's Up+B hitbox is much smaller than I thought... is there something else at play that causes him to gravitate quickly toward characters from far distances when using it? Also, it lasts for forever, long after he hits his apex and summersaults.
DJC's aerials have the same hitbox as non-DJC'd aerials. Unless you're talking about wanting to see how close it is to the ground?First off, <3 Fire. This is some good stuff
Sorry to be a butt but can you do both Yoyo attacks and DJC'd Uair for Ness
Yep, just thatDJC's aerials have the same hitbox as non-DJC'd aerials. Unless you're talking about wanting to see how close it is to the ground?
This. Blink and you'll miss it.Look at the very first hitbox that comes out of his upB. You'll notice it only comes out for a frame and extends quite a bit horizontally.
tyvm good sirAdded DJC uair and yoyo attacks
Seconded please. That way I can compare to the Australian version which I swear is half the size of any other version.Rest hitbox pl0x.
Yeah, definitely, same for the euro version. Sadly, no one bothers to get the hitboxes for european/australian PAL version thoughSeconded please. That way I can compare to the Australian version which I swear is half the size of any other version.
What do you mean by overlayed^Statement needs more validation though. If the models were overlayed on the hitboxes in these animations, more insights could be obtained.
I was referring more to when he's recovering, after the initial super range. That super range would only help when you start recovering level with the other character, or are standing next to him, and Falcon seems to randomly choose to grab people who are 70 miles away while in mid recovery (see the paint rage thread).Look at the very first hitbox that comes out of his upB. You'll notice it only comes out for a frame and extends quite a bit horizontally.
Ooo! And also Luigi's Dragon Punch!Rest hitbox pl0x.
I mean, from the same position, the same action is done, but one recorded with the hitboxes and one with the model. Then one layer is made transparent and literally overlayed on the other to create a single animation.What do you mean by overlayed
Actually you're right on the dot. Certain moves of Falcon can dodge Foxes lasers. Could improve approach options. It was previously thought a glitch, but is now easily explained:it would be interesting to see how the hurt boxes of thinner characters like Falcon move in the third dimension as he performs certain actions. Possibly using certain moves to dodge others? Probably a bit far-fetched
OMG I've had that happen to me. I got usmashedPreviously thought a glitch (video dates back to Ant-d's time lol), this is now easily explained:
http://video.google.com/videoplay?docid=-8390276399890713494#
I don't think it will be possible to get an animation in a different camera angle unless a camera angle changer is implemented into project64 like Dolphin has.Yes! I've heard of that! Never done it myself, though.
And, it only works during the initial dash, right? And apparently Falcon Kick...
Or wait, is it the dash or the jump/aerial that dodges it?
EDIT: If somebody gets the time, would they mind slowing this down and re-enacting that in hitbox mode? And try to get the angles to see the third dimension.