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Official 1.1.5 Patch Notes

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Meshima

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Oct 29, 2015
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I'm curious, is 0.06F mean after 100 frames it's recovered 6 frames of strength?
That's exactry right.

Edit;
:4cloud:
Front/Back Roll Intangible 4-17F -> 4-15F

:4zelda:
Nayru's Love Intangible 5-12F -> 5-15F

:4samus:
Dash Attack Total Frame 37F -> 33F
D-Smash Total Frame 51F -> 44F
Unknown 57 -> 56
Unknown 59 -> 58
Unknown 60 -> 59
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49

:4ganondorf:
Dash Attack Total Frame 41F -> 37F

:4corrin:
Front/Back Roll
  • Total Frame 29F -> 30F
  • Intangible 4-16F -> 4-14F
 
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M@v

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I didn't have the time to test it side by side, or the proper means, but I'm pretty positive ganon's upair sends at a much more horizontal angle now. I'm not home atm, so can someone test this for me?
 

shrooby

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List is up-to-date with changes noted in this thread.
 

Methacrylate

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Sammi Husky Sammi Husky , think you could post all your diff checker links in this thread? They are getting lost within the pages of the other thread for me. I would make going through them to verify changes easier, thanks.
 
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M@v

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Higher quality video of the limits compared to each other by another person. Note, I don't actually know if his times are exact or not. Also 2 wii Us and video edited rather than done side by side, so less human error. Where did you get 1.5 seconds from my video Methacrylate Methacrylate ? I just clocked my own video and I'm getting a closer number to this one.

 
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Gunla

wow, gaming!
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Doing a general formatting update right now; I'll try and add ZSS's KB changes and a few of the no changes while I'm at it.
 
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Methacrylate

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Higher quality video of the limits compared to each other by another person. Note, I don't actually know if his times are exact or not. Also 2 wii Us and video edited rather than done side by side, so less human error. Where did you get 1.5 seconds from my video Methacrylate Methacrylate ? I just clocked my own video and I'm getting a closer number to this one.

I received messages on my comment as well, my only explanation I have is that my stopwatch must not have started at 0. Should have done more than one trial there. I have retimed it and I am getting values similar to the video you posted.

I also have some KGB data on Cloud:

Finishing Touch
- KBG 417 -> 359

Finishing Touch (Late)
- KBG 390 -> 335

Finishing Touch (Windbox)
- KBG 100 -> 86

Only one Peach change
- Uair hit 1 (Late) hitbox #2 Ground/Air Value changed from 3 -> 2. If I remember these values right, this hitbox no longer hits grounded opponents.

Ganondorf
There is a change in damage and Z position for both custom wizard's foots. I dunno if you want to put custom changes in the OP or not.

Wizard's Dropkick
damage 10/10/9 -> 12/12/11
Z position 1/-1/6 -> 0/-1/8

Wizard's Assault
damage 9/9/7 -> 11/11/9
Z position -1/-3/4 -> 0/-3/6

Standard Wizard's Foot
Damage in OP is supported by data dump
Z position -1/-3/4 -> 0/-3/6

Flame Choke
grabbox (Air) X position 5.5 -> 7.5
grabbox (Ground) X position 5.2 -> 7.2

Flame Wave
grabbox (Air) X position 6 -> 8
grabbox (Ground) X position 5.2 -> 7.2

Jab
Start up frames 3-8 have a speed multiplier of 0.8, this means that these frames are 20% faster. (Edit: It is correct in the OP as 5 frames have a 20% speed up which places hitboxes as coming out 1 full frame sooner.)
X position 12/18/7 -> 11/19/7
 
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M@v

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I received messages on my comment as well, my only explanation I have is that my stopwatch must not have started at 0. Should have done more than one trial there. I have retimed it and I am getting values similar to the video you posted.

I also have some KGB data on Cloud:

Finishing Touch
- KBG 417 -> 359

Finishing Touch (Late)
- KBG 390 -> 335

Finishing Touch (Windbox)
- KBG 100 -> 86

Only one Peach change
- Uair hit 1 (Late) hitbox #2 Ground/Air Value changed from 3 -> 2. If I remember these values right, this hitbox no longer hits grounded opponents.

