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Character Data Research Thread

Shaya

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in decrypting all of this:
http://opensa.dantarion.com/s4/mastercore2/index.php


Commands

Hex Code | Parameters | Usages | Purpose [Theory]
06F | 10 | (0x32A0013, 0x17, 2.000000, ..., 1.000000, 0x1) | Attach Character-Specific Effect
0C4 | 1 | (0x1) | Turns off angling for Up-B momentum?
0CE | 16 | (0x0, Effect ID , ...) | Attach Unanchored Effect
0DF | 1 | ( FLOAT ) | Animation Frame Rate: 1/X (0.5 = 2x as fast)
14E | 1 | ( OFFSET ) | Init Subroutine
16E | 2 | ( BOOLEAN , 0x0) | Super Armor Bit [1 on/0 off]
16F | 2 | ( INTEGER , 0x2100) | Inputs/Cancels *
170 | 2 | ( INTEGER , 0x2100) | Inputs/Cancels *
0F0 | 2 | ( Bone ID , STATE ) | Sets individual bone flags, 0 = normal, 1=invincible, 2 = intangible
1C1 | 3 | ( FLOAT , FLOAT , 0x1) | Set Horizontal, Vertical momentum (displacement?)
0D8 | 11 | (ID#, Bone#, Size, unk_Integer/Boolean?, Y Offset, X Offset, unk_Integer, Aerial/Ground Bit?, unk_Integer/Boolean?, Y Offset 2, X Offset 2) | Grab Hitbox
0D7 | 8 | (ID#, Bone#, Size, unk_Integer/Boolean?, unk_Integer/Boolean?, unk_Float, unk_Integer, Aerial/Ground Bit?) | Grab Hitbox
052 | 0 | ( ) | Remove All Grab Hitboxes
051 | 1 | (ID#) | Remove Grab Hitbox


Sound Commands
Hex Code | Parameters | Usages | Purpose [Theory]

Visual Commands
Hex Code | Parameters | Usages | Purpose [Theory]
 
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Shaya

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Help me~~~~~

16F | 2 | (0xD, 0x2100) | Auto Cancel Flag On
170 | 2 | (0xD, 0x2100) | Auto Cancel Flag Off

If you can provide "lines" which are formatted like the above (separated by "|", no line breaks) that'll be super.
 
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san.

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16E | 2 | (0x1, 0x0, ) | Super Armor On
16E | 2 | (0x0, 0x0, ) | Super Armor Off
 
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Shaya

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Here is how we currently have presented Marth's Forward air:

Code:
def game_69():
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=5.000000, )
unk_022(0x0, 0x3EA, 0.000000, 0.000000, 2.000000, )
unk_022(0x1, 0x16, 0.000000, 0.000000, 0.000000, )
unk_022(0x2, 0x3EA, 0.000000, 0.000000, 6.700000, )
unk_021(0xD, 0x-1, )
AsynchronousTimer_0D0(Frame=6.000000, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x3EA, Damage=7.000000, Angle=0x169, BKB=0x50, WKB?=0x0, KBG=0x28, Size=3.500000, X=0.000000, Y=0.000000, Z=2.000000, 0x2, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x3, 0x3, 0x1, 0xA, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x16, Damage=7.000000, Angle=0x169, BKB=0x50, WKB?=0x0, KBG=0x28, Size=3.500000, X=0.000000, Y=0.000000, Z=0.000000, 0x2, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x3, 0x3, 0x1, 0xA, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0x3EA, Damage=10.000000, Angle=0x169, BKB=0x5A, WKB?=0x0, KBG=0x28, Size=3.500000, X=0.000000, Y=0.000000, Z=6.700000, 0x2, 0x0, 1.250000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x3, 0x3, 0x1, 0xA, )
SynchronousTimer_20B(Frame=3.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=36.000000, )
unk_16F(0xD, 0x2100, )
End_196()
170 = auto cancel flag off
022 = unknown
021 = unknown
16F = auto cancel flag on

If you have any indication of what parameters are producing and why, that's what "usages" are for
 
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Shaya

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Command 16F/170 (seem to be linked)

Param | Value | Use/Result
0 | 0xD | Normal's Input Window / Aerial Auto Cancels / Unknowns
0 | 0xE | Special's Input Window / Unknowns
0 | 0xF | Unknown
0 | 0x11 | Unknown (Marth's Dancing Blade)
0 | 0x1B | Smash Attack's Charge Window

