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Post Characters you have ported to SA

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
http://shanemulliganphotography.blogsite.org:6111/~shane/NearGold/8-4-2009/

edit: Updated with throw data incorporated

Hitbox Ports (NOTE: ALL FRAME SPEED DATA IS STILL IN THE ENGINE):

-Bowser
-Captain Falcon
-Donkey Kong
-Diddy Kong
-Falco (Laser dmg nerf in projectiles still)
-Fox
-G&W
-Ganon
-Ike
-Jigglypuff
-Kirby
-Link
-Lucario
-Lucas
-Luigi
-Mario
-Metaknight (note: the fair two hitbox removals were not instated)
-Ness
-Peach
-Pikachu
-Pikmin
-Pit
-ROB
-Samus
-Sheik
-Snake
-Sonic
-Toon Link
-Wario
-Wolf
-Zelda

Remaining:
Marth
ICs
King Dedede
Pokemon Trainer
ZSS
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Super armor script is:
1E000200: 0-1,1-0 is SA on
1E000200: 0-0,1-0 is SA off

020A0100: 0-9. Super Armor (Yoshi Air Only)
1E000200: 0-1, 1-0 Super Armor (Wario)
1E000200: 0-3, 1-668A0 Super Armor (Snake)


Suspected (untested) values for total momentum cancel:
08000100: 0-5,
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
I've ported Toon Link with WIP YL dsmash.

Also Magus said the current PSA might have labeled KBG and BKB incorrectly. As seen with Marth's Usmash hb3, in the hitbox property mod, says 100 KBG and 0 BKB, while in PSA say 0 KBG and 100 BKB (all in decimal).
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
It is labelled incorrectly, I made sure to account for that
 

Magus420

Smash Master
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Dec 13, 2003
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Location
Close to Trenton, NJ Posts: 4,071
Modify Hitbox Damage?
06010200: 0-X, 0-Y

X - id of Offensive Collision being changed
Y - New damage

This is used on Luigi's u/b-airs to get strong and weak hits off of a single hitbox (explains why only 1 kind of hitbox was showing up for these attacks with the gather code).


Autocanceling:
Set Bit Variable: RA-Bit[30]=true
Clear Bit Variable: RA-Bit[30]=false


While this is set to true during the move you will get the attack's landing animation/lag. While false, you instead land normally/autocancel.


Here's an example using both of these functions:

Luigi B-Air



The move plays out as follows (60000 intervals = 1 frame):

Code:
[COLOR=#bab0ff][B]Frame 01:[/B] 
...........
[B]Frame 06:[/B] Timer: time=300000 intervals [COLOR=Gray](the following will be happening 5 frames after frame 1 which is frame 6)[/COLOR]
          Set Bit Variable: RA-Bit[30]=true [COLOR=Gray](attack landlag ON @ frame 6; ACs frames 1-5)[/COLOR]
          Offensive Collision: id=0, bone=10, damage=C, ...[COLOR=Gray](creates hitbox at id 0 that does 12 dmg)[/COLOR]
          Offensive Collision: id=1, bone=F, damage=C, ...[COLOR=Gray](creates hitbox at id 1 that does 12 dmg)[/COLOR]
          [COLOR=Gray]('Strong' Hitbox)[/COLOR]
[B]Frame 07:[/B] [COLOR=Gray]('Strong' Hitbox)[/COLOR]
[B]Frame 08:[/B] [COLOR=Gray]('Strong' Hitbox)[/COLOR]
[B]Frame 09:[/B] [COLOR=Gray]('Strong' Hitbox)[/COLOR]
[B]Frame 10:[/B] [COLOR=Gray]('Strong' Hitbox)[/COLOR]
[B]Frame 11:[/B] Timer: time=600000 [COLOR=Gray](10 frames after frame 1)[/COLOR]
          06010200: 0-0, 0-8 [COLOR=Gray](changes the damage of hitbox with id 0 to 8 dmg)[/COLOR]
          06010200: 0-1, 0-8 [COLOR=Gray](changes the damage of hitbox with id 1 to 8 dmg)[/COLOR]
          [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 12:[/B] [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 13:[/B] [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 14:[/B] [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 15:[/B] [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 16:[/B] [COLOR=Gray]('Weak' Hitbox)[/COLOR]
[B]Frame 17:[/B] Timer: time=960000 [COLOR=Gray](16 frames after frame 1)[/COLOR]
          Terminate Collisions: [COLOR=Gray](removes hitboxes)[/COLOR]
...........
[B]Frame 33:[/B] Timer: time=1920000 [COLOR=Gray](32 frames after frame 1)[/COLOR]
          Clear Bit Variable: RA-Bit[30]=false [COLOR=Gray](attack landlag OFF @ frame 33)[/COLOR]
...........
[B]Frame 37:[/B] Timer: time=2160000 [COLOR=Gray](36 frames after frame 1)[/COLOR]
          Allow Interrupt: [COLOR=Gray](move is now IASA-able)[/COLOR]
...........
[B]Frame 46:[/B] [COLOR=Gray](Last frame of animation)[/COLOR]
          [COLOR=Gray](ACs frames 33-46)[/COLOR]
[/COLOR]
Comparing it to the actual frame data for his b-air...

