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PM 3.5 Stats List (Still WIP) Wavedash ranks added!

PsionicSabreur

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Neither here nor there
Doesn't Lucas have a framespeed modifier on his jumpstart? It definitely feels like he's a 4-framer to me, at least, but he's listed as 5 in both the jumpstart and shffl speed lists.
 
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KuroganeHammer

It's ya boy
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Tech rolls seem to all have the same amount of intangibility frames

get up rolls don't though
 

metroid1117

Smash Master
Joined
Sep 1, 2005
Messages
3,786
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Chester, IL
And invincibility? Do they have different invincibility times? Am I a scrub for not knowing the answer?
No, I doubt that most people know these numbers off the top of their head. (I certainly don't, at least >.>.)

Standing techs and tech rolls might not be exactly like Melee, but you can get an idea by seeing Magus' thread.
 

Empyrean

Smash Champion
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Dec 4, 2013
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Hive Temple
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Arnprior
Holy ****! This is like the most useful thread in existence, should be stickied ASAP. Great work, OP, we definitely need more threads like this to replace all the garbage ones running rampant these days.
 

Mera Mera

Smash Journeyman
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Dec 1, 2009
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372
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Neenah, WI
One thing I have always wanted a list of is stats and comments on usefulness of running grab vs JC grab vs boost grab vs pivot grab for each character. I normally just JC grab everything, but there are definitely characters that have uses for running grab ect. Would it be possible for details on grabs for each character to be listed? If we had frame data and grab range and distance you slide during the grab ect for all the grabs, then people could infer what grab should be used when for each character. It'd be suuuuuper useful imo.

That said, this thread is already amazing. Thanks much for it and also I agree that this should be stickied.
 

PsionicSabreur

Smash Journeyman
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Nov 6, 2013
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Neither here nor there
Quick question, is gravity an actual character-specific statistic? I hear it mentioned fairly often but have yet to actually see it listed in an actual stats list.
 
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Mera Mera

Smash Journeyman
Joined
Dec 1, 2009
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372
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Neenah, WI
Quick question, is gravity an actual character-specific statistic? I hear it mentioned fairly often but have yet to actually see it listed in an actual stats list.
I think you mean falling speed, which is listed in this thread actually. You fall with your falling speed even during knockback (fighting against your upward velocity), so I'm guessing this is what you're referring to.
 

PsionicSabreur

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Neither here nor there
Nope, I mean gravity. Namely falling acceleration. I did read the list, at least give me some credit, here :p

Edit: Quick search brought this up, I realize it isn't anything to go off of but it is a term that floats around and that I've seen used by a few members around here.
http://www.ssbwiki.com/Gravity
 
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SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
I think there's also a gravity value for something but I'm not sure

oh okay, falling acceleration
 
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G13_Flux

Smash Lord
Joined
Jan 1, 2013
Messages
1,076
yes characters like fox have an extremely high gravity value, and thus, fox actually appears to fall faster than falco, CF, and wolf, although their top falling speeds (terminal velocities) are slightly higher. I really have to agree with the JC grab data. I usually JC grab everything as well, but itd be nice to know what characters would benefit more from a dash grab.

One more bit of useful information would be which KB values cause knockdown for CCing characters.
 

Mera Mera

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Messages
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Nope, I mean gravity. Namely falling acceleration. I did read the list, at least give me some credit, here :p

Edit: Quick search brought this up, I realize it isn't anything to go off of but it is a term that floats around and that I've seen used by a few members around here.
http://www.ssbwiki.com/Gravity
Yeah, my bad. Falling acceleration/gravity would be a good stat to have.

yes characters like fox have an extremely high gravity value, and thus, fox actually appears to fall faster than falco, CF, and wolf, although their top falling speeds (terminal velocities) are slightly higher. I really have to agree with the JC grab data. I usually JC grab everything as well, but itd be nice to know what characters would benefit more from a dash grab.

One more bit of useful information would be which KB values cause knockdown for CCing characters.
For knockdown values, that'll depend on your weight and percent. Iirc, if the knockback is greater than or equal to 80 then it will cause a knockdown/tumble. Keep in mind if you're crouching, you take *2/3 knockback, so I guess it'd be greater than or equal to 120 knockback in that case. Basically, if you get hit by a move that would have caused tumble against you and you ASDI into the ground, then you will fall over. You can hit (full press) Shield before you are hit (if you are in endlag or something) BEFORE you are hit, and it will cause you to tech. You can't tech during hitlag, and there's an extremely small window after the hitlag before you land from the ASDI, so before is easier. You have to hit Shield within 20 frames of a tumbled/hitstun landing for a tech to work. 1/3 of a second is a pretty large window.
 
