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The Rainbow Base [Yoshi's Hitbox Repository]

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada


THE RAINBOW BASE
YOSHI'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(The boring but necessary part)

The following is a combination of definite facts and approximate drawings. While the data is certain and the frames are almost certain, BrawlBox is a pain and some rotations are a tricky little piece of crap, so take the bubbles with a grain of salt.

INTRODUCTION
(More text that you may or may not care about)

What's a hitbox repository, you ask? It's a place where you put hitbox-related data. Therefore, you'll see informative stuff here.

Note that this is manual drawing, not hacks. Any old sap nowadays can display hitboxes in-game, but they can only show position and size, and you can't see the character's body through them. I'm including some other info here. Not only can you see at a glance which hitbox is the sweetspot (thanks to the alongside numbers), but how big any disjoint is (transparency is cool yo) and an obvious yet unintrisuve angle indicator.

While you may be thinking "beh, this'll be approximate at best", you're not completely right. I lay out these images with up to eight decimal places of precision; usually the hardest part is measuring how big to draw things, which often makes errors obvious.

Finally, I know Yoshi in particular is annoying to get correct hitbox pics of, since his stretchiness ruins the standard method if I'm remembering correctly (hitboxes don't scale or reposition when their parent bones are scaled, but attached graphics can).

LEGEND
(This is somewhat critical)

I don't exactly do things by the book all the time. Here's the legend of stuff to look for:

Angle: The angle of a hitbox is displayed as a line. Usually, the angle is given assuming the target is to the right of the attacker; the exception is for if the hitboxes are completely behind the attacker, for which the angle will be shown as reversed. The Sakurai angle is displayed as a star shape, while the autolink angle is displayed with a dash.
Clang: Most hitboxes have a solid border. Those that do not - that is, they have a dashed border - are transcendent.
Type/Effect: The colour of a hitbox and its angle indicator/border show its type and effect - usually this is only important in the Subspace Emissary, but it's also important if you want to know which hitboxes set things on fire and such. If there's demand I'll put a legend in, but it's mostly just there for a splash of colour.
Damage/Knockback: The numbers displayed for each hitbox are its damage, base knockback, and knockback scaling (in that order).
Layering: You can tell by the images that some hitboxes are "on top" of others. These are the hitboxes that "win out" if the target is hit by more than one of the attack's hitboxes at once.

THE REPOSITORY
(The 100% important part)

Hurtboxes


Hurtbox 1: Hip
Hurtbox 2: Chest
Hurtbox 3: Head
Hurtbox 4: Nose
Hurtbox 5: Right lower arm
Hurtbox 6: Left lower arm
Hurtbox 7: Right upper leg
Hurtbox 8: Left upper leg
Hurtbox 9: Right lower leg
Hurtbox 10: Left lower leg
Hurtbox 11: Right toes
Hurtbox 12: Left toes
Hurtbox 13: Center of tail

I'm not really sure why the hurtboxes are designed like this. Doesn't make much sense.

The colours represent which zone the hurtbox is in: lower, middle, or upper.

Jab

Hit 1

Hitbox 0: 3% damage, angle of 50, 8/50 knockback, attached to left thigh, Foot/Normal
Hitbox 1: 3% damage, angle of 60, 8/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 3% damage, angle of 90, 8/50 knockback, attached to left lower leg, Foot/Normal

This is actually similar to Luigi's jab angle-wise. It doesn't do fixed knockback though.

Hit 2


Hitbox 0: 6% damage, angle of *, 25/100 knockback, attached to right thigh, Foot/Normal
Hitbox 1: 6% damage, angle of *, 25/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 6% damage, angle of *, 25/100 knockback, attached to right lower leg, Foot/Normal

For a jab this has pretty good vertical range. Oh by the way, Yoshi's feet are intangible while the hitboxes are out for both jabs.

F-Tilt

Angled up

Hitbox 0: 10% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 10% damage, angle of 70, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 10% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal

Angled side

Hitbox 0: 9% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 9% damage, angle of 65, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 9% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal

Angled down

Hitbox 0: 8% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 8% damage, angle of 65, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 8% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal

The astute will notice the imperceptible angle change for the middle of the attack when angled up. On a completely unrelated note, Yoshi's tail is at 9 times its regular length here.

U-Tilt





Hitbox 0: 11% damage, angle of 100, 72/40 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 11% damage, angle of 100, 72/40 knockback, attached to center of tail, Tail/Normal
Hitbox 2: 10% damage, angle of 100, 72/40 knockback, attached to tip of tail, Tail/Normal

Well, I don't think this will set the world on fire. Expected, really.

