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Smash Wii U [Sm4sh Mods] (Unofficial) Patch 1.1.7: The Fan Patch [Discontinued. See Updated Thread for details]

Frihetsanka

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So, I decided to check which characters have been discussed. Turns out we've already discussed most characters!

What we haven't discussed (unless I missed it): Most top tiers (shouldn't discuss them at this point in time anyway), Bowser Jr, Mega Man, Greninja, Pikachu, and Villager.

Bowser Jr.: Should definitely get some buffs. He's a low tier character who I'm surprised we haven't talked about at all.

Mega Man: He's starting to get some good results, so I don't think he's a priority to buff. He's probably somewhere in the "high-mid tier" range, which means that any buffs should be rather small, and preferably to give him more good options.

Greninja, Pikachu, and Villager: They're ranging from high-mid tier to high tier and thus won't need many or any buffs at all.

So... That's pretty good! We've discussed most relevant characters already, although not Bowser Jr.
 

Yoshister

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Bowser Jr.: Should definitely get some buffs. He's a low tier character who I'm surprised we haven't talked about at all.
Me and Furret have been discussing fixing Bowser Jr.'s multihits.
I don't know exactly what changes he made, but he's fixed everything besides his rapid jab.
 

anas abou

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pikachu changes :

LANDING LAG REDUCTION

n-air landing-lag 25 > 18
b-air landing-lag 30 > 22
u-air landing lag 24 > 18
d-air landing lag 40 > 30

these might seem like too much at first, but since pikachu relies on autocanceling anyway it's more of a quality of life buff than anything.

DAMAGE BUFFS

early dash attack damage 10 > 12
late dash attack damage 6 > 8
u-air damage 5/5/4 > 6/6/5

dash attack damage increased so it kills earlier and is safer on shield, u-air damage so juggling is more rewarding, that's all he really needs to be borderline top tier.
 
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Mario & Sonic Guy

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I wish that it wasn't so hard to modify script data, because when I looked as Palutena's script data, I had absolutely no idea on what to modify for a lot of her animations. How can one improve her attacks if you're literally blind as to what you're dealing with?
 

Halcy0n

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Remove the sour spot on ike fsmash. Why does it have one?
 
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Yoshister

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I wish that it wasn't so hard to modify script data, because when I looked as Palutena's script data, I had absolutely no idea on what to modify for a lot of her animations. How can one improve her attacks if you're literally blind as to what you're dealing with?
It's not difficult.

You just have to know what you're doing.

Here's a diagram showcasing the most important values (I'm viewing her Up smash hitbox data in AnimCMD).
upload_2016-7-5_14-19-29.png

0 is the frame the hitbox comes out.
1 is when the hitbox ends.
2 is the damage value (How much damage the move does without freshness or staleness).
3 Is the angle the move sends at (In Hex).
4 is the KBG (Also in Hex).
5 is the WKB (Set Knockback). It's set the 0 if there isn't any Set KB.
6 is BKB (Also in Hex).
7 is the hitbox size.

While you don't see it here, I may as well write down the difference between asynchronous and synchronous timer.
Asynchronous is based on the frame the animation is out (If it was set to Frame 13, the action would happen on frame 13).
Synchronous is based on the last action (If it was set to frame 13, the action would happen 13 frames after the last one).

Also, right after hitbox size is the X, Y, and Z placement of the hitbox.
And after that is the effect (In Hex).

Also I reccomend looking at these pages on this website to know where everything is.
http://opensa.dantarion.com/s4/mastercore3/dump/160
Also you should have these converters open while editing.
http://www.binaryhexconverter.com/decimal-to-hex-converter
http://www.binaryhexconverter.com/hex-to-decimal-converter


Luigi
Air speed - 0.73418 -> 1.
Do you realize how big of a change this is?
 
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MarioMeteor

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It's not difficult.

You just have to know what you're doing.

Here's a diagram showcasing the most important values (I'm viewing her Up smash hitbox data in AnimCMD).
View attachment 111559
0 is the frame the hitbox comes out.
1 is when the hitbox ends.
2 is the damage value (How much damage the move does without freshness or staleness).
3 Is the angle the move sends at (In Hex).
4 is the KBG (Also in Hex).
5 is the WKB (Set Knockback). It's set the 0 if there isn't any Set KB.
6 is BKB (Also in Hex).
7 is the hitbox size.

While you don't see it here, I may as well write down the difference between asynchronous and synchronous timer.
Asynchronous is based on the frame the animation is out (If it was set to Frame 13, the action would happen on frame 13).
Synchronous is based on the last action (If it was set to frame 13, the action would happen 13 frames after the last one).

Also, right after hitbox size is the X, Y, and Z placement of the hitbox.
And after that is the effect (In Hex).

Also I reccomend looking at these pages on this website to know where everything is.
http://opensa.dantarion.com/s4/mastercore3/dump/160
Also you should have these converters open while editing.
http://www.binaryhexconverter.com/decimal-to-hex-converter
http://www.binaryhexconverter.com/hex-to-decimal-converter



Do you realize how big of a change this is?
It would raise his air speed from second worst to 17th worst, tied with Bowser, Rosalina, and Mac, I believe, and would hopefully make his recovery good.
 

