User talk:CanvasK
Kirby[edit]
Sorry, it is because when I was playing melee, he seemed to not have any angry expressions, no matter what I do with him 172.58.49.98 04:04, January 13, 2025 (EST)
Gravity Style Spirit training and falling friction[edit]
I've been doing some experimenting with floaty Spirit combinations, and I've noticed that the Gravity Style seems to reduce a character's falling friction, much like the Floaty Jumps ability does, and possibly to an even greater extent, which ironically can result in characters like Jigglypuff falling to the ground faster from set weight attacks and damage fly top attacks as it takes longer for her to decelerate to her falling speed. It isn't listed as one of the stat modifications on the Spirits article though, so I was wondering if you could check the Spirit training data again to see if you could find the data for it? Alex the Weeb 00:05, March 10, 2025 (EDT)
- Gravity Style has an air_brake_y multiplier of 0.6, pretty significant. Ninja is the only other one with it defined, being 0.5. Meshima_ has a spreadsheet with all of the values (from 6.0.0 but Gravity is at least the same in latest patch) if you want to see everything, though you'll want to make a personal copy so you can unhide the columns. Styles are in the same order as they are in game, with Gravity being style_balloon. The reason it isn't noted on the spirit article is I didn't know what it was and so just didn't do anything with it--also likely I didn't even have access to the parameters when I made it (not knowing the attribute existed during testing) and never went back to append it. --CanvasK (talk) 02:31, March 10, 2025 (EDT)
April 2025[edit]
Please stop! If you continue to vandalize SmashWiki, like you did at Super Happy Tree, you my be block from editing. 67.176.220.225 17:56, April 14, 2025 (EDT)
SpongeBob and Nickelodeon All-Star Brawl[edit]
Does CanvasK, know about SpongeBob and Nickelodeon All-Star Brawl. ??? : 60.88.85.201 22:17, April 22, 2025 (EDT)
Nickelodeon All-Star Brawl : https://en.wikipedia.org/wiki/Nickelodeon_All-Star_Brawl
Nickelodeon All-Star Brawl 2 : https://en.wikipedia.org/wiki/Nickelodeon_All-Star_Brawl_2
Terry Crowd Cheer[edit]
This is the second time someone has shortened Terry's crowd cheer from "come on, come on, Terry" to just "come on, Terry", and I'm really confused as to why. When you listen to the recording used in the article itself, they're very clearly saying "come on, come on, Terry", even going so far as to sort of imitate the way Terry himself delivers the "come on, come on" line. I really don't get why people keep saying they only say it once. Does the file perhaps skip forward sometimes when played? File is here for reference:
Alex the Weeb 20:15, April 25, 2025 (EDT)
- I downloaded the file and opened it in Audacity to make sure my browser or the wiki's cache/server wasn't messing with the playback, then did the same with a rip from Sounds Resource, and I genuinely do not hear a second instance of "come on". The deeper voices sound a little out of sync with the higher ones, but it is close enough that I'd say it only has 3 words total. The closest to a repeated word be with "Come come Terry" but "Come on Terry" is a better match. --CanvasK (talk) 20:32, April 25, 2025 (EDT)
- Hmm, maybe try slowing it down? I put it in Garage Band and reduced the tempo to 80% (
without pitch correctionok, I think it actually was doing some pitch correction) and it actually becomes a lot clearer what they're saying. Alex the Weeb 20:36, April 25, 2025 (EDT)
- Hmm, maybe try slowing it down? I put it in Garage Band and reduced the tempo to 80% (
- As an third source, I think I can here two very fast "come on"s in succession, but the single, slower "come on" is a lot more apparent.
