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Just to clarify what the bits mean...RABit 16 = if hit and button held OR if button press goto next jab in sequence
RABit 17 = if button held go to next jab in sequence (doesn't require hit or release and press to transition)
RABit 20 = as RA16 except transitions into the rapid jab
RABit 22 = if button press goto jabx1
that's how they work afaik
Not only did I already do the jab analysis but iirc I gave it to rPSI!
rPSI we should talk...... I guess tomorrow night cause that's the next time I'll be at all free. Microbiology and trying to get another jab are keeping me maaad busy.
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x64, Base Knockback=0x46, Knockback Growth=0x4, Size=3.00x, Z Offset=-7.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,
Offensive Collision - Bone/ID=0x2E0001, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x5, Size=4.00x, Z Offset=-2.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,
Offensive Collision - Bone/ID=0x2E0002, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x14, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=-2.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,
Offensive Collision - Bone/ID=0xA0003, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x1E, Size=4.00x, 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=0x39010400,
Asynchronous Timer - Frames=6.00x,
Terminate Collisions
Asynchronous Timer - Frames=9.00x,
Bit Variable Set - RA-Bit[16],
Asynchronous Timer - Frames=13.00x,
Asynchronous Timer - Frames=20.00x,
Allow Interrupt
You would be correct, sir. A quick look shows that the aerial version of his UpB is not only invincible 4-6, but also has bones 0x2c and 0x14 invincible for frames 12-44. The grounded version only has HA, no IBCs.BTW, although DK is invincible frames 4-6 of his aerial up-B
I think his arms and maybe part of his torso are invincible a few frames after that.
This. If someone is in either red or yellow, go ahead and take it.Is it necessary to follow the sign-up sheet to a T? I'd say if you're available to get data just start filling stuff in lol.
I'm guessing 0x2c and Ox14 are his arms or something?You would be correct, sir. A quick look shows that the aerial version of his UpB is not only invincible 4-6, but also has bones 0x2c and 0x14 invincible for frames 12-44. The grounded version only has HA, no IBCs.
I believe that you have your bits correct.Just to clarify what the bits mean...
RABit 16:Bit is set on so and so frame, and if the opponent was hit and the button is held, Jab2 automatically starts. Or, bit is set on so and so frame after you jab but don't connect, and pressing the button again AFTER the frame the bit is set activates Jab2.
E.g. Jab1 has RABit 16 set on frame 8. If...
-opponent is hit on frame 3 and the button is held, as soon as frame 8 comes around the next jab is initiated
-or if button is pressed and released and jab misses, after frame 8, pressing the button again will start Jab2, but if you press the button again before frame 8, nothing happens.
RABit 17: Jabs like ZSSamus, Snake, Squirtle, etc. Bit is set on frame 1, and holding the button will repeat Jab1.
RABit 20: Like Falcon's jab.
RABit 22: idk.
Am I getting the general gist of it?
Also, slightly off topic, but I'd like to know: how does RABit 16 behave/affect aerials?
Edit: Sort of confused by ROB's Jab1...
Here's the OSA info
ugh, I copied that by hand... clipboard dump did nothingCode:Asynchronous Timer - Frames=2.00x, Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x64, Base Knockback=0x46, Knockback Growth=0x4, Size=3.00x, Z Offset=-7.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400, Offensive Collision - Bone/ID=0x2E0001, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x5, Size=4.00x, Z Offset=-2.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400, Offensive Collision - Bone/ID=0x2E0002, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x14, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=-2.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400, Offensive Collision - Bone/ID=0xA0003, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x1E, Size=4.00x, 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=0x39010400, Asynchronous Timer - Frames=6.00x, Terminate Collisions Asynchronous Timer - Frames=9.00x, Bit Variable Set - RA-Bit[16], Asynchronous Timer - Frames=13.00x, Asynchronous Timer - Frames=20.00x, Allow Interrupt
Anyhow, what I'm confused about is why ROB's Jab1 has 4 hitboxes, and what's up with the fourth. Does this have anything to do with how the top of Jab1 has minimal reverse KB and the inside has decent outward KB? Also, how would I record data for that?
Gad, I'm so sorry for being so incompetent with this. :< Please forgive me and help me out?
Yep, 2c is his right arm, and 14 is his left, it seems!I'm guessing 0x2c and Ox14 are his arms or something?
Ok, so the way I'm reading the data is hitbox out on frame 2, hitbox end on frame 6, bit set on frame 9, allow interrupt on frame 13, and animation end on frame 20.I believe that you have your bits correct.
For frame data, we don't need the actual data on the hitboxes. And the reverse hit thing just deals with where the opponent is hit in relation to where ROB is. http://i261.photobucket.com/albums/ii50/mapler227/al_091112_1916.jpg Those are where the hitboxes are BTW.
interestingI only checked because you said something :]