Aight so I guess for small charts, I'll post pictures and for the larger stuff I will try out google docs. Lol I need to take advantage of technology these days. Learning how to use certain tools would save me many hours. I need to learn excel and other data stuff, so that I can make more charts and collect data faster since doing it by hand takes ages.
Lol I'm not that pro at the game (I'm more of a Melee & Brawl player), but when you say wall DI, you are refering to wall bouncing after DI? I was testing wall bouncing earlier today. So far I know that it seems to change the deceleration speed and lowers hitstun by a significant amount.
Also I'm kinda lost right now with knockback because I could have sworn that when the person got hit while moving, sometimes the knockback would be slightly different. I tried it again recently and haven't seen that happen. I'm wondering if it was just a glitch (I know I wasn't just seeing things) or if I should do more testing to confirm. It's kind of a hassle for me to test this because I only have 1 controller, so i have to use keyboard to control player 2.
I'm not done yet, but I can tell you that knockback distance is not linear. The timing of when things happen make a difference. For example Kirby's Up Smash vs Mario with 80 damage as an example. 16%, 1.2 Knockback Scale, 20 Base Kb, and 90 Angle.
Knockback of fresh upsmash will be 186.751984 if Mario is standing. The Max Y Distance will be 6303.825195 . Hitstun will be 99.
If Mario is crouched, knockback = 124.501328. The Max Y Distance will be 2247.565186. Hitstun will be 66.
As you can see reducing intial knockback by 1/3 does not mean the total distance will be reduced by 1/3.
Wait # means it waits x number of frames before continuing. After # means that it the code starts during that frame #. So if the table says After 4, then turns hitbox on, then you know hitbox starts at frame # 4. Wait can be tricky if you don't know the frame # before that. You will have to use a frame counter (my table has it if you need it). I like Nemu since I can just set breakpoints and see what the frame count ='s when the breakpoint happens.
Idk how much I'll be willing to look into DI since my controller kinda sucks & me only having 1 controller makes it a hassle. I guess I could make a hotkey to swap controller ports, but still I'd prefer someone else do DI testing. I will look into wall bouncing though, since my plan is to fully understand the game's physics.
Wall bouncing will be very hard to actually calculate unless you know exactly how many frames it takes to touch the wall. Maybe I could see if setting a variable for the location of the object would work.
Is there someone who would be willing to compile a list of the damage and knockback values for each character? It's a hassle scrolling through big data files, and I'm sure some people here still don't know how to read Toomai's data sheet.