D-Tilt


Hitbox 0: 10% damage, angle of 28, 65/30 knockback, attached to base of tail, Tail/Normal, 30% trip chance
Hitbox 1: 10% damage, angle of 28, 65/30 knockback, attached to center of tail, Tail/Normal, 30% trip chance
Hitbox 2: 5% damage, angle of *, 65/30 knockback, attached to tip of tail, Tail/Normal, 40% trip chance

The sourspot at the tip may lose all the ties with the other hitboxes, but it's not exactly hard to hit with, and an extra 10% trip chance isn't enough to compensate for not being a semi-spike in my opinion.

Dash

Clean

Hitbox 0: 9% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
Hitbox 1: 9% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal

Late

Hitbox 0: 7% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
Hitbox 1: 7% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal

While the hitboxes are the same size for both parts of the attack, Yoshi's head is only intangible for the clean part (and a few frames beforehand).

U-Smash




Hitbox 0: 16% damage (22.4% fully charged), angle of 75, 23/83 knockback, attached to head, Head/Normal
Hitbox 1: 16% damage (22.4% fully charged), angle of 75, 23/83 knockback, attached to heck, Head/Normal

Yoshi's head is also intangible here, from one frame after the hitboxes start to one frame after they end.

D-Smash

Hit 1

Hitbox 0: 14% damage (19.6% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 1: 14% damage (19.6% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 2: 14% damage (19.6% fully charged), angle of 30, 30/53 knockback, attached to nothing, Tail/Normal

Hit 2

Hitbox 0: 13% damage (18.2% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 1: 13% damage (18.2% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 2: 13% damage (18.2% fully charged), angle of 30, 30/53 knockback, attached to nothing, Tail/Normal

Nothing special enough to note here.

F-Smash

Angled up

Angled side

Angled down

Hitbox 0: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal
Hitbox 1: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal
Hitbox 2: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal

I am pretty disappointed at how small these hitboxes are. Now, once Yoshi's head shrinks a bit on the later frames of the attack, they fit a bit better, but most attacks are designed to mesh at max extention. At least Yoshi's head is intangible for the frames of the attack plus one before and one after. Also, angling the attack down does essentially nothing in terms of hitbox position.

Nair

Clean


Hitbox 0: 12% damage, angle of *, 15/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 12% damage, angle of *, 15/100 knockback, attached to hip, Foot/Normal
Hitbox 2: 12% damage, angle of *, 15/100 knockback, attached to right foot, Foot/Normal

Mid

Hitbox 0: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 1: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 2: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal

Late

Hitbox 0: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 1: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 2: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal

Most of these kicks have just two stages, but Yoshi's has three. Note the disappointing range on the later parts.

Fair



Hitbox 0: 16% damage, angle of *, 0/90 knockback, attached to head, Head/Normal
Hitbox 1: 15% damage, angle of 270, 0/90 knockback, attached to head, Head/Normal

Sweetspot's a bit bigger than I thought it'd be. Note that because the sourspot deals more damage, it also does more knockback (slightly).

Bair

Hit 1



Hitbox 0: 4% damage, angle of 60, 10/100 knockback, attached to center of tail, Tail/Normal, 1.5x SDI ability
Hitbox 1: 4% damage, angle of 60, 10/100 knockback, attached to center of tail, Tail/Normal, 1.5x SDI ability
Hitbox 2: 4% damage, angle of 60, 10/100 knockback, attached to tip of tail, Tail/Normal, 1.5x SDI ability

Hit 2



Hitbox 0: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 1: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 2: 3% damage, angle of 60, 20/100 knockback, attached to tip of tail, Tail/Normal, 1.3x SDI ability

Hit 3



Hitbox 0: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 1: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 2: 3% damage, angle of 60, 20/100 knockback, attached to tip of tail, Tail/Normal, 1.3x SDI ability

Hit 4



Hitbox 0: 4% damage, angle of *, 50/100 knockback, attached to center of tail, Tail/Normal
Hitbox 1: 4% damage, angle of *, 50/100 knockback, attached to center of tail, Tail/Normal
Hitbox 2: 4% damage, angle of *, 50/100 knockback, attached to tip of tail, Tail/Normal

Normally I don't do images for every frame of an attack, but since the shape of the tail is different for each frame I figured it might be relevant.

Uair


Hitbox 0: 13% damage, angle of 90, 25/100 knockback, attached to center of tail, Tail/Normal
Hitbox 1: 13% damage, angle of 90, 25/100 knockback, attached to tip of tail, Tail/Normal

Pretty good-sized hitbox here.

