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Frame Data and Hitbox Values for Every Character (WIP)

Thinkaman

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So I've wrote a script to parse files taken from @ Dantarion Dantarion 's dump, to give the hitbox values and frame data for every move in the game.

It's a work-in-progress, and there's some key limitations in this limited round-one form:
  • Currently I'm only considering the single biggest hitbox of each move, even if others can hit as well.
  • I'm only reporting the data of that single biggest hitbox.
  • I'm only reporting the times the move can hit and when the hitboxes terminate; not AC, IASA, or animation ending.
  • I'm not stepping into sub-routines.
  • I'm only looking at subactions with hitboxes.
  • Some subactions, including all specials, are unlabeled.
CLICK HERE

Edit:
The data has been significantly updated. The link to the data is the same, but there is a new discussion thread here.
 
Last edited:
Joined
May 3, 2009
Messages
7,190
Finally

Thank you based thinkaman. Though I'm assuming you're using the .pac files (does this game still use .pac files?) from v1.0.4, right?

Anyway is there any way I can help out with anything?

Edit: Also, for the value listed as "Max Hitbox KBG * Damage" is that really just KBG mutliplied by the damage? So can that value be divided by damage to get the KBG?

Edit: Yet Another Edit: Revenge of the Edit: Why do throws have Max Hitbox KBG * Damage = 0
 
Last edited:

SonicZeroX

Smash Lord
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Apr 12, 2005
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BEGIN littlemac
**********
Jab1
Hits on frame: 1.0
Dash Attack
Hits on frame: 1.0

wow even dash attack is 1 frame


BEGIN palutena
**********
Jab1
Hits on frame: 11.0

Wait I thought this Jab was supposed to be good???


BEGIN szerosuit
**********
Jab1
Hits on frame: 0.0

This seems... off
 
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Terotrous

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Is it possible to get IASA / Autocancel / End of Attack frames?


Also, according to this, ZSS Jab1 hits on frame 0. I assume this means the program actually considers the first frame to be frame zero, and thus if it says "frame 3" that's actually "frame 4"?
 
Last edited:
Joined
May 3, 2009
Messages
7,190
ZSS had a F0 jab in brawl as well. Asynchonous timers are read as like... ok if it says

Code:
AsynchronousTimer_0D0(Frame=3.000000, )
Then that means that whatever is listed below begins on F3. In my case I (think) am looking at villager's jab, so

Code:
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x3C, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.000000, X=-1.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x50, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.600000, X=4.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
Those two hitboxes happen on F3.

Synchronous timers do not designate times in a sequence, like asynchronous timers do. Rather they are a frame value that is applied to a previous timer. So after this is says

Code:
SynchronousTimer_20B(Frame=2.000000, )
RemoveAllHitboxes_014()
Which means that 2F after the previous timer, those hitboxes are removed. "RemoveAllHitboxes_014()" seems to be a common command, so the 14 isn't designating a specific hitbox within this attack.

So to clarify,

Asynchronous timers tell you when something happens
Synchronous timers tell you how long something happens

I'm pulling this data from @ Dantarion Dantarion 's database: http://opensa.dantarion.com/s4/mastercore/index.php . What thinkaman did was make a script that gives us the relevant info in an understandable language.

I might be a little off on my descriptions of how timers work since its been a few years since I messed with PSA/OSA2, but I'm fairly certain that's right.

Unfortunately I don't remember what F0 jabs mean in that context. Squirtle had one too.

Edit: also I'm thinking that "unk_" subroutines or whatever are related to non-hitbox actions. Most routines labelled gfx or sfx only have unk_ subroutines, so

Code:
AsynchronousTimer_0D0(Frame=7.000000, )
unk_170(0xD, 0x2100, )
Probably means that the jab's gfx end on F7, and

Code:
AsynchronousTimer_0D0(Frame=11.000000, )
unk_170(0xE, 0x2100, )
Probably means that the animation can be interrupted/ends on F11

Edit again: Nevermind, I completely ignored the gfx and sound subroutines right below. The rest of the timers related to unk_ subroutines are probably animation and interruptibility/cooldown timers.
 
Last edited:

TsuKiyoMe

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Oct 30, 2008
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Sicklerville, NJ
BEGIN palutena
**********
Jab1
Hits on frame: 11.0

Wait I thought this Jab was supposed to be good???
It is, but for different reasons.

The angle the Jab sends you at is basically straight up in front of her. Landing a jab almost guarantees a grab, Tilt, or Smash.
 

Blue Banana

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I noticed that Olimar's data is only his non-pikmin attacks and a few other miscellaneous stuff. I think there might be separate files for the properties of each Pikmin color.
 

Nysyr

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Nov 5, 2014
Messages
288
Something seems off about Fox's frame data. Its a clone of Falco's, however I know for a fact that their frame data should be different, especially the back air.

Falco's matchups up from what I've seen, Fox's doesn't.
 

Pikabunz

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Is it possible to get IASA / Autocancel / End of Attack frames?


Also, according to this, ZSS Jab1 hits on frame 0. I assume this means the program actually considers the first frame to be frame zero, and thus if it says "frame 3" that's actually "frame 4"?
That's what it seems like. Frame 0 is frame 1, frame 1 is frame 2, etc.
 

TheZage

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Dude... your a hero. Thnx for this! Could somebody elaborate on what some of these stats mean? (For both me and other inexperienced frame data readers)
 
Joined
May 3, 2009
Messages
7,190
Damage is damage
Angle is the angle of the trajectory applied by the attack
BKB is the base knockback, which is one of the values used in calculating knockback. Its sort of the lowest amount of knockback an attack an deliver but not really since attacks can deliver less knockback than their BKB under certain conditions.
KBG is the value applied in the knockback calculation equation to determine the scaling of the knockback. High KBG means an attack's applied knockback increases quickly.
WKB is for weight-based set knockback. Weight-based set knockback has a BKB value, but not a KBG value. It doesnt scale with damage, always applying the same amount of knockback to a character based on their weight

What I mean is that typically knockback is calculated by taking into account a move's BKB, either KBG or WKB, the opponent's damage at time of calculation, damage dealt, and final damage. Since most moves arent WBSKB moves, their WKB multiplier is set to 1 and KB scales with damage normally. But with moves with a WKB value, KBG is ignored, and consequently so is the opponents damage.

For example villagers UTilt 2 has like 120 KBG, but doesnt have a WKB value. UTilt 1 on the other hand has a WKB multiplier but doesnt have a KBG value. It will always apply the same amount of KB to a victim with a weight of x regardless of their damage.

Edit: also Pikabunz (or anyone), can you check to see what sort of timer ZSS's jab has? Because the frame data gathered in practice by capturing at 60fps then viewing frame by frame matches up with the asynch timer's value, at least for Villager. Both sources show a hitbox appearing on F3, not F4. Unless F0 stuff is a special exception?
 
Last edited:

Masonomace

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This is amazing to the max, but just one question atm:

EDITED* Ah, nvm then.
 
Last edited:

Pikabunz

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I believe this is ZSS's jab:

Code:
def game_50():
    Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x0, Damage=1.500000, Angle=0x5C, BKB=0x64, WKB?=0x17, KBG=0x0, Size=3.000000, X=0.000000, Y=12.000000, Z=13.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
    Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x0, Damage=1.500000, Angle=0x3D, BKB=0x64, WKB?=0x2D, KBG=0x0, Size=3.800000, X=0.000000, Y=11.000000, Z=9.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
    AsynchronousTimer_0D0(Frame=2.000000, )
    RemoveAllHitboxes_014()
    AsynchronousTimer_0D0(Frame=8.000000, )
    unk_170(0x13, 0x2100, )
    AsynchronousTimer_0D0(Frame=11.000000, )
    unk_170(0xD, 0x2100, )
    End_196()

There's no AsynchronousTimer at the start like the other moves. Maybe it defaults to 1?
 

Terotrous

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Geez, this is so complicated. We shouldn't have to understand how to make Smash Bros just to play it, Sakurai!
 

Thinkaman

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There may be errors in this, I collected it all really fast with a limited script.

We need animation data and params to learn more.
 

SonicZeroX

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Quoting your post here because it's gonna get lost in the other thread.
HELLO AND WELCOME TO THE OFFICIAL THINKAMAN CHANGELOG POST

Brought to you by @ Dantarion Dantarion !

Buckle your seatbelts and get your F5 key ready. We're doing this.

As a reminder, these are just changes to character script files--not game engine alterations, and not animations!

IASA and AC data does not seem seem to be stored in these files!!!

:4mario:
U-tilt damage 6.3 -> 5.5
a few unknown line deletions in the misc scripts for subactions 216-21d

:4luigi:
F-smash damage 14 -> 15
D-smash back hit angle 0x46 -> 0x3C, base knockback 0x50 -> 0x64
Fair hitbox size 4.8 -> 5.6
subaction 242 hitbox size 1.6 -> 1.7, z-pos 6.1 -> 7.0 (whatever it is, it does 25% at a 0x58 angle)
subaction 246 hitbox size 2.1 -> 2.2, z-pos 4.7 -> 5.5 (whatever it is, it does 20% at a 0x5A angle)

:4peach:
NOTHING

:4bowser:
NOTHING

:4yoshi:
unknown code added to subaction 47
unknown alterations to subactions 20e and 210; probably fixing up-b bugs?

