East
Crappy Imitation
Finally able to put the new Tales of Symphonia down, I recently got to thinking about the mystery surrounding Sheik's Needles and their very random ability to turn people around. I got to doing a little testing and the results I got were at least a little interesting:
When performed on every character in the cast Sheik's needles will turn them around depending on which side the character is hit on. At first glance, that sounds like a no brainer. You might be thinking "Well duh East, all attacks in the game are like that..." The tests I used to perform this were at varying distances, [In my face, 1/4 FD , 1/2 FD, and the end of the needles range]. At every distance, while also varying the number of needles thrown the opponent would turn around, depending on where they were hit.
On the ground, at "In my face" distance, when Sheik throws a needle for whatever reason the character's hurtbox or the needle's hitbox doesn't register until it's behind the opponent. This is easily seen on skinnier characters, but wider characters is a bit more difficult to perform correctly [by which I mean you kind of have to be in their image to do so.]
On the ground at 1/4 of Final Destination, 1/2 of Final Destination, and the end of the needles range, the attack will simply make the character face the direction the opponent was hit at.
If an opponent tries to dodge out of the way of one or more of the needles, and they dodge incorrectly, in such a way that the needles are passing through them when they're invincibility ends, they will be turned around. The direction of the dodge does not matter, spot dodging included.
In the air, things get a bit tricker. While facing a character who is facing you already and throwing a needle, it is possible to hit them from behind. That may sound a little weird, but testing it on almost every character [excluding characters who have nearly identical hitboxes such as Kirby and Jigglypuff, I would only do one of them.] it is possible. It's best to imagine every character's hitbox as being cut vertically into two pieces. They don't have to be symmetrical, just take the highest point on their body [I can't say head, because for character's like Bowser, the highest point on his body is the top of his shell.] and split it there. Everything in the direction of their face is the front, and everything else is the back.
On some character's such as Snake, it almost seems impossible to hit them from the back, but after doing it several times and then slowing down the game to look at it, I can conclude that the hurtboxes for characters are not perfect. It would seem that some character's hurtboxes do not evenly match the image that you see, but are pretty **** close. [Disjointed hurtbox?]
Digressing, if you are able to hit a character from the back of their hurtbox, they will turn around, registering the needle's hit from the other side of their body.
I have tried this with the CPU [Lv. 9] set to stop and control. While on control, I also had the character walk around while getting hit to see if that made a difference. As I explained before, I did not.
I also ask that if anyone is able to, show me a video or a few videos where a character has been hit and turned around, I'd like to rewatch them and analyze them to see if there is some other type of input that might change what I've said above.
Thanks,
-East.
When performed on every character in the cast Sheik's needles will turn them around depending on which side the character is hit on. At first glance, that sounds like a no brainer. You might be thinking "Well duh East, all attacks in the game are like that..." The tests I used to perform this were at varying distances, [In my face, 1/4 FD , 1/2 FD, and the end of the needles range]. At every distance, while also varying the number of needles thrown the opponent would turn around, depending on where they were hit.
On the ground, at "In my face" distance, when Sheik throws a needle for whatever reason the character's hurtbox or the needle's hitbox doesn't register until it's behind the opponent. This is easily seen on skinnier characters, but wider characters is a bit more difficult to perform correctly [by which I mean you kind of have to be in their image to do so.]
On the ground at 1/4 of Final Destination, 1/2 of Final Destination, and the end of the needles range, the attack will simply make the character face the direction the opponent was hit at.
If an opponent tries to dodge out of the way of one or more of the needles, and they dodge incorrectly, in such a way that the needles are passing through them when they're invincibility ends, they will be turned around. The direction of the dodge does not matter, spot dodging included.
In the air, things get a bit tricker. While facing a character who is facing you already and throwing a needle, it is possible to hit them from behind. That may sound a little weird, but testing it on almost every character [excluding characters who have nearly identical hitboxes such as Kirby and Jigglypuff, I would only do one of them.] it is possible. It's best to imagine every character's hitbox as being cut vertically into two pieces. They don't have to be symmetrical, just take the highest point on their body [I can't say head, because for character's like Bowser, the highest point on his body is the top of his shell.] and split it there. Everything in the direction of their face is the front, and everything else is the back.
On some character's such as Snake, it almost seems impossible to hit them from the back, but after doing it several times and then slowing down the game to look at it, I can conclude that the hurtboxes for characters are not perfect. It would seem that some character's hurtboxes do not evenly match the image that you see, but are pretty **** close. [Disjointed hurtbox?]
Digressing, if you are able to hit a character from the back of their hurtbox, they will turn around, registering the needle's hit from the other side of their body.
I have tried this with the CPU [Lv. 9] set to stop and control. While on control, I also had the character walk around while getting hit to see if that made a difference. As I explained before, I did not.
I also ask that if anyone is able to, show me a video or a few videos where a character has been hit and turned around, I'd like to rewatch them and analyze them to see if there is some other type of input that might change what I've said above.
Thanks,
-East.