User:CanvasK/Sandbox: Difference between revisions

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(An attempt at a Kazuya-friendly template. I'll restore the hitlag stuff later; didn't want to make a page that will likely get deleted down the line and make a red-link)
m (Undid edit by CanvasK: )
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<noinclude>
==Formula==
{|class="wikitable"
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>&lfloor;x&rfloor;</code> means to round down):
</noinclude>|-
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
{{#switch:{{{angles|1}}}
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
|1=
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e&rfloor; * c&rfloor;</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives-->
!rowspan={{{ftiltcount|1}}} colspan="2"{{!}}<includeonly>[[/Forward tilt|Forward tilt]]</includeonly><noinclude>/Forward tilt</noinclude>
*In ''[[Super Smash Bros. Ultimate]]'', it is more complicated. Number of frames is assigned to '''f''' for simplicity:
{{!}}rowspan={{{ftiltcount|1}}}{{!}}{{{ftiltname}}}{{!!}}{{{ftiltdmg}}}{{!!}}rowspan={{{ftiltcount|1}}}{{!}}{{{ftiltdesc}}}
*#<code>f = &lfloor;(d * 0.65 + 6) * h * e * sh&rfloor; * sp&rfloor;</code>, '''f''' is capped at 30 frames after this step
|3=
*#<code>f = &lfloor;&lfloor;f + ((p-1)/30)f^2&rfloor; * c&rfloor;</code>
!rowspan="3"{{!}}<includeonly>[[/Forward tilt|Forward tilt]]</includeonly><noinclude>/Forward tilt</noinclude>{{!!}}↗
 
{{!}}rowspan="3"{{!}}{{{ftiltname}}}{{!!}}{{{ftiltupdmg}}}{{!!}}rowspan="3"{{!}}{{{ftiltdesc}}}
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):
{{!}}-
*'''d''', the amount of [[damage]] an attack would deal (rounded up in ''Smash 64'')
!→
**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored.
{{!}}{{{ftiltsidedmg|{{{ftiltdmg}}}}}}
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
{{!}}-
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (for the victim only in every game except ''Ultimate'', where it is applied to both the attacker and victim)
!↘
*'''h''', hitlag multiplier; defined by every hitbox and defaults to 1×
{{!}}{{{ftiltdowndmg}}}
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise.
|5=
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in ''Brawl'' and ''Smash 4'', using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
!rowspan="5"{{!}}<includeonly>[ [/Forward tilt|Forward tilt]]</includeonly><noinclude>/Forward tilt</noinclude>{{!!}}↑
***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
{{!}}rowspan="5"{{!}}{{{ftiltname}}}{{!!}}{{{ftiltupdmg}}}{{!!}}rowspan="5"{{!}}{{{ftiltdesc}}}
****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
{{!}}-
*'''sh''', shielding; 0.67×
!↗
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
{{!}}{{{ftiltmidupdmg}}}
*'''sp''', spirits; <code>* 0.3 + 10.5</code> if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.
{{!}}-
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
!→
**Does not affect fighters hit with projectiles.
{{!}}{{{ftiltsidedmg|{{{ftiltdmg}}}}}}
**Based on the number of players at the start of the match.
{{!}}-
:{|class="wikitable"
!↘
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8
{{!}}{{{ftiltmiddowndmg}}}
{{!}}-
!↓
{{!}}{{{ftiltdowndmg}}}
|#default=
{{!}}colspan="5"{{!}}<span class="error">Invalid number of f-tilt angles entered.</span>
}}
|-
|-
{{#ifexpr:{{{ftiltcount|1}}}>=2|
!''Ultimate''
{{!}}{{{ftilt2dmg}}}}}
|1.0
{{!}}-
|0.925
{{#ifexpr:{{{ftiltcount|1}}}>=3|
|0.862
{{!}}{{{ftilt3dmg}}}}}
|0.8116
|-
|0.77464
!colspan="2"|<includeonly>[[/Up tilt|Up tilt]]</includeonly><noinclude>/Up tilt</noinclude>
|0.752464
|{{{utiltname}}}||{{{utiltdmg}}}||{{{utiltdesc}}}
|0.75
|-
!rowspan={{{dtiltcount|1}}} colspan="2"|<includeonly>[[/Down tilt|Down tilt]]</includeonly><noinclude>/Down tilt</noinclude>
|rowspan={{{dtiltcount|1}}}|{{{dtiltname}}}||{{{dtiltdmg}}}||rowspan={{{dtiltcount|1}}}|{{{dtiltdesc}}}
|-
{{#ifexpr:{{{dtiltcount|1}}}>=2|
{{!}}{{{dtilt2dmg}}}}}
|-
!colspan="2"|<includeonly>[[/Dash attack|Dash attack]]</includeonly><noinclude>/Dash attack</noinclude>
|{{{dashname}}}||{{{dashdmg}}}||{{{dashdesc}}}<!--
 
