User:Toomai/Workshop

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Zd[edit]

Zelda's Moveset (Details)
Move Segment Damage Angle Hit Frames IASA BKB KBG WBKB SD Size Offset SDI Hitlag Trip Flags Notes
Neutral
(Spark Palm)
Hits 1-2 Bn55 2% * 11, 13   0 100 50 0 2.5 0 0 0 x1 x1 0% 33C32003  
Bn55 40 0 0 3
Bn60 30 3 0 0 0
Bn0 7 4.5 13 12.5 0
Hit 3 Bn0 2% * 15 24 10 160 0 6 13 12.5 0
Bn60 3 0 0 0
Bn55 2.5 0 0 3
Bn55 3.5 0 0 0
F-Tilt
(Glitter Backhand)
Bn60 13% 110 12 14 40 50 88 0 0 4 0 0 3 x1 x1 0% 33C30682  
Bn60 3.5 0 0 0
Bn58 12% * 3 0 0 0 33C30642
Bn57 11% 4 0 0 0 33C30240
U-Tilt
(Moon Pass)
Bn88 11% 70 10 24 48 65 105 0 0 5 0 0 -4 x1 x1 0% 33C32043  
Bn88 4.5 0 0 -2
Bn87 4 0 0 0
D-Tilt
(Trip Kick)
Bn18 7% 270 5 11 25 20 80 0 0 5 0 6.5 0 x1 x1 40% 39810240  
Bn18 80 4.5 0 6.5 0 39820240
Bn18 8% 270 4 0 0 0 39830240
Bn10 0 0 0
Dash
(Dash Push)
Clean Bn74 12% 90 6 8   70 70 0 0 4.8 0 0.8 0 x1 x1 0% 33C32083  
Bn0 9% * 50 7 12 10 0
Late Bn74 8% 90 9 13 38 20 3.4 0 0.8 0 33C32043
Bn0 7% * 4.8 10 10 0
U-Smash
(Halo Swirl)
Hits 1-10 Bn0 1% 90 6, 8, 10,
12, 14, 16,
19, 21,
23, 25
  0 100 60 0 5 0 11 0 x0.1 x0.5 0% 23C32003  
Bn0 270 50 0 21 0
Bn0 200 60 5.5 -6 18 0
Bn0 6 18 0
Hit 11 Bn0 5% 90 27 54 20 210 0 7 0 21 0 x1 x1 2BC32083
Bn0 7.5 -6 18 0
Bn0 6 18 0
Bn0 8 0 15 0
D-Smash
(Quick Spin)
Hit 1 Bn18 12% 20 4 6   20 95 0 0 5 0 7 -2 x1 x1 30% 39830440 Bn17 and Bn18 are intangible from frames 4 to 14.
Bn18 0 3 0
Bn18 4 0 0 0
Hit 2 Bn18 10% 12 14 39 85 5 0 7 -2
Bn18 0 3 0
Bn18 4 0 0 0
F-Smash
(Magiblast)
Hits 1-4 Bn0 1% 30 16, 18,
20, 22
  0 100 30 0 3.5 3 9.07 0 x0.5 x1 0% 33C30400  
Bn0 45 40 7 9.07 0
Bn0 60 60 4.3 11 9.07 0
Bn0 160 80 5 16 9.07 0
Hit 5 Bn0 13% * 24 41 30 105 0 4.5 3 9.07 0 x1 33C32083
Bn0 7 9.07 0
Bn0 5.7 11 9.07 0
Bn0 6.7 16 9.07 0
Nair
(Glitter Twirl)
Hits 1-4 Bn0 2% 150 6-7, 10-11,
14-15, 18-19
(1-5) 0 100 75 0 3 -6 12 0 x0 x1 0% 33C32000  
Bn0 7.6 11 0
Bn10 90 90 120 4.8 0 0 0
Bn74 270 50 0 0 0
Hit 5 Bn0 5% * 22 23 (38-)
51
40 130 0 4 -6 12 0 33C32043
Bn0 7.6 11 0
Bn10 120 6 0 0 0
Bn74 0 0 0
Fair
(Lightning Kick F)
Bn14 20% * 8 (1-7, 25-)
40
34 95 0 0 1.7 0 0 0 x0 x1.5 0% 33C320C3  
Bn12 4% 8 12 5 80 4 0 0 0 x1 x1 39830200
Bn10 4.5 0 0 0
Bn14 96 5 0 0 0
Bair
(Lightning Kick B)
Bn20 20% * 5 (1-4, 26-)
36
40 96 0 0 1.7 0 0 0 x0 x1.5 0% 33C320C3  
Bn18 4% 5 8 5 80 4 0 0 0 x1 x1 39830200
Bn10 4.5 0 0 0
Bn20 96 5 0 0 0
Uair
(Pinpoint Blast)
Bn0 15% 90 14 16 (1-13, 56-) 30 110 0 0 8.2 1.7 23 0 x1 x1 0 13C31685  
Dair
(Thunder Kick)
Clean Bn14 16% 270 14   50 90 0 0 2.5 0 0 0 x1 x1 0% 3BC220C3  
Late Bn12 5% 275 15 24 (40-)
45
5 6 0 0 0 39830400
Bn14 4% 0 70 0 0 0
Grab Standing Bn0   12 13     4.8 10 9.6 0    
Bn0 3.8 4 9.6 0
Running Bn0 11 12   4.8 9 8.8 0
Bn0 3.8 2.5 8.8 0
Bn0 -3 8.8 0
Pivot Bn0 14 15   4.8 -13 9.5 0
Bn0 3.8 -7 9.5 0
Bn0 -1 9.5 0
Pummel
(Hand Zap)
Bn0 3% 80 7   0 100 30 0 5 8 11 0 x1 x1 0% 23C32003
084FFFC3
 