B-Air
Total: 46
Hit: 6-16 (Strong 6-10; Weak 11-16)
IASA: 37
Auto Cancel: <5 33>


...it matches up perfectly. =D
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Kk, ported over Sonic, Lucas, and Link.

There's a problem with Link though:

- Couldn't find zair subaction id and asked roughly everyone on the IRC. The zair hb2 mod is NOT ported.
- Dtilt spike at tip is ported over, except no sound effect change.

Also concern with Lucas:

- Dash Attack hitboxes A and B has BKB (mislabeled as KBG in program) with original BKB of: "0001003C"

I'm wondering if that 1 beforehand is a glitch or not, as I've seen it on glitchy moves such as TL's dsmash and fsmash, but also in a few other places too.

Is it really a glitch? What does it really do?

It pains me to say that I did not document such "glitch" when modifying Link and Sonic's hitboxes (although Sonic is only nair so lol). I may need to document those too in case removing them was indeed a bad thing.

So yes, atm I've removed it purposely even though the hitbox mod did not change the BKB. Someone who is familiar with Lucas (Shell) needs to see if it affects anything. Thanks.

Download Link

EDIT: Found Link's zair, edited:

Link .pac
 

Magus420

Smash Master
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Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
"Special Offensive Collision:" is what's used to make KBs not reversible like CF's sweetspot knee, Peach's f-air, Sheik's b-air, Zelda's neutral-B, etc. I was able to make Peach's f-air have reverse hits by changing it to a normal "Offensive Collision:". It erases all the values on it when you change its type though so you need to re-enter them when you do.
 

Magus420

Smash Master
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Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
- Dash Attack hitboxes A and B has BKB (mislabeled as KBG in program) with original BKB of: "0001003C"

I'm wondering if that 1 beforehand is a glitch or not, as I've seen it on glitchy moves such as TL's dsmash and fsmash, but also in a few other places too.

Is it really a glitch? What does it really do?

It pains me to say that I did not document such "glitch" when modifying Link and Sonic's hitboxes (although Sonic is only nair so lol). I may need to document those too in case removing them was indeed a bad thing.

So yes, atm I've removed it purposely even though the hitbox mod did not change the BKB. Someone who is familiar with Lucas (Shell) needs to see if it affects anything. Thanks.
I don't know what the extra numbers on BKB (labeled KBG in PSA) might indicate, but it would seem that those 1st 4 digits on KBG are used when creating set KB that is affected by weight (how moves naturally have set KB), as opposed to the way we've been applying it artificially through 0 KBG and all into BKB which ends up ignoring weight due to the way BKB works.

I believe the "Over 90,000 kb" values you thought were glitches on moves like TLink's 1st swings on d/f-smash are simply the mysterious KBG-based set KB values revealing themselves. Let's take a look at some of the full KBG values on natural set KB moves:

XXXXYYYY
XXXX - Value for KBG-based set KB
YYYY - Value for KBG, and modifier for KBG-based set KB

Toon Link
D-Smash (1st Hit):
00960064 - (150 Weight-Dependant SetKB; 100/1.00 modifier?)
00780064 - (120 Weight-Dependant SetKB; 100/1.00 modifier?)
00500064 - (80 Weight-Dependant SetKB; 100/1.00 modifier?)

F-Smash (1st Hit):
0028006E - (40 Weight-Dependant SetKB; 110/1.10 modifier?)
001E006E - (30 Weight-Dependant SetKB; 110/1.10 modifier?)


Luigi
Jab 1 (All 3 Hitboxes):
00140064 - (20 Weight-Dependant SetKB; 100/1.00 modifier?)

