SmashWiki:Moveset Subpage Project: Difference between revisions

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==FAQ==
==FAQ==
;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 does it mean when "interruptible" and "animation length" are the same number?
;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:
: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:

Revision as of 20:01, November 16, 2013

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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

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

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.
  • 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

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 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.