Ganondorf
There is a change in damage and Z position for both custom wizard's foots. I dunno if you want to put custom changes in the OP or not.

Wizard's Dropkick
damage 10/10/9 -> 12/12/11
Z position 1/-1/6 -> 0/-1/8

Wizard's Assault
damage 9/9/7 -> 11/11/9
Z position -1/-3/4 -> 0/-3/6

Standard Wizard's Foot
Damage in OP is supported by data dump
Z position -1/-3/4 -> 0/-3/6

Grab range increase on both grab-boxes of (I believe) standing grab
grabbox #1 X position 5.5 -> 7.5
grabbox #2 X position 5.2 -> 7.2

Grab range increase on both grab-boxes of (I believe) dash grab
grabbox #1 X position 6 -> 8
grabbox #2 X position 5.2 -> 7.2

Jab
Start up frames 3-8 have a speed multiplier of 0.8, this means that these frames are 20% faster. (Edit: It is correct in the OP as 5 frames have a 20% speed up which places hitboxes as coming out 1 full frame sooner.)
X position 12/18/7 -> 11/19/7
Any chance you can check the hitbox trajectory on ganondorf's upair?
 

Methacrylate

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Any chance you can check the hitbox trajectory on ganondorf's upair?
The diff checker I used showed no changes to Ganondorf's Uair, at least in the ACMD file. All the changes in the diff checker I listed in my prior post. I received a message stating that the grab changes might be side b.

EDIT: Yes those grab boxes are Flame Choke and Flame Wave. I will update the prior post with the correction.
 
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Lavani

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Before and after on Charizard Flare Blitz hitboxes:




The new hitbox mostly just covers the base of his tail, it seems.

I received a message stating that the grab changes might be side b
Didn't realize we didn't have this yet.

:4ganondorf:
Flame Choke
  • Grabbox Xpos 5.5/5.2 -> 7.5/7.2
Flame Wave
  • Grabbox Xpos 6.0/5.2 -> 8.0/7.2
 
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Yikarur

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Sheiks Needles went from 2/3 (~67%) FD to 19/36 (~53%) of FD. The range was reduced to ~80% (I counted the stripes on Green Hill Zone on the 3DS on both versions as reference)
 

M@v

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Can we get exact metrics on the nerf/nerfs to bayo's dair? You can no longer run off dair with it and live on most stages. My guess in that case, is that its endlag, at least in the air, has been increased. Also, the ground hit of it has less knockback and seems to hit at a different angle. Can someone check the files?
 

Yikarur

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Bayonetta
Dair Total Frames F42 -> F47

You can still do walk-off dair and recover with upB -> DJ -> upB but the window is tighter.
 
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Methacrylate

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ZSS changes not in the OP:

Nair
- hitbox 1
- - Size 6 -> 5.7
- - Stretchy X position 11 -> 10
- hitbox 2
- - Stretchy Y position 7.5 -> 7
- - Stretchy X position 20 -> 19

Nair (Late)
- hitbox 1
- - Size 6 -> 5.6
- - Stretchy Y position 14.6 -> 13.8
- - Stretchy X position -9 -> -6.6
- hitbox 2
- - Stretchy Y position 17 -> 16.5
- - Stretchy X position -16 -> -15

NOTE: all the damage and knockback changes in the OP are universal to all the above hitboxes.

Back Throw
- KBG: 25 -> 45 (This is a correction for the OP. It is incorrectly stated as 60)

Plasma Whip
Multihit
- Hit 1
- - Damage: .8 -> 1.2
- - KBG: 90 -> 70
- - Added Stretchy Z position = 0, Stretchy Y position = 8, Stretchy X position = 17
- Hit 2
- - Damage: .8 -> 1.2
- - KBG: 90 -> 65
- - Added Stretchy Z position = 0, Stretchy Y position = 8, Stretchy X position = 21
- Hit 3
- - Damage: .8 -> 1.2
- - KBG: 90 -> 65
- - Added Stretchy Z position = 0, Stretchy Y position = 8, Stretchy X position = 25
- Hit 4
- - Damage: .8 -> 1.2
- - KBG: 90 -> 65
- - Added Stretchy Z position = 0, Stretchy Y position = 8, Stretchy X position = 28
Final Hit
- Added Stretchy Z position = 0, Stretchy Y position = 8.5, Stretchy X position = 35
 

Lavani

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What about kb/damage differences?
Unchanged.

