Zef
Smash Ace
the lack of jiggs floating around P:M is making me happy
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Yes please! I really don't know where the hitbox is.Seems I need to post dair's hitboxes since people think it isn't on the tail or something (wtf?)
New forums?NEW FORUMS.
bio *****.
Not at all! Spam Arrows too goot.Like that was two people and not the training mode glitch...
Posted in my Squirt data threadYes please! I really don't know where the hitbox is.
Lolz, sounds like Desk doing 2-man combos solo in SFxT with an arcade stick in each hand.I wish i had a controller with two sets of buttons on it so i could control two characters at once but separately unlike in that glitch. would be so baller to try doubles solo. And just imagine people having doubles-solo matches, that **** would be so hard. But fun.
should be called port save glitch or something... cause it works everywhere the game makes your port port 1...Like that was two people and not the training mode glitch...
When I was looking through the file myself, I see this:D-tilt hits on 5 from 9 and d-smash 12 from 18-19 or something.
You're right! It's not even readable!
You're right! It's not even readable!
In PSA, if it says Asynch Timer: 3 then that effectively happens at frame 4 in game. So what happens is the frame speed modifier makes the animations go twice as fast, moving the asynch timer from 8 (hitbox begins 9 in game) to 4 (5 in game)So I was about to start doing some frame data and hitbox stuff for Lucario when I ran into a problem.
When I was looking through the file myself, I see this:
AttackLw3
Subroutine SubRoutine30 in the SubRoutines list
Frame Speed Modifier: Multiplier=2x
Asynchronous Timer: frames=8
Offensive Collision: Id=0, Bone=LLegJ, Damage=6, ShieldDamage=0, Direction=80, BaseKnockback=35, WeightKnockback=0, KnockbackGrowth=100, Size=2.5, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39832C15
Offensive Collision: Id=1, Bone=LKneeJ, Damage=6, ShieldDamage=0, Direction=80, BaseKnockback=35, WeightKnockback=0, KnockbackGrowth=100, Size=2.5, Z Offset=0, Y Offset=-0.75, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39832C15
Offensive Collision: Id=2, Bone=LToeN, Damage=8, ShieldDamage=0, Direction=285, BaseKnockback=45, WeightKnockback=0, KnockbackGrowth=120, Size=4.25, Z Offset=0, Y Offset=-1, X Offset=2.5, TripRate=0%, HitlagMultiplier=x1.5, SDIMultiplier=x1, Flags=39812C95
Offensive Collision: Id=3, Bone=LToeN, Damage=6, ShieldDamage=0, Direction=80, BaseKnockback=35, WeightKnockback=0, KnockbackGrowth=100, Size=4.25, Z Offset=0, Y Offset=-1, X Offset=2.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39822C15
Asynchronous Timer: frames=15
Terminate Collisions
Frame Speed Modifier: Multiplier=0.8x
Asynchronous Timer: frames=29
Allow Interrupt
AttackLw4
Concurrent Infinite Loop (Type 9) @SubRoutine51 in the SubRoutines list
Frame Speed Modifier: Multiplier=1.7x
Asynchronous Timer: frames=17
Frame Speed Modifier: Multiplier=0.8x
Offensive Collision: Id=0, Bone=TopN, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=100, Size=3.75, Z Offset=0, Y Offset=6, X Offset=4, TripRate=0%, HitlagMultiplier=x1.15, SDIMultiplier=x1, Flags=39032C95
Offensive Collision: Id=1, Bone=TopN, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=100, Size=3.75, Z Offset=0, Y Offset=6, X Offset=-6, TripRate=0%, HitlagMultiplier=x1.15, SDIMultiplier=x1, Flags=39032C95
Offensive Collision: Id=2, Bone=TopN, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=100, Size=5, Z Offset=0, Y Offset=6, X Offset=11, TripRate=0%, HitlagMultiplier=x1.15, SDIMultiplier=x1, Flags=39032C95
Offensive Collision: Id=3, Bone=TopN, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=100, Size=5, Z Offset=0, Y Offset=6, X Offset=-13, TripRate=0%, HitlagMultiplier=x1.15, SDIMultiplier=x1, Flags=39032C95
Synchronous Timer: frames=4
Terminate Collisions
Asynchronous Timer: frames=48
Allow Interrupt
So going off of what I have known, the Asynchronous Timer at the start is how many frames of startup before the hitbox becomes active. Since they don't match the numbers magus provided, I assumed those frame speed modifiers effect it somehow. Going off of what I assume they mean, dtilt should have 4 frames of startup before the hitbox becomes active, and dsmash has 12.5 so I'm not really sure where to go from there.
Also the animations in brawlbox match the numbers without the frame speed modifiers so they play without taking those into account, which would effect me being able to make animated gifs of the hitboxes. Was curious if there was a way to fix that. I also ran into some weird anomalies where the hitboxes don't show up in brawlbox until a frame after it should. It was noticeable with Lucario's dtilt as he extended his foot but the hitbox not showing up until a frame after it should have. I was using brawlbox v0.67b
I'm probably misunderstanding some of the data so if anyone can clear that up, it'd help a lot.
Squirt data thread? Can I has linkPosted in my Squirt data thread
Squirt
Data
So I was correct on that part. The part I didn't understand was the dsmash data. It says:In PSA, if it says Asynch Timer: 3 then that effectively happens at frame 4 in game. So what happens is the frame speed modifier makes the animations go twice as fast, moving the asynch timer from 8 (hitbox begins 9 in game) to 4 (5 in game)