:rosalina:
D-tilt hitboxes come out on frame 4 -> 5, and have had their sizes reduced 4.0/2.5/2.0 -> 4.0/3.2/2.5; the priorities of the latter two hitboxes has been corrected, and and the x-pos of the last one shifted 0 -> 1; in accordance with the delayed start time, the hitboxes only last 5 -> 4 frames.

F-smash base knockback 0x73 -> 0x6F
U-smash base knockback 0x64 -> 0x5A, primary hitbox size 5.0 -> 4.0 (secondary size unchanged)
Nair early hitbox sizes reduced 5.0/3.5 -> 4.2/3.0, x-pos shifted 4.5/1.5 -> 3.0/2.0
Nair early hitbox damage 6.0 -> 5.0
Nair late hitbox sizes reduced 5.0/3.5 -> 4.2/3.0, x-pos shifted 4.5/1.5 -> 3.0/2.0
Nair late hitbox damage decreased 10.0 -> 7.5
Fair early hits knockback growth adjusted 0x14/0x23 -> 0x37/37
Fair final hit knockback growth reduced 0x3C -> 0x32
F-throw base knockback reduced 0x55 -> 0x4C
B-throw base knockback reduced 0x46 -> 0x3C

:4bowserjr:
unknown additional line added on frame 28 in subaction 16

:4wario:
unknown additional line added to subaction 8F
subactions 231 and 232 do something on frame 1 instead of 2

:4gaw:
unknown changes to the misc script of uair
unknown new line and tweak to subaction 290

:4dk:
NOTHING

:4diddy:
Repeating jab final hitbox size 4.0 -> 5.0, y-pos 5.0 -> 5.5
unknown line deleted from subactions FC and FD
unknown line and 57 frame timer added to subactions 1A7-1AC
unknown line deleted from subaction 21F; also has an unknown hitbox (1%, hits after frame 6) param changed from 0x3F -> 0x1F
subaction 23E timer changed from 8 -> 9, unknown hitbox-like params of 5.0 and 4.0 reduced by 1
subaction 240 unknown hitbox-like params of 5.0 and 4.0 reduced by 1 or 2

:4link:

F-smash 1 sweetspot knockback growth decreased 0x3C -> 0x2F

:4zelda:

U-tilt damage increased 6.5 -> 7.2
Unknown param on grab hitbox of pivot grab changed from -18.7 -> -15.0

:4sheik:

Fair damage reduced 6.8/6.0 -> 5.5/4.8
Uair final hit base knockback reduced 0x9B -> 0x8A
Bouncing Fish base knockback reduced 0x64 -> 0x5A, knockback growth reduced 0x1E -> 0x1A

:4ganondorf:
The following line removed from misc scripting for u-tilt, u-smash and d-smash charge, and subactions 67, 137, 141, 147, 14D, 153, 1A7-1AA, 20E-210, 212-214, 216-218, 21A-21C, 23E, 240, 246-248
Code:
unk_010(0x0, 3.000000, 30.000000, 2.000000, 1.000000, 0.000000, 12.000000, 40.000000, 20.000000, 0x32, )
:4tlink:
NOTHING

:4samus:
NOTHING

:4zss:
U-smash hit frame slowed 8 -> 10, first hitbox duration increased 1 -> 2

:4pit:
unknown value in subaction 1B3 tweaked from 0x2 to 0x4
subaction 250-252 and 258-25A windboxes unknown parameter changed from 0x3F to 0x1F
unknown value in subaction 2D0 tweaked from 1.0 to 2.0
unknown line added to subactions 2D8 to 2DC

:4palutena:
A lot of mystery lines removed from misc scripts like ganon that I don't care about atm
U-smash hitbox duration increased, from frame 23 -> 27 (duration 5 -> 9)
Unknown param of pivot grab tweaked from -19.4 -> -17.4 (like Zelda)

:4marth:
Also has more mystery misc script lines I don't care about right now

:4myfriends:
Ton of misc script changes
Mystery lines added to Jab 3 startup
Jab 3 hit frame faster 8 -> 7
D-tilt damage increased 7->8, angle changed 0x169 -> 0x50, base knockback decreased 0x5A ->0x46, knockback growth increased 0x32 -> 0x46, size decreased 4.0 -> 3.8 (4.0 -> 3.0 on last hitbox), slight positional tweaks
D-smash angel changed 0x34 -> 0x30
Mystery lines added to fair startup and hitbox removal
Fair size increased 4.5 -> 5.0, y-pos adjustments
Bair damage increased 13 -> 14
Dair hitbox 1 (angle 0x32) size increased 4.8 -> 6.0, y-pos adjusted 3.0 -> 2.0
Dair hitbox 2 (angle 0x10E) size increased 4.5 -> 5.5
Dair hitbox 3 (angle 0x10E) size increased 5.3 -> 6.3, y-pos adjusted -7.0 -> -6.0
subaction 286 hitboxes (5%, angles 0x4B, 0x50, 0x46) unknown parameter changed 0x3F -> 0x1F
subaction 289 hitboxes (2%, angle 0x5A) unknown parameter changed 0x3F -> 0x1F, various z-pos adjustments
subaction 28A hitboxes (4%, angle 0x10E) unknown parameter changed 0x3F -> 0x1F
subaction 28B hitboxes (10%, angle 0x46) unknown parameter changed 0x3F -> 0x1F, various z-pos adjustments

:4robinm:
Yet more misc script lines deleted
Unknown param at the end of jab2 tweaked from 0x2B -> 0x2F
Unknown line of code added after frame 32 to subactions 260-262
Unknown param at the end of subaction 28C tweaked from 0xF -> 0x16

:4kirby:
Lots of misc scripting deletions
unknown instruction change at the end of subaction 2BA-2BC, 2BE-2C0, 2C2, 2C4, 2C6, 2C8
unknown line deleted at start of subaction 2E2-2E4, 2E6-2E8, 2EA, 2EC, 2EE-2F0, 2F2-2F4, 2F6-2F8
subaction 2FA and 2FB have unknown line removed and hurtboxes (3.0/5.0 damage, angel 0x16/0x169) unknown parameter changed from 0x3F to 0x1F
unknown line deleted on frame 15 of subaction 370
unknown line deleted at start of subactions 371-379, 37B, 3A2, 3AC
unknown line deleted on frame 23 of subactions 372-375, 377-379
unknown parameter in subaction 39F graphics changed from 0x2B -> 0x2F
multiple lines deleted on frames 11, 56, 71, and 101 of subactions 3BE-3C1
sound tweaks in subaction 3D0

:4dedede:
More mystery misc deletions
Fair damage reduced 13 -> 12
D-throw angle changed 0x46 -> 0x50, base knockback increased 0x3C -> 0x52
Subaction 304 hitbox frame reduced 1.0 -> 0.0
Subaction 304 and 306 hitboxs (10%, angel 0x169) has a lot of differences, adds additional hitbox spaced differently (z=40.0)

:4metaknight:
Nair initial hit damage increased 7.0 -> 10.0
Nair later hit damage increased 5.0 -> 7.5
Fair initial hits angle changed from 0x16E -> 0x55 on all applicable hitboxes
Bair final hit base knockback increased 0xB4 -> 0xD4
Uair y-pos changed 17.0 -> 19.0
Uair graphics tweaked
Dair y-pos changed 4.5 -> 6.5, z-pos changed 4.5 -> 3.5
Dair graphics tweaked
F-throw initial timer changed to synchronous (shouldn't matter?), additional hitboxes added at different positions.
Unknown line added to subaction 272
Unknown parameter in subaction 274 changed 0x1 -> 0x2

:4littlemac:
Jab 2 damage reduced 3.0 -> 2.0
Jab 3 damage reduced 8.0 -> 7.0
F-tilt (normal) tertiary hitboxes x-pos -5.0 -> -3.8
Nair unknown parameter changed 1.0 -> 2.0

:4fox:
NOTHING

:4falco:
Fair landing hitbox damage increased 2.0 -> 5.0, z-pos 11.0 -> 12.0, unknown parameter 8.0 -> 7.0
Unknown timer in subactions 213 and 21F moved from frame 9 -> 12
Code removed from graphics and sound scripts for subactions 234-236

:4pikachu:
F-smash 15% hitbox base knockback increased 0x41 -> 0x49
F-smash 12% hitbox base knockback increased 0x64 -> 0x66
subaction 222 base knockback increased 0x3C -> 0x3E (6%, angle 0x169)
subaction 255 base knockback increased 0x3E -> 0x42 (15%, angle 0x169)
subaction 258 base knockback increased 0x3E -> 0x42 (6%, angle 0x169)
subaction 267 defined, but code is empty

:4charizard:
Mystery lines added to subaction 47
Unknown parameter in hitbox of subaction 218 (8%, angle 0x32) changed 0x3F -> 0x1F
(Dragon Rush should be in a subroutine...)

