「fighter_param_common」の編集履歴(バックアップ)一覧はこちら
追加された行は緑色になります。
削除された行は赤色になります。
キャラクターの共通行動、および一部キャラの必殺技などに関するパラメータ。
受付フレーム、計算式の係数、入力感度など。
空欄は何の数値か判明していない。
16/11/05作成。転載元の表が更新されることもあるので注意。
転載元:レタス氏のスプレッドシート↓
[[https://docs.google.com/spreadsheets/d/1FgOsGYfTD4nQo4jFGJ22nz5baU1xihT5lreNinY5nNQ/edit#gid=1980011823]]
|Name|Value|Description|comment|h
|0|11|Buffering input window||
|1|0.18|Walk sensitivity||
|2|0.5|||
|3|2|||
|4|5|||
|5|0.1|||
|6|-0.25|Turn sensitivity||
|7|0.83|Dash, pivot and F-smash sensitivity||
|8|2|Unknown||
|9|5|Dash > Item toss window||
|10|5|Unknown||
|11|6|Dash > Turn window||
|12|15|||
|13|0.67|Dash Exit Momentum Multiplier|related to perfect pivot, jump cancelling item toss and etc|
|14|0.625|Run Sensitivity||
|15|0.4|||
|16|1|||
|17|0.25|||
|18|5|Frames||
|19|0.05|||
|20|-0.375|||
|21|2||Added in 1.0.4|
|22|10|Turn > F-tilt, F-smash, Side-B and Item toss window||
|23|5|Frames||
|24|8|Frames||
|25|5|Frames||
|26|-0.66|Crouch/Tether drop sensitivity||
|27|0.3|Crawling forward sensitivity||
|28|0.65|||
|29|-0.3|Crawling backward sensitivity||
|30|-0.65|||
|31|0.6625|Tap jump sensitivity?||
|32|4|Tap jump input window?||
|33|0.125|Jumping forward/backward sensitivity||
|34|0.3|Shorthop with tap jump sensitivity?||
|35|0.5625|Dash/Run (something to do with tap jump) sensitivity?||
|36|0.3|||
|37|0.03|||
|38|1|||
|39|3|Fall->Jump...??||
|40|0.1|||
|41|0.1|||
|42|0.05|||
|43|-0.7|Spotdodge sensitivity||
|44|4|Spotdodge input window||
|45|0.7|Roll sensitivity||
|46|4|Roll input window||
|47|0.9|||
|48|0.55|||
|49|0.25|Ftilt sensitivity||
|50|0.28|Up angled Ftilt sensitivity||
|51|-0.28|Down angled Ftilt sensitivity||
|52|0.25|Utilt sensitivity||
|53|-0.25|Dtilt sensitivity||
|54|0.55|||
|55|60|||
|56|0.28|Up angled Fsmash sensitivity||
|57|-0.28|Down angled Fsmash sensitivity||
|58|0.66|Usmash sensitivity||
|59|4|Usmash input window||
|60|-0.66|Dsmash sensitivity||
|61|4|Dsmash input window||
|62|1.4|Fully charged smash attack multiplier|Only Megaman has different value, around 1.7|
|63|1.2|Interrupted charged smash attack knockback multiplier||
|64|0.25|Bair/Fair sensitivity||
|65|0.25|Up angled Fsmash sensitivity||
|66|0.25|||
|67|0.9|Sensitivity?|Added in 1.0.4|
|68|4|Input window?|Added in 1.0.4|
|69|0.56|||
|70|-0.66|FastFall sensitivity||
|71|4|FastFall Input Window||
|72|0.85|||
|73|5|||
|74|60|This was glide data in Brawl. Probably does nothing.||
|75|1|This was glide data in Brawl. Probably does nothing.||
|76|0.67|Hitlag multiplier while crouching|There is no limit, nothing related with attacker's hitlag.|
|77|0.85|Crounching Knockback multiplier||
|78|0.7|Input Distance Threshold for Smash DI||
|79|4|Unknown||
|80|2|Smash DI Distance||
|81|0.65|Automatic Smash DI Distance||
|82|0.66|Shield SDI Distance Multiplier||
|83|8|||
|84|80|||
|85|200|||
|86|0.5|||
|87|1.8|||
|88|5|Downward Velocity required to hit the floor in action 44(Brawl)||
