- Joined
- Feb 27, 2008
- Messages
- 26,559
Download
Microsoft Excel Spreadsheet
Open Office Spreadsheet
Google Docs for anything else (File -> Download As)
What's this do?
Using this tool, you can calculate exactly how many frames of hitstun a particular hitbox will cause against any character, NTSC or PAL, based on just about every possible variable. No longer do you have to boot up debug mode and painstakingly count frames in frame advance to check if something is a "true combo," you can now simply calculate it. This is HUGE for Smash theory.
Do keep in mind that your character might still have to position themselves for the next attack to hit, however.
Features
-Fully-functional Stale Move Queue
-Displays Stale Damage Multiplier and Staled Damage based on said queue.
-NTSC/PAL setting for differing character weights
-Calculates Knockback, Launch Speed, Hitstun, Hitlag & Shieldstun based on just about any variable possible including:
Hitbox Damage
Knockback values
Hitbox Element
Victim (Weight)
Victim Damage
Whether or not victim is Crouch Canceling
Whether or not victim is charging a smash attack
Throw or Regular attack
How to Use
First, get MasterHand (Melee Character File Viewer). You won't really be able to figure out knockback values without it.
Next, find a move you want to calculate stuff for. Then find a hitbox and put in the values. Pay attention to the comments in the spreadsheet, they'll let you know if there's anything not obvious.
TO CALCULATE THROWS! In MasterHand, there are two hitboxes displayed for each throw. The one you want is labeled "Throw [Throw]." Input the data from that one, and make sure you put Yes under "Throw?" or the output will be wrong.
Credits & Changelog
Spreadsheet and extensive testing by Strong Bad
All formulas from Magus420
Testing by standardtoaster
Changelog:
v1.11
-Bowser's PAL weight (118) added, he was always 117 regardless of which version was selected.
v1.1
-Smash Charge renamed to Interrupted Smash Charge to better reflect its purpose.
-Staled damage no longer floored (artifact of a beta spreadsheet), leading to incorrect staled & post hit damage, which of course leads to incorrect values in most cases of staled hitbox calculation.
-Stale Multiplier display fixed; it would always display 1 before. Didn't affect calculations though.
v1.0
-Initial build. About as solid as possible for a first build. Lemme know if anything's off or you feel needs clarification!
Microsoft Excel Spreadsheet
Open Office Spreadsheet
Google Docs for anything else (File -> Download As)
What's this do?
Using this tool, you can calculate exactly how many frames of hitstun a particular hitbox will cause against any character, NTSC or PAL, based on just about every possible variable. No longer do you have to boot up debug mode and painstakingly count frames in frame advance to check if something is a "true combo," you can now simply calculate it. This is HUGE for Smash theory.
Do keep in mind that your character might still have to position themselves for the next attack to hit, however.
Features
-Fully-functional Stale Move Queue
-Displays Stale Damage Multiplier and Staled Damage based on said queue.
-NTSC/PAL setting for differing character weights
-Calculates Knockback, Launch Speed, Hitstun, Hitlag & Shieldstun based on just about any variable possible including:
Hitbox Damage
Knockback values
Hitbox Element
Victim (Weight)
Victim Damage
Whether or not victim is Crouch Canceling
Whether or not victim is charging a smash attack
Throw or Regular attack
How to Use
First, get MasterHand (Melee Character File Viewer). You won't really be able to figure out knockback values without it.
Next, find a move you want to calculate stuff for. Then find a hitbox and put in the values. Pay attention to the comments in the spreadsheet, they'll let you know if there's anything not obvious.
TO CALCULATE THROWS! In MasterHand, there are two hitboxes displayed for each throw. The one you want is labeled "Throw [Throw]." Input the data from that one, and make sure you put Yes under "Throw?" or the output will be wrong.
Credits & Changelog
Spreadsheet and extensive testing by Strong Bad
All formulas from Magus420
Testing by standardtoaster
Changelog:
v1.11
-Bowser's PAL weight (118) added, he was always 117 regardless of which version was selected.
v1.1
-Smash Charge renamed to Interrupted Smash Charge to better reflect its purpose.
-Staled damage no longer floored (artifact of a beta spreadsheet), leading to incorrect staled & post hit damage, which of course leads to incorrect values in most cases of staled hitbox calculation.
-Stale Multiplier display fixed; it would always display 1 before. Didn't affect calculations though.
v1.0
-Initial build. About as solid as possible for a first build. Lemme know if anything's off or you feel needs clarification!