:4lucario:
A ton of sound effect tweaks

:4jigglypuff:
NOTHING

:4greninja:
A few mystery misc lines deleted, though not many
U-smash hitbox size 6.5 -> 5.0
U-smash unknown operation following first hitbox changed: formerly changed -5.0 after 5 frames, now changes -4.0 after 3 frames.
U-smash 14% hitbox size reduced 7.0 -> 6.0
U-smash secondary hitboxes damage reduced 13% -> 11%
U-smash final hitbox damage reduced 11% -> 10%
D-smash damage increased 11%/9% -> 13%/11%
Fair base knockback reduced 0x5C -> 0x54
Uair structural changes including a new hitbox with a 0x55 angle following the normal 0x16E one
Uair final hit base knockback 0xBE -> 0xA8
Subactions 23A, 23E, 24A, 24E unknown parameter changed 1.0 -> 0.9
Subactions 23A, 23B, 23E, 23F, 24A, 24B, 24E, 24F hitbox (10%, angle 0x30) base knockback increased 0x64 -> 0x66
Unknown lines added to subaction 246, 252, 256

:4duckhunt:
A dozen mystery misc deletions
Additional hitbox added to first hit of u-smash; seems the same, but hits at tweaked angle and knockback compared to original it sits alongside.

:4rob:
Subactions 20E-210 unknown paramter on frame 25 changed 0x2B -> 0x2F

:4ness:
D-throw initial hitbox base knockback increased 0x1E -> 0x50, unknown parameter decreased 0x5A -> 0x46
D-throw repeating hits damage decreased 1.0 -> 0.6 (5 hits)
D-throw second hitbox added; x-pos = -4.4 instead of -6.4

:4falcon:
Couple misc deletions
Subactions 21E-220, 226-228 windbox unknown parameter changed 0x3F -> 0x1F

:4villager:
Subactions 2C9 hitbox (10%, angle 0x169) unknown parameter changed 0x3F -> 0x1F
(Remember, u-smash and many other Villager moves are articles)

:4olimar:
Unknown changes to subaction 25E
(remember, Pikmin are articles)

:4wiifit:
Reverse fair now correctly flagged as blockable
Unknown lines added to subaction 1B2

:4drmario:
Misc script deletions
Fair initial hitbox (10%) base knockback increased 0x55 -> 0x5F
Fair sweetspot hitbox (14%) base knockback increased 0x5F -> 0x66
Fair final hitbox (9%) base knockback increased 0x55 -> 0x5F
Dair repeating hit damage increased 1.4 -> 1.7 (4 hits?)

:4darkpit:
subactions 250-252 and 258-25A windboxes unknown parameter changed from 0x3F to 0x1F

:4lucina:
Misc script removals
Jab 1 base knockback decreased 0x3C -> 0x32, knockback growth decreased 0x19 -> 0x14

:4shulk:
Jab 1 damage increased 3.0 -> 3.5
Jab 2 damage increased 3.0 -> 3.5
Jab 3 damage increased 4.3/3.2 -> 5.3/4.2
Dash Attack damage increased 10 -> 11
F-tilt damage increased 12/10.5 -> 13/11.5
U-tilt damage increased 7/6 -> 8/7
D-tilt damage increased 8/6 -> 9/7, minor positional tweaks on third hitbox
F-smash initial hit 3rd hitbox weight knockback decreased 0x2D -> 0x1C
F-smash main hit damage increased 12.5/11.0 -> 13.0/11.5
F-smash main-hit size increased 3.5/2.0 -> 4.0/3.0, second hitbox x-pos 22.0 -> 21.0
U-smash initial hit damage increased 2.0 -> 4.5
U-smash main hit damage increased 13.0 -> 13.5
D-smash hit 1 damage increased 13/10 -> 14/11
D-smash hit 2 damage increased 11/9 -> 12/10
D-smash hit 3 damage increased 9/7 -> 10/8
D-smash hit 4 damage increased 7/5 -> 8/6
D-smash hit 5 damage increased 5/3 -> 6/4
Nair damage increased 6/7 -> 7/8
Fair damage increased 6.5/5.0 -> 7.5/6.0
Bair damage increased 11/7 -> 12/8
Uair hit 1 damage increased 4 -> 5
Uair hit 2 damage increased 9.0/6.5 -> 10.0/7.5
Dair hit 1 damage increased 4/6 -> 5/7
Dair hit 2 damage increased 10/9 -> 11/10
All throw hitbox (not the throws themselves) damage increased 2 -> 3
Subaction 253 damage increased 5/4 -> 6/5
Subaction 254 damage increased 8/6 -> 9/7
Subactions 26A-26D, 26F, 270 hitboxes y-pos 8.0 -> 9.0

:4pacman:
A lot of changes seemingly confined to audio/visual model properties.
Unknown line added to subactions 16 and 277

:4megaman:
Misc script deletions
Unknown line added to subaction 8F
Timer in subaction 236 changed from frame 24 -> 20 (...Leaf Shield?)
Timer in subaction 238 changed from frame 3 -> 2

:4sonic:
Unknown tweaks to subactions 29A and 29C

:4miibrawl:
Subaction 220 and 222 windboxes unknown parameter changed from 0x3F to 0x1F
Sound tweak in subaction 226

:4miigun:
NOTHING

:4miisword:
Subaction 21D windboxes unknown parameter changed from 0x3F to 0x1F
Sound tweak to subaction 21D
Subaction 24E hitboxes (many 8%, some 6%, angle 0x26) unknown parameter changed from 0x3F to 0x1F


Done!
 

Big O

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I know that in Brawl, attacks started the frame after the asynchronous timer. So if it said asynch 4 hitbox start, it really started on frame 5 (frame 0 being the frame you pressed the button). Just looking at the data, this may have been changed. Everything so far indicates that Little Mac jab is a frame 1 attack. Unless they slowed down everyone's moves by 1 frame (this is possible...) or her jab actually hits frame 0, (lol) I think ZSS jab probably defaults to being a frame 1 jab.

I am basing this on the differences between characters that were in both Brawl and Smash 4. If you look at the data for like DK or Ganon in both, you will notice all the timers are larger by 1.

To test this, we need to have Little Mac and ZSS jab at the same time next to each other and see what happens. If everything got slower, than ZSS will hit first. If it is just some different formatting or w/e they will hit at the same time. If ZSS hits first, there is also the possibility that it can hit frame 0 and that nothing was slowed down. That would be more complicated to test...
 
Joined
May 3, 2009
Messages
7,190
I know that in Brawl, attacks started the frame after the asynchronous timer. So if it said asynch 4 hitbox start, it really started on frame 5 (frame 0 being the frame you pressed the button). Just looking at the data, this may have been changed. Everything so far indicates that Little Mac jab is a frame 1 attack. Unless they slowed down everyone's moves by 1 frame (this is possible...) or her jab actually hits frame 0, (lol) I think ZSS jab probably defaults to being a frame 1 jab.

I am basing this on the differences between characters that were in both Brawl and Smash 4. If you look at the data for like DK or Ganon in both, you will notice all the timers are larger by 1.

To test this, we need to have Little Mac and ZSS jab at the same time next to each other and see what happens. If everything got slower, than ZSS will hit first. If it is just some different formatting or w/e they will hit at the same time. If ZSS hits first, there is also the possibility that it can hit frame 0 and that nothing was slowed down. That would be more complicated to test...
I also remember that being the case with asynch timers, but they must have changed the way timers work/are formatted.

In this thread (which to my knowledge was done on v1.0.3.), Villager's jab is shown as having hitbox out F3. When I looked at the hitbox data from v1.0.3. in Dantarion's database, it says
Code:
AsynchronousTimer_0D0(Frame=3.000000, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x3C, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.000000, X=-1.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x50, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.600000, X=4.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
SynchronousTimer_20B(Frame=2.000000, )
RemoveAllHitboxes_014()
So it must be that in smash 4, asynch timers' frame values are raw, not real-1.

Then again the best way to find out would probably be to ask Dantarion himself.
 

Nysyr

Smash Journeyman
Joined
Nov 5, 2014
Messages
288
Well the way we got frame data before this was from recording frame by frame from video output. There's a chance there is a delay of 1 frame from what is displayed and what the engine is currently calculating. In otherwords, the frames really do begin on F0.

ZSS's jab wasn't actually checked with video, and I doubt frame 1 vs 0 could be determined with recording.

So yeah ZSS vs Little Mac jab needs to be tested.



I guess another option is that all inputs are delayed by 1 frame and actually occur on the second frame at minimum, excluding ZSS's jab.
 
Last edited:

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
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This is the most hype thing in the history of hype things. BRB, making excel sheets. Well, after work I will. If not one beats me to it, I'll post later!
 
Joined
May 3, 2009
Messages
7,190
Well the way we got frame data before this was from recording frame by frame from video output. There's a chance there is a delay of 1 frame from what is displayed and what the engine is currently calculating. In otherwords, the frames really do begin on F0.

ZSS's jab wasn't actually checked with video, and I doubt frame 1 vs 0 could be determined with recording.