Edit:
:4corrinf:
Counter Surge
  • Bugfix: Damage scales properly instead of being limited to the minimum 8% when slowed down.
 
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Sammi Husky

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Methacrylate

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Undocumented changes to:

Metaknight
Uair has 3 hitboxes, the damage and SDI changes in the OP are universal, but the angle is not.
Angle should state: 78/78/60 -> 69/69/52 as the last hitbox has a different angle.

Charizard
I dunno how to present this in an easier fashion...

Flare Blitz (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

Flare Blitz Air (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

None of this was there in 1.1.4 but does adding any of this actually change anything? Particularly Action, Blockability and Facing Restriction might have changed by them placing a value on it. This uses the assumption that the game sets these values to 0x0 if a value is not given in the ACMD.
 
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LordWilliam1234

Smash Journeyman
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Made a new frame data sheet for 1.15. Includes any frame changes noted in the OP as well as updated shieldstun numbers for characters that had damage changes. Characters with an asterisk next to their name haven't been updated with anything (no frame or damage changes noted for them in the OP and haven't checked them myself).

You can compare the numbers to my sheet for 1.14.

Still missing Sonic, Mega Man, and the Miis, but we'll be getting them soon.

Also:

:4cloud: Limit charge time increased from 362 frames to 404. (The OP already has this change listed but I figured a frame number would also be helpful)
 
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Lavani

Indigo Destiny
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:4samus: Samus |10:00 |
  • Fsmash: Hitbox altered, no longer whiffs up close
Was looking through the OP and noticed this, I'm not sure where it came from. The only altered fsmashes were Bayonetta, Cloud, Duck Hunt, Kirby, and Pac-Man, and Samus's fsmash can definitely still whiff up close.
 

Gunla

wow, gaming!
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Was looking through the OP and noticed this, I'm not sure where it came from. The only altered fsmashes were Bayonetta, Cloud, Duck Hunt, Kirby, and Pac-Man, and Samus's fsmash can definitely still whiff up close.
Yeah, that was some stuff from earlier reports; it'll be removed shortly now that it's debunked. my b

I'll try to get some of the undocumented changes since 1 PM CDT in a bit; haven't really had much of an opportunity to do so until now.
 
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Yikarur

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a general thing because I've seen it multiple times already.
"Start-up" is the time BEFORE the hitbox comes out. Start-up is basically "first hitframe -1" and not the hitframe.
I've seen it used wrongly by LordWilliam1234 LordWilliam1234 and it's used wrongly in the OP as well.

We don't really use start-up in smash. It's a term used in FGC [start-up][active frames][recovery]

So for Greninjas case in the op

Dash Attack:
  • Hitbox Startup: 9F -> 7F
  • Total Duration: 32F -> 30F
it would be

Dash Attack:
  • Hitbox: 9-12F -> 7-10F
  • Total Duration: 32F -> 30F

^this would use correct terminology. (and would add the active frames that are missing :p)
 

LordWilliam1234

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I've seen it used wrongly by LordWilliam1234 LordWilliam1234 and it's used wrongly in the OP as well.
Sorry, I'm used to frame counting for SF so that carried over when I started doing that here


That said I'll probably keep it that way for my frame data sheet since it makes checking which moves can punish what easier (e.g. a move listed with 3 frame start-up can punish a move that's -3 on shield drop).
 

Methacrylate

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Robin

Jab hit 1
- BKB 35/35/35 -> 40/40/40 (probably better to just leave it the way it is in the OP just know all 3 hitboxes were changed)

Jab hit 2
- BKB 30/30/35 -> 45/45/45 (all 3 hitboxes now have universal BKB)

Standard Nosferatu
- Start up reduced by one frame (like in OP)
- set frame duration 1 -> 2 starting at frame 21
The attack used to hit on frames 23, 31, 39, 47, 55 now it should hit on 24, 40, 56, etc. Very old frame now takes two frames.