Yoshister

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It would raise his air speed from second worst to 17th worst, tied with Bowser, Rosalina, and Mac, I believe, and would hopefully make his recovery good.
I guess.

But what about his down throw combos?
Do you realize how much better they'll be with this increased airspeed?
It'll be madness.
 

MarioMeteor

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I guess.

But what about his down throw combos?
Do you realize how much better they'll be with this increased airspeed?
It'll be madness.
Won't be any worse than Sheik. Hell, it won't even be as good as his old down throw, which I purposely didn't give him for this very reason.
MarioMeteor MarioMeteor : Even I wouldn't buff Luigi's air speed "that" much. The limit is 0.92 on my end.
How about 0.95? Tied with Peach for 13th worst.
 

Mario & Sonic Guy

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It's pretty well defined.

I don't know if AnimCMD and Sm4shCommand are the same thing, but can say this stuff is easy once you know what does what.
I definitely had some confusion with trying to figure out where I can modify the data for Palutena's Counter, as it definitely needs some knockback improvements to be more usable.
 

BJN39

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I definitely had some confusion with trying to figure out where I can modify the data for Palutena's Counter, as it definitely needs some knockback improvements to be more usable.
IDK if they match the actual scripts, (Or if the scripts are just in a very different format) but it is article 237 on mastercore. (Pretty close to the page bottom on the main Palutena data page) Here's the data if you'd like it as a reference for searching the scripts at least.
Code:
unk_F0D25BDA(0x1)
AsynchronousTimer(5.000000)#frame 5
Hitbox8_7075DC5A(0x0, 0x0, 0x0, 10.000000, 0x169, 0x4b, 0x0, 0x28, 7.000000, 0.000000, 10.500000, 13.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x41280000, 0x41680000)
Hitbox8_7075DC5A(0x1, 0x0, 0x0, 10.000000, 0x169, 0x41, 0x0, 0x14, 9.000000, 0.000000, 10.500000, 9.000000, 0x0, 0x0, 1.500000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x41280000, 0x41a00000)
AsynchronousTimer(7.000000)#frame 7
unk_F0D25BDA(0x0)
AsynchronousTimer(8.000000)#frame 8
RemoveAllHitboxes()
End()
Just about every inch of that move was made underpowered smh.

edit: relevant stuff

Hitbox8_7075DC5A(ID=0x0, GID=0x0, bone=0x0, damage=10.000000, angle=0x169, kbg=0x4b, wkb=0x0, bkb=0x28, size=7.000000, z=0.000000, y=10.500000, x=13.000000, clank=0x0, clank/rebound=0x0, hitlag=1.500000, SDI=1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, angleflipper=0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, y-stretch=0x41280000, x-stretch=0x41680000)

Here's how I'd personally go about it with Palutena's counter:
Code:
Counter "Pose"
        FAF 75 -> 65
        Invincible 10-16 -> 7-16
Counter "Attack"
        hitbox ID=1 removed
    hitbox ID=0
        kbg 75 -> 92
        size 7.0 -> 9.0 (Matches hitbox ID=1)
        x-coordinates edited to match the maximum inward/outward range combination of the previous two hitboxes
It doesn't necessarily need to actually activate faster, but if the invincibility is sooner, it won't seem insultingly slow because you can still eat the attack sooner. FAF is 10F sooner, which sounds like a quickfix, but is really just what it should get. The animation length will be ~same to every other counter.

The attack shouldn't have 2 hitboxes, so the stronger one is just edited to act as though there was only ever 1 hitbox. KBG increase as well.
 
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MrGameguycolor

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Well it's possible to add extra hit effects such as fire, ice, electric, darkness, etc, I'll give my input on the subject since there more for fun than balance:


-Fire hit-effect on Mario's F-air. (To match the Mario vs Charizard scene from the Charizard/Greninja trailer)

-Coin hit-effect on Mario's U-tilt. (I always thought it would be appropriate for this move to have it, though it might be a little annoying for D-throw, U-tilt combos)

-Electric hit-effect on Luigi's F-smash (A small reference to his thunder ability in Superstar Saga)

-Fire hit-effect on Peach's Side-B (Cause Melee)

-Small Windbox on the end of DK's F-Smash (Okay this kind of a small buff, but it's more a reference to DK Jungle Beat than a reliable tool for competitive play, so I'll let it pass)

-New small hitbox with a fire hit-effect on a failed 2nd attempt shot for Bowser Jr's Neutral B (Again, it's tiny buff that won't change anything, I personally thought that the move should of done something)

-Coin hit-effect on Wario's Pummel (It's made sense in Project M, I won't mind seeing it here)

-Darkness hit-effect on Ganondorf's F-air & B-air & electric hit-effect on his D-Smash (I think fits since he's one of the two poster "boys" for this effect in Smash Bros as a whole, also electric cause D-air)

-Darkness hit-effect on Mewtwo's D-air (See Ganondorf)

These are more or less just fun additions if anything, though if any of these every get implemented, I would be extremely grateful.
 

