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Maybe do it around a platform and have Mac or ZSS try to jab it?Also, DK's up-1 in the air has start-up invincibility; it's hilarious and starts no later than f2 as far as I can tell (it goes through Little Mac's nair; I don't have a 1f aerial move to test with!). I didn't test the custom versions but I wouldn't be surprised if they were the same; DK's up special is actually pretty unbeatable in air to air...
I think the errors are due to framespeed modifier calculations. Due to how it is programmed, the resulting timers can end up being decimal values like 7.5 or 13.8. In such cases, it is my educated guess that the game checks for commands at the beginning of each frame, so a hitbox command on frame 7.5 would hit frame 8 and a remove hitbox command on frame 13.8 would terminate hitboxes frame 14. Also, there are some moves where the framespeed modifier action is the first line of the subaction code. Based on the discrepancies between how the results don't line up with the calculated values, I think whenever it is in the first line of code, there is an implicit 1 frame delay before it takes effect. I myself have run into this issue when I did the frame data for DK.I'm working on a spreadsheet (google docs) of the "hits on" frame data. Here's some early information:
Luma hits 1 frame later than indicated in its file universally; it just takes a frame to begin to act after input.
The current data table for frame data has a few errors in the handful of special moves included. Mario's side-2 and side-3 hit on f14 and 16 respectively, not f13 and f15 as indicated (default Cape was correctly marked as f12). Luigi's up-1 hits on f8, same frame as his up-2 and not one frame faster as indicated. This is deeply troubling and requires me to distrust all special move entries...
Also, DK's up-1 in the air has start-up invincibility; it's hilarious and starts no later than f2 as far as I can tell (it goes through Little Mac's nair; I don't have a 1f aerial move to test with!). I didn't test the custom versions but I wouldn't be surprised if they were the same; DK's up special is actually pretty unbeatable in air to air...
As you might glean, I aim to include as many special moves as possible, both air and ground versions (since that's very important and they're very different for some moves). I'm still pretty far from being ready to post it, but it's in the works.
I think the issue is that, somehow, there's some odd rounding error in whatever script Thinkaman used to make that table; his full data has always proven completely correct by my in-game tests, but there were 1 frame errors all over his table data for special moves often arbitrarily (including moves like Luigi up-1 that shouldn't be weird like that). I'm going to be asking him about that whenever he's back on for sure.I think the errors are due to framespeed modifier calculations. Due to how it is programmed, the resulting timers can end up being decimal values like 7.5 or 13.8. In such cases, it is my educated guess that the game checks for commands at the beginning of each frame, so a hitbox command on frame 7.5 would hit frame 8 and a remove hitbox command on frame 13.8 would terminate hitboxes frame 14. Also, there are some moves where the framespeed modifier action is the first line of the subaction code. Based on the discrepancies between how the results don't line up with the calculated values, I think whenever it is in the first line of code, there is an implicit 1 frame delay before it takes effect. I myself have run into this issue when I did the frame data for DK.
Specifically with Focused Slap (Air), Hot Slap (Air), and Lightning Punch I got weird values for when they actually hit due to funky framespeed modifier jank. I always end up getting actual results that differ for these 3 moves. In Lightning Punch's case, I suspect the intended backhand hitbox either is so far into the Z-axis it is unable to hit anyone or that it happens in a time frame where it activates and disappears in between checks. Both weird outcomes are possible due to animation and engine quirks caused by fractional reference frames.
TL;DR I have a healthy distrust for anything that has weirdly implemented framespeed modifiers. Proceed with caution.
Luigi's Up B 1 shouldn't be weird like that, but it is.I think the issue is that, somehow, there's some odd rounding error in whatever script Thinkaman used to make that table; his full data has always proven completely correct by my in-game tests, but there were 1 frame errors all over his table data for special moves often arbitrarily (including moves like Luigi up-1 that shouldn't be weird like that). I'm going to be asking him about that whenever he's back on for sure.
