dude it's raining
Smash Journeyman
- Joined
- Aug 1, 2014
- Messages
- 236
...
she's still got a nice figure even when it's just hurtboxes
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I think everyone should know that the name for floating in brawlbox is "Fuwafuwa"
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ROFL
BWAHAHAHA
...
Knockback Formula:
Hitstun is KB*0.4
Priority Disclaimer:
Hitboxes with different properties on different body parts are listed with lower ID's first (i.e. high priority first).
BKB: "Base Knockback"
KBG: "Knockback Growth"
WKB: "Weight-Based Knockback"
IASA: "Interruptible As Soon As"
361°: Sakurai Angle semi-spikes grounded opp's if KB<32 (i.e. 0°), 44° for grounded foes above that, and 45° for aerial opp's.
Jabs/Dash Attack:
Tilts:
Smashes:
Aerials:
Specials:
Throws:
Grabs/Pummel:
Spotdodge/Roll/Airdodge/Tech Options:
Knockdown Options:
Ledge Options:
Tripped Options:
Jumpsquat: 5
SHFFL: 35
Heavy (normal) Landing Lag: ?
From here:
Dacus: ?
she's still got a nice figure even when it's just hurtboxes
...
...
I think everyone should know that the name for floating in brawlbox is "Fuwafuwa"
...
...
ROFL
BWAHAHAHA
...
Knockback Formula:
Take:
(% after hit)/10
Then add to that result:
[(% after hit) * (damage of move)]/20
Then multiply that result by:
200/(weight + 100)
Then multiply that result by:
1.4
Then add to that result:
18
Then multiply that result by:
KBG/100
Then add to that result:
BKB
Then that result is multiplied by a crouch cancel value.
TL;DR:
lol, nobody knows that in their head, just get a feel for it
(% after hit)/10
Then add to that result:
[(% after hit) * (damage of move)]/20
Then multiply that result by:
200/(weight + 100)
Then multiply that result by:
1.4
Then add to that result:
18
Then multiply that result by:
KBG/100
Then add to that result:
BKB
Then that result is multiplied by a crouch cancel value.
TL;DR:
lol, nobody knows that in their head, just get a feel for it
Priority Disclaimer:
A lot of people think they know what priority means. It is a myth that certain moves just plain out beat other moves all the time (when ppl say "he just spams high-priority moves", they're just johning).
There are several kinds of legitimate priority.
When two actions happen at the same time, the person with the port closer to P1 will triumph. This is port priority.
When two characters' hitboxes collide, there are rules of priority that you can read about on ssbwiki that determine whose attack(s) get canceled out or not. Transcendent priority is related to that.
The priority I mention in my frame data has to do with moves that have multiple hitboxes that overlap. The hitboxes with the lowest ID in the coding of the game will outprioritize the other hitboxes of that move.
There are several kinds of legitimate priority.
When two actions happen at the same time, the person with the port closer to P1 will triumph. This is port priority.
When two characters' hitboxes collide, there are rules of priority that you can read about on ssbwiki that determine whose attack(s) get canceled out or not. Transcendent priority is related to that.
The priority I mention in my frame data has to do with moves that have multiple hitboxes that overlap. The hitboxes with the lowest ID in the coding of the game will outprioritize the other hitboxes of that move.
BKB: "Base Knockback"
KBG: "Knockback Growth"
WKB: "Weight-Based Knockback"
IASA: "Interruptible As Soon As"
361°: Sakurai Angle semi-spikes grounded opp's if KB<32 (i.e. 0°), 44° for grounded foes above that, and 45° for aerial opp's.
