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None that I see. Ctrl+F game_68 at http://opensa.dantarion.com/s4/mastercore/index.php?char=ike&mode=diff104I was slightly worried Dtilt lost some range. Can't believe that Dsmash change was real. Lol
Nothing on Nair?
How are seeing differences in the diff? I couldn't find where changes were made.None that I see. Ctrl+F game_68 at http://opensa.dantarion.com/s4/mastercore/index.php?char=ike&mode=diff104
They appear to have tightened the input window. You want to press Up and A at almost the same time now. If you finish the smash motion before pressing A, it will not work.is it just me or is it really hard to do a running up smash now
Lumburgh voice: Yeeeahhh... if someone could go ahead and try to remember to do that, that'd be greaaat. Thanks!Please, can someone test Pit and Dark Pit changes ?
I heard D.Pit arrows are easier to control, and Pit Guardian Orbitars are easier to be broken.
If anyone can confirm this and test other things, I'll be happy.
AdditionHow are seeing differences in the diff? I couldn't find where changes were made.
There's no changes as far as I can see.I don't see Pit or Dark Pit on the list, did they get no changes or did you just forget them? Anyway, great list! ^w^
Ahh, gotcha. I couldn't see anything outstanding when scanning down so I tried to compare versions 3 and 4 in an external diff and didn't find changes. It seems the old version pages aren't displaying properly. It also doesn't explain why we can't see the data for game 38 or the one that he previewed before.Addition
Removed
I had to look through it manually since the older versions also seemed to be 1.0.4.Ahh, gotcha. I couldn't see anything outstanding when scanning down so I tried to compare versions 3 and 4 in an external diff and didn't find changes. It seems the old version pages aren't displaying properly. It also doesn't explain why we can't see the data for game 38 or the one that he previewed before.
...Is there a way to search for underlines?
read the op, most of these changes are mentionedI don't know if this is mentioned or not, but Rosalina's forward throw and backward throw have much weaker knockback than before.
Forward throw now KOs Mario at an Omega Form stage's center if he has over 250% damage; exactly 253% damage if you want to be accurate. Originally, he only needed to take over 215% damage to get KO'd.
Backward throw now KOs Mario at an Omega Form stage's center if her has over 245% damage. Originally, he only needed to take over 195% damage to get KO'd.
Up throw still KOs Mario at over 210% damage, though to be more accurate, he did get KO'd at 214% damage.
Also, in terms of the up smash, uncharged potentially KOs Mario at over 150% damage, while fully charged up smash potentially KOs him at over 110% damage.
All tests were done in Training on an Omega Form stage, with Mario as the test subject.
The backward throw wasn't mentioned though, so that's something new to add.read the op, most of these changes are mentioned
but yes her bthrow bkb was changed from 70 -> 60
Unk_whatever is something that dantarion hasn't put into his translator yet, so it doesn't know what it corresponds to and defaults to Unknown.Alright, I can read this stuff now. Can't tell which moves they are though, but I can assume based on prior info.
Falco's last hitbox of Fair while landing was buffed from 2 to 5%, right? It's hitbox in the Z direction also changed from 11 to 12, whatever that means. Bigger?
Also, some number at the end changed from 8 to 7. Might be cooldown/lag?
Other than that, some asych timers changed, but I can't tell what they correspond to. Something must affect the blaster. Does anyone know what Unk_whatever means?
Also, A lot of Asych timers changed to "pass" which is also mysterious.
Things from the coding/I would assume dant's files?looking at some of the code some new things
Confirmed:
-Fair hitbox size increase and hitbox shifted slightly lower vertically. Beginning autocancel changed from 5 to 2 frames.
-Dtilt slightly shorter range
-Range increase on dair with some vertical hitbox shifts
-Dsmash more horizontal knockback
Uncertain:
-Possible ending lag decrease on dash attack
-Possible ending lag decrease on down smash
-Possible ending lag decrease and random tweaks on some specials
This is all I threw down.it should help me if you posted a list of subaction ids->actual names. I'm working on making the diff site only show differences, but its still a ways off.
unk_010(0x0, 3.000000, 30.000000, 2.000000, 1.000000, 0.000000, 12.000000, 40.000000, 20.000000, 0x32, )
Pretty sure unk_170 defines when an aerial no longer autocancels and unk_16F defines when it does.IASA and AC data does not seem seem to be stored in these files!!!
Lolol.
OH GOD 73 CHANGES
I don't think I've seen the video but although Luma can still free Rosalina from being pummeled, it cannot act once a throw animation starts. This also applies to command grabs.Wasn't there a video from CT that showed that Rosalina could still use luma to escape from grabs?
I KNEW Diddy's jab felt way better. Thanks for confirming this.
Repeating jab final hitbox size 4.0 -> 5.0, y-pos 5.0 -> 5.5
It was just a consequence of the vectoring change.So the stuff about changes to Zero Suit's up b and side b didn't turn out to be true? That's too bad.
We like Ike! We like Ike!