Dair

Hits 1-7

Hitbox 0: 3% damage, angle of 270, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 1: 2% damage, angle of 260, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 2: 2% damage, angle of 280, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames

Hits 8-14

Hitbox 0: 2% damage, angle of 270, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 1: 2% damage, angle of 260, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 2: 1% damage, angle of 280, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames

Ignore the animation; Yoshi only kicks about 6 times.

Shield



DISCLAIMER: This is not a 100% in-game screenshot. I took a screenshot of Yoshi's shielding pose in BrawlBox and pasted on top of the in-game screenshot. I would have rather hacked the shield to be semitransparent but that's not possible as far as I know.

Anyway, onto the analysis. See how Yoshi's feet are poking out a bit? This explains why on very rare occasions Yoshi can get shieldstabbed from below.

Grab

Standing - On grounded opponents



Standing - On aerial opponents



Running - On grounded opponents



Running - On aerial opponents



Pivot - On grounded opponents



Pivot - On aerial opponents



The general theme here is that the grab range is very slightly larger on aerial opponents. Also of note, the large bubble of the standing and pivot grabs lasts only 2 frames, and as you can tell the running grab doesn't even have one.

Pummel


Hitbox 0: 2% damage, angle of 80, 100/30 fixed knobkack, attached to head, Bite/Normal, cannot clang, always knocks forwards

Not really sure why the hitbox for this is so big, seeing as it's not like it'll ever miss. Also this is Yoshi's only Bite attack.

F-Throw


Throw: 7% damage, angle of 45, 55/66 knockback, Throwing/Normal

Eh, not too impressive.

B-Throw


Throw: 7% damage, angle of 45, 55/66 knockback, Throwing/Normal

Exactly the same as the f-throw down to the release frame. Pretty pointless really.

U-Throw


Throw: 5% damage, angle of 90, 65/43 knockback, Throwing/Normal

Don't really have anything insightful to say here.

D-Throw


Throw: 4% damage, angle of 80, 100/25 knockback, Throwing/Normal

Ugh that knockback scaling is super low.

Floor (back)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal

I think most characters' floor attacks are transcendent. Yoshi's aren't.

Floor (front)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal

Not bad range for a floor attack.

Floor (trip)

Hit 1

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal

Hit 2

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal

Trip attacks always suck.

Edge (fast)


Hitbox 0: 6% damage, angle of *, 100/110 fixed knockback, attached to center of tail, Tail/Normal
Hitbox 1: 6% damage, angle of *, 100/110 fixed knockback, attached to trip of tail, Tail/Normal

Out of all the characters I've examined so far, Yoshi is the only one that doesn't do an extra 1 shield damage on edge attacks. Dumb.

Edge (slow)



Hitbox 0: 12% damage, angle of *, 100/110 fixed knockback, attached to head, Head/Normal
Hitbox 1: 12% damage, angle of *, 100/110 fixed knockback, attached to head, Head/Normal

One of the most damaging edge attacks in the game.

Egg Lay

Grab (grounded opponents)



Grab (aerial opponents)



SSE hitbox 0: 13% damage, angle of 20, 60/80 knockback, attached to tip of tongue, Typeless/Normal, cannot clang, always knocks forwards

"Throw"

Throw: 7% damage, angle of *, 0/100 knockback, Throwing/Normal

???
Throw: 1% damage, angle of 0, 70/50 knockback, Throwing/Normal

Ugh, why is the Subspace Emissary range so big whie the grab range is so small. And again the bigger range on aerial opponents.

The ??? is the mystery hit, when you just nick the opponent and they get massive frame disadvantage. It's coded as a grab release. I don't have a pic because I couldn't reproduce it within my patience levels (why do you think this update took a while?).

Egg Roll

Ground

Hitbox 0: 4% damage, angle of 80, 50/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Hitbox 1: 4% damage, angle of 80, 50/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32

Air

Hitbox 0: 4% damage, angle of 80, 43/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Hitbox 1: 4% damage, angle of 80, 43/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32

Seriously, this is just a bad example of game design. One large hitbox would have sufficed for a rolling egg but instead they used two smaller ones that don't even spin with the egg and leave Yoshi vulnerable. It's shaped more like an egg that's hovering along the ground with the pointy end forwards.

I don't have the damage formula worked out, but it seems like 4% is the base and 12% is the general maximum (not counting that wacko glitch).