Jabs/Dash Attack:
Jab 1
Jab 2
Dash Attack
Damage: 3%
BKB: 0
KBG: 100
WKB: 20
Direction: 78°
Hitbox: 2-3
IASA: 16
Total: 28
Window for second hit: 2-15? (I'm pretty sure it's from "Bit Variable Set: RA-Bit[16] = true" until the IASA, someone correct me if I'm wrong)
BKB: 0
KBG: 100
WKB: 20
Direction: 78°
Hitbox: 2-3
IASA: 16
Total: 28
Window for second hit: 2-15? (I'm pretty sure it's from "Bit Variable Set: RA-Bit[16] = true" until the IASA, someone correct me if I'm wrong)
Jab 2
Damage: 2%
BKB: 30
KBG: 100
Direction: 361°
Hitbox: 2nd & 3rd frames after start of second jab
IASA: 17th frame after start of second jab
Total: 20 frames after start of second jab
BKB: 30
KBG: 100
Direction: 361°
Hitbox: 2nd & 3rd frames after start of second jab
IASA: 17th frame after start of second jab
Total: 20 frames after start of second jab
Dash Attack
- First Hit:
Damage: 12% (head), 9% (tip)
BKB: 70 (head), 50 (tip)
KBG: 70
Direction: 80° (head), 361° (tip) - Second Hit:
Damage: 8% (head), 7% (tip)
BKB: 20
KBG: 70
Direction: 80° (head), 361° (tip)
Hitbox: 6-8, 9-20
IASA: 36
Total: 38
IASA: 36
Total: 38
Utilt
Ftilt
Dtilt
Damage: 12
BKB: 50
KBG: 66
Direction: 80°
Hitbox: 9-13
IASA: 35
Total: 40
BKB: 50
KBG: 66
Direction: 80°
Hitbox: 9-13
IASA: 35
Total: 40
Ftilt
- First Hit:
Damage: 13% (hip), 11% (leg), 10% (foot)
BKB: 35 KBG: 85
Direction: 90° (hip/foot), 100° (leg) - Second Hit:
Damage: 6%
BKB: 55
KBG: 50
Direction: 90°
Hitbox: 5-8, 9-14
IASA: 34
Total: 39
IASA: 34
Total: 39
Dtilt
Damage: 12%
BKB: 60 (hand/arm/body)
KBG: 100
Direction: 270° (hand/arm/body)
Hitbox: 12-13
IASA: 26
Total: 27
NOTE: there is an 80° hand hitbox with 15 BKB that is completely outprioritized by the meteor, but ssbwiki says that the hand should not be a meteor...
BKB: 60 (hand/arm/body)
KBG: 100
Direction: 270° (hand/arm/body)
Hitbox: 12-13
IASA: 26
Total: 27
NOTE: there is an 80° hand hitbox with 15 BKB that is completely outprioritized by the meteor, but ssbwiki says that the hand should not be a meteor...
Usmash
Fsmash*
Dsmash
Damage: 19% (shoulder), 15% (hand), 8% (dress)
Shield Damage: 4
BKB: 40 (shoulder/hand), 30 (dress)
KBG: 100
Direction: 90° (shoulder/hand), 75° (dress)
Start: 10
Intangible: 14-23 (head/arms)
Hitbox: 14-23
Total: 46
Shield Damage: 4
BKB: 40 (shoulder/hand), 30 (dress)
KBG: 100
Direction: 90° (shoulder/hand), 75° (dress)
Start: 10
Intangible: 14-23 (head/arms)
Hitbox: 14-23
Total: 46
Fsmash*
Damage: ?%
BKB: ?
KBG: ?
Direction: ?°
Start: 10
Hitbox: 16-22?
IASA: 41
Total: 50
BKB: ?
KBG: ?
Direction: ?°
Start: 10
Hitbox: 16-22?
IASA: 41
Total: 50
Dsmash
Damage: 13% (tips), 11% (insides)
BKB: 40 (tips), 35 (insides)
KBG: 86 (tips), 87 (insides)
Direction: 140° (each side sends inwards)
Start: 3
Hitbox: 5-7, 10-11, 14-15, 18-19, 22-23
Total: 46 (note the FSM distortion)
NOTE: explicit FSM distortion 1.35x (from frame 23)
BKB: 40 (tips), 35 (insides)
KBG: 86 (tips), 87 (insides)
Direction: 140° (each side sends inwards)
Start: 3
Hitbox: 5-7, 10-11, 14-15, 18-19, 22-23
Total: 46 (note the FSM distortion)
NOTE: explicit FSM distortion 1.35x (from frame 23)
Nair
Uair
Fair
Dair
Bair
- First Hit:
Damage: 14%
BKB: 20
KBG: 100
Direction: 361°
Hitlag Multiplier: x0.9 - Second Hit:
Damage: 10% (hands), 9% (hip)
BKB: 0
KBG: 100
Direction: 361°
Hitlag Multiplier: x0.9
Hitbox: 3-6, 7-23
Total: 42
Landing Lag: ?
Auto Cancel: ?
Total: 42
Landing Lag: ?
Auto Cancel: ?
Uair
Damage: 14% (foot), 12% (leg), 11% (hip)
BKB: 0
KBG: 120
Direction: 80° (foot/leg), 361° (hip)
Hitbox: 7-11
Total: 34
Landing Lag: ?