F-Throw
(Forward Toss)
Throw 12% 45 33 50 70 50 0                    
B-Throw
(Spin Toss)
Throw 11% 45 29 50 80 60 0                    
U-Throw
(Vertical Toss)
Throw 11% 90 30 50 80 50 0                    
D-Throw
(Curb Blast)
Hits 1-4 Bn0 2% 40 25-26, 31-32,
37-38, 43-44
  0 100 25 0 7.2 0 2 0 x1 x0.5 0% 33C32043
084FFFC3
 
Hit 5 Throw 2% 120 51 70 80 42 0                  
Floor (back)
(Back Spin)
Hit 1 Bn20 6% * 17 19   80 50 0 1 5.76 0 0 0 x1 x1 0% 21830440 Intangible from frames 1 to 27.
Bn18 4.8 0 0 0
Bn54 0 0 0
Hit 2 Bn20 25 27   5.76 0 0 0
Bn18 4.8 0 0 0
Bn54 0 0 0
Floor (front)
(Floor Spin)
Hit 1 Bn12 6% * 17 18   80 50 0 1 5.76 0 -4.09 0 x1 x1 0% 21830440 Intangible from frames 1 to 26.
Bn12 4.8 0 0 0
Bn54 0 0 0
Hit 2 Bn18 8% 25 26   5.76 0 4.09 0
Bn18 4.8 0 0 0
Bn54 6% 0 0 0
Floor (trip)
(Sit Spin)
Hit 1 Bn0 5% * 19 20   60 50 0 1 4 -12 5 0 x1 x1 0% 39830440 Intangible from frames 1 to 8.
Bn0 -6 5 0
Bn0 0 5 0
Hit 2 Bn0 27 28   12 5 0
Bn0 6 5 0
Bn0 0 5 0
Edge (<100%)
(Quick Kick)
Bn14 6% * 27 32 0 0 100 110 1 5.76 0 0 0 x1 x1 0% 29830440 Intangible from frames 1 to 25.
Bn12 4.8 0 0 0
Bn10 3.84 0 0 0
Bn54 4.8 0 0 0
Edge (100%+)
(Slow Swipe)
Bn58 10% * 34 37 0 0 100 110 1 5 0 0 8 x1 x1 0% 29030440 Intangible from frames 1 to 37.
Bn58 6 0 0 1
Bn87 8% 4 0 0 0
Bn57 0 0 0
Neutral special
(Nayru's Love)
Hits 1-5 Bn0 1% 10 13, 16, 19,
22, 25
  12 40 0 0 3.4 -13.5 6 0 x1 x1 0% 33C10602
204FFFC3
Intangible from frames 5 to 12.
Bn0 13.5 6 0
Bn0 2% 4.8 -4 6 0 33C10642
204FFFC3
Bn0 4 6 0
Bn0 1% 5 0 6 0 33C30602
204FFFC3
Hit 6 Bn0 5% * 28 60 50 100 7.8 -4 6 0 33C10682
204FFFC3
Bn0 4 6 0
Bn0 4% 40 6 -12 6 0 33C10642
204FFFC3
Bn0 12 6 0
Bn0 3% 50 7 0 6 0 33C30642
204FFFC3
Side special
(Din's Fire)
Bn0 1% 70 3 4   50 60 0 0 6 0 0 0 x1 x1 0% 0B031085
01CFFFC3
Increases in damage over charge time using an unknown formula. Has a rehit rate of 16 for some reason.
Up special
(Farore's Wind)
Hit 1 Bn9 6% 80 11 12   40 100 0 0 10.56 0 0 0 x1 x1 0% 2BC30642 IASA only when ended on ground. When used in air, cannot grab edge until reappearance. Intangible while invisible (exact frames unknown).
Hit 2 Bn9 * 34 35 64 9.6 0 0 0 2BC31045
Down special
(Transform)
  31   Becomes intangible on frame 41.
Final Smash
(Light Arrow)
Hit 1 Bn69 3% 80 28 44   0 100 80 0 3 300 0 0 x1 x1 0% 03C32014
000FFFD3
Uses a throw for the last hit but no "throw the opponent now" commands.
Hit 2 Throw? 39% * 50? 52?   50 100 0                  
Bone BrawlBox Used name General idea
0 TopN Null Character origin
9
10
12
14
18
20
54
55
57
58
60
69
74
87
88