So yeah ZSS vs Little Mac jab needs to be tested.



I guess another option is that all inputs are delayed by 1 frame and actually occur on the second frame at minimum, excluding ZSS's jab.
That is true, but around 2010/2011 we started mining data through PSA/OSA2, which is basically what this is. But basically its impossible for an action to begin on the same frame a button is pressed. If ZSS's jab were a TRUE F0 jab, it would begin at the same exact time you pressed the button, which would imply some spooky **** like the game KNEW you were going to press the button. There is always a 1F delay because a game cannot know when a button will be pressed. So button presses are normally counted as F0 when getting frame data from videos.

Obviously all of this implies that asynch timers SHOULD still operate on a 1F difference from "true" frame values, but the example I provided suggests otherwise. What should be done is, like you said, have ZSS's jab vs Mac's jab recorded with a capture card at 60fps.

This is the most hype thing in the history of hype things. BRB, making excel sheets. Well, after work I will. If not one beats me to it, I'll post later!
Hey weren't you in the smash lab too? Anyway I've begun working on a sheet for my character so you should take a look at it and we can collaborate to improve layout and such. I've tried to find our old Brawl spreadsheets but to no avail.

Villager Hitbox Data: https://docs.google.com/spreadsheets/d/16DjOUAllFVbO4lkNgbOle5ZxarGyTszMwbWOTN8x_7o/edit?usp=sharing

Also can someone help me figure out Villager's USmash? I know that its weird because its an article, but I found the first (setup) hit

Code:
def game_63():
AsynchronousTimer_0D0(Frame=4.000000, )
unk_0E5(0x3, 0x0, )
AsynchronousTimer_0D0(Frame=11.000000, )
unk_170(0x1B, 0x2100, )
AsynchronousTimer_0D0(Frame=12.000000, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x0, Damage=3.000000, Angle=0x5F, BKB=0x64, WKB?=0x8C, KBG=0x0, Size=6.000000, X=0.000000, Y=4.000000, Z=6.000000, 0x0, 0x0, 0.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x1, 0x1, 0x9, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x0, Damage=3.000000, Angle=0x5F, BKB=0x64, WKB?=0x8C, KBG=0x0, Size=6.000000, X=0.000000, Y=4.000000, Z=-1.000000, 0x0, 0x0, 0.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x1, 0x1, 0x9, )
AsynchronousTimer_0D0(Frame=14.000000, )
unk_1C9(0x3, )
RemoveAllHitboxes_014()
End_196()
I'm certain this is the hitbox I'm thinking of because its the only 3%, WBSKB hit in the character's moveset, but its the rest that I can't figure out.

Code:
def game_65():
AsynchronousTimer_0D0(Frame=3.000000, )
unk_170(0x1B, 0x2100, )
AsynchronousTimer_0D0(Frame=8.000000, )
Hitbox_02B(Id=0x0, Bone?=0x0, unk?=0x0, Damage=6.000000, Angle=0x46, BKB=0x50, WKB?=0x0, KBG=0x0, Size=4.000000, X=0.000000, Y=3.000000, Z=10.000000, 0xB, 0x0, 1.000000, 0.000000, 0x1, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=1.000000, )
Hitbox_02B(Id=0x0, Bone?=0x0, unk?=0x0, Damage=3.000000, Angle=0x46, BKB=0x32, WKB?=0x0, KBG=0x0, Size=6.000000, X=0.000000, Y=3.000000, Z=9.000000, 0xB, 0x0, 0.000000, 0.000000, 0x1, 0x0, 0x0, 0x1, 0x2, 0x1, 0x1, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=2.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=29.000000, )
Hitbox_02B(Id=0x1, Bone?=0x0, unk?=0x0, Damage=6.000000, Angle=0x46, BKB=0x50, WKB?=0x0, KBG=0x0, Size=4.000000, X=0.000000, Y=3.000000, Z=-10.000000, 0xB, 0x0, 1.000000, 0.000000, 0x1, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=1.000000, )
Hitbox_02B(Id=0x1, Bone?=0x0, unk?=0x0, Damage=3.000000, Angle=0x46, BKB=0x32, WKB?=0x0, KBG=0x0, Size=6.000000, X=0.000000, Y=3.000000, Z=-9.000000, 0xB, 0x0, 0.000000, 0.000000, 0x1, 0x0, 0x0, 0x1, 0x2, 0x1, 0x1, 0x9, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=2.000000, )
RemoveAllHitboxes_014()
End_196()
These are the first hitboxes right after USmash1, so I would assume that these are for the explosions. However, there are only four hitboxes when there should be five, and anyway the damages don't match up. The hitboxes after this set (game_68) are for NAir, since they begin on F3 and have damages of 9% and 5%.
 
Last edited:

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
0559-7294-8323
That is true, but around 2010/2011 we started mining data through PSA/OSA2, which is basically what this is. But basically its impossible for an action to begin on the same frame a button is pressed. If ZSS's jab were a TRUE F0 jab, it would begin at the same exact time you pressed the button, which would imply some spooky **** like the game KNEW you were going to press the button. There is always a 1F delay because a game cannot know when a button will be pressed. So button presses are normally counted as F0 when getting frame data from videos.

Obviously all of this implies that asynch timers SHOULD still operate on a 1F difference from "true" frame values, but the example I provided suggests otherwise. What should be done is, like you said, have ZSS's jab vs Mac's jab recorded with a capture card at 60fps.


Hey weren't you in the smash lab too? Anyway I've begun working on a sheet for my character so you should take a look at it and we can collaborate to improve layout and such. I've tried to find our old Brawl spreadsheets but to no avail.

Villager Hitbox Data: https://docs.google.com/spreadsheets/d/16DjOUAllFVbO4lkNgbOle5ZxarGyTszMwbWOTN8x_7o/edit?usp=sharing
Long ago, yes. Then I vanished to go get my PhD. I'm about 6-8 months away from completing said degree. Kinda can't contain my hype about this game though :-).

Yeah, something similar to that is what I was thinking. Where did you grab the WKB values? When I look up Villager's utilt, for example, I get this:

U-tilt
Hits on frame: 7.0
Hitboxes end: 28.0
Max Hitbox Damage: 6.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 105
 
Joined
May 3, 2009
Messages
7,190
Long ago, yes. Then I vanished to go get my PhD. I'm about 6-8 months away from completing said degree. Kinda can't contain my hype about this game though :-).

Yeah, something similar to that is what I was thinking. Where did you grab the WKB values? When I look up Villager's utilt, for example, I get this:

U-tilt
Hits on frame: 7.0
Hitboxes end: 28.0
Max Hitbox Damage: 6.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 105
I'm using Dantarion's database rather than the pastebin Thinkaman provided since the script that the pastebin is based on only got data for the "largest" (?) hitboxes. Here's the data for UTilt
Code:
def game_5C():
AsynchronousTimer_0D0(Frame=7.000000, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x69, BKB=0x64, WKB?=0x3C, KBG=0x0, Size=4.000000, X=0.000000, Y=-1.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x1, 0x1, 0x9, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x69, BKB=0x64, WKB?=0x3C, KBG=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x1, 0x1, 0x9, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x60, BKB=0x64, WKB?=0xC, KBG=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x2, 0x1, 0x9, )
SynchronousTimer_20B(Frame=14.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=24.000000, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x18, Damage=5.000000, Angle=0x50, BKB=0xA0, WKB?=0x0, KBG=0x32, Size=6.000000, X=0.000000, Y=6.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x1, 0x3, 0x1, 0x9, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x18, Damage=5.000000, Angle=0x50, BKB=0xA0, WKB?=0x0, KBG=0x32, Size=4.000000, X=0.000000, Y=1.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x1, 0x3, 0x1, 0x9, )
AsynchronousTimer_0D0(Frame=28.000000, )
RemoveAllHitboxes_014()
End_196()
And here's the database: http://opensa.dantarion.com/s4/mastercore/index.php
 

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
0559-7294-8323
Sweet deal. I'm... going to need to work on reading that proper. But as I figure out how to parse it, I'll help get data pulled into easily distributed spreadsheets!

OH! In case this turns out to be super hairy and requires a lot of people on a lot of characters (like... to parse multi hit moves properly and such), I'll be starting with Zero Suit Samus.
 
Last edited:

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Updated with shield damage data.

