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Character Data Research Thread

KuroganeHammer

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I'll look at this after breakfast/shower/when i put clothes on

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?
jab utilt usmash fair

Also naughty Aero double posting willy nilly
:3

****s given:
 
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I'll look at this after breakfast/shower/when i put clothes on
****ing australians

jab utilt usmash fair
Welp

I have no idea... though all of those DO have slashing sfx.

Is there any equipment that boosts slashing attacks? I know in Brawl there were stickers that did but idk if there's an equivalent in smash 4.
 
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Oh I didnt see the edit to that post where you said they weren't slashing attacks.

Someone check if unk_022 is on WFT's NAir2 cause that's a hitbox that doesnt look like a slashing attack but has the sfx

Edit: also Sheik FAir, jab1, jab2, rapid jab, and USmash1
 
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Lavani

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It isn't, but nair2 is slash element.

The plot thickens.
 

Lavani

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Looking at Greninja's Substitute (0x26E):
Code:
def game_26E():
AsynchronousTimer_0D0(Frame=8.000000, )
unk_170(0xD, 0x2100, )
unk_210(0x1, )
AsynchronousTimer_0D0(Frame=19.000000, )
unk_210(0x0, )
AsynchronousTimer_0D0(Frame=30.000000, )
unk_16F(0xD, 0x2100, )
End_196()
8-30f are the counter frames.
unk_210 seems to be an invincibility toggle. Unshieldable attacks aren't countered, but Greninja invulns through them up to this point.

 
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Mysterious unk_021

Is apparently found on Marth's FAir, where it is unk_021(0xD, 0x-1, )

Here is WFT's USmash
Code:
def game_63():
    AsynchronousTimer_0D0(Frame=5.000000, )
    unk_170(0x1B, 0x2100, )
    AsynchronousTimer_0D0(Frame=7.000000, )
    AsynchronousTimer_0D0(Frame=9.000000, )
    RemoveAllHitboxes_014()
    AsynchronousTimer_0D0(Frame=14.000000, )
    unk_021(0x0, 0x1, )
    Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=18.000000, Angle=0x5A, KBG=0x53, WKB=0x0, BKB=0x1E, Size=2.300000, Z=0.000000, Y=24.000000, X=0.000000, Element=0x19, Tripping=0x0, Hitlag=1.500000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x2, 0x1, 0x3, 0x1, 0x4, )
    Hitbox_026(ID=0x1, GID=0x0, Bone=0x0, Damage=15.000000, Angle=0x5A, KBG=0x69, WKB=0x0, BKB=0x1E, Size=5.000000, Z=0.000000, Y=24.000000, X=0.000000, Element=0x19, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x2, 0x1, 0x3, 0x1, 0x4, )
    Hitbox_026(ID=0x2, GID=0x0, Bone=0x0, Damage=15.000000, Angle=0x5A, KBG=0x69, WKB=0x0, BKB=0x1E, Size=3.000000, Z=0.000000, Y=15.000000, X=0.000000, Element=0x0, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x2, 0x1, 0x3, 0x1, 0x4, )
    SynchronousTimer_20B(Frame=2.000000, )
    unk_021(0x0, 0x1, )
    Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=11.000000, Angle=0x5A, KBG=0x6E, WKB=0x0, BKB=0x1E, Size=1.500000, Z=0.000000, Y=24.000000, X=0.000000, Element=0x19, Tripping=0x0, Hitlag=1.500000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x1, 0x1, 0x3, 0x1, 0x4, )
    Hitbox_026(ID=0x1, GID=0x0, Bone=0x0, Damage=8.000000, Angle=0x46, KBG=0x69, WKB=0x0, BKB=0x1E, Size=2.500000, Z=0.000000, Y=18.000000, X=0.000000, Element=0x0, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x1, 0x1, 0x3, 0x1, 0x4, )
    Hitbox_026(ID=0x2, GID=0x0, Bone=0x0, Damage=8.000000, Angle=0x46, KBG=0x69, WKB=0x0, BKB=0x1E, Size=1.700000, Z=0.000000, Y=14.000000, X=0.000000, Element=0x0, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x1, 0x1, 0x3, 0x1, 0x4, )
    AsynchronousTimer_0D0(Frame=23.000000, )
    RemoveAllHitboxes_014()
    End_196()
In this attack, it is set twice, on F14, and on F17, though it is unk_021(0x0, 0x1, ) in this case. I have no idea what exactly it is, though WFT does have (partial?) invincibility during the attack. Could it be related to that?

Also, somebody (I'm guessing @ Shaya Shaya ) edited my elements post with 0x19, putting it down as sword. That is also found in Marth's FAir, and Thinkaman's dumps have it down as "Pierce". What exactly is it though?
 
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Ok so more digging on unk_021

Occurence|Usage|Element
Wii Fit Trainer USmash|(0x0, 0x1)|0x19 "Pierce"
Wii Fit Trainer USmash|(0x0, 0x1)|0x19 "Pierce"
Lucina Jab 1|(0x14, 0x-1)|0x2 "Slash"
Lucina Jab 2|(0x14, 0x-1)|0x2 "Slash"
Lucina Dash Attack|(0x14, 0x-1)|0x2 "Slash"
Lucina FTilt|(0x14, 0x-1)|0x2 "Slash"
Lucina UTilt|(0xE, 0x-1)|0x2 "Slash"
Lucina DTilt|(0x3EA, 0x2)|0x19 "Pierce"
Lucina FSmash|(0x14, 0x-1)|0x2 "Slash"
Lucina USmash|(0x3EA, 0x2)|0x19 "Pierce"
Lucina FAir|(0xD, 0x-1)|0x2 "Slash"
Lucina BAir|(0x14, 0x-1)|0x2 "Slash"
So after looking as Sheik too it seems that unk_021 is only set with element 0x2 and 0x19 hitboxes, though not all hitboxes with those elements have unk_021. For example, WFT's NAir2 and Lucina's NAir are element 0x2, but neither have unk_021.

Also Ive examined various element 0x19 attacks and compared them both against each other and against 0x2 attacks. 0x19 seems to be purely cosmetic. Attacks with this element have yellow feather-shaped graphical effects at the time of impact, while 0x2 attacks do not. In addition to this, 0x19 hitboxes are not always accompanied by a slashing sound effect: this is the case with Sheik's FSmash. Thus I propose 0x19 be called "Strike" element.

Also it should be called "attribute" rather than "element" imo
 
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Hn, do you mean the strike attribute, or unk_021? And what is even up with all of its weird usages? Also I forgot to mention that sometimes unk_021 is set before hitboxes come out, and other times it is set at the same time (so far I've seen this to be true for both of Lucina's striking attacks).