|89|0.5|||
|90|30|||
|91|220|Autostand time in frames when lying on the ground||
|92|0.2|Get up sensitivity||
|93|0.2|Get up roll sensitivity||
|94|60|||
|95|0.6625|||
|96|3|||
|97|0|||
|98|0.6|Side+B Sensitivity||
|99|0.55|Up+B/Down+B Sensitivity||
|100|4|||
|101|10|||
|102|-0.6875|Platform drop sensitivity||
|103|6|Platform drop input window||
|104|-0.5|Unknown||
|105|1|||
|106|1|||
|107|0.051|||
|108|-0.66|Something to do with holding down to stop ledge grab with tethers auto pull||
|109|2|Ledgesnap Duration||
|110|100|CliffQuick/Slow % damage threshold in Brawl||
|111|360|Ledge hang timer|There is another 20F ledge hang.|
|112|240|Unknown||
|113|0.25|Ledge release/getup sensitivity||
|114|0.872665|Ledge getup analog range (radians)|equal to 50 deg|
|115|54|Ledge Grab Penalty|After ledge release, you cannot grab the ledge in 54 frames.|
|116|0|Unknown||
|117|0.6|||
|118|60|Unknown||
|119|300|Unknown||
|120|44|Something related to ledge intangibility|Changed to 10000, invincibility lasts 6~ second at 0%|
|121|120|Unknown||
|122|4|Unknown||
|123|0.9|Unknown||
|124|20|||
|125|28|||
|126|25|||
|127|16|||
|128|30|Unable Tech window|If you double tap your shield button, you cant tech in 30F from first input.|
|129|8|Tech window||
|130|0.2|Tech Roll sensitivity?||
|131|0.1|||
|132|5|Tech WallJump Input Window?||
|133|14|Tech->Tech WallJump Window||
|134|400|Base time on shield break||
|135|90|Minimum time on shield break?|No way to prove this one. It was bugged in Brawl and bugged in this game too|
|136|1|Reduction per frame on Shield break||
|137|3|Reduction per input on Shield break||
|138|0.5|Something to do with the directional input threshold on shield break||
|139|10|Unknown||
|140|0.12|Something related to trip chance with 361 moves||
|141|0.02|Something related to trip chance with 361 moves||
|142|60|Trip?||
|143|240|||
|144|150|||
|145|60|||
|146|1|||
|147|2|||
|148|4|||
|149|80|Crouch?||
|150|80|Crouch?||
|151|2|||
|152|30|||
|153|60|||
|154|120|||
|155|5|||
|156|2|||
|157|10|||
|158|2|||
|159|25|||
|160|6|||
|161|2|||
|162|0.045|||
|163|1.15|Rage effect|Rage effect multiplier&br;=1+(%-35)*(1.15-1)/(150-35)&br;(35<=%<=150)|
|164|150|||
|165|35|||
|166|2|Unknown||
|167|1.33|Unknown||
|168|2|||
|169|0.8|||
|170|0.7|||
|171|0.66|||
|172|0.5|||
|173|20|||
|174|130|WallJump Timer||
|175|0.8|WallJump Sensitivity||
|176|3|||
|177|5|Walljump Startup||
|178|0.96|WallJump Decay Multiplier||
|179|4|Walljump Air Mobility Delay||
|180|0.9|||
|181|0.75|Footstool Height Decay Multiplier||
|182|0.5|Footstool range? required speed?||
|183|8|Footstool?||
|184|30|||
|185|-20|||
|186|180|Wallcling Timer||
|187|0.5|||
|188|0.5|||
|189|60|Time between wallclings?||
|190|0.35|Aerial attack landing lag speed mod?||
|191|20|||
|192|0.66|||
|193|8|Unknown||
|194|50|Shield HP||
|195|0.15|Terminal Shield Size|The size of shield when shield has 0 HP.|