Here's a list of the default moves in the game with >1 extra damage to shields:

Code:
BEGIN captain
**********



unknown substate 0x222
Hits on frame: 4.0
Hitboxes end: 9.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 4
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 900.0
Max Hitbox Angle: 85

unknown substate 0x223
Hits on frame: 4.0
Hitboxes end: 9.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 10
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 1200.0
Max Hitbox Angle: 85

unknown substate 0x224
Hits on frame: 4.0
Hitboxes end: 9.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 4
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 800.0
Max Hitbox Angle: 85

unknown substate 0x22a
Hits on frame: 5.0
Hitboxes end: 7.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 2
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 480.0
Max Hitbox Angle: 60

unknown substate 0x22b
Hits on frame: 5.0
Hitboxes end: 7.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 5
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 960.0
Max Hitbox Angle: 60

unknown substate 0x22c
Hits on frame: 5.0
Hitboxes end: 7.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 2
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 420.0
Max Hitbox Angle: 60

**********
END captain

BEGIN dedede
**********
Dash Attack
Hits on frame: 26.0
Hitboxes end: 36.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 3
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 640.0
Max Hitbox Angle: 361

F-smash release (normal)
Hits on frame: 42.0
Hitboxes end: 50.0
Max Hitbox Damage: 24.0
Extra Shield Damage: 4
Max Hitbox BKB: 93
Max Hitbox KBG * Damage: 720.0
Max Hitbox Angle: 361




**********
END dedede

BEGIN diddy
**********



**********
END diddy

BEGIN donkey
**********
U-smash release
Hits on frame: 14.0
Hitboxes end: 16.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 4
Max Hitbox BKB: 83
Max Hitbox KBG * Damage: 540.0
Max Hitbox Angle: 90




unknown substate 0x230
Hits on frame: 18.0
Hitboxes end: 21.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 180.0
Max Hitbox Angle: 80

unknown substate 0x231
Hits on frame: 18.0
Hitboxes end: 21.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 180.0
Max Hitbox Angle: 80

unknown substate 0x232
Hits on frame: 19.0
Hitboxes end: 28.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 120.0
Max Hitbox Angle: 361

unknown substate 0x244
Hits on frame: 18.0
Hitboxes end: 21.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 120.0
Max Hitbox Angle: 80

unknown substate 0x245
Hits on frame: 18.0
Hitboxes end: 21.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 120.0
Max Hitbox Angle: 80

unknown substate 0x246
Hits on frame: 19.0
Hitboxes end: 28.0
Max Hitbox Damage: 6.0
Extra Shield Damage: 2
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 90.0
Max Hitbox Angle: 361

unknown substate 0x24c
Hits on frame: 20.0
Hitboxes end: 22.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 30
Max Hitbox BKB: 40
Max Hitbox KBG * Damage: 200.0
Max Hitbox Angle: 270

unknown substate 0x24d
Hits on frame: 23.0
Hitboxes end: 34.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 30
Max Hitbox BKB: 25
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 70

unknown substate 0x24e
Hits on frame: 20.0
Hitboxes end: 22.0
Max Hitbox Damage: 13.0
Extra Shield Damage: 30
Max Hitbox BKB: 40
Max Hitbox KBG * Damage: 260.0
Max Hitbox Angle: 270

unknown substate 0x250
Hits on frame: 20.0
Hitboxes end: 22.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 30
Max Hitbox BKB: 40
Max Hitbox KBG * Damage: 300.0
Max Hitbox Angle: 270

unknown substate 0x251
Hits on frame: 23.0
Hitboxes end: 34.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 30
Max Hitbox BKB: 20
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 70

unknown substate 0x252
Hits on frame: 20.0
Hitboxes end: 22.0
Max Hitbox Damage: 13.0
Extra Shield Damage: 30
Max Hitbox BKB: 40
Max Hitbox KBG * Damage: 390.0
Max Hitbox Angle: 270

**********
END donkey

BEGIN duckhunt
**********



**********
END duckhunt

BEGIN falco
**********



**********
END falco

BEGIN fox
**********



**********
END fox

BEGIN gamewatch
**********



unknown substate 0x220
Hits on frame: 0.0
Hitboxes end: 0.0
Max Hitbox Damage: 6.0
Extra Shield Damage: 25
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 270.0
Max Hitbox Angle: 140

**********
END gamewatch

BEGIN ganon
**********
U-tilt
Hits on frame: 6.0
Hitboxes end: 85.0
Max Hitbox Damage: 28.0
Extra Shield Damage: 20
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 1680.0
Max Hitbox Angle: 361




unknown substate 0x20f
Hits on frame: 63.0
Hitboxes end: 78.0
Max Hitbox Damage: 22.0
Extra Shield Damage: 50
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 2200.0
Max Hitbox Angle: 40

unknown substate 0x213
Hits on frame: 63.0
Hitboxes end: 78.0
Max Hitbox Damage: 24.0
Extra Shield Damage: 50
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 2400.0
Max Hitbox Angle: 35

unknown substate 0x217
Hits on frame: 63.0
Hitboxes end: 78.0
Max Hitbox Damage: 24.0
Extra Shield Damage: 50
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 2400.0
Max Hitbox Angle: 30

unknown substate 0x21b
Hits on frame: 63.0
Hitboxes end: 78.0
Max Hitbox Damage: 26.0
Extra Shield Damage: 50
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 2600.0
Max Hitbox Angle: 30

unknown substate 0x246
Hits on frame: 16.0
Hitboxes end: 36.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 4
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 720.0
Max Hitbox Angle: 45

unknown substate 0x247
Hits on frame: 15.0
Hitboxes end: 39.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 4
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 540.0
Max Hitbox Angle: 35

unknown substate 0x248
Hits on frame: 16.0
Hitboxes end: 36.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 4
Max Hitbox BKB: 85
Max Hitbox KBG * Damage: 650.0
Max Hitbox Angle: 130

unknown substate 0x24e
Hits on frame: 16.0
Hitboxes end: 39.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 10
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 750.0
Max Hitbox Angle: 290

unknown substate 0x24f
Hits on frame: 16.0
Hitboxes end: 29.0
Max Hitbox Damage: 11.0
Extra Shield Damage: 10
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 660.0
Max Hitbox Angle: 30

unknown substate 0x250
Hits on frame: 16.0
Hitboxes end: 29.0
Max Hitbox Damage: 14.0
Extra Shield Damage: 10
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 770.0
Max Hitbox Angle: 280

**********
END ganon

BEGIN gekkouga
**********



**********
END gekkouga

BEGIN ike
**********



unknown substate 0x21a
Hits on frame: 11.0
Hitboxes end: 16.0
Max Hitbox Damage: 35.0
Extra Shield Damage: 30
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 700.0
Max Hitbox Angle: 361

unknown substate 0x21e
Hits on frame: 11.0
Hitboxes end: 16.0
Max Hitbox Damage: 35.0
Extra Shield Damage: 30
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 700.0
Max Hitbox Angle: 361

**********
END ike

BEGIN kirby
**********



unknown substate 0x21a
Hits on frame: 11.0
Hitboxes end: 16.0
Max Hitbox Damage: 35.0
Extra Shield Damage: 30
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 700.0
Max Hitbox Angle: 361

unknown substate 0x21e
Hits on frame: 11.0
Hitboxes end: 16.0
Max Hitbox Damage: 35.0
Extra Shield Damage: 30
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 700.0
Max Hitbox Angle: 361

**********
END kirby

BEGIN koopa
**********



unknown substate 0x242
Hits on frame: 6.0
Hitboxes end: 16.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 3
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 800.0
Max Hitbox Angle: 80

unknown substate 0x246
Hits on frame: 11.0
Hitboxes end: 12.0
Max Hitbox Damage: 20.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 900.0
Max Hitbox Angle: 76

unknown substate 0x247
Hits on frame: 11.0
Hitboxes end: 12.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 405.0
Max Hitbox Angle: 45

unknown substate 0x248
Hits on frame: 38.0
Hitboxes end: 0.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 810.0
Max Hitbox Angle: 76

unknown substate 0x24a
Hits on frame: 32.0
Hitboxes end: 0.0
Max Hitbox Damage: 20.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 900.0
Max Hitbox Angle: 76

unknown substate 0x24b
Hits on frame: 32.0
Hitboxes end: 0.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 405.0
Max Hitbox Angle: 45

unknown substate 0x24c
Hits on frame: 32.0
Hitboxes end: 0.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 5
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 810.0
Max Hitbox Angle: 76

unknown substate 0x24e
Hits on frame: 1.0
Hitboxes end: 3.0
Max Hitbox Damage: 11.0
Extra Shield Damage: 5
Max Hitbox BKB: 72
Max Hitbox KBG * Damage: 660.0
Max Hitbox Angle: 76

unknown substate 0x24f
Hits on frame: 1.0
Hitboxes end: 15.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 5
Max Hitbox BKB: 72
Max Hitbox KBG * Damage: 540.0
Max Hitbox Angle: 45

unknown substate 0x250
Hits on frame: 4.0
Hitboxes end: 7.0
Max Hitbox Damage: 13.0
Extra Shield Damage: 5
Max Hitbox BKB: 72
Max Hitbox KBG * Damage: 780.0
Max Hitbox Angle: 76

**********
END koopa

BEGIN koopajr
**********
**********
END koopajr

BEGIN link
**********



**********
END link

BEGIN littlemac
**********
F-smash release (low)
Hits on frame: 6.0
Hitboxes end: 16.0
Max Hitbox Damage: 22.0
Extra Shield Damage: 4
Max Hitbox BKB: 22
Max Hitbox KBG * Damage: 1100.0
Max Hitbox Angle: 361