MarioMeteor

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Ooh, good, I've been waiting for this. Jigglypuff should get magic effects on some of her attacks, like up throw, up air, jab, Rest, and pummel. Could it even be possible to use it to artificially extend her range?

Roy needs m043 Ph1r3, too. The hilt of forward smash, forward air, neutral air, and down air could all do with Ph1r3 effects.

It would be amazing if Doc got electric effects on The Fist. It would make it safer on shield, too.
 
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Yoshister

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Ooh, good, I've been waiting for this. Jigglypuff should get magic effects on some of her attacks, like up throw, up air, jab, Rest, and pummel. Could it even be possible to use it to artificially extend her range?
There is no effect that increases range.
Also for magic effect, I'd recommend the PSI effect.

It would be amazing if Doc got electric effects on The Fist. It would make it safer on shield, too.
Already done by your's truly.
:181:
 
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L9999

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There is no effect that increases range.
Also for magic effect, I'd recommend the PSI effect.


Already done by your's truly.
:181:
You mean a special effect or mod tools? Because it would be hilarious to give Jigglypuff her dumb hitboxes from Melee back (Bair for example).
 
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Yoshister

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You mean a special effect or mod tools? Because it would be hilarious to give Jigglypuff her dumb hitboxes from Melee back (Bair for example).
By using AnimCMD, you can edit and/or add hitboxes.
You can edit the effect of each hitbox.
 

Derpnaster

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OK here's what we do.

We give Rest one hitbox for every effect in the game, all appearing one frame after the other and dealing a little damage (Like 0.2 or less) until the final hitbox which is the PSI/Magic effect. Then rest launches them.
 

MarioMeteor

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There is no effect that increases range.
Are you sure? Because Peach has several attacks that use magic to seemingly extend their range.
Also for magic effect, I'd recommend the PSI effect.
No, there's actually an effect in-game known as "magic." A majority of Rosalina's attacks use it, as do quite a few of Peach and Zelda's, and the Lip's Stick item, I think.
Already done by your's truly.
:181:
Well done. I've been wanting that for a while.
 

Yoshister

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Are you sure? Because Peach has several attacks that use magic to seemingly extend their range.
That's just disjointed hitboxes.
No, there's actually an effect in-game known as "magic." A majority of Rosalina's attacks use it, as do quite a few of Peach and Zelda's, and the Lip's Stick item, I think.
Just checked.
Turns out the PSI effect and Magic effect are the same thing.
:181:
 
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RedMarf78

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For anyone with answers. I've been getting quite confused with the aerial momentum values. I alwasy attributed roy's lack of ability to do fade away aerials to his bad air acceleration but I notices that game and watch who has the same abysmal air acceleration can easily do fade away aerials. The only difference was that game and watch had better air deceleration and air friction. Long story short after looking more into air acceleration, air deceleration and air friction I am thoroughly confused. I'm unsure of the role of each value and even more unsure of how these values work together if they do at all.

EX. Apparently air friction determines how fast a character stops moving mid air when the control stick is at neutral position and air deceleration controls how fast a character can reverse their momentum by holding the opposite direction. Do these two values work together or seperately. If two character's of the same air speed, air acceleration and air deceleration were moving rightwards and began to hold left would the character with the a higher air friction end up changing their momentum faster?

It's kinda of hard to suggest any changes to these attribute when I don't really understand the effects they have on the characters in game.
 
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MarioMeteor

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For anyone with answers. I've been getting quite confused with the aerial momentum values. I alwasy attributed roy's lack of ability to do fade away aerials to his bad air acceleration but I notices that game and watch who has the same abysmal air acceleration can easily do fade away aerials. The only difference was that game and watch had better air deceleration and air friction. Long story short after looking more into air acceleration, air deceleration and air friction I am thoroughly confused. I'm unsure of the role of each value and even more unsure of how these values work together if they do at all.

EX. Apparently air friction determines how fast a character stops moving mid air when the control stick is at neutral position and air deceleration controls how fast a character can reverse their momentum by holding the opposite direction. Do these two values work together or seperately. If two character's of the same air speed, air acceleration and air deceleration were moving rightwards and began to hold left would the character with the a higher air friction end up changing their momentum faster?

It's kinda of hard to suggest any changes to these attribute when I don't really understand the effects they have on the characters in game.
Roy can't fade away because his gravity is extremely high. Same with Ryu.
That's just disjointed hitboxes.
I wouldn't mind Jigglypuff with disjoints.
Just checked.
Turns out the PSI effect and Magic effect are the same thing.
:181:
It is? Everything I know is a lie!
 

Yoshister

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Something I want from this mod is...

Please use the water effect. It's unused but it looks awesome.
 

Furret24

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A List of Game and Watch Change Suggestions
Attributes (Excluding Aerial Attack's Landing Lag)
- Top dash speed increased (1.5264 -> 1.6264).
- Dash speed Acceleration A increased (0.0823 -> 0.0878).
- Dash speed Acceleration B increased (0.04 -> 0.045).
- Top walk speed increased (1.1242 -> 1.2).
- Top aerial speed increased (1.12 -> 1.2).
- Aerial acceleration increased (0.03 -> 0.05).