Distant Nosferatu
- set frame duration 1 -> 2 starting at frame 22 (more frames between hits like with Standard Nosferatu)
NOTE: there is no start up reduction for this move. This is a correction for the OP.
 

Sammi Husky

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Flare Blitz (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

Flare Blitz Air (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

None of this was there in 1.1.4 but does adding any of this actually change anything? Particularly Action, Blockability and Facing Restriction might have changed by them placing a value on it. This uses the assumption that the game sets these values to 0x0 if a value is not given in the ACMD.
Are these values confirmed to be what they're labled? I never went and tested these but if they check out i'll update sm4shcommand's event.cfg on the git repo to use them
 

Methacrylate

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Samus

Super Missile
Added set frame duration to 0.9 for frames 3-23. This means that the start up decreased by 2 frames.
Added set frame duration to 1.1 for frames 23-43. This means that there are 2 more frames here. (I think this is the shooting animation)
Added set frame duration to 1.0 for frames 43-83. Thus the total number of frames for the move does not change.

Charge Shot
Added set frame duration to 0.8 for frames 10-20. This is a 2 frame decrease which looks to match up with the start up.
Added set frame duration to 1.1 for frames 20-40. This is a 2 frame increase probably to the shooting animation.
Added set frame duration to 1.0 for frames 40-72. Thus the total number of frames for the move does not change.

F Tilt (Angled Down)
- 4 hitboxes
- - Damage: 6/7/8/9 -> 8/9/10/11
- - BKB: 10/10/30/30 -> 20/20/30/30

F Tilt
- 4 hitboxes
- - Damage: 5/6/7/8 -> 7/8/9/10
- - BKB: 10/10/30/30 -> 20/20/30/30

F Tilt (Angled Up)
- 4 hitboxes
- - Damage: 6/7/8/9 -> 8/9/10/11
- - BKB: 10/10/30/30 -> 20/20/30/30

Nair (Hit 1)
- 2 hitboxes Damage: 8 -> 10

Nair (Hit 2)
- 2 hitboxes Damage: 7 -> 9

Nair (Hit 2, Late)
- 2 hitboxes
- - Damage: 6/6 -> 8/8
- - Size: 3.3/3.3 -> 3.6/3.6
- - Z position: 5.3/0 -> 5.4/0

Fair (Hit 1)
- Hitbox 1
- - Angle: 295 -> 60
- - WBKB: 3 -> 15
- - Added: Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

- Hitbox 2
- - WBKB: 3 -> 15
- - Size: 6 -> 4
- - Z position: 9 -> 10.7
- - X position: 0 -> 2
- - Added: Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Stretchy Z=7.2, Stretchy Y=-0.6, Stretchy X=2

- Hitbox 3 (Entirely new hitbox)
- - Damage: 3, Angle: 80, BKG: 100, WBKB: 15, Size: 4
- - Z/Y/X: 10.7/-0.6/-2
- - Stretchy Z/Y/X: 7.2/-0.6/-2
The whole thing is below just in case I am missing some important parameter.
Methacrylate said:
Extended_Special_Hitbox(ID=0x0, GID=0x0, Born=0x16, Damage=3, Angle=0x50, KBG=0x64, WBKB=0xF, BKB=0x0, Size=4, Z=10.7, Y=-0.6, X=-2, Element=0x5, Trip=0, Hitlag=1, SDI=0.8, Clang=0x1, Rebound=0x1, Shield Damage=0x0, SFX Level=0x2, SFX Type=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xC, Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Stretchy Z=7.2, Stretchy Y=-0.6, Stretchy X=-2)
Fair (Hits 2-4)
- Hitbox 1
- - Angle: 20 -> 18
- - WBKB: 25 -> 30
- - Added: Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

- Hitbox 2
- - Added: Type=0xC, Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

Then Goto(Unk=-55) -> Goto(Unk=-91) is a change between the Fair multihit and the final hit. I dunno what this does...

