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Official Frame/Hitbox Data Repository

EverAlert

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LOL oops I completely ignored the other half. Should be all good now. :)
 
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RABit 16 = if hit and button held OR if button press goto next jab in sequence
RABit 17 = if button held go to next jab in sequence (doesn't require hit or release and press to transition)
RABit 20 = as RA16 except transitions into the rapid jab
RABit 22 = if button press goto jabx1

that's how they work afaik


Not only did I already do the jab analysis but iirc I gave it to rPSI!

rPSI we should talk...... I guess tomorrow night cause that's the next time I'll be at all free. Microbiology and trying to get another jab are keeping me maaad busy.
Just to clarify what the bits mean...

RABit 16:
Bit is set on so and so frame, and if the opponent was hit and the button is held, Jab2 automatically starts. Or, bit is set on so and so frame after you jab but don't connect, and pressing the button again AFTER the frame the bit is set activates Jab2.

E.g. Jab1 has RABit 16 set on frame 8. If...

-opponent is hit on frame 3 and the button is held, as soon as frame 8 comes around the next jab is initiated

-or if button is pressed and released and jab misses, after frame 8, pressing the button again will start Jab2, but if you press the button again before frame 8, nothing happens.


RABit 17: Jabs like ZSSamus, Snake, Squirtle, etc. Bit is set on frame 1, and holding the button will repeat Jab1.

RABit 20: Like Falcon's jab.

RABit 22: idk.

Am I getting the general gist of it?

Also, slightly off topic, but I'd like to know: how does RABit 16 behave/affect aerials?

Edit: Sort of confused by ROB's Jab1...

Here's the OSA info

Code:
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x64, Base Knockback=0x46, Knockback Growth=0x4, Size=3.00x, Z Offset=-7.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0x2E0001, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x5, Size=4.00x, Z Offset=-2.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0x2E0002, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x14, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=-2.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0xA0003, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x1E, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39010400,

Asynchronous Timer - Frames=6.00x,
Terminate Collisions
Asynchronous Timer - Frames=9.00x,
Bit Variable Set - RA-Bit[16],
Asynchronous Timer - Frames=13.00x,
Asynchronous Timer - Frames=20.00x,
Allow Interrupt
ugh, I copied that by hand... clipboard dump did nothing:mad:

Anyhow, what I'm confused about is why ROB's Jab1 has 4 hitboxes, and what's up with the fourth. Does this have anything to do with how the top of Jab1 has minimal reverse KB and the inside has decent outward KB? Also, how would I record data for that?

Gad, I'm so sorry for being so incompetent with this. :< Please forgive me and help me out?
 

GimR

GimR, Co-Founder of VGBootCamp
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I guess I'll do Ness. I'll try to learn Brawl Box
 

Mr. Escalator

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I finished Ness a while back...

The only characters not claimed are Bowser, Pit, and Wolf. However, there are a couple of characters claimed that the owners haven't done anything with yet.

https://spreadsheets1.google.com/ccc?key=tr1fWAXWPMLDSY66j8Eymaw&hl=en#gid=0

There's the sign up sheet!

Edit: I fixed some Smashes on people's sheets (Mainly AA's). Furthermore, I reformatted AA's sheets to be more in line with the rest.
 
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I'm keeping my promise to do my characters that I signed up for, just a heads up.

Just so GIMR doesn't steal them.
 

EverAlert

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Hmm...

Just putting it out there, I'm gonna steal Marth if in a day if Bengals doesn't say he still wants to do it.
 

hotgarbage

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Just a heads up: I signed up for Bowser and got it about half done but my availability in the coming week and a half may be very sketchy, so if someone wants to complete it just sign your name alongside mine in the sign-up sheet or whatever and have at it.
 

GimR

GimR, Co-Founder of VGBootCamp
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Well it looks like every character is taken.


BTW, although DK is invincible frames 4-6 of his aerial up-B

I think his arms and maybe part of his torso are invincible a few frames after that.

I was trying to F-tilt him with MK and it went through his arms on frames 7 and 8. I have to get really close in order for it to hit.
 

Yikarur

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I would do Yoshi because I have a lot data collected of him but he is taken already D:
 

hotgarbage

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Is it necessary to follow the sign-up sheet to a T? I'd say if you're available to get data just start filling stuff in lol.
 

