User:DrakRoar/SSB4 and SSBU parameters

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A gigantic collection of technical parameters for Smash 4 (Super Smash Bros. 4) and Ultimate (Super Smash Bros. Ultimate), which I gathered from the work of various dataminers and organized in a more detailed format for documentation. This isn't intended to be added to the wiki as-is, but moreso as research of my own. Parameter names with a specific game icon (e.g. Super Smash Bros. Ultimate) indicate it is only present in that game.

General parameters (battle_object)[edit]

Internal name/address Meaning Value Notes
stick_clamp_max Maximum stick value 120 Super Smash Bros. Ultimate
118 Super Smash Bros. 4
Stick values range from [-128, -128] (bottom left) to [127, 127] (top right); 120 is the highest registered by the game for all four directions
stick_neutral Stick deadzone range 0.2 Relative to maximum (effectively between -24 and 23)
clatter_button_dec_frame_mul Mashing reduction multiplier for buttons 1.8 Used for all buttons, so the base mashing reduction value is only used for stick inputs (for example, if a status' duration is reduced by 8 frames with a stick input, a button input reduces it by 14.4 frames)
0x21af4b1219 Mashing cooldown for equal button inputs 1 frame
  • Buttons tied to the same action (e.g. X and Y for jump) count as the same input
  • During cooldown frames, no mash inputs can be registered nor buffered, and frames passed don't reduce the status' duration
  • The different button input cooldown is also used for button to stick inputs, and vice versa
  • Overall, button inputs have a stronger effect on mashing than stick inputs but cannot be registered as fast
clatter_double_invalid_frame Super Smash Bros. Ultimate Mashing cooldown for different button inputs 2 frames
reaction_damage_storage Percent multiplier in knockback formula 0.1 Knockback formula:

KnockbackFormula.png

  • p% = post-hit percent
reaction_attack Damage multiplier in knockback formula 0.05
reaction_damage_mul Weight factor multiplier in knockback formula 1.4
reaction_damage_add Additional knockback 18
reaction_effect_mul Knockback scaling multiplier 0.01
reaction_pattern_attack_rate Staleness factor in knockback formula 0.3
reaction_fix_storage Percent for set knockback 10 If a move's FKB is higher than 0, p% is set to this value in the knockback formula, and dmg is set to the FKB (staleness is ignored)
reaction_max Knockback cap 2500
damage_cap Damage cap 999% Doesn't go above 999.0% even in Super Smash Bros. Ultimate
damage_frame_mul Hitstun factor 0.4 Base hitstun frames: KB * 0.4 + modifier; last frame is actionable
damage_frame_min Super Smash Bros. Ultimate Minimum hitstun duration 5 frames
damage_level1 Minimum hitstun for medium flinch animations 15 frames Super Smash Bros. Ultimate
12 frames Super Smash Bros. 4
  • Equal to 37.5Super Smash Bros. Ultimate / 30Super Smash Bros. 4 KB units
  • Super Smash Bros. Brawl 10 frames (equal to 25 KB units)
damage_level2 Minimum hitstun for heavy flinch animations 21 frames Equal to 52.5 KB units
damage_level3 Minimum hitstun for tumbling 32 frames Equal to 80 KB units
damage_speed_mul Launch speed factor 0.03 Initial launch speed is equal to KB * 0.03, then decays by 0.051 every next frame if airborne (on the ground it uses traction instead)
damage_air_brake Launch speed decay per frame 0.051
damage_angle_ground_zero_speed_mul Launch speed multiplier for grounded knockback 0.8 Factored on top of the base 0.03 multiplier
damage_down_on_ground_y_speed_mul Vertical launch speed multiplier for grounded meteor smash 0.8
  • Tumble knockback only (bounce off)
  • Applied after initial launch speed