Egg Throw


Hitbox 0: 1% damage (+5 on shield), angle of 70, 20/40 knockback, attached to egg, Weapon/Normal, 0.3x freeze frames, reflectable, always knocks forwards


Hitbox 0: 8% damage (+5 on shield), angle of 70, 40/40 knockback, attached to egg, Weapon/Normal, 0.3x freeze frames, reflectable, always knocks forwards

Some people don't know that the egg does two hits. Also maybe you should start tossing them at shields.

Note that you can reflect the explosion without reflecting the egg itself.

Ground Pound

Hop

Hitbox 0: 4% damage, angle of 80, 100/80 fixed knockback, attached to nothing, Butt/Normal, only hits grounded opponents, no freeze frames, always knocks forwards

Drop (from ground)

Hitbox 0: 15% damage (+10 on shield), angle of 80, 60/70 knockback, attached to nothing, Butt/Normal, no freeze frames, always knocks forwards

Drop (from air)

Hitbox 0: 12% damage (+10 on shield), angle of 80, 55/70 knockback, attached to nothing, Butt/Normal, no freeze frames, always knocks forwards

Stars

Hitbox 0: 4% damage (+6 on shield), angle of 50, 50/40 knockback, attached to star, Typeless/Normal, no freeze frames, reflectable, absorbable, always knocks forwards

That's quite a lot of shield damage. Too bad people are generally too smart for that unless they really want a shieldgrab.

Super Dragon

Ram

Hitbox 0: 8% damage (+6 on shield), angle of *, 50/50 knockback, attached to nothing, Typeless/Normal, cannot clang, 0.5x freeze frames, always knocks forwards

Fire breath

Hitbox 0: 6% damage (+10 on shield), angle of *, 50/30 knockback, attached to each blob, Typeless/Flame

Fireball

Hitbox 0: 17% damage (+10 on shield), angle of 65, 50/87 knockback, attached to fireball, Typeless/Flame, cannot clang, unshieldable
 

Scatz

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I was expecting you pretty soon after seeing you in the Bowser boards. Glad to get this so I can make my confirmations. Also, when doing egglay, check the last frame the grab hitbox is out. That one is different from the normal ones.
 

Toomai

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Got the dash attack and smashes done.
Also, when doing egglay, check the last frame the grab hitbox is out. That one is different from the normal ones.
Egg Lay grabs on frames 17-21; frames 17 and 18 are the same and frames 19-21 are the same (hitbox-wise).
 

Scatz

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Sry for lack of clarification. The last frame (I believe) has different properties than the normal grab frames. If an opponent is grabbed on the last frame, they are not swallowed and are grabbed released. That's what I wanted to mention.
 

Sinister Slush

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Oh boy, An important thread I just found since i've been away from the boards more then usual since friday.
Finally hitboxes... maybe we can finally get these done since the last person who tried their hardest for us was EY.
 

Z'zgashi

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@Fsmash & Dtilt hitboxes: Sakurai, I am disappoint.
 

Supreme Dirt

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OMG.

I only knew USmash had invincible frames for our head.

But FSmash and Dash Attack too?

Explains why FSmash beats Nado.
 

Toomai

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Air attacks finally done. Bair took like more than twice the time of the rest combined because I figured I'd do all twelve frames. Ugh.
 

Silent Beast

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Wait a second, I'm confused. Doesn't Sakurai know that the last 6-12 inches of Yoshi's tail is actually a hologram and can't hurt anything?

inb4 the very tip still doesn't have a hitbox
 

Mr. game and watch

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I'm super happy this is still being worked on.
I've seen little movement in trying to progress our metagame/character.

I'd think getting mid tier would encourage us to try and move up a letter before smash 4

:phone:
 

Airborne

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Wow, this is awesome! Good stuff, sir!

Can't wait to see Yoshi's orientation while inside egg roll. We'll finally be able to fully understand why that move has awkward frames on it!
 

Yikarur

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I still love this thread.

is it possible to display disjointness/intangibility?
Yoshis uair is disjointed by a lot, I would like to see that displayed :(
and is only the head intangible or the nose too for upsmash/fsmash? you only wrote "head"
 

Z'zgashi

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Yika, that means the two top hurtboxes of Yoshi's are not out, so basically, yes, his whole head.
 

