Cobrevolution
Smash Master
fake smash should not be the basis for any bets or determining factors of skillIf at zenith, you can get 2 KO's on booms pika
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fake smash should not be the basis for any bets or determining factors of skillIf at zenith, you can get 2 KO's on booms pika
wowwwww what did I just skim?
(from skype convo)Yeah, you and Steve think a lot alike. I think you would agree on lots of stuff!
priority exists. example: pink samus has higher priority
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black samus is only good in the japanese version
orange samus is only good if the player who's playing her is a salty samus main
Sangoku pls this adds nothing to the conversation pls infarct upon his ass.Hrmm. Wouldn`t it be a better idea to just delete blatant insults? Instead of just having a warning label put on it? I don`t think it has the intended effect. Unless the intended effect was nothing. And further, why the **** is that a warning? How badly do you have to disparage someone, adding nothing to the conversation, before you actually get a watered down infraction?
I think some people are going to take you up on dat free moneysWOW. I just read the edited version of this OP. I have yet to see anyone refute any thing in those spoilers. You seem to be intentionally misunderstanding me in order to make me look foolish. I don`t know why it bothers you all so much that I don`t use the exact same words you do, because yours are from other games or general fighting game terms and I think they are sloppy to use with SSB64.
To ****ing wit:
SOMEONE MAKE $$$ BY PROVING EITHER OF THESE STATEMENTS WRONG.
1: (20$) There is no priority: Get any hitbox into a hurtbox and success! (hurtbox /=/ invincible hurtbox)
2: (1 trillion) Clanking/priority I feel are not terms that apply to SSB64.
"I don`t think Studstill knows physics?" I don`t think you know how to read. I`m a mechanical ****ing engineer: I meant "momentum" , like you said 'm ****ing v' or 'momentum' = char weight * speed. Please explain how you aren`t a goddamn moron for that second spoiler? Since you don`t know **** all past hitting the buttons, I`ll explain it to you. I never had the frame/hitbox data. I never hacked the game. I never knew there were actual rectangular hitboxes, I knew there were 'invisible' areas around the graphical representation of the hit that generated what I called contact points (the little starbursts). Impossible for me to know there were weak/strong hitboxes, or even multiple overlapping ones for some moves. So in my view of it, the character`s momentum, or more accurately, the knockback was varied by the internal speed of the move * specific move . The fact that most moves are moving "quickest" during the initial hitbox period combined with the tendency of most moves to have overlapping or strong hitboxes during this same period of time led me to think that there was a momentum component.
THIS CAUSALITY IS WRONG. THE OBSERVATIONS AND RESULTS ARE CORRECT.
You just enjoy making others or me specifically look foolish, which is a ****ing sickness.This is especially highlighted in the next few statements:
"AFAIK: A hitbox is a hitbox; has certain size, damage, and base knockback attributes depending on what move it came from, but doesn`t interact differently if it's a special move or aerial or smash that generated it. Again, I do not believe that hitboxes are different re: move they came from."
If I hit you with an apple, or throw an apple at you, it doesn`t matter if one apple is larger, or I throw it harder, the apples are the same, just with different sizes, based on the different physics due to size.
This was pulled out of the priority context; I was making the point that there are not 2-4 classes or types of moves, which in other games systems is described as priority. When characters on on the ground, doing a move, there are far less variables. This can make it seem to the casual observer (or gibbering 2 year player) to be a different "type" of move (ground vs. aerial). Saying that the aerials and ground moves have different properties is at best a lazy way to define them, and at worst TOTALLY INCORRECT.
When performing a ground move:
0 Character movement (apart from the internal movement of the attack, Kirbs fsmash for example)
Fixed hitbox location/angle (The character can be in motion while performing an aerial move, making a perfect hitbox to hitbox connection very difficult to calculate, so the aerials are set to a 'Sakurai offset' of sorts that causes them to always connect, not cancel. Again, this doesn`t mean the hitboxes of aerials are different, as the hitboxes from DK Down B also have this attribute.)
This causes the moves to cancel each other sometimes, as these attributes being zeroed out allows for a more easily calculable interaction, game dev wise. This is not a SPECIAL CHARACTERISTIC of any move, just the different ways the game runs the math on ALL MOVES. Same math, same hitboxes. The hitboxes are the important metric for determining this, and that changes during the move in location and size, which means that move vs. move comparison is at best again, sloppy, and at worst TOTALLY INCORRECT.
You then attached the following bull**** to my words:
Note: He either means that hitboxes are constant depending on whether or not they start in the ground or in the air (false, see DK upb) or he might be saying that all hitboxes behave the same way, which is also wrong (see fox laser) OK so he is saying hitboxes all behave the same, so its still wrong.