damage_speed_limit Maximum grounded launch speed 8.3 Equal to 276.7 KB units
meteor_vector_min Meteor smash range 230°
  • Does not take DI into account
  • Used for the meteor smash sound effect
meteor_vector_max 310°
fly_top_angle_lw Angle range for "DamageFlyTop" tumble animation 70°
  • Does not take DI into account
  • Super Smash Bros. Ultimate uses different falling speed and gravity for characters if this animation is triggered
fly_top_angle_hi 110°
damage_angle_ground_reaction_min Sakurai angle knockback thresholds 60
  • If KB < 60, angle = 0°
  • If KB >= 88, angle = 38°Super Smash Bros. Ultimate / 40°Super Smash Bros. 4
  • If 60 <= KB < 88:
    • Super Smash Bros. Ultimate angle = (1 + 38 * (KB - 60) / (88 - 60))°; 38° maximum
    • Super Smash Bros. 4 angle = (1 + 40 * (KB - 60) / (88 - 60))°; 40° maximum
  • Super Smash Bros. Brawl Maximum angle is 37°
damage_angle_ground_reaction_min 88
damage_angle_ground_max Maximum degrees for Sakurai angle 38° Super Smash Bros. Ultimate
40° Super Smash Bros. 4
damage_angle_air Aerial Sakurai angle 38° Super Smash Bros. Ultimate
45.26367° Super Smash Bros. 4
  • Coded in radians (0.663225Super Smash Bros. Ultimate / 0.79Super Smash Bros. 4)
  • Super Smash Bros. Brawl 45° (0.785398 in radians)
damage_angle_zero_reaction_min Super Smash Bros. Ultimate Minimum knockback for 0° angle to change 120 Doesn't apply to the 180° angle or other equivalents
damage_angle_zero_damage_angle_max Super Smash Bros. Ultimate 0° angle change 32°
damage_sync_speed_mul 365° angle launch speed multiplier 0.5 Launch speed: attacker momentum * 0.5
damage_pull_speed_mul Autolink angle distance-based launch speed 0.2 Launch speed: attacker momentum + (hitbox position - opponent position) * 0.2
  • Applies to the 366°, 367°, and 368°Super Smash Bros. Ultimate angles
damage_pull_speed_down_mul Autolink angle distance-based downward launch speed 0.3 Used so autolink angles (same as above) pull opponents downward slightly faster than in other directions
damage_pull_ground_angle 367°Super Smash Bros. Ultimate / 366°Super Smash Bros. 4 angle on the ground 80°
damage_pull_attack_speed_y_max 367°Super Smash Bros. Ultimate / 366°Super Smash Bros. 4 angle vertical launch speed cap -1
  • Equal to 33.34 KB units straight downward
  • Super Smash Bros. 4 Added in 1.0.4
damage_pull_attack_speed_max Autolink angle launch speed cap 3 After the first 5 knockback frames from an autolink attack, its launch speed is capped to this value, and in the case of the 366°Super Smash Bros. Ultimate / 367°Super Smash Bros. 4 angle, it changes to fully match the attacker's momentum at the time of the hit
damage_pull_speed_intp_frame Period before autolink angle cap 5 frames
damage_turn_speed_ground_mul Grounded launch speed for reverse effect attacks 1 Super Smash Bros. Ultimate
2.25 Super Smash Bros. 4
  • Super Smash Bros. Ultimate Coded as a multiplier to the resulting launch speed from knockback calculation (all reversing attacks use 80 FKB and 100 KBS)
    • Due to a glitch, this launch speed does not apply if the opponent was hit by a flinching move beforehand, which can only be fixed irregularly by floor or ledge getups, and lasts for the rest of the stock otherwise
  • Super Smash Bros. 4 Coded as launch speed applied to the character (all reversing attacks use 0 KB)
  • The grounded value applies at the attack's launch angle, but only the horizontal component is kept
damage_turn_speed_air_mul Aerial launch speed for reverse effect attacks 0.9 Super Smash Bros. Ultimate
2 Super Smash Bros. 4
down_damage_reaction Minimum knockback for weak lock 7 Lasts 12 frames; knockback below this amount simply causes the knocked down target to stand up
