Jab1
Subaction Main0x48
@149F8
-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0x230000, Damage=0x2, Trajectory=0x169, Base Knockback=0xA0064, Knockback Growth=0x0, Size=4.00x, Z Offset=4.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200,
Offensive Collision - Bone/ID=0x220001, Damage=0x2, Trajectory=0x169, Base Knockback=0xA0064, Knockback Growth=0x0, Size=3.00x, Z Offset=1.20x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200,
Offensive Collision - Bone/ID=0x410002, Damage=0x2, Trajectory=0x169, Base Knockback=0xA0064, Knockback Growth=0x0, 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=0x39030200,
Asynchronous Timer - Frames=3.00x,
Terminate Collisions
Asynchronous Timer - Frames=7.00x,
Bit Variable Set - RA-Bit[16],
Asynchronous Timer - Frames=12.00x,
Bit Variable Set - RA-Bit[22],
Asynchronous Timer - Frames=19.00x,
Allow Interrupt
----------------------------|END|-----------
First of all, let me clear up any possible confusion. THIS IS
NOT ANIMATION FRAME DATA. I cannot stress this enough. Many people misinterpret it as being, say, animation start on F2, and animation end on F19, but that's not the case. This is strictly about hitboxes. When they come out, and how long they restrict other actions, etc.
Secondly, as I said before, I'm not very fluent in OSA/PSA/w/e, so I'm going to try and not focus on frame data, I'm going to focus on explaining bit variables, etc.
Anyhow...
Geek-to-layman translation:
Startup lag for two frames. The asynchronous timer in the beginning is telling us how many frames it has for start, and since these programs spit out "different" frame counts, it gets confusing when you reach the hitboxes.
"Offfensive collision" is the technical term for hitbox. All the data following the offensive collision is VERY complicated, so I'm not even going to get into that right now. Feel free to ask me about it though if you really want to sate your curiosity. All that's useful for now is that Sonic's Jab1 has 3 hitboxes.
Now, this is where it gets trippy. It says asynchronous timer - frames=3.00x, and after that it says terminate collisions, no? Well, this is what I'm talking about when I say "different" frames. What this means is that the hitboxes are out only on frame three, and are terminated on that frame. Thus, no more hitboxes on frame 4.
And here is the meat of this discussion. There is an asynchronous timer with Bit Variable Set - RA-Bit[16]. This means that bit 16, the flow bit, is set on frame 7. Now, this is the Geek definition of Bit 16:
RABit 16 = if hit and button held OR if button press goto next jab in sequence
Now the layman's translation:
So now, for Jab1, we know that if you whiff it and release A, pressing A again on F1-F6 won't do anything. However, pressing A again on F7-F23 will initiate Jab2. Or, if you connect and hold A, Jab2 will auto-start on frame 7.
After that, we see another asynchronous timer, and Bit Variable Set - RA-Bit[22]. This is what I like to call the quick bit. A lot of jabs have this bit, notably Squirtle, Mario, Snake, etc.
Geek:
RABit 22 = if button press goto jabx1
Layman:
If button is held to bit set frame, jab1 will start on next frame on whiff.
So with Sonic, if you whiff a jab and hold A up to F12, the next frame jab1 will repeat itself. That is, input on frame 0, hold A from F1-F12, keep A held on F12, advance to next frame. If A isn't held on F12, or if A is released any time before F13, even if you press and hold it again, you won't repeat jab1.
The last asynchronous timer indicates from where IASA begins. So say you press and release a jab whiff, if you are holding down throughout-until and/or during F19, on F20 the crouch animation will start.
Finally, something to note: if you whiff a jab and release A, pressing it anytime during F7 to during F23, you will jab2. It's not until F24 that you can press A again to jab1. RA Bit 16 "locks" you until F23 if you press and release whiff.
I'm sorry for the ranting explanation, I just felt it would be good to explain a lot. I.e. I got carried away. :C