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you can have multiple hitboxes which actually stack damage in freak occasions. I know this was observed when GoG and leaf attempted to modify marth;s upsmash in making roy, they got weird additive effects between hitboxes. This is probably the case you are seeing. (I've only seen this happen on a few hitboxes in the game)I believe I got the full pac files off the same topic that was an introductory tutorial. Downloaded through meowmix's "folder" on media fire or something?
TheSilenceOfNoOne:
2a. There is no new offensive collision though. That's the thing...
b. I know it's in hexadecimal, don't worry. Yeah there's a 17 (11) damage hit. But in Brawl you can experience a 21 (15) damage hit that has cinematic hit lag. As none of the hits of upsmash in the pac I have cinematic hit lag (i.e. the second hitlag modifier is 60000 instead of 0), i'm quite confused. The confirmation of a hit doing 21% individually is in training mode, and at least such a hit that produces cinematic hit lag has also been confirmed (through the debug/pause code).
c. Okay so I'd have to go through brawlbox for it, thanks.
Thats because its probably stacking with the 4% damage hit, which might be listed as a later bone, and knock is getting overwritten by the KBG and damage of that hit.No it is still 12 damage.
And most vBrawl marth mains are well aware of how amazing Marth's nair is punishing spot dodges is because of the extra power it gains as the attack goes on. It's similar to Doc's nair in melee. And I don't believe theres damage stacking involved in it either.
Interesting about the up smash. The thing about this cinematic hit is that it has drastically reduced knockback base or growth (I'd say growth). I've hit people with it when a normal up smash would kill and it has had knockback angle similar to Toon Link's down smash at 0%. Oh and the difference of hitlag on this "one hit" than other hits are notable too. Ignoring the idea that damage may get stacked together, and hitlag may as well, but how does that make the move have cinematic hitlag or drastically different terminal velocity?
What I'm out to suggest though is that I believe there are extra areas of data that pertain to some of Marth's moves that aren't in the "base" animation listings.
Yes to the first stament. It's easiest to adjust this yourself and observe the angles say with a characters downthrow. You'll see for example, if you load up Pit in B+, then downthrow B+ falcon as compared with kirby and notice tremendous difference in the launch angles and most likely peak launch speed. Alter it again by a few degrees and you'll see again a large difference. This minor shift of angle is likely the cause of the observed strength in nair.So you're saying that moves that hit at specific angles produce different launch speeds based on the character's weight/gravity attributes?
As in a floaty character in this 'reverse spike' situation would go further than a non floaty character?
That in itself is quite amazing if it were to be correct.
And I could definitely see how Up Smash would have that effect of stacking damage to produce a 21% pure hit, only question is why that becomes cinematic DI. Coding clause maybe?
Yeah, but measure the difference say in B+ on falcon vs kirby. The disparity should be significant for launch speeds (large gravity and weight difference). Yet another reason why launch speed is an inaccurate form of measurement and should not be used as a questionable hidden data set of PSA."cause of the observed strength in nair"
Don't get me wrong, there isn't just an observed strength, but as I noted a significant numerical increase in launch speed (end game stats).
It's weird though, that considering at least the animation of nair when it comes back around only has a slight angle difference. And as the difference in power is so significant...
You'll have to ask magus how hitlag is calculated. I don't actually know. He had a great chart for it, though. Alternatively, you could just compare known advantages with what they should be using the shieldstun formula, with the difference being the result of the hitlag for that particular value. Most of marth's moves have their hitlag set to either 0.7, 1.25, or 1.5, so it shouldn't be too much extra work.Hello,
I consider myself to have reasonable expertise and knowledge of Marth in Brawl, and I recently thought I'd tap into the PSA things to confirm thoughts, make guides, etc etc,
and had a few questions:
1. There is a hitlag modifier on a hitbox, how is the hitlag worked out for the move based on that value? (Similarly is there a known formula for shieldstun of a move based on the damage?)
It doesn't appear to exist. I think shanus has it right with it being based on the animation, though. When marth swings his sword back, the sword is at an angle above the horizontal, but when he swings it forward, it's below the horizontal. It might make sense for this to affect the angle of launch, but I don't get how it could affect the launch power of the move, which is something entirely separate. I think what might actually be happening is that the game considers the distance a bone has traveled from one frame to the next when calculating launch power, giving more power on frames that have traveled a greater distance. I have no idea how this would be applied, though. It doesn't really make much sense, either, but it's all we have for the time being.2. Data irregularities:
a. Neutral Air: I know for fact that Marth's neutral air when the hitbox/animation comes back around the front (i.e. approximately frame 19) the tipper hit (not sure about non) has a LARGE increase of power. The difference is killing MK with no DI centre stage at 110% to around 85%. The PSA data shows no signs of this.
From notes I made a few billion years ago, the MPH terminal velocity at 300% on G&W was:
Marth: Forward Smash Tipper (15651mph)
Marth: Nair Tipper [sweet] (13951)
Marth: Bair Tipper (13677)
Marth: Nair Tipper [normal] (12650)
(extras for reference)
Where is this in his PSA file?
If you'll notice, the IDs for the first three hitboxes are very unusual. Instead of being labeled 0, 1, and 2, they're instead labeled 100, 101, and 102, whereas the two 4% hitboxes are labeled normally, as 3 and 4. I think this is what allows hitboxes to combine, and is why there are both 21% and 18% hitboxes; it's a result of a 10X hitbox combining with a 00X hitbox. I don't know the exact mechanics for combining, but this seems to be the cause of it, at least.b. Up Smash. In the PSA file the maximum damage one hit can do is 17. I -know- through training mode that there is a hitbox that does 21% damage solely (through training mode stating only '1 hit'), and this hit also had cinematic hit lag. Where do I find things like this?
That's how it already was in brawlNice, so you could even make Melee-esque ranged grabs. Can only grab people on the ground with the ranged grab, but can grab from air or ground if they're close to you. (That's how it worked, right?)
You might have been a little confused about the way I presented the data. The bowser utilt test was done by hitting with the same part of the hitbox all four times, just at different percents and with different angles for the hitbox. The bone was in approximately the same position each time, though (I can only say "approximately" since it seems likely that that's where the difference of 2 launch speed comes from). This proves that angle of launch does not cause a percentage variance at all, but it doesn't prove that angle of hit won't do that, and it especially doesn't prove that distance traveled between frames won't affect power.Shaya said:So yeah the difference in Marth's nair is EXTREME in comparison to Bowser's utilt.
I have two theories:
1. There are unknown flags/parameters that effect launch speed based on angle of hit (i.e. default would be like what 1%? while Marth's nair may have something like 20%?)
2. Code specific 'something' elsewhere...
First few hitboxes of Marth's usmash do have ID's in the 100's... so I guess that's what you're getting at?But that is not true, Shaya. Only SPECIFIC hitboxes with IDs of 100X will stack with regular hitboxes if they hit on the same frame. Otherwise, the latest hitbox that was spawned will be the only one that hits.
I asked Dant, and he confirmed that.I think If: 1F detects whether you are holding an item or not.
Not certain, though.
Have you tried using joystick inputs with add/subtract momentum?I have been trying to give more control over
I didn't reengineer the momentum, no. I was attempting to learn how the game controls horizontal DI.Have you tried using joystick inputs with add/subtract momentum?
Joy forwards (direction your character is facing)
If Compare: IC basic 243 < IC basic 77
Joy backwards (direction your character is NOT facing)
If Compare: IC basic 244 < IC basic 77
Joy UP
If Compare: IC basic 250 < IC basic 114
Joy DOWN
If Compare: IC basic 252 < IC basic 114