From SmashWiki, the Super Smash Bros. wiki
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| Hey, I wanted to find out the exact damage threshold which will cause one grounded hitbubble to prioritize over another one, and while it says that the threshold is 9 in the article ([[Priority]]), by making use of move staling, I’m pretty sure that it’s actually >8. So a difference of 8 still cancels out both hitboxes, but a difference of 8.01 makes the stronger one outprioritize the other one. At least in Melee. Because I only do Melee, I’m not sure whether this works the same way for Brawl and Smash 4. So I don’t want to edit the article before making sure of: (1) that the threshold is really 8.01 in Melee (would be nice if you could confirm this somehow) and (2) whether the threshold is 8.01 in Brawl and Smash 4 as well. Thanks in advance! You’re amazing. [[User:Kadano|<font color="blue">Kadano</font>]] [[User talk:Kadano|<font color="teal">talk</font>]] 16:26, 28 January 2015 (EST) | | Hey, I wanted to find out the exact damage threshold which will cause one grounded hitbubble to prioritize over another one, and while it says that the threshold is 9 in the article ([[Priority]]), by making use of move staling, I’m pretty sure that it’s actually >8. So a difference of 8 still cancels out both hitboxes, but a difference of 8.01 makes the stronger one outprioritize the other one. At least in Melee. Because I only do Melee, I’m not sure whether this works the same way for Brawl and Smash 4. So I don’t want to edit the article before making sure of: (1) that the threshold is really 8.01 in Melee (would be nice if you could confirm this somehow) and (2) whether the threshold is 8.01 in Brawl and Smash 4 as well. Thanks in advance! You’re amazing. [[User:Kadano|<font color="blue">Kadano</font>]] [[User talk:Kadano|<font color="teal">talk</font>]] 16:26, 28 January 2015 (EST) |
| :I see that at one point the article said "over 8%" and was changed to read "9% or more", so if that change was made unaware of decimal damage, you might be onto something. That said, the OpenSA IC-MemoryMap for Brawl lists a 9 for "Damage difference threshold for clanking", and Magus put it in, so I'm inclined to believe it's the truth. Maybe in Melee it's >8 but in Brawl it's >=9. I'll try to come up with some tests to verify. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Keymaster 17:25, 28 January 2015 (EST) | | :I see that at one point the article said "over 8%" and was changed to read "9% or more", so if that change was made unaware of decimal damage, you might be onto something. That said, the OpenSA IC-MemoryMap for Brawl lists a 9 for "Damage difference threshold for clanking", and Magus put it in, so I'm inclined to believe it's the truth. Maybe in Melee it's >8 but in Brawl it's >=9. I'll try to come up with some tests to verify. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Keymaster 17:25, 28 January 2015 (EST) |
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| | == Belated introduction == |
| | |
| | Hey. I was just looking to see who added all of the technical details for attacks, and to my surprise, it was a name that I recognize from Arqade. I'm interested in chatting with you about Smash, and a wiki talk page isn't really the place to chat, so I sent you a request on Steam (since you have your Steam ID listed in your profile here). -- [[User:Kirbman|Kirbman]] ([[User talk:Kirbman|talk]]) 17:07, 29 January 2015 (EST) |
Revision as of 17:07, January 29, 2015
Hi it's Mumbo Jumbo II. I was temporarily banned on Wikia for encouraging another wiki to merge, so I'll ask here. I'm currently playing Banjo-Tooie, which I find a lot of fun. I know I asked before, but can you please fork the Banjo-Kazooie Wiki? Other Nintendo wikis, like this one, were forked so why not B-K? 73.11.240.169 18:37, 15 January 2015 (EST)
- The "other Nintendo wikis" you speak of all successfully forked for two main (and related) reasons:
- They had manpower to back up the effort required. The BK wiki probably doesn't have any "active users" as of right now.
- They focus on series that were receiving new games at the time (or at least were still relevant via Smash Bros, in the case of F-Zero and such). We haven't had a BK game in 7 years; we haven't had a good BK game in 12-15 years.