down_damage_s_reaction Minimum knockback for standard lock 15
  • Lasts 38 frames; locks require this and the knockback to not lift the knocked down target off the ground (minimum knockdown duration is 25 frames)
  • Super Smash Bros. 4 Maximum angle to lock is 35°, though it only matters on slopes
slip_damage_reaction Minimum knockback for base trip chance 55
  • Tripping lasts 39 frames; requires this (or hitbox-specific bonus trip chance) and the knockback to not lift the target off the ground
  • Skips victim's hitlag if the tripping attack is electric (for some reason)
capture_cut_damage Accumulated external damage to escape a grab 10%
  • Applies to the grabbed character; attacking the grabber ends the grab regardless of damage or knockback
  • There's another value for minimum external damage per hit to escape a grab, equal to 11% (capture_cut_attack_power), but is obsolette due to being higher than this value
damage_fly_quake_m Minimum hitstun for camera shake (two intensities) 50
damage_fly_quake_l 70
damage_fly_speed_up_reaction_frame_min Super Smash Bros. Ultimate Hitstun range for balloon knockback 30
  • Initial speed multiplier: 1 + 5 * (hitstun - 30) / 50; 1 minimum
    • Subsequent frames: (initial FAF * 0.3 - new FAF) / (initial FAF * -0.7)
damage_fly_speed_up_reaction_frame_max Super Smash Bros. Ultimate 80
damage_fly_speed_up_end_rate Super Smash Bros. Ultimate Balloon knockback factor 70
damage_fly_speed_up_max_mag Super Smash Bros. Ultimate Balloon knockback maximum speed multiplier 6
fly_roll_damage Minimum percent for reeling 100% Read after damage from a hit, so it includes moves that bring the target from below 100% to it or higher
fly_roll_rate Reeling chance 30%
back_damage_fly_roll_rate Super Smash Bros. Ultimate Reeling chance when launched from behind 0%
0x1af80fd893 Super Smash Bros. Ultimate 1v1 multiplier 1.2
  • Damage taken multiplier; has no effect on knockback or damage to shields
  • There are also specific multipliers for 3P to 8P battles, but they are all set to 1
hitstop_frame_mul Hitlag factor 0.65 Super Smash Bros. Ultimate
0.3846154 Super Smash Bros. 4
  • Hitlag frames Super Smash Bros. Ultimate: (damage * 0.65 * players + 6) * hitlagmult * electric * shield * crouch; 30 maximum
    • If shield = 0.67, hitlagmult is 1 minimum
  • Hitlag frames Super Smash Bros. 4: (damage * 0.3846154 + 5) * hitlagmult * electric * shield * crouch; 30 maximum
    • If hitlagmult > 1, shield = 0.8 (1.1.0 onward, result is 1 minimum)
hitstop_frame_add Base hitlag 6 Super Smash Bros. Ultimate
5 Super Smash Bros. 4
hitstop_elec_mul Electric effect hitlag multiplier 1.5
hit_stop_squat_mul Crouch cancel hitlag multiplier 0.67
0x20d241cd64 Super Smash Bros. Ultimate Shield hitlag multiplier 0.67
0x192e58d48b Super Smash Bros. Ultimate Hitlag multipliers by player count 1
0.925
0.862
0.8116
0.77464
0.752464
0.75
hitstop_frame_max Hitlag cap 30 frames
just_shield_hitstop_frame_add Super Smash Bros. Ultimate Perfect shield base hitlag 14 Replaces hitstop_frame_add in the hitlag formula if perfect shielding a direct non-projectile attack
0x1b63c43ae1 Super Smash Bros. Ultimate Alternate perfect shield base hitlag 11 Applies to direct hitboxes from articles separate from the character but attached to them (e.g. Ness' yo-yo, Corrin's fsmash, Splat Roller)
0x28492c704c Super Smash Bros. Ultimate Perfect shield base hitlag for direct projectiles 8 Examples: Isabelle and Snake's up smashes, Force Palm's wave
0x323a6f8f63 Super Smash Bros. Ultimate Perfect shield hitlag modifier for indirect attacks -1 2 in Training mode until 3.0.0 and in other game modes until 9.0.0
