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Character Data Release template (formatted for MK atm)

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
[intro paragraph.]

[COLLAPSE="Current Requests"]
Request | Requested By | Current Progress
(Example) Shield Adv. for Dtilt | KayLo! | In Progress
[/COLLAPSE]
Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]

Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]​
Section 3: Techniques [TCHN]

Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]

[Dunno what to put here yet since I don't have a complete list of terms.]

Section 2 / Frame & Hitbubble Data [FRME]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Fresh Damage: Fresh damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
WKB: Weight knockback of the move. Determines how greatly knockback is affected by the opponent's weight.
Block Advantage: Ground moves only. Frame difference between MK's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value.
Landing Lag: Aerials only. Number of frames MK lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which MK can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Invincibility: Frames during which MK will take no damage.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.[/COLLAPSE]
2.1 Ground Moves [GRND]

Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Jab | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dash Attack | 5-11 | 33 | 8/7/6 | 3C/46/50 | 28 | 58 | 0 | ? |
Ftilt 1 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Ftilt 2 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Ftilt 3 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Utilt | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dtilt | 3-4 | 16 | 4/5/6/7 | 169 | F/B/6/6 | 58 | 0 | ? | 30% Trip Rate.
Fsmash | 25-26 | 44 | E | 169 | 1C | 63 | 0 | ? |
Usmash | 8, 12, 17 (3 hits) | 52 | 3, 2, 4 | 5A/73/73/5A (initial hits) , 5A/46/46/5A (last hit) | 0/1E/1E/1E, 0/14/14/14, 3E | 64 (initial hits) , 91 (last hit) | 50/28/28/0, 5A/1E/1E/0, 0 | ? |
Dsmash | 5-6, 10-11 | 36 | B, D | 169 | 32 | 5D, 5A | 0 | ? |
Grabs | Hitbox Active | FAF | Fresh Dmg. | {colsp=6} Notes Standing Grab | 5-6 | 31 | - | {colsp=6}?
Dash Grab | 7-8 | 41 | - | {colsp=6}?
Pivot Grab | 6-7 | 37 | - | {colsp=6}?
Grab Pummel | 4 | 25 | ? | {colsp=6}?
Miscellaneous | Invincibility | Duration | {colsp=7} Notes Spotdodge | ? | ? | {colsp=7}?
Forward Roll | ? | ? | {colsp=7}?
Back Roll | ? | ? | {colsp=7}?
Up Taunt | - | ? | {colsp=7}?
Side Taunt | - | ? | {colsp=7}?
Down Taunt | - | ? | {colsp=7}?

2.2 Aerial Moves [AERL]

Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Landing Lag | Autocancel | Notes Nair | 3-24 | 32 | C (frames 3-4) , 7/6/5 (frames 5-24) | 169 | 1E (frames 3-4) , 14 (frames 5-24) | 64 | 0 | 14 | 1-2, 25-31 | Hitbox changes on frame 5.
Fair | 6, 10, 13 (3 hits) | 41 | 3, 3, 4 | 3C/62/2D/5A (initial hits) , 32/169/32/169 (last hit) | 0, 0, 3C | 64, 64, 7A | 50/50/5/5 (initial hits) , 0 (last hit) | 14 | 1-3, 22-40 |
Bair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Uair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Soft Landing | Hard Landing | {colsp=5} Notes
| ? | ? | ? | ? | ? | {colsp=5}?
Miscellaneous | Invincibility | Duration | {colsp=8} Notes Airdodge | ? | ? | {colsp=8}?

2.3 Specials [SPCL]

Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Mach Tornado | ? | ? | ? | ? | ? | ? | ? | ? | ?
Drill Rush | ? | ? | ? | ? | ? | ? | ? | ? | ?
Shuttle Loop | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dimensional Cape | ? | ? | ? | ? | ? | ? | ? | ? | ?

2.4 Ledge Moves [LDGE]

Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Ledge Attack <100% | ? | ? | ? | ? | ? | ? | ? | ? | ?
Ledge Attack >100% | ? | ? | ? | ? | ? | ? | ? | ? | ?
Miscellaneous | Invincibility | FAF | {colsp=7} Notes Ledge Grab | ? | ? | {colsp=7}?
Ledge Climb <100% | ? | ? | {colsp=7}?
Ledge Climb >100% | ? | ? | {colsp=7}?
Ledge Roll <100% | ? | ? | {colsp=7}?
Ledge Roll >100% | ? | ? | {colsp=7}?
Ledge Jump <100% | ? | ? | {colsp=7}?
Ledge Jump >100% | ? | ? | {colsp=7}?