Auto Cancel: ?
BKB: 0
KBG: 120
Direction: 80° (foot/leg), 361° (hip)
Hitbox: 7-11
Total: 34
Landing Lag: ?
Auto Cancel: ?
Fair
Damage: 15%
BKB: 60
KBG: 68
Direction: 361°
Hitbox: 16-20
Total: 52
Landing Lag: ?
Auto Cancel: ?
BKB: 60
KBG: 68
Direction: 361°
Hitbox: 16-20
Total: 52
Landing Lag: ?
Auto Cancel: ?
Dair
All 4 Hits:
Damage: 3%
BKB: 16 (foot), 12 (leg)
KBG: 50
Direction: 90°
Hitbox: 12-13, 18-19, 24-25, 30-31
Total: 36
Landing Lag: ?
Auto Cancel: ?
Damage: 3%
BKB: 16 (foot), 12 (leg)
KBG: 50
Direction: 90°
Hitbox: 12-13, 18-19, 24-25, 30-31
Total: 36
Landing Lag: ?
Auto Cancel: ?
Bair
- First Hit:
Damage: 14%
BKB: 0
KBG: 100
Direction: 361° - Second Hit:
Damage: 10%
BKB: 10
KBG: 90
Direction: 361°
Hitbox: 6-9, 10-22
Total: 38
Landing Lag: ?
Auto Cancel: ?
Total: 38
Landing Lag: ?
Auto Cancel: ?
Neutral B (Toad)
Up B (Parasol)
Side B (Peach Bomber)
Down B (Turnip Pull)
Intangible: 10-14
Reflector: 10-35?
Total: 65
If hit:Reflector: 10-35?
Total: 65
Intangible: 1-8
Total: 66
Total: 66
Up B (Parasol)
- First Hit:
Damage: 4%
BKB: 0
KBG: 100
WKB: 150
Direction: 85° - Second Hit:
Damage: 1%
BKB: 0
KBG: 100
WKB: 115 (hip), 65 (parasol)
Direction: 85°
Hitlag Multiplier: x0
SDI Multiplier: x0 - Third Hit:
Damage: 1%
BKB: 0
KBG: 100
WKB: 60 (hip), 90 (parasol)
Direction: 72° (hip), 78° (parasol)
Hitlag Multiplier: x0
SDI Multiplier: x0
Intangible: 3
Hitbox: 6-9, 10-27, 28-29
Total: 41
Aerial only:Hitbox: 6-9, 10-27, 28-29
Total: 41
Opening Animation: 16, hitbox 10-16 of that
Damage: 3%
BKB: 30
KBG: 40
Direction: 80°
Damage: 3%
BKB: 30
KBG: 40
Direction: 80°
Side B (Peach Bomber)
Damage: 16%
BKB: 25
KBG: 83
Direction: 32°
Grounded:BKB: 25
KBG: 83
Direction: 32°
Startlag: 22
Middle Animation: 31 more frames (Ledgegrab: Value-0 on first frame here)
Ending Animation: 34 more frames (Ledgegrab: Value-1)
Aerial:Middle Animation: 31 more frames (Ledgegrab: Value-0 on first frame here)
Ending Animation: 34 more frames (Ledgegrab: Value-1)
Startlag: 32 (Ledgegrab Value-0 on first frame here)
Hitbox: 33-35
Ending Animation: 28 (Ledgegrab Value-1 on first frame here from one source, on frame 21 from another source)
IASA: 21 after start of ending animation
Hitbox: 33-35
Ending Animation: 28 (Ledgegrab Value-1 on first frame here from one source, on frame 21 from another source)
IASA: 21 after start of ending animation
Down B (Turnip Pull)
Unknown property ends at 21
Total: 30
Total: 30
Uthrow
Fthrow
Dthrow
Bthrow
Damage: 6% + 2% (shove) = 8%
BKB: 70 (throw), 0 (shove)
KBG: 56 (throw), 100 (shove)
WKB: 20 (shove)
Direction: 88° (throw), 80° (shove)
Hitbox: 19-25
Release: 26?
Total: 53 (note the FSM distortion)
NOTE: explicit FSM distortion 1.2273x (from frame 26)
BKB: 70 (throw), 0 (shove)
KBG: 56 (throw), 100 (shove)
WKB: 20 (shove)
Direction: 88° (throw), 80° (shove)
Hitbox: 19-25
Release: 26?
