Veril
Frame Savant
This is not the same as the terminology thread. By nature we will have to have a much more precise set of technical terminology and a glossary of all the abbreviations I'll be using in my data and am too stubborn to change ;p
Glossary of Terms and their Acronyms
Move: derp derp
•jabx1, jabx2, jabx3: derp
•jab100: the repeating jab
•jab100 end: the hits that occur when the jab is ended rather than looping
•ftilthi: up angled forward tilt
•ftilt: non-angled forward tilt, can refer to all the tilts if the frame breakdown turns out to be the same for all (which is not always the case).
•ftiltlw: down angled forward tilt
•utilt: up tilt
•dtilt: down tilt
•tbc not that hard to figure out
HID: hitbubble Identification, a system I use to differentiate hitbubbles within a given move.
•First value is a number refering to the presence or absence of previous hitboxes (terminated collisions). Will be 1 unless it is a multi hit attack.
**This can also be "L#" if the hitbubble is looped, the number used if there are multiple loops in the same move.
•Second value refers to different hitboxes without a transfer collision.
**If this value is an upper case G this is the grounded hitbox of an aerial attack or aerial special.
•Third value refers to the hitbubble ID in PSA.
Hit1: first hitframe for a given hitbubble within a given move or move component.
Hit2: last hitframe for the hitbubble associated with Hit1.
FAF: First actionable frame based on IASA or the animations duration + 1, whichever is earlier.
EAC: early autocancel frames
AC: later, normally noted autocancel frames
ALR: landing lag
Flow1: based on RAbit16, frame 0 of the linked move if this move hits and the button is held OR if the button is pressed.
Flow2: based on RAbit17, frame 0 of the linked move if button held w/o hit.
Flow100: based on RAbit20, frame 0 of jab100
Loop: based on RAbit22, frame 0 of the first move in the sequence.
bone: significant points in a character model. The "bone" value listed in my data is the bone associated with a given hitbubble. Bone 0 is the "pivot point" or "body/central bone". Yay bone 0.
dmg: base damage converted from hex
angle: base angle converted from hex.
∂kb: weight knockback, a form of "fixed" knockback growth.
kbg: knockback growth. Values listed as kbg may actually be ∂kb because I get my data from text dumps primarily. I'll go through and fix those when I have all the hitbubbles noted.
sdm: shield damage (not a multiplier, just a fixed value added to damage).
bkb: base knockback.
trip: trip modifier. trip % = trip*100
hlm: hitlag multiplier. Does not apply to shield hitlag.
•Hitlag=Floor[(damage/2.6)*HLM*E]
SDI: sdi multiplier, affects the distance a character is moved with each directional input during hitlag.
Size: the radius of a given hitbubble
z: displacement of the hitbubble on the z-axis
y: derp
x: derp
flags: the "normal" offensive collision flag
•F#1: involved in priority (hitbubble interactions) determination, afaik the only values possible here are 0,1,2 and 3.
•F#2: the damage differential necessary to beat out a move of the same F#1 type???? theory
•F#3: can be 0,4,8 or C (which is 12). don't know if its involved in priority or what. Can't figure it out.
•F#4: air/ground interaction (1=ground, 2=air, 3=both)
•F#5: SFX?
•F#6: always an even number, SFX?
F#7: always a multiple of 4, part of the element animation flag component?
e#: the element of a hitbubble
SFlags: special offensive collision flags. Mostly code for "only hits forward".
•204FFFC3: nado SOC flag
•4F0083: Bowser's sideb
•4FFFC0: buttstars
•4FFFC3: only hits forward
•80FFFC3: Toon Link's Pummel
•84FFFC3: various pummels and select special offensive collisions on bowser's u and d throws
•E04FFFC0: windbox
TBC
tired
•q refers to position in move queue, fresh bonus applies to the first use per stock
•damage=base damage as listed for the hitbubble in PSA * staleness modifier (fresh=1.05, q0=1, q1=.9, q2=.81, etc=.73, .66, .6, .55, .51, .48, .46). Damage is read to the hundredths place, so #.xx. So if you were wondering if fractional damage is possible... it is.
•Shieldstun=Sstun=Floor[(damage)/3]
•Shield hitlag=SHL=Floor[(damage/2.6)*E+5]
•Hitlag=HL=Floor[(damage/2.6)*HLM*E]
•E=1.5 for electric attacks and 1 for normal attacks, other elements warrant further study.
•bkb induced hitstun=bkb*.4
•normal escape frame on block=hitframe + SHL + sstun
Hitlag starts the frame of the hit, very important to keep that in mind.