D-Taunt:
00B40064 - (180 Weight-Dependant SetKB; 100/1.00 modifier?)


I don't know exactly what the normal KBG value does (usually 100), but it seems to scale the previously hidden value, since the KBG reduction on Luigi's Jab 1 from 100->87 kept it as set KB but reduced the amount of it.

I'm going to take a guess and say that the 100 KBG 0 BKB often found on "hardcoded" set KB attacks probably ends up resulting in 100%/1.00x of the KB power specified by this newly uncovered value when included.



EDIT:

I think I figured out what the mystery hidden values on certain moves' BKB are for...

Shield Damage Modifier!? (untested =P)

Marth's neutral-B has a very high value there under BKB (all hits):
00280032

Jiggs' side-B:
00140034

DK's side-B:
001E0014


EDIT 2:

Throws

D-Throw begins at Sub Action 72. The 1st line should be the throw's stats:
Parameter 2: Damage
Parameter 3: Angle
Parameter 4: KBG
Parameter 6: BKB
Parameter 7: Element



Also...
The hitbox element flag is only the last 2 digits. Changing it to that entire thing droughboi listed will change lots of properties of the hitbox to whatever the original move was that flag set was copy/pasted from.

Element:
------YY

Important
The 2nd to last digit is SHARED with some other flag (possibly part of the SFX flag?), so the 1st digit will be combined with this other flag's digit. This other flag seems to always either be 0, 4, or 8

This other flag could look something like this:

(Part of SFX?):
------X-
or
-----XX-
or
----XXX-


So considering both of them, it could look like this:
------ZY
or
-----XZY
or
----XXZY

...with Z being the combined value of the 1st digit of the element and the last digit of that other flag. If the last 2 digits on the original flags are ------45, and the original element of the hitbox is Fire (05), then to make that instead have Darkness (13) the end of the flag would now be ------53, Normal Hit (00) would be ------40, Aura (15) ------55, etc. If it was originally Fire and the last 2 flag digits were ------85, Darkness would be ------93, Normal Hit ------80, Aura ------95.


This is an old elements list, but it seems to match what's used here as well for the one's I've seen:

YY
00 Hit
01 ?
02 Slash
03 Electric
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A ?
0B Impale
0C Stun
0E Flower
0F ? (gives hitstun to some moves that don't normally have any)
10 ?
11 Slash 2
12 Hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch


Again, don't overwrite the 2nd to last digit with the element's 1st digit. The 0 or 1 in the element is combined with the 2nd to last flag digit which is also shared with a different flag.

 

Magus420

Smash Master
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Dec 13, 2003
Messages
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Location
Close to Trenton, NJ Posts: 4,071
Moar discoveries:

SDI Potency Modifier:
This is labeled as "x rotate" in PSA. It has nothing to do with hitbox rotation however, and changes the size/length you get when you SDI the move. The default/average value is 60000. Zelda's kicks and Marth's f-smash tip have this as 0, and because of it you can not SDI them at all. Sheik's F-tilt has 30000, and has small SDI length, Zelda's linking hits of u-smash are 6000 (SDI is only really able to be seen here with frame advance because it's so small), and her f-smash is 30000.


Hitlag and Shield Hitlag Differential Modifier:
This is labeled as "y rotate" in PSA. Again though, it has nothing to do with hitbox rotation. The default/average here is 60000. Zelda's kicks and Marth's tipped f-smash have 90000, TLink's 2nd hit of f-smash has 120000, and Wolf's f-tilt 180000 as some examples.

I believe it also would be the cause of shield hitlag differential (difference in hitlag of the attacker/defender when it hits a shield). Sheik's f-tilt is 30000 (half of the default) so Sheik goes into half the normal hitlag when it connects. The shield however, uses the default value of 60000 so the defender is in hitlag for 2x as long as Sheik when blocking. The opposite is true for things like Marth's tipper hits which have a value above 60000 and has him be in hitlag longer than the opponent when blocked.


Tripping Rate Modifier:
This one is labeled as "z rotate" in PSA. The default/average is 0. Most of the main trip moves are in the 12000 to 24000 range. 100% trip rate is most likely a value of 60000. For a trip to occur, they need to not leave the ground from the KB, not be put into tumble, and get the random tripping chance to happen. I think moves that use a 0 or lower angle get some sort of bonus to this rate by default. I believe it can happen with any angle as long as the conditions are met.


