KayLo!
Smarter than your average wabbit.
I've had three people ask me for my list of formulas, so I'm just gonna post what I have here. Most of these are from Veril's thread, but I guess having everything in one spot is good.
I'll update this as I come across new ones!
Most were copypasted from their sources, but lemme know if any are incorrect.
Shield Health
Grab Duration
Weight-Dependent Throws
Damage-Based Stuff (Stun/Hitlag/Etc.)
Stuff That's Too **** Complicated, So I'm Linking to It Instead
Hope this helps!
I'll update this as I come across new ones!
Most were copypasted from their sources, but lemme know if any are incorrect.
Shield Health
Full shield = 177 frames
1% damage = -2.5 frames shield health
Note: Some moves (ex: Marth's neutral B) have shield damage multipliers.
1% damage = -2.5 frames shield health
Note: Some moves (ex: Marth's neutral B) have shield damage multipliers.
Grab Duration
Frames Held = 90 + (1.7 * Damage) - (8 * Inputs)
Note: Frames Held is the number of frames the victim stays in the grab.
Note 2: Damage is the percentage of the victim. Inputs is the number of inputs the victim performs; a c-stick input counts as two.
Note: Frames Held is the number of frames the victim stays in the grab.
Note 2: Damage is the percentage of the victim. Inputs is the number of inputs the victim performs; a c-stick input counts as two.
Weight-Dependent Throws
Animation progression speed multiplier is 100/Weight Modifier; therefore,
Adjusted Frame of Action = Normal Frame of Action * Weight Modifier/100, then round up to next frame
Adjusted Frame of Action = Normal Frame of Action * Weight Modifier/100, then round up to next frame
Damage-Based Stuff (Stun/Hitlag/Etc.)
Damage = Base Damage * Staleness Multiplier * Charge Multiplier * Aura Multiplier * Fatigue Multiplier
Note: Damage is read to the hundredths place.[COLLAPSE="Staleness Multiplier Formula"]
Note: If move is normal, E = 1; if move is electric, E = 1.5; other elements unknown
Note 2: Hitlag starts on the first frame of the hit.
Shield Stun = Damage/3
Note: If tenths place of result is 7 or less, round down. If tenths place of result is 8 or above, round up.
Shield Hitlag = Floor[(Damage/2.6 + 5)]
Shield Advantage = Hit Frame - End Frame + Shield Stun + Shield Hitlag - Hitlag
Victim Escape Frame on Block = Hit Frame + Shield Hitlag + Shield Stun
BKB-Induced Hitstun = BKB * .4
Note: Damage is read to the hundredths place.[COLLAPSE="Staleness Multiplier Formula"]
3.2 Stale Move Multiplier
The formula for the stale move multiplier is
This is explained below, including the definition of s.
In training mode, stale moves are not in play, so the value of this multiplier is exactly1. If the move is not affected by stale move decay, then the value of this multiplier is 1 even in versus mode. The following moves are not affected by stale move decay: Luigi's down taunt; DK's cargo throws; tether attacks; Zero Suit Samus's neutral air.
In versus mode, for moves affected by stale move decay, this factor is never 1. If a move is not in the stale move queue before being used, the value of this multiplier is exactly 1.05.
In versus mode, for moves affected by stale move decay, a move is placed in the stale move queue after it is used. The stale move queue contains nine entries, and each entry has a numerical weighting as depicted in the following diagram.
The left of the diagram represents the most recent move to be added to the queue, and the far right represents the oldest move to the added to the queue. Then we have
stale multiplier = 1 – s
where s is the sum of the values of the positions in the queue occupied by the move being used. For example, if the move being used occupies the .1 position, the .06 position, and the .03 position, then the stale multiplier is 1 - (0.1 + 0.06 + 0.03) = 0.81.
[/COLLAPSE][COLLAPSE=Charge Multiplier Formula]The following is a table containing all possible stale move combinations. There are 9 slots in the queue, totalling 512 possible combinations. 1 means the move occupies the slot, 0 means it does not. Slots to the left are the more recently performed moves.
[/COLLAPSE][COLLAPSE=Aura Multiplier Formula]3.3 Charge Multiplier
This is the formula for the charge multiplier
For partially charged smash attacks, the value will be somewhere between 1 and 1.4, but we were unable to determine the exact distribution experimentally; it is too difficult to test. However, we speculate that it follows the same distribution as the aura damage multiplier. We speculate that if you charge the smash 1/n of the way, the multiplier is the same as the aura damage multiplier for (170-75)/n+75 %.
[/COLLAPSE][COLLAPSE=Fatigue Multiplier Formula]3.4 Aura Multiplier
This is the formula for the aura multiplier:
where
In coin mode, each coin counts as a stock for the purpose of the stock multiplier.
The damage multiplier is in the interval [0.7, 1.4]. It is 0.7 for all damages <= 20% and 1.4 for all damages >= 170%. It is exactly 1 only when the damage is 75%. A very good approximation for the damage multiplier can be found by reading the value from this chart:
For example, the damage multiplier for 95% is 1.09.
This chart was created by using quintic interpolation between some exact values that we worked out.
[/COLLAPSE]Hitlag = Floor[(Damage/2.6 + 5) * HLM * E]3.5 Fatigue Multiplier
Not everything is known about this multiplier. However, it is 1 if the character is not a pokemon trainer pokemon. Otherwise, it is in the interval [0.7, 1] where 1 is fully unfatigued and 0.7 is fully fatigued. There is in fact a spectrum of fatigue levels and the multiplier can take on various values in between 0.7 and 1. The multiplier cannot take on every value in this interval, however. When the pokemon shows no signs of fatigue, the multiplier is 1.
Note: If move is normal, E = 1; if move is electric, E = 1.5; other elements unknown
Note 2: Hitlag starts on the first frame of the hit.
Shield Stun = Damage/3
Note: If tenths place of result is 7 or less, round down. If tenths place of result is 8 or above, round up.
Shield Hitlag = Floor[(Damage/2.6 + 5)]
Shield Advantage = Hit Frame - End Frame + Shield Stun + Shield Hitlag - Hitlag
Victim Escape Frame on Block = Hit Frame + Shield Hitlag + Shield Stun
BKB-Induced Hitstun = BKB * .4
Stuff That's Too **** Complicated, So I'm Linking to It Instead
Hitbubble size & distance, some disjoint stuff: http://www.smashboards.com/showthread.php?t=284389
Hope this helps!