|196|11|Minimum Shield Hold Frames|You cannot drop shield until F12.|
|197|8|Unknown||
|198|16|Unknown||
|199|0.13|Shield Damage per Frame|Takes 385 frames to breaking|
|200|0.08|Shield Recover per Frame|Takes 625 frames from breaking|
|201|25|Shield Reset|When broken, shield strength resets to this value|
|202|1.19|Shield Damage Multiplier||
|203|0|Bonus Shield Damage||
|204|0.58|Normal Shield Stun Constant|Normal Shield Stun Formula(FAF)&br;=INT(Damage*0.58+3)←????|
|205|4|||
|206|0.5|Projectile Shield Stun Multiplier|#NAME?|
|207|0.8|Unknown||
|208|0.09|Unknown||
|209|1.3|Max shield pushback||
|210|80|Unknown||
|211|1.05|Shield Size Multiplier|Base shield size is writtin in fighter_param file.|
|212|0.5|Shield Shaking from Dashing||
|213|4|Power Shield Effect Disappear Frame|Power Shield Window : 1-3F|
|214|5|Window to drop shield after powershield to get interrupts?||
|215|0.66|Power Shield Shield Stun Multiplier|#NAME?|
|216|0.15|Power Shield Shield Knockback Multiplier||
|217|0.04|Attacker pushback when hitting shields|There is no limit? Pushback formula?|
|218|0.025|||
|219|0.05|||
|220|1.1|Unknown||
|221|1.3|Franklin Badge reflected damage multiplier||
|222|1.3|Franklin Badge reflected speed multiplier||
|223|8|Shield Drop Lag (FAF)||
|224|3|Dash attack > Grab Window||
|225|1|||
|226|3|Turn > P-grab window||
|227|1|Grab time reduced per frame||
|228|8|Grab time reduced per directional input|button input should be around 14.3(15/1.05?) but couldn't find|
|229|10|Unknown||
|230|2|Unknown||
|231|2|||
|232|16|||
|233|30|||
|234|6|||
|235|6|||
|236|90|Base grab time|#NAME?|
|237|1.7|Multiplier for grab hold time added from total damage||
|238|-3|||
|239|1|||
|240|1.9|H speed on normal grab break||
|241|1.2|H speed on jump grab break||
|242|27|||
|243|18|How many frames of invincibility you have after a throw||
|244|0.01|Weight factor of weight dependent throw speed formula||
|245|26|related to weight dependent throws||
|246|2|Result of weight times above cannot exceed this||
|247|0.5|Result of weight times above cannot be lower than this||
|248|70|Grab immunity frames||
|249|3|||
|250|0.75|||
|251|1.1||Added in 1.0.4|
|252|0||Added in 1.0.4|
|253|10800|Frames after touching the ground until KO ownership is lost||
|254|45|Frames until attacks out of hitstun||
|255|2|||
|256|40|Frames until airdodge out of hitstun||
|257|2.5|||
|258|0.2|||
|259|5|||
|260|4|||
|261|4|||
|262|2|||
|263|4|||
|264|2|||
|265|10|||
|266|160|Minimum knockback for the screen to flash white||
|267|1|Stage Collide Min Velocity||
|268|0|||
|269|0.85|Launch speed multiplier on wall/ceiling bounce||
|270|70|||
|271|0.2|||
|272|3|||
|273|15|||
|274|0.8|||
|275|0.8|||
|276|0.9|||
|277|0.15|||
|278|20|||
|279|20|||
|280|0.075|Used in vertical launch speed boost formula.|Vertical knockback boost = 5*(Gravity-0.075)|
|281|5|Used in vertical launch speed boost formula. Multiplier||