Z'zgashi

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THANKS TOOMAI!!! <3

This is super helpful, thanks for the time you put into it! ;)
 

Sinister Slush

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I'm not a clever person, But might as well make sure.
The mystery hit is 100% the EL Fakeout/Footstomp/ whatever we feel like calling it. (Not swallowing the opponent)
But what was the reason you couldn't recreate it? Cause you didn't know how to do it, or just cause the timing of doing it was off? (If the second one, wolf is the easiest to do it on)
 

Toomai

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I'm not a clever person, But might as well make sure.
The mystery hit is 100% the EL Fakeout/Footstomp/ whatever we feel like calling it. (Not swallowing the opponent)
But what was the reason you couldn't recreate it? Cause you didn't know how to do it, or just cause the timing of doing it was off? (If the second one, wolf is the easiest to do it on)
Yeah I know what it is; I was calling it a mystery because I don't think we know exactly what causes it. I couldn't recreate it because of a combination of not knowing how best to do it and not knowing exactly what to look for (and probably not being able to catch the best moment in the pause). It's not that important anyway since the throw images aren't exceptionally useful compared to the hitbox ones.
 

Sinister Slush

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Basically Yoshi's tounge has a needle at the end of it, we basically get the opponent with that and drag them in without swallowing them.
It's funny to use it off stage cause they usually expect to get swallowed so they start moving/bashing buttons quickly instead of trying to jump since everyone knows the EL release is basically like two jumps in one move for the opponent (Coming out of Yoshi and then hatching out)

Here's an example of someone who gets alot of the Egg lay stuff on people off stage. Mostly spacies....
http://www.youtube.com/watch?v=GlSjbFIRr20
 

Yikarur

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well it's technically not a grab, it's a special with grab properties, of course it works a bit different.
 

Z'zgashi

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Other Grab specials dont have that though. I mean, you have Wario's Chomp, Bowser's Flying Slam, Falcon and Ganon's Up Bs, Ganon's Gerudo, etc.
 

KuroganeHammer

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That wacko egg roll glitch has something to do with the speed of Yoshi while he's in the egg.

I wonder if things like conveyor belts increase the damage dealt.

Fantastic job though. I love this thread!
 

Yikarur

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how do you use "knockback scaling" ?
the scaling for fsmash is 92, dash attack has 100.
I don't know how to applicate that lol
 

KuroganeHammer

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iirc, Knockback scaling means the higher it is, the further they'll fly at higher percentages.

For example, Luigi's F-smash has really, really high knockback scaling. It's why the move deals little knockback at 0%, but lots of knockback at 70%.

Like, Luigi's fully charged F-smash makes a sandbag fly further than Warlock Punch >250%.

I thought I read somewhere that 100 knockback scaling is like a default setting usually used on set knockback moves. But don't quote me on that.

It's really nothing to worry about since knockback is determined primarily by the damage done by an attack. Two attacks with the same base knockback and knockback scaling will obviously have the same knockback. But, if one does 20% and the other does 10%, the attack that does 20% will have twice the knockback.

I think this answers your question.

Assuming I understood what your question was in the first place. lol
 

Airborne

Smash Lord
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Jun 17, 2007
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well it's technically not a grab, it's a special with grab properties, of course it works a bit different.
I'm pretty sure it's called a command grab/throw. :trollface:

Edit: In regards to whether egg roll does more damage or not when sped up by conveyor belts, wind, etc, that is very true; Egg roll on the wind phase of Picto, for instance, will do 20% at max speed when rolling to the left. In fact, if you're ever fighting a Link and his Gale Boomerang is going to pull you in towards him, Egg Roll the f*cker. XDDDDD
 

Toomai

Smash Ace
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Someplace in Canada
how do you use "knockback scaling" ?
the scaling for fsmash is 92, dash attack has 100.
I don't know how to applicate that lol
If Brawl's knockback formula is like SSB64's, then a knockback scaling of 100 means it scales at 100% the usual value. So a scaling of 92 means it scales at 92% of the usual value, meaning it scales slightly slower than average.

Considering how 100 is the most common value for knockback scaling by a long shot this interpretation is likely, but don't parade it like fact.
 

Yikarur

Smash Master
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May 29, 2007
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Germany
but fsmashs is lower than dash attacks but dash attack is far weaker.
The Base Knockbacks influence would be gigantic in that case.
 

KuroganeHammer

It's ya boy
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but fsmashs is lower than dash attacks but dash attack is far weaker.
The Base Knockbacks influence would be gigantic in that case.
It's really nothing to worry about since knockback is determined primarily by the damage done by an attack. Two attacks with the same base knockback and knockback scaling will obviously have the same knockback. But, if one does 20% and the other does 10%, the attack that does 20% will have twice the knockback.
/tearsofsadnessthatyoudidn'tread

AM I SIMPLY NOT GOOD ENOUGH FOR YOU?

:sadeyes:
 
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