This looks awesome so far!... I just do not know what half of it means as it is my first time reading this sort of doc.
For example, what does a Hit box of 0 mean? What does active frames and duration mean? Also, "real frames?"
I hope this isn't silly of me, I just love specifics and I don't know the specifics of most of these words. Maybe a list of definitions would help the layman like me read this?
The numbers beneath the hitbox/state column are just the "names" of the hitboxes. They're the IDs the game uses to sort hitboxes. So for example, we all know Marth's attack have the tipper sweetspots and the rest of the blade sourspots. Let's say FAir has 4 hitboxes distributed along the blade. Hitbox 0 would be the tipper, and hitboxes 1, 2, and 3 are the rest of the hitboxes along the blade.
Active frames are the frames during which a hitbox is, well, active. Duration is the total number of frames it is active. So some jab 1 is active I from F3 to F5. That means it can hit stuff on those frames. On F6, it is gone. So the total number of active frames is 3F (F3 [1], F4 [2], F5 [3]).
"Real frames" is a term used to describe when something actually happens. Sometimes hitboxes might say they begin on F3, but they have frame speed modifiers that make them hit on Real F6. I also use it for attacks that use articles. Villager's FSmash is an article. The bowling ball's hitboxes are active on F5, but the bowling ball itself isn't generated till I think F20 of the attack. So then in reality the attack hits on Real F25.
BKB is base knockback, which is exactly what it sounds like.
KBG is knockback growth, which is the rate at which knockback scales with damage
WKB is weight-based set knockback/fixed knockback. This is most commonly seen on pushboxes and is knockback that does not scale with damage. The amount of knockback delivered depends on the target's weight.
Attribute is what it sounds like.
Hitlag is "freeze frames" in an attack. Things like Falcon's knee have high hitlag. If an attack has a hitlag modifier of >1, then that means it does more hitlag than an attack with the same base damage/BKB/KBG/WKB under the same conditions. A modifier of <1 means it does less. The electric attribute adds an inherent hitlag multiplier to moves, which is why electric attribute hitboxes usually have either a normal or <1 modifier (to compensate for this and so the move won't have super high hitlag).
SDI is moving around while in hitlag. An SDI modifier changes how much you can move around while in hitlag (the distance you can move in a frame). >1 SDI modifiers mean you can cover larger distances each frame, making it easier to do things like tech out of a spike (SDI towards a wall so the KB sends you into it for a tech) or even escape multihit moves. <1 SDI modifiers means you can't SDI as far each frame. The setup hit for USmash and the weak hits have <1 SDI modifiers to make it easier for the move to "trap" targets in.
Shield damage is how much damage a move does to a shield. I believe shields have 50 health in this game. So a move with +50 shield damage would instantly break a full shield.
Transcendent priority means a hitbox does not clank with other hitboxes and it just goes through them.
Target is what sort of target a hitbox can connect with. If a hitbox is aerial target only, then it can only hit people in the air.
Angles of 0 degrees apply knockback in the direction opposite the one the target was facing at the time of collision.
Frame change is the frame a hitbox changes. Villager's FSmash gets stronger on I think F27 of the attack. The damage changes from 15% > 17%. So I use arrows to indicate changing values. If a value goes like x >> z, then the hitbox has other stuff that might change from a > b > c. So for example, a hitbox changes on F8 and F12. Its damage goes from 5% > 6% > 7% (5% from F1-F7, 6% from F8-F11, and 7% from F12-end). However, its BKB stays the same for the first two changes, and doesn't change until the third. So it might be 30 > 30 > 20, which I'll just condense to 30 >> 20. Or, if it went 30 > 20 > 20, the sheet would just say 30 > 20.
I think that about covers that for now... but if I missed anything, please say so!
I've been looking at the frame data pastebin for a while and there are some weird things in there. Jab, ftilt, and Nair (pellets) have never seemed to be f2 (according to Greward, they're f7) and rush has a hitbox with knockback?
Thanks for putting this together. I like the format a lot. If you want help, let me know. I can understand some of the master core, but not much. I'm much better at reading the pastebin.
I feel they probably don't hit on F3 in practice. What is probably going on is that F3 is the frame they are active, but still inside the cannon, so they can't really interact with targets yet, though things like Pocket would be able to snatch them up on F3 of the attack, even if they're not outside of the cannon yet. I might not be articulating myself very well but hopefully you get what I'm saying.
I haven't looked at specials yet, so I'll see what's up with that.
I mainly use the pastebin to double check stuff like misc attributes to make sure I haven't missed anything, ha ha.
What is Dtilt partially intangible to? It shrinks his hitboxes below certain projectiles, yeah?
Intangibility means that hitboxes don't interact with the intangible object. Partial intangibility is just saying that not the entire object is intangible. In this case, (I believe) only Mega Man's feet and legs are intangible. So if you were to DTilt so that you'd hit a walking bob-omb on F3 of DTilt, it would explode, but nothing would happen to you so long as the explosion hitbox only collided with your feet/legs.