| Internal name/address
|
Meaning
|
Value
|
Notes
|
| stick_clamp_max
|
Maximum stick value |
120  118  |
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
|
Mashing cooldown for different button inputs |
2 frames
|
| reaction_damage_storage
|
Percent multiplier in knockback formula |
0.1 |
Knockback formula:
|
| 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
|
| damage_frame_mul
|
Hitstun factor |
0.4 |
Base hitstun frames: KB * 0.4 + modifier; last frame is actionable
|
damage_frame_min
|
Minimum hitstun duration |
5 frames |
|
| damage_level1
|
Minimum hitstun for medium flinch animations |
15 frames  12 frames  |
- Equal to 37.5
/ 30 KB units
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
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°
/ 40°
- If 60 <= KB < 88:
angle = (1 + 38 * (KB - 60) / (88 - 60))°; 38° maximum
angle = (1 + 40 * (KB - 60) / (88 - 60))°; 40° maximum
Maximum angle is 37°
|
| damage_angle_ground_reaction_min
|
88
|
| damage_angle_ground_max
|
Maximum degrees for Sakurai angle |
38°  40°
|
| damage_angle_air
|
Aerial Sakurai angle |
38°  45.26367°  |
- Coded in radians (0.663225
/ 0.79 )
45° (0.785398 in radians)
|
damage_angle_zero_reaction_min
|
Minimum knockback for 0° angle to change |
120 |
Doesn't apply to the 180° angle or other equivalents
|
damage_angle_zero_damage_angle_max
|
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°
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° / 366° angle on the ground |
80° |
|
| damage_pull_attack_speed_y_max
|
367° / 366° angle vertical launch speed cap |
-1 |
- Equal to 33.34 KB units straight downward
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° / 367° 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  2.25  |
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
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  2
|
| 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)
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
|
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
|
80
|
damage_fly_speed_up_end_rate
|
Balloon knockback factor |
70
|
damage_fly_speed_up_max_mag
|
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
|
Reeling chance when launched from behind |
0% |
|
0x1af80fd893
|
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  0.3846154  |
- Hitlag frames
: (damage * 0.65 * players + 6) * hitlagmult * electric * shield * crouch; 30 maximum
- If shield = 0.67, hitlagmult is 1 minimum
- Hitlag frames
: (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  5
|
| hitstop_elec_mul
|
Electric effect hitlag multiplier |
1.5
|
| hit_stop_squat_mul
|
Crouch cancel hitlag multiplier |
0.67
|
0x20d241cd64
|
Shield hitlag multiplier |
0.67
|
0x192e58d48b
|
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
|
Perfect shield base hitlag |
14 |
Replaces hitstop_frame_add in the hitlag formula if perfect shielding a direct non-projectile attack
|
0x1b63c43ae1
|
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
|
Perfect shield base hitlag for direct projectiles |
8 |
Examples: Isabelle and Snake's up smashes, Force Palm's wave
|
0x323a6f8f63
|
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
|
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)
Duration is the same for all attackers, using the highest damage out of the clanging attacks
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
: 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
|
Perfect Shield Reflect damage multiplier |
1.2 |
Only available as a Skill in World of Light
|
just_shield_reflect_speed_mul
|
Perfect Shield Reflect speed multiplier |
1.5
|
just_shield_reflect_life_mul
|
Perfect Shield Reflect lifetime multiplier |
2
|
just_shield_reflect_count_max
|
Perfect Shield Reflect limit per projectile |
3
|
| hitstop_paralyze_frame_mul
|
Paralysis duration multiplier |
1  0.025  |
- Paralysis frames
: knockback * hitlagmult * crouch (0.67) * 1 + 1; 90 maximum
- Paralysis frames
: knockback * (damage * 0.3846154 + 14) * hitlagmult * crouch (0.67) * 0.025; 76 maximum
: 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  14
|
| hitstop_frame_paralyze_max
|
Paralysis cap |
90 frames  76 frames
|
| 0x16a568e4a4
|
Hit GFX size factor |
0.04 |
- GFX size multiplier
: damage * 0.04 + 0.45; 0.5 minimum, 1.3 maximum
- GFX size multiplier
: 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  0.3
|
| 0x16911ce78c
|
1.3  1.5
|
| 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
|
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
|
7
|
rush_hit_effect_rand_ofs_z
|
0
|
jostle_weight_max
|
Maximum jostle weight |
10 |
|
jostle_weight_min
|
Minimum jostle weight |
1 |
|
jostle_weight_max_speed
|
Speed factor for maximum jostle weight |
8 |
|
jostle_weight_min_speed
|
Speed factor for minimum jostle weight |
0.4 |
|
jostle_weight_mul_ga
|
Ground-to-air jostle weight multiplier |
0 |
Weakens jostle strength for airborne characters
|
jostle_weight_mul_aa
|
Air-to-air jostle weight multiplier |
0
|
jostle_weight_mul_ag
|
Ground-to-ground jostle weight multiplier |
0.6
|
| turn_param_damage_turn_angle
|
Rotation values per frame for reverse effect attacks |
34.6° |
Takes 7 / 8 frames total
|
| 76.4°
|
| 113.4°
|
| 137.3°
|
| 152.8°
|
| 164°
|
173.7°
|
| 180°
|
max_ink_value
|
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
|
Maximum ink amount for damage multiplier |
180
|
max_damage_mul_for_ink
|
Maximum ink damage multiplier |
1.5
|
start_decrease_ink_frame
|
Period before ink wears off after last ink hit |
120 frames |
|
decrease_ink_value
|
Ink decrease per frame |
0.25 |
|
start_decrease_oil_frame
|
Period before Oil Panic wears off after hit |
60 frames |
|
decrease_oil_value
|
Oil decrease per frame |
0.1 |
|