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Official Frame/Hitbox Data Repository

hotgarbage

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Well Peach is nearly done, I'll finish the rest tomorrow. Mr. Escalator was kind enough to help me get a hold of OSA2 and google docs, which was a huge help and really sped up the process (granted it probably would have gone faster had I more carefully read the OP :p).

...Perhaps it would be a good idea to set something up where experienced members tag along with new ones on their first run through these programs? (or at least be available for questions?) Eh, just a thought.

EDIT: Peach done
 

Luxor

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Frame data threads o.0
That's weird, since Falcon has a frame 3 jab, not frame 4.

And is that 21 frames including hitlag? Sorry, but it's hard for me to break down what you're saying in words into actual inputs and events.
00 input jab3
06 jab3 hits (according to your frame advance and PSA)
hitlag? did you do this on an opponent?
12 RA Bit-16
27 input jab1
30 jab1 occurs as per PSA
31 jab1 occurs as per frame advance?
33 jab3 IASA nonflow

That's what I'm getting from what you're saying, but I feel like I'm missing something. Could I ask you to format it like this or something? I can't follow Q.Q
 

A2ZOMG

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Yeah honestly I can't follow it myself.

I'm just pressing buttons and counting frames. =/

And the number of frames I needed to delay pressing the A button didn't change regardless of how much damage (which is correlated to hitlag right?) my opponent took.
 

Yikarur

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A2ZOMG I can follow you.

"Releasing the A button for 21 frames after Jab3 causes you to cancel into Jab1 if you press the A button again"

if CF rapid jabs and you release the a button it lasts 21 frames to go in the IASA frames of "Rapid Jab End"

"Releasing the A button for 18 frames after Jab2 and pressing the A button again here causes Falcon to do a Jab3 that is immediately canceled into Jab1 (time between hits is 15 frames, Jabs were stale after testing)"

If you delay the Jab3 input so far that the animation of Jab2 is actually finished CF doesn't go into rapid jab but CF does only the "kick" before the rapid jab of Jab3 and then goes back to normal state which he then followed up by Jab1.


I'm not so good with OSA yet so I can't translate that into that language yet but I hope I clarified what he meant.
 
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Sooooo...Who's left?

@rPSI

Seriously?

The Smash Lab is no place for image macros.

Anyhow, rPSI I FICKING SWEAR I'm going to get started on ROB tomorrow. I swear. I mean, it's Friday, not much to do, etc. Also, I got remotivated after going through some old notes I did for some of ROB's jab stuff. That, and I'm set to getting tumble %. I want to get **** done already.
 

Luxor

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We are, you can do them in OSA and double check in frame advance, and we haven't set when. I finally figured out mostly how to read specials, so I'm ready to go :)
 
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wut.

Jkjk, but I'mma try to finish a majority of Zelda's data tomorrow. I double check everything in frame advance (OCD ftl), so it takes me a little while longer...... ;;

Again, though: when/how/are we doing specials? Just curious.
Yeah, I have a... backwards life. :p

I do most of my errands/meetings/etc. on weekdays and then laze around and sleep in on weekends lol.

But yeah, I've also been wanting to make a formula relating Gyro charge time with per cent dealt... but meh. School's when I step it up.
 

KayLo!

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That sounds pretty normal, but Friday/Saturday usually = days to go out and party and stuff. :p
 

hotgarbage

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So talking to rPSI last night it looks like the FAF and Hitframe(s) fields for smash attacks ARE NOT supposed to include charge time. So for instance Peach's fsmash becomes Hitframe: 6 instead of Hitframe: 15


I'm posting this here because it looks like only the Wario and Lucas sheets did this.

So I guess everyone needs to go back and change things???? Though now that I think about it I do prefer including the charge timing simply because it's closer the the end product we're going to present to the community, but it's a very trivial thing so it doesn't really matter blah blah.
 

Luxor

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Earlier the same day he seemed like he was fine with the current convention of adding BBox precharge -1 + PSA hitframe. rPSI where you at?
 

KayLo!

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I'm not entirely sure what you mean anyway by including charge time......

I just did an uncharged smash and wrote down when the hitbox first came out. Is that the wrong or the right way?
 

rPSIvysaur

[ɑɹsaɪ]
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Not including the precharge. Use the subaction from OSA2, not the entire action (which includes precharge)
 

KayLo!

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Isn't the normal way (including precharge I guess) more useful?

Since..... nobody's ever gonna see a smash without it, lol. I don't see the point in recording it the new way..... guess I need to be enlightened.
 

rPSIvysaur

[ɑɹsaɪ]
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Uniformity for the most part. And for minor correctness. Because of charge duration (some smashes may end up with 1 or 2 charge frames b/c of how small the precharge is and the person may hold it longer. It's generally incorrect to add the frames when there is a variable amount of frames in between the start and the actual attack.
 

KayLo!

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I think I'm missing something. I'll just let someone else fix my data later and keep doing it how I've been doing it, lol.
 

KayLo!

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I just don't get what we're removing from the old data. :dizzy:

For example: Zelda's dsmash comes out on frame 4 uncharged. What would be the "new" way to record that? 4 frames is as short as it gets afaik.
 

KayLo!

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Lol, I'm just trying to understand. I don't really care how it's recorded..... if the new way makes you happy, go for it.

