rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
Knowing animation length also matters in case you're trying to ISJR
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Oh? Didn't know that!The difference between animation length and interruptability matters because if you interrupt a move with the same move again its staleness is delayed.
Example: If you continually d-tilt with Marth, as long as you interrupt the d-tilt with a d-tilt you are constantly in the d-tilt action. Each hit counts in the stale move queue, but the move's damage isn't decreased to match until you leave the d-tilt action (either the animation ends or you do something else).
Subaction Main0x72
@17640
-----------|START|--------------------------
Throw Attack Collision - ID=0x0, Bone=0x0, Damage=0x4, Trajectory=0x1C, Knockback Growth=0x32, Weight Knockback=0x0, Base Knockback=0x32, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,
Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x169, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x3C, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,
Asynchronous Timer - Frames=19.00x,
Special Offensive Collision - 0x150000, 0x2, 0x169, 0x96, 0x1E, 5.00x, 0.00x, 2.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x31830440, 0x0, 0x84FFFC3,
Special Offensive Collision - 0x140001, 0x2, 0x169, 0x96, 0x1E, 4.00x, 0.00x, 2.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x31830440, 0x0, 0x84FFFC3,
Asynchronous Timer - Frames=20.00x,
Throw Collision - 0x0, 0x49, RA-Basic[2], RA-Basic[3], RA-Basic[4],
Reverse Direction
Terminate Collisions
Asynchronous Timer - Frames=32.00x,
Allow Interrupt
----------------------------|END|-----------
The 0.0, 1.0, 1.0 matches the pattern of "trip chance, freeze frames mult, SDI mult" used on hitboxes - except that they don't apply to throws. The 3 also looks like an air/ground specifier (again, throws don't apply). Personally I think it's some sort of inheritance shenanigans (i.e. throw objects inherit from a base hitbox class). The 8 at the end I think is "throw armour frames" but that's 100% untested. The other values all have some sort of meaning but I have yet to find a pattern.0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,
The first 3 terms look like multipliers. But the rest I have no idea what this is referring to.
Yeah, things like jab loops and jab continuation.Also, on a lot of jabs I see
"Bit Variable Set - RA-Bit[16]"
Does this have something to do with inputs like pressing the attack button causing the Jab2 animation to start?
That's because dashes use attributes for their physics.In brawlbox, I can select TransN bone and track the numerical translation of this bone for each frame in the DashAttack, but the Dash animation will not translate in brawlbox.
Um what's the question? (Using "opponent" to refer to both players is rather confusing.)So tell me this, this is more of an empirical observation more than anything, but here's the scenario that to me, doesn't make sense:
Scenario A: A character approaches shield, and spaces a move, it isn't powershielded, it connects with shield on the front, it's safe on block (the opponent tries to punish it w/ grab/dash grab/attack, gets punished).
Scenario B: Same person, same attack, but he's doing it on crossup, or behind the opponent on his shield. Opponent wtfs w/ frame data, and does a turn around dash grab, gets the punishment.
Does anyone know what I'm talking about? I'm sure it's just because the opponent gets overconfident and doesn't dodge/attack before the opponent responds, but it happens often enough that I have to ask for clarification.
Oh yeah, whoops, didn't get around to editing it, that would've helpedUm what's the question? (Using "opponent" to refer to both players is rather confusing.)
If it's "why do people connect with shieldgrabs more often if their shield is hit in the back", then there's no mechanical reason for it.
I'm not too experienced with OpenSA2, but I'm pretty sure that's the special flags, and when I convert them to binary, it's missing 4 bits.Variables:
00000001 0003A980
------------------
00000000 00000000
00000000 0000000B
00000000 00000046
00000000 00000032
00000000 00000028
00000001 00083D60
00000001 00000000
00000001 0002BF20
00000001 000927C0
00000001 00004650
00000001 0000EA60
00000001 0000EA60
00000000 06430E94
00000000 00000000
00000000 014FFFC0
------------------
00000000 00000001
00000000 0000000B
00000000 00000046
00000000 00000032
00000000 00000028
00000001 00083D60
00000001 00000000
00000001 0002BF20
00000001 000F9060
00000001 00004650
00000001 0000EA60
00000001 0000EA60
00000000 06430E94
00000000 00000000
00000000 014FFFC0
------------------
00000001 000493E0
------------------
------------------
00000001 00124F80
------------------
------------------
PSA Commands(For Injection):
00020100 00011BA8
06150F00 00011BB0
06150F00 00011C28
00010100 00011CA0
06040000 00000000
00020100 00011CA8
64000000 00000000
PSA Commands if Params start at: 0x0
00020100 00000000
06150F00 00000008
06150F00 00000080
00010100 000000F8
06040000 FFFFFFFFFFFEE458
00020100 00000100
64000000 FFFFFFFFFFFEE458
You're not including the leading zero.[...] it's missing 4 bits.
Can someone point out what I'm doing wrong?