Mr. Escalator

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BTW, although DK is invincible frames 4-6 of his aerial up-B

I think his arms and maybe part of his torso are invincible a few frames after that.
You would be correct, sir. A quick look shows that the aerial version of his UpB is not only invincible 4-6, but also has bones 0x2c and 0x14 invincible for frames 12-44. The grounded version only has HA, no IBCs.
 

GimR

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You would be correct, sir. A quick look shows that the aerial version of his UpB is not only invincible 4-6, but also has bones 0x2c and 0x14 invincible for frames 12-44. The grounded version only has HA, no IBCs.
I'm guessing 0x2c and Ox14 are his arms or something? :chuckle:
 

rPSIvysaur

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Just to clarify what the bits mean...

RABit 16:
Bit is set on so and so frame, and if the opponent was hit and the button is held, Jab2 automatically starts. Or, bit is set on so and so frame after you jab but don't connect, and pressing the button again AFTER the frame the bit is set activates Jab2.

E.g. Jab1 has RABit 16 set on frame 8. If...

-opponent is hit on frame 3 and the button is held, as soon as frame 8 comes around the next jab is initiated

-or if button is pressed and released and jab misses, after frame 8, pressing the button again will start Jab2, but if you press the button again before frame 8, nothing happens.


RABit 17: Jabs like ZSSamus, Snake, Squirtle, etc. Bit is set on frame 1, and holding the button will repeat Jab1.

RABit 20: Like Falcon's jab.

RABit 22: idk.

Am I getting the general gist of it?

Also, slightly off topic, but I'd like to know: how does RABit 16 behave/affect aerials?

Edit: Sort of confused by ROB's Jab1...

Here's the OSA info

Code:
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x64, Base Knockback=0x46, Knockback Growth=0x4, Size=3.00x, Z Offset=-7.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0x2E0001, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x5, Size=4.00x, Z Offset=-2.00x, Y Offset=0.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0x2E0002, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x14, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=-2.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030400,

Offensive Collision - Bone/ID=0xA0003, Damage=0x3, Trajectory=0x169, Base Knockback=0x46, Knockback Growth=0x1E, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39010400,

Asynchronous Timer - Frames=6.00x,
Terminate Collisions
Asynchronous Timer - Frames=9.00x,
Bit Variable Set - RA-Bit[16],
Asynchronous Timer - Frames=13.00x,
Asynchronous Timer - Frames=20.00x,
Allow Interrupt
ugh, I copied that by hand... clipboard dump did nothing:mad:

Anyhow, what I'm confused about is why ROB's Jab1 has 4 hitboxes, and what's up with the fourth. Does this have anything to do with how the top of Jab1 has minimal reverse KB and the inside has decent outward KB? Also, how would I record data for that?

Gad, I'm so sorry for being so incompetent with this. :< Please forgive me and help me out?
I believe that you have your bits correct.
For frame data, we don't need the actual data on the hitboxes. And the reverse hit thing just deals with where the opponent is hit in relation to where ROB is. http://i261.photobucket.com/albums/ii50/mapler227/al_091112_1916.jpg Those are where the hitboxes are BTW.
 

GimR

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Was this already discovered or did you only look at it because I said something?
 
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I believe that you have your bits correct.
For frame data, we don't need the actual data on the hitboxes. And the reverse hit thing just deals with where the opponent is hit in relation to where ROB is. http://i261.photobucket.com/albums/ii50/mapler227/al_091112_1916.jpg Those are where the hitboxes are BTW.
Ok, so the way I'm reading the data is hitbox out on frame 2, hitbox end on frame 6, bit set on frame 9, allow interrupt on frame 13, and animation end on frame 20.

Right?
 
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Well, I've read it, and I just read it again...

[F1][F2][F3][F4][F5][F6][F7][F8][F9][F10][F11][F12][F13][F14][F15][F16][F17][F18][F19][F20]

Pink=Startup frames
Red=Active hitbox frames
Dark red=the rest
Blue=Bit set
Green=Allow Interrupt

This time I'm pretty sure I got the hitbox stuff right, but I'm not so sure about the bit and AI stuff. I'm assuming the two asynchronous with F13 and F20 are AI intervals?
 