Bomb (Down b)

- Asynchronous Timer at the end: 47 -> 45. Probably 2 frames less of endlag, I am guessing?

Dash Attack (Early) - This is an entirely new hitbox
- 2 frame duration f8 -> f10
- Damage: 7, Angle: 75, BKG: 60, BKB: 80, Size: 4.5
- Z/Y/X: 0/9/3
- Stretchy Z/Y/X: 0/9/2
The whole thing is below just in case I am missing some important parameter.
Methacrylate said:
Extended_Special_Hitbox(ID=0x0, GID=0x0, Born=0x0, Damage=7, Angle=0x4B, KBG=0x3C, WBKB=0x0, BKB=0x50, Size=4.5, Z=0, Y=9, X=3, Element=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, Shield Damage=0x0, SFX Level=0x1, SFX Type=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Stretchy Z=0, Stretchy Y=9, Stretchy X=2)
Dash Attack
- SFX Level 2 -> 1 (This is a tough nerf for Samus mains to overcome, how will they live on?)

Are these values confirmed to be what they're labled? I never went and tested these but if they check out i'll update sm4shcommand's event.cfg on the git repo to use them
Sammi Husky Sammi Husky , I do not believe those labels are confirmed for those values. They were labeled as such in the diff checker I used given by M Meshima . I would ask Meshima if those are confirmed.

Also I have been through all the diff checkers you two have posted between this thread and the other thread. Which means I have been able to pretty much confirm everything in the OP and more... except for the characters whose diff checkers have not been posted for: Bayonetta, Corrin and Duck Hunt. If one of you guys would be so kind as to post those, I can complete my journey through the changed ACMD files.
 
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KuroganeHammer

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Can someone compile all the diff checkers in one post for confirmed changed characters? That would be NEATO.
 

Meshima

Smash Cadet
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Japan
Bayonetta
-WickedWeaveArm(her F-smash and U-smash)
Corrin
-Ryusensya(his Neutral-B)
DuckHunt

Are these values confirmed to be what they're labled? I never went and tested these but if they check out i'll update sm4shcommand's event.cfg on the git repo to use them
I personally tried to determine what these flags are and edited Event.cfg(huge thanks to you) before, these labels are not 100% sure.

Flag 24 is usually 0x3F, but some unusual move has different value(e.g., 0x2B is on Pacman's dash attack and Rosalina's Down-B2, 0x1F is on some Final Smash, 0x17 is on Ashley, 0xB is on Urchin and Hothead, 0x7 is on Waluigi and 0x5 is on Palkia.). I don't understand what these values mean but seems related to its action.


Flag 36 is rarely 0x1, the only hitbox I can find this label set to 0x1 is Hydrant's water pressure and Megaman's CrashBomb. This would be Team Damager.


Flag 37 to 39 are probably related with windbox and water pressure. All windbox's these flags are set to 0x1.

Flag 37 : Donkey's FinalSmash soundeffect hitbox, Ryu's Shin Syoryuken's 10% hitbox and Rosalina's Down-B3, these hitboxes have 37=0x1, 38=0x0, 39=0x0.
Although these Hitlag are not set to 0, these hitboxes have no freeze frames.
I guess Flag 37 has something related to Hitlag Disable but I couldn't determine cause Pacman's dash attack has 0x1, that's so weird. Maybe that's because its Action flag.

Flag 38 : Totally no idea. GW's FINALWAIT and Mario's Down-B2 have this flag set to 0x1.
Flag 39 : Diddy's SPEACIALSSTICK have 37=0x0, 38=0x0, 39=0x1. This hitbox's damege are not counted as Total Damage in Training mode. So I guess this would be Flinchless.

Edit:
I was perfectly wrong, so stupid. Thanks KuroganeHammer KuroganeHammer .
 