Sh[edit]

Sheik's Moveset (Details)
Move Segment Damage Angle Hit Frames IASA BKB KBG WBKB SD Size Offset SDI FF Trip Flags Notes
Neutral
(Spearhand Combo)
Hit 1 Bn46 3% 70 2 3 (6-17)
18
0 100 10 0 4.2 0 0 -3.7 x1 x1 0% 39030602  
Bn45 3 0 0 0
Bn18 2.4 0 0 0
Hit 2 Bn46 3% 70 9 11 (14-23)
24
20 40 0 4.2 0 0 -3.7
Bn45 3 0 0 0
Bn18 2.4 0 0 0
Infinite Bn18 2% * 3-4, 7-8,
11-12, 15-16,
19-20, 23-24
(24-frame loop)
  8 20 4.5 0 0 0 x0.7
Bn19 3 0 0 3
Bn19 1% 2.5 0 0 8
Infinite end Bn0 0% 0 2
(after last hitbox)
  0 100 29 5 8 8 0 x0 x0 00030000
C04FFFC3
F-Tilt
(Spin Kick)
Bn10 5% 90 5 10 22 20 100 0 0 4.3 0 0.7 0 x0.5 x0.5 0% 39830240  
Bn11 2.8 0 0 0
Bn11 108 4.8 0 4.1 0
U-Tilt
(Split Heel)
Hit 1 Bn10 6% 75 5 10   0 80 40 0 5.5 0 0.4 0 x0.5 x1 0% 39830240
004FFFC3
 
Bn10 30 100 30 4 0 4 0
Bn11 350 28 7 0 2.5 0
Hit 2 Bn10 7% 60 19 23 36 20 122 0 5 0 0.4 0 x1 39830440
Bn10 0 5 0
Bn11 6.5 0 4 0
D-Tilt
(Kick Sweep)
Bn10 8% 70 5 8 30 35 80 0 0 3.5 0 0.4 0 x1 x1 40% 39830440  
Bn10 3.8 0 4 0
Bn11 90 5 0 4 0
Dash
(Skid Swipe)
Clean Bn0 7% 60 5 6   50 100 0 1 4.5 14 6 0 x1 x1 0% 39030682  
Bn0 3.5 9 5.5 0
Bn0 3 5 5 0
Late Bn0 5% * 7 11 41 20 4 9 6 0 39030440
Bn0 3 6 5.5 0
Bn0 2 3 5 0
U-Smash
(Sky Split)
Clean Bn46 17% 93 11   50 82 0 4 5.5 0 0 -2.8 x1.5 x1 0% 39030682 Bn36, Bn46, and Bn19 are intangible from frames 12 to 16.
Bn19 0 0 2.8
Late Bn46 12% 50 13 15 54 38 100 0 4 0 0 0 x1 39030282
Bn19 0 0 0
Bn46 4.8 0 0 -3
Bn19 0 0 3
D-Smash
(Breakdance Spin)
Hit 1 Bn5 13% 40 4 8   35 80 0 0 4.8 0 0 0 x1 x1 40% 39830480 Bn11, Bn7, Bn10, and Bn6 are intangible on frame 5.
Bn7 5.31 0 0 0
Bn7 0 -3.2 0
Hit 2 Bn11 10% 50 15 18   0 3.06 0 30%
Bn7 0 -3.06 0
Hit 3 Bn11 22 24 48 0 3.06 0
Bn7 0 -3.06 0
F-Smash
(Tornado Kick)
Hit 1 Bn6 5% 24 12   0 100 69 0 4.5 0 0 0 x0.5 x1 0% 39830480
004FFFC3
 
