SmashWiki:Moveset Subpage Project

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The Moveset Subpage Project is a SmashWiki project to document technical and tactical information for characters' movesets in a consistent fashion.

Rationale[edit]

SmashWiki was historically simply part of SmashBoards. In-depth technical information tended to be posted in SmashBoards threads, whereas wiki pages were reserved for a more casual audience, and so simply linked to the forums where elaboration was necessary. After leaving SmashBoards and later becoming independent, SmashWiki continued to lean on the forums for most technical info. However, many such forum threads have wildly differing formats and levels of professionalism, and should an error be discovered only the original poster can fix it. It was eventually decided to begin internalizing technical info for characters' movesets, and so this project was born.

Goal[edit]

The goal of this project is to have one page for each move in every character's arsenal, containing the following information:

  • Overview of the move, its properties, and its applications.
  • Visual animation with the hitboxes visible to show their extension, which can't easily be estimated from the size and offset data within the table below.
  • Listing of the move's hitboxes, covering all known information about them.
  • Numerical and visual listing of the move's frame data, covering all important attributes.
  • Any other important information, such as the speed and lifetime of projectiles, or the power increase delivered by a reflector.
  • Categories grouping attacks of similar types and attributes.

FAQ[edit]

Q. What do the values in the hitbox tables mean?
A.
  • ID: Every hitbox has an ID number. If multiple hitboxes hit at once, whichever has the lower ID is the one that counts.
  • Part: Usually, an attack can only hit an opponent once if the hitboxes still exist. However, if a hitbox has a higher "part" value, it will be able to hit again regardless.
  • Damage: The base damage dealt by the hitbox. Smash attacks display a fully-charged value when rolled over; chargable special moves will have some other way of displaying their damage range.
  • Shield damage (SD): The additional damage dealt if the hitbox connects with a shield.
  • Angle: The direction targets are launched by the hitbox. Displayed as an icon; hover over the icon to show the exact number.
  • Base knockback (BK): The minimum knockback producable by the hitbox under most circumstances.
  • Knockback scaling (KS): A percentage value representing how quickly the move's knockback increases according to the target's damage. For example, a value of 120 indicates its power rises 20% faster than other hitboxes that do the same damage.
  • Fixed knockback value (FKV): If this is not 0, the hitbox's knockback will be the same regardless of the target's percentage. The value of this number affects how much knockback it does in a currently-nebulous fashion.
  • Radius: The size of the hitbox, as a radius.
  • Bone: The part of the character the hitbox is attached to.
  • Offset: How far away from the attached bone the hitbox is situated. For example, while a sword might have two hitboxes on it, one may be at the hilt while the other is at the tip, and they both follow the sword.
  • SDI multiplier (SDIx): How far the target can shift themselves using SDI.
  • Freeze frames multiplier (FFx): How many freeze frames are applied to both parties, dependent on how many would normally occur.
  • Trip chance (T%): How often the opponent will trip when hit by this hitbox, if they aren't knocked off the ground.
  • Clang: Indicates whether the hitbox is capable of colliding with and cancelling out other attacks via priority rules.
  • Rebound: If an attack clangs, this controls whether it will be interrupted (by rebounding) or continue anyway. Note that this effect appears to be non-functional in Brawl; all attacks rebound regardless of this.
  • Effect: Essentially the "elemental type" of the hitbox, controlling whether it can set opponents on fire or blast them with electricity, among other things.
  • Grounded/Aerial (G/A): Shows whether the hitbox can damage grounded targets only, aerial targets only, or both.
  • Sound: Indicates the sound effect played when the hitbox strikes.
  • Blockable: Shows whether the hitbox can be shielded against or countered.
  • Reflectable: Shows whether the hitbox can be reflected.
  • Absorbable: Shows whether the hitbox can be absorbed.
  • Direct: Whether the attack is considered "direct" or "indirect", which is used for things such as sticker effects.
Q. What do the different frame icons mean?
A. See the following table:
Name Icon Meaning
Lag FrameIcon(Lag).png Generally, during lag frames, no action of any kind can be undertaken (though buttons pressed during this time may be buffered).
Armour FrameIcon(Armour).png These frames contain resistance of a sort, such as knockback resistance.
Charge interval FrameIcon(BlankChargeS).pngFrameIcon(BlankChargeE).png For attacks that can charge, any charging takes place between these two frames.