- I think it may be "come on come on Terry", and hearing "come on Terry" could be because come and on, when spoken fast, sound really similar to each other, and since the "come on come on" part is spoken really fast, the first "come on" sounds more like "come" because of the silence before it, and the second "come on" sounds more like "on" because there is a pause between the two and "Terry". In both cases, the silence/pause emphasizes one of the words. Cookies
Creme 21:07, April 25, 2025 (EDT)
- Listening to it more, I can hear it as either "Comon comon Terry" or "Come on Terry". The reverb from the first set drowns out the consonant sound of the second set making it tricky to tell. I'll concede to "Come on come on Terry". --CanvasK (talk) 21:40, April 25, 2025 (EDT)
- Fourth source: I've said this elsewhere, but it's clearly a "c'mon", as opposed to a "come on", and I think denoting it as the latter is what's messing with people. It's quick, and I'll admit it's barely noticeable, but it's there. Aidan the Springing Gamer 23:39, April 25, 2025 (EDT)
Regarding the stop effect's duration...[edit]
Since the effect works differently from normal hitlag, I was wondering if it was bound by the 30 frame hitlag cap, or if it has its own cap/no cap at all? Also, if there is a cap, is it worth mentioning, or should it be left out because the cap could never be reached anyway? Alex the Weeb 19:38, June 1, 2025 (EDT)
- It is not tied to hitlag and is seemingly uncapped and based purely on base knockback (at least in Smash 4). Made a quick video to show it, modified Link's arrow to use the effect. The shaking appears to wear off about 3/4ths the way through but the target is still inactionable for the remaining duration. Set the BKB to like 150,000,000 and Samus was stuck for a few minutes before I hit her out of it. Also turns out that they can't technically be grabbed... like you can grab them but the game won't actually put them in your hand until the effect wears off, nor can they mash out since they aren't technically grabbed (tested with Kirby too to make sure it wasn't Link's tether grab being weird). Hitting them can knock them out of the effect sometimes. I don't think there'd be any harm with mention a cap or lack of. --CanvasK (talk) 20:29, June 1, 2025 (EDT)
Thanks for adding hitbox data for Wario Bike[edit]
I really appreciate it. I would've done it myself, but I don't currently have a "legally obtained copy of the Brawl iso", and I couldn't find the data on rukaidata. 🤟 Mariogeek2 (talk) 20:14, June 18, 2025 (EDT)
- Thanks again, you're the best :D Mariogeek2 (talk) 21:44, June 20, 2025 (EDT)
Build a Page about Ultimate S[edit]
Let's Build a Page about Ultimate S by Chrispo a mod overhaul upgrade to Super Smash Bros. Ultimate. —Preceding unsigned comment added by 178.214.250.49 (talk • contribs) 13:31, June 30, 2025 (EDT)
- I already told you the reason why it doesn't qualify for an article. Do not pester me about the matter. When you post on talk pages, sign your posts with 4 tildes (~~~~). --CanvasK (talk) 15:06, June 30, 2025 (EDT)
Remix Peppy[edit]
...is that the policy? Because, like, that's fine by me if it is, but the page has been using unofficial art for so long, I genuinely wasn't aware. Super Sonic and Ebisumaru used non-Remix Team art for a long time before being replaced by TheQuickSlash and Sope's art respectively. The Metal Bros., Dr. Luigi, and Giga Bowser all use art from artists not on the team. Heck, Dragon King did until just earlier today, and I only removed it because the artist (the same one who did Peppy and Dr. Luigi) was embarassed by the fact it wasn't their best work. The impression I got from the official Discord was that the official artists only do boss character art if and when they feel like it, and don't really care about the use of fan renders. Again, I'm totally fine if we take the "official only" approach, but it does need to be applied unilaterally, as opposed to the inconsistent approach being taken right now. -- Cyberlink420 (talk) 13:20, July 2, 2025 (EDT)
- On SmashWiki:Images, it says "Do not use fanart in the mainspace. There are limited situations where it may be used to demonstrate a point, but in general, articles should stick to screenshots and official images only." This gets a tiny bit tricky when in the realm of fangames, but in my personal opinion, fangames should use the art made by the people who worked on those mods, which is as "official" as it gets. Aidan the Gamer 13:27, July 2, 2025 (EDT)
- I made the revert based on my understanding of the aforementioned policy. The other "unofficial" renders went under the radar largely because most of the editors don't pay much attention to mods. I didn't look into the issue until the Dragon King revert happened. --CanvasK (talk) 13:31, July 2, 2025 (EDT)
- In that case, like I said, you're gonna have to revert/replace the Metal Bros, Dr. Luigi, and Giga Bowser art. Otherwise, it's just gonna come off as more confusing with some characters having unofficial art and some not. (You should probably also explain this to SantigamerYT, since they're the one who's been uploading all the unofficial art.) -- Cyberlink420 (talk) 13:37, July 2, 2025 (EDT)
Captain Falcon[edit]
Sorry, I did not know Hard Drive was a satire site. Thanks for telling me. I need to be more careful with checking my sources. Lcrossmk8 (talk) 21:52, August 20, 2025 (EDT)
Wind on Jungle Japes in Melee[edit]