Also also calling it right now, Meta Knight's UTilt and DTilt are strike attribute, dont even have to check B)
 

Kofu

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I think it's labeled "pierce" because the moves associated with it tend to have their hitboxes go through the target before pushing them away.

Game & Watch's DAir has unk_021 at 0x0 and 0x1 and is pierce element. It's the only one of his moves with the attribute. If I'm reading the data correctly, it only appears at the start of the hitbox.

Also, Indigo Jeans, which element identifier is Flower? It's hard to search for since AFAIK it's only on specials.
 
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Flower is 0xE. First found by searching for a high hitlag 10% damage move on Villager (Garden), then confirmed by finding the only 20% damage move on Jigglypuff (Rest)

Just gonna copy this here so I dont gotta go back a page when I update it

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)
0x15 | Aura
0x19 | Strike (Sheik FSmash, Lucina DTilt)
 
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Kofu

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Flower is 0xE. First found by searching for a high hitlag 10% damage move on Villager (Garden), then confirmed by finding the only 20% damage move on Jigglypuff (Rest)

Update: 0x7 = Turnaround

Does anyone know of a high hitlag 11% damage special on Lucario
Looks like it's mid-aura Double Team. Of course you would ask about Lucario with aura screwing up his damage numbers. I'm cross-referencing your question with Thinkaman's datamine and an incomplete custom moveset guide. Also, just testing it in training mode with Lucario at 75% it does 11%.

The fact that it lists the mid-aura damage makes me think that Lucario's damage is actually scaled down at lower percents.
 
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Lavani

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The fact that it lists the mid-aura damage makes me think that Lucario's damage is actually scaled down at lower percents.
Chipping in, Lucario's ftilt numbers match his 75% aura damage, 0% does half that.

Interesting.
 
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It was known in Brawl that Lucario's Aura "baseline" was around 75%, so it seems to have stayed the same in Smash 4. Kirby's Fully Charged Aura Sphere deals the same amount of damage as a 75% Lucario's; this is probably how it was figured out for Brawl but don't quote me on that
 

Kofu

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I like the idea of elements. So here are a few discoveries of mine!

@ Indigo Jeans Indigo Jeans , 0x15 is Aura Element. Only relevant for Lucario but it ought to be listed for completion. lol had that already.

Items 004 and 005 under pacman_firehydrant have element 0x1. I have no idea what that would be, but at least it's an instance of it and we know it exists. EDIT: Thinkaman has it listed as "push." The moves it's on, which includes all variations of Raptor Boost and what I think is Upperdash Arm make me think it's related to negating projectiles.

Gekkouga_water has its element listed as 0x12. A handful of his actual attacks (NAir and his pummel, particularly) have the element as well, so it's probably Water element.

0x1A is Magic element, found on Ness's FAir and Rosalina's FSmash, among others. The name comes from Thinkaman's list but seems fitting to me.

A few of Peach's attacks have element 0x9. One of them is on action 217, which I think is Sleepy Toad, and the next few instances are on 24F, which is her Final Smash. I would have called it "sleep," but it doesn't seem to be on Sing. So I guess it's bubble element?

0x8 shows up on Timber Counter and a move I thought was Bowser's Slip Bomb but the damage is too low. But it's probably a tripping element regardless.

Again from Thinkaman's work, 0xC is on Wario's Garlic Breath and Wafts. He has it listed as "daze;" it induces a state similar to a shield break.

Mysterious element 0x1E that only shows up on 0% hitboxes on Duck Hunt's cans??????

One reason I posted was to figure out where the command to deflect projectiles would be (and reflection, for that matter). They're slightly different because normal reflectors can't turn Luma Shot against Rosalina AFAIK, but Arm Rotor, Ness's Bat, and Mario's Cape can. Where would that command be located? In hitbox attributes?
 
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Lavani

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Comparing grabs between characters:
Wii Fit Trainer's grab said:
unk_0D8(0x0, 0x0, 3.300000, 0x0, 9.600000, 4.000000, 0x3F, 0x3, 0x0, 9.600000, 7.700000, )
Marth's grab said:
unk_0D8(0x0, 0x0, 3.300000, 0x0, 8.000000, 4.000000, 0x3F, 0x3, 0x0, 8.000000, 7.700000, )

I was reading this data as Marth and WFT having equal horizontal grab range but with WFT's grab being higher vertically, but in-game comparisons with their backs to the ledge gave the following results that show Marth's horizontal grab range being about x1.5 longer. Am I misinterpreting something, or is this data just not useful for grab length?
 
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I like the idea of elements. So here are a few discoveries of mine!

@ Indigo Jeans Indigo Jeans , 0x15 is Aura Element. Only relevant for Lucario but it ought to be listed for completion. lol had that already.

Items 004 and 005 under pacman_firehydrant have element 0x1. I have no idea what that would be, but at least it's an instance of it and we know it exists. EDIT: Thinkaman has it listed as "push." The moves it's on, which includes all variations of Raptor Boost and what I think is Upperdash Arm make me think it's related to negating projectiles.

Gekkouga_water has its element listed as 0x12. A handful of his actual attacks (NAir and his pummel, particularly) have the element as well, so it's probably Water element.

0x1A is Magic element, found on Ness's FAir and Rosalina's FSmash, among others. The name comes from Thinkaman's list but seems fitting to me.

A few of Peach's attacks have element 0x9. One of them is on action 217, which I think is Sleepy Toad, and the next few instances are on 24F, which is her Final Smash. I would have called it "sleep," but it doesn't seem to be on Sing. So I guess it's bubble element?

0x8 shows up on Timber Counter and a move I thought was Bowser's Slip Bomb but the damage is too low. But it's probably a tripping element regardless.

Again from Thinkaman's work, 0xC is on Wario's Garlic Breath and Wafts. He has it listed as "daze;" it induces a state similar to a shield break.

Mysterious element 0x1E that only shows up on 0% hitboxes on Duck Hunt's cans??????

One reason I posted was to figure out where the command to deflect projectiles would be (and reflection, for that matter). They're slightly different because normal reflectors can't turn Luma Shot against Rosalina AFAIK, but Arm Rotor, Ness's Bat, and Mario's Cape can. Where would that command be located? In hitbox attributes?
I'm not gonna bother with attributes anymore cause I think Thinkaman might have them all down? They are already in his pastebin when I look at it while looking for elements.

Regarding "push", I don't think the hydrant itself or its water actually negate projectiles, do they? Also iirc both Electroshock and Upperdash reflect projectiles, they don't negate them (if by negate you mean cause to vanish, "cancel").

Regarding Slip Bomb, you're probably looking at one of the landing hitboxes. Those are the ones that cause tripping and deal far less damage than the hitboxes anchored to Bowser's body during descent. Anyway I find it odd that specials that cause tripping would have a dedicated tripping attribute since there's already a parameter present in (I am fairly certain) all hitboxes that handles trip chance (parameter 13).