I already posted a thread on size but I guess I'll move that here.
Glossary of Terms and their Acronyms
Move: derp derp
•jabx1, jabx2, jabx3: derp
•jab100: the repeating jab
•jab100 end: the hits that occur when the jab is ended rather than looping
•ftilthi: up angled forward tilt
•ftilt: non-angled forward tilt, can refer to all the tilts if the frame breakdown turns out to be the same for all (which is not always the case).
•ftiltlw: down angled forward tilt
•utilt: up tilt
•dtilt: down tilt
•tbc not that hard to figure out
HID: hitbubble Identification, a system I use to differentiate hitbubbles within a given move.
•First value is a number refering to the presence or absence of previous hitboxes (terminated collisions). Will be 1 unless it is a multi hit attack.
**This can also be "L#" if the hitbubble is looped, the number used if there are multiple loops in the same move.
•Second value refers to different hitboxes without a transfer collision.
**If this value is an upper case G this is the grounded hitbox of an aerial attack or aerial special.
•Third value refers to the hitbubble ID in PSA.
Hit1: first hitframe for a given hitbubble within a given move or move component.
Hit2: last hitframe for the hitbubble associated with Hit1.
FAF: First actionable frame based on IASA or the animations duration + 1, whichever is earlier.
EAC: early autocancel frames
AC: later, normally noted autocancel frames
ALR: landing lag
Flow1: based on RAbit16, frame 0 of the linked move if this move hits and the button is held OR if the button is pressed.
Flow2: based on RAbit17, frame 0 of the linked move if button held w/o hit.
Flow100: based on RAbit20, frame 0 of jab100
Loop: based on RAbit22, frame 0 of the first move in the sequence.
bone: significant points in a character model. The "bone" value listed in my data is the bone associated with a given hitbubble. Bone 0 is the "pivot point" or "body/central bone". Yay bone 0.
dmg: base damage converted from hex
angle: base angle converted from hex.
∂kb: weight knockback, a form of "fixed" knockback growth.
kbg: knockback growth. Values listed as kbg may actually be ∂kb because I get my data from text dumps primarily. I'll go through and fix those when I have all the hitbubbles noted.
sdm: shield damage (not a multiplier, just a fixed value added to damage).
bkb: base knockback.
trip: trip modifier. trip % = trip*100
hlm: hitlag multiplier. Does not apply to shield hitlag.
•Hitlag=Floor[(damage/2.6)*HLM*E]
SDI: sdi multiplier, affects the distance a character is moved with each directional input during hitlag.
Size: the radius of a given hitbubble
z: displacement of the hitbubble on the z-axis
y: derp
x: derp
flags: the "normal" offensive collision flag
•F#1: involved in priority (hitbubble interactions) determination, afaik the only values possible here are 0,1,2 and 3.
•F#2: the damage differential necessary to beat out a move of the same F#1 type???? theory
•F#3: can be 0,4,8 or C (which is 12). don't know if its involved in priority or what. Can't figure it out.
•F#4: air/ground interaction (1=ground, 2=air, 3=both)
•F#5: SFX?
•F#6: always an even number, SFX?
F#7: always a multiple of 4, part of the element animation flag component?
e#: the element of a hitbubble
SFlags: special offensive collision flags. Mostly code for "only hits forward".
•204FFFC3: nado SOC flag
•4F0083: Bowser's sideb
•4FFFC0: buttstars
•4FFFC3: only hits forward
•80FFFC3: Toon Link's Pummel
•84FFFC3: various pummels and select special offensive collisions on bowser's u and d throws
•E04FFFC0: windbox
TBC
tired
•q refers to position in move queue, fresh bonus applies to the first use per stock
•damage=base damage as listed for the hitbubble in PSA * staleness modifier (fresh=1.05, q0=1, q1=.9, q2=.81, etc=.73, .66, .6, .55, .51, .48, .46). Damage is read to the hundredths place, so #.xx. So if you were wondering if fractional damage is possible... it is.
•Shieldstun=Sstun=Floor[(damage)/3]
•Shield hitlag=SHL=Floor[(damage/2.6)*E+5]
•Hitlag=HL=Floor[(damage/2.6)*HLM*E]
•E=1.5 for electric attacks and 1 for normal attacks, other elements warrant further study.
•bkb induced hitstun=bkb*.4
•normal escape frame on block=hitframe + SHL + sstun
Hitlag starts the frame of the hit, very important to keep that in mind.
I already posted a thread on size but I guess I'll move that here.