 
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Attributes (Parameter 12)

Value | Attribute
0x0 | None
0x2 | Slash
0x3 | Electric
0x4 | Freeze
0x5 | Fire
0x7 | Turnaround
0xB | Bury
0xE | Flower
0x13 | Darkness
0x14 | Stun (ZSS' Dsmash)
0x19 | Strike (Sheik FSmash, Lucina DTilt)
 
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Shaya

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Hitbox 026 / 029 [latter has 3 extra parameters]

Index | Param | Values/Usage
0 | Index (ID Number) | The ID number used for other commands
1 | Hitbox Group (ID number) | Used to group hitboxes together so overlapping doesn't occur
2 | Bone ID | ID number of Model bone centered for hitbox
3 | Damage | Float
4 | Angle | Integer (0-361?)
5 | Knockback Growth (KBG) | Integer
6 | Weight-Based Set Knockback | Integer
7 | Base Knockback (BKB) | Integer
8 | Size | The radius of the hitbubble
9 | Lateral (better word?) Displacement (Z) | Float (Units)
10 | Vertical Displacement (Y) | Float (Units)
11 | Horizontal Displacement (X) | Float (Units)
12 | Element / Property | http://smashboards.com/threads/378874/#post-18029980
13 | Tripping Rate | Float (Ratio)
14 | Hit Lag Modifier | Float (Ratio)
15 | Shuffle (SDI) Modifier | Float (Ratio)
16 | Hitbox Priority? | Integer (0 in transcended moves, 1 otherwise)
17 | Hitbox Priority? | Integer (0 in transcended moves, 1 otherwise)
18 | Shield Damage | Integer (0x32 = Fully Breaks?)
19 - 20 | ?
21 | Aerial/Ground Bit | Integer (1 = grounded, 2 = air, 3 = both [majority])
22 - 23 | ?
24 | Unknown [029] |
25 | Vertical Displacement (Y') [029] | Float (Units)
26 | Horizontal Displacement (X') [029] | Float (Units)

Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x3EA, Damage=7.000000, Angle=0x169, BKB=0x50, WKB?=0x0, KBG=0x28, Size=3.500000, X=0.000000, Y=0.000000, Z=2.000000, 0x2, 0x0, 0.700000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x3, 0x3, 0x1, 0xA, )
Hitbox_029(Id=0x0, Bone?=0x0, unk?=0x0, Damage=17.000000, Angle=0x169, BKB=0x50, WKB?=0x0, KBG=0x3C, Size=2.500000, X=0.000000, Y=8.500000, Z=8.000000, 0x19, 0x0, 0.000000, 1.000000, 0x0, 0x0, 0x14, 0x2, 0x8, 0x3, 0x1, 0xA, 0x0, 8.500000, 27.000000, )
 
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Big O

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hitbox_26( id, unk, bone*, damage, angle, kbg, wkb?, bkb, size, z offset*, y offset, x offset*, element, trip rate, hitlag modifier, sdi multiplier?, bonus shield damage?, unk, unk, air/ground marker?, unk, unk)

From what I can tell, the offsets should be in z, y, x order. In Brawl it was in that order and for all the attacks I've looked at with extremely high values in what you have labeled as z, they all have large horizontal offsets. Storm Punch windboxes, Down B 3's fire, windboxes for Kong Cyclone, etc.

The third from the last unknown in hitbox 26 has something to do with air vs ground. When set to 1 it doesn't hit people in the air. When set to 2 it doesn't hit people on the ground. When set to 3 it hits both.

There are also hitbox_2D's. One of the windboxes for DK's Air Up B 3 as a sample. the last 3 parameters for this one seem to be the inverse of the z, y, x offsets respectively. I didn't relabel x as z or z as x in the sample below, leaving it the way mastercore2 lists it atm.