Kirby's DTilt hitboxes have trip "rates" of 3EB33333 and 3E99999A, and Villager's DTilt has 3E99999A for both hitboxes. These equal 1051931443 and 1050253722 in decimal respectively, though I have no idea how to interpret these as ratios. I think Thinkaman's pastebin gives a value of 0.3 of 0.4 or something. Tripping from moves with a trip rate and a guaranteed trip from things with "slip" attribute like Bananas and Counter Saplings is mechanically and visually identical as far as I can tell.

Maybe since the "default" trip rate is 0, a trip rate over 0.9 needs to be coded differently? The hitbox data for the Counter Sapling has 0 for the thirteenth parameter, which I am fairly certain corresponds to the the trip rate on hitbox_026 and hitbox_029, despite being a hitbox_02B (interestingly hitbox_02B is also used in Wii Fit Trainer's throws, and its also used for most of her foot and leg hitboxes, like BAir and the back hit of FAir)

Also unrelated to that discussion but I wanted to ask if anybody knows anything about hitbox5_0D6. I think they only occur in throws, so they might be attack target specific? Especially considering that in Wii Fit Trainer's FThrow, hitbox 0 changes from a hitbox5_0D6 to a hitbox_02B, which I think corresponds to the point in a throw where you can hit an entity that is not involved in the throw itself ("collateral damage").
 
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Shaya

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Comparing grabs between characters:



I was reading this data as Marth and WFT having equal horizontal grab range but with WFT's grab being higher vertically, but in-game comparisons with their backs to the ledge gave the following results that show Marth's horizontal grab range being about x1.5 longer. Am I misinterpreting something, or is this data just not useful for grab length?
Grab boxes are tied to bones that still have animations which 'move'.
They have the same grabbox 'size' and displacement from a bone, but different animations.
 
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hitbox5_0D6
Index | Parameter
0 | Hitbox ID
1 | Bone ID
2 | Damage
3 | Angle
4 | KBG (Currently labeled as BKB)
5 | WKB (Not currently labeled)
6 | BKB (Not currently labeled)
7 | Size?
8 | Z-Offset?
9 | Y-Offset?
10 | X-Offset?
11 | Attribute?
12 | Trip Rate?
13 | Aerial/Ground Bit?
14 | ?
15 | ?
16 | ?
Code:
def game_78():
      Hitbox5_0D6(Id=0x0, Bone_=0x0, Damage=7.000000, Angle=0x2D, BKB=0x56, 0x0, 0x32, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x0, 0x3, 0x1, 0x1, 0x8, )
      Hitbox5_0D6(Id=0x1, Bone_=0x0, Damage=3.000000, Angle=0x169, BKB=0x64, 0x0, 0x28, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x0, 0x3, 0x1, 0x1, 0x8, )
      AsynchronousTimer_0D0(Frame=36.000000, )
      Hitbox_02B(ID=0x0, GID=0x0, Bone=0x1A, Damage=3.000000, Angle=0x169, KBG=0xC8, WKB=0x0, BKB=0x32, Size=5.000000, Z=0.000000, Y=0.000000, X=0.000000, 0x0, 0x0, 1.500000, 0.000000, 0x0, 0x0, 0x0, 0x1, 0x2, 0x3, 0x1, 0x4, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x
0, 0x0, 0x0, 0x3, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, )
      AsynchronousTimer_0D0(Frame=38.000000, )
      unk_0D5(0x0, 0x1A, 0x11000005, 0x11000006, 0x11000007, )
      RemoveAllHitboxes_014()
      End_196()
Edit: knockback stuff is recorded properly in the pastebin

@ Thinkaman Thinkaman you holdin out on us bruh?
 
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Thinkaman

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What? I've been busy, whatz happening?

Here's uh, some stuff:

Code:
def get_KO_percent(damage, cumulative_damage, base, growth, angle):
    target_distance_modifier = 1.0
    my_angle = angle
    if my_angle > 360:
        my_angle = 40
    elif my_angle > 180:
        my_angle = 360 - my_angle
        target_distance_modifier = target_distance_modifier / 0.8
    if my_angle > 90:
        my_angle = 180 - my_angle
    if my_angle < 15:
        my_angle = 30 - my_angle
    target_distance = 17900
    if my_angle >= 60:
        target_distance = 2.3204 * my_angle * my_angle - 409.35 * my_angle + 37360
    else:
        target_distance = 2.1303 * my_angle * my_angle - 35.851 * my_angle + 16013
    target_distance *= target_distance_modifier
    ko_value = ((target_distance - 100 * base)/(0.07 * growth) - 18) / (2 + damage)
    return ko_value - cumulative_damage

char_ss_labels = {}
ss_labels = { 0x50: "Jab1",
              0x51: "Jab2",
              0x52: "Jab3",
              0x53: "Repeating Jab End",
              0x54: "Repeating Jab Loop",
              0x55: "Repeating Jab End",
              0x56: "Dash Attack",
              0x57: "F-tilt (high)",
              0x58: "F-tilt (normal)",
              0x59: "F-tilt2",             
              0x5a: "F-tilt3",
              0x5b: "F-tilt (low)",
              0x5c: "U-tilt",
              0x5d: "D-tilt",
              0x5e: "F-smash (high)",
              0x5f: "F-smash (normal)",
              0x60: "F-smash2",
              0x61: "F-smash (low)",
              0x63: "U-smash",
              0x65: "D-smash",
              0x68: "Nair",
              0x69: "Fair",
              0x6a: "Bair",
              0x6b: "Uair",
              0x6c: "Dair",
              0x6d: "Nair Landing",
              0x6e: "Fair Landing",
              0x6f: "Bair Landing",
              0x70: "Uair Landing",
              0x71: "Dair Landing",
              0x72: "Grab",
              0x73: "Dash Grab",
              0x74: "Pivot Grab",
              0x76: "Pummel",
              0x77: "Grab Break",
              0x78: "F-throw",
              0x79: "B-throw",
              0x7a: "U-throw",
              0x7b: "D-throw",
             