Jab (Greenhouse)
- Make Jab connect into Rapid Jab faster. I don't know exactly how to fix this, but I think it's worth mentioning, as the move is really inconsistent against characters that either fall fast (ex. Fox or Sheik) or have combo breaker moves (ex. Mario, Sonic, Doc).

Dash Attack (Helmet)
- New early hitbox added on frame 6.
- Early hit basic hitbox data "ID=0x0, Part=0x0, Bone=0x0, Damage=11.000000, Angle=0x32 (50), KBG=0x46 (70), FKB=0x0, BKB=0x46 (70), Size=7.000000, X=0.000000, Y=3.500000, Z=0.000000"
- Normal early hit duration altered (6-9 -> 7-10).
- Normal early hit duration increased (10% -> 11%).
- Late hit duration increased (10-19 -> 11-29).
- IASA decreased (38 -> 35 FAF).

Forward Tilt (Lion)
- Clean sourspot hitbox data adjusted to match sweetspot.
- Clean 0x0 hit hitbox size increased (4.8u -> 5.3u).
- Clean 0x1 hit hitbox size increased (4u -> 4.5u).
- Late 0x0 hit hitbox size increased (4.5u -> 5u).
- Late 0x1 hit hitbox size increased (3.5u -> 4u).
- Damage output increased (10%/9% Clean, 4% Late -> 12% Clean, 5% Late).
- Knockback of both hits decreased (35 base/100 growth -> 30 base/95 growth).
- Hitbox duration increased (10 Clean, 11-17 Late -> 10-14 Clean, 15-30 Late).
- IASA decreased (38 -> 35 FAF).

Up Tilt (Flagman)
- Hit 1 damage, angle, and knockback values altered so it always links into the second hit (7% -> 4%, 100 -> 110 degrees, 20 base/127 0x0 (125 0x1) growth -> 58 base).
- Hit 2 damage, angle, and knockback altered, making it more viable for combos and killing (7% -> 8%, 115 -> 92 degrees, 30 base/127 0x0 (125 0x1) growth -> 10 base/142 growth).
- Hit 1 0x0 hitbox size and position altered "Size=5.500000, X=0.000000, Y=2.800000, Z=2.400000 -> Size=7.000000, X=0.000000, Y=2.300000, Z=2.400000".
- Hit 1 0x1 hitbox size and position altered "Size=3.000000, X=0.000000, Y=-1.500000, Z=0.000000 -> Size=5.000000, X=0.000000, Y=-0.500000, Z=0.000000".
- Hit 2 0x0 hitbox size and position altered "Size=5.500000, X=0.000000, Y=2.800000, Z=2.400000 -> Size=7.00000, X=0.000000, Y=2.300000, Z=2.400000".
- Hit 2 0x1 hitbox size and position altered "Size=3.000000, X=0.000000, Y=-1.500000, Z=0.000000 -> Size=5.000000, X=0.000000, Y=-0.500000, Z=0.000000".
- Hit 1 duration increased (10-12 -> 10-19).
- Hit 2 duration increased (20-22 -> 20-24).
- IASA decreased (36 -> 29 FAF).

Down Tilt (Manhole)
- Manhole hitbox duration increased (6-11 -> 6-19).
- Manhole hitbox size increased (2.5u -> 4u).
- Windbox duration altered (7-19 -> 6-19).
- IASA decreased (40 -> 28 FAF).

Forward Smash (Fire Attack)
- Sweetspot and sourspot priorities swapped.
- Sweetspot hitbox size increased (5.3u -> 6.3u).
- Sourspot hitbox size slightly increased (3u -> 3.5u).
- Knockback increased (91 growth sweetspot, 100 growth sourspot -> 96 growth sweetspot, 110 growth sourspot).
- Normal hitbox duration increased (17-18 -> 17-20).
- Late hitbox added from frames 21 to 34. Outside of dealing less damage (18%/14% -> 10%/8%), it's identical to the normal hit.

Up Smash (Octopus)
- Hitbox size increased (5.5u -> 6u).
- Hitbox duration slightly increased (24-25 -> 24-27)
- Partial invincibility window slightly increased to cover the whole hitbox duration (4-25 -> 4-27).
- Knockback slightly increased (93 growth -> 98 growth).

Down Smash (Vermin)
- Sweetspot knockback slightly increased (85 growth -> 90 growth).
- Sourspot knockback heavily increased (30 base/65 growth -> 40 base/80 growth).
- 0x2 sweetspot hitbox size and position altered "Size=5.000000, X=0.000000, Y=3.600000, Z=-12.000000 -> Size=6.000000, X=0.000000, Y=3.600000, Z=-11.000000"
- 0x3 sweetspot hitbox size and position altered "Size=5.000000, X=0.000000, Y=3.600000, Z=12.000000 -> Size=6.000000, X=0.000000, Y=3.600000, Z=11.000000"
- 0x0 sourspot hitbox size and position altered "Size=4.500000, X=0.000000, Y=3.600000, -4.800000 -> Size=3.000000, X=0.000000, Y=3.600000, -4.800000"
- IASA decreased (42 -> 33 FAF).

