I'm curious, is 0.06F mean after 100 frames it's recovered 6 frames of strength?
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That's exactry right.I'm curious, is 0.06F mean after 100 frames it's recovered 6 frames of strength?
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.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 ? I just clocked my own video and I'm getting a closer number to this one.
Any chance you can check the hitbox trajectory on ganondorf's upair?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
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.Any chance you can check the hitbox trajectory on ganondorf's upair?
Didn't realize we didn't have this yet.I received a message stating that the grab changes might be side b
What about kb/damage differences?Bayonetta
Dair Total Frames F42 -> F47
You can still do walk-off dair and recover with upB -> DJ -> upB but the window is tighter.
Unchanged.What about kb/damage differences?
Sure, i know others were posting diffs in the discussion thread as well but i'll just link the ones that i have done myself.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.
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.Samus |10:00 |
- Fsmash: Hitbox altered, no longer whiffs up close
Yeah, that was some stuff from earlier reports; it'll be removed shortly now that it's debunked. my bWas 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.
Sorry, I'm used to frame counting for SF so that carried over when I started doing that hereI've seen it used wrongly by LordWilliam1234 and it's used wrongly in the OP as well.
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 themFlare 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.
Fair (Hits 2-4)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)
Dash AttackMethacrylate 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)
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.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.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
With the exception of this, things should be up to date.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
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 downDash Attack
- SFX Level 2 -> 1 (This is a tough nerf for Samus mains to overcome, how will they live on?)
Still missing:With the exception of this, things should be up to date.
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?-partial snip-
It's too late but, here is diff complication, some diffs come from 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.
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)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?
Samus's dash attack didn't have bonus shield damage before so it can't be that.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