On the first part of these gibberish you wrote to make me look stupid: This doesn`t even make sense. The fact that the almost all special moves (being the only moves able to be performed both in the air and on the ground) operate slightly differently depending on if THE MOVE was done while on the ground or in the air HAS NOTHING TO DO with the hitbox properties. Again, this is all from the priority convo, so if this still doesn`t make sense it`s because you are trying to create classes of moves in order to have your precious ****ing priority, and the fact that a single move can be different (length, hitbox location, etc) whether or not it is done in the air/ground doesn`t change anything about how the interaction with another hitbox is calculated. On the second part: As with any almost any system, there are exceptions, and Fox Laser is one of them. This move generates a unique hitbox, that doesn`t interact with anything except hurtboxes and shields.
On the last bit:
"This game has no combos. You can string together moves, sure, but it isn`t like other fighting games, or other games at all and I don`t understand the comparison. No other game has the freedom of movement that 64 does, even with 3D."
This is clearly my opinion, and my definition of the word combo is based around how I think about the game. We don`t agree, on thoughts about Smash strategy, so just let me be if I want to think of combos how I want or make wild claims about how awesome Smash 64 is.
In closing, I thought you had legitimate beefs with my thoughts on the game, and that this thread was a all-in-good-fun way for us to have the debate publicly, as I enjoy being correct, and allowing for the possibility that I am not is a deeply held belief. But there aren`t any arguments against my points. Nothing to refute them, in fact, you`ve made it clear that apart from playing the game well, you have a childlike understanding of game programming or virtual physics.
In fact, I`m correct on every single thing on the OP, with the exception of the clearly opinion last one.
I`ll take my apology in public writing, please. Or still, if anyone else wants to argue the above clarified points, take your best shot. Until then, please stop intentionally misunderstanding me because I learned the game on my own, and don`t use the same jargon/lingo you do. Seriously, upon re-reading the OP, I`m shocked at how NOT wrong or cognitively dissonant my views are.
This is not a SPECIAL CHARACTERISTIC of any move, just the different ways the game runs the math on ALL MOVES. Same math, same hitboxes. The hitboxes are the important metric for determining this, and that changes during the move in location and size, which means that move vs. move comparison is at best again, sloppy, and at worst TOTALLY INCORRECT.
This is why this is called the cognitive dissonance thread. You cant use words like ALL and TOTALLY and then right after say there are exceptions. roflAs with any almost any system, there are exceptions, and Fox Laser is one of them. This move generates a unique hitbox, that doesn`t interact with anything except hurtboxes and shields.
You had explictily said that yoshi's super armor could be beaten if a move had enough momentum. So like, if a kirby did a fast fall before a back air or used rock since it moves so fast. This is false. I dont know why you still think it works that way. I updated the quote to contain the rest of what you said. It is possible to break yoshis super armour in the first few frames with many moves, but it has nothing to do with momentumTHIS CAUSALITY IS WRONG. THE OBSERVATIONS AND RESULTS ARE CORRECT.
If this was true, that would be pure unadulterated evidence that priority exists. I'll take the money now until you admit that this is not how the up b works. COGNITIVE DISSONANCE strikes once againYes. I did. And if you listen to the sounds, and or you can see it, the upB`s invincibility frame allows for instant blocking or even cancelling of hits that have already connected
yes, a public record. that is, 99% of the tweets are quotes from gav - the only ones that aren't are when i say something like, "someone thinks this account is fake?" there are not many of those tweets. and it is not harassment of him - after all, i'm merely reiterating his own statements.As far as I know, there has also been a twitter feed, which is PUBLIC RECORD, created entirely to harass this community member
cyber-bullying harassment
gav hosts tourneys, yes, but he's not a great TO. tourneys routinely take many weeks, and there's a weird mix of dq and substitution that goes on. he also will not allow certain people to play, based purely on how they've spoken to him. i am included in this - not that i care, i just find it amusing that he would disallow me from being in a tourney he's hosting (of which there's no cash reward, btw; if there were, i could understand if he didn't want to pay me should i win, or something), and cane too.actually does something for the community, like hosting tournaments.
well this is a dumb statement. you believe i was? or i was? this has been public knowledge for quite some time now.I believe the creator of the twitter feed (Cobr) has been actually 'promoted' by SWF/SB to an monthly article contributor
no. you can ask tommy if you'd like, but i had nothing to do with that, and there was 0 encouragement from me at all. i merely cracked up because it came out of left field and was absolutely hilarious. it was on ECSSB. at least get your facts straight if you're going to try to accuse me of absurd stuff. thank you.Under his encouragement, a picture of novasmash was literally urinated on, and also posted to the net, if not here specifically.
i would like to take this time to welcome you to the internet, a place where nobody really cares about anything, or people care entirely too much. gav has quit the game and the community numerous times and keeps returning. the fact that he does not improve his attitude, social skills, or way he talks to people is out of my/our control, and to treat him with respect when he has not done so in return is foolish.This is sad and pathetic, and if not the site, than every single one of you is guilty of aiding in this, if at the very least not speaking up before now in a meaningful way to end this blatant bullying and harrassment.
when you are hit by a move, you receive knockback. you are then in hitstun. you cannot input anything while in hitstun, except DI. once your hitstun wears off, you can input a move on the next frame (or two, considering the first frame would be input delay, whatever).you can see it, the upB`s invincibility frame allows for instant blocking or even cancelling of hits that have already connected.