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Darb Vader

Smash Rookie
Joined
Mar 28, 2014
Messages
17
I just collected falling acceleration data, but before I post it, I'd like someone to check my method.

Basically, I found the minimum percentage that each character dies from a Mario UThrow on FD. Then, I used the weights listed in this thread in conjunction with the knockback formula from SSBM (http://www.ssbwiki.com/Knockback#Melee.2FBrawl) to compute how much knockback was required to kill off the top. Assuming character's follow parabolic motion until they hit their downward terminal velocity, this knockback value should be directly related to the falling acceleration (falling acceleration should be proportional to the knockback value squared).

I'm pretty new to this game so if someone could check my method before I post useless data, that'd be great.
 

Mera Mera

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I think a lot of the values can be found in PSA... I have to copy a line at a time... so this will be tedious :/
@ D Darb Vader I'm not sure what's wrong with the method, but the order isn't accurate. Fox has a higher gravity than Falco according to PSA.
Edit: 8adge is totally right. I knew that throw knockback isn't affected by weight but I completely overlooked that.

I'm not done... just got to Fox... I'll add the rest later. Also I'm not sure I have the most updated version of PSA... so there might be a version that lists more values.

[collapse= PM 3.02 Character Attributes]
[collapse= Captain Falcon]
0x000 Walk Initial Velocity0.15
0x004 Walk Acceleration0.1
0x008 Walk Maximum Velocity0.85
0x00C Stopping Velocity0.08
0x010 Dash & StopTurn Initial Velocity2
0x014 StopTurn Deceleration0.15
0x018 StopTurn Acceleration0.01
0x01C Run Initial Velocity2.3
0x02C Turn Run Velocity0.73
*0x030 Jump Startup Time4
0x038 Jump V Initial Velocity3.23
0x040 Jump H Initial Velocity2.1
0x044 Hop V Initial Velocity2.03
0x048 Air Jump Multiplier0.8637771
0x050 Footstool V Initial Velocity3.65
*0x060 Jumps2
0x064 Gravity0.13
0x068 Terminal Velocity2.9
0x074 Air Mobility0.04
0x078 Air Stopping Mobility0.02
0x07C Maximum H Air Velocity1.12
0x080 Fastfall Gravity?0.01
0x084 Fastfall Terminal Velocity3.5
*0x08C Glide Frame Window0
0x0B0 Weight104
0x0C4 Shield Size9.6
0x0C8 Shield Break Bounce Velocity2.7
0x0F8 Edge Jump V Velocity1
0x0FC Edge Jump H Velocity3.43
0x118 Item Throw Strength1
0x13C Normal Landing Lag3
0x140 Nair Landing Lag?23
0x144 Fair Landing Lag?24
0x148 Bair Landing Lag?22
0x14C Uair Landing Lag?23
0x150 Dair Landing Lag?24
0x15C Tag Height Value4
0x164 Walljump H Velocity1.4
0x168 Walljump V Velocity3.1
0x244 Magnifying Glass Shrink Ratio6.5
[/collapse]
[collapse= King DDD]
0x000 Walk Initial Velocity0.15
0x004 Walk Acceleration0
0x008 Walk Maximum Velocity0.95
0x00C Stopping Velocity0.07