- There's an argument that such a fork should be done during a dead time, but that doesn't change how I don't believe I have the resources for it. I'm not shutting down the idea; I just don't think we could get it done at this time. Toomai Glittershine The Hammer 19:36, 15 January 2015 (EST)
- Sorry that I butt in, but isn't the Banjo-Kazooie franchise a third party? Smashworker101 (talk) 20:27, 15 January 2015 (EST)
- I think it's a second party franchise (formerly Nintendo, now Microsoft). I believe the instructions to moving (to ShoutWiki, at least) are right here. 73.11.240.169 20:45, 15 January 2015 (EST)
- Smashworker, user talk pages can be used for general questions or as a form of contact (which is exactly what IP is doing). Also, yes, Banjo-Kazooie is third-party to Nintendo (formerly second-party) Laikue (talk | contribs) 21:04, 15 January 2015 (EST)
- Then why did 73.11.240.169 say its a second party franchise if it clearly is a third party franchise? And I'll answer 73.11.240.169's question, like all third party wikis, Banjo Kazooie can't be forked with the NIWA wikis because its not part of Nintendo. So this probably wraps everything up I guess. Smashworker101 (talk) 21:44, 15 January 2015 (EST)
- I pretty much meant a free hosting alternative, not for it to join NIWA. 73.11.240.169 20:47, 16 January 2015 (EST)
Just a Suggestion
I'd recommend putting the protection back on this page, because, if I know the Smash fandom (and I do), there's gonna be a shit ton of speculation on which one of these two are gonna be Mewtwo's Final Smash (assuming that Mega Evolution will even be Mewtwo's Final Smash). You wouldn't need to do it now, nor do you even have to in the first place; it's just a thought to keep in mind. BlueStreak Speeds By 11:04, 16 January 2015 (EST)
tech chase options.
Do you have data that can compare the vulnerability frames between a tech in place versus a frame perfect regular getup? The second 1 seems actually really hard to punish most of the time and I suspect people think it's bad only because they can't get up frame perfectly. --BrianDon't try me! 15:08, 16 January 2015 (EST)
- Did tests (with Marth, assuming all characters/animations are reasonably similar):
- Standing tech: intangible 1-20, animation length 26 (so shield comes out on 27)
- No tech:
- Landing: animation length 26 (so perfect input is between 26 and 27)
- Standing getup: intangible 1-22, animation length 30 (so shield comes out on 31)
- Total: intangible 27-48, animation length 56 (so shield comes out on 57)
- So compared to the standing tech (and not counting the initial landing), the standing getup has +2 intangibility but +4 ending lag. Toomai Glittershine The Jiggy 17:11, 16 January 2015 (EST)
Username change
I've just come back to the wiki after a long time... can you please change my username to MightyKing98?? I don't want to be known as Crazymasterhand98 anymore. Crazymasterhand98 01:15, 17 January 2015 (EST)
- Post here again in a few days just to ensure you want it. Toomai Glittershine The Undirigible 11:21, 17 January 2015 (EST)
- OK, I decidedly want that. So, what about it? Crazymasterhand98 20:20, 18 January 2015 (EST)
Undo my edit
On da "did you know?" Page. From Dat one Unnamed User.
Hitbox / frame strip subpage creation
Hey, I’m just wondering how you are able to create this so quickly and accurately. Do you use a script to convert them from your hitbox collection or the character files (Pl**.dat) to wiki format? I want to fill in what’s left, but I think my process (manual copying from your hitbox collection and the character frame data threads on smashboards / testing on my own) is quite inefficient. Kadano talk 08:59, 23 January 2015 (EST)
- Man I wish I had a script. Nope, I go through the same manual stuff as you do (except I don't reference any SmashBoards threads at all, for no particular reason really). My process tends to be something like:
- Copy basic setup from related page.
- Add hitbox data from streams. (The easy part.)
- Add timing data from streams.
- If it's SSB64 or SSBM, use debug mode to verify timing data. (I can't run SSBB in Dolphin no matter what I do. Maybe I have something faulty. I sometimes end up going to SmashBoards for them.)
- If it's a special move, reference the OpenSA wiki for ints/floats.
