SCOTU
Smash Hero
This thread will define a template to use for describing all the data on an attack, and describe what each element in the template is, and how to find that element in a standardized way. Additionally, when individual threads are made to contain all the info for a given character, they will be linked here to keep track of/ centralize them.
For finding any frame data, the correct way is to capture video in either 60(59.94)fps or in interlaced 30(29.97)fps (which can be de-interlaced into 60fps via a bob doubler filter). Using video editing software such as the open source freeware VirtualDub, you can count any frames that need counting.
Template
General
Jump Speed: #F
Dash Length: #F
Run Speed: #
Falling Speed: #
Falling Acceleration: #
Knockback Resistance 1: # (see knockback version Colin)
Knockback Resistance 2: # (see knockback Colin model)
Attack
Move Name
Visual Description (maybe picture)
Input
Hits on Frame: #F
Duration: #F
(aerials only)Landing Lag: #F (#F) - second #F is non-IASA landing lag
Hitlag: #F
Blockstun: #F
Blockhitlag: #F
Base Damage: #%
Knockback:
Grabs
Grab Name
Description (Maybe picture)
Input
Grabs on: #F
Duration: #F
Rolls/ Dodges/ Wakeup options/ Edge returns/ etc...
Move Name
Description (maybe picture)
Input
Invincible on: #F (maybe through #F... maybe)
Duration: #F
Input
Directions are "Forward", "Up", "Down", "Back", and "Neutral"
Attacks to combine with a direction are "Tilt", "Smash", "Special" or "B", "Throw", "Air", "Dash" (doesn't take a direction)
"Jab" refers to a standing neutral A
From the edge there is a "Slow Edge Getup" (>=100%) and a "Fast Edge Getup" (<100%)
From a fallen position there is a "Front Wakeup" (lying on front side) and a "Back Wakeup" (lying on back)
Names involving a direction can be abbreviated by taking the first letter of the direction and adding it to the attack type.
List of All attacks with proper names:
Jab
2nd Jab
3rd Jab
Rapid Jab
Forward Tilt
Up Tilt
Down Tilt
Forward Smash
Up Smash
Down Smash
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Z Air (some character's tethers have a hitbox)
Dash Attack
Neutral B
Forward B
Up B
Down B
Forward Throw
Back Throw
Up Throw
Down Throw
Front Wakeup Attack
Back Wakeup Attack
Fast Edge Getup Attack
Slow Edge Getup Attack
Hits On
This is the first frame the attack starts to hit on. Frame 1 is the first frame of the animation of the attack.
Duration
This is the total number of frames the attack lasts. You can buffer a Shield in most cases to see when an attack ends. When the shield is first visible is 2 frames after the end of the attack.
Hitlag
This is the number of frames of freezeframe animation when an attack connects. The first frame of hitlag is the frame that the attack connects, the last frame is the frame before the attack animation resumes. Hitlag affects both the attacker and the attackee.
BlockHitlag
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time. The first frame is when the attack hits the shield, the last is the frame before the shield starts sliding.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in. Simply release the shield button as soon as your shield is hit and count the number of frames from when shield hitlag is done until you can start dropping your shield.
Base Damage
In VS mode (NOT TRAINING) hit someone when they're at 0% (so there's no hidden decimal error that's not built into the attack). The percent they end at is the Base Damage.
Knockback Angle
in training mode, set cpu = jiggs (pretty floaty so gravity has very little effect in the first frame after hitlag)
set the jiggs to 999%. set her standing on the edge of a platform and hit her while capturing video. In frame by frame, find the frame after hitlag. From that frame you can find the angle at which the opponent is sent. These angles are measured in degrees above forward, which means that if you draw a line from the hitter straight in front of him, that's 0 deg, straight up is 90, straight down is -90, and directly behind (for say, a bair) is 180. If the character turns around in the attack, "forward" refers to the direction prior to the attack. Pro Tip: DON'T have the jiggs DI.
Knockback Base & Growth
Growth is found using this equation:
g = (f - m) / e
where g is the growth, m is the knockback mario takes at 0% (before the hit), e is any percent, and f is the knockback taken by mario at e% before the attack.
in a new VS game, hit a mario at 0% with a non-stale attack. End the game. In the mario's stats screen find "Mas Launch Speed" this is m
start a new VS game, shoot mario with a fox laser until he is at some % (this % is e). Hit him with the non-stale attack. End the game, check his launch speed, this is f.
subtract m from f, and then divide by e to get the growth.
now that you have the growth,
Base Knockback is found by taking m and subtracting d * g from it, where d is the damage the non-stale attack does.
aka
*NOTE* NEEDS TO BE DECIDED
base knockback = m - d * g
OR
base knockback = m
*/NOTE*
FOR FIXED KNOCKBACK ATTACKS
Base Knockback is just how much knockback Mario takes
and Variance is
V = (K - B) / R1
where V is variance, K is the knockback that character takes, and R1 is that character's Knockback Resistance 1
So find the knockback the move does on Mario, then find it on some other character, subtract the Mario one from the other character one, and then divide by the other character's Knockback Resistance 1
Element
I'm not entirely sure what all the elements are, nor who has weaknesses/ resistances to what elements, but I do know that Ivysaur has a weakness to element "fire" and squirtle has a resistance to it. If an attack has a 1.1 multiplier to the expected knockback on either of these (1/1.1 in case of a resistance) then that attack has the element that the attackee is weak/strong against.
