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Quick Question, Quick Answer Thread

Kinzer

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Oh.

I forgot to ask about the program too.

I'll look into it... when I'm not procrastinating Pre-Calculus homework.

Thank you.

:093:
 

KayLo!

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According to OSA, the collisions terminate on iframe 38. So Prime got it right. =X
 

KayLo!

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The collisions end on iframe 38 though. So the hitbox lasts until in-game frame 38, and there's no hitbox on 39.

Derp.
 

The Cape

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Nair states that the collisions terminate on Asynch timer 38. Asynch timers always need to add 1. Therefore the collisions terminate on frame 39. (in game)
 

Pikabunz

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Yeah, collisions terminate on frame 39 which means there's no hitbox on that frame.
 

The Cape

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Kaylo:

5th use and after at 59%:

06FC0988 00000028
00000000 3DCCCCCD
3DCCCCCD 3DCCCCCD
3DCCCCCD 00000000
00000000 00000000
00000000 00000000
 

The Cape

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Its an interesting code, first half of the second line is how much it ADDs at the top of the que and then the rest is how much it subtracts for each subsequent use.

Its so weird.
 

Kinzer

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Everybody! Relax! I got this!

I'm going to go into the game and find out anyway. Being one frame off is no big deal to me, I'll figure it out myself either way; I have to do I am to gather the data I am seeking. I just needed some sort of referential.

Also rSigh, I cannot see your link. :<

:093:
 

phi1ny3

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Hey, do items still interact within the default Z-plane when the user who holds it has invulnerability (like air dodge)? I'm thinking of a mixup involving grenades, which might help with one of Snake's problems. Or does it move into a part of the Z-plane that can't be hit/interacted with?

Actually, here's a better question for the subject. How do items behave when being held but when the user is dodging?

I know it sounds a little dumb, but it's something that I think may have been overlooked for a nifty use. Although even if this is true, there's something I think that Snake can still do to help :3
 

phi1ny3

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Okay, that's what I thought, otherwise one couldn't do the item drop from an air dodge (I believe TL players call it "Invinci-bombing" or something like that). Thanks
 

A2ZOMG

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Roll distance/Velocity comes from the animations themselves.
So if one were to try to edit glide toss distances, you would have to do some creative stuff in BrawlBox (ignoring traction values of course)? Similarly I would assume that if I wanted to change Mario's Sliding Up-smash or the properties of a DACUS, I would be looking at BrawlBox.

Not that I know how to use BrawlBox. But I know animation data is found there.
 

Luxor

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Frame data threads o.0
Ignoring traction, I believe you're correct except maybe in the case of DACUS- I'm not sure, but I believe the big, useful DACUS'es actually get a momentum boost in PSA, not that I've ever checked.
 

The Cape

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So if one were to try to edit glide toss distances, you would have to do some creative stuff in BrawlBox (ignoring traction values of course)? Similarly I would assume that if I wanted to change Mario's Sliding Up-smash or the properties of a DACUS, I would be looking at BrawlBox.

Not that I know how to use BrawlBox. But I know animation data is found there.
You can just add momentum under specific circumstances. What do you want to do specifically?
 

A2ZOMG

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Whoops, was I implying that I wanted to try changes to momentum mechanics?

I was simply asking a question as to how things work. I'm pretty aware that momentum values can be set in PSA, but I was merely confirming that animations were also a part of it.
 

Pikabunz

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Can someone explain this?

Pikachu
Strong Nair: Knockback - 100 / KB Growth - 22
Weak Nair: Knockback - 100 / KB Growth - 20

They're nearly the same but strong nair kills at 150% while weak nair kills at 270%. That extra 2 in KB growth can't be making that much of a difference.
 

The Cape

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Can someone explain this?

Pikachu
Strong Nair: Knockback - 100 / KB Growth - 22
Weak Nair: Knockback - 100 / KB Growth - 20

They're nearly the same but strong nair kills at 150% while weak nair kills at 270%. That extra 2 in KB growth can't be making that much of a difference.
Damage and KBG are directly linked. The BKB will be exactly the same and is unaffected by damage, but the KBG and the damage are directly linked (hence the nature of stale moves).
 

Pikabunz

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kk, thanks! That also explains dsmash's massive knockback data and only killing at 120%+.

Dsmash: Knockback - 190 / KB Growth - 70
 

A2ZOMG

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I think you read the knockback values incorrectly. It's 100 kbg and 22 bkb for strong hit N-air.

Keep in mind, 80 bkb causes tumble consistently no matter what.
 

A2ZOMG

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Yep. OSA2 has those values incorrectly labeled. PSA has it correct though.
 

phi1ny3

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Okay, so according to OSA, Extreme Speed (Lucario's upB) starts on frame 16. Someone tested via frame advance, and found it doesn't start until frame 30.

Can someone look at this specific thing in OSA and tell me what's wrong with this or how I'm reading it?
 

rPSIvysaur

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If he looked at the durations in BrawlBox, he would have seen that SpecialHiStart is 30 frames. :awesome:
 

Kinzer

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Speaking of PSA:

Would anybody care to tell me how to read it so that I can find out what frame Lucario can pummel and each pummel counts as its own stale move tally?

As most, if not all of you are well aware of, pummels that are done in quick succession will count as one tally constantly and deal the damage like it were the previous decay (or the decay it's on right now, I've sort of forgot which was which) (and continue to do so until you either slow down the pummel, do a throw, or the opponent breaks out). I want to know how long Lucario would have to wait before he can pummel and that one pummel will count as its own tally.

If I didn't know better, it won't directly calculate hit-lag, and trying to find this out in game is impossible since Lucario only does a measly 1% damage even at 200% damage and two stocks down. It's those stupid decimal figures man.

And if you don't mind, tell me how to read it in PSA, and the leyman's terminology for it so that I can help a friend understand it as well? I'm just learning how to read SA and right now it's all a buncha hullaballow to me.

Many thanks.

:093:
 
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