Post by Felipe_9595 on Jul 29, 2011 14:44:54 GMT -5
Well, messing with the code iw as able to see the data of each attack, so, i will post it here for future analysis:
damage :the percent damage caused by an attack
bkb : the base knockback dealt regardless of damage percentage
kbg :the knockback growth relative to the foe's precentage
shield_damage:the amount of shield-breaking power a move has
hitlag_frames:the amount of hitlag caused by an attack, in frames (the game runs at 60 fps)
time: the amount of time the hitbox remains
priority :the power an attack has to overcome other attacks, on a scale of 0 to 4
Mario
Jab:
Damage: 4
base knockback: 1.45
Knockback growth: 0 (Fixed knockback)
Shield Damage: 3
hitlag frames: 4
Time: 4
Priority: 1
Ftilt
Damage: 9
base knockback: 5
Knockback growth: 5
Shield Damage: 10
hitlag frames: 6
Time: 6
Priority: 2
Dtilt
Damage: 7
base knockback: 5.5
Knockback growth: 3.3
Shield Damage: 9
hitlag frames: 5
Time: 5
Priority: 1
Utilt:
Damage: 8 (*2nd hitbox = 6)
base knockback: 3.5 ( * = 3.8)
Knockback growth: 5 (* = 3.5)
Shield Damage: 10 (* = 8)
hitlag frames: 5 (+ = 5)
Time: 5
Priority: 1
Usmash
the attack comes 10 frames after is performed.
from frame 10 to 14 the hitbox is the next:
Damage: 15
base knockback: 6.1
Knockback growth: 7.5
Shield Damage: 19
hitlag frames: 9
Time: 8
Priority: 1
After 14 the hitbox data changes to:
Damage: 16
base knockback: 6.3
Knockback growth: 7.5
Shield Damage: 20
hitlag frames: 9
Time:
Priority: 1
And the attack finishs at frame 39
Dsmash
Comes out frame 7
Damage: 15
base knockback: 6.1
Knockback growth: 6.7
Shield Damage: 18
hitlag frames: 10
Time: 5
Priority: 2
At frame 15 it changes to
Damage: 14
base knockback: 6
Knockback growth: 6.4
Shield Damage: 18
hitlag frames: 8
Time: 5
Priority: 2
And last until frame 32
Fsmash
Comes out frame 13 (in 7 the spark animations appear) And it haves 2 hitbox (* = weak)
Damage: 17 (*=12)
base knockback: 6.5 (*=6.75)
Knockback growth: 7.9 (*=6.25)
Shield Damage: 23 (*=17)
hitlag frames: 11 (*=9)
Time: 3 (*=9)
Priority: 4 (*=2)
And it last until frame 43
This for now....
damage :the percent damage caused by an attack
bkb : the base knockback dealt regardless of damage percentage
kbg :the knockback growth relative to the foe's precentage
shield_damage:the amount of shield-breaking power a move has
hitlag_frames:the amount of hitlag caused by an attack, in frames (the game runs at 60 fps)
time: the amount of time the hitbox remains
priority :the power an attack has to overcome other attacks, on a scale of 0 to 4
Mario
Jab:
Damage: 4
base knockback: 1.45
Knockback growth: 0 (Fixed knockback)
Shield Damage: 3
hitlag frames: 4
Time: 4
Priority: 1
Ftilt
Damage: 9
base knockback: 5
Knockback growth: 5
Shield Damage: 10
hitlag frames: 6
Time: 6
Priority: 2
Dtilt
Damage: 7
base knockback: 5.5
Knockback growth: 3.3
Shield Damage: 9
hitlag frames: 5
Time: 5
Priority: 1
Utilt:
Damage: 8 (*2nd hitbox = 6)
base knockback: 3.5 ( * = 3.8)
Knockback growth: 5 (* = 3.5)
Shield Damage: 10 (* = 8)
hitlag frames: 5 (+ = 5)
Time: 5
Priority: 1
Usmash
the attack comes 10 frames after is performed.
from frame 10 to 14 the hitbox is the next:
Damage: 15
base knockback: 6.1
Knockback growth: 7.5
Shield Damage: 19
hitlag frames: 9
Time: 8
Priority: 1
After 14 the hitbox data changes to:
Damage: 16
base knockback: 6.3
Knockback growth: 7.5
Shield Damage: 20
hitlag frames: 9
Time:
Priority: 1
And the attack finishs at frame 39
Dsmash
Comes out frame 7
Damage: 15
base knockback: 6.1
Knockback growth: 6.7
Shield Damage: 18
hitlag frames: 10
Time: 5
Priority: 2
At frame 15 it changes to
Damage: 14
base knockback: 6
Knockback growth: 6.4
Shield Damage: 18
hitlag frames: 8
Time: 5
Priority: 2
And last until frame 32
Fsmash
Comes out frame 13 (in 7 the spark animations appear) And it haves 2 hitbox (* = weak)
Damage: 17 (*=12)
base knockback: 6.5 (*=6.75)
Knockback growth: 7.9 (*=6.25)
Shield Damage: 23 (*=17)
hitlag frames: 11 (*=9)
Time: 3 (*=9)
Priority: 4 (*=2)
And it last until frame 43
This for now....