              }

hitbox_labels = { 0:  "ID",
                  1:  "GID",
                  2:  "Bone",
                  3:  "Damage",
                  4:  "Angle",
                  5:  "KBG",
                  6:  "WKB",
                  7:  "BKB",
                  8:  "Size",
                  9:  "Z",
                  10: "Y",
                  11: "X",
                  12: "Element",
                  13: "Tripping",
                  14: "Hitlag",
                  15: "SDI",
                  18: "ShieldDamage",
                  21: "TargetRestriction",
                  28: "Blockable",
                  31: "Refresh",
                  34: "FacingRestriction",
                  }

grab_labels = {   0:  "ID",
                  1:  "Bone",
                  2:  "Size"
                  }

throw_labels = {  0:  "ID",
                  1:  "Bone",
                  2:  "Damage",
                  3:  "Angle",
                  4:  "KBG",
                  5:  "WKB",
                  6:  "BKB",
                  }

element_list = {  0: "Hit",
                  1: "Push",
                  2: "Slash",
                  3: "Electric",
                  4: "Ice",
                  5: "Fire",
                  6: "Coin",
                  7: "Cape",
                  8: "Slip",
                  9: "Sleep",
                  11:"Bury",
                  12:"Daze",
                  14:"Flower",
                  18:"Water Push",
                  19:"Darkness",
                  20:"Stun",
                  21:"Aura",
                  24:"Explosion",
                  25:"Pierce", #DHD repeating jab, tilts, fair/bair, a falco hitbox, bowser u-smash/dair
                  26:"Magic",
                }

event_list = { "unk_16E(0x1":      "Begins super armor",
               "unk_16E(0x0":      "Ends super armor",
               "unk_0C4(0x0":      "Disables all ledge grabs",
               "unk_0C4(0x1":      "Enables forward ledge grabs",
               "unk_0C4(0x2":      "Enables all ledge grabs",
               "unk_170(0xD":      "Enables state transition",
               "unk_170(0x1B":     "Smash charge window",
               "unk_16F(0xD":      "Cancels state transition",
               "SetBoneIntan":     "Begins partial invincibility",
               "ResetBoneInt":     "End partial invincibility",
               }

state_transition_labels = {0x050:   "next jab state",
                           0x051:   "next jab state",
                           0x052:   "next jab state",
                           0x053:   "next jab state",
                           0x054:   "next jab state",
                           0x058:   "F-tilt2",
                           0x059:   "F-tilt3",
                           0x05f:   "F-smash2",
                           0x068:   "Nair landing state (landing lag)",
                           0x069:   "Fair landing state (landing lag)",
                           0x06a:   "Bair landing state (landing lag)",
                           0x06b:   "Uair landing state (landing lag)",
                           0x06c:   "Dair landing state (landing lag)",
                          }
 
Last edited:
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This is a goldmine. Thank you!

edit:

unk_0D5 = remove (all?) throw hitboxes
 
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subactions 13B, 153, and 154 seem to be universally identical

murabito subaction 13B
Code:
def game_13B():
        AsynchronousTimer_0D0(Frame=41.000000, )
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=51.000000, )
        Subroutine_03E(0xC6F6D0D6, )
        unk_16E(0x0, 0x0, )
        SynchronousTimer_20B(Frame=2.000000, )
        RemoveAllHitboxes_014()
        SynchronousTimer_20B(Frame=10.000000, )
        unk_1C7(0x3, 0x0, 0x2, )
        End_196()
lucina subaction 13B
Code:
def game_13B():
        AsynchronousTimer_0D0(Frame=41.000000, )
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=51.000000, )
        Subroutine_03E(0xC6F6D0D6, )
        unk_16E(0x0, 0x0, )
        SynchronousTimer_20B(Frame=2.000000, )
        RemoveAllHitboxes_014()
        SynchronousTimer_20B(Frame=10.000000, )
        unk_1C7(0x3, 0x0, 0x2, )
        End_196()
wiifit subaction 13B
Code:
def game_13B():
        AsynchronousTimer_0D0(Frame=41.000000, )
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=51.000000, )
        Subroutine_03E(0xC6F6D0D6, )
        unk_16E(0x0, 0x0, )
        SynchronousTimer_20B(Frame=2.000000, )
        RemoveAllHitboxes_014()
        SynchronousTimer_20B(Frame=10.000000, )
        unk_1C7(0x3, 0x0, 0x2, )
        End_196()
murabito subaction 153
Code:
def game_153():
        unk_16E(0x1, 0x0, )
        End_196()
lucina subaction 153
Code:
def game_153():
        unk_16E(0x1, 0x0, )
        End_196()
wiifit subaction 153
Code:
def game_153():
        unk_16E(0x1, 0x0, )
        End_196()
murabito subaction 154
Code:
def game_154():
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=5.000000, )
        unk_100(0x64, )
        AsynchronousTimer_0D0(Frame=7.000000, )
        Subroutine_03E(0xC8F9E44F, )
        AsynchronousTimer_0D0(Frame=10.000000, )
        Subroutine_03E(0xFC7E1BE8, )
        AsynchronousTimer_0D0(Frame=14.000000, )
        unk_16E(0x0, 0x0, )
        unk_16C(0.600000, )
        RemoveAllHitboxes_014()
        End_196()
lucina subaction 154
Code:
def game_154():
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=5.000000, )
        unk_100(0x64, )
        AsynchronousTimer_0D0(Frame=7.000000, )
        Subroutine_03E(0xC8F9E44F, )
        AsynchronousTimer_0D0(Frame=10.000000, )
        Subroutine_03E(0xFC7E1BE8, )
        AsynchronousTimer_0D0(Frame=14.000000, )
        unk_16E(0x0, 0x0, )
        unk_16C(0.600000, )
        RemoveAllHitboxes_014()
        End_196()
wiifit subaction 154
Code:
def game_154():
        unk_16E(0x1, 0x0, )
        AsynchronousTimer_0D0(Frame=5.000000, )
        unk_100(0x64, )
        AsynchronousTimer_0D0(Frame=7.000000, )
        Subroutine_03E(0xC8F9E44F, )
        AsynchronousTimer_0D0(Frame=10.000000, )
        Subroutine_03E(0xFC7E1BE8, )
        AsynchronousTimer_0D0(Frame=14.000000, )
        unk_16E(0x0, 0x0, )
        unk_16C(0.600000, )
        RemoveAllHitboxes_014()
        End_196()

These are interesting because they set super armour and terminate hitboxes, though it isn't readily obvious to me what hitboxes they are terminating. They also use Subroutine_03E, which iirc @dragontamer said is used in Pac-Man's grab.

Any ideas?
 
Last edited:

Kofu

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Chipping in with something that hasn't been noted yet but is pretty simple to prove: subaction 1AB seems to be down taunt. Both actions deal damage for luigi and gekkouga, with the former having a meteor angle and the later having water element. I assume that the other taunts are near there, probably just a few subactions earlier, but AFAIK none of them deal damage and so they're harder to test. I also don't know if the two side taunts have distinct subactions or not.

That'll be about the extent of my contributions most likely; I can interpret this stuff once I know what I'm looking for but I'm pretty helpless at deciphering things.
 
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Hitlag without a hitlag multiplier

Shaya pointed out in another thread that Ganondorf's DAir lacks a hitlag multiplier greater than x1 despite having high amounts of hitlag.