**********
END littlemac

BEGIN lizardon
**********



**********
END lizardon

BEGIN lucario
**********



unknown substate 0x253
Hits on frame: 76.0
Hitboxes end: 78.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 5
Max Hitbox BKB: 85
Max Hitbox KBG * Damage: 650.0
Max Hitbox Angle: 58

**********
END lucario

BEGIN lucina
**********



unknown substate 0x21a
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 8.075
Extra Shield Damage: 30
Max Hitbox BKB: 95
Max Hitbox KBG * Damage: 363.375
Max Hitbox Angle: 361

unknown substate 0x21b
Hits on frame: 8.0
Hitboxes end: 16.0
Max Hitbox Damage: 3.8
Extra Shield Damage: 5
Max Hitbox BKB: 10
Max Hitbox KBG * Damage: 209.0
Max Hitbox Angle: 35

unknown substate 0x21c
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 5.7
Extra Shield Damage: 10
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 342.0
Max Hitbox Angle: 361

unknown substate 0x21e
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 21.85
Extra Shield Damage: 50
Max Hitbox BKB: 95
Max Hitbox KBG * Damage: 983.25
Max Hitbox Angle: 361

unknown substate 0x21f
Hits on frame: 8.0
Hitboxes end: 16.0
Max Hitbox Damage: 10.45
Extra Shield Damage: 10
Max Hitbox BKB: 10
Max Hitbox KBG * Damage: 574.75
Max Hitbox Angle: 30

unknown substate 0x220
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 15.2
Extra Shield Damage: 20
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 912.0
Max Hitbox Angle: 361

unknown substate 0x22c
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 6.65
Extra Shield Damage: 10
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 399.0
Max Hitbox Angle: 361

unknown substate 0x230
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 16.15
Extra Shield Damage: 20
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 969.0
Max Hitbox Angle: 361

unknown substate 0x24e
Hits on frame: 13.0
Hitboxes end: 16.0
Max Hitbox Damage: 5.7
Extra Shield Damage: 5
Max Hitbox BKB: 130
Max Hitbox KBG * Damage: 342.0
Max Hitbox Angle: 361

unknown substate 0x24f
Hits on frame: 12.0
Hitboxes end: 16.0
Max Hitbox Damage: 4.275
Extra Shield Damage: 5
Max Hitbox BKB: 120
Max Hitbox KBG * Damage: 256.5
Max Hitbox Angle: 361

unknown substate 0x250
Hits on frame: 13.0
Hitboxes end: 16.0
Max Hitbox Damage: 14.25
Extra Shield Damage: 3
Max Hitbox BKB: 150
Max Hitbox KBG * Damage: 712.5
Max Hitbox Angle: 361

**********
END lucina

BEGIN luigi
**********
F-smash release (high)
Hits on frame: 12.0
Hitboxes end: 14.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 5
Max Hitbox BKB: 121
Max Hitbox KBG * Damage: 300.0
Max Hitbox Angle: 65

F-smash release (normal)
Hits on frame: 12.0
Hitboxes end: 14.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 5
Max Hitbox BKB: 116
Max Hitbox KBG * Damage: 300.0
Max Hitbox Angle: 53

F-smash release (low)
Hits on frame: 12.0
Hitboxes end: 14.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 5
Max Hitbox BKB: 117
Max Hitbox KBG * Damage: 300.0
Max Hitbox Angle: 45




unknown substate 0x222
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 4
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 200.0
Max Hitbox Angle: 361

unknown substate 0x223
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 4
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 200.0
Max Hitbox Angle: 30

unknown substate 0x224
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 4
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 200.0
Max Hitbox Angle: 361

unknown substate 0x226
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 25.0
Extra Shield Damage: 4
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 500.0
Max Hitbox Angle: 361

unknown substate 0x227
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 23.0
Extra Shield Damage: 4
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 460.0
Max Hitbox Angle: 30

unknown substate 0x228
Hits on frame: 5.0
Hitboxes end: 0.0
Max Hitbox Damage: 20.0
Extra Shield Damage: 4
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 400.0
Max Hitbox Angle: 361

**********
END luigi

BEGIN mario
**********



unknown substate 0x216
Hits on frame: 12.0
Hitboxes end: 15.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 4
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

unknown substate 0x217
Hits on frame: 12.0
Hitboxes end: 16.0
Max Hitbox Damage: 11.2
Extra Shield Damage: 6
Max Hitbox BKB: 105
Max Hitbox KBG * Damage: 336.0
Max Hitbox Angle: 361

unknown substate 0x218
Hits on frame: 12.0
Hitboxes end: 17.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 2
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 160

unknown substate 0x219
Hits on frame: 12.0
Hitboxes end: 18.0
Max Hitbox Damage: 1.0
Extra Shield Damage: 15
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

**********
END mario

BEGIN mariod
**********



unknown substate 0x216
Hits on frame: 12.0
Hitboxes end: 15.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 4
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

unknown substate 0x217
Hits on frame: 12.0
Hitboxes end: 16.0
Max Hitbox Damage: 11.2
Extra Shield Damage: 6
Max Hitbox BKB: 105
Max Hitbox KBG * Damage: 336.0
Max Hitbox Angle: 361

unknown substate 0x218
Hits on frame: 12.0
Hitboxes end: 17.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 2
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 160

unknown substate 0x219
Hits on frame: 12.0
Hitboxes end: 18.0
Max Hitbox Damage: 1.0
Extra Shield Damage: 15
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

**********
END mariod

BEGIN marth
**********



unknown substate 0x216
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 30
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 540.0
Max Hitbox Angle: 361

unknown substate 0x217
Hits on frame: 8.0
Hitboxes end: 16.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 5
Max Hitbox BKB: 10
Max Hitbox KBG * Damage: 220.0
Max Hitbox Angle: 35

unknown substate 0x218
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 6.0
Extra Shield Damage: 10
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 360.0
Max Hitbox Angle: 361

unknown substate 0x21a
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 24.0
Extra Shield Damage: 50
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 1440.0
Max Hitbox Angle: 361

unknown substate 0x21b
Hits on frame: 8.0
Hitboxes end: 16.0
Max Hitbox Damage: 11.0
Extra Shield Damage: 10
Max Hitbox BKB: 10
Max Hitbox KBG * Damage: 605.0
Max Hitbox Angle: 30

unknown substate 0x21c
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 20
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 960.0
Max Hitbox Angle: 361

unknown substate 0x228
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 10
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 420.0
Max Hitbox Angle: 361

unknown substate 0x22c
Hits on frame: 8.0
Hitboxes end: 26.0
Max Hitbox Damage: 17.0
Extra Shield Damage: 20
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 1020.0
Max Hitbox Angle: 361

unknown substate 0x24a
Hits on frame: 13.0
Hitboxes end: 16.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 5
Max Hitbox BKB: 130
Max Hitbox KBG * Damage: 420.0
Max Hitbox Angle: 361

unknown substate 0x24b
Hits on frame: 12.0
Hitboxes end: 16.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 5
Max Hitbox BKB: 120
Max Hitbox KBG * Damage: 300.0
Max Hitbox Angle: 361

unknown substate 0x24c
Hits on frame: 13.0
Hitboxes end: 16.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 3
Max Hitbox BKB: 150
Max Hitbox KBG * Damage: 800.0
Max Hitbox Angle: 361

**********
END marth

BEGIN metaknight
**********



unknown substate 0x22c
Hits on frame: 20.0
Hitboxes end: 0.0
Max Hitbox Damage: 1.0
Extra Shield Damage: 3
Max Hitbox BKB: 30
Max Hitbox KBG * Damage: 60.0
Max Hitbox Angle: 0

unknown substate 0x230
Hits on frame: 1.0
Hitboxes end: 2.0
Max Hitbox Damage: 2.0
Extra Shield Damage: 4
Max Hitbox BKB: 170
Max Hitbox KBG * Damage: 80.0
Max Hitbox Angle: 60

unknown substate 0x238
Hits on frame: 1.0
Hitboxes end: 2.0
Max Hitbox Damage: 2.0
Extra Shield Damage: 4
Max Hitbox BKB: 170
Max Hitbox KBG * Damage: 80.0
Max Hitbox Angle: 60

**********
END metaknight

BEGIN miifighter
**********



unknown substate 0x213
Hits on frame: 12.0
Hitboxes end: 17.0
Max Hitbox Damage: 22.0
Extra Shield Damage: 3
Max Hitbox BKB: 79
Max Hitbox KBG * Damage: 704.0
Max Hitbox Angle: 85

unknown substate 0x219
Hits on frame: 12.0
Hitboxes end: 15.0
Max Hitbox Damage: 15.4
Extra Shield Damage: 3
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 492.8
Max Hitbox Angle: 85

unknown substate 0x226
Hits on frame: 10.0
Hitboxes end: 0.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 6
Max Hitbox BKB: 76
Max Hitbox KBG * Damage: 420.0
Max Hitbox Angle: 361

unknown substate 0x247
Hits on frame: 12.0
Hitboxes end: 26.0
Max Hitbox Damage: 8.0
Extra Shield Damage: 5
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 280.0
Max Hitbox Angle: 35