Hitbox_02D(Id=0x2, Bone_=0x0, unk_=0x0, Damage=0.000000, Angle=0x8C, BKB=0x32, WKB=0x0, KBG=0x5A, Size=6.000000, X=0.000000, Y=-5.000000, Z=30.000000, 0x2, 0x0, 0.100000, 0.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x1, 0xD, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x4, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, -5.000000, -30.000000, )

unk_0F0() = set bone intangibilty

unk_0EF(0x0, ) = remove bone intangibility

unk_0DF() = frame speed modifier (.5 = 2x speed, 2.0 = half)

unk_1C1( ) = set vertical (and horizontal?) momentum

subaction 220 to 223 = Cargo F/B/U/DToss (DK's Cargo Throws)

subaction 228 to 22A = N Special Loop 1 to 3 (punch charge loop DK)

subaction 230 to 232 = N special 1 to 3 (punch uncharged hitboxes DK)

subaction 234 to 236 = N Special 1 to 3 (punch full charge DK)

subaction 244 to 246 = Air N Special 1 to 3 (punch uncharged hitboxes DK)

subaction 248 to 24A = Air N Special 1 to 3 (punch full charge DK)

Subaction 24C to 24E = S Special 1 to 3 (hitboxes DK)

subaction 250 to 252 = Air S Special 1 to 3 (hitboxes DK)

subaction 254 to 256 = U Special 1 to 3 (hitboxes DK)

subaction 258 to 25A = Air U Special 1 to 3 (hitboxes DK)

subaction 260 to 262 = D Special 1 to 3 (hitboxes DK)

subaction 268 to 26A = Air D Special 1 to 3 (hitboxes DK)
 
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[TSON]

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1E4 | 1 | ( Offset ) | Init Subroutine
14E | 1 | ( Offset ) | Init External Subroutine
0CE | 16 | (0x0, Effect ID# , 0.000000, 0x0, 0x0, 0x0, 0.000000, 0x0, 0.750000, 0.000000, 0x0, 0.000000, 0x0, 0x0, 0x0, 0x0, ) | Attach Unanchored Effect
06F | 10 | (0x32A0013, 0x17, 2.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0x1, ) | Attach Character-Specific Effect
 
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Big O

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I don't think 0C4 is actually related to removing invincibility. Looking at it more closely, it seems to be related to the input window for angling diagonal Up B's like Mario, Marth, Ganon, etc. I also think the intangibility/invincibility stuff might have been moved out of the subactions, based on how hard it's been to find anything that relates to it.

I think parameter 21 is a marker for the attack that tells you who it can hit. When set to 1 it only hits grounded foes (DK's Doown B 1), when set to 2 it only hits airborne foes (DK's sourspot Air Side B), and 3 makes it hit normally (pretty much everything else).

Parameter 6 is weight dependent set knockback (moves like Ganon's Up B 2 first hit).

For 0F0, you can set the bone state to 1 for invincibility (Palutena Bair/Dash Attack)
 

san.

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Thanks for the info on 0DF @ Big O Big O ! I felt like they were speed or orientation modifiers.

Does the speed modifier affect how we should look at how fast certain moves begin and come out?

For example:

unk_0DF(0.500000, )
AsynchronousTimer_0D0(Frame=4.000000, )
unk_0DF(1.000000, )
AsynchronousTimer_0D0(Frame=7.000000, )
0.5 = 2x speed, so does this begin at 5 frames instead of 7 because it counts to 4 in 2 frames?
 
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popsofctown

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Shouldn't y'all be looking at Pit and Dark Pit the most? They would be the Rosetta stones, of sorts.
 

Big O

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Thanks for the info on 0DF @ Big O Big O ! I felt like they were speed or orientation modifiers.

Does the speed modifier affect how we should look at how fast certain moves begin and come out?

For example:



0.5 = 2x speed, so does this begin at 5 frames instead of 7 because it counts to 4 in 2 frames?
Yeah it counts as 5 frames in real time. The tricky part is when it ends up giving you fractions. Not sure how the game handles partial frames.
 
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san.

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Okay, thanks!

Most characters seem to have this modifier around their specials, but a few others have them for standard attacks, too.
 
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Dantarion

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I am going to get rid of /mastercore/ and switch in what was /mastercore2/

I have updated the dumps with information from this thread and will continue to do so, so be a bit weary of quoting them, because if there are mistakes, I can fix them within minutes, such as the X Y Z misordering, etc

MASTERCORE2? Whats that? A complete rewrite of the scripts I wrote to make this site, adding....

Better Diffs
Syntax highlighting on view pages
Fixed bugs
Subaction labels
More command labels
ARTICLE SUPPORT!
 
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ARTICLE SUPPORT THANK YOU DANTARION

NOW HALF OF VILLAGERS MOVESET WONT BE MISSING i think

Edit: wait why wasnt parameter six already added in?? I had already said it was for weight-based set knockback...
 