Neutral Aerial (Tropical Fish)
- Hit 1 duration increased (7 -> 7-11).
- Hit 1 0x0 hitbox size slightly increased (3u -> 3.5u).
- Hit 1 0x1 hitbox size slightly increased (3u -> 3.5u).
- Hit 1 0x2 hitbox size increased (5u -> 6.5u).
- Hit 2 duration increased (12 -> 12-16).
- Hit 2 0x0 hitbox size slightly increased (3u -> 3.5u).
- Hit 2 0x1 hitbox size slightly increased (3u -> 3.5u).
- Hit 2 0x2 hitbox size increased (5u -> 6.5u).
- Hit 3 duration increased (17 -> 17-21).
- Hit 3 0x0 hitbox size slightly increased (3u -> 3.5u).
- Hit 3 0x1 hitbox size slightly increased (3u -> 3.5u).
- Hit 3 0x2 hitbox size increased (5u -> 6.5u).
- Hit 4 duration increased (22 -> 22-26).
- Hit 4 0x0 hitbox size slightly increased (3u -> 4u).
- Hit 4 0x1 hitbox size slightly increased (3u -> 4u).
- Hit 4 0x2 hitbox size increased (7u -> 8u).
- Landing lag slightly decreased (12 frames -> 10 frames).
- Autocancel window altered (1-2, 44> -> 1-2, 32>).

Forward Aerial (Mario Bros)
- Clean hit damage increased (11.5% -> 15%).
- Clean hit knockback decreased (86 growth -> 80 growth).
- Clean hit hitbox size slightly increased (5.5u -> 6u).
- Late hit damage increased (6% -> 7%).
- Late hit duration increased (12-25 -> 12-32).
- Late hit hitbox size slightly increased (4u -> 5u).
- Landing lag slightly increased (15 frames -> 16 frames).

Back Aerial (Turtle Bridge)
- Number of loop hits (3 -> 4).
- Final hit damage increased (3% -> 4%)
- Final hit knockback decreased (30 base -> 20 base).
- Landing hit duration slightly increased (1-2 -> 1-3).
- Landing hit hitbox size increased (4u -> 5u).
- Landing hit IASA decreased (16 -> 12 FAF).
- Landing lag decreased (19 frames -> 12 frames).

Up Aerial (Spitball Sparky)
- Hit 1 knockback decreased (20 base/60 growth -> 60 base/0 growth).
- Hit 1 0x0 hitbox size increased (6.5u -> 7.5u).
- Hit 1 0x1 hitbox size increased (4.3u -> 5.3u).
- Hit 2 0x0 hitbox size increased (6.5u -> 8u).
- Hit 2 0x1 hitbox size increased (4.3u -> 5.8u).
- Landing lag slightly decreased (12 frames -> 9 frames).

Down Aerial (Donkey Kong Jr)
- Early hit (Spike Hitbox) hitbox size slightly increased (4u -> 4.5u).
- Early hit duration slightly increased (12-13 -> 12-14).
- Early hit damage increased (11% -> 14%).
- Early hit knockback compensated (106 growth -> 87 growth).
- Late hitbox size and position altered "Size=4.000000, X=0.000000, Y=-8.000000, -0.600000 -> Size=5.500000, X=0.000000, Y=-7.500000, -0.600000".
- Late hit damage increased (11% -> 13%).
- Landing hit damage increased (3.5% -> 4%).
- Landing lag decreased (28 frames -> 20 frames).

Pummel (Bell)
- IASA decreased (31 -> 27 FAF).

Forward Throw (Ball)
- Angle decreased (58 -> 30 degrees).
- Knockback altered (100 base/40 growth -> 20 base/100 growth).

Back Throw (Ball)
- Angle decreased (58 -> 30 degrees).
- Knockback altered (100 base/40 growth -> 20 base/100 growth).

Up Throw (Ball)
- Damage increased (8% -> 10%).
- Knockback altered (100 base/40 growth -> 82 base/70 growth).

Ledge Attack
- Intangibility window altered (1-21 -> 1-18).
- Hitbox startup decreased (24-26 -> 21-23).
- IASA reduced (56 -> 48 FAF).

Neutral Special (Chef)
- Pan hitbox duration increased (18-20 -> 18-23).
- Pan hitbox damage and knockback increased (5% -> 6%, 30 growth -> 95 growth).
- Something to make Sliding Chef easier to pull off and more consistently. I dunno how Sliding Chef works at all yet, so this is kind of a place holder.