|282|0.17|Maximum changed angle from trajectory DI (radians)|equal to 9.740283... degrees|
|283|1.095|Vectoring maximum launch speed multiplier||
|284|0.92|Vectoring minimum launch speed multiplier||
|285|3|Frames after hitlag before you can hit the floor in tumble?||
|286|2|||
|287|0.5|||
|288|30|||
|289|1|||
|290|0.051|Launch speed decay per frame||
|291|2|||
|292|0.8|||
|293|0.9|||
|294|0.2|Maximum KB to Execute Momentum Commands with LA-Bit[57] not Set(Brawl)||
|295|0.8|Tumble Wiggle Sensitivity||
|296|1|||
|297|40|||
|298|18|||
|299|60|Frames before respawn (after being KO'd)||
|300|0.2|Read when launched into the upper corners of the ceiling death boundary(Brawl)||
|301|1.2|||
|302|2.4|Minimum initial launch speed to die off top boundary|equal to 80 KB|
|303|4.7|||
|304|1|||
|305|130|Frame duration of Star KO||
|306|45|||
|307|-350|||
|308|0.6|||
|309|-10|||
|310|16|||
|311|1|||
|312|40|Frames until fighter hits the screen during Screen KO|lower number = takes less time to fly towards the screen|
|313|4|||
|314|30|||
|315|40|||
|316|0|||
|317|120|||
|318|-230|||
|319|0|||
|320|-15|||
|321|-50|||
|322|1|||
|323|0.2|||
|324|1.7|||
|325|-1|||
|326|-10|||
|327|60|Frames in between respawning and taking control|lower number = respawn platform descends faster|
|328|240|Max time allowed to stay in respawn platform||
|329|120|Invincibility granted out of respawn platform||
|330|45|Read on exiting respawn platform||
|331|90|Minimum KB required for medium knockback SFX||
|332|180|Minimum KB required for high knockback SFX||
|333|15|Minimum launch distance required for low knockback SFX||
|334|15|Minimum launch distance required for medium knockback SFX||
|335|15|Minimum launch distance required for high knockback SFX||
|336|3.8|Throw release?||
|337|2.3|Throw release?||
|338|0.3|||
|339|1.2|||
|340|3|||
|341|3.5|||
|342|3||Added in 1.0.4|
|343|10|Base Sleep Time||
|344|10|Base sleep time (this * 3 frames added?)||
|345|30|Something to do with sleep||
|346|25|Multiplier for sleep time scaling off knockback||
|347|1|Multiplier for sleep time scaling off total percent||
|348|1|Sleep time reduced per frame||
|349|8|Sleep time reduced per input||
|350|3|||
|351|76|Max stun frames||
|352|15|||
|353|50|||
|354|1|||
|355|0|||
|356|1|||
|357|5|Stun time reduced per input||
|358|0||Added in 1.0.6|
|359|0||Added in 1.0.6|
|360|0||Added in 1.0.6|
|361|1||Added in 1.0.6|
|362|1.1||Added in 1.0.6|
|363|1||Added in 1.0.6|
|364|6||Added in 1.0.6|
|365|70||Added in 1.0.6|
|366|3|Number of frames entering buried state?||
|367|10|||
|368|15|||
|369|30|||
|370|1.5|||
|371|0.5|||
|372|1|||
|373|8|||
|374|1.2|Vertical momentum out of bury escape||
|375|12|Frame you can interrupt bury escape jump||
|376|8|||
|377|70|||
|378|0.7|||
|379|0.7|||
|380|100|||
|381|0.8|Knockback resistence while buried||
|382|0.5|Frozen damage multiplier?||
|383|0.25|Frozen knockback multiplier?||
|384|0.03|Frozen gravity multiplier?||