As it stands, my spreadsheet (which I'm not quite ready to post yet, sorry) has all of the data of his table and some additional special moves. It was a bit sad that I had Dr. Mario one move away from being finished but Fire Orb (Doc is identical to Mario on this point) was just not reasonable due to being just too slow (based on my interpretation of the files it should hit on frame 47, but it consistently beats shield drop Warlock Thrust very narrowly which seems to imply frame 46... which I really don't get since default Fireball is definitely f17 and Fast Fireball is definitely f8). I'm trying to get Rosalina & Luma finished and am almost there too, but Luma Warp is a problem due to the crazy range it hits at on top of being generally pretty slow (fast moves are way easier to get frame data for than slow moves due to the large sample size of comparison moves). I'm quite sure it's no faster than frame 26, but past frame 26 is when things get really hard to figure out...
I've been playing Falcon since day one and I'm still consistently surprised by what Raptor Boost can and can't go through. My guess is that the windbox attached to it makes it so weird.Raptor Boost has crazy properties. I'm pretty sure it's frame 21, but it seems to mostly either win or lose instead of clash/trade. It loses to Ganon fsmash and Ness fsmash but beats Yoshi Lick; the only trade I could find was with Yoshi's Egg Lay which seems definitive it's frame 21, but that move has crazy priority.
def game_04():
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=5.000000, Angle=0x32, KBG=0x48, WKB=0x0, BKB=0x1E, Size=1.500000, Z=0.000000, Y=0.000000, X=0.000000, 0x1D, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x8, 0x3, 0x0, 0x19, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x1, 0x1, 0x
0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x1, GID=0x0, Bone=0x0, Damage=18.000000, Angle=0x32, KBG=0x48, WKB=0x0, BKB=0x1E, Size=6.000000, Z=0.000000, Y=0.000000, X=0.000000, 0x1D, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x8, 0x3, 0x0, 0x19, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x1, 0x1, 0x
0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
unk_01A(0x0, 0x1, )
End_196()
Nope.Are ending frames posted anywhere? Like how long it takes after performing an attack until you return to idle?
Oh. That's why the damage values for Dr. Mario's attacks were different.So @A2ZOMG pointed out to me that Dr. Mario has a global 1.12x multiplier on all damage dealt. No other character is like this.
Huh.
(Also, I'll update the pastebin with updated files soon.)
1-bit sign.Standard floating point. (16 bits?)
So this is a "hits on" chart, correct?I didn't actually get anywhere near the special moves documented that I wanted to, but I do have several that weren't in before as well as Luma in this chart:
https://docs.google.com/spreadsheets/d/1mxwukoqnQf8bjEHtZL4lcEPG77QmgnD3ZI_LKcLIvyA/edit?usp=sharing
Realistically it could be a while before I really dig in and figure out more special moves on my own; it's manual testing almost the entire way on those which takes a lot of time. I fixed R.O.B. up aerial versus Thinkaman's chart (he's aware and will probably fix very soon; that move relies on sub-routines for most of its hits which messed with the script) and quite a few 1f errors on various special moves in Thinkaman's documentation; I tested all of the odd cases in-game so if we disagree on a 1f timing difference on a special move I'm pretty sure my values are correct.
I hope someone finds it useful.
CorrectSo this is a "hits on" chart, correct?
def game_216():
Hitbox5_0D6(Id=0x0, Bone_=0x0, Damage=7.000000, Angle=0x169, BKB=0x64, 0x0, 0x0, 0x0, 1.000000, 0.000000, 1.000000, 0x2, 0x0, 0x3, 0x1, 0x1, 0x0, )
Hitbox5_0D6(Id=0x1, Bone_=0x0, Damage=4.000000, Angle=0x169, BKB=0x64, 0x0, 0x0, 0x0, 1.000000, 0.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x0, )
AsynchronousTimer_0D0(Frame=7.000000, )
unk_170(0xF, 0x2100, )
AsynchronousTimer_0D0(Frame=21.000000, )
unk_170(0x10, 0x2100, )
End_196()
def game_20E():
FrameSpeedMultiplier_0DF(1.250000, )
AsynchronousTimer_0D0(Frame=15.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