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Gunla

wow, gaming!
BRoomer
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Flare Blitz (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0

Flare Blitz Air (Hit 1) Added the following
Action=0x3F, Unk=0x0, Unk=0xF, Unk=0x0, Blockablity=0x1, Reflectablity=0x0, Absorbability=0x0, Rehit Rate=0x0, Unk=0x0, Unk=0x0, Facing Restriction=0x3, Unk=0x0, Friendly Fire=0x0, Disable Hitlag=0x0, Unk=0x0, Flinchless=0x0, Unk=0x0
With the exception of this, things should be up to date.
 

Sammi Husky

Smash Apprentice
Joined
May 13, 2014
Messages
88
Thanks. Yea i did a whole bunch of work for Brawl's moveset format. (i eventually got it to the point where i could almost build moveset files entirely from scratch and compile an entire character besides module...but lost all that research in a computer reformat).

The reason i ask was mainly because i haven't been able to do much testing personally in game for WiiU or 3ds. Luckily i do have a few people i can ask to test stuff for me to confirm some of these. I'll just try disable hitlag on one of Mac's moves or something :p

Dash Attack
- SFX Level 2 -> 1 (This is a tough nerf for Samus mains to overcome, how will they live on?)
SFX level is actually shield damage IIRC. I had it mislabeled until @thatsmash4modder pointed it out. SFXType is likely to be shield related as well but i haven't pinned it down
 

Yikarur

Smash Master
Joined
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Messages
4,595
Location
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Pikachu can no longer quick attack cancel on Umbra Clock Tower's main stage (both normal and omega version)
 

Methacrylate

Smash Apprentice
Joined
Sep 8, 2014
Messages
94
Location
Missouri
Zapp Branniglenn has most of the Bayo changes to Wicked Weaves.

Fsmash
Changes are universal to all hitboxes of the move.
- KBG 105 -> 102
- BKB 25 -> 26

Usmash (Early)
- KBG 92 -> 90

Usmash
- KBG 92 -> 90

Usmash (Late)
- KBG 92 -> 90

Other changes in Bayo's ACMD

Witch Twist (Ground)
First Hit
- Damage: 4/4/3/3 -> 3/3/2/2
Multihit (hits 2-4)
Changes are universal to all hitboxes of each hit.
- Damage: 0.3 -> 0.2

Then there is this odd change:
Set frame duration 0.7 -> 0.82 on start up of Heel Slide Hit 2. This is not reset throughout the duration of the hit and set the frame count at fractional numbers...
Start up begins on frame 34 and Hit 2 starts on frame 37, so that's a change: 2.1 -> 2.46 frames on start up.
Hit 2 lasts from frame 37 to frame 44, so that's a change: 4.9 -> 5.74 frames on the duration of the hitbox.
You could state this in total frames of Hit 2 such as: 7 -> 8.2 frames
The probably rounds these fractions down so maybe it should be stated as 7 -> 8 total frames or 4 -> 5 hit frame duration

EDIT: here is Corrin

Uair
Universal changes to all hitboxes
- Damage 10 -> 9 (Like in OP)
- KBG 94 -> 99

Nair
Universal changes to all hitboxes
- Damage 8 -> 7 (Like in OP)

Nair (Late)
Universal changes to all hitboxes
- Damage 6.5 -> 5.5 (Like in OP)

Fair
Universal changes to all hitboxes
- Damage 8.5 -> 7.5 (Like in OP)

There is an asynchronous timer decrease 30 -> 25. I believe this to Counter Surge due to the starting asynchronous timer of 7. Matches up with KuroganeHammer counter frames 7 -> 30.
If we scale the frames on KuorganeHammer to match the new counter duration:
Counter Active: f7 -> f29 (old) to f7 -> f24 (new)
Counter Attack: f26 (old) to f21 (new)
Counter Attack Late: f27 -> f30 (old) to f22 -> f25 (new)

Dragon Fang Shot (Fully Charged)
- Damage 13 -> 11 (Like in OP)

Dragon Fang Shot (No Charge)
Hitbox 1 is unchanged
Hitbox 2
- Damage: 11 -> 9
People might want to check me on this one. The damage does not match anything on KuroganeHammer. The angle, KBG and BKB values match that of a fully charged DFS but the size and position is equivalent to no charge DFS. The hitbox is under the script for the no charge DFS which is why I placed it here. Looks to me like there is two hitboxes in the same space. Has anyone ever been hit by this hitbox?

