Haha, I actually didn't see that. Seems like I'm a lot more behind than I thought. o:
Also, that's a great list, Mustika! You did a good job! I could go ahead, refurbish it in Flash, and make it presentable on the front page in a spoiler if you'd like, though.
I think is really presentable. I'll just take a screenie and add it to the frontpage
It's OK, Tsang. I got this:
http://img.prntscr.com/img?url=http://i.imgur.com/bXW2BBt.png (idea goes to Camila :3). There, now you all can see the tables on your phone (because I personally couldn't see the sheet on mine either ^^a). I'll update it again once the new scores come.
Except if you'd still like to refurbish it in Flash, then go ahead.
Also Camila/Tsang, don't you want to re-add the Q & A section again to the front page, like the first two rounds?
Q & A!!
2 question:
1. I assume that the sticks can trigger the traps between each hit from the combo whenever they want?
2. if one wants to perform the 1.0 (extended) combo then the combo would look like this right?:
Kick, Throw, Kick, Punch, Uppercut, Jab, Jab, Jab, Knee, Counter-Back Hand, Punch, Elbow, Elbow, Elbow, Punch, Side Kick, Side Kick, Counter-grab, knee, takedown, grab**counter- Eye rake, sweep, Rear Naked Choke, Dispose of the body.>>FINISHER <<
1- Yeah they can trigger them as long as 1 trap appears somwhere each 5 seconds (whether or bot gets triggered) is ok.
2- count the "body disposal" as a finisher, if you want to do the extra combo do as you listed but don't count the finisher you added at the ending, if not just animate the combo normally till the finisher.
~Camila
Does it have to be exactly every 5 seconds? Because that means there'll be a lot of traps inside the arena. welp
If you start the animation off with a spiked pit trap, a saw blade trap, and a shooting arrow trap, all active, then every five seconds a new trap would be introduced on top of the three active ones that you have.
Here, just for you and anyone else so there is no confusion: http://www.hyunsdojo.com/dojo/2082/
~Arch-Angel
Plus, this might fit for the round goal (and bit BSE purpose in general):
The main reason behind Bse is to practice in order to get better at animating. The reason the combo is so long this round is because a lot of the lower scoring participants struggle at making solid movements. The point is to take away from all the extra angles and special effects and to focus more on animating combos.