**********
END miifighter

BEGIN miigunner
**********



**********
END miigunner

BEGIN miiswordsman
**********



**********
END miiswordsman

BEGIN murabito
**********



**********
END murabito

BEGIN ness
**********



**********
END ness

BEGIN pacman
**********



**********
END pacman

BEGIN palutena
**********
Dash Attack
Hits on frame: 6.0
Hitboxes end: 18.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 3
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 630.0
Max Hitbox Angle: 70

Nair
Hits on frame: 5.0
Hitboxes end: 33.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 3
Max Hitbox BKB: 180
Max Hitbox KBG * Damage: 120.0
Max Hitbox Angle: 55

Fair
Hits on frame: 9.0
Hitboxes end: 12.0
Max Hitbox Damage: 7.0
Extra Shield Damage: 3
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 210.0
Max Hitbox Angle: 45

Bair
Hits on frame: 8.0
Hitboxes end: 11.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 3
Max Hitbox BKB: 92
Max Hitbox KBG * Damage: 360.0
Max Hitbox Angle: 361




**********
END palutena

BEGIN peach
**********
U-smash release
Hits on frame: 14.0
Hitboxes end: 21.0
Max Hitbox Damage: 17.0
Extra Shield Damage: 4
Max Hitbox BKB: 97
Max Hitbox KBG * Damage: 408.0
Max Hitbox Angle: 90




unknown substate 0x232
Hits on frame: 0.0
Hitboxes end: 4.0
Max Hitbox Damage: 10.0
Extra Shield Damage: 6
Max Hitbox BKB: 69
Max Hitbox KBG * Damage: 600.0
Max Hitbox Angle: 361

unknown substate 0x233
Hits on frame: 0.0
Hitboxes end: 4.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 6
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 196.0
Max Hitbox Angle: 58

unknown substate 0x234
Hits on frame: 0.0
Hitboxes end: 4.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 6
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 1140.0
Max Hitbox Angle: 50

**********
END peach

BEGIN pikachu
**********



unknown substate 0x253
Hits on frame: 20.0
Hitboxes end: 29.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 5
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 1425.0
Max Hitbox Angle: 361

unknown substate 0x256
Hits on frame: 0.0
Hitboxes end: 3.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 2
Max Hitbox BKB: 66
Max Hitbox KBG * Damage: 1050.0
Max Hitbox Angle: 361

**********
END pikachu

BEGIN pikmin
**********



**********
END pikmin

BEGIN pit
**********



unknown substate 0x254
Hits on frame: 2.0
Hitboxes end: 5.0
Max Hitbox Damage: 11.0
Extra Shield Damage: 10
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 1100.0
Max Hitbox Angle: 80

unknown substate 0x255
Hits on frame: 3.0
Hitboxes end: 5.0
Max Hitbox Damage: 13.0
Extra Shield Damage: 10
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 1300.0
Max Hitbox Angle: 80

unknown substate 0x256
Hits on frame: 0.0
Hitboxes end: 5.0
Max Hitbox Damage: 9.0
Extra Shield Damage: 4
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 810.0
Max Hitbox Angle: 50

**********
END pit

BEGIN pitb
**********



unknown substate 0x254
Hits on frame: 2.0
Hitboxes end: 5.0
Max Hitbox Damage: 11.5
Extra Shield Damage: 10
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 1150.0
Max Hitbox Angle: 50

unknown substate 0x255
Hits on frame: 3.0
Hitboxes end: 5.0
Max Hitbox Damage: 13.5
Extra Shield Damage: 10
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 1350.0
Max Hitbox Angle: 50

unknown substate 0x256
Hits on frame: 0.0
Hitboxes end: 5.0
Max Hitbox Damage: 9.2
Extra Shield Damage: 4
Max Hitbox BKB: 55
Max Hitbox KBG * Damage: 828.0
Max Hitbox Angle: 45

**********
END pitb

BEGIN purin
**********



**********
END purin

BEGIN reflet
**********



**********
END reflet

BEGIN robot
**********



**********
END robot

BEGIN rockman
**********



**********
END rockman

BEGIN rosetta
**********



**********
END rosetta

BEGIN samus
**********



unknown substate 0x23e
Hits on frame: 5.0
Hitboxes end: 13.0
Max Hitbox Damage: 2.0
Extra Shield Damage: 3
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 95

unknown substate 0x23f
Hits on frame: 5.0
Hitboxes end: 12.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 3
Max Hitbox BKB: 110
Max Hitbox KBG * Damage: 400.0
Max Hitbox Angle: 40

unknown substate 0x242
Hits on frame: 5.0
Hitboxes end: 11.0
Max Hitbox Damage: 1.0
Extra Shield Damage: 3
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 25.0
Max Hitbox Angle: 140

unknown substate 0x243
Hits on frame: 5.0
Hitboxes end: 12.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 3
Max Hitbox BKB: 110
Max Hitbox KBG * Damage: 400.0
Max Hitbox Angle: 40

**********
END samus

BEGIN sheik
**********



**********
END sheik

BEGIN shulk
**********



unknown substate 0x242
Hits on frame: 31.0
Hitboxes end: 42.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 480.0
Max Hitbox Angle: 140

unknown substate 0x243
Hits on frame: 31.0
Hitboxes end: 0.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 360.0
Max Hitbox Angle: 140

unknown substate 0x244
Hits on frame: 31.0
Hitboxes end: 0.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 450.0
Max Hitbox Angle: 140

unknown substate 0x24a
Hits on frame: 0.0
Hitboxes end: 0.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 480.0
Max Hitbox Angle: 140

unknown substate 0x24b
Hits on frame: 0.0
Hitboxes end: 0.0
Max Hitbox Damage: 16.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 480.0
Max Hitbox Angle: 140

unknown substate 0x24c
Hits on frame: 0.0
Hitboxes end: 0.0
Max Hitbox Damage: 11.0
Extra Shield Damage: 7
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 330.0
Max Hitbox Angle: 140

unknown substate 0x24e
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 10
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 375.0
Max Hitbox Angle: 140

unknown substate 0x24f
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 10
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 450.0
Max Hitbox Angle: 140

unknown substate 0x250
Hits on frame: 0.0
Hitboxes end: 5.0
Max Hitbox Damage: 14.0
Extra Shield Damage: 10
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 350.0
Max Hitbox Angle: 140

**********
END shulk

BEGIN sonic
**********


**********
END sonic

BEGIN szerosuit
**********



**********
END szerosuit

BEGIN toonlink
**********



**********
END toonlink

BEGIN wario
**********



unknown substate 0x214
Hits on frame: 21.0
Hitboxes end: 0.0
Max Hitbox Damage: 6.0
Extra Shield Damage: 20
Max Hitbox BKB: 74
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 45

**********
END wario

BEGIN wiifit
**********



**********
END wiifit

BEGIN yoshi
**********



unknown substate 0x227
Hits on frame: 0.0
Hitboxes end: 0.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 5
Max Hitbox BKB: 85
Max Hitbox KBG * Damage: 240.0
Max Hitbox Angle: 60

unknown substate 0x242
Hits on frame: 7.0
Hitboxes end: 8.0
Max Hitbox Damage: 15.0
Extra Shield Damage: 10
Max Hitbox BKB: 72
Max Hitbox KBG * Damage: 900.0
Max Hitbox Angle: 80

unknown substate 0x243
Hits on frame: 7.0
Hitboxes end: 8.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 10
Max Hitbox BKB: 72
Max Hitbox KBG * Damage: 240.0
Max Hitbox Angle: 80

unknown substate 0x244
Hits on frame: 7.0
Hitboxes end: 8.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 10
Max Hitbox BKB: 65
Max Hitbox KBG * Damage: 1512.0
Max Hitbox Angle: 80

unknown substate 0x246
Hits on frame: 20.0
Hitboxes end: 0.0
Max Hitbox Damage: 12.0
Extra Shield Damage: 10
Max Hitbox BKB: 68
Max Hitbox KBG * Damage: 840.0
Max Hitbox Angle: 80

unknown substate 0x247
Hits on frame: 20.0
Hitboxes end: 0.0
Max Hitbox Damage: 4.0
Extra Shield Damage: 10
Max Hitbox BKB: 68
Max Hitbox KBG * Damage: 280.0
Max Hitbox Angle: 80

unknown substate 0x248
Hits on frame: 20.0
Hitboxes end: 0.0
Max Hitbox Damage: 18.0
Extra Shield Damage: 10
Max Hitbox BKB: 65
Max Hitbox KBG * Damage: 1512.0
Max Hitbox Angle: 80

**********
END yoshi

BEGIN zelda
**********



unknown substate 0x20f
Hits on frame: 12.0
Hitboxes end: 34.0
Max Hitbox Damage: 5.0
Extra Shield Damage: 4
Max Hitbox BKB: 0
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

**********
END zelda
Note that Pound isn't being saved by the script for some reason. (It is missing period, shield damage aside, but I can see it manually--this is how I located shield damage.) No idea why.
 
Last edited:

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
0559-7294-8323
Last bit, promise!

Where can I join a discussion on how people are parsing this data?
 