I looked at a few other moves.

Ganondorf DAir
Ganondorf Jab
Pikachu FSmash
Dr. Mario FSmash

All of these attacks are attribute 0x3 (electric) and have higher-than-average hitlag. However, all but one have their hitlag modifiers set to 1. At first I suspected that attribute 0x3 thus has an intrinsic hitlag modifier that scales with damage, and it seems that Dr. Mario's FSmash supports my theory. @A2ZOMG discovered that Dr. Mario has a global x1.12 (I think?) multiplier on his damage. Dr. Mario's FSmash has a hitlag modifier of 0.8. In my opinion it seems likely that they gave it lower hitlag modifier in order to balance out the increase in damage output. Otherwise, FSmash would effectively have the hitlag of a 19.04% base damage, x1 hitlag attack.

Edit: never mind this is already known ha ha. In Brawl, electric attacks have an inherent x1.5 hitlag multiplier
 
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unk_170 in jabs

unk_ | Parameters | Values | Usage
170 | 2 | (0xD, 0x2100) | Enable Jab Transition
170 | 2 | (0xE, 0x2100) | Enable All Jab Loop
170 | 2 | (0x11, 0x2100) | Enable Rapid Jab Loop
170 | 2 | (0x13, 0x2100) | Enable Jab 1 Start
170 | 2 | (0x16, 0x2100) | Enable Rapid Jab End

Additionally, unk_20D seems to be button release during rapid jab loop (releasing the button sets unk_20D. In Rosalina's rapid jab loop, after unk_20D, unk_170 (0x16) is set to allow the transition into the rapid jab end. In Palutena's it seems to terminate the rapid jab loop hitboxes before enabling rapid jab end)

Things to note:

-0xD requires button press on whiff, allows button hold on hit
-0xE allows button hold on whiff and hit
-0x11 conditionally allows button hold on hit. On whiff button press to release is required, then button hold to continue
-0x13 requires button hold on whiff, fails to set otherwise
-0x16 requires button release (or in Robin's case, tome end)

It seems that the order in which unk_170 appears in a jab controls which usages take priority and when one usage begins others do not set. For example, In Palutena's jab 1, 0x11 appears before 0xD. On hit, button hold begins rapid jab loop rather than jab transition (which would just loop jab 1 anyway). In Little Mac's jab 2, 0x11 is set before 0xD, which is set before 0x13. On hit, button hold sets 0xD from jab 1, transitioning into jab 2. If button hold continues, 0x11 in jab 2 is set and rapid jab begins. 0xD fails to set, so button hold on hit will not transition into jab 3. It needs to be either button hold to jab 2 > press, or button press > press > press.

For 0x11, it seems that three button inputs are required. Button press 1 for the jab on which 0x11 occurs, then press (not hold; it has to be released) again before the frame on which other usages appear to begin rapid jab loop. If the button isn't pressed again, the loop cycles once. If the button is pressed and held a third time before the loop ends, the loop can continue indefinitely. If the second button press is held, the rapid jab fails on whiff.

Little Mac's Jab 2 is weird. unk_170(0x11, 0x2100) is set on F2, then unk_16F(0x11, 0x2100) is set on F8. I don't know what 16F's function is in this case. I can't get rapid jab loop to begin on whiff, so either I'm not inputting quickly enough (170 0x11 is is set F2, 16F 0x11 is set F8, 170 0xD and 0x13 are set simultaneously on F9), or 16F disables 170 0x11?

Anyway I think that's about it for now. This got drawn out longer that I expected it to

Edit: Robin also has unk_16F(0x11) in his jab 2, though it occurs after 170 0xD (in little mac's it occurs before). Not sure what this means. Additionally, Robin has unk_0B4(0x10000083, 0x3, 0x1, ) and unk_0C1(0x4, ) set at the same time as 170 0x11 (before it actually). He then has unk_0AE(0x2F, 0x5, 0.100000, ) and unk_0C1(0x4, ) set with 170 0xD (also before it). Finally after all of that is when 16F 0x11 occurs.
 
Last edited:

Amazing Ampharos

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unk_170 is bit set while unk_16F is bit clear. The first parameter is which bit to set (or clear) and those particular bits are used to tell the game when transitions are allowed in jabs. I'm still not entirely sure what the second parameter does; it seems to be 2100h in the overwhelming majority of cases but not quite always.

A lot of the later subactions that are before special moves are going to be item related; I remember I at one point had found what I was pretty sure was Home-Run Bat fsmash on Little Mac. Just remember that every character will have subactions for throwing items forward/up/down, smash throwing items forward/up/down, jab/ftilt/fsmash with every battering item, holding up the sflag, eating food, swinging the hammer, etc..
 
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Okay, so if I'm understanding you correctly, unk_16F clears whatever was previously set by unk_170 if it's its first parameter, right? So if parameter 0xD was previously set by unk_170(0xD, 0x2100), then unk_16F(0xD, 0x2100) clears that bit?

That makes sense because for some reason I'm just now making the connection between 170 in aerials setting landing lag and 16F clearing it

Also unk_0C1 is used in both Levin Sword usage and graphical/sound effects for Robin. unk_0BD is for Bronze Sword usage and other stuff.

unk_ | Parameters | Value | Usage
0C1 | 1 | (0x4, ) | Unknown (Jab 2, sfx)
0C1 | 1 | (0x20, ) | Levin Sword early hit (FSmash), Levin Sword late hit (USmash, DAir)
0C1 | 1 | (0x24, ) | Levin Sword late hit (FAir, BAir, UAir)
0C1 | 1 | (0x36, ) | Levin Sword DSmash's sparks, Levin Sword late hit (DSmash)
0C1 | 1 | (0x3C, ) | Levin Sword early hit (USmash, DSmash)
0C1 | 1 | (0x4F, ) | Levin Sword early hit (FAir, UAir)
0C1 | 1 | (0x5A, ) | Levin Sword early hit (DAir)
0C1 | 1 | (0x82, ) | Levin Sword early hit (BAir)

unk_ | Parameters | Value | Usage
0BD | 1 | (0x1E, ) | Bronze Sword (FSmash, USmash, DAir)
0BD | 1 | (0x2, ) | Bronze Sword hitbox change placeholder (DSmash)
0BD | 1 | (0x3, ) | Bronze Sword hitbox change placeholder (FSmash, USmash, FAir, BAir, UAir, DAir)
0BD | 1 | (0x3A, ) | Bronze Sword (DSmash)
0BD | 1 | (0x4D, ) |Bronze Sword (FAir, UAir)
0BD | 1 | (0x80, ) | Bronze Sword (BAir)
I excluded gfx/sfx exclusive usages because right now that's not that important (and there were like eight)

In unk_0BD(0x2, ) and (0x3, ) "non-existent" refers to Levin Sword hitboxes for which there are no Bronze Sword equivalents. In this case unk_0BD serves as a placeholder. This is because Levin Sword and Bronze Sword hitboxes are tied, as they are coded to be the same hitbox. They share the same hitbox type (usually hitbox_029), ID, and GID. unk_0C1 is used to check whether or not Robin has the Levin Sword. If so, then the hitbox changes to its Levin Sword properties. If not, then unk_0BD is used and the hitbox changes to its Bronze Sword properties. Because of this, a change in the hitbox has to be accounted for in both situations, since the timer signalling the change can't be used exclusively for only one "form" of the hitbox. Levin Sword FSmash has one hitbox that decays on F19. If Robin lacks the Levin Sword and instead uses the Bronze Sword, this change still has to be accounted for. The game skips unk_0C1 (since there is no Levin Sword) and goes to unk_0BD. 0x2 and 0x3 don't do anything, so the Bronze Sword hitbox stays the same.