0x010 Dash & StopTurn Initial Velocity1.4
0x014 StopTurn Deceleration0.04
0x018 StopTurn Acceleration0.02
0x01C Run Initial Velocity1.22
0x02C Turn Run Velocity0.75
*0x030 Jump Startup Time6
0x038 Jump V Initial Velocity2.6
0x040 Jump H Initial Velocity1.1
0x044 Hop V Initial Velocity1.6
0x048 Air Jump Multiplier0.6
0x050 Footstool V Initial Velocity3.1
*0x060 Jumps4
0x064 Gravity0.095
0x068 Terminal Velocity2.25
0x074 Air Mobility0.04
0x078 Air Stopping Mobility0.01
0x07C Maximum H Air Velocity0.9
0x080 Fastfall Gravity?0.005
0x084 Fastfall Terminal Velocity3.3
*0x08C Glide Frame Window0
0x0B0 Weight112
0x0C4 Shield Size12
0x0C8 Shield Break Bounce Velocity2.8
0x0F8 Edge Jump V Velocity1.3
0x0FC Edge Jump H Velocity2.55
0x118 Item Throw Strength1
0x13C Normal Landing Lag5
0x140 Nair Landing Lag?22
0x144 Fair Landing Lag?32
0x148 Bair Landing Lag?22
0x14C Uair Landing Lag?22
0x150 Dair Landing Lag?22
0x15C Tag Height Value7
0x164 Walljump H Velocity1.3
0x168 Walljump V Velocity2.4
0x244 Magnifying Glass Shrink Ratio9.75
[/collapse]
[collapse= Diddy Kong]
0x000 Walk Initial Velocity0.1
0x004 Walk Acceleration0.1
0x008 Walk Maximum Velocity1.25
0x00C Stopping Velocity0.06
0x010 Dash & StopTurn Initial Velocity1.7
0x014 StopTurn Deceleration0.1
0x018 StopTurn Acceleration0.02
0x01C Run Initial Velocity1.9
0x02C Turn Run Velocity0.8
*0x030 Jump Startup Time4
0x038 Jump V Initial Velocity3.1
0x040 Jump H Initial Velocity1.7
0x044 Hop V Initial Velocity2.05
0x048 Air Jump Multiplier0.85
0x050 Footstool V Initial Velocity3
*0x060 Jumps2
0x064 Gravity0.12
0x068 Terminal Velocity2.55
0x074 Air Mobility0.05
0x078 Air Stopping Mobility0.01
0x07C Maximum H Air Velocity1
0x080 Fastfall Gravity?0.012
0x084 Fastfall Terminal Velocity2.95
*0x08C Glide Frame Window0
0x0B0 Weight85
0x0C4 Shield Size8
0x0C8 Shield Break Bounce Velocity3
0x0F8 Edge Jump V Velocity1
0x0FC Edge Jump H Velocity3
0x118 Item Throw Strength1
0x13C Normal Landing Lag3
0x140 Nair Landing Lag?28
0x144 Fair Landing Lag?22
0x148 Bair Landing Lag?24
0x14C Uair Landing Lag?24
0x150 Dair Landing Lag?25
0x15C Tag Height Value5
0x164 Walljump H Velocity1.4
0x168 Walljump V Velocity2.2
0x244 Magnifying Glass Shrink Ratio5.75
[/collapse]
[collapse= Donkey Kong]
0x000 Walk Initial Velocity0.1
0x004 Walk Acceleration0.1
0x008 Walk Maximum Velocity1.2
0x00C Stopping Velocity0.08
0x010 Dash & StopTurn Initial Velocity1.8
0x014 StopTurn Deceleration0.05
0x018 StopTurn Acceleration0.02
0x01C Run Initial Velocity1.8
0x02C Turn Run Velocity1
*0x030 Jump Startup Time5
0x038 Jump V Initial Velocity2.8
0x040 Jump H Initial Velocity1.8
0x044 Hop V Initial Velocity1.7
0x048 Air Jump Multiplier0.8775
0x050 Footstool V Initial Velocity3.2
*0x060 Jumps2
0x064 Gravity0.1
0x068 Terminal Velocity2.4
0x074 Air Mobility0.02
0x078 Air Stopping Mobility0.02
0x07C Maximum H Air Velocity1.1
0x080 Fastfall Gravity?0.02