So, I noticed that the water in the Melee version of Jungle Japes isn't purely aesthetic, since it actually does push fighters to the left while they're inside it, though this effect is usually negligible since they tend to die off the bottom within about a second of this happening. Since currents aren't a thing yet (due to the lack of swimming), I assume this is done by wind instead? I was wondering if you could check if it is in fact wind, and if so how strong the wind is for the wind article. Alex the Weeb 23:28, August 20, 2025 (EDT)
- I don't know if Melee (or the other games) have a designated "wind" object/function and could be custom functions that have the end result of appearing like wind. HSD DAT Browser doesn't display any kind of region for "wind" to be; same with Green Greens. There is a pile of unlabeled numbers in the files that are parameters for various stage things and some of them correspond to the "wind". Testing in game I verified it is -3.0 u/f when one's collision is below -40.0. --CanvasK (talk) 00:09, August 21, 2025 (EDT)
- So, is that to say that there's no individual function in Melee that produces all the wind effects we see in-game, but rather the devs just hard code some kind of pushing effect for fighters in certain parts of stages each time? I guess then that including all of these examples in the wind article is more of a convention. Generally I would define wind as anything that pushes fighters a fixed distance in a specified direction each frame when within its range, stacking with any other movement they have, unless they are currently immune to wind. So I think the rushing water sweeping opponents to the side in Melee would count, whereas water currents would not, since they only apply if the fighter is considered to be swimming or floating in the water (and thus don't apply if, for example, they are in the lockout window for re-entering water after jumping out of it, even if they are within the water's area of effect). You also can't gain immunity to water currents through any means, including Spirits in Ultimate. Alex the Weeb 00:34, August 21, 2025 (EDT)
- Potentially. I can't say definitively without the source code. HSD DAT Browser is pretty robust but there's some things it doesn't label either because no one has looked into it or the file is too stripped down to reliably interpret it. Looking at a decompilation project, there's a function and a portion in the common fighter file labeled that applies a wind vector to a fighter. Maybe there is a specific function for wind or maybe several hard coded functions that return a standard wind format, not very clear. I won't object to it being added to the Wind article though. --CanvasK (talk) 06:34, August 21, 2025 (EDT)
- So, is that to say that there's no individual function in Melee that produces all the wind effects we see in-game, but rather the devs just hard code some kind of pushing effect for fighters in certain parts of stages each time? I guess then that including all of these examples in the wind article is more of a convention. Generally I would define wind as anything that pushes fighters a fixed distance in a specified direction each frame when within its range, stacking with any other movement they have, unless they are currently immune to wind. So I think the rushing water sweeping opponents to the side in Melee would count, whereas water currents would not, since they only apply if the fighter is considered to be swimming or floating in the water (and thus don't apply if, for example, they are in the lockout window for re-entering water after jumping out of it, even if they are within the water's area of effect). You also can't gain immunity to water currents through any means, including Spirits in Ultimate. Alex the Weeb 00:34, August 21, 2025 (EDT)
Is the windbox on the Falcon Flyer set knockback or not?[edit]
Hi, I was wondering if you could clear up something I was confused about. In this edit summary you mentioned the Meta Ridley boss fight actually uses a windbox, rather than wind, to push the player. You said it has a FKB value of 1, meaning it uses set knockback, but also said the knockback scales with percent, implying it DOESN'T use set knockback. So I was wondering if you could clear up what you meant. Alex the Weeb 19:44, September 30, 2025 (EDT)
- Seems I wasn't as thorough as I should've been in my testing. When modifying position in memory sometimes the position won't be exactly what was set for physics or some other reason. I may have not let it settle for the 999% test and misconstrued that error as extra windbox movement. Or maybe Meta Ridley shook the ship and I didn't let it settle. Regardless, did a more controlled test and 0% and 999% were the same. I always forget how FKB is supposed to work. The KBG and FKB values I mentioned are correct and there's no difficulty scaling on any property. --CanvasK (talk) 20:25, September 30, 2025 (EDT)
File:TGMLabelled.png[edit]
Hey, so I noticed you uploaded a clearer version of the Great Maze map file, but if I may make one small criticism, in my original image the 4 warp points were clearly indicated on the map, as they are in-game, but the purple gem effect for them isn't visible in the version you uploaded (maybe you took the screenshot at a bad time?). Is this something that can perhaps be fixed? Alex the Weeb 20:13, October 28, 2025 (EDT)
- That's a fair point. Yeah it was poorly timed and wasn't on my mind when making it. I'll get a new one up. --CanvasK (talk) 20:23, October 28, 2025 (EDT)
Can you please make my IP address' talk page?[edit]
(message from a user in 70.22.248.187 at 10:09, November 22, 2025 (EST))