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Well, they are certainly that way on nair.
The other moves don't actually have the shooting hitbox in the attack's code, so I assume it uses a difference process.
Example: Up air
That hitbox is like at her ankle and just spins around with her. No extended ones here like nair.Code:Asynchronous_Timer(Frames=1) Set_Frame_Duration(Speed=1) Hitbox(ID=0x0, Part=0x0, Bone=0x5, Damage=4, Angle=0x30, KBG=0x50, FKB=0x0, BKB=0x4B, Size=3.8, Z=4.5, Y=1, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6) Script_End()
I not sure where to find the bullet art parts of the other attacks.
I'll probably have Luma separate from Rosalina.
If they're not attached to Luma's bones, then is it possible they shouldn't be moving with Luma's animations?Hm, must be an animation error on my part; the code is fairly straight forward:
They aren't attached to Luma's bones. This says it should apparently stretch from 5 to 13, which is pretty long.
Edit:Code:Asynchronous_Timer(Frames=2) Extended_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=4, Unknown=0x6C, Unknown=0x3C, Unknown=0x0, Unknown=0x6E, Unknown=3, Unknown=0, Unknown=5, Unknown=3.5, Unknown=0x0, Unknown=0, Unknown=0.5, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x2, Unknown=0x3, Unknown=0x1, Unknown=0x6, Unknown=0, Unknown=13, Unknown=3.5) Extended_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=4, Unknown=0x5C, Unknown=0x3C, Unknown=0x0, Unknown=0x6E, Unknown=3, Unknown=0, Unknown=5, Unknown=-3.5, Unknown=0x0, Unknown=0, Unknown=0.5, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x2, Unknown=0x3, Unknown=0x1, Unknown=0x6, Unknown=0, Unknown=13, Unknown=-3.5) Synchronous_Timer(Frames=8) Remove_All_Hitboxes() Script_End()
If I had to guess, I'd say it's supposed to look more like uptilt.
I'll check later with in-game hitbox display to see if Luma has something extra going on.
No, the hitboxes are supposed to move like that, and they are accurate. It just isn't as disjointed in-game because Luma stretches a lot in her animations in-game whereas she doesn't in the gif.If they're not attached to Luma's bones, then is it possible they shouldn't be moving with Luma's animations?
It looks like hitbox visualization is working ingame on the 3DS. That's...awesome.No, the hitboxes are supposed to move like that, and they are accurate. It just isn't as disjointed in-game because Luma stretches a lot in her animations in-game whereas she doesn't in the gif.
Not before a Rosalina or Marth thread...There will be a Mario thread sooner or later?
Marth will be the same as Lucina. The only reason why I'd want Marth's is to get some of the stuff Lucina's thread is missing and to get the new GIFs (that pause/play and adjust speed)Not before a Rosalina or Marth thread...
I know that Marth's hitboxes are the same, but still... I still want themMarth will be the same as Lucina. The only reason why I'd want Marth's is to get some of the stuff Lucina's thread is missing and to get the new GIFs (that pause/play and adjust speed)
Speaking of weird character animation stuff, how are you gonna do G&W's spawning body parts? Literally every single one of his attacks adds bones to his frame for the animation, even though the hitboxes themselves aren't attached to them.I've had issues with grab ranges, especially pivot grabs, so I've only been including ones that don't seem too off, but I'm pretty sure none are completely accurate.
Characters that have stretchy animations have been mostly avoided so far too. I figured out how to read the stretchy scaly animation data, but I have no idea how to properly program it in the viewer :[
So that's why Mario and Luma haven't been done quite yet. I may just have Rosa separate from Luma at first.
I also need to figure out how projectile attacks will work (Villager slingshot, wicked weaves, lemons, etc). I pretty much have an idea on how to simulate it, but I've not felt like working on that yet, as it requires a little restructuring.
Furil said characters with too many stretchy properties were going to have to wait until it can properly be represented in the visualization software, though he said Rosalina could be done separately from Luma.PLEEEEEASE do Rosalina and Luma next
Because his back air hitbox is also on his leg, yet he doesn't have to touch me with his leg to hit me. His up air hitbox is also on his arm, but also extends a lot further vertically than his animation would imply. I want to know how disjointed the Shoryuken is so I know how much leeway I have in spacing a frame 15 hitbox sandwiched between two other hitboxes while avoiding getting hit during start-up by an un-reactable hitbox that is able to easily hit from under stages before ledge-snapping.The hitbox is on Ryu's fist. Why wouldn't you be able to hit him?
I wouldn't say "messed up badly" considering the frame data on the two attacks. There's a certain spacing needed in order to avoid sourspotting the attack and giving Ryu the chance to tech. Even a trade is favorable for Lucas in this situation because there's no way a late Shoryuken, true or not, is capable of killing until some very high percentages.Lucas backair is disjointed.
You know what? Lemme just skip the nonsense and just say I have been spiked plenty of times by Lucas out of Shoryuken.
Just space it right and you will be fine. If you get hit ever, then you messed up badly.
I don't know about the other guy, but I don't have a sparring partner at all, full stop. I believe you live in a highly competitive Smash region but not everyone is as fortunate as you to be all but tripping over people who are willing to help you out.You def dont need to know the hitbox for this to work though it would help.
Just practice it. Unless you don't really have a sparring partner that uses Ryu so you really need to know just in case you fight one in tourney.
I second this. I think it's pretty much agreed at this point that after the Bayo nerfs it's Ryu, Cloud, or Rosa for best character in the game, so it's important to know how to space around his attacks, especially his pretty ridiculous aerials.I think Ryu should be next on the list anyway. Everyone is dying to see his crazy hitboxes and he's pretty straight forward (no limb stretching as far as I can tell)
zard appears to only need usmash, bair, and possibly dtilt/flare blitz updated to be complete - would greatly appreciate if someone finished the jobhttp://smashboards.com/threads/charizards-hitboxes.437711/
Link to the zard hitbox thread. This hitboxes are not up to date but can at least give a rough idea of how they are like.
I personally wanna see how ridiculous up air is.I would love to see Ness' hitboxes
especially FAIR because of how monsterous it is and puny little DAIR