But isn't an uncharged smash a smash that doesn't have a precharge? Because it's..... uncharged. I guess what I'm asking is what "precharge" is in the first place.

.....I'm an old school frame data person, all this newfangled **** has me confused.
 

rPSIvysaur

[ɑɹsaɪ]
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Okay here is the Breakdown of how a smash works

When you input the smash, there are a mandatory set of frames these are called precharge. If you're visual it goes like this:
Precharge

Then after that, the player has an option to be able to charge his attack, this leads to damage scaling and what not. Visually:
Precharge>Charge

Then after you release the charge, you have the release. This is also mandatory. If you're doing the smash fastest as possible, then you only have Precharge and Release. Visually this is:
Precharge>Charge>Release.

In the spreadsheet, I want just the Release data to be put down for the FAF and hitbox timing info, because the Precharge is already being recorded elsewhere.
 

KayLo!

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OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Jkjk, but I do get it now. Thanks. :p I didn't even know precharge existed...... I thought it went charge (or no charge) > release.

Still don't see the point of recording it the new way, but if that's how you want it, I'll do it that way from now on.
 

Luxor

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I guess it shows how fast you can release a hitbox from a charge while still showing the typical 0 charge smash data in as few entries as possible. It's efficient even if it's not convenient, but w/e. Adding numbers isn't that hard.
 

EverAlert

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ICs are done. It's not online yet because my internet connection's been slow lately (aussie download limits yay) and that screws with ajax-y things like google docs, but I have it saved to an excel file on my computer.

Anyway. A few things.

1. What's the difference between jab flow and jab loop? I noted down the RA-Bits but I didn't really know what to do with them since the naming seemed so ambiguous and it's not explained in the OP. Halp? (For the record, there is a bit-16 and a bit-17 on their jab1, and a bit-16 on their jab2, same for both climbers.)

2. I left the Damage, HLM and Electric fields blank since I wasn't 100% sure how you wanted it formatted (or in the case of HLM, what it even was). I'd actually like to do this if possible, instructions plz?

3. Are we going to do things like ledge attacks, prone attacks, pummels, etc.? I can understand not doing specials since they're pretty trippy but these don't seem that abnormal?

Blegh, anyway, I'll try paste it into google docs if it's urgent, otherwise I'll do it in 2 days when my connection is fast again.
 

rPSIvysaur

[ɑɹsaɪ]
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1. What's the difference between jab flow and jab loop? I noted down the RA-Bits but I didn't really know what to do with them since the naming seemed so ambiguous and it's not explained in the OP. Halp? (For the record, there is a bit-16 and a bit-17 on their jab1, and a bit-16 on their jab2, same for both climbers.)
I believe that Veril made a post about this somewhere in this thread.

2. I left the Damage, HLM and Electric fields blank since I wasn't 100% sure how you wanted it formatted (or in the case of HLM, what it even was). I'd actually like to do this if possible, instructions plz?
Damage would be the damage that the last hit (hit, not hitbox change) does. HLM is the hitlag multiplier, that you just record the number (it's usually 1.0 but in cases like marth a lot are .7 or 1.3 or something like that. And electric is a simple yes or no. (electric is something like Lucas' n-air where normal is something like IC's jab.

3. Are we going to do things like ledge attacks, prone attacks, pummels, etc.? I can understand not doing specials since they're pretty trippy but these don't seem that abnormal?
Those come in after we get the standard attacks done.

I don't mind waiting a couple days for the download limit thing or w/e.
 

EverAlert

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I did see Veril posting something like that (explaining what each of the bits meant), it didn't tell me what the flow and loop themselves were though. But as a guess: flow being the frame it goes to the next jab animation (when holding or tapping though?), and loop being when it returns to the start of the rapidjab?

With damage, what if each bubble on the last hit has different damages (same with HLM)? Also, I already know none of ICs attacks are electric so that is easy, but for future reference is there a way I can tell this by looking at OSA2/PSA?
 

rPSIvysaur

[ɑɹsaɪ]
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See some of the ones I did if you want to do the different Damages/HLM.

You can tell in OSA2 by the flags, but you have to remember them xP
 

Mr. Escalator

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I've finished Mario.
Also, I deleted empty IBC/Invincibility columns that were blank in all the pages using my format. No point of having a blank column. That's a heads up for HotGarbage and Luxor (only his Luigi page lol).

I have left Jab Loops/Flows alone on all of my stuff. HLM/Damage/Electric are in the same boat.

If anyone needs helping finishing up theirs, I should be on the spreadsheet tomorrow, to help us finish up the basics. I left Bowser in case someone hasn't done one yet, so they can learn before we move onto the harder stuff to gather.
 

Luxor

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I was going to clean up my pages when/if we established more conventions on damage, jabs, etc. which we kind of already did. I'd personally like to see more extensive damage data; maybe when we do full hitbox data, eh?

Oh, Fox/Luigi/Falcon/Ganon/Link all done. Ganon's sheet is so small :(
 

EverAlert

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Ice Climbers done and pasted in.

Anyone doing Marth? I haven't seen BengalsRZ post here in ages...
 

EverAlert

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FFFFUUUU....

Edit: Fixed, you'll just have to ignore the quotes I guess.
 
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