@ S Studstill , you owe fireblaster like, trillions of dollars nowSOMEONE MAKE $$$ BY PROVING EITHER OF THESE STATEMENTS WRONG.
1: (20$) There is no priority: Get any hitbox into a hurtbox and success! (hurtbox /=/ invincible hurtbox)
2: (1 trillion) Clanking/priority I feel are not terms that apply to SSB64.
WOW. I just read the edited version of this OP. I have yet to see anyone refute any thing in those spoilers. You seem to be intentionally misunderstanding me in order to make me look foolish. I don`t know why it bothers you all so much that I don`t use the exact same words you do, because yours are from other games or general fighting game terms and I think they are sloppy to use with SSB64.
To ****ing wit:
SOMEONE MAKE $$$ BY PROVING EITHER OF THESE STATEMENTS WRONG.
1: (20$) There is no priority: Get any hitbox into a hurtbox and success! (hurtbox /=/ invincible hurtbox)
2: (1 trillion) Clanking/priority I feel are not terms that apply to SSB64.
In fact, I`m correct on every single thing on the OP, with the exception of the clearly opinion last one.
I`ll take my apology in public writing, please. Or still, if anyone else wants to argue the above clarified points, take your best shot. Until then, please stop intentionally misunderstanding me because I learned the game on my own, and don`t use the same jargon/lingo you do. Seriously, upon re-reading the OP, I`m shocked at how NOT wrong or cognitively dissonant my views are.
Not quite. When you're hit by a move, the characters are frozen on the first frame of the hit (with the attacked character shaking). That's hitlag and that's when you can input DI. Once the characters start moving again, the attacked char is in hitstun and can't input anything. But you're right about Samus. There's absolutely no such thing as reverting anything. It's just anticipating an attack with a move starting with invincible frames, therefore taking no damage when the opponent hits you.when you are hit by a move, you receive knockback. you are then in hitstun. you cannot input anything while in hitstun, except DI. once your hitstun wears off, you can input a move on the next frame (or two, considering the first frame would be input delay, whatever).
****ing PWNED
It disproves the bold partActually, I`m having trouble pulling a point out of that at all. How does that disprove
"There is no priority: Get any hitbox into a hurtbox and success! (hurtbox /=/ invincible hurtbox)"
WOW. I
SOMEONE MAKE $$$ BY PROVING EITHER OF THESE STATEMENTS WRONG.
1: (20$) There is no priority: Get any hitbox into a hurtbox and success! (hurtbox /=/ invincible hurtbox)
These are not the same thing. You keep adding caveats as we demonstrate why you are wrong. "Get any hitbox" became "if on the ground and within a certain percent of damage".Why is this wrong:
When a hitbox touches a hurtbox the move connects and the damage and knockback factors are applied to the player. If two hitboxes hit each other, one of two things can happen: both moves can connect, each dealing its damage and knockback or they can cancel, if on the ground and within a certain percent of damage.
I put in bold/green what any other person in the world would call priority. I asked him how he would describe the green section. He said it was "math". I don't know if studstill actually knows how math works, but as a mathematician i can explain it: There are 9 axioms which we agree to be true, and there are a few rules of formal logic that are applied to those 9 laws in order to derive mathematical theorems. Theorems require astronomical amounts of logical operations to derive things which interest us in the math community. For example, the fundamental theorem of calculus requires about a measly 6 million logical operations to derive. But you wont see that formal proof of it in your calculus class. Instead they give names to other theorems and use them as macros for their own formal proofs in order to be able to write a proof in plain english that can fit on a blackboard. The best part is that once we have this proof of the "fundamental theorem of calculus" we can just invoke its name every time we want to describe something with it instead of writing out the full chalkboard proof or the actual 6 million logical operation proof.if (hitbox touches hurtbox)
{
damage and knockback factors are applied to the player.
}
else (hitbox ( X ) touches hitbox ( Y ))
{
if (both players in air)
{
Then both hitboxes can connect
}
else (If both players on ground)
{
//Apply Priority Rules
if ( X>(Y+10) )
{
X Hitbox connects
}
else if ( Y>(X +10) )
{
Y Hitbox connects
}
else ( If |X-Y| <= 10 )
{
Moves cancel
}
}
else ( Air move vs ground move )
{
//TODO studstill
}//HINT: The result will be air moves have PRIORITY over ground moves. eg Ness recovery up-b on the ground vs DK punch clanks, while Ness up-b recovery in the air will have a clanking animation but DK gets hurt and Ness does not
}
If that's not bashing to you I don't know what is.Sangoku/hipstur/aussie. Seriously starting to think you all don`t know anything, other than how to hit buttons. It`s sad that the allegedly skilled members of this 'community' don`t actually know how the game works