0x084 Fastfall Terminal Velocity2.96
*0x08C Glide Frame Window0
0x0B0 Weight114
0x0C4 Shield Size13.5
0x0C8 Shield Break Bounce Velocity2.6
0x0F8 Edge Jump V Velocity1
0x0FC Edge Jump H Velocity2.8
0x118 Item Throw Strength1
0x13C Normal Landing Lag4
0x140 Nair Landing Lag?24
0x144 Fair Landing Lag?27
0x148 Bair Landing Lag?24
0x14C Uair Landing Lag?25
0x150 Dair Landing Lag?28
0x15C Tag Height Value5
0x164 Walljump H Velocity1.3
0x168 Walljump V Velocity2.7
0x244 Magnifying Glass Shrink Ratio9.5
[/collapse]
[collapse= Falco]
0x000 Walk Initial Velocity0.2
0x004 Walk Acceleration0.1
0x008 Walk Maximum Velocity1.4
0x00C Stopping Velocity0.08
0x010 Dash & StopTurn Initial Velocity1.9
0x014 StopTurn Deceleration0.1
0x018 StopTurn Acceleration0.02
0x01C Run Initial Velocity1.5
0x02C Turn Run Velocity0.73
*0x030 Jump Startup Time5
0x038 Jump V Initial Velocity4.27
0x040 Jump H Initial Velocity1.7
0x044 Hop V Initial Velocity2.07
0x048 Air Jump Multiplier0.9025761
0x050 Footstool V Initial Velocity4.5
*0x060 Jumps2
0x064 Gravity0.17
0x068 Terminal Velocity3.1
0x074 Air Mobility0.05
0x078 Air Stopping Mobility0.02
0x07C Maximum H Air Velocity0.83
0x080 Fastfall Gravity?0.02
0x084 Fastfall Terminal Velocity3.5
*0x08C Glide Frame Window0
0x0B0 Weight80
0x0C4 Shield Size8.9
0x0C8 Shield Break Bounce Velocity3.3
0x0F8 Edge Jump V Velocity1
0x0FC Edge Jump H Velocity4.07
0x118 Item Throw Strength1
0x13C Normal Landing Lag3
0x140 Nair Landing Lag?24
0x144 Fair Landing Lag?22
0x148 Bair Landing Lag?22
0x14C Uair Landing Lag?22
0x150 Dair Landing Lag?22
0x15C Tag Height Value5
0x164 Walljump H Velocity1.3
0x168 Walljump V Velocity3.6
0x168 Walljump V Velocity3.6
[/collapse]
[collapse= Fox]
0x000 Walk Initial Velocity0.2
0x004 Walk Acceleration0.1
0x008 Walk Maximum Velocity1.6
0x00C Stopping Velocity0.08
0x010 Dash & StopTurn Initial Velocity1.9
0x014 StopTurn Deceleration0.1
0x018 StopTurn Acceleration0.02
0x01C Run Initial Velocity2.2
0x02C Turn Run Velocity0.73
*0x030 Jump Startup Time3
0x038 Jump V Initial Velocity3.91
0x040 Jump H Initial Velocity1.7
0x044 Hop V Initial Velocity2.33
0x048 Air Jump Multiplier1.129412
0x050 Footstool V Initial Velocity4.6
*0x060 Jumps2
0x064 Gravity0.23
0x068 Terminal Velocity2.8
0x074 Air Mobility0.06
0x078 Air Stopping Mobility0.02
0x07C Maximum H Air Velocity0.83
0x080 Fastfall Gravity?0.02
0x084 Fastfall Terminal Velocity3.4
*0x08C Glide Frame Window0
0x0B0 Weight75
0x0C4 Shield Size8.7
0x0C8 Shield Break Bounce Velocity3.3
0x0F8 Edge Jump V Velocity1.1
0x0FC Edge Jump H Velocity4.23
0x118 Item Throw Strength1
0x13C Normal Landing Lag3
0x140 Nair Landing Lag?24
0x144 Fair Landing Lag?22
0x148 Bair Landing Lag?22
0x14C Uair Landing Lag?22
0x150 Dair Landing Lag?22
0x15C Tag Height Value5.3
0x164 Walljump H Velocity1.4
0x168 Walljump V Velocity3.3
0x244 Magnifying Glass Shrink Ratio5.5
[/collapse]
[/collapse]
 