|385|-25|Something to do with the characters spinning while frozen?||
|386|-4|Something to do with the characters spinning while frozen?||
|387|12|Base freeze time||
|388|1|Freeze time reduced per frame||
|389|4|Freeze time reduced per input||
|390|2|||
|391|8.5|||
|392|16|Read when exiting frozen state (number of frames on exit?)||
|393|30|||
|394|0.6|Ladder stuff||
|395|7|Ladder grab lag in frames?||
|396|0.8|||
|397|8|||
|398|0.7|||
|399|0.081|||
|400|0.4|||
|401|8|How many frames of falling from JumpStart in water?||
|402|0.04|||
|403|0.91|||
|404|4|Read when surfacing water||
|405|20|Frame count between ripples in water when swimming||
|406|240|Swim time?||
|407|2.5|Swimming scaling multiplier for how many less frames you can swim for (your % * 2.5)||
|408|0.6|||
|409|150|Flailing in water time?||
|410|10|Read when going from swim to frail?||
|411|20|||
|412|3|||
|413|40||Added in 1.0.4|
|414|70||Added in 1.0.4|
|415|100|Read when going from swim to frail?||
|416|200|||
|417|1||Added in 1.0.4|
|418|20|||
|419|70|||
|420|2|||
|421|150|||
|422|120|Wario Chomp Base Time||
|423|0.5|Multiplier for Chomp time added (your % * 0.5)||
|424|10|Time reduced per input||
|425|2|Related to Wario Chomp||
|426|5|Related to Wario Chomp||
|427|0.5|Related to Wario Chomp||
|428|4|||
|429|5.4|Location coordinates for victim entering Kirby's mouth?||
|430|6.8|Location coordinates for victim entering Kirby's mouth?||
|431|0.9|Velocity for victim entering Kirby's mouth?||
|432|1.2|Velocity for victim entering Kirby's mouth?||
|433|1|Affects time it takes to enter Kirby's mouth?||
|434|10|Inhale time reduced per input?||
|435|1|Inhale time reduced per frame?||
|436|250|Base inhale time||
|437|12|Used on Kirby spit/swallow||
|438|1|Used on Kirby spit/swallow||
|439|30|Time spent in a star on spit||
|440|10|Time spent in a star on copy||
|441|4|Frames before opponent can act out of star?||
|442|0.73|H speed of star exit||
|443|2.3|V speed of star exit||
|444|0|||
|445|10|||
|446|30|||
|447|30|||
|448|100|DK Cargo Grab Base Time||
|449|5|DK Cargo Time increase per %||
|450|7|DK Cargo Grab Time reduction per directional input||
|451|13|DK Cargo Grab Time reduction per button input||
|452|5.4|H location victim falls towards when entering Dedede's mouth||
|453|8.4|V location victim falls towards when entering Dedede's mouth||
|454|2.7|H velocity while falling into Dedede's mouth||
|455|3.6|V velocity while falling into Dedede's mouth||
|456|1|Affects time it takes to enter Dedede's mouth|higher is faster|
|457|12|Dedede inhale time reduced per input||
|458|0|Dedede inhale time reduced per frame||
|459|250|Dedede Swallow Base Time||
|460|12|Time in star reduced per input||
|461|1|Time in star reduced per frame||
|462|30|Time spent in star||
|463|4|Frames before opponent can act out of star?||
|464|0.73|H speed of star exit||
|465|2.3|V speed of star exit||
|466|-5|H location on Dedede inhale escape||