Mr. Escalator

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We are checking for invincibility/IBC, GIMR. We haven't reached specials yet, though, which is why we didn't know about the IBC on DK's UpSpecial.
 

KayLo!

Smarter than your average wabbit.
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Thank god nobody cares about Zelda.

I finished almost all of her stuff, just been too lazy/busy to fill it in. x.x

A.k.a. if anybody fills it in before me, I will personally rip your head from your body.
 

GimR

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I honestly can't wait to see invincibility on moves :D


are falcos legs still invincible during charge on D-smash like in Melee?
 

EverAlert

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Kinda late on account of pseudo-business, but Marth's done. Someone check it over plz?

Can't do any more right now cause I need SLEEP and tomorrow I'm leaving for an oos tourney, but I'll do MK on monday if nobody has by then.
 

Yikarur

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I need help with Smash Data in OSA D:
how is that read? Do I need to figure out how long the start-up until the charge loop is first? because there is only the data for charge release until end.
I have filled out the gaps myself because my "through frame advance done frame data" is so perfect! (overstatement! but I worked over a half year on it v__v) but I want to be able to read the data out of OSA.

oh and how do I write down IBC?
 

Luxor

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Frame data threads o.0
...Well, since we're doing the precharge and the postcharge separately as per rPSI's convention, you can't really just fill it in with frame advance data. Use the postcharge (SmashS4S or whatever) and fill out all the slots as if it was comlpletely normal. Then you have to open Brawlbox, open the right files, get the precharge duration, subtract one, and call it the charge timing.
I can fo over Yoshi's if you want.
 

Yikarur

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If it isn't any trouble for you then do it.

what is "Jab Flow" ?

and why does Yoshi have a "damage column" but other chars not? D:
Is the Yoshi one a newer version of the sheet?
 

T-block

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I'm looking at Jigglypuff's data atm

EDIT: nvm i'm dumb they're hitbox changes

Okay I think I'm done Jigglypuff, except for some Modify Bone Collision thing on her d-smash I'm not sure about. I'd appreciate it if someone could check over her d-air. I kinda just looked at Squirtle's d-air and data and followed what was done there. FAF and Autocancel (after) should definitely be checked.
 

Luxor

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@Yika: Every character has a damage column. Jab Flow is the first frame where you can transition from one jab to the next jab in sequence, but in reality it isn't the most descriptive or accurate term to describe jab mechanics since they get pretty complicated. I filled that in for you anyway, along with all the IBC's using I think it was AA's format, the autocancels and durations that were missing, and I normalized the smashes.Yoshi's done except for damage and all that "yellow-colored" stuff.

@T-block: Yep, that was IBC. Text dump.

Modify Bone Collision - Bone=0x3B, Collision State=0x2,
Modify Bone Collision - Bone=0x32, Collision State=0x2,

All it says is make bones 3B and 32 invincible (collision state 0 is normal, 1 is "invincible" and means invincible like when you respawn, meaning you create hitlag when you are hit IIRC, and 2 is "intangible" or what we call invincibility. Or something like that). I filled it in for you there.
I got all the same numbers for her Dair as you did.
 

Yikarur

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ah, charge timing is pre charge? charge timing is absolut inaccurate term for that D:
Is JabFlow 8 for Yoshi really ok? the first frame of Jab2 is in frame 9.

Damage is base damage right? (stupid question, what else? xD)

mh the sheet changed, I was able to scroll and the Title of the colimn (Jab, Fsmash) scrolled with me, that's no longer the case but that was so perfect D:

and I can't edit the sheet anymore, I wanted to add the damage now :(
 

Luxor

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Yika, Jab Flow is based off when the bit is set, not when the hitbox comes out. Jab2 comes out in 2 frames IIRC, so the hitbox comes out frame 9 but frame 8 is the first actual frame of Jab2.
 

Yikarur

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Jab2 hits on frame 3, the first frame of Jab2 is on frame 9 and hits in frame 11.
 

EverAlert

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Really late, but, MK done. >.>

MK has surprisingly crappy FAF on a lot of his moves.

What does RA Bit 25 during the jab loop do?
 
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