212 CHANGES? SCREW THIS LUNCH TIME
Ganondorf's got nothing on us for changes.We like Ike! We like Ike!
I wonder what changes there will be outside of ones we've already noticed.
Looked through @ Dantarion 's stuff, going to pretty it up later, but these were my preliminary looks at it:
tl;dr for things we didn't quite know just yet
-Fair hitbox size increase and hitbox shifted slightly lower vertically. Beginning autocancel changed from 5 to 2 frames
-Dtilt ever so slightly shorter range
-Range increased on dair with some shifts
-Possible ending lag decrease on dash attack
-Dsmash more horizontal knockback
-Possible ending lag decrease on down smash
-Possible ending lag decrease and random tweaks on some specials
Source: http://opensa.dantarion.com/s4/mastercore/index.php?char=ike&mode=diff104
Ike frame data
Jab1: game_50
Startup: 4
Lasts: 2
Angle: 0x41
Base knockback: 0x64
WKB: 0x32
Knockback Growth: 0
Size: 3.5, X:0, Y:10, Z:13
Jab2: game_51
Startup: 3
Lasts: 2
Angle: 0x41
Base knockback: 0x50
WKB: 0x28
Knockback Growth: 0
Sizes:
3.5- X:0 Y:8 Z:17.5
4.5- X:0 Y:8 Z:8
Jab3: game_52
Startup: 7 (used to be 8)
Lasts: 3
Difference from 1.0.3: Additional 4 frame timer for unk_0DF(1.000000, ) from unk_0DF(0.500000, )
Angle: 0x2D
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x3C
Sizes:
4- X:0 Y:12 Z:-2
4- X:0 Y:9 Z:-2
4- X:0 Y:5 Z:-2
2.5- X:0 Y:1 Z:0
Dash Attack: game_56
Startup: 18
Lasts: 5 (5% sourspot appears after frame 20)
Difference from 1.0.3: Some expressions were removed, to me the hitbox feels better.
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0
Sizes:
6(10%) X:0 Y:8 Z:17.5
4(8%) X:0 Y:8 Z:10.5
2(5%) X:0 Y:12 Z:-1
Forward Tilt: game_57
Startup: 15
Lasts: 2
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x1E
Sizes:
4- X:0 Y:12 Z:-6
4- X:0 Y:6 Z:-6.5
4- X:0 Y:-1 Z:-7
game_58 and game_5B seem to be the same
Up Tilt: game_5C
Startup: 11
Lasts: 8 (strong hitbox 14% 11-13, weak hitbox 10% 14-19)
Angle: 0x5F (sweetspot) 0x55 (sourspot)
Base knockback: 0x5A
WKB: 0
Knockback Growth: 0x32
Sizes:
5(14%) X:0 Y: 12 Z:0
5(10%) X:0 Y:10.5 Z:-1
Some values at the end are different between the sweetspot and sourspot
Down Tilt: game_5D
Startup: 7
Lasts: 2
Angle: 0x50 (from 0x169)
Base knockback: 0x46 (from 0x5A)
WKB: 0
Knockback Growth: 0
Differences from 1.0.3: hitbox, knockback, angle, and damage changes (7->8 damage)
Sizes: 3.8 (from 4)
3.8- X:0 Y:0 (used to be 14) Z:-2
3.8- X:0 Y:9.5 Z:-2
3.8- X:0 Y:5 Z:-2
3.8- X:0 Y:13.5 (used to be 0) Z:-2
Forward Smash: game_5F
Startup: 25 (charge), 31(hit)
Lasts: 6 (31-33 for 19% damage above him, 33-36 for the 22% damage sweetspot and 17% damage sourspot)
Angle: 0x169 (sourspot: 0x3C)
Base knockback: 0x5A 19%, 0x56 for sweetspot and sourspot
WKB: 0
Knockback Growth: 0x28
Sizes:
19%
4 X:0 Y:6 Z:-3
3 X:0 Y:11 Z:-3
22%
5 X:0 Y:2 Z:-4
5.7 X:0 Y:7 Z:-4
17%
5.5 X:0 Y:11 Z:-4
19% covers the sourspot hitbox for the first few frames
Some expressions were removed (less ending lag?)
game_62, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Up Smash: game_63
Startup: 12(charge) 25(hit)
Lasts: 7 (25-30 sweetspot) then the sweetspot hitboxes disappear, then 2 more frames for the 10% soutspot
Angle: 0x52, 0x4B, 0x46, 0x41, 0x41(sourspot)
Base knockback: 0x56 (0x55 sourspot)
WKB: 0
Knockback Growth: 0x32
Sizes:
Sweetspot: 5 X:0 Y:0,4,7.5,11 Z:-2,-2,-2,0
Sourspot: 6, X:0 Y:7 Z:-16
game_64, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Down Smash: game_65
Startup: 6(charge) 13(hit1) 32(hit2)
Lasts: 3(hit1) 5(hit2, 32-34 sweetspot, 35-37 sourspot)
Damage: 14% (hit1) 17%(hit2 sweetspot) 8%(hit2 sourspot)
Differences from 1.0.3: more horizontal angle, tons of expressions removed (less ending lag?)