For finding any frame data, the correct way is to capture video in either 60(59.94)fps or in interlaced 30(29.97)fps (which can be de-interlaced into 60fps via a bob doubler filter). Using video editing software such as the open source freeware VirtualDub, you can count any frames that need counting.
Template
General
Jump Speed: #F
Dash Length: #F
Run Speed: #
Falling Speed: #
Falling Acceleration: #
Knockback Resistance 1: # (see knockback version Colin)
Knockback Resistance 2: # (see knockback Colin model)
Attack
Move Name
Visual Description (maybe picture)
Input
Hits on Frame: #F
Duration: #F
(aerials only)Landing Lag: #F (#F) - second #F is non-IASA landing lag
Hitlag: #F
Blockstun: #F
Blockhitlag: #F
Base Damage: #%
Knockback:
Angle (degrees above forward): # [range = -180<x<=180]
Base: #
Growth Rate/ variance: #
(Element: element)
Base: #
Growth Rate/ variance: #
(Element: element)
Grabs
Grab Name
Description (Maybe picture)
Input
Grabs on: #F
Duration: #F
Rolls/ Dodges/ Wakeup options/ Edge returns/ etc...
Move Name
Description (maybe picture)
Input
Invincible on: #F (maybe through #F... maybe)
Duration: #F
Input
Directions are "Forward", "Up", "Down", "Back", and "Neutral"
Attacks to combine with a direction are "Tilt", "Smash", "Special" or "B", "Throw", "Air", "Dash" (doesn't take a direction)
"Jab" refers to a standing neutral A
From the edge there is a "Slow Edge Getup" (>=100%) and a "Fast Edge Getup" (<100%)
From a fallen position there is a "Front Wakeup" (lying on front side) and a "Back Wakeup" (lying on back)
Names involving a direction can be abbreviated by taking the first letter of the direction and adding it to the attack type.
List of All attacks with proper names:
Jab
2nd Jab
3rd Jab
Rapid Jab
Forward Tilt
Up Tilt
Down Tilt
Forward Smash
Up Smash
Down Smash
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Z Air (some character's tethers have a hitbox)
Dash Attack
Neutral B
Forward B
Up B
Down B
Forward Throw
Back Throw
Up Throw
Down Throw
Front Wakeup Attack
Back Wakeup Attack
Fast Edge Getup Attack
Slow Edge Getup Attack
Hits On
This is the first frame the attack starts to hit on. Frame 1 is the first frame of the animation of the attack.
Duration
This is the total number of frames the attack lasts. You can buffer a Shield in most cases to see when an attack ends. When the shield is first visible is 2 frames after the end of the attack.
Hitlag
This is the number of frames of freezeframe animation when an attack connects. The first frame of hitlag is the frame that the attack connects, the last frame is the frame before the attack animation resumes. Hitlag affects both the attacker and the attackee.
BlockHitlag
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time. The first frame is when the attack hits the shield, the last is the frame before the shield starts sliding.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in. Simply release the shield button as soon as your shield is hit and count the number of frames from when shield hitlag is done until you can start dropping your shield.
Base Damage
In VS mode (NOT TRAINING) hit someone when they're at 0% (so there's no hidden decimal error that's not built into the attack). The percent they end at is the Base Damage.
Knockback Angle
in training mode, set cpu = jiggs (pretty floaty so gravity has very little effect in the first frame after hitlag)
set the jiggs to 999%. set her standing on the edge of a platform and hit her while capturing video. In frame by frame, find the frame after hitlag. From that frame you can find the angle at which the opponent is sent. These angles are measured in degrees above forward, which means that if you draw a line from the hitter straight in front of him, that's 0 deg, straight up is 90, straight down is -90, and directly behind (for say, a bair) is 180. If the character turns around in the attack, "forward" refers to the direction prior to the attack. Pro Tip: DON'T have the jiggs DI.
Knockback Base & Growth
Growth is found using this equation:
g = (f - m) / e
where g is the growth, m is the knockback mario takes at 0% (before the hit), e is any percent, and f is the knockback taken by mario at e% before the attack.
in a new VS game, hit a mario at 0% with a non-stale attack. End the game. In the mario's stats screen find "Mas Launch Speed" this is m
start a new VS game, shoot mario with a fox laser until he is at some % (this % is e). Hit him with the non-stale attack. End the game, check his launch speed, this is f.
subtract m from f, and then divide by e to get the growth.
now that you have the growth,
Base Knockback is found by taking m and subtracting d * g from it, where d is the damage the non-stale attack does.
aka
*NOTE* NEEDS TO BE DECIDED
base knockback = m - d * g
OR
base knockback = m
*/NOTE*
FOR FIXED KNOCKBACK ATTACKS
Base Knockback is just how much knockback Mario takes
and Variance is
V = (K - B) / R1
where V is variance, K is the knockback that character takes, and R1 is that character's Knockback Resistance 1
So find the knockback the move does on Mario, then find it on some other character, subtract the Mario one from the other character one, and then divide by the other character's Knockback Resistance 1
Element
I'm not entirely sure what all the elements are, nor who has weaknesses/ resistances to what elements, but I do know that Ivysaur has a weakness to element "fire" and squirtle has a resistance to it. If an attack has a 1.1 multiplier to the expected knockback on either of these (1/1.1 in case of a resistance) then that attack has the element that the attackee is weak/strong against.