I don't think I was very articulate but there you go. Perhaps "Ignore Bronze Sword hitbox change" would be a better usage name?

0C1(0x4)'s only occurrence in a def game (what are those individual boxes even technically called) is in jab 2, as I mentioned above. Otherwise it only occurs in def sound
 
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Dantarion

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I think you are looking at this wrong?

One set of commands thatare completely missing are "If/Else" and all associated commands. Most likely you are looking at something that is supposed to look like...

if(robinlevinswordcheck)
{
do stuff
}
else
{
do this stuff.
}
 

Amazing Ampharos

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Yeah, unk_0C1 and unk_0BD are used in a variety of other places on other characters; I think Dantarion is right that they're some form of conditional logic. It is true though that, if you just want to read Robin's file, 0C1 corresponds to Levin Sword while 0BD corresponds to Bronze Sword. I think there are a few more conditional commands as well, but I don't remember which they are off the top of my head.
 

BJN39

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So, sorry if this thread was a little old to be posted on, and/or if this was already discovered or talked about, but I think I might've got an idea as to what a couple of hitbox parameters may be or relate to.

def game_6B():
AsynchronousTimer_0D0(Frame=5.000000, )
unk_170(0xD, 0x2100, )
AsynchronousTimer_0D0(Frame=14.000000, )
Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=15.000000, Angle=0x5A, KBG=0x5A, WKB=0x0, BKB=0x1E, Size=7.000000, Z=0.000000, Y=23.000000, X=0.500000, Element=0x5, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x0, unk_=0x1, ShieldDamage=0x0, 0x2, 0xB, 0x3, 0x0, 0xF, )
SynchronousTimer_20B(Frame=3.000000, )
RemoveAllHitboxes_014()
AsynchronousTimer_0D0(Frame=56.000000, )
unk_16F(0xD, 0x2100, )
End_196()
The two bolded parameters. (Parameters 22-23 are what they'd be know as I think?)

I looked over many attacks trying to figure what these may be, and Param 22 only seems to change between "0x1" and "0x0". What's more is it only changes to 0x0 on few select few moves, including Zelda's UAir and Palutena's Usmash.

Something they have in common over their own other attacks (Which are all 0x1) is that these moves are "disconnected" from the character entirely (For Zelda's UAir in particular this is a true fact.)

AKA, they don't move WITH the character if the character moves, but stay where they spawned. I'm going to look further into if there are more moves that have Param 22 @ 0x0, and if they aren't character linked hit-boxes. (Oop, 0x0 also appears on projectiles, which inherently aren't connected to their owner.)


I also noticed that the number in Param 23 changes with what is being used as the weapon (Sword, legs, Magic, etc.) could this mean it has something to do with what it's connected to?

Here is an unfinished table of different numbers, and what they seemed to be related to:

Parameter Number|Related Weapon|Present @
0x0|???? (Possibly known as "Nothing"?)|It appears on Duck hunt's Smashes. It also appears in other rare and weird cases.
0x1|Head|Present on DH's Duck beak attacks and Wario's head attacks.
0x2|Body Based|Present on some attacks where it appears the character uses their whole body.
0x3|Body Based (Butt Perhaps?)|Used on Peach's butt in one instance.
0x4|Hands|Every single hand based attack I looked at.
0x5|Elbow|Present on Ganon's Fsmash so far.
0x6|Feet/Foot|Every sinle foot based attack I looked at.
0x7|Knee|Present on CF's FAir, and ZSS's Dash attack so far.
0x9|Article Attacks|Used on just about every non-sword article attack.
0xA|Sword|Present on sword attacks.
0xB|Hammer|Present on all of Dedede's Hammer attacks.
0xC|???? (Explosions?)|Appears on Zelda's Din's Fire and Rob's Jet feet attacks so far. Unknown atm what else it's present on.
0xD|Body/Spin?|Appears on two moves (Wario/Peach's Dsmashes.) which were under "Body spin" element in Brawl.
0xF|Magic|Present on many magic-based attacks including Zelda, Peach, and Palutena's magic-based attacks,
0x17|Plasma Whip|Appears on ZSS's whip attacks.
0x18|Tail|Appears on Yoshi's tail attacks.
0x19|???? (Energy?)|Appears on Palutena's Auto-Reticle, Samus Charge Shot, and Rob's Fsmash. Unknown what else so far.

I'll fix and add to this later with more findings...
 
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Articles in Villager are weird

The stick used in Down Taunt and UTilt, the axe, and the shovel don't seem to be considered articles, since their hitbox data lack unk_ for that

There are some articles called by unk_0E0, which is used with other characters as well

Parameters | Value | Usage
1 | 0x0 | Calls murabito_flowerpot , murabito_bullet
1 | 0x1 | Calls umbrella
1 | 0x8 | Calls murabito_clayrocket
1 | 0xD | Calls watering can?
1 | 0x11 | Calls murabito_sprinkling_water ?
1 | 0x12 | Calls murabito_balloon ?

Then Villager also uses unk_0E5, which calls other articles

Parameters | Value | Usage
2 | 0x2, 0x0 | Calls murabito_bowlingball
2 | 0x3, 0x0 | Calls murabito_firework
2 | 0x4, 0x1 | Calls murabito_slingshot
2 | 0x5, 0x1 | Calls weed

Then there are various unk_ which I suspect are related to Villager being "freed" of the article?

unk_ | Parameters | Value | Occurence
1C9 | 1 | 0x0 | Dash Attack
1C9 | 1 | 0x2 | FSmash
1C9 | 1 | 0x3 | USmash
1CA | 2 | 0x0, 0x2 | FAir, BAir
18F | 1 | 0x1 | FTilt
18F | 1 | 0x5 | DTilt
DTilt has unk_18F(0x5, ) set on F9 (which is before the hitboxes come out, but I'm thinking this is when Villager finishes pulling the weed). I guess these would be UnanchorArticle, since the first parameter in each one always matches the first parameter in the corresponding AnchorArticle unk. For example, in DTilt, unk_0E5 is set to 0x5 (calling/anchoring/whatever the weed?), then unk_18F is set to 0x5 as well (unanchoring the weed?)