|467|10|V location on Dedede inhale escape||
|468|2.8|Used on Dedede inhale escape||
|469|1.308997|Used on Dedede inhale escape (radians)|equal to 75 degrees|
|470|4|Used on Dedede inhale escape||
|471|70|Diddy Side B Base Hold Time||
|472|1.3|Multiplier for Diddy Hold time added (your % * 1.3)||
|473|24|Used on Diddy Side B||
|474|0.4|Used on Diddy Side B||
|475|6|Diddy Hold Time reduced per input||
|476|0.8|Robin nosferatu?||
|477|155|||
|478|120|||
|479|5|||
|480|1|||
|481|2|||
|482|6||Added in 1.0.6|
|483|5||Added in 1.0.6|
|484|38||Added in 1.0.6|
|485|65||Added in 1.0.6|
|486|38||Added in 1.0.6|
|487|60||Added in 1.0.6|
|488|280|Corrin Side B Base Hold Time|Added in 1.1.4|
|489|1.5|Multiplier for Hold time added (your % * 1.5)|Added in 1.1.4|
|490|1|Time reduced per frame|Added in 1.1.4|
|491|30|Time reduced per input??|Added in 1.1.4|
|492|0.002|Used on Corrin Side B|Added in 1.1.4|
|493|6|HeavyItem Smash Throw Input||
|494|8|Item Smash Throw Input Window||
|495|5|Dash attack item catch window||
|496|5|Aerial Item Catch||
|497|5|Picking up Item?||
|498|8|Frames||
|499|70|Frames||
|500|2|Frames||
|501|5|Frames||
|502|0.3|||
|503|0.625|||
|504|16|Frames||
|505|0.5|||
|506|6|Frames||
|507|0.6|||
|508|0.325|Heavy Item Walk Threshold||
|509|-0.25|Heavy Item Pivot Threshold||
|510|100|Frames||
|511|5|Frames||
|512|5|Frames||
|513|6|Frames||
|514|20|Frames||
|515|2|||
|516|35|||
|517|10|||
|518|120|||
|519|2|||
|520|0.87|||
|521|1|||
|522|2|||
|523|0.9|||
|524|1|||
|525|15|||
|526|30|||
|527|4|||
|528|120|||
|529|30|||
|530|1|||
|531|20|||
|532|1|Flower time reduced per frame?||
|533|16|Flower time reduced per input?||
|534|3000|Maximum stacking flower time?||
|535|40|Multiplier for flower time added scaling off hitbox damage?||
|536|0.7|Something to do with flower size?||
|537|3.5|Used on flower effect||
|538|0.04|Something to do with flower size?||
|539|2|||
|540|720|||
|541|2|||
|542|9|||
|543|25|||
|544|3|||
|545|-27|||
|546|54|||
|547|450|Frames||
|548|6|Hammer||
|549|10|Frames||
|550|800|Frames||
|551|120|Frames||
|552|60|Frames||
|553|120|Frames||
|554|15|Golden Hammer?||
|555|50|Frames||
|556|600|Frames||
|557|120|Frames||
|558|1.05|||
|559|2|||
|560|1.7|Super Mushroom size multiplier?||
|561|0.5|Related to Super Mushroom||
|562|0.5|Poison Mushroom size multiplier?||
|563|0.84|Super Mushroom Voice Pitch multiplier?||
|564|1.25|Poison Mushroom Voice Pitch multiplier?||
|565|480|Frame count? Maybe it's the duration?||
|566|100|Read after finishing size change animation||
|567|180|Frames||
|568|3|||
|569|2.4|Lightning Size multiplier?||
|570|0.5|Related to Lightning||
|571|0.5|Lightning Size multiplier?||
|572|0.7|Lightning Voice Pitch multiplier?||
|573|1.25|Lightning Voice Pitch multiplier?||
|574|600|Frame count? Maybe it's the duration?||
#table_zebra(t1, #ddd, #fff, #3f6)
**コメント
#comment()
キャラクターの共通行動、および一部キャラの必殺技などに関するパラメータ。
受付フレーム、計算式の係数、入力感度など。