AsynchronousTimer_0D0(Frame=17.000000, )
unk_0DB(0x0, 0x3F0, 4.000000, 0x-4099999A, -0.500000, 0.000000, 0xEB, 0x2, 0x1, )
unk_0DB(0x1, 0x3F0, 3.500000, 0x-40000000, -0.500000, 0.000000, 0xEB, 0x1, 0x1, )
unk_0DB(0x2, 0x0, 5.900000, 0x0, 7.000000, 9.000000, 0xEB, 0x3, 0x1, )
Hitbox5_0D6(Id=0x1, Bone_=0x0, Damage=1.000000, Angle=0x0, BKB=0x32, 0x0, 0x46, 0x0, 1.000000, 0.000000, 1.000000, 0x0, 0x0, 0x3, 0x1, 0x1, 0x0, )
AsynchronousTimer_0D0(Frame=18.000000, )
unk_051(0x2, )
AsynchronousTimer_0D0(Frame=21.000000, )
unk_052()
RemoveAllHitboxes_014()
End_196()
def game_20F():
AsynchronousTimer_0D0(Frame=1.000000, )
FrameSpeedMultiplier_0DF(0.800000, )
AsynchronousTimer_0D0(Frame=11.000000, )
FrameSpeedMultiplier_0DF(5.000000, )
AsynchronousTimer_0D0(Frame=12.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
unk_19E(0x2, )
unk_0A5(0x1, )
Momentum__1C1(1.300000, 0.800000, 0x1, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=0.000000, Angle=0x2D, KBG=0x64, WKB=0x32, BKB=0x0, Size=4.000000, Z=0.000000, Y=5.000000, X=3.000000, 0x0, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x3F, 0x0, 0xF, 0x0, 0x0, 0x0, 0x0, 0x5, 0x0, 0x0, 0x3, 0x0, 0x0, 0x1, 0x1, 0x1, 0x0, )
AsynchronousTimer_0D0(Frame=18.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=19.000000, )
Hitbox_029(ID=0x1, GID=0x0, Bone=0x3F0, Damage=10.000000, Angle=0x1E, KBG=0x5A, WKB=0x0, BKB=0x32, Size=2.500000, Z=-1.000000, Y=-0.500000, X=0.000000, Element=0x0, Tripping=0x0, Hitlag=2.200000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x2, 0x3, 0x1, 0x1, 0x-3EC00000, -0.500000, 0.000000, )
AsynchronousTimer_0D0(Frame=22.000000, )
FrameSpeedMultiplier_0DF(2.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=27.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
AsynchronousTimer_0D0(Frame=33.000000, )
FrameSpeedMultiplier_0DF(2.000000, )
AsynchronousTimer_0D0(Frame=39.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
End_196()
def game_218():
Hitbox5_0D6(Id=0x0, Bone_=0x0, Damage=10.000000, Angle=0x169, BKB=0x64, 0x0, 0x0, 0x0, 1.000000, 0.000000, 1.000000, 0x2, 0x0, 0x3, 0x1, 0x1, 0x0, )
Hitbox5_0D6(Id=0x1, Bone_=0x0, Damage=5.000000, Angle=0x169, BKB=0x64, 0x0, 0x0, 0x0, 1.000000, 0.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x0, )
AsynchronousTimer_0D0(Frame=7.000000, )
unk_170(0xF, 0x2100, )
AsynchronousTimer_0D0(Frame=21.000000, )
unk_170(0x10, 0x2100, )
unk_19E(0x2, )
unk_004(0.500000, 0.000000, )
AsynchronousTimer_0D0(Frame=23.000000, )
FrameSpeedMultiplier_0DF(1.400000, )
End_196()
def game_210():
AsynchronousTimer_0D0(Frame=9.000000, )
FrameSpeedMultiplier_0DF(2.000000, )
AsynchronousTimer_0D0(Frame=12.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
AsynchronousTimer_0D0(Frame=17.000000, )
unk_0DB(0x0, 0x3F0, 4.000000, 0x-4099999A, -0.500000, 0.000000, 0xEB, 0x2, 0x1, )
unk_0DB(0x1, 0x3F0, 3.500000, 0x-40000000, -0.500000, 0.000000, 0xEB, 0x1, 0x1, )
unk_0DB(0x2, 0x0, 5.900000, 0x0, 7.000000, 9.000000, 0xEB, 0x3, 0x1, )
Hitbox5_0D6(Id=0x1, Bone_=0x0, Damage=1.000000, Angle=0x0, BKB=0x32, 0x0, 0x46, 0x0, 1.000000, 0.000000, 1.000000, 0x0, 0x0, 0x3, 0x1, 0x1, 0x0, )
AsynchronousTimer_0D0(Frame=18.000000, )
unk_051(0x2, )
AsynchronousTimer_0D0(Frame=21.000000, )
unk_052()
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=31.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
End_196()
def game_226():
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x46, WKB=0x0, BKB=0x32, Size=2.300000, Z=0.000000, Y=5.600000, X=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x2, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x1, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x46, WKB=0x0, BKB=0x32, Size=3.500000, Z=0.000000, Y=5.600000, X=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x1, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_227():
unk_16E(0x1, 0x0, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x3C, KBG=0x55, WKB=0x0, BKB=0x3C, Size=2.800000, Z=0.000000, Y=5.600000, X=0.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x5, 0x2, 0x2, 0x2, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x41, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x1, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x3C, KBG=0x55, WKB=0x0, BKB=0x3C, Size=4.000000, Z=0.000000, Y=5.600000, X=0.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x5, 0x2, 0x2, 0x1, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x41, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_228():