169 Angle/Sakurai Angle:
This angle is comparable to a 40° angle on stronger KBs, but it seems to either not allow them to lift off the ground from a non-tumble hit or starts at a low angle and increases towards 40° as the KB increases. Either way, the angle allows them to remain grounded while a normal 30°-40° angle would lift them off the ground with the same amount of KB.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Kk, ported over Sonic, Lucas, and Link.

There's a problem with Link though:

- Couldn't find zair subaction id and asked roughly everyone on the IRC. The zair hb2 mod is NOT ported.
- Dtilt spike at tip is ported over, except no sound effect change.

Also concern with Lucas:

- Dash Attack hitboxes A and B has BKB (mislabeled as KBG in program) with original BKB of: "0001003C"

I'm wondering if that 1 beforehand is a glitch or not, as I've seen it on glitchy moves such as TL's dsmash and fsmash, but also in a few other places too.

Is it really a glitch? What does it really do?

It pains me to say that I did not document such "glitch" when modifying Link and Sonic's hitboxes (although Sonic is only nair so lol). I may need to document those too in case removing them was indeed a bad thing.

So yes, atm I've removed it purposely even though the hitbox mod did not change the BKB. Someone who is familiar with Lucas (Shell) needs to see if it affects anything. Thanks.

Download Link

EDIT: Found Link's zair, edited:

Link .pac
Viet, those values for the dash attack were stolen from one of Mario's jabs. I meant to refine them, but they worked just fine as a flub that pushed people away. I haven't looked at the .pac yet, but as long as this function is the same, the exact values aren't super important.

Also, I saw your Rope Snake mod. I'm intrigued.

And excellent work solving those mysteries, Magus.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
updated OP link with latest ports, will do more in morning
 

Magus420

Smash Master
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Messages
4,541
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Close to Trenton, NJ Posts: 4,071
http://www.mediafire.com/?k0zhzg0zhan

Luigi. I left 2 copies. The hitboxes on dash attack are under a sub routine, and I don't know if there could be bugs involved by using the double click workaround to be allowed to edit them (might be disabled normally for a good reason with the current version).

I might go through and archive the default .pac data on hitboxes and throws.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Luigi works with subroutine edit.

Updated OP with more ports.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
So, to change hitbox size, you simply take the existing number in PSA, and multiply it by the size mod you want?

Dtilt (first non-meteor hitboxes): orig. size: 259200 (decimal?)

259200 * 0.9 = 233280

*Also did 2nd non-meteor collision bubble separately.*

Or for the two *identical?* meteor hitboxes: After 1.2x adjustment:

172800 * 1.2 = 207360 ?

And Icarus Wings...:

Grounded & Air Start: 1380000 * 1.5 = 2070000

???

Check my math...if I'm even doing it right lol. It's not in hex, as PSA won't accept those values, so I assume it's either decimal or floating point. I went with decimal since it "felt" right. >_>

Other than size adjustments everything (includ. Dthrow) should be fine: http://www.mediafire.com/?5ztcm5jtimt

EDIT: Finished Pit. Redownload, ignore the WiP, it's pretty much done unless I forgot throws again or something lol. ;_;
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
We may need to revoke ROB's throws for the next build. (Just tossing this in here since ROB was already ported... and so were the throws...)
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Marth+ dgsdghetnedt

Code:
[COLOR=#bab0ff][FONT=Lucida Console][SIZE=2][COLOR=DeepSkyBlue][U][B]Marth[/B][/U][/COLOR][/SIZE]
[size=1]
Physics:
11897AC0

F-Air (Untipped Hit): [[COLOR="Gray"]1x Size[/COLOR]; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)°->40°]
 -Marth Fair; hb1: 7dmg from 10dmg, KBG 80 from 70, BKB 35 from 40; Angle flub at 40 from special angle 20

F-Air (Tipped Hit): [[COLOR="Gray"]1x Size[/COLOR]; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)°->70°]
-Marth Fair; hb2: 9dmg from 13dmg, KBG 87 from 80, BKB 35 from 40; Angle on sweetspot hit changed to 70 from special angle 20.