So in short unk_0E0 and unk_0E5 call/generate/anchor articles, and unk_1C9, unk_1CA, and unk_18F unanchor them.

Also, does anyone know what exactly end_196() does? I mean, obviously it ends something related to the move, but I've only ever see it occur simultaneously with the end of hitboxes. However, in Villager's DTilt, hitboxes end F11, then on F25, end_196() occurs.

Code:
def game_5D():
      AsynchronousTimer_0D0(Frame=1.000000, )
      unk_0E5(0x5, 0x1, )
      AsynchronousTimer_0D0(Frame=9.000000, )
      unk_18F(0x5, )
      Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=13.000000, Angle=0x50, KBG=0x5A, WKB=0x0, BKB=0x28, Size=5.000000, Z=0.000000, Y=3.000000, X=3.000000, Element=0x0, Tripping=0x3E99999A, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x2, 0
x2, 0x3, 0x1, 0x9, )
      Hitbox_029(ID=0x1, GID=0x0, Bone=0x0, Damage=8.000000, Angle=0x46, KBG=0x5A, WKB=0x0, BKB=0x28, Size=6.000000, Z=0.000000, Y=3.000000, X=10.000000, Element=0x0, Tripping=0x3E99999A, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x1, 0
x2, 0x1, 0x1, 0x9, 0x0, 3.000000, 2.000000, )
      SynchronousTimer_20B(Frame=2.000000, )
      RemoveAllHitboxes_014()
      AsynchronousTimer_0D0(Frame=25.000000, )
      End_196()
There's probably a lot more but I'm done combing through it for now
 
Last edited:

Eeveecario

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Articles in Villager are weird

The stick used in Down Taunt and UTilt, the axe, and the shovel don't seem to be considered articles, since their hitbox data lack unk_ for that

There are some articles called by unk_0E0, which is used with other characters as well

Parameters | Value | Usage
1 | 0x0 | Calls murabito_flowerpot , murabito_bullet
1 | 0x1 | Calls umbrella
1 | 0x8 | Calls murabito_clayrocket
1 | 0xD | Calls watering can?
1 | 0x11 | Calls murabito_sprinkling_water ?
1 | 0x12 | Calls murabito_balloon ?

Then Villager also uses unk_0E5, which calls other articles

Parameters | Value | Usage
2 | 0x2, 0x0 | Calls murabito_bowlingball
2 | 0x3, 0x0 | Calls murabito_firework
2 | 0x4, 0x1 | Calls murabito_slingshot
2 | 0x5, 0x1 | Calls weed

Then there are various unk_ which I suspect are related to Villager being "freed" of the article?

unk_ | Parameters | Value | Occurence
1C9 | 1 | 0x0 | Dash Attack
1C9 | 1 | 0x2 | FSmash
1C9 | 1 | 0x3 | USmash
1CA | 2 | 0x0, 0x2 | FAir, BAir
18F | 1 | 0x1 | FTilt
18F | 1 | 0x5 | DTilt
DTilt has unk_18F(0x5, ) set on F9 (which is before the hitboxes come out, but I'm thinking this is when Villager finishes pulling the weed). I guess these would be UnanchorArticle, since the first parameter in each one always matches the first parameter in the corresponding AnchorArticle unk. For example, in DTilt, unk_0E5 is set to 0x5 (calling/anchoring/whatever the weed?), then unk_18F is set to 0x5 as well (unanchoring the weed?)

So in short unk_0E0 and unk_0E5 call/generate/anchor articles, and unk_1C9, unk_1CA, and unk_18F unanchor them.

Also, does anyone know what exactly end_196() does? I mean, obviously it ends something related to the move, but I've only ever see it occur simultaneously with the end of hitboxes. However, in Villager's DTilt, hitboxes end F11, then on F25, end_196() occurs.

Code:
def game_5D():
      AsynchronousTimer_0D0(Frame=1.000000, )
      unk_0E5(0x5, 0x1, )
      AsynchronousTimer_0D0(Frame=9.000000, )
      unk_18F(0x5, )
      Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=13.000000, Angle=0x50, KBG=0x5A, WKB=0x0, BKB=0x28, Size=5.000000, Z=0.000000, Y=3.000000, X=3.000000, Element=0x0, Tripping=0x3E99999A, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x2, 0
x2, 0x3, 0x1, 0x9, )
      Hitbox_029(ID=0x1, GID=0x0, Bone=0x0, Damage=8.000000, Angle=0x46, KBG=0x5A, WKB=0x0, BKB=0x28, Size=6.000000, Z=0.000000, Y=3.000000, X=10.000000, Element=0x0, Tripping=0x3E99999A, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x0, ShieldDamage=0x0, 0x1, 0
x2, 0x1, 0x1, 0x9, 0x0, 3.000000, 2.000000, )
      SynchronousTimer_20B(Frame=2.000000, )
      RemoveAllHitboxes_014()
      AsynchronousTimer_0D0(Frame=25.000000, )
      End_196()
There's probably a lot more but I'm done combing through it for now
Maybe its something related to return to neutral position and be able to act again, like resetting the player.
BTW may I ask you something? Given this code (Lucario's Up-Tilt):
Code:
def game_5C():
    AsynchronousTimer_0D0(Frame=6.000000, )
    Hitbox_026(ID=0x0, GID=0x0, Bone=0x8, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x1, GID=0x0, Bone=0x9, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x2, GID=0x0, Bone=0xA, Damage=6.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x32, Size=3.000000, Z=3.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    AsynchronousTimer_0D0(Frame=14.000000, )
    RemoveAllHitboxes_014()
    End_196()
Every Frame it calls, is after X frames to this? or on frame X to this? Because since its going from lower to higher, It got me confused... Thanks in advance
 

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
Location
MO
Maybe its something related to return to neutral position and be able to act again, like resetting the player.
BTW may I ask you something? Given this code (Lucario's Up-Tilt):
Code:
def game_5C():
    AsynchronousTimer_0D0(Frame=6.000000, )
    Hitbox_026(ID=0x0, GID=0x0, Bone=0x8, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x1, GID=0x0, Bone=0x9, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x2, GID=0x0, Bone=0xA, Damage=6.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x32, Size=3.000000, Z=3.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    AsynchronousTimer_0D0(Frame=14.000000, )
    RemoveAllHitboxes_014()
    End_196()
Every Frame it calls, is after X frames to this? or on frame X to this? Because since its going from lower to higher, It got me confused... Thanks in advance
I'll try my best, but I'll more then likely fail;
looks like it starts on frame 6 and ends on frame 14
the lower to higher motion of the hit boxes is caused by the fact they are attached to a bone, that bone is more then likely the leg or on the leg (that is if I remember U tilt correctly) The "bone" swings so as a result the hitboxes swing
an example of hitboxes swinging with a bone (melee ganon)
 

Eeveecario

Smash Apprentice
Joined
Dec 2, 2014
Messages
198
Location
Tuxtla Gutiérrez, Chiapas
NNID
Eeveecario
I'm not gonna bother with attributes anymore cause I think Thinkaman might have them all down? They are already in his pastebin when I look at it while looking for elements.

