SmashWiki:Moveset Subpage Project

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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 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.