User talk:Toomai/Archive 21: Difference between revisions

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I have sent you a friend request from here, https://miiverse.nintendo.net/users/megalodon966. that's my NNID so if you want to be friends please accept my friend request. Thanks! [[User:TabuuandMasterCore|TabuuandMasterCore La Flooding]] ([[User talk:TabuuandMasterCore|talk]]) 16:26, 9 April 2016 (EDT)
I have sent you a friend request from here, https://miiverse.nintendo.net/users/megalodon966. that's my NNID so if you want to be friends please accept my friend request. Thanks! [[User:TabuuandMasterCore|TabuuandMasterCore La Flooding]] ([[User talk:TabuuandMasterCore|talk]]) 16:26, 9 April 2016 (EDT)
:I don't use the friends system unless I'm attempting to play someone online. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Chilled 09:16, 10 April 2016 (EDT)
Well, if you have Super Mario Maker I will star all of your courses, but if you become friends I will send you screenshots! ps. Super Smash bros. for Wii U doesn't work when I get online and I don't have the 3DS version. It's unheard of but I use Action Replay for the Wii U version and it's too bad that playing Brawl online is impossible..... [[User:TabuuandMasterCore|TabuuandMasterCore La Flooding]] ([[User talk:TabuuandMasterCore|talk]]) 09:30, 10 April 2016 (EDT)
== 360 degrees? ==
Does this angle even exist? That is a very stupid question, I know, but I still ask because Kurogane Hammer lists the Gunner's up aerial as having that angle among its hitboxes. [http://kuroganehammer.com/Smash4/Mii%20Gunner Proof]. --[[File:BeepYouSignature.png|50px]] [[User:BeepYou|<font color="Black">'''BeepYou'''</font>]], '''a user with no grammar at all :v''' [[User talk:BeepYou|<font color="Black">'''(talk)'''</font>]] 16:16, 10 April 2016 (EDT)
:A 360 angle could technically exist and would act just like a 0, but in this case I'm pretty sure it's supposed to be a 366, not a 360. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Celeritous 09:55, 11 April 2016 (EDT)
== Are you still good at crunching numbers? ==
I've noticed something weird about the random choice in ''Smash 4''. For some reason, when a player (human or computer) is set to random, it's overwhelmingly likely that the character that shows up will have his or her default palette swap, rather than having an equal chance of being any color change like in Brawl. I've noticed a different color for some other characters like Palutena; while she's normally default when picked at random, she's sometimes in her red costume (and that's the only other one that gets picked). Is this a glitch? How are colors decided when random is selected? <font face="X-Files">[[User:Blue Ninjakoopa|<span style="color:#0000a5">Blue</span>]] [[User talk:Blue Ninjakoopa|<span style="color:#0000a5">Ninjakoopa</span>]]</font> 17:26, 11 April 2016 (EDT)
:Admittedly, I'm curious about the matter as well. [[File:AidanzapunkSig1.png|20px]][[User:Aidanzapunk|<span style="color: blue;">'''Aidan'''</span>]], [[User talk:Aidanzapunk|<span style="color: blue;">'''the Wandering Dragon Warrior'''</span>]][[File:AidanzapunkSig2.png|20px]] 17:31, 11 April 2016 (EDT)
Yeah it's pretty evident that SSB4 heavily favours default costumes upon random (which I think is a good idea). I haven't seen a hint of that Palutena behaviour though; all alts are equally (un)likely for me. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Researcher 10:23, 12 April 2016 (EDT)
:Tangentially related: "random character" never yields a Mii Fighter, no matter how many you have made on that system. Still bothered by that one myself. [[User:Miles of SmashWiki|<font color="dodgerblue"><span style="font-family:Verdana;">'''Miles''']] <font color="silver">([[User talk:Miles of SmashWiki|<font color="silver">talk]])</font></font></span></font> 12:14, 12 April 2016 (EDT)
:So that's why I rarely get a CPU (no matter who) that is not a default color. --[[File:BeepYouSignature.png|50px]] [[User:BeepYou|<font color="Black">'''BeepYou'''</font>]], '''a user with no grammar at all :v''' [[User talk:BeepYou|<font color="Black">'''(talk)'''</font>]] 12:47, 12 April 2016 (EDT)
== Low Priority ==
How is it fundamentally wrong in ''Smash 4''? How do you explain any of the hitbox interactions with Bayonetta's smash attacks, for example? Or Corrin's forward smash? They do not act like any other hitbox, and I've tested them to where they literally lose to jabs when they are too close. They '''lose''' every single trade that happens. If that is not low priority, how do you explain it, given what is now missing on the page to explain that kind of interaction? [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 19:49, 13 April 2016 (EDT)
:Simple: they're props, just like Pikmin are. If you clang with a prop, you didn't clang with its owner. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Quiet 22:07, 13 April 2016 (EDT)
::Would swords counts at props too? Because Cloud clanks normally with other things. [[User:Penro|'''Penro''']][[File:PenroDarkPitHead.png|19px]] [[File:PenroZSSHead.png|19px]] 22:15, 13 April 2016 (EDT)