Side Special (Judge)
- Judge 2 trip chance increased (20% -> 100%) with the flower effect added.
- Judge 3 shield damage heavily increased (25 -> 40) with the confusion effect added.
- Judge 4 damage, knockback, and angle altered (8% -> 13%, 50 base/40 growth -> 66 base/66 growth, 40 -> 270 degrees) with the darkness effect added.
- Judge 5 0x0 hitbox loop hits have an altered angle, adjusted knockback, and a reduced SDI multiplier (75 -> 367 degrees, 40 base/0 WBKB/80 growth -> 0 base/40 WBKB/100 growth, x1.0 -> x0.2).
- Judge 5 0x1 hitbox loop hits have adjusted knockback and a reduced SDI multiplier (40 base/0 WBKB/80 growth -> 0 base/40 WBKB/100 growth, x1.0 -> x0.2).
- Judge 5 finishing hit added. Hit data "Hitbox(ID=0x2, Part=0x1, Bone=0x18, Damage=3, Angle=0x32 (50 degrees), KBG=0x9B (155), FKB=0x0, BKB=0x48 (72), Size=8, Z=0, Y=6, X=0, Effect=0x3 (Electric), Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9)

Hitbox (Handle Hitbox) (ID=0x3, Part=0x1, Bone=0x18, Damage=3, Angle=0x32 (50 degrees), KBG=0x9B (155), FKB=0x0, BKB=0x48 (72), Size=3, Z=0, Y=1.2, X=0, Effect=0x3 (Electric), Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9)

Synchronous_Timer(Frames=3) (Hitbox lasts three frames)"
- Judge 6 damage increased (12% -> 16%).
- Judge 6 knockback decreased (80 growth -> 75 growth).
- Judge 7 knockback drastically increased (30 base/50 growth -> 26 base/88 growth) and automatically heals G&W by 13% automatically along with dropping an apple.
- Judge 8 damage increase (9% -> 12%).
- Judge 9 0x0 hitbox adjusted to match the other numbers "Size=4.000000, X=0.000000, Y=5.200000, Z=0.000000 -> Size=6.000000, X=0.000000, Y=6.000000, Z=0.000000".

Up Special (Fire)
- New early hitbox added from frames 5-7.
- Early hit basic hitbox data "Id=0x0, Bone?=0x0, unk?=0x0, Damage=8.000000, Angle=0x169 (361), BKB (KBG)=0x5F (95), WKB?=0x0, KBG (BKB)=0x3c (60), Size=7.500000, X=0.000000, Y=3.200000, 0.000000".
- Normal hit duration increased (9-29 -> 8-34).
- Normal hit hitbox size increased (5.5u -> 6.5u).
- Intangibility window increased (5-13 -> 5-24).

Down Special (Oil Panic)
- IASA when holding Bucket and/or after filling the bucket (but not all the way) reduced (50 -> 40 FAF).
This list is fairly rushed, so I apologize in advance if there are any grammatical errors or if some of the changes are hard to understand and/or are overtuned.
:162:
 
Last edited:

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
For anyone with answers. I've been getting quite confused with the aerial momentum values. I alwasy attributed roy's lack of ability to do fade away aerials to his bad air acceleration but I notices that game and watch who has the same abysmal air acceleration can easily do fade away aerials. The only difference was that game and watch had better air deceleration and air friction. Long story short after looking more into air acceleration, air deceleration and air friction I am thoroughly confused. I'm unsure of the role of each value and even more unsure of how these values work together if they do at all.

EX. Apparently air friction determines how fast a character stops moving mid air when the control stick is at neutral position and air deceleration controls how fast a character can reverse their momentum by holding the opposite direction. Do these two values work together or seperately. If two character's of the same air speed, air acceleration and air deceleration were moving rightwards and began to hold left would the character with the a higher air friction end up changing their momentum faster?

It's kinda of hard to suggest any changes to these attribute when I don't really understand the effects they have on the characters in game.
It should be a combination of all three factors, considering Rosalina has good air weaving thanks to #1 air accel despite #24-32 tier air friction and average air decel, and Ryu has absolutely garbage air accel and can't weave at all despite "standard" decel/friction.

Roy has a really high air speed in combination with his low friction, so he has a lot more inertia to compensate for than a high-friction high-decel character like G&W does.

Essentially,
Accel gives you quicker aerial responsiveness in general
Decel lets you reverse direction more quickly without increasing how quickly you can go forward
Friction creates a feeling of inertia

Roy can't fade away because his gravity is extremely high. Same with Ryu.
Gravity is falling acceleration (i.e. literally gravity) and is entirely unrelated.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
After a good deal of work, I've managed to set up my own changes to Palutena's attacks.

2D: [ThrowHi]
Script:{
Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x5C, KBG=0x3C, WKB=0x0, BKB=0x5A, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=17)
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Remove_All_Hitboxes()
Script_End()
}

2F: [SpecialAirHi3]
Script:{
Synchronous_Timer(Frames=1)
Extended_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x10E, Unknown=0x64, Unknown=0x0, Unknown=0x10, Unknown=7, Unknown=0, Unknown=-3, Unknown=0, Unknown=0x5, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0xB, Unknown=0x2, Unknown=0x0, Unknown=0xC, Unknown=0, Unknown=-3, Unknown=0)
Extended_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x42, Unknown=0x61, Unknown=0x0, Unknown=0x48, Unknown=10, Unknown=0, Unknown=1, Unknown=2, Unknown=0x5, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0xB, Unknown=0x3, Unknown=0x0, Unknown=0xC, Unknown=0, Unknown=1, Unknown=-2)
Synchronous_Timer(Frames=2)
Remove_All_Hitboxes()
Script_End()
}