just_shield_hitstop_frame_max Super Smash Bros. Ultimate Perfect shield hitlag cap 30 frames
damage_shake_mul_value Hitlag shake frames factor 0.75 Hitlag shake frames: hitlag * 0.75 + 4
damage_shake_add_value Base hitlag shake frames 4
rebound_power_diff Maximum damage difference for clanging 9%
rebound_frame Rebound duration factor 16 Rebound duration: (30 + 1) / 16 * (damage * 1 + 3)
  • Super Smash Bros. Ultimate Duration is the same for all attackers, using the highest damage out of the clanging attacks
  • Super Smash Bros. 4 Duration is different for each attacker, using the respective attack's damage
rebound_reaction_mul Rebound duration damage multiplier 1
rebound_reaction_add Base rebound duration 3
rebound_reaction_max Rebound animation length 30
rebound_speed_mul Rebound pushback factor 0.007
  • Rebound pushback: 0.007 * (damage * 1 + 3) + 0.5
    • Super Smash Bros. Brawl: 0.007 * (damage * 0.3 + 3) + 0.5
rebound_speed_add Base rebound pushback 0.5
reflect_count_max Maximum reflections per projectile 7
just_shield_reflect_attack_mul Super Smash Bros. Ultimate Perfect Shield Reflect damage multiplier 1.2 Only available as a Skill in World of Light
just_shield_reflect_speed_mul Super Smash Bros. Ultimate Perfect Shield Reflect speed multiplier 1.5
just_shield_reflect_life_mul Super Smash Bros. Ultimate Perfect Shield Reflect lifetime multiplier 2
just_shield_reflect_count_max Super Smash Bros. Ultimate Perfect Shield Reflect limit per projectile 3
hitstop_paralyze_frame_mul Paralysis duration multiplier 1 Super Smash Bros. Ultimate
0.025 Super Smash Bros. 4
  • Paralysis frames Super Smash Bros. Ultimate: knockback * hitlagmult * crouch (0.67) * 1 + 1; 90 maximum
  • Paralysis frames Super Smash Bros. 4: knockback * (damage * 0.3846154 + 14) * hitlagmult * crouch (0.67) * 0.025; 76 maximum
    • Super Smash Bros. Brawl: knockback * (damage * 0.3846154 + 14) * hitlagmult * crouch (0.67) * 0.05; 80 maximum
  • Both formulas use set weight for the knockback factor
hitstop_paralyze_frame_add Base paralysis duration 1 Super Smash Bros. Ultimate
14 Super Smash Bros. 4
hitstop_frame_paralyze_max Paralysis cap 90 frames Super Smash Bros. Ultimate
76 frames Super Smash Bros. 4
0x16a568e4a4 Hit GFX size factor 0.04
  • GFX size multiplier Super Smash Bros. Ultimate: damage * 0.04 + 0.45; 0.5 minimum, 1.3 maximum
  • GFX size multiplier Super Smash Bros. 4: damage * 0.04 + 0.3; 0.3 minimum, 1.5 maximum
0x16f170b6e2 Hit GFX base size 0.45
0x16ad11d8d5 Hit GFX size range 0.5 Super Smash Bros. Ultimate
0.3 Super Smash Bros. 4
0x16911ce78c 1.3 Super Smash Bros. Ultimate
1.5 Super Smash Bros. 4
hit_effect_rand_ofs_x Hit GFX maximum offset (X, Y, Z) 2 Offset is a random value from 0 to this amount in either direction
hit_effect_rand_ofs_y 2
hit_effect_rand_ofs_z 0
rush_hit_effect_rand_ofs_x Super Smash Bros. Ultimate Hit GFX maximum offset for rapid effect (X, Y, Z) 7 Offset is a random value from 0 to this amount in either direction
rush_hit_effect_rand_ofs_y Super Smash Bros. Ultimate 7
rush_hit_effect_rand_ofs_z Super Smash Bros. Ultimate 0
jostle_weight_max Super Smash Bros. Ultimate Maximum jostle weight 10
jostle_weight_min Super Smash Bros. Ultimate Minimum jostle weight 1
jostle_weight_max_speed Super Smash Bros. Ultimate Speed factor for maximum jostle weight 8
jostle_weight_min_speed Super Smash Bros. Ultimate Speed factor for minimum jostle weight 0.4
jostle_weight_mul_ga Super Smash Bros. Ultimate Ground-to-air jostle weight multiplier 0 Weakens jostle strength for airborne characters
jostle_weight_mul_aa Super Smash Bros. Ultimate Air-to-air jostle weight multiplier 0
jostle_weight_mul_ag Super Smash Bros. Ultimate Ground-to-ground jostle weight multiplier 0.6
