A2ZOMG
Smash Legend
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- Oct 13, 2007
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- A2ZOMG
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Falcon's Jabs for example are very strange. His Jab3 has an odd property that allows it in some instances to be canceled back into Jab1 instead of Rapid Jabs.
[collapse="OSA2 data"]
[/collapse]I don't understand why. But here are the ways I input it. The timing for this mechanic didn't change whether my Jabs were stale or fresh keep in mind (hitlag is damage dependent but it doesn't seem to affect the timing at all here):
On whiff (no opponent nearby):
*Initiate Jab2
*After first active frame of Jab2 release A button for 13 frames (hit the Z button in debug pause 13 times once you see the first active frame of Jab2)
*Initiate Jab3
*After first active frame of Jab3 release A button for 5 frames
*Initiate next Jab. This Jab1 comes out 4 frames after the input
On hit:
*Initiate Jab2 and release A button for 18 frames after first active frame
*Hold A button again to initiate Jab3 which (when stale) links into Jab1 in 15 frames
OR
*Initiate Jab3 and release A button for 21 frames after the first active frame
*Initiate next Jab (comes out in 4 frames after input).
Discuss. And please don't infract me rPSI. =O
[collapse="OSA2 data"]
Code:
Subaction Main0x4A
@11568
-----------|START|--------------------------
Asynchronous Timer - Frames=5.00x,
Offensive Collision - Bone/ID=0xC0000, Damage=0x6, Trajectory=0x46, Base Knockback=0xA, Knockback Growth=0x32, Size=6.20x, Z Offset=0.00x, Y Offset=4.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30480,
Offensive Collision - Bone/ID=0x60001, Damage=0x6, Trajectory=0x46, Base Knockback=0xA, Knockback Growth=0x32, Size=3.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30480,
Offensive Collision - Bone/ID=0x60002, Damage=0x6, Trajectory=0x46, Base Knockback=0xA, Knockback Growth=0x32, Size=4.30x, Z Offset=4.40x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30480,
Asynchronous Timer - Frames=7.00x,
Offensive Collision - Bone/ID=0xC0000, Damage=0x5, Trajectory=0x169, Base Knockback=0x0, Knockback Growth=0x46, Size=4.80x, Z Offset=0.00x, Y Offset=4.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30440,
Offensive Collision - Bone/ID=0x60001, Damage=0x5, Trajectory=0x169, Base Knockback=0x0, Knockback Growth=0x46, Size=3.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30440,
Offensive Collision - Bone/ID=0x60002, Damage=0x5, Trajectory=0x169, Base Knockback=0x0, Knockback Growth=0x46, Size=3.80x, Z Offset=4.40x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39C30440,
Asynchronous Timer - Frames=9.00x,
Terminate Collisions
Bit Variable Set - RA-Bit[20],
Asynchronous Timer - Frames=11.00x,
Bit Variable Set - RA-Bit[16],
Asynchronous Timer - Frames=32.00x,
Allow Interrupt
----------------------------|END|-----------
On whiff (no opponent nearby):
*Initiate Jab2
*After first active frame of Jab2 release A button for 13 frames (hit the Z button in debug pause 13 times once you see the first active frame of Jab2)
*Initiate Jab3
*After first active frame of Jab3 release A button for 5 frames
*Initiate next Jab. This Jab1 comes out 4 frames after the input
On hit:
*Initiate Jab2 and release A button for 18 frames after first active frame
*Hold A button again to initiate Jab3 which (when stale) links into Jab1 in 15 frames
OR
*Initiate Jab3 and release A button for 21 frames after the first active frame
*Initiate next Jab (comes out in 4 frames after input).
Discuss. And please don't infract me rPSI. =O