Angle: 0x30 (from 0x34), 0x3D (sourspot, from 0x41)
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x28, 0x1E(sourspot)
Sizes:
hit1: 4.2 X:0 Y:15 Z:0
hit2: 4.2 X:0 Y:15 Z:0
hit2 sourspot: 3 X:0 Y:12 Z:0
Many expressions were removed, so good chance of less ending lag
game_67, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Neutral Air: game_68
Startup: 6(autocancel end) 12(hitbox begins)
Lasts: 12-22 (sweetspot), 22-28(hitboxes change to 6 damage), then I see an ending at 64 frames, can't exactly tell what it does there
Damage: 9%
Differences from 1.0.3: None
Angle: 0x46
Base knockback: 0x69
WKB: 0
Knockback Growth: 0x23
Sizes:
4 X:0,0,0 Y:12,8,4 Z:0,0,0
Forward Air: game_69
Startup: 2(autocancel end used to be 5 frames) 12(hitbox begins)
Lasts: 16-21, then I see something at frame 42, probably autocancel frames
Damage: 12%
Differences from 1.0.3: additional unk_0DF(0.75) in the beginning, unk_0DF(1.0) after the hitbox ends, and animation start from 5 frames to 2 frames. These have something to do with speeding it up. Sizes increased from 4.5 to 5 and vertically shifted downward
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
5 (used to be 4.5), X:0,0,0 Y:9.0(used to be 9.5),6.2(used to be 6.5),4 Z:-2,-2,-2
Back Air: game_6A
Startup: 3(autocancel end) 7(hitbox begins)
Lasts: 7-10, then I see something at frame 35, probably autocancel frames
Damage: 14% (from 13%)
Differences from 1.0.3: +1 damage to 14%
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
7.5 X:0 Y:9 Z:-9
6.0 X:0 Y:0 Z:-6
Up Air: game_6B
Startup: 6(autocancel end) 13(hitbox begins)
Lasts: 13-30, then I see something at frame 51, probably autocancel frames
Damage: 11%
Differences from 1.0.3: None
Angle: 0x50
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x28
Sizes:
5 X:0,0,0,0 Y:12,8,4,0 Z:0,0,0,0
Down Air: game_6C
Startup: 5(autocancel end) 16(hitbox begins)
Lasts: 16-18, then autocancels at frame 48
Damage: 15%
Differences from 1.0.3: Size increased for spike and "sourspot", vertical shift to hitboxes
Angle: 0x32 (spike), 0x10E
Base knockback: 0x64 (spike), 0x5A
WKB: 0
Knockback Growth: 0x1E (spike), 0x14
Sizes:
Spike: 6.0 (used to be 4.8!), X:0 Y:2(used to be 3), Z:1
"sourspot:" 5.5(used to be 4.5),6.3(used to be 5.3), X:0,0 Y:-2,-6(used to be -7), Z:1
Then there's a lot of unchanged stuff with specials.
Eruption: 21E
Something at 262 with 6 damage, aether wave? 263 is probably diagonal aether
Then a bunch of aether hitboxes...
THEN, at game_289, there are some changes to the Z offset, 50->62, then some others from Z:10,22,34,46 to Z:12,24,38,52
game28B has a 10 damage hitbox with a size reduced from 20 to 18 and some Z offset increases. Is this the Aether Wave projectile?
expression_137, expression_141, expression_147, expression_14D, expression_153, 20E, 20F, 212, 213, 214, 216, 217, 218, 21A, 21B, 21C, 21E, 21F, 220, 222, 223, 224, 226, 227, 228, 22A, 22B, 22C, 22E, 22F, 230, 232, 233, 234, 236, 237, 238, 23A, 23B, 23C, 23E, 23F, etc (gave up lol) had a line or 2 removed
(Link to quote to see Doval's original data thread)So Thinkaman is compiling frame data from a script dump by Dantarion for 1.0.4, and there seems to be some differences from what we have.
Link to data: http://smashboards.com/threads/frame-data-and-hitbox-values-for-every-character-wip.378789/
Currently no IASA data at that link... not sure if he'll be able to add it.
Jab1 - Hits on frame: 2.0 < 5 frames faster compared to Doval's 1.0.3 data
Nair - Hits on frame: 2.0 < 5 frames faster compared to Doval's 1.0.3 data
Dash Attack - Hits on frame: 8.0 < No change
U-tilt - Hits on frame: 6.0 < No change
D-tilt - Hits on frame: 5.0 < 1 frame slower compared to Doval's 1.0.3 data
U-smash release - Hits on frame: 8.0 < 1 frame faster compared to Doval's 1.0.3 data
D-smash release - Hits on frame: 17.0 < 2 frames faster compared to Doval's 1.0.3 data
Fair - Hits on frame: 9.0 < No change
Bair - Hits on frame: 4.0 < No change