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Shaya

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Fixed up both the hitbox post + first post table

[likes = updated in reference to it]

Really loving the new readability and whatnot for Master Core
 
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Big O

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Parameter 16 is a marker for clanking. 1 = can clank, 0 = can't clank (transcendent).

Parameter 17 is a marker for clank interruption. 1 = hitlag + clash animation if grounded, 0 = no hitlag + continues attack. Basically this determines whether or not clanking interrupts your move. If a move does 9+% more damage, it will still beat it normally. I don't know how it affects moves that don't clank (Ganon's Dair, DK's grounded Down B), but there may be some obscure difference.

Parameter 28 for hitbox 02B is probably a marker for blockable. 1 = can block, 0 = unblockable. The only change to WFT Fair was in parameter 28, and it went from 0 to 1.
 

san.

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Is there any indication anywhere that ending lag/landing lag was reduced? I see removed lines on expressions, but I'm not sure if that's important at all.
 

BakaFlocka

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Tired of not being able to clash with another fighters dash attack? Are your nairs disregarding all past smash's priority rules?

Weak intro, I know, but now that SSMBWU is out, I think it's about time the community starts to document any new rules about priority, as well figuring out weird quirks (like how Palutena's Dash Attack can win a majority of trade-offs) and attacks that have transcendent priority.

I myself have not begun much research, but I would like to know if anyone else has any data to contribute or would like to gather some data with me. I believe it is invaluable information that we could start gathering to help develop the meta.

Edit: Thread deleted, got moved here. I would definitely like to help with research!
 
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Big O

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0D8 | 11 | (ID#, Bone#, Size, unk_Integer/Boolean?, Y Offset, X Offset, unk_Integer, Aerial/Ground Bit?, unk_Integer/Boolean?, Y Offset 2, X Offset 2) | Grab Hitbox

0D7 | 8 | (ID#, Bone#, Size, unk_Integer/Boolean?, unk_Integer/Boolean?, unk_Float, unk_Integer, Aerial/Ground Bit?) | Grab Hitbox

052 | 0 | ( ) | Remove All Grab Hitboxes

051 | 1 | (ID#) | Remove Grab Hitbox

I tried to put it in the format requested. Anything I was unsure about I marked with ?'s.

As a sidenote, I'd like to ask a question to @ Dantarion Dantarion . Would it be a simple task for you to make Booleans/Integers different colors instead of both red? Knowing that a value can only be 1 or 0 makes it easier to notice what it might do, and more readable when you see a giant block of red 0x0's.
 
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Is this still being done? I had to disappear from swf for a while due to life stuff but now that winter break is coming up I'll be able to help out again

By the way, KBG and BKB were swapped, weren't they? Along with Z- and X-offsets
 

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Thanks to 1.0.3 -> 1.0.4 changes, I've been able to figure out that either 016 or 253 is related to the up-smash.

In 1.0.3, Pacman's up-smash could be canceled into another attack well before the ending animation even came up. But in 1.0.4, this glitch move was fixed nerfed hardcore. It was basically a major ISAS change.

The only timer added to Pacman are in 016 and 253. 016 adds an ASyncTimer, while 253 has a few unknown calls (possibly related to IASA frames??)

By the way, KBG and BKB were swapped, weren't they?
Yes, most definitely. In fact, it seems like all three values of KB are wrong.

I'm betting right now it is BKB / WKB / KBG in that order. Either that, or some of the values in there aren't related to KB at all.
 
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It's simple enough to find out which value is WKB (find a hitbox you know has WKB and compare it against one you know doesn't). As for BKB and KBG I suppose you could compare against defined values from Brawl and see which one seems more "reasonable" for the KB category (as I understand it BKB is generally a smaller integer value than KBG?)
 
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dragontamer

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It's simple enough to find out which value is WKB (find a hitbox you know has WKB and compare it against one you know doesn't). As for BKB and KBG I suppose you could compare against defined values from Brawl and see which one seems more "reasonable" for the KB category (as I understand it BKB is generally a smaller integer value than KBG?)
Far simpler than that. PacMan's jab1, jab2 and first 4 strikes of down-air do not KO at 999%. Compared to Robin (my secondary), who's jab1 / jab2 clearly is affected severely at 999%. That gives a good test for KBG vs BKB.