Total: 53 (note the FSM distortion)
NOTE: explicit FSM distortion 1.2273x (from frame 26)
Fthrow
Damage: 8% + 2% (slap) = 10%
BKB: 10
KBG: 160 (throw), 200 (slap)
Direction: 45° (throw), 80° (slap)
Hitbox: 14
Release: 15?
Total: 40 (note the FSM distortion)
NOTE: explicit FSM distortion 1.3158x (from frame 15)
BKB: 10
KBG: 160 (throw), 200 (slap)
Direction: 45° (throw), 80° (slap)
Hitbox: 14
Release: 15?
Total: 40 (note the FSM distortion)
NOTE: explicit FSM distortion 1.3158x (from frame 15)
Dthrow
Damage: 7% + 0% (body slam) = 7%
BKB: 60 (throw), 0 (body slam)
KBG: 30 (throw), 100 (body slam)
WKB: 20 (body slam)
Direction: 72° (throw), 270° (body slam)
Hitbox: 33-42
Release: 43?
Total: 65 (note the FSM distortion)
NOTE: explicit FSM distortion 1x (from 43)
BKB: 60 (throw), 0 (body slam)
KBG: 30 (throw), 100 (body slam)
WKB: 20 (body slam)
Direction: 72° (throw), 270° (body slam)
Hitbox: 33-42
Release: 43?
Total: 65 (note the FSM distortion)
NOTE: explicit FSM distortion 1x (from 43)
Bthrow
Damage: 9% + 2% (butt slam) = 11%
BKB: 80 (throw), 10 (butt slam)
KBG: 40 (throw), 200 (butt slam)
Direction: 45° (throw), 70° (butt slam)
Hitbox: 19-20
Release: 21?
Total: 50
BKB: 80 (throw), 10 (butt slam)
KBG: 40 (throw), 200 (butt slam)
Direction: 45° (throw), 70° (butt slam)
Hitbox: 19-20
Release: 21?
Total: 50
Standing Grab
Dash Grab
Pivot Grab
Pummel
Grab: 7-8
Total: 31
Total: 31
Dash Grab
Grab: 7-8
Total: 41
Total: 41
Pivot Grab
Grab: 13-14
Total: 40
Total: 40
Pummel
Damage: 3%
BKB: 0
KBG: 100
WKB: 30
Direction: 80°
Hitbox: 4-6
Total: 22 (note the FSM distortion)
NOTE: explicit FSM distortion 0.375x (from frame 1), 1x (from frame 4)
BKB: 0
KBG: 100
WKB: 30
Direction: 80°
Hitbox: 4-6
Total: 22 (note the FSM distortion)
NOTE: explicit FSM distortion 0.375x (from frame 1), 1x (from frame 4)
Spotdodge
Roll (Forward)
Roll (Backward)
Airdodge
Tech in Place
Tech Roll (Forward & Backward)
Intangible: 2-19
IASA: 28
Total: 28
IASA: 28
Total: 28
Roll (Forward)
Intangible: 4-19
IASA: 32
Total: 38
IASA: 32
Total: 38
Roll (Backward)
Intangible: 4-19
Total: 32
Total: 32
Airdodge
Intangible: 4-19
Total: 50
Total: 50
Tech in Place
Intangible: 1-20
Total: 27
Total: 27
Tech Roll (Forward & Backward)
Intangible: 1-20
Total: 41
Total: 41
Knockdown Getup
Knockdown Getup Attack
Knockdown Roll (Forward & Backward)
Intangible: 1-19
Total: 36
Intangible: 1-19
Total: 30
Total: 30
Knockdown Getup Attack
Damage: 6%
Shield Damage: 1
BKB: 70
KBG: 50
Direction: 361°
Hitbox: 17-19, 25-27 (if belly, 17-19, 25-26)
Intangible: 1-27 (if belly, 1-26)
Total: 50
Shield Damage: 1
BKB: 70
KBG: 50
Direction: 361°
Hitbox: 17-19, 25-27 (if belly, 17-19, 25-26)
Intangible: 1-27 (if belly, 1-26)
Total: 50
Knockdown Roll (Forward & Backward)
Intangible: 1-19
Total: 36
Ledge Getup
Ledge Getup Attack
Ledge Roll
Ledge Jump
- <100%:
Intangible: 1-30
Total: 33 - >100%:
Intangible: 1-55
Total: 60
Ledge Getup Attack
- <100%:
Damage: 7%
BKB: 70
KBG: 50
Direction: 361°
Hitbox: 10-14
Intangible: 1-6
Total: 55 - >100%:
Damage: 10% (foot), 8% (leg/body)
Shield Damage: 1
BKB: 70
KBG: 50
Direction: 361°
Hitbox: 44-47
Intangible: 1-40
Total: 70
Ledge Roll
- <100%:
Intangible: 1-31
Total: 51 - >100%:
Intangible: 1-57
Total: 80
Ledge Jump
- <100%:
Intangible: 1-11
Total: 41 - >100%:
Intangible: 1-21
Total: 51
Tripped Getup
Tripped Getup Attack
Tripped Roll (Forward & Backward)
Intangible: 1-17
Total: 22
Total: 22
Tripped Getup Attack
Damage: 5%
Shield Damage: 1
BKB: 80
KBG: 50
Direction: 361°
Hitbox: 19-20, 26-27
Intangible: 1-20
Total: 50
Shield Damage: 1
BKB: 80
KBG: 50
Direction: 361°
Hitbox: 19-20, 26-27
Intangible: 1-20
Total: 50
Tripped Roll (Forward & Backward)
Intangible: 1-10
Total: 29
Total: 29
Jumpsquat: 5
SHFFL: 35
Heavy (normal) Landing Lag: ?