30: [SpecialS2]
Script:{
Set_Frame_Duration(Speed=0.7)
Asynchronous_Timer(Frames=3)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=13, Angle=0x22, KBG=0x60, FKB=0x0, BKB=0x37, Size=5.2, Z=0, Y=7.5, X=2.5, Effect=0x0, Trip=0, Hitlag=1.3, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x1, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
unk_E634F701(unknown=0x0)
Asynchronous_Timer(Frames=4)
Set_bit(Unknown=0x2100000E)
Synchronous_Timer(Frames=27)
Set_bit(Unknown=0x2100000F)
Script_End()
}

43: [AttackAirF]
Script:{
Asynchronous_Timer(Frames=4)
Set_bit(Unknown=0x2100000D)
Asynchronous_Timer(Frames=9)
Extended_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x2D, Unknown=0x5C, Unknown=0x0, Unknown=0x28, Unknown=5.5, Unknown=0, Unknown=6.9, Unknown=9, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x3, Unknown=0x2, Unknown=0x10, Unknown=0x3, Unknown=0x1, Unknown=0x6, Unknown=0, Unknown=6.9, Unknown=15)
Asynchronous_Timer(Frames=12)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=24)
Clear_bit(Unknown=0x2100000D)
Script_End()
}

45: [AttackAirB]
Script:{
Asynchronous_Timer(Frames=3)
Set_bit(Unknown=0x2100000D)
Set_Bone_Intangability(Bone=0x13, Mode=0x1)
Set_Bone_Intangability(Bone=0x15, Mode=0x1)
Set_Bone_Intangability(Bone=0xF, Mode=0x1)
Set_Bone_Intangability(Bone=0x16, Mode=0x1)
Set_Bone_Intangability(Bone=0x10, Mode=0x1)
Set_Bone_Intangability(Bone=0xC, Mode=0x1)
Asynchronous_Timer(Frames=8)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x169, KBG=0x5C, FKB=0x0, BKB=0x24, Size=7, Z=0, Y=10.2, X=-14, Effect=0x0, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x4, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=9, Unknown=0x169, Unknown=0x5C, Unknown=0x0, Unknown=0x1E, Unknown=3, Unknown=0, Unknown=10.2, Unknown=-11, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x3, Unknown=0x2, Unknown=0x2, Unknown=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x4, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.2, Unknown=-9)
Asynchronous_Timer(Frames=11)
unk_CEDC237E(Unknown=0x0)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=35)
Clear_bit(Unknown=0x2100000D)
Script_End()
}

50: [AttackS3]
Script:{
Asynchronous_Timer(Frames=17)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x3E8, Damage=6, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x50, Size=4.1, Z=0, Y=5.5, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x1, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x3E8, Damage=4, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x50, Size=2.8, Z=0, Y=-5.5, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x1, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
Asynchronous_Timer(Frames=25)
Special_Hitbox(ID=0x0, Part=0x1, Bone=0x3E8, Damage=6, Angle=0x169, KBG=0x80, FKB=0x0, BKB=0x50, Size=4.1, Z=0, Y=5.5, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x1, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
Special_Hitbox(ID=0x1, Part=0x1, Bone=0x3E8, Damage=4, Angle=0x169, KBG=0x80, FKB=0x0, BKB=0x50, Size=2.8, Z=0, Y=-5.5, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x1, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
Asynchronous_Timer(Frames=40)
Remove_All_Hitboxes()
Script_End()
}

5F: [SpecialHi3]
Script:{
Synchronous_Timer(Frames=1)
Extended_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=12, Unknown=0x36, Unknown=0x64, Unknown=0x0, Unknown=0x48, Unknown=12, Unknown=0, Unknown=4, Unknown=2.8, Unknown=0x5, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0xB, Unknown=0x3, Unknown=0x0, Unknown=0xC, Unknown=0, Unknown=4, Unknown=-2)
Synchronous_Timer(Frames=2)
Remove_All_Hitboxes()
Script_End()
}

6B: [ACA0F21E]
Script:{
WHOLE_HIT(Unknown=0x1)
Asynchronous_Timer(Frames=5)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x169, Unknown=0x64, Unknown=0x0, Unknown=0x30, Unknown=7, Unknown=0, Unknown=10.5, Unknown=13, Unknown=0x0, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x2, Unknown=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=14.5)
Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x169, Unknown=0x60, Unknown=0x0, Unknown=0x30, Unknown=9, Unknown=0, Unknown=10.5, Unknown=9, Unknown=0x0, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x2, Unknown=0x3, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=20)
Asynchronous_Timer(Frames=7)
WHOLE_HIT(Unknown=0x0)
Asynchronous_Timer(Frames=8)
Remove_All_Hitboxes()
Script_End()
}

80: [ThrowB]
Script:{
Throw_Specifier(ID=0x0, Bone=0x0, Damage=11, Angle=0x169, KBG=0x46, WKB=0x0, BKB=0x41, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=20)
Remove_All_Hitboxes()
REVERSE_LR()
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Script_End()
}

84: [ThrowF]
Script:{
Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x2D, KBG=0x1E, WKB=0x0, BKB=0x5A, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=20)
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Remove_All_Hitboxes()
Script_End()
}