Regarding "push", I don't think the hydrant itself or its water actually negate projectiles, do they? Also iirc both Electroshock and Upperdash reflect projectiles, they don't negate them (if by negate you mean cause to vanish, "cancel").

Regarding Slip Bomb, you're probably looking at one of the landing hitboxes. Those are the ones that cause tripping and deal far less damage than the hitboxes anchored to Bowser's body during descent. Anyway I find it odd that specials that cause tripping would have a dedicated tripping attribute since there's already a parameter present in (I am fairly certain) all hitboxes that handles trip chance (parameter 13).

Kirby's DTilt hitboxes have trip "rates" of 3EB33333 and 3E99999A, and Villager's DTilt has 3E99999A for both hitboxes. These equal 1051931443 and 1050253722 in decimal respectively, though I have no idea how to interpret these as ratios. I think Thinkaman's pastebin gives a value of 0.3 of 0.4 or something. Tripping from moves with a trip rate and a guaranteed trip from things with "slip" attribute like Bananas and Counter Saplings is mechanically and visually identical as far as I can tell.

Maybe since the "default" trip rate is 0, a trip rate over 0.9 needs to be coded differently? The hitbox data for the Counter Sapling has 0 for the thirteenth parameter, which I am fairly certain corresponds to the the trip rate on hitbox_026 and hitbox_029, despite being a hitbox_02B (interestingly hitbox_02B is also used in Wii Fit Trainer's throws, and its also used for most of her foot and leg hitboxes, like BAir and the back hit of FAir)

Also unrelated to that discussion but I wanted to ask if anybody knows anything about hitbox5_0D6. I think they only occur in throws, so they might be attack target specific? Especially considering that in Wii Fit Trainer's FThrow, hitbox 0 changes from a hitbox5_0D6 to a hitbox_02B, which I think corresponds to the point in a throw where you can hit an entity that is not involved in the throw itself ("collateral damage").
0x3ECCCCCD -> 0.4, all trip rates are displayed in hexadecimal fractions, and as some fractions when written keep going forever (2/3 = 0.66666...), so basically 0x3ECCCCCD could also mean 0.39777777...8 (just an example), infinite numbers then the last number rounded up.
Hexadecimal fraction numbers are kind of hard to calculate. But I found this value on a site (Sorry, need to have more posts to post a link). I'll try to make a tool to calculate those.
 

Eeveecario

Smash Apprentice
Joined
Dec 2, 2014
Messages
198
Location
Tuxtla Gutiérrez, Chiapas
NNID
Eeveecario
I'll try my best, but I'll more then likely fail;
looks like it starts on frame 6 and ends on frame 14
the lower to higher motion of the hit boxes is caused by the fact they are attached to a bone, that bone is more then likely the leg or on the leg (that is if I remember U tilt correctly) The "bone" swings so as a result the hitboxes swing
an example of hitboxes swinging with a bone (melee ganon)
Thanks @ Furret Furret for the explanation, I get it that hitboxes are actually linked to "bones" (meaning the radius size of the circle and the XYZ placement), but as you said. I get it that spawn hitboxes on frame 6, but I'm confused if on frame 14 removes those hitboxes (meaning 8 active frames), OR AFTER 14 frame (then frame 20, 14 active frames) remove those hitboxes?
 
Joined
May 3, 2009
Messages
7,190
Maybe its something related to return to neutral position and be able to act again, like resetting the player.
BTW may I ask you something? Given this code (Lucario's Up-Tilt):
Code:
def game_5C():
    AsynchronousTimer_0D0(Frame=6.000000, )
    Hitbox_026(ID=0x0, GID=0x0, Bone=0x8, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x1, GID=0x0, Bone=0x9, Damage=5.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x2D, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    Hitbox_026(ID=0x2, GID=0x0, Bone=0xA, Damage=6.000000, Angle=0x60, KBG=0x6E, WKB=0x0, BKB=0x32, Size=3.000000, Z=3.000000, Y=0.000000, X=0.000000, Element=0x15, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x16, 0x3, 0x1, 0x6, )
    AsynchronousTimer_0D0(Frame=14.000000, )
    RemoveAllHitboxes_014()
    End_196()
Every Frame it calls, is after X frames to this? or on frame X to this? Because since its going from lower to higher, It got me confused... Thanks in advance
Hitboxes out (hit on): F6
Duration: F6-F13 (8F)
Hitboxes gone on: F14

What do you mean it goes from lower to higher?

Asynchronous timers do things ON their frames, synchronous timers do things AFTER their frames. Also try not to double post~
 
Last edited:

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
Location
MO
Thanks @ Furret Furret for the explanation, I get it that hitboxes are actually linked to "bones" (meaning the radius size of the circle and the XYZ placement), but as you said. I get it that spawn hitboxes on frame 6, but I'm confused if on frame 14 removes those hitboxes (meaning 8 active frames), OR AFTER 14 frame (then frame 20, 14 active frames) remove those hitboxes?
Oh I READ THE QUESTION WRONG oops
there's two types of timers
AsynchronousTimer - this happens after the exact amount of frames from the beginning of the specific file
SynchronousTimer - this says how long something is happening

as an example
AsynchronousTimer_0D0(Frame=6.000000, )
hitbox whatever
AsynchronousTimer_0D0(Frame=14.000000, )
RemoveAllHitboxes_014()

hitboxes are removed after 14 frames of the file being start and 14f-6f = 8f

AsynchronousTimer_0D0(Frame=6.000000, )
hitbox whatever
SynchronousTimer_0D0(Frame=8.000000, )
RemoveAllHitboxes_014()

hitboxes are removed after being active for 8f

Hitboxes out (hit on): F6
Duration: F6-F13 (8F)
Hitboxes gone on: F14

What do you mean it goes from lower to higher?

Asynchrinous timers do things ON their frames, synchronous timers do things AFTER their frames. Also try not to double post~
and here I JUST finished writing my explanation QQ
I also thought lower to higher was referring to the hitbox movement
 
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