http://smashboards.com/threads/collections-of-cognitive-dissonance.357292/page-5#post-17014501
The "first example" talks about two hitboxes not touching hurtboxes and thus resulting in no hit. Which is my point.
"when a hitbox touches a hurtbox" doesnt happen, so no hit. No ****ing clue what you don`t get about this.
On the "second example" i`m not sure what is happening, indeed, variable framerate, the screenshot beign offsync with the game (things don`t flash in and out of existence every 17ms for one 1ms, they exist constantly after they do, of course), but regardless:
What you are calling a "clank bubble" is not a "clank bubble" at all, it`s your second frame snapshot of (what I call) the contact point of [imo] Falcon`s hitbox connecting with Fox`s hurtbox, evidenced by only by the larger contact point that comes with the increased knockback of that hitbox.
We run into trouble here, and I said '[imo]' because (also backing up my point about your screenshots inaccuracy) there is a large gap in the action between picture 3 and 4. Fox`s jab appears to not exist, and he is within range of a move, i.e. a "HITBOX TOUCHES A HURTBOX."
I really don`t get why you insist on talking about this game and strategy in a movement independent way, i.e. what your suggesting altogether is at best a special case, especially online, of simultaneous ground move impact within 10 points of a damage difference between the two moves.
The most special part of this case is it demands that both characters have no movement control during the move for this analysis to occur. Ridiculous. It lowers this heaping pile of **** you call a 'meta' :
"Run away on Hyrule and not understand how different moves can be linked together, unless there is a combo vid"
I`m only posting this in public because @Fireblaster requested it.
The "first example" talks about two hitboxes not touching hurtboxes and thus resulting in no hit. Which is my point.
"when a hitbox touches a hurtbox" doesnt happen, so no hit. No ****ing clue what you don`t get about this.
On the "second example" i`m not sure what is happening, indeed, variable framerate, the screenshot beign offsync with the game (things don`t flash in and out of existence every 17ms for one 1ms, they exist constantly after they do, of course), but regardless:
What you are calling a "clank bubble" is not a "clank bubble" at all, it`s your second frame snapshot of (what I call) the contact point of [imo] Falcon`s hitbox connecting with Fox`s hurtbox, evidenced by only by the larger contact point that comes with the increased knockback of that hitbox.
We run into trouble here, and I said '[imo]' because (also backing up my point about your screenshots inaccuracy) there is a large gap in the action between picture 3 and 4. Fox`s jab appears to not exist, and he is within range of a move, i.e. a "HITBOX TOUCHES A HURTBOX."
I really don`t get why you insist on talking about this game and strategy in a movement independent way, i.e. what your suggesting altogether is at best a special case, especially online, of simultaneous ground move impact within 10 points of a damage difference between the two moves.
The most special part of this case is it demands that both characters have no movement control during the move for this analysis to occur. Ridiculous. It lowers this heaping pile of **** you call a 'meta' :
"Run away on Hyrule and not understand how different moves can be linked together, unless there is a combo vid"
I`m only posting this in public because @Fireblaster requested it.