2.5 Tech & Trip Moves [TCHM]

Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Get Up Attack (Back) | ? | ? | ? | ? | ? | ? | ? | ? | ?
Get Up Attack (Stomach) | ? | ? | ? | ? | ? | ? | ? | ? | ?
Trip Get Up Attack | ? | ? | ? | ? | ? | ? | ? | ? | ?
Miscellaneous | Invincibility | FAF | {colsp=7} Notes Tech | ? | ? | {colsp=7}?
Tech Roll Forward | ? | ? | {colsp=7}?
Tech Roll Backward | ? | ? | {colsp=7}?
Flop | - | ? | {colsp=7}?
Stand (Back) | ? | ? | {colsp=7}?
Stand (Stomach) | ? | ? | {colsp=7}?
Get Up Roll Forward (Back) | ? | ? | {colsp=7}?
Get Up Roll Backward (Back) | ? | ? | {colsp=7}?
Get Up Roll Forward (Stomach) | ? | ? | {colsp=7}?
Get Up Roll Backward (Stomach) | ? | ? | {colsp=7}?
Dash Trip | - | ? | {colsp=7}?
Pivot Trip | - | ? | {colsp=7}?
Forced Trip | - | ? | {colsp=7}?
Trip Stand | ? | ? | {colsp=7}?
Trip Roll Forward | ? | ? | {colsp=7}?
Trip Roll Backward | ? | ? | {colsp=7}?

2.6 Item Moves [ITMM]

| Item Thrown On | FAF | Angle | Notes Forward Toss (Ground) | ? | ? | ? | ?
Back Toss (Ground) | ? | ? | ? | ?
Up Toss (Ground) | ? | ? | ? | ?
Down Toss (Ground) | ? | ? | ? | ?
Dash Toss | ? | ? | ? | ?
Forward Toss (Air) | ? | ? | ? | ?
Back Toss (Air) | ? | ? | ? | ?
Up Toss (Air) | ? | ? | ? | ?
Down Toss (Air) | ? | ? | ? | ?

Section 3 / Techniques [TCHN]

[Dunno what to put here yet since I don't have a complete list of techs.]

Section 4 / Credits [CRDT]

MK Panel Members : -
Frame Data Collection : RocketPSIence
Thread Format : KayLo!​
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
My bad, put this off for dumb long. & honestly, my interest in Smash has been a solid zero for a while now, so I doubt I'll be working on this or anything else in the future. Maybe finish up some Pika/Zelda stuff I never got to, but that's it.

rPSI, I filled in enough that y'all should be able to follow through with the rest, but if you get confused with the coding, lemme know. I had no idea what you wanted me to do with the terms/techs sections since I got nothing on them, so I just kinda.... stuck them there. Also not sure if I was reading your spreadsheet right lol.

Oh, & I'm gonna do the rest of the header images, which I'll post here as I finish them. So far got MK, Snake, and Wario done:






 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
Numbers have to be converted from hex to decimal, but you probably know that.

Calling the damage numbers "fresh" is slightly misleading, since "fresh" means "x1.05". "Base damage" would be better.

In my opinion, "hits 1-2, hit 3" is better than "initial hits, last hit" unless the number of hits is variable.

I am guessing that things like shield damage, rehit rate, nonstandard SDI multipliers, and nonstandard freeze frames multipliers would go in the Notes box.

It should be noted somewhere whether a hitbox is transcendent. Possibly also what type/effect they are (maybe not for Meta Knight since they're pretty much all Sword/Slash, but it would be important for other characters when facing guys like Pokémon Trainer or Olimar).

Floor and edge attacks need an intangibility column. (Actually, all "invincibility" should be changed to "intangibility" to match the STL.) Need wall tech, ceiling tech, and wall jump tech.

I don't see throws or item drop; also need data for heavy items.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I'll probably be reformatting the columns when I start filling them in.
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
Numbers have to be converted from hex to decimal, but you probably know that.
Yep.

Calling the damage numbers "fresh" is slightly misleading, since "fresh" means "x1.05". "Base damage" would be better.
I know that too, was just too lazy to multiply them lol.

In my opinion, "hits 1-2, hit 3" is better than "initial hits, last hit" unless the number of hits is variable.
It's variable. If not for MK, then it will be across all the characters, and imo it's best to keep the format as standard as possible (unless the board already has their own research thread set up).

I am guessing that things like shield damage, rehit rate, nonstandard SDI multipliers, and nonstandard freeze frames multipliers would go in the Notes box.
Yeah, I didn't think it was necessary to make columns for stuff that 95% of moves are the same on.

It should be noted somewhere whether a hitbox is transcendent. Possibly also what type/effect they are (maybe not for Meta Knight since they're pretty much all Sword/Slash, but it would be important for other characters when facing guys like Pokémon Trainer or Olimar).
True. For some characters, extra columns'll probably make sense to add.

Floor and edge attacks need an intangibility column. (Actually, all "invincibility" should be changed to "intangibility" to match the STL.) Need wall tech, ceiling tech, and wall jump tech.
Uhhh k. Y'all can do that lol.

I don't see throws or item drop; also need data for heavy items.
Throws can go under grabs (just rename "Grabs" to "Grabs & Throws" or something), and Item Pick-Up/Drop can go under.... item moves obv.

Overall, this was just a quick posting of what I had already since I didn't feel like working on it anymore, lol. Feel free to mess with it, and good luck with getting all the characters done guys. <3
 
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