Bn11 * 50 4 0 -1.5 0
Bn11 60 45 5 0 2.8 0
Hit 2 Bn7 9% * 26 28 48 50 100 0 6 0 -2.8 0 x1 39830480
Bn7 0 1.5 0
Bn10 4.5 0 0 0
Nair
(Flat Kick)
Clean Bn7 13% * 3 6 (1-3) 0 100 0 0 4 0 -2.4 0 x1 x1 0% 39830480  
Bn7 3 0 1 0
Bn5 10% 4 0 0 0 39830440
Bn10 2.5 0 2.4 0
Late Bn5 5% 7 30 (31-)
50
4 0 0 0 39830400
Bn7 3.2 0 -1.5 0
Bn7 4% 3 0 1 0
Bn10 2.5 0 2.4 0
Fair
(Karate Chop)
Bn19 9% 30 5 8 (1-4, 13-)
35
0 108 0 0 5.3 0 0 2.38 x1 x1 0% 39030440  
Bair
(Rear Kick)
Clean Bn5 11% * 4 6 (1-3) 0 100 0 0 3.8 0 0 0 x1 x1 0% 39830440
004FFFC4
 
Bn7 3 0 -1 0
Bn11 5 2 0 -0.5 0
Bn11 12% 14 98 4.2 0 3.8 0 39830480
004FFFC4
Late Bn5 6% 7 17 (31-)
38
0 100 4 0 0 0 39830400
004FFFC4
Bn7 2 0 -1 0
Bn11 4 3.3 0 -0.5 0 39830440
004FFFC4
Bn11 8 2.8 0 3 0
Uair
(Vertical Drill)
Clean Bn11 11% 70 4 6 (1-3) 15 100 0 0 4.5 0 0 0 x1 x1 0% 39830480  
Bn12 5 0 0 0
Late Bn11 6% 60 7 15 (30-)
40
10 4.5 0 0 0 39830440
Bn12 5 0 0 0
Dair
(Kick Dive)
Bn0 10% 70 15 33 (1-2, 53-) 30 80 0 0 5.5 0 0 0 x1 x1 0% 39830480 Sets momentum to [0,2] and disables horizontal movement on frame 1. Sets momentum to [0.8,-4] on frame 15. Re-enables horizontal movement on frame 48.
Grab Standing Bn0   6 7     4.5 0 7 8    
Bn0 3.5 0 7 4
Running Bn0 7 8 40 4.5 0 6 9
Bn0 3.5 0 6 5
Bn0 0 6 1
Pivot Bn0 8 9   4.5 0 6 -16
Bn0 3.5 0 6 -10
Bn0 0 6 -5
Pummel Bn19 3% 80 9   0 100 30 0 5 0 0 0 x1 x1 0% 31430200
084FFFC3
 
F-Throw
(Elbow Toss)
Hit 1 Bn18 5% * 20   0 0 80 1 5.8 0 0 0 x1 x1 0% 20830440
084FFFC3
 
Hit 2 Throw 2% 70 21   80 65 0                  
B-Throw
(Rear Punt)
Hit 1 Bn11 5% 130 15   0 0 80 1 4 0 0 0 x1 x1 0% 21830440
084FFFC3
 
Bn12 5.5 0 0 0
Hit 2 Throw 2% 120 16 36 90 50 0                  
U-Throw
(Headstand Kick)
Hit 1 Bn12 3% * 19   0 0 90 1 6 0 0 0 x1 x1 0% 21830440
084FFFC3
 
Bn8 0 0 0
Hit 2 Throw 2% 85 20   80 60 0                  
D-Throw
(Heel Axe)
Hit 1 Bn11 3% * 26 30   0 0 100 1 5 0 0 0 x1 x1 0% 21830440
084FFFC3
 
Bn12 6 0 0 0
Hit 2 Throw 3% 80 31 54 80 75 0                  
Bone BrawlBox Used name General idea
0 TopN Null Character origin
5
7
8
10
11
12
18
19
36
45
46

Reminders[edit]

  • When searching for hidden hitboxes, the pattern is this: five values (00000000), seven scalars (00000001), and a value (00000000).

Notes[edit]

  • Based on some comments from elsewhere on the internet, there are 5 special angles:
    • 361 (noted here as "*") is called the Sakurai angle. At certain low knockbacks a character will remain on the ground and possibly trip. The angle varies from about 20 degrees to about 40 degrees based on the damage of the target.
    • 362 acts as an angle of 0 that cannot be DI'd.
    • 363 appears to hit the target in whatever direction the attacker is going.
    • 364 appears to be the same as 362.
    • 365 (noted here as "-") is said to deal no knockback but normal hitstun. Is also said to "shift" the target in the direction the attacker is going.
  • For natural combos, bracketed numbers in the IASA column show when the next attack can begin. The frame numbers for the subsequent parts of the attack are culmulative.
  • For air attacks, the IASA column is also used to show the frames when the attack can be autocancelled (by numbers in brackets).
  • For the landing hit of air attacks, the hit frames are reset (so 1 is the first frame upon landing).
  • It is not easy to determine special attack mechianics, so there will be some guessing.
  • While OpenSA2 does a pretty good job of hitboxes attached to projectiles and whatnot, there are still some well-hidden ones (most frustratingly, all Pikmin attacks).