U-Air (Tipped Hit): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]13 Dmg[/COLOR]; 80->70 KBG; [COLOR="Gray"]40 BKB[/COLOR]; [COLOR="Gray"]90°[/COLOR]]
-Marth Uair; hb2: 70 growth from 80

B-Air (Untipped Hit): [[COLOR="Gray"]1x Size[/COLOR]; 11->9 Dmg; 85->60 KBG; [COLOR="Gray"]60 BKB[/COLOR]; (40)°->30°]
-Marth Bair; hb1: 9 damage from 11; 60 growth from 85; 30 angle from "special 40"

B-Air (Tipped Hit): [1.25x Size; 14->13 Dmg; 90->65 KBG; [COLOR="Gray"]60 BKB[/COLOR]; (40)°->30°]
-Marth Bair; hb2: 13 damage from 14; 65 growth from 90; 30 angle from "special 40"; 1.25x size

D-smash (1st slash, Hitbox 4): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]17 Dmg[/COLOR]; [COLOR="Gray"]80 KBG[/COLOR]; 70->90 BKB; [COLOR="Gray"]70°[/COLOR]]
-Marth Dsmash: tips 70 base -> 90 base

D-smash (2nd slash, Hitbox 4): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]16 Dmg[/COLOR]; [COLOR="Gray"]80 KBG[/COLOR]; 70->90 BKB; [COLOR="Gray"]75°[/COLOR]]
-Marth Dsmash: tips 70 base -> 90 base

D-Tilt (Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]9 Dmg[/COLOR]; [COLOR="Gray"]40 KBG[/COLOR]; [COLOR="Gray"]40 BKB[/COLOR]; 30->35°]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30  

D-Tilt (Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]8 Dmg[/COLOR]; [COLOR="Gray"]40 KBG[/COLOR]; [COLOR="Gray"]25 BKB[/COLOR]; 30->35°]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30 

D-Tilt (Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]8 Dmg[/COLOR]; [COLOR="Gray"]40 KBG[/COLOR]; [COLOR="Gray"]20 BKB[/COLOR]; 30->35°]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30 

D-Tilt (Hitbox D): [[COLOR="Gray"]1x Size[/COLOR]; [COLOR="Gray"]10 Dmg[/COLOR]; [COLOR="Gray"]40 KBG[/COLOR]; [COLOR="Gray"]50 BKB[/COLOR]; 30->35°]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30 

Side-B (1; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 25->33 KBG; 35->36 BKB; [COLOR="Gray"]88°[/COLOR]]
-Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).

Side-B (2; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 22->23 BKB; [COLOR="Gray"]75°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 30->40 KBG; 22->23 BKB;[COLOR="Gray"] 90°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 22->23 BKB; [COLOR="Gray"]40°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox D): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 22->23 BKB; [COLOR="Gray"]10°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 20->21 BKB; [COLOR="Gray"]70°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 30->40 KBG; 20->21 BKB; [COLOR="Gray"]80°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 20->21 BKB; [COLOR="Gray"]60°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox D): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 30->45 KBG; 20->21 BKB; [COLOR="Gray"]40°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; [COLOR="Gray"]100 KBG[/COLOR]; [COLOR="Gray"]0 BKB[/COLOR]; [COLOR="Gray"]30°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 5->4 Dmg; [COLOR="Gray"]100 KBG[/COLOR]; [COLOR="Gray"]0 BKB[/COLOR]; [COLOR="Gray"]30°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; [COLOR="Gray"]100 KBG[/COLOR]; [COLOR="Gray"]0 BKB[/COLOR]; [COLOR="Gray"]25°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox D): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; [COLOR="Gray"]100 KBG[/COLOR]; [COLOR="Gray"]0 BKB[/COLOR]; [COLOR="Gray"]20°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 60->80 KBG; 30->31 BKB; [COLOR="Gray"]60°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 5->4 Dmg; 60->75 KBG; 30->31 BKB; [COLOR="Gray"]60°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 60->80 KBG; 30->31 BKB; [COLOR="Gray"]50°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox D): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 60->80 KBG; 30->31 BKB; [COLOR="Gray"]30°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 80->106 KBG; 30->31 BKB; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 5->4 Dmg; 80->100 KBG; 30->31 BKB; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 4->3 Dmg; 80->106 KBG; 30->31 BKB; [COLOR="Gray"]270°[/COLOR]]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (4; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 6->4 Dmg; [COLOR="Gray"]125 KBG[/COLOR]; [COLOR="Gray"]50 BKB[/COLOR]; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 8->5 Dmg; [COLOR="Gray"]125 KBG[/COLOR]; [COLOR="Gray"]50 BKB[/COLOR]; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
 
