Herbert Von Karajan
Smash Lord
I think yall should move the stuff that Studstill wants to talk about into this thread please.
In this post I'll also compile a list of things Studstill is wrong about:
Feel free to point out other stuff he is incorrect and address why it is wrong. Maybe this could evolve into a FAQ for noobs.
WAT
http://smashboards.com/threads/tournament-rules-super-smash-bros-64.359825/#post-16986194
In this post I'll also compile a list of things Studstill is wrong about:
Feel free to point out other stuff he is incorrect and address why it is wrong. Maybe this could evolve into a FAQ for noobs.
There is no priority: Get any hitbox into a hurtbox and success!
Clanking/priority I feel are not terms that apply to SSB64
(He probably means velocity; the definition of momentum is p = mv, where p is momentum, v is velocity, and m is mass... I dont think studstill knows physics)
I still believe there is a momentum component to interactions.
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The interaction between hitboxes/hurtboxes is defined by some base attributes such as damage and knockback, but also depends on when (within the move) they connect, and based on character momentum.
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This is really the only example I can clearly give of why I think there is a "momentum" component to both knockback and hitbox interaction (re:sametime, cancel). You can sometimes break Yoshi`s jump with a Nair, if you time it right. I haven`t messed around with this TAS wise, but it seems that Kirby`s momentum and the "internal momentum" (when in the Nair they connect) are factors, again making priority a sloppy way to talk about it. This is even more obvious with the Bair, much more rare that you can break Yosh jump with this move, but I`ve done it.
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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)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.
OK so he is saying hitboxes all behave the same, so its still wrong.Again, I do not believe that hitboxes are different re: move they came from.
>>>>>No other game has the freedom of movement that 64 does, even with 3D.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.
WAT
This is wrong. Samus just has 3 frames of invincibility in the beginning of the up-b. (11 frames in japanese version). Even if studstill was right about this, he would be contradicting his belief on hitbox interaction.Yes. 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. Compared to the other moves inability to do this, I referred to it yes as 'turning back time'. See how if you take what I say and don`t purposefully take it out of context, it ends up being correct. Again, feel free to apologize for the cognitive dissonance betwixt "Cobr and Steve know what they are talking about," as you all keep stating, and the apparent fact that you know nothing about the game past simply hitting the buttons.
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