空欄は何の数値か判明していないもの。
16/11/05作成。転載元の表が更新されることもあるので注意。
転載元:レタス氏のスプレッドシート↓
[[https://docs.google.com/spreadsheets/d/1FgOsGYfTD4nQo4jFGJ22nz5baU1xihT5lreNinY5nNQ/edit#gid=1980011823]]
|Name|Value|Description|comment|h
|0|''11''|Buffering input window||
|1|''0.18''|Walk sensitivity||
|2|''0.5''|||
|3|''2''|||
|4|''5''|||
|5|''0.1''|||
|6|''-0.25''|Turn sensitivity||
|7|''0.83''|Dash, pivot and F-smash sensitivity||
|8|''2''|Unknown||
|9|''5''|Dash > Item toss window||
|10|''5''|Unknown||
|11|''6''|Dash > Turn window||
|12|''15''|||
|13|''0.67''|Dash Exit Momentum Multiplier|related to perfect pivot, jump cancelling item toss and etc|
|14|''0.625''|Run Sensitivity||
|15|''0.4''|||
|16|''1''|||
|17|''0.25''|||
|18|''5''|Frames||
|19|''0.05''|||
|20|''-0.375''|||
|21|''2''||Added in 1.0.4|
|22|''10''|Turn > F-tilt, F-smash, Side-B and Item toss window||
|23|''5''|Frames||
|24|''8''|Frames||
|25|''5''|Frames||
|26|''-0.66''|Crouch/Tether drop sensitivity||
|27|''0.3''|Crawling forward sensitivity||
|28|''0.65''|||
|29|''-0.3''|Crawling backward sensitivity||
|30|''-0.65''|||
|31|''0.6625''|Tap jump sensitivity?||
|32|''4''|Tap jump input window?||
|33|''0.125''|Jumping forward/backward sensitivity||
|34|''0.3''|Shorthop with tap jump sensitivity?||
|35|''0.5625''|Dash/Run (something to do with tap jump) sensitivity?||
|36|''0.3''|||
|37|''0.03''|||
|38|''1''|||
|39|''3''|Fall->Jump...??||
|40|''0.1''|||
|41|''0.1''|||
|42|''0.05''|||
|43|''-0.7''|Spotdodge sensitivity||
|44|''4''|Spotdodge input window||
|45|''0.7''|Roll sensitivity||
|46|''4''|Roll input window||
|47|''0.9''|||
|48|''0.55''|||
|49|''0.25''|Ftilt sensitivity||
|50|''0.28''|Up angled Ftilt sensitivity||
|51|''-0.28''|Down angled Ftilt sensitivity||
|52|''0.25''|Utilt sensitivity||
|53|''-0.25''|Dtilt sensitivity||
|54|''0.55''|||
|55|''60''|||
|56|''0.28''|Up angled Fsmash sensitivity||
|57|''-0.28''|Down angled Fsmash sensitivity||
|58|''0.66''|Usmash sensitivity||
|59|''4''|Usmash input window||
|60|''-0.66''|Dsmash sensitivity||
|61|''4''|Dsmash input window||
|62|''1.4''|Fully charged smash attack multiplier|Only Megaman has different value, around 1.7|
|63|''1.2''|Interrupted charged smash attack knockback multiplier||
|64|''0.25''|Bair/Fair sensitivity||
|65|''0.25''|Up angled Fsmash sensitivity||
|66|''0.25''|||
|67|''0.9''|Sensitivity?|Added in 1.0.4|
|68|''4''|Input window?|Added in 1.0.4|
|69|''0.56''|||
|70|''-0.66''|FastFall sensitivity||
|71|''4''|FastFall Input Window||
|72|''0.85''|||
|73|''5''|||
|74|''60''|This was glide data in Brawl. Probably does nothing.||
|75|''1''|This was glide data in Brawl. Probably does nothing.||
|76|''0.67''|Hitlag multiplier while crouching|There is no limit, nothing related with attacker's hitlag.|
|77|''0.85''|Crounching Knockback multiplier||
|78|''0.7''|Input Distance Threshold for Smash DI||
|79|''4''|Unknown||
|80|''2''|Smash DI Distance||