- Toomai Glittershine The Eggster 09:08, 23 January 2015 (EST)
- Thanks! You’re the best. What does “streams” refer to, though? Kadano talk 09:41, 23 January 2015 (EST)
- I use the term "stream" to mean "series of moveset events", because it's more generic than "action"/"subaction"/"subroutine". Toomai Glittershine The Sphere 09:44, 23 January 2015 (EST)
Ness's amiibo
The wording was what threw me off. It said "exact" when it should have said "based on". My apologies. BlueStreak Speeds By 10:34, 23 January 2015 (EST)
What the heck happened to my screen?
The regular logo is not there, I see a part of a Dr. Wily castle on the link to my username, and on the very right bottom corner there is a picture of Mario and Samus. Do you happen to know what happened, is it just me or is this intentional? Dots (talk) The Arceus 13:01, 23 January 2015 (EST)
- Whatever it is would be just you. Toomai Glittershine Da Bomb 13:19, 23 January 2015 (EST)
- It's all fixed now but I was wondering if that was a glitch or something. Dots (talk) The Metal Gear REX 13:25, 23 January 2015 (EST)
Just a small question...
I'm just making a few changes to my userpage (reflecting a new main I've chosen), and...is there any possible way I can have my old username back (Aidanzapunk)? I mean, "BlueStreak" doesn't really sound...fitting for Lucario. BlueStreak Speeds By 09:10, 26 January 2015 (EST)
- I'm...not sure really. I mean, there's no restrictions on renaming people to vacated names, but putting someone in a name they previously held might do something strange. I'll see if I can find any evidence as to what would happen. Toomai Glittershine The Chronicler 09:49, 26 January 2015 (EST)
- It worked perfectly fine over here, if that helps at all. BlueStreak Speeds By 09:51, 26 January 2015 (EST)
- Another small thing to ask...and this one needs someone with your powers; can you delete this? I plan to replace it with a better image. BlueStreak Speeds By 11:16, 26 January 2015 (EST)
Just...
What does going :|O mean? If this is what you call "irrelevant", then I'm sorry Smashworker101 (talk) 19:13, 27 January 2015 (EST)
- It's a beyond-its-welcome in-joke that certain users are enamoured with. It's basically a stealth insult. Toomai Glittershine The Rainbow 19:21, 27 January 2015 (EST)
So...
...Did you find anything that relates to me getting my old username back? Aidan the Aura Master 10:28, 28 January 2015 (EST)
- Well, if it worked on MarioWiki, no reason why it wouldn't work here. Just don't ask it to be changed again for a while. Toomai Glittershine The Yoshi 10:33, 28 January 2015 (EST)
- I don't think I'll be asking for a name change anytime soon. Thanks, by the way. ^_^ Aidan the Aura Master 10:36, 28 January 2015 (EST)
Priority threshold in Melee: >8 damage difference (instead of 9 like it says in the article)
Hey, I wanted to find out the exact damage threshold which will cause one grounded hitbubble to prioritize over another one, and while it says that the threshold is 9 in the article (Priority), by making use of move staling, I’m pretty sure that it’s actually >8. So a difference of 8 still cancels out both hitboxes, but a difference of 8.01 makes the stronger one outprioritize the other one. At least in Melee. Because I only do Melee, I’m not sure whether this works the same way for Brawl and Smash 4. So I don’t want to edit the article before making sure of: (1) that the threshold is really 8.01 in Melee (would be nice if you could confirm this somehow) and (2) whether the threshold is 8.01 in Brawl and Smash 4 as well. Thanks in advance! You’re amazing. Kadano talk 16:26, 28 January 2015 (EST)
- I see that at one point the article said "over 8%" and was changed to read "9% or more", so if that change was made unaware of decimal damage, you might be onto something. That said, the OpenSA IC-MemoryMap for Brawl lists a 9 for "Damage difference threshold for clanking", and Magus put it in, so I'm inclined to believe it's the truth. Maybe in Melee it's >8 but in Brawl it's >=9. I'll try to come up with some tests to verify. Toomai Glittershine The Keymaster 17:25, 28 January 2015 (EST)
Belated introduction
Hey. I was just looking to see who added all of the technical details for attacks, and to my surprise, it was a name that I recognize from Arqade. I'm interested in chatting with you about Smash, and a wiki talk page isn't really the place to chat, so I sent you a request on Steam (since you have your Steam ID listed in your profile here). -- Kirbman (talk) 17:07, 29 January 2015 (EST)