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MasterCore2 Frame Pacman Data (1.04)

dragontamer

Smash Ace
Joined
Mar 29, 2008
Messages
514
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dragontamer5788
opensa.dantarion.com/s4/mastercore2/index.php?char=pacman&mode=view104

MasterCore2 is basically the game scripts hacked out into readable form. It is a very raw set of data however, and I definitely don't trust it 100% yet. There are tons of unknowns. For example, 1.03 -> 1.04 show no changes to PacMan's up-smash, when in fact it clearly has much more cooldown in 1.04 compared to 1.03.

Nonetheless, this gives us a starting point to research Pacman's frame data.

Startup -- The first "AsynchronousTimer" value. I'm assuming that "Startup4" means that the first frame of the attack is active on "frame 5". (But I don't know. Research please???)

Active -- The number of active frames. For example, Jab1 has AsyncTimer(4) / AsyncTimer(7).

Startup2 / Active2 -- Some attacks (such as all of Pac-Man's hitboxes) have multiple strikes. Startup2/Active2, Startup3/Active3 describes the strikes.

Cooldown -- I don't know :-(. If anyone knows how to calculate cooldown, please post. The original guides on this data don't say anything. http://smashboards.com/threads/project-community-hitbox-datamining.378853/

Knockback -- Knockback is clearly composed of multiple values. According to the guide, it is composed of KBG, WKB, and BKB. However, upon testing, it is clear that the guide is flat-out wrong... and some things are not well understood at all. My testing indicates that "BKB" is the primary component of Knockback in the MasterCore2 data... at least currently. (It seems like BKB is mislabled, it really indicates KBG).

In any case, all KB values are going to be reported as (KBG, BKB). (WKB doesn't seem to be set for most of PacMan's attacks)

When BKB is 0, it is impossible for that attack to KO. For example, the Jab1 and Jab2, as well as the first three hits of down-air can never KO... even at 999%. Furthermore, 0BKB makes those attacks extremely consistent. Compared to say Robin who's Jab stops comboing into itself at high-percentages (to due higher KB), Pacman's Jab1 and Jab2 can hitconfirm all the time.

Furthermore, it appears damage is multiplied with the (true) KBG value for the actual killing potential of a move. The "weakspot" hits on the Smash Attacks make this clear. Despite higher KB values, they don't hit as hard because the %dmg is much lower.

Angle -- Most angles seem to be in degrees. Most importantly, the angle 100% affects the hydrant at that angle. However, a number of angles are reported as "361". This appears to be a launch at 45 degrees, but it is probably more complicated than that. Note that Nair's sweetspot is 361, and I have seen (very very rarely) Nair spike. I will report these strange angles as 361, as the scrips do.

Jab1 -- Startup 4, Active 3. 3% Dmg. Angle: 80 KB: (100, 0)
Jab2 -- Startup 4, Active 3. 3% Dmg. Angle: 80 KB: (100, 0)
Jab3 -- Startup 4, Active 4, 4% Dmg. Angle: "361" KB: (106, 45)

Dash -- Startup 10, Active 2 (8) 2 (8) 1. Dmg: 2% / 2% / 5%. Angle: 12 / 12 / 60. KB: (15,45) / (15, 45) / (60, 100)

With the 8-frame holes, the majority of the cast (with 7-frame grabs) can grab us if they shield any of the hits.

FTilt -- Startup: 5, Active 3, Dmg: 8%, Angle: "361", KB: (100, 20)
UTilt -- Startup: 7, Active 4, Dmg: 7%, Angle: 96, KB: (100, 50)
DTilt -- Startup: 7, Active 3, Dmg: 6%, Angle: 45, KB: (80, 50)

Nair -- Startup: 3, Active 3 / 4 / 10, Dmg: 10% / 6% / 3%, Angle: "361".
KB1 (100, 20)
KB2 (90, 13)
KB3 (90, 13)

Fair -- Startup: 5, Active 4, Dmg: 5.3%, Angle: "361", KB (90, 7)

Bair -- Startup: 9, Active 3 / 5, Dmg1 11.8%, Dmg2 7%, Angle: "361", KB1 (98, 10). KB2 (90, 7)

Uair -- Startup: 11, Active 8, Dmg1 10%, Angle: 70, KB1 (100, 13)

Dair -- Startup: 6, Active 2 (8) 2 (8) 2 (8) 2.
Dmg1 / Dmg2 / Dmg3: 1.5%, KB (100, 0)
Dmg4: 6%, KB4 (90, 80)

Grab: Startup: Startup: 12 Active: 3 (7) 3 (7) 8.

Most characters have a 7-frame grab. 12-frames is pretty slow. But with three active hitboxes after-the-fact (one of which is 8-frames long), this grab is definitely meaty as all hell

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Smash Attacks

It should be noted that all "Smash" attacks have a point where you can "hold" them. I name this the "Charge Point". However, this "charge point" is still somewhat theoretical, but it seems to be related to "unk_170(0x1B, 0x2100,)".

I'll report this value as the "Charge Point" of smash attacks. But if any of these seem wrong, please let me know! There is a lot of guesswork in these values.

FSmash -- Charge Point: 6, Startup: 18, Active: 3 / 11, Dmg1: 16%/15%, Dmg2: 9%, Angle: "361", KB1 (97, 25), KB2 (100, 25)

There are multiple hitboxes that appear at different times. The "sweetspot" Hitbox deals either 16% or 15%. The later "weak" hitbox only deals 9%.

Usmash -- Charge Point: 7, Startup: 13, Active: 1 (2) 3 / 8,
Dmg1: 3% Angle1: 115, KB1 (20, 95)
Dmg2: 14% Angle2: 83, KB2 (95, 32)
Dmg3: 8% Angle3: 83, KB3 (90, 32)

Strike 1 and Strike 2 have a two frame-gap between them. Strike3 seems to be the weak but meaty hitbox.

DSmash -- Charge Point: 3, Startup: 18, Active: 3 / 8
Dmg1: 13%, Angle1: 29, KB1 (84, 30)
Dmg2: 8%, Angle2: 45, KB2 (90, 40)

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dragontamer

Smash Ace
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Mar 29, 2008
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dragontamer5788
So fsmash has a beginning hitbox that's faster than dtilt? That's hard to believe!
No, it doesn't. I screwed up my terminology.

In essence, the "hold" time I'm theoretically assigning to frame 6. So FSmash can be "held" at frame 6. I'll go note that now in the frame data.

So FSmash either has 18 frames of startup (from neutral) or 12 frames (after letting go). Thats why I list two "Startup" values. I just forgot to discuss this. Apologies.

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EDIT: I have changed how I report the values for Smash Attacks. This new time is called "Charge Point" instead of Startup. If anyone has a better name, I'm all ears.
 
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dragontamer

Smash Ace
Joined
Mar 29, 2008
Messages
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dragontamer5788
We're not the only one with 3-frame NAIR though. Pikachu, Mario, Luigi and Falco (probably others).

Mario, Luigi, and Falco's are meatier with longer hitboxes. However, Pacman's Nair can KO offscreen pretty nicely if you get the sweetspot. I'd think that Mario / Luigi and Falco's are easier to use though. (quick-falling with fast Nairs is nice... but Pacman's Nair is somewhat suboptimal for that compared to the other chars)

That said, a 3-frame killing-NAIR is pretty damn nice. Its definitely the cornerstone of our offstage combat. Definitely gotta get that sweetspot each time...

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EDIT: Little Mac has a 1-frame jab and a 2-frame Nair. o.O
 
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