From here:
Weight: 90 "Welterweight" (19-22nd heaviest, same as Zelda/Sheik/Oli, heavier than IC, lighter than Ness)
Walk: 0.85 (7th slowest, same as Falcon/Kirby/Wario, faster than Ness, slower than Snake)
Run: 1.3 (4th slowest, faster than Zelda, slower than Luigi)
Spotdodge: intangible 2-18, 9 endlag (tied for second best)
Full Hop: 31.32 (25th highest, higher than Fox, lower than Bowser)
Short Hop: 16.8 (7th highest, higher than Zelda, lower than Zard)
Aerial Mobility/Drift: 0.07 (11-12th best, same as Falco, better than Falcon/Diddy/Ganon/Mario/Sheik/etc, worse than Pit)
Running Jump Speed Carryover: 1.1 (3rd worst, same as DDD/ROB/Zelda, more than Bowser/Snake, less than Link/Tink/Roy/Marth)
Max Air Speed: 1.1 (9-11th best, same as DK/Oli, faster than Ness, slower than Sonic)
Falling Speed: 1.5 "Floaty" (3rd slowest, same as M2, faster than Samus/Zelda, slower than IC/Kirby/Luigi)
Fastfalling Speed: 2.0 (2nd slowest, same as IC/Luigi, faster than Purin, slower than Ivy/Zelda)
SHFF: 35 (2nd slowest, same as Zelda, longer than Luigi, shorter than Samus)
Standing Grab Range: 6th shortest (longer than Mario, shorter than GW)
Pivot Grab Range: 16th longest (longer than Mario, shorter than Wario/Wolf)
Wavedash Length: 20.27 (shortest, lower than Link)
Walk: 0.85 (7th slowest, same as Falcon/Kirby/Wario, faster than Ness, slower than Snake)
Run: 1.3 (4th slowest, faster than Zelda, slower than Luigi)
Spotdodge: intangible 2-18, 9 endlag (tied for second best)
Full Hop: 31.32 (25th highest, higher than Fox, lower than Bowser)
Short Hop: 16.8 (7th highest, higher than Zelda, lower than Zard)
Aerial Mobility/Drift: 0.07 (11-12th best, same as Falco, better than Falcon/Diddy/Ganon/Mario/Sheik/etc, worse than Pit)
Running Jump Speed Carryover: 1.1 (3rd worst, same as DDD/ROB/Zelda, more than Bowser/Snake, less than Link/Tink/Roy/Marth)
Max Air Speed: 1.1 (9-11th best, same as DK/Oli, faster than Ness, slower than Sonic)
Falling Speed: 1.5 "Floaty" (3rd slowest, same as M2, faster than Samus/Zelda, slower than IC/Kirby/Luigi)
Fastfalling Speed: 2.0 (2nd slowest, same as IC/Luigi, faster than Purin, slower than Ivy/Zelda)
SHFF: 35 (2nd slowest, same as Zelda, longer than Luigi, shorter than Samus)
Standing Grab Range: 6th shortest (longer than Mario, shorter than GW)
Pivot Grab Range: 16th longest (longer than Mario, shorter than Wario/Wolf)
Wavedash Length: 20.27 (shortest, lower than Link)
Dacus: ?
Last edited: