TheGravyTrain
Smash Ace
I'm gonna make a bug report for the bair after I try and get a bit more distance between the tail and the hitbox to make it absolutely clear and also post some brawlbox pics to show what it is and see what they say.
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Does yoshi even reach terminal velocity when he ECEs? I feel like that wouldn't matter@ pugwishbone17 that is impressively bad, I think that might be a bug as well
@ Mumbo right, you can't perform any action during IASA frames, so less IASA+higher terminal velocity==safer and easier ECEs, you no longer have to be TAS level to be frame safe it's actually pretty exciting
@ TheGravyTrain sorry let me clarify: I'm still pretty mad that bair is as easily beatable as it is and I don't believe the hurtbox placement is good design, having hurtboxes all over the place continuously while the hitboxes only come out on <half of active frames of the move AND don't extend as far as the hurtboxes is stupid. But if the PMDT hasn't done anything at this point and the move has been the same since yoshi's release, it looks like it's something we have to either make noise about to get changed, deal with, or wait and see if it's not fixable for some reason.
Did you ever get those pictures? I too would like to see the frame data on it.I will post some pics tomorrow.
Is there a video of the egglay bug?Did you ever get those pictures? I too would like to see the frame data on it.
https://www.reddit.com/r/SSBPM/comm..._discussion_thread_90_91015_using_the/cux01p8
^ Here's a link to a few changes I'm thinking Yoshi may enjoy. Nothing too good, but it should help balance and polish him overall. Let me know what you all think! I'd love some feedback!
Thank you for the quick response!Is there a video of the egglay bug?
Improving Fair would make it stupidly good. It's already a good move, no need to make it stronger.
Can do you have a video showing how the angles differ from melee's?
Lastly, what do you mean about D-tilt? A sourspot hitbox?
The eggs now are great! I love using them, but if it had even more flexibility, I'd love to see how it'd work out in 3.6's current environment. Similar to F-air's L-cancelled landing lag being reduced by a small amount.I don't understand about Fair. It's one where the timing is tight as low percents (mostly leaving a 50/50) to giving you easy time to confirm a kill move on it. It even wrecks CC, and is -1 on shield. At low percents, it often leads to to DJC Uair, which allows him to skip playing the mid game percent (straight to 70-90), which then leads to a chances for another Fair into a techchase.
I think the main thing about eggs is the difference between exploding and not. Not exploding requires more accuracy since we can't cover space like how Melee eggs are performed.
I haven't looked into PSA about this one, but if it's what I believe, then the hitboxes could be along the Z-axis.
Could you let me know what you think about my potential Yoshi changes I posted in the Reddit link above? I feel that Yoshi needs his animations updated then, as they are difficult to anticipate the hurtboxes and hitboxes as a Yoshi player.
Hey guys, this is frame 31 of Yoshi's down tilt running at 1/4x speed, where frame 32 is the first active hitbox frame. This is why Yoshi gets grabbed/hit/janked.
tl;dr: I think the game processes hitbox collisions at probably 4x the speed than is actually shown. Yoshi is hit in between frame 7 and 8 during a part of the animation we can't see at 1x speed
Haha that's why I said just imagine.Plz. As much unrealistic stuff is in PM, I'd like to keep Yoshi realistic to his video game series.
I don't get what the point of this is. If the next frame hitboxes of an opponent collide with the hurtboxes of Yoshi dtilt on frame 8, it would result in a clang (or a transcendant hitbox would hit the tail hurtboxes). So while the game does "look ahead" and detects whether the movement in hurtboxes/hitboxes will result in a hit/clang/etc and doesn't show the movement and skips to hitlag/clang/etc instead, it doesn't really matter if we can see inbetween frames as it calculates off the next frame. And in this instance it is irrelevant since a clang is inevitable in most cases.
Hey guys, this is frame 31 of Yoshi's down tilt running at 1/4x speed, where frame 32 is the first active hitbox frame. This is why Yoshi gets grabbed/hit/janked.
tl;dr: I think the game processes hitbox collisions at probably 4x the speed than is actually shown. Yoshi is hit in between frame 7 and 8 during a part of the animation we can't see at 1x speed
That's extremely weird. I at least would like to see Yoshi's hurtboxes tweaked in the future as that's confusing for both the Yoshi player and your opponent.@ PsychoGhost
Here is the older picture I got. Later tonight I'll see if I can get a more extreme example, but this is what I posted earlier in the thread. I also attached what Brawl Box shows the hurtboxes as. I know BrawlBox isn't always accurate, but with the in game picture I think its a fair argument to make that what is shown in BB is in fact happening in game as well.
http://gfycat.com/JampackedAdoredAztecantI don't get what the point of this is. If the next frame hitboxes of an opponent collide with the hurtboxes of Yoshi dtilt on frame 8, it would result in a clang (or a transcendant hitbox would hit the tail hurtboxes). So while the game does "look ahead" and detects whether the movement in hurtboxes/hitboxes will result in a hit/clang/etc and doesn't show the movement and skips to hitlag/clang/etc instead, it doesn't really matter if we can see inbetween frames as it calculates off the next frame. And in this instance it is irrelevant since a clang is inevitable in most cases.
Alright I think I get what you're saying, moves that would beat the hitbox are going to hit anyway and that it's really just a matter of being a really unpolished animation. But it sometimes doesn't seem like that's just the case, like the times where a command grab teleports you without even taking grab armor damage. Shouldn't aerials trade with it anyway instead of straight up beating it out? That's to say if the hitbox is actually still placed like in the peach picture.@ PsychoGhost
I dont know if you saw my comment since I didn't tag you, so ill tag you now.
@ pugwishbone17
I think you misunderstood what I meant. The frames that you can see because of 1/4 speed are irrelevant. I could be wrong, but I'm almost positive the game looks at frame 8 of dtilt in that GIF. So while going into 1/4 speed might make it easier to see a frame closer to where the game consider the hit, its unnecessary. I'll try to explain the situation one more time. If it doesn't work, I will recreate the scenario in that GIF for you.
So, Lucas is on the edge. You try to dtilt (presumably to hit a ledgedash?). Frame 7 of your dtilt. Pk thunder is out and moving towards you. Before it shows frame 8 of your dtilt and the next frame of pk thunder, it thinks ahead and sees if there will be collision. It does this every frame. It checks where dtilt hurtboxes and hitboxes will be, as well as where pk thunder hitboxes will be. It finds that pk thunder will hit the hurtboxes. Since it can't clang, the hitboxes dont matter (?). It then proceeds to show yoshi in hitlag and Lucas on his next frame. I dont think this is unique to Yoshi, dtilt just happens to move an absurd amount between 2 frames. There are supposed to be hurtboxes on the move which is why I thought the move was bugged. Fairly certain this is just due to the motion of dtilt over the course of 1 frame. Same with the Ganondorf/Falcon up b jank and that Peach picture I made.
There's a Yoshi Facebook group called 20EggsEggs message me and I can add you to it.Idk if this has been mentioned or taken care of yet (and honestly i'm not willing to read through 27 pages of this thread to find out), but do we have a discord channel or something?