turn_param_damage_turn_angle Rotation values per frame for reverse effect attacks 34.6° Takes 7Super Smash Bros. Ultimate / 8Super Smash Bros. 4 frames total
76.4°
113.4°
137.3°
152.8°
164°
173.7°Super Smash Bros. 4
180°
max_ink_value Super Smash Bros. Ultimate Maximum ink amount 300
  • Ink damage multiplier: damage * (1 + ink * 0.5 / 180)
  • Damage taken multiplier; has no effect on knockback or damage to shields
max_ink_for_damage_mul Super Smash Bros. Ultimate Maximum ink amount for damage multiplier 180
max_damage_mul_for_ink Super Smash Bros. Ultimate Maximum ink damage multiplier 1.5
start_decrease_ink_frame Super Smash Bros. Ultimate Period before ink wears off after last ink hit 120 frames
decrease_ink_value Super Smash Bros. Ultimate Ink decrease per frame 0.25
start_decrease_oil_frame Super Smash Bros. Ultimate Period before Oil Panic wears off after hit 60 frames
decrease_oil_value Super Smash Bros. Ultimate Oil decrease per frame 0.1

Fighter-common parameters (common)[edit]

Internal name/address Meaning Value Notes
precede Standard buffer window 7 frames Super Smash Bros. Ultimate
10 frames Super Smash Bros. 4
precede_extension Super Smash Bros. Ultimate Hold buffer window 2 frames Also added to the standard window, effectively making it 9 frames
walk_stick_x Walk stick sensitivity 0.18 Equal to a stick value of 23 minimum because of the deadzone
turn_stick_x Turn stick sensitivity -0.2 Super Smash Bros. Ultimate
-0.25 Super Smash Bros. 4
Equal to a stick value of -24Super Smash Bros. Ultimate / -30Super Smash Bros. 4 minimum
turn_frame Turn duration 1 frame
turn_speed_mul Turn speed multiplier 0.3
dash_stick_x Dash and forward smash stick sensitivity 0.85 Super Smash Bros. Ultimate
0.83 Super Smash Bros. 4
Equal to a stick value of 102Super Smash Bros. Ultimate / 98Super Smash Bros. 4 minimum
dash_flick_x Dash input window 2 frames
run_stick_x Run stick sensitivity 0.75 Super Smash Bros. Ultimate
0.625 Super Smash Bros. 4
  • Sensitivity needed to continue a run after its initiation
  • Equal to a stick value of 90Super Smash Bros. Ultimate / 74Super Smash Bros. 4 minimum (presumably increased to remove ledge running)
dash_s4_frame Forward smash input window 6 frames Doesn't require a dash, but allows to cancel it instead of using a dash attack
dash_s4_frame_hard Super Smash Bros. Ultimate Forward smash input window with changed stick sensitivity 5 frames First window is for Low stick sensitivity, second is for High
dash_s4_frame_easy Super Smash Bros. Ultimate 7 frames
dash_escape_frame Roll input window after dash 5 frames Pressing a shield button triggers a forward roll even if the control stick isn't tilted forward
dash_speed_keep_frame Dash speed minimum duration before changing to run speed 6 frames
turn_dash_frame Initial dash turn window 5 frames Dash dance window
re_dash_frame Consecutive dash period 15 frames Fox trot window
dash_enable_attack_frame Super Smash Bros. Ultimate Dash cancel window by attacks 14 frames
retry_turn_dash_frame Super Smash Bros. Ultimate Dash cancel window by turn dash 14 frames
dash_end_speed_mul Dash end speed multiplier 0.67 Super Smash Bros. 4 Relevant to perfect pivots
run_brake_attack_dash_frame Run brake lag before dash attack 1 frame
run_brake_attack_escape_frame Super Smash Bros. Ultimate Run brake lag before attack or dodge 4 frames Super Smash Bros. 4 Uses character-specific run brake duration instead
run_brake_dash_frame Super Smash Bros. Ultimate Run brake lag before dash 7 frames
turn_run_stick_x Run turn stick sensitivity -0.6 Super Smash Bros. Ultimate
-0.375 Super Smash Bros. 4
Equal to a stick value of -72Super Smash Bros. Ultimate / -45