 
-->
{{#loop:et
|1
|{{{extratiltcount|}}}
|<nowiki/>
{{!}}-
!colspan="2" rowspan="{{{extratilt{{#var:et}}count|1}}}"{{!}}<includeonly>[[/{{{extratilt{{#var:et}}link|}}}|{{{extratilt{{#var:et}}link|}}}]]</includeonly>
{{!}}rowspan="{{{extratilt{{#var:et}}count|1}}}"{{!}}{{{extratilt{{#var:et}}name }}}<!--
-->{{!!}}{{{extratilt{{#var:et}}damage|{{{extratilt{{#var:et}}damage1| }}} }}}<!--
-->{{!!}}rowspan="{{{extratilt{{#var:et}}count|1}}}"{{!}}{{{extratilt{{#var:et}}desc }}}
{{#ifexpr:{{{extratilt{{#var:et}}count|1}}}>=2|
{{#loop: c
|2
|{{#expr:{{{extratilt{{#var:et}}count}}}-1}}
|<nowiki/>
{{!}}-
{{!}}{{{extratilt{{#var:et}}damage{{#var:c}}}}}}}
}}
}}<!--
{{#forargs:extratiltlink|key|value|
{{!}}-
!colspan="2" rowspan="{{{extratiltcount{{#var:key}}|1}}}"{{!}}<includeonly>[[/{{{extratiltlink{{#var:key}}|}}}|{{{extratiltlink{{#var:key}}|}}}]]</includeonly>
{{!}}{{{extratiltname{{#var:key}} }}}{{!!}}{{{extratiltdamage{{#var:key}} }}}{{!!}}{{{extratiltdesc{{#var:key}} }}}
{{#ifexpr:{{{extratiltcount{{#var:key}}|1}}}>=2|
{{#loop: c
|1
|extratiltcount{{#var:key}}
|<nowiki/>
{{!}}-
{{!}}{{{extratiltdamage}}}}}
}}
}}--><noinclude>
|}
|}


{|class="wikitable"
As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in ''Smash 64'' (9 in the Japanese version), 8 frames in ''Melee'', 9 frames in ''Brawl'' and ''Smash 4'', and 15 frames in ''Ultimate''. In addition, ''Brawl'' introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.
|-
!colspan="2"|&nbsp;!!Name!!Damage!!Description
{{User:CanvasK/Sandbox
|extratiltcount=2
|extratilt1link=Up-forward tilt
|extratilt1name=Roundhouse to Triple Spin Kicks
|extratilt1count=4
|extratilt1damage=10
|extratilt1damage2=11
|extratilt1damage3=12
|extratilt1damage4=13
|extratilt1desc=test
 
|extratilt2link=Up-back tilt
|extratilt2name=Jump Side Kick
|extratilt2damage=10
|extratilt2desc=test
}}

Latest revision as of 07:24, January 10, 2024

Formula[edit]

The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (⌊x⌋ means to round down):

  • In Super Smash Bros., it is ⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋ in the Japanese version, and ⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋ in international versions.
  • In Super Smash Bros. Melee, it is ⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋
  • In Super Smash Bros. Brawl and Super Smash Bros. 4, it is ⌊⌊(d * 0.3846154 + 5) * h * e⌋ * c⌋, where the last frame is interruptible.
  • In Super Smash Bros. Ultimate, it is more complicated. Number of frames is assigned to f for simplicity:
    1. f = ⌊(d * 0.65 + 6) * h * e * sh⌋ * sp⌋, f is capped at 30 frames after this step
    2. f = ⌊⌊f + ((p-1)/30)f^2⌋ * c⌋

The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):

  • d, the amount of damage an attack would deal (rounded up in Smash 64)
  • e, electric effect; 1.5× (for the victim only in Melee, and for both the attacker and victim in every other game)
  • c, crouch canceling; 0.666667× in Melee and 0.67× in Brawl onward (for the victim only in every game except Ultimate, where it is applied to both the attacker and victim)
  • h, hitlag multiplier; defined by every hitbox and defaults to 1×
    • For example, the majority of Marth's attacks have a hitlag multiplier of 1.25× if the tipper connects, and 0.7× otherwise.
    • Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in Brawl and Smash 4, using a special parameter that disables hitlag when turned on. Examples of such moves are Bowser Bomb in Brawl and Falco's Reflector in Smash 4.
      • In Brawl and Smash 4 prior to version 1.1.0, shielding opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of Smash 4, shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
        • In Smash 4, starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from 1.1.1 onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
  • sh, shielding; 0.67×
    • Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as Cloud's Limit Cross Slash, which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as Thunder Jolt to be safer on shield than usual.
  • sp, spirits; * 0.3 + 10.5 if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In Training Mode, after version 3.0.0, this formula is only applied when a spirit is used.
  • p, based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
    • Does not affect fighters hit with projectiles.
    • Based on the number of players at the start of the match.
Players 2 3 4 5 6 7 8
Ultimate 1.0 0.925 0.862 0.8116 0.77464 0.752464 0.75

As shown by the formulas, the general amount of hitlag on moves is at its lowest in Melee, and has since increased throughout the series, with Ultimate having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as Mario's jab have minimal hitlag, but the hitlag of strong or sweetspotted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in Smash 64 (9 in the Japanese version), 8 frames in Melee, 9 frames in Brawl and Smash 4, and 15 frames in Ultimate. In addition, Brawl introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to Melee and Smash 64, where the duration of hitlag was predictable.