Hitbox FrameIcon(Hitbox).png These are the frames that can damage opponents.
Hitbox change FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png There is no interruption in hitboxes between these two frames, but the hitboxes on either side are different. For example, this shows the point where a clean hit turns into a late hit.
Flinchless hitbox Icon for non-damaging hitbox frames in frame strips. Hitboxes that push characters without making them flinch. Commonly called "Windbox".
Vulnerable FrameIcon(Vulnerable).png The character can be damaged during these frames. If no strip for body state appears, assume vulnerability for the entire time.
Loop point FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png Marks points where loops occur, usually with one being the start point and the other being the end point.
Invincible FrameIcon(Invincible).png The character can be hit, but not damaged.
Reflect FrameIcon(Reflect).png Reflection bubbles are active during these frames.
Defensive FrameIcon(Defensive).png These frames contain defensive actions, such as active counterattacks.
State change FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png Between these two frames, the character undergoes some state change, such as turning around. The nature of this change should be explained by the page.
Autocancel FrameIcon(Autocancel).png During these frames, autocancelling is possible.
Absorb FrameIcon(Absorb).png Absorption bubbles are active during these frames.
Intangible FrameIcon(Intangible).png The character cannot be hit during these frames.
Continuable FrameIcon(Continuable).png If a button is input during these frames, the attack will immediately move to its next segment.
Earliest continuable FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png If one of these exists, then the move cannot go to its next segment until this point, even if the button is pressed earlier.
Prop event FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png Most commonly shows where projectiles are fired, though can mean other similar things based on the exact move.
Grab FrameIcon(Grab).png These are the frames that can grab opponents. Usually, when a grab occurs, the grabbing animation instantly transfers to the holding animation.
Throw point FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png This is the point where characters are thrown.
Search FrameIcon(Search).png Detection of a certain type. The purpose of the detection should be explained by the page.
Interruptible FrameIcon(Interruptible).png Actions input during these frames can interrupt the current action.
Q. What do the different icons in the tables mean?
A. See the following table:
Name Icon Meaning
Generic true/false HitboxTableIcon(True).pngHitboxTableIcon(False).png These icons mark "true" and "false" for categories with no unique icons.
Grounded/Aerial HitboxTableIcon(GroundedTrue).pngHitboxTableIcon(GroundedFalse).png
HitboxTableIcon(AerialTrue).pngHitboxTableIcon(AerialFalse).png
These icons show whether a hitbox can hit grounded opponents, aerial opponents, or both.
Sound level HitboxTableIcon(SoundS).pngHitboxTableIcon(SoundM).pngHitboxTableIcon(SoundL).pngHitboxTableIcon(SoundH).png Denotes the severity of the hitbox's impact sound: small, medium, large, and huge.
Clangability HitboxTableIcon(Clang).pngHitboxTableIcon(NoClang).png These icons mark whether a hitbox can clang or not.
Reboundability HitboxTableIcon(Rebound).pngHitboxTableIcon(NoRebound).png These icons mark whether a hitbox can rebound or not.
Blockbility HitboxTableIcon(Blockable).pngHitboxTableIcon(Unblockable).png These icons mark whether a hitbox is blockable.
Reflectability HitboxTableIcon(Reflectable).pngHitboxTableIcon(Unreflectable).png These icons mark whether a hitbox is reflectable.
Absorbability HitboxTableIcon(Absorbable).pngHitboxTableIcon(Unabsorbable).png These icons mark whether a hitbox is absorbable.
Indeterminate HitboxTableIcon(Indeterminate).png This icon shows that the value of an attribute is currently unknown.
Q. What does it mean when "interruptible" and "animation length" are the same number?
A. It's slightly confusing, but these two values being the same number actually means the attack can be interrupted one frame before it naturally ends. The explanation for this setup is:
  • "Interruptible" is the first frame some other action can begin after being input on the previous frame. For example, if a move is interruptible on 18, pressing a button on 17 will cause 18 to instead be frame 1 of a new action.
  • "Animation length" if the number of frames spent in the move. For example, if a move has an animation length of 18, it lasts for 18 frames and frame 19 will instead be frame 0 of the next action (this is a quirk, not a typo).
Q. How do decimal numbers of frames work?
A. Generally, decimal numbers of frames (subframes) are rounded up; for example an animation length of 37.2 will last for 33 whole frames. Subframes are listed instead of whole frames as there are some cases where they matter - examples include weight-based throws with very narrow hitbox windows.