I was interested to find the KB reduction for counter like is stated in the OP. There was definitely a damage multiplier reduction it is no longer 1.3, looks to be closer to 1.2 now. I wonder if there was no KB reduction and the change is solely a multiplier reduction. I assume this information is in his params then because the change is not in the ACMD. Also is there number or comparable character we can state Corrin's walk/run speed as?

M Meshima , the diff checker you posted for Duck Hunt is empty.

Gunla Gunla , the OP has Samus' Nair stated twice.
 
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Meshima

Smash Cadet
Joined
Oct 29, 2015
Messages
59
Location
Japan
:4corrin:
  • Run Speed 1.5 -> 1.45
  • Walk Speed 1.2 ->1.15
  • Air Speed 1 -> 0.97
  • Counter Surge
  • Damage Mutiplier x1.3 -> x1.2
  • Counter Active Frames 7-29F -> 7-24F
Counter attack frames are unchanged.

:4samus:
  • Homing Missile Start Up 20 -> 18
  • Super Missile Start Up 23 -> 21
  • Charge Shot (Non-Charged) Start Up 16 -> 15
  • Charge Shot (Full Charge) Start Up 16 -> 15
Bomb's start up frame and total frames are not changed but now she back from Bomb's sphere state at F45, I don't know that was F47 in 1.1.4 though. Anyway, maybe this change has something related to this glitch.

:4mewtwo:
  • Run Speed 1.9 -> 2.05
:4zss:
  • Plasma Whip Total Frames 58 -> 55

By the way, Peach's U-air infinite is barely living against few characters.

It's too late but, here is diff complication, some diffs come from Sammi Husky Sammi Husky .

Edit:
Sheik's Needle acmd haven't changed.
Her only param change is 12 -> 10, I think this has something to do with Needle but Kirby's param changes are double 13 -> 16, I have no idea about this changes.
 
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Methacrylate

Smash Apprentice
Joined
Sep 8, 2014
Messages
94
Location
Missouri
-partial snip-

It's too late but, here is diff complication, some diffs come from Sammi Husky Sammi Husky .

Edit:
Sheik's Needle acmd haven't changed.
Her only param change is 12 -> 10, I think this has something to do with Needle but Kirby's param changes are double 13 -> 16, I have no idea about this changes.
Thanks for looking into that stuff for me. I still have no clue how to read param files. The compilation of diffs is also great. Now I can double/triple check things with ease as people message me about proposed changes. Do you think you could also make a similar compilation for params?
 

Sammi Husky

Smash Apprentice
Joined
May 13, 2014
Messages
88
Thanks for looking into that stuff for me. I still have no clue how to read param files. The compilation of diffs is also great. Now I can double/triple check things with ease as people message me about proposed changes. Do you think you could also make a similar compilation for params?
I have an editor in the works for param viewing and editing. it's not perfect at displaying or rebuilding some params but almost all param files are fine. Source code will be up on my repo soon as it's fully functioning but if anyone wants to look at param files / edit them right now you can grab it here. (doesn't work on xp, coded in c# against .net 4.5)

Gunla Gunla im pretty sure the samus SFX level change on dash attack is actually shield damage. The SFXLevel and SFXType fields make more sense being shield related. though i haven't personally checked in game (@thatsmash4modder has iirc)
 

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
SFX level is actually shield damage IIRC. I had it mislabeled until @thatsmash4modder pointed it out. SFXType is likely to be shield related as well but i haven't pinned it down
Samus's dash attack didn't have bonus shield damage before so it can't be that.

I guess for thoroughness I will also note these; this always seems to be changed in accordance with weight anyway, but I'm pretty sure we had them last time.

:4sheik:
  • Item toss strength .896 -> .866
:4charizard:
  • Item toss strength 1.198 -> 1.208
:4bowser:
  • Item toss strength 1.31432 -> 1.33432
edit: didn't realize this was still missing either

:4corrinf:
  • Non-full charge Dragon Fang Shot damage 4~10% -> 4~8%
 
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