unk_004(3.000000, 0.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x46, WKB=0x0, BKB=0x41, Size=4.000000, Z=0.000000, Y=5.600000, X=0.000000, 0x0, 0x0, 2.000000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x3, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x20, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_242():
AsynchronousTimer_0D0(Frame=7.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x64, WKB=0x50, BKB=0x0, Size=7.000000, Z=0.000000, Y=7.000000, X=10.000000, 0x0, 0x0, 0.500000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x8, 0x1, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
AsynchronousTimer_0D0(Frame=8.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=9.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=15.000000, Angle=0x50, KBG=0x48, WKB=0x0, BKB=0x3C, Size=6.800000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_246():
AsynchronousTimer_0D0(Frame=15.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=20.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=12.000000, Angle=0x50, KBG=0x44, WKB=0x0, BKB=0x46, Size=6.400000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_243():
AsynchronousTimer_0D0(Frame=7.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=3.000000, Angle=0x50, KBG=0x64, WKB=0x50, BKB=0x0, Size=7.000000, Z=0.000000, Y=7.000000, X=10.000000, 0x0, 0x0, 0.500000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x8, 0x1, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
AsynchronousTimer_0D0(Frame=8.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=9.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x48, WKB=0x0, BKB=0x3C, Size=5.800000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_247():
AsynchronousTimer_0D0(Frame=15.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=20.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=4.000000, Angle=0x50, KBG=0x44, WKB=0x0, BKB=0x46, Size=5.800000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_244():
FrameSpeedMultiplier_0DF(3.000000, )
AsynchronousTimer_0D0(Frame=7.000000, )
unk_004(0.000000, 1.000000, )
FrameSpeedMultiplier_0DF(1.200000, )
unk_0DE(5.000000, 0x1, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=5.000000, Angle=0x5F, KBG=0x64, WKB=0x69, BKB=0x0, Size=7.000000, Z=0.000000, Y=7.000000, X=10.000000, 0x0, 0x0, 0.500000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x8, 0x1, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
AsynchronousTimer_0D0(Frame=8.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=9.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=15.000000, )
unk_004(0.000000, -0.750000, )
unk_0DE(0.000000, 0x1, )
AsynchronousTimer_0D0(Frame=23.000000, )
FrameSpeedMultiplier_0DF(3.000000, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_004(0.000000, -0.250000, )
FrameSpeedMultiplier_0DF(1.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=18.000000, Angle=0x50, KBG=0x41, WKB=0x0, BKB=0x54, Size=6.800000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_248():
AsynchronousTimer_0D0(Frame=7.000000, )
unk_004(0.000000, 0.200000, )
AsynchronousTimer_0D0(Frame=13.000000, )
FrameSpeedMultiplier_0DF(3.000000, )
AsynchronousTimer_0D0(Frame=16.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=20.000000, )
unk_004(0.000000, -0.200000, )
FrameSpeedMultiplier_0DF(1.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=18.000000, Angle=0x50, KBG=0x41, WKB=0x0, BKB=0x54, Size=6.400000, Z=0.000000, Y=7.000000, X=0.000000, 0x0, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0xA, 0x2, 0x2, 0x3, 0x1, 0x3, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
End_196()
def game_00():
Hitbox_02D(ID=0x0, GID=0x0, Bone=0x0, Damage=1.000000, Angle=0x46, KBG=0x37, WKB=0x0, BKB=0x14, Size=2.500000, Z=0.000000, Y=-1.000000, X=0.000000, 0x0, 0x0, 0.300000, 1.000000, 0x1, 0x0, 0x0, 0x0, 0x1, 0x3, 0x0, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x1, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0.000000, 0.000000, )