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Badge

Smash Apprentice
Joined
Jan 3, 2013
Messages
186
I just collected falling acceleration data, but before I post it, I'd like someone to check my method.

Basically, I found the minimum percentage that each character dies from a Mario UThrow on FD. Then, I used the weights listed in this thread in conjunction with the knockback formula from SSBM (http://www.ssbwiki.com/Knockback#Melee.2FBrawl) to compute how much knockback was required to kill off the top. Assuming character's follow parabolic motion until they hit their downward terminal velocity, this knockback value should be directly related to the falling acceleration (falling acceleration should be proportional to the knockback value squared).

I'm pretty new to this game so if someone could check my method before I post useless data, that'd be great.
First of all: Weight is not a factor for throw knockback, which skews your data a bit. Just set the weight in the formula to 100 and you get the real knockback iirc.

That aside: I made a script to get kill percentages for Lucas Up-Throw not long ago (found here), where I needed some good approximation of the falling mechanics during knockback. I'd be interested in what those real mechanics are, but during that I did quite a bit of testing to ultimately end up with what looks like a pretty good estimate, so I wanted to chime in here.
There's two constants, which you can easily read out of the character files, that seem to affect how fast a character accelerates downwards: Gravity and Terminal Velocity. Until recently was under the impression that gravity would be the falling acceleration and terminal velocity the top falling speed (and that may still be the case outside of knockback or something). As my results where within an error range I expected even with a correct formula, I'm now pretty sure that terminal velocity also plays a role and that it's more complicated than a constant acceleration downwards (I tried using a weighted sum of the two values as acceleration and it didn't work out as well). This is the formula I in the end used for my script:
Code:
gch = Math.min(1+velocity, gch+gravity+0.168);
speed -= gch;
I.e. the downward acceleration rises with a gradient of (gravity+0.168) up to a maximum of (terminal velocity+1).

You fall with your falling speed even during knockback (fighting against your upward velocity), so I'm guessing this is what you're referring to.
This sounds quite a bit like what I found. Do you happen to know more about this? I vaguely remember having heard this before, but I don't know where the info is from. "Fall[ing] [...] even during knockback" sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values, but that doesn't feel right.


For easy access, these are the gravity and terminal velocity values of all characters:
Character | Gravity | Terminal Velocity
:bowser2: | 0.13 | 1.9
:falcon: | 0.13 | 2.9
:charizard: | 0.095 | 1.7
:dedede: | 0.095 | 2.25
:diddy: | 0.12 | 2.55
:dk2: | 0.1 | 2.4
:falco: | 0.17 | 3.1
:fox: | 0.23 | 2.8
:gw: | 0.095 | 1.7
:ganondorf: | 0.13 | 2
:popo: | 0.1 | 1.6
:ike: | 0.103 | 2.05
:ivysaur: | 0.075 | 1.7
:jigglypuff: | 0.064 | 1.3
:kirby2: | 0.08 | 1.6
:link2: | 0.11 | 2.13
:lucario: | 0.125 | 2
:lucas: | 0.125 | 2.3
:luigi2: | 0.069 | 1.6
:metaknight: | 0.11 | 2.45
:mario2: | 0.095 | 1.7
:marth: | 0.085 | 2.2
:mewtwopm: | 0.082 | 1.5
:ness2: | 0.09 | 1.83
:olimar: | 0.09 | 1.9
:peach: | 0.08 | 1.5
:pikachu2: | 0.11 | 1.9
:pit: | 0.095 | 1.9
:rob: | 0.09 | 1.65
:roypm: | 0.114 | 2.4
:samus2: | 0.066 | 1.4
:sheik: | 0.12 | 2.13
:snake: | 0.098 | 2.12
:sonic: | 0.1105 | 1.9
:squirtle: | 0.126 | 1.7
:toonlink: | 0.11 | 2.13
:warioc: | 0.112 | 1.85
:wolf: | 0.16 | 3.2
:yoshi2: | 0.093 | 1.92
:zelda: | 0.073 | 1.4
:zerosuitsamus: | 0.135 | 2.05
 
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Mera Mera

Smash Journeyman
Joined
Dec 1, 2009
Messages
372
Location
Neenah, WI
This sounds quite a bit like what I found. Do you happen to know more about this? I vaguely remember having heard this before, but I don't know where the info is from. "Fall[ing] [...] even during knockback" sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values, but that doesn't feel right.
Just checked what I have so far on Gravity to what you have and you're numbers are exactly the same, so that's good. :D

Also, I'm guessing that gravity is the only factor during knockback... not fall speed. That would make the most sense at least.

Edit: For some reason I can't see the character images except for DDD... I have to hover my mouse over to see the : character_name : instead... anyone else having that problem??? It's not just on this page, I can't see any but DDD on all of smashboards lately... so weird... why DDD?
 
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Badge

Smash Apprentice
Joined
Jan 3, 2013
Messages
186
@MonkUnit What is the "Glide Frame Window?" I thought it might be the frame window for glide tossing, but Diddy can glide toss and his value is 0, so I don't know.
From BB: "The amount of time (in frames) that the character has to begin a glide after jumping. Leave at 0 for no glide." Makes sense as only characters with glide seem to have a number != 0. (Probably only relevant to vBrawl, where gliding is not initiated by a special).
Also, I'm guessing that gravity is the only factor during knockback... not fall speed. That would make the most sense at least.
Gravity is certainly not the only factor. Ganondorf and Falcon have the same gravity, but Falcon dies significantly later from Lucas' UpThrow.
 