Side-B (4-Up; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 6->4 Dmg; [COLOR="Gray"]130 KBG[/COLOR]; [COLOR="Gray"]60 BKB[/COLOR]; [COLOR="Gray"]80°[/COLOR]]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4-Up; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 8->5 Dmg; [COLOR="Gray"]130 KBG[/COLOR]; [COLOR="Gray"]60 BKB[/COLOR]; [COLOR="Gray"]80°[/COLOR]]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4-Down; Hitbox A): [[COLOR="Gray"]1x Size[/COLOR]; 2->1 Dmg; 40->80 KBG; 2->3 BKB; [COLOR="Gray"]80°[/COLOR]]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Side-B (4-Down; Hitbox B): [[COLOR="Gray"]1x Size[/COLOR]; 3->2 Dmg; 120->180 KBG; 60->61 BKB; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Side-B (4-Down; Hitbox C): [[COLOR="Gray"]1x Size[/COLOR]; 5->3 Dmg; [COLOR="Gray"]120 KBG[/COLOR]; [COLOR="Gray"]60 BKB[/COLOR]; [COLOR="Gray"](40)°[/COLOR]]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Throw mods:
Uthrow: [[COLOR="Gray"]4 Dmg[/COLOR]; 120->65 KBG; 60->80 BKB; [COLOR="Gray"]93°[/COLOR]]
(needs further retweaking, PROBABLY too good right now with or without CGs) 

Frame Speed:
U-Tilt: [1.500x Frame 15]
-Marth utilt 1.5x after frame 15
110F0028 3FC00000

Throws (all): [2.000x Frame 20]
-Marth throws 2.0x after frame 20
1114003C 40000000

Dancing Blade (all hits): [0.750x Frame 0)
-Side Special is at 3/4 speed
11000113 3F400000
[/SIZE][/FONT][/COLOR]
PSA changes:
(UNTESTED) Dolphin Slash invincibility only on frame 5

To do:
1) uthrow tweaking (more tweaking)
2) upB hitbox revamp
3) upB invinc remove (untested)

NEW LINK: http://www.mediafire.com/?5itycwn0ny0

Used PSA 0.2, and changed Aerial DS offsets on all Event Types to the new offsets PSA auto-gave to the modified grounded DS. Everything seems to work perfectly.

fufufufufufufufufufufu~
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Shanus, if you have already done so, redownload the Marth .pac from the new link I provided. I did a more professional fix on the DS issue.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Also, new TL .pac: http://www.mediafire.com/?zzmnnx2m3om

-Added back weight dependent KB back into Fsmash. Am considering lowering SDI potency on it. Allow or disallow? I ask because tipped fsmash is still troublesome.

-Still has YL dsmash. =X

With PSA giving me all these options to fix Fsmash, I may consider completely changing the approach to fixing it.

Also when I make a hitbox a Special Offensive Collision and c/p all the stats back onto it, it's not a hitbox anymore (at least not in-game). Any reason why? I tried doing it with 1st hit fsmash. o_O
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
someone mentioned in another thread that they thought it was discovered how to remove transcendant property through PSA (like on MK). it was decided not to put it on mk in brawl+, but how is it able to be done?
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I fixed some stuff for the Luigi .pac.

http://www.mediafire.com/?zzb5dgywjgd

I adjusted the nerf on Jab 1 based on up-b properly hitting on frame 7, and included the up-B change in the .pac with it. You can remove the following frame speed lines for up-B:

Up-B (Both): [0.500x Frame 6; 1.000x Frame 7]
08060114 3F800000
08050114 3F000000

I also reworked the grounded down-B change to use bone 0 instead of being tied directly to his hands/arms which go almost entirely into the back/foreground every other frame and can let them randomly pop out and escape to the side if the hitboxes end up refreshing on those frames.

 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Could you post a copy of the most recent BR changelist and SAPort .zip? The site's still being dumb and I don't want to be checking possibly outdated .pacs for mistakes while referencing an old changelist.

Edit: Nvm, site's working again now.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I ported the ALR for Dedede, Charizard, Squirtle, and Ivysaur into their .pacs. I also increased the near non-existent SDI multiplier on bullet seed slightly. This particular set also includes the TP yoyos. I could probably tweak hitlag/SDI on flamethrower (and firebreath on Bowser as well I imagine) as well if people want. Are the new directories I added in for these .pacs correct btw?

http://www.mediafire.com/?w2wie2afzmu

 
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