End_196()
def game_04():
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=5.000000, Angle=0x46, KBG=0x32, WKB=0x0, BKB=0x3C, Size=6.500000, Z=0.000000, Y=0.000000, X=0.000000, 0x0, 0x0, 0.300000, 1.000000, 0x1, 0x0, 0x0, 0x1, 0x1, 0x3, 0x0, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x1, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=3.000000, )
RemoveAllHitboxes_014()
End_196()
def game_06():
unk_1BB(1.400000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x0, Damage=9.000000, Angle=0x46, KBG=0x46, WKB=0x0, BKB=0x3C, Size=11.000000, Z=0.000000, Y=0.000000, X=0.000000, 0x5, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x0, 0x1, 0xB, 0x3, 0x0, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x1, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=4.000000, )
RemoveAllHitboxes_014()
SynchronousTimer_20B(Frame=7.000000, )
End_196()
Oh I know that.My chart has most Yoshi stuff. Neutral 1 and 2 seem to hit on f21 while neutral 3 seems to hit on f20 (I'm usually suspicious of 1f differences like this, but that's what I got testing in-game). Egg Toss hits on f15 which is actually pretty fast for a projectile. Down-1 and Down-2 hit on f7 on the ground (f20 in the air) and down-3 hits on f19 on the ground (f34 in the air). I dunno what frame the side specials or up-3 hit on other than that all of them are "very slow" and obviously up-2 has no hitboxes.
Not really--this would require animation data.Is it possible to measure each charactes' attack ranges somehow? If possible, I'd be real grateful if you guys pulled it off.
I see, I guess it can't be helped.Not really--this would require animation data.
7* Frame Lag from dropping Shield.Can one of you post more information on Shield and its frame data?
So far what I know from lurking in the smashboard competitive threads:
50HP,
1 Frame Activation, [ZeRo states this]
4 Frames Lag from Dropping Shield,
14 Frames Lag for Holding Shield,
~4 seconds to begin recharging the shield?
Is there anything else I am missing or can one you correct any misinformation?
I see. Thank you for the corrections. Do you know the frame data on spot dodge and rolls? There are moves I want to test but need data to experiment my hypothesis.7* Frame Lag from dropping Shield.
11* Frame minimum duration for Shield.
First 4 frames of Shield = Perfect Shield.
I don't know about shield rechatging, but the first two lines are corrections I made. Third line is my observation. 50 Shield HP and frame 1 activation are also true.
Powershield is first 4 frames? I thought it was 3.7* Frame Lag from dropping Shield.
11* Frame minimum duration for Shield.
First 4 frames of Shield = Perfect Shield.
I don't know about shield rechatging, but the first two lines are corrections I made. Third line is my observation. 50 Shield HP and frame 1 activation are also true.
If you try shielding and attacking at the same time, you will powershield moves that hit in 4 frames or less. It should be easy enough to confirm in-game.Powershield is first 4 frames? I thought it was 3.
The following is an estimate, it takes about 6.5 seconds of holding shield for it to break from full. It took about 13 or so for it to recharge fully.
These are rough estimates based on my testing but its definitely accurate +/- a half second either way.
Ill take your word for it, seems easy enough to test. Brawls was 4 frames as well right? I hear and read mixed numbers everywhere. I don't have a copy on me.If you try shielding and attacking at the same time, you will powershield moves that hit in 4 frames or less. It should be easy enough to confirm in-game.
I don't understand how a one time hitting attack has these three different listings unless there's three hitboxes. There's also the "0.2-Trip" bit. A lot of this is very much ill defined. I personally prefer the FGC format going into startup, active, and recovery frames. This move would be 3/2/? for example.D-tilt
Frame 4- 5: 6% 15b/75g (KO@ 384%) 40° 0.2-Trip
Frame 4- 5: 6% 15b/75g (KO@ 421%) 50° 0.2-Trip
Frame 4- 5: 6% 15b/75g (KO@ 459%) 60° 0.2-Trip
Max Damage: 6%