Mera Mera

Smash Journeyman
Joined
Dec 1, 2009
Messages
372
Location
Neenah, WI
From BB: "The amount of time (in frames) that the character has to begin a glide after jumping. Leave at 0 for no glide." Makes sense as only characters with glide seem to have a number != 0. (Probably only relevant to vBrawl, where gliding is not initiated by a special).

Gravity is certainly not the only factor. Ganondorf and Falcon have the same gravity, but Falcon dies significantly later from Lucas' UpThrow.
Thanks (for the first thing).

Interesting (for the second thing). Maybe fall speed does happen during knockback? I'm not sure when I started thinking that and/or if I read that before. Hopefully someone knows, but I can't say anything with confidence.

My guess is that: vertical_component_of_initial_launch_velocity = vertical_compoenent_of_knockback - initial_fall_speed
 
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Ali Baba 177

Smash Journeyman
Joined
Jan 18, 2014
Messages
274
Location
Washington
So fall speed affects vertical knockback while weight affects horizontal knockback?
And thanks for all the effort, this is great to see!
 

Badge

Smash Apprentice
Joined
Jan 3, 2013
Messages
186
So, I looked at the game memory, and it appears that this:
sounds like you'd reduce (vertical) knockback with your gravity until it is reduced by your terminal velocity and it's otherwise modified independent of those values
is indeed what happens. Or to be precise, this happens every frame:
Code:
(knockback stored into kbcomp here)
kbcomp = Math.max(kbcomp-0.051, 0);
fallcomp = Math.max(fallcomp-gravity, -terminal_velocity);
speed = kbcomp + fallcomp;
height += speed;
 

Zoa

Smash Ace
Joined
Mar 18, 2009
Messages
788
Finally got stickied. Awesome. Hopefully OP will get updated with each update. Can't wait to see.
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
I'd like to have detailed frame data on dashes, for example the frame on which run becomes available and the window for foxtrot.
 

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
From the database on reddit:
Shield size:
Sheild Size

Size of the character's shield.

1) Bowser : 16

2) Donkey : 13.5

3-4) DeDeDe/Ganon : 12

5) Luigi : 10.75

6) Charizard : 10.7

7) Samus : 10.5

8-9) ZSS/Pit : 10

10-11) Marth/Roy : 9.8

12-15) Snake/ROB/CFalcon/Ike : 9.6

16) Zelda : 9.5

17-18) Peach/Sheik : 9.2

19) Sonic : 9

20) Falco : 8.9

21-22) Fox/Link : 8.7

23) Mewtwo : 8.64

24-25) Ivy/Wario : 8.2

26-30) Diddy/G&W/Ness/Jiggs/ToonLink : 8

31) Meta Knight : 7.8

32-33) Mario/Wolf : 7.7

34-35) Olimar/Lucas : 7.6

36) Ice Climbers : 7.5

37-38) Kirby/Pikachu : 7

39-40) Lucario/Squirtle : 6.5

41) Yoshi : 6
 

1MachGO

Smash Ace
Joined
Mar 18, 2013
Messages
807
I could probably do something about initial dash lengths, speed, and frame data. Anyone have a good idea on how to calculate length? What causes someone like Fox to have a much larger dash dance than Falco despite both of them sharing the same initial dash speed and (I would imagine) initial dash ending frame? Does traction/acceleration play a role?
 

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
I assume here is some kind of acceleration variable differing for every character. I would calculate with:
s=½*a*t², s being length, a this acceleration and t time (number of frames if you view them as single pictures and not in progress of time ^^)
or
s=v*(t-(v/a))+½*v²/a for v as maximum initial dash speed for characters. You need this formula if the character stops accelerating during the initial dash.
This would at least give you accurate data if you just want to compare values. For converting into Smash length units you probably need some conversion rates I have no clue about. You could also just do it for one example, measure the distance with other methods (repeating a wavedash of known length or similar) and find an approximiation for the value this way.

Correct me if the value doesn't exist, I just know there is some acceleration for walks
 

ECHOnce

Smash Lord
Joined
Feb 22, 2014
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From the database on reddit:
Shield size:
Sheild Size

Size of the character's shield.