Joined
May 3, 2009
Messages
7,190
Hah, I was thinking of making some sort of guide to help people read it, but I'm not entirely sure on everything myself...

But I guess I'll give it a shot here anyway. Okay so I'll use two different attacks as examples

For the first example, let's take a look at Villager's Jab 1
Code:
def game_50():
      AsynchronousTimer_0D0(Frame=3.000000, )
      Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x3C, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.000000, X=-1.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
      Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x10, Damage=3.000000, Angle=0x50, BKB=0x50, WKB?=0x0, KBG=0xA, Size=3.600000, X=4.200000, Y=0.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, )
      SynchronousTimer_20B(Frame=2.000000, )
      RemoveAllHitboxes_014()
      AsynchronousTimer_0D0(Frame=7.000000, )
      unk_170(0xD, 0x2100, )
      AsynchronousTimer_0D0(Frame=11.000000, )
      unk_170(0xE, 0x2100, )
      End_196()
Most moves begin with an AsynchronousTimer. These are usually used to indicate when something happens. Asynch timers operate on a sort of timeline system. The frame values they are assigned are no "'x' amount of frames", but rather, "frame 'x'". So for jab 1, we see
Code:
AsynchronousTimer_0D0(Frame=3.000000, )
This means that on F3 of the entire move, whatever is below the asynchronous timer begins. In this case, that would be a group of hitboxes.

The dump provides hitbox information such as base damage, knockback values, and other things. To be honest, I'm not entirely sure what their respective names (like here, "Hitbox_26") mean, because multiple hitboxes in an attack can share the same name but have different values. Id is another way for the game to identify hitboxes. I think in Brawl the higher the Id, the farther the hitbox was from the character's TransN bone. Bones are basically, well, bones. They are used to animate the character, and have hitboxes and hurtboxes anchored to them. TransN is sort of the "base" bone the character revolves around. Until the hitbox viewer is completed though, I don't think we should bother too much with these.

According to TSON, unk_ are just flags or whatever that Dantarion's dumper isn't able to identify, so they had their names replaced with unk(nown). According to ANOTHER post, unk_170 and unk_16F are found on aerials (I have only seen them on aerials, now that I think about it), and the first indicates when an aerial no longer autocancels, while the second indicates when it does. Also, I think unk_170 is equivalent to Brawl's RA-bit [16], which was used for multijab flows. So in the code above, I'm thinking that pressing the button or holding the button by/on F7 until F10 allows Jab 1 to flow into Jab 2. Pressing the button on F11 and afterwards might just start another Jab 1.

Base damage is given in decimal values so there's not much to say about that. Angles, BKB, WKB, and KBG on the other hand are given in hexadecimal values. Anything in the form of 0x_ is a hex value. So we have to convert the characters after 0x to decimal. In this case, hitbox1 angle = 0x3C = 60. So that particular hitbox has a base angle of 60 degrees for its trajectory. I say base angle because of course this can be changed by DI and other such factors.

BKB is base knockback. Generally, higher BKB means a move will be launching far, even at low percents. KBG is knockback growth, which is how much or how quickly the move's knockback will scale with damage. So if move A has high BKB but low KBG, and move B has low BKB but high KBG, move B's final knockback will increase more with each percentage point of damage the opponent has accumulated than move A's. So at high enough percents, move B will actually outlaunch move A.

WKB is weight knockback, which is for moves that have weight-based set knockback. All moves have weight-based knockback in that they take the victim's weight into account when calculating final knockback. However, if a move has a WKB value, then it most likely won't have a KBG value, and vice-versa. This is because WBSKB moves ignore the victim's damage when calculating knockback, taking only into effect the move's base damage, BKB, and WKB value. So if move C is a WBSKB move, then it will apply 100 units of KB to a victim with a weight of 100 at 0%, 150%, and 300% (those values are just examples, I don't actually know what WKB, BKB, and weight value would give 100 KB).

Finally we have a SynchronousTimer. These normally tell us after how many frames something happens, as opposed to asynchronous timers, which tell us when in a timeline something happens. Looking at the code, we can see
Code:
SynchronousTimer_20B(Frame=2.000000, )
      RemoveAllHitboxes_014()
This means that after 2F, the hitboxes are removed. In effect this tells us the duration of the previous action. The hitboxes are out for 2F, and after that they are gone. So, if yellow is startup, green is hitbox active, and red is hitbox gone and everything else, it would look like this:

[F1][F2][F3][F4][F5][F6][F7][F8]

The hitboxes came out on F3. The time of generation counts towards duration since the hitboxes are active the same frame they come out. So they are active F3 and F4, then gone by F5.

So

Duration = SynchronousTimerValue
HitboxIn = AsynchronousTimerValue + SynchronousTimerValue

F3 + 2F = F5. The hitboxes are "in" on F5, meaning they are no longer active on F5, meaning the last frame they are active is F4.

Now let's look at Villager's UTilt
Code:
def game_5C():
      AsynchronousTimer_0D0(Frame=7.000000, )
      Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x69, BKB=0x64, WKB?=0x3C, KBG=0x0, Size=4.000000, X=0.000000, Y=-1.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x1, 0x1, 0x9, )
      Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x69, BKB=0x64, WKB?=0x3C, KBG=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x1, 0x1, 0x9, )
      Hitbox_026(Id=0x2, Bone?=0x0, unk?=0x18, Damage=6.000000, Angle=0x60, BKB=0x64, WKB?=0xC, KBG=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x1, 0x2, 0x1, 0x9, )
      SynchronousTimer_20B(Frame=14.000000, )
      RemoveAllHitboxes_014()
      AsynchronousTimer_0D0(Frame=24.000000, )
      Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x18, Damage=5.000000, Angle=0x50, BKB=0xA0, WKB?=0x0, KBG=0x32, Size=6.000000, X=0.000000, Y=6.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x1, 0x3, 0x1, 0x9, )
      Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x18, Damage=5.000000, Angle=0x50, BKB=0xA0, WKB?=0x0, KBG=0x32, Size=4.000000, X=0.000000, Y=1.000000, Z=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x1, 0x3, 0x1, 0x9, )
      AsynchronousTimer_0D0(Frame=28.000000, )
      RemoveAllHitboxes_014()
      End_196()
This one is a little different. This attack also begins with an asynchronous timer, so the first hitboxes come out on F7. We can also see that these hitboxes lack KBG values, but have WKB values, meaning that they are weight-based set knockback hitboxes. Then we see a synchronous timer saying that after 14F, the hitboxes are gone, meaning that they last 14F.

After that though, there's another asynchronous timer! This is because not all moves have a single hitgroup. UTilt actually hits twice as it has two hitgroups. A single hitgroup can have multiple hitboxes, but unless they come out on different frames, it is not necessarily a multihit move. Jab 1 had one hitgroup with two hitboxes, but since they both came out on the same frame, only one will hit.

So UTilt has two hitgroups, indicated by one group of hitboxes going away and another being generated before the attack ends. The asynchronous timer still does what we've seen it doing. It is still telling us that on F24 of the attack, the second set of hitboxes come out.

Code:
AsynchronousTimer_0D0(Frame=28.000000, )
      RemoveAllHitboxes_014()
However, instead of a synchronous timer indicating the expiration of the hitboxes, there's another asynchronous timer. Why some moves are coded like this, I don't know. I'm not sure if all multihit attacks are like that, I haven't checked. But anyway, the asynchronous timer still works the same way, its just its function that is different. If that had been a synchronous timer, then the second set of hitboxes would have had a duration of 28F and been gone on F52. But since it is an asynchronous timer, they are gone on F28 of the attack. So, in this case,

Duration = AsynchronousTimer2Value - AsynchronousTimer1Value

[F21][F22][F23][F24][F25][F26][F27][F28][F29][F30]

The hitboxes came out on F24, and since they went away on F28, their last frame was F27.

I think that's about it for now. More experienced people should correct me on where I'm wrong.
 
Last edited:

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
0559-7294-8323
Ah... Zero Suit Samus doesn't have any moves marked "Frame=0.00000." I'm unsure what this means in terms of how the frames were parsed by the program above, but I figured I'd bring that up.
 

DavemanCozy

Smash Photographer
Joined
May 16, 2013
Messages
1,716
Location
London, ON
NNID
CavemanCossy
3DS FC
0216-1810-7681
Shulk's got some really nice buffs. I'm probably still sticking with Fox, but I'd definitely like to have a secondary / dubs Shulk.

Thinkaman and co. are the best. You are truly amazing for doing this.
 

Minty_

Smash Apprentice
Joined
Jul 13, 2011
Messages
88
You rock Thinkaman. I shall name my baby after you. Seriously thank you so much for doing this!
 

lijero13ss

Smash Journeyman
Joined
Sep 17, 2014
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NNID
lijero13ss
3DS FC
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Thanks so much Thinkman and Dontarion for providing info and Indigo Jeans for helping explain :)

You guys are awesome!
 

Tagxy

Smash Lord
Joined
Oct 10, 2007
Messages
1,482
@Shaya is this worth academy status? Best compendium of frame data? I find myself using this a lot and now is 3 pages back.
 
Last edited:
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