:::There are two main reasons for something to be coded as a prop as opposed to part of the character itself: either it has to move or animate independently of the character, or it is too complex to be part of the character itself. The vast majority of swords do not fit these criteria, and so are simply part of the character and not props. Note however that when talking about priority and clang, it is the hitboxes that matter and not the models - it is entirely possible for an attack to use a prop for the visuals even through the hitbox is part of the character. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Le Grand Fromage 22:32, 13 April 2016 (EDT)
::::This doesn't change what occurs when a hitbox collides with it, nor what occurs if the character with the prop happens to be within the range of the hitbox. You've done nothing but give it a term I've never heard of before. [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 22:43, 13 April 2016 (EDT)
:::::I don't really get what you're confused about here. If ZSS jabs an incoming Pikmin aerial, she'll go into rebound upon being outprioritized, but she'll still hit Olimar (if he's in range on the same frame, before the hitbox goes away when rebound starts) because clanging with the Pikmin does nothing to stop the attack from hitting Olimar. If two Bayonettas f-smash each other, the hairfists clang with each other, but they still hit the opponent because clanging with object 1 doesn't stop them from hitting object 2. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brazen 09:36, 14 April 2016 (EDT)
::::::That's exactly what you removed from the page, minus the correction for the jab being out-prioritized since it actually does hit Olimar. If props collide with each other and both characters are in range of the other prop, both characters will be hit, which is also what I said. So I'm not really sure why you didn't just rename the section, because it is a unique property that, to my knowledge, isn't anywhere else on the wiki. It should still be mentioned on the priority page. [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 01:24, 15 April 2016 (EDT)
:::::::I was pretty sure it was already mentioned somewhere in the article that priority cancellation was on a per-object basis, which is why I just removed that section. I'll look harder and add it if not. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Aurum 10:34, 15 April 2016 (EDT)
== [[Toon Link (SSB4)/Up aerial]] ==
Where did you get that data from? I got it from Kurogane Hammer. I didn't know I was supposed to do the hitbox change like that, but why doesn't the the page have the sourspot anymore in "Hitboxes"? -- [[User:Ethan7|<span style="color:#000f55;font-family:Cursive;font-style:italic">Ethan</span>]][[file:Ethan7sig.png|20px|link=User:Ethan7]]<small>''([[User talk:Ethan7|<span style="color:Blue">Discussion</span>]])''</small> 15:11, 14 April 2016 (EDT)
:I get my data from 1. http://opensa.dantarion.com/s4/mastercore3/ and 2. my own original research. Kurogane Hammer is...well it's a fine starting point, but it's far from perfect. (which isn't to say that mastercore3 is perfect either)
:The reason the late hit doesn't have a hitbox entry is because it's not "make new hitboxes with this data", but instead "change the properties of the existing hitboxes". I'm not sure of a better way to represent this kind of coding (which isn't that rare, and has existed since SSB64). [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Incomperable 15:19, 14 April 2016 (EDT)
::I see, the move has three hitboxes after looking at [http://smashboards.com/threads/toon-link-hitbox-visualization.432934/ this], which either change or are replaced on frame 14. I can't read that code, do you know anywhere that I can learn? Also, after looking at the link, the hitboxes move up a bit, which I don't think the article tells. -- [[User:Ethan7|<span style="color:#000f55;font-family:Cursive;font-style:italic">Ethan</span>]][[file:Ethan7sig.png|20px|link=User:Ethan7]]<small>''([[User talk:Ethan7|<span style="color:Blue">Discussion</span>]])''</small> 15:36, 14 April 2016 (EDT)
:::Perhaps I should write an on-wiki guide on how to read the code. The hitboxes don't actually move up, that might be drag or animation making them seem to. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Resolute 15:46, 14 April 2016 (EDT)
::::What I mean is the hitboxes aren't in the same position throughout a move (they can be, such as moves that last one frame). Take his up smash for example, its hitboxes are obviously not in the same position for every frame. But yeah, a guide would be useful for editors and people who want to interpret the information. -- [[User:Ethan7|<span style="color:#000f55;font-family:Cursive;font-style:italic">Ethan</span>]][[file:Ethan7sig.png|20px|link=User:Ethan7]]<small>''([[User talk:Ethan7|<span style="color:Blue">Discussion</span>]])''</small> 18:39, 14 April 2016 (EDT)
== your archive boxes ==
How do you do it? <s> I really want</s>  [[File:PoultrysigSSB4.png|20x50px]][[User:Poultry|<font color="red">'''Poultry'''</font>]][[File:PoultrysigSSBM.png|20x50px]]''([[User talk:Poultry#top|<font color="blue">talk</font>]])'' the Team Liquid  10:52, 15 April 2016 (EDT)
:Try messing with the code of [[User:Toomai/Archives Box]]. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Resolute 10:55, 15 April 2016 (EDT)
::I think I did it  [[File:PoultrysigSSB4.png|20x50px]][[User:Poultry|<font color="red">'''Poultry'''</font>]][[File:PoultrysigSSBM.png|20x50px]]''([[User talk:Poultry#top|<font color="blue">talk</font>]])'' the Team Liquid  11:13, 15 April 2016 (EDT)