8A: [ThrowLw]
Script:{
Throw_Specifier(ID=0x0, Bone=0x0, Damage=7, Angle=0x46, KBG=0x19, WKB=0x0, BKB=0x5A, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x0, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0x0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=25)
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Remove_All_Hitboxes()
Script_End()
}

8F: [AttackAirLw]
Script:{
Asynchronous_Timer(Frames=3)
Set_bit(Unknown=0x2100000D)
Asynchronous_Timer(Frames=10)
Extended_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x10E, Unknown=0x64, Unknown=0x0, Unknown=0x14, Unknown=4, Unknown=0, Unknown=-3.7, Unknown=0.5, Unknown=0x0, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x2, Unknown=0x10, Unknown=0x2, Unknown=0x1, Unknown=0x6, Unknown=0, Unknown=-5.2, Unknown=0.5)
Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=10, Unknown=0x37, Unknown=0x64, Unknown=0x0, Unknown=0x1E, Unknown=6.3, Unknown=0, Unknown=-5, Unknown=1.5, Unknown=0x0, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x2, Unknown=0x10, Unknown=0x1, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x4, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=-5, Unknown=-0.5)
Asynchronous_Timer(Frames=11)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=48)
Clear_bit(Unknown=0x2100000D)
Script_End()
}

9B: [AttackLw3]
Script:{
Asynchronous_Timer(Frames=14)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x3E8, Unknown=10, Unknown=0x169, Unknown=0x64, Unknown=0x0, Unknown=0x28, Unknown=2.7, Unknown=0, Unknown=8, Unknown=0, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x2, Unknown=0x1, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=-7, Unknown=0)
Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x3E8, Unknown=5, Unknown=0x46, Unknown=0x64, Unknown=0x0, Unknown=0x26, Unknown=2.1, Unknown=0, Unknown=3, Unknown=0, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x2, Unknown=0x2, Unknown=0x1, Unknown=0x9, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=-2, Unknown=0)
Asynchronous_Timer(Frames=25)
Remove_All_Hitboxes()
Script_End()
}

The biggest changes have been given to Palutena's f-tilt and Counter. F-tilt has its knockback increased to compensate for its 17 frame startup lag; its knockback is now better than that of Palutena's d-tilt, while still dealing up to 6% damage. Counter has also been given a large knockback buff, now rivaling that of Ike's Counter.

Originally, I did modify Palutena's smash attacks, but the changes were too powerful, even when uncharged, so I scrapped the changes altogether.

I also did some knockback experiments with my own attribute changes, which included using u-throw to see how quickly the attack can make KOs. It's less powerful than Mewtwo's u-throw, but I've seen some amusing results; for an example, Mewtwo gets KO'd later than Sheik by Palutena's u-throw.
 

Grimtixx

Smash Cadet
Joined
Apr 20, 2015
Messages
41
NNID
bgood4life
The Cloud changes are actually really intriguing and some that I would be 100% okay with implementing into my game if fan patches become a thing. I have one question on the down air change though. So does the active frame change from 43 to 39 render sour down air unusable in the neutral as it is currently used, or does it still work? I'm sure it does because it's only 4 frames being shaved off but I just wanted to ask.

On a side note, I don't know how to feel about intangibility on finishing touch. Yeah it would compensate for the LCS nerfs and LCS would still be great for killing but still.
 

Frihetsanka

Smash Champion
Joined
Apr 26, 2016
Messages
2,241
Location
Sweden
On a side note, I don't know how to feel about intangibility on finishing touch. Yeah it would compensate for the LCS nerfs and LCS would still be great for killing but still.
It's red, which means it'll most likely be scrapped. Though if the rumor of a patch in July is true, then chances are Cloud will be nerfed soon anyway (and hopefully Diddy Kong, Sheik, and Rosalina & Luma as well).
 

William5000000

Smash Journeyman
Joined
Mar 12, 2015
Messages
228
Location
North Carolina
Everyone, I just came up with an idea that I think will make most people happy. I spoke to KingJigglypuff about this, but I might as well post it here.

My original idea for patch 1.1.7 was for an option to turn Star KOs/Screen KOs on or off to be added in the menu. However, that won't be added. So my new idea is this: Since competitive players always seem to play in timed matches, have only upward Blast KOs occur in timed matches (with the exception of Jigglypuff's Rest, which forces a Star KO/Screen KO only on-stage). Either that or have only upward Blast KOs occur when there's only 30 seconds left in timed matches, as Sakurai originally said (that turned out false). For everything else, have Star KOs/Screen KOs occur and not upward Blast KOs.

For those that want only upward Blast KOs to occur, play in timed matches. For those that want Star KOs/Screen KOs to occur, don't play in timed matches. If and when this gets patched, I really hope this idea makes everyone or most people happy. I don't want to hear about the debate on Star KOs/Screen KOs and upward Blast KOs in the future.
 
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Derpnaster

Smash Journeyman
Joined
Feb 23, 2015
Messages
323
His Taunt and smashes use it for sure, and Hydro Pump is effectivly a massive windbox with the effect.
 

Yoshister

Smash Champion
Joined
Jun 22, 2015
Messages
2,302
Location
Georgia, USA
NNID
DinoandAllen1
3DS FC
5386-7994-1390
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