PacMan's Jab1 has a "3rd KB" value is 0. Which is why I think KBG is the 3rd KB value reported.

WKB... I personally don't understand the concept :-p. That's why I'm unsure about this one.
 
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Oh I hadn't thought of that, ha ha... but yeah your method is way simpler.

WKB is non-damage-scaling knockback. So think like FLUDD. Its KB scales with weight, but not with damage.
 
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dragontamer

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FYI: Little Mac has fastest Nair at 2 frames. Also 1-frame jabs. I've never seen a 1-frame jab before in my entire existence of fighting game frame data, lol.

---------------

unk_16F looks like "return to neutral state", which is very different from "inputs / cancels". IASA frames definitely still apply.

Pacman's FAIR is an attack to study IASA frames off of. Pacman's Fair has a very long animation, but extremely IASA frames. unk_16F occurs at frame 43.

So shorthop -> Fair -> Fastfall with Pacman usually ends up with the Fair landing lag animation (which is barely anything, but it is a unique animation that is easily recognizable). On the other hand, Pacman can double-fair and combo a good amount of the cast.

I'm of the opinion that cooldown / IASA frames are just in a totally different spot entirely. Again, something like Up-Smash's cooldown is maybe around 016 (due to 1.0.3->1.0.4 patch-notes)

-------------

There are a couple of "subroutine" calls that don't seem to be anywhere right now. Robin's rapid-jab (aka Elwind) is just a bunch of subroutine calls every 8 frames.

Similarly, Pacman's grab is a "Subroutine_03E" call as well. Does this jump to another script entirely? Its been translated, so someone probably has an idea of what 03E means.

-------------

unk_170(0x1B, 0x2100, ) <--- This appears to be the "charge point", as I'll call it. This allows the player to hold-down the A button to charge up his smash attacks. At least, with Pacman's data that's what it is.

On Link's FSmash, "unk_170(0xD, 0x2100, )" exists for a large number of frames (from frames 20 through 35). I'm thinking its the transition between FSmash to FSmash2.

unk_170 | 2 | State?? , Unknown (always 0x2100) |

------------

We can use unk_16E(0x1 (Super-Armor) to find the B-attacks. Donkey Kong only has super-armor on various B-attacks.

13B
153
154
234 -- Lots of superarmor here. Maybe up-B? Any DK mains got an idea of high-superarmor attacks?
248 -- Not much, maybe Neutral B??
24E --
252
254
256
25A

So there's probably B-charge, B-attack, up-B, Down-B, Forward-B... and all five x2 for "startup" and "cooldown" routines. (My current theory is that cooldown has its own function)
 
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KuroganeHammer

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Anyone know what unk_022 is? It seems to pop up in some aerials and most of Charizard's moveset.

Is it somehow related to intangibility?
 

Lavani

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All occurrences of it in Greninja's kit have it 1 frame before the hitboxes start on his water blade attacks (fsmash, dsmash, usmash, fair), with values matching the ID, Bone, and ZYX coordinates of the hitboxes. Dedede, Rosalina, Luma, and Luigi have no instances of unk_022 whatsoever. Charizard's don't seem to correlate with intangible attacks, since ftilt doesn't have it yet is disjointed, while jab does have it and lacks intangibility afaik.
 

KuroganeHammer

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Maybe then it's something to do with Charizard's fire on his tail?

Edit: Sorta just taking stabs in the dark here tbh.
 
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Lavani

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All of Meta Knight's slashing attacks use unk_022, while the stabs and dash attack don't.

Considering the other characters, maybe it's just used for slash-element attacks?
 
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I think it might be a slashing attack identifier

Edit: a curse on you lavani
 
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KuroganeHammer

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I don't think Charizard's attacks are slash effects though, pretty sure they're all normal/fire.

Edit: nvm seems like you're right lol
 
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KuroganeHammer

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So it's pretty safe for me to just completely disregard that yeh?

Also any ideas why intangibility isn't showing up for utilt etc?
 
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Someone should take a look at the twelfth parameter on MKs hitboxes and see if it correlates to some as-of-yet unidentified element. If it does, unk_022 might be related to calling/setting an attack's element. I would but I don't have access to a computer and my phone doesn't load mastercore.

What attacks exactly does it occur on in Charizard's moveset? Does it occur on Fly? Does it occur on FLUDD/Pikachu's FSmash/Falcon FSmash?

Also naughty Aero double posting willy nilly
 
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