Toomai
Smash Ace
"Learn more about bones" is a bit too general to me.
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In Brawl, bones are essentially points. Unlike some other systems of computer animation, bones in Brawl do not have a "length"; you can change the length of a character's arm by changing the position of the elbow and wrist bones. (This is why moveset swaps in Brawl distort character proportions, unlike those in Melee.) Since bones consist of only a point there's not much meaning to the term "root" (unless you're talking of something else).Okay, let's see... I'd like to learn about the main bones (I understand this includes TransN?), what exactly a bone root is, and how to interpret bones in relation to hitboxes when reading it in OSA2.
Send a PM to Amazing Ampharos, he's big on stages and I know he worked on figuring out stage hitboxes for BBrawl.Does a stage .rel show the refresh rate of stage hitboxes? Or do you have to test that by hand going frame by frame?
That's how I've always heard it too.3 games in a set.
3 matches in a set.
Games = matches.
That's what everyone in my region has always used =x
This. I see it used like that in tourney videos, etc. "Game x in Set x". Like I said, idk about match.but the entire thing is a set.
Alright, thanks. That's what I was asking, too, if it had been looked into anymore.I don't see what there is to examine. If the target is in any of the 60 frames of a smash charge animation and it's not Ness's up or down smashes, they will take 1.2x knockback from any hitbox. I've personally confirmed it and I've seen a number in the game's code that is claimed to be the value (1.2, right next to the 1.4 of the fully charged smash damage multiplier).