1) Bowser : 16

2) Donkey : 13.5

3-4) DeDeDe/Ganon : 12

5) Luigi : 10.75

6) Charizard : 10.7

7) Samus : 10.5

8-9) ZSS/Pit : 10

10-11) Marth/Roy : 9.8

12-15) Snake/ROB/CFalcon/Ike : 9.6

16) Zelda : 9.5

17-18) Peach/Sheik : 9.2

19) Sonic : 9

20) Falco : 8.9

21-22) Fox/Link : 8.7

23) Mewtwo : 8.64

24-25) Ivy/Wario : 8.2

26-30) Diddy/G&W/Ness/Jiggs/ToonLink : 8

31) Meta Knight : 7.8

32-33) Mario/Wolf : 7.7

34-35) Olimar/Lucas : 7.6

36) Ice Climbers : 7.5

37-38) Kirby/Pikachu : 7

39-40) Lucario/Squirtle : 6.5

41) Yoshi : 6
Would I be correct in assuming that the shield sizes alone aren't very useful? Bowser may have the biggest shield, but it's not nearly as efficient as those of Kirby or Squirtle (iirc), whose shields cover much more of their bodies than Bowser's. Whenever this data gets put into the OP post, a separate list with additional info for how much of the hurtboxes are left unprotected by the full shield would definitely be bueno. Ideally this would include both the total surface area of unprotected hurtboxes and the percentage of hurtboxes it therefore does/doesn't protect.

I'm a bit new to smash data measurements though, so I'm not aware of how universal the measurements are between things like distances and areas (I would hope they are, but I honestly can't tell...pardon the many questions to follow, I'm interested in learning how to help contribute in some way, if possible); IDK how easily the surface areas of shields and hurtboxes could be calculated relative to the provided shield size values. Is there an easily convertible system of measurements being used? And if not, are there other means of finding how much shields protect a given character?
 
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Chesstiger2612

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Would I be correct in assuming that the shield sizes alone aren't very useful? Bowser may have the biggest shield, but it's not nearly as efficient as those of Kirby or Squirtle (iirc), whose shields cover much more of their bodies than Bowser's. Whenever this data gets put into the OP post, a separate list with additional info for how much of the hurtboxes are left unprotected by the full shield would definitely be bueno. Ideally this would include both the total surface area of unprotected hurtboxes and the percentage of hurtboxes it therefore does/doesn't protect.

I'm a bit new to smash data measurements though, so I'm not aware of how universal the measurements are between things like distances and areas (I would hope they are, but I honestly can't tell...pardon the many questions to follow, I'm interested in learning how to help contribute in some way, if possible); IDK how easily the surface areas of shields and hurtboxes could be calculated relative to the provided shield size values. Is there an easily convertible system of measurements being used? And if not, are there other means of finding how much shields protect a given character?
This is completely true, but while you can't really compare Bowser and Squirtle because of that, it can still give some insight, for example on Luigi who has a shield very resistant to pokes while Lucario gets shieldpoked more frequently.
I think the second kind of calculation would go a bit far but just imagine a circle of that size around the character and view a few of those shields ingame to have a comparison. A few characters also have details whe it comes to shield protection such as Mewtwo's tail...
Just to add, Yoshi has no problem with his shield size he is unpokable because he has the egg shield.
 

ECHOnce

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Feb 22, 2014
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This is completely true, but while you can't really compare Bowser and Squirtle because of that, it can still give some insight, for example on Luigi who has a shield very resistant to pokes while Lucario gets shieldpoked more frequently.
I think the second kind of calculation would go a bit far but just imagine a circle of that size around the character and view a few of those shields ingame to have a comparison. A few characters also have details whe it comes to shield protection such as Mewtwo's tail...
Just to add, Yoshi has no problem with his shield size he is unpokable because he has the egg shield.
I guess it is sort of simple enough to guestimate the shield sizes in relation to what we remember as their heights, but for those of us without insight on these units of measurement (and therefore how much each value is worth), we'd have to reference shield sizes back to characters whose shield sizes and heights we're more sure of...which may be few, if any. At least adding heights or some other value for reference could be helpful in that way, since I'm sure a good many of us are here because we're unsure of certain measurements lol (and at least I, for one, find myself a bit lost every now and again when referencing the OP post data).

What's this shield protection that Mewtwo's tail has? Does it not have hurtboxes when holding shield or something?
(I took a dip into the M2 boards but couldn't find any hitbox/frame data .gifs that'd help answer)
 
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