User:Toomai/Modular hitbox table testing

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SSB64[edit]

ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Effect Sound
Hit 1
0 0 14% 0 30 20 105 0 19 150 0 0 0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png Normal (effect) L Punch
1 0 14% 0 30 20 105 0 20 130 0 0 0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png Normal (effect) L Punch
Hit 2
0 0 14% 0 30 20 105 0 19 150 0 0 0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png Normal (effect) L Punch
1 0 14% 0 30 20 105 0 20 130 0 0 0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png Normal (effect) L Punch

It's unclear how SSB64 determines whether something is reflectable or absorbable; in any case there's a decent possibility that it's not part of the hitbox itself. So for now we must ignore it.

SSBM[edit]

ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Rebound Effect Sound
Clean
0 0 18% 0 32 24 100 0 7 5.0778 4.2966 0.0 0.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) L Kick
1 0 18% 0 32 24 100 0 4 3.5154 4.2966 0.0 0.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Electric (effect) L Kick
Late
0 0 3% 0 361 30 80 0 7 5.0778 4.2966 0.0 0.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) S Kick
1 0 3% 0 361 30 80 0 4 3.5154 4.2966 0.0 0.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) S Kick
ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Rebound Effect Sound Blockable Reflectable Absorbable
0 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -0.7812 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) M Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
1 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -3.644298 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) M Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
2 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -6.507396 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) M Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
3 0 3% 0 361 0 0 0 0 1.5624 0.0 0.0 -14.0616 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) M Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png

SSBM special hitboxes have a bunch of unknowns, and even the knowns are a bit flaky in some cases. Best to use the "specialraw" parameter so at the very least things will be easier to update later.