|81|''0.65''|Automatic Smash DI Distance||
|82|''0.66''|Shield SDI Distance Multiplier||
|83|''8''|||
|84|''80''|||
|85|''200''|||
|86|''0.5''|||
|87|''1.8''|||
|88|''5''|Downward Velocity required to hit the floor in action 44(Brawl)||
|89|''0.5''|||
|90|''30''|||
|91|''220''|Autostand time in frames when lying on the ground||
|92|''0.2''|Get up sensitivity||
|93|''0.2''|Get up roll sensitivity||
|94|''60''|||
|95|''0.6625''|||
|96|''3''|||
|97|''0''|||
|98|''0.6''|Side+B Sensitivity||
|99|''0.55''|Up+B/Down+B Sensitivity||
|100|''4''|||
|101|''10''|||
|102|''-0.6875''|Platform drop sensitivity||
|103|''6''|Platform drop input window||
|104|''-0.5''|Unknown||
|105|''1''|||
|106|''1''|||
|107|''0.051''|||
|108|''-0.66''|Something to do with holding down to stop ledge grab with tethers auto pull||
|109|''2''|Ledgesnap Duration||
|110|''100''|CliffQuick/Slow % damage threshold in Brawl||
|111|''360''|Ledge hang timer|There is another 20F ledge hang.|
|112|''240''|Unknown||
|113|''0.25''|Ledge release/getup sensitivity||
|114|''0.8726646''|Ledge getup analog range (radians)|equal to 50 deg|
|115|''54''|Ledge Grab Penalty|After ledge release, you cannot grab the ledge in 54 frames.|
|116|''0''|Unknown||
|117|''0.6''|||
|118|''60''|Unknown||
|119|''300''|Unknown||
|120|''44''|Something related to ledge intangibility|Changed to 10000, invincibility lasts 6~ second at 0%|
|121|''120''|Unknown||
|122|''4''|Unknown||
|123|''0.9''|Unknown||
|124|''20''|||
|125|''28''|||
|126|''25''|||
|127|''16''|||
|128|''30''|Unable Tech window|If you double tap your shield button, you cant tech in 30F from first input.|
|129|''8''|Tech window||
|130|''0.2''|Tech Roll sensitivity?||
|131|''0.1''|||
|132|''5''|Tech WallJump Input Window?||
|133|''14''|Tech->Tech WallJump Window||
|134|''400''|Base time on shield break||
|135|''90''|Minimum time on shield break?|No way to prove this one. It was bugged in Brawl and bugged in this game too|
|136|''1''|Reduction per frame on Shield break||
|137|''3''|Reduction per input on Shield break||
|138|''0.5''|Something to do with the directional input threshold on shield break||
|139|''10''|Unknown||
|140|''0.12''|Something related to trip chance with 361 moves||
|141|''0.02''|Something related to trip chance with 361 moves||
|142|''60''|Trip?||
|143|''240''|||
|144|''150''|||
|145|''60''|||
|146|''1''|||
|147|''2''|||
|148|''4''|||
|149|''80''|Crouch?||
|150|''80''|Crouch?||
|151|''2''|||
|152|''30''|||
|153|''60''|||
|154|''120''|||
|155|''5''|||
|156|''2''|||
|157|''10''|||
|158|''2''|||
|159|''25''|||
|160|''6''|||
|161|''2''|||
|162|''0.045''|||
|163|''1.15''|Rage effect|Rage effect multiplier&br;=1+(%-35)*(1.15-1)/(150-35)&br;(35<=%<=150)|
|164|''150''|||
|165|''35''|||
|166|''2''|Unknown||
|167|''1.33''|Unknown||
|168|''2''|||
|169|''0.8''|||
|170|''0.7''|||
|171|''0.66''|||
|172|''0.5''|||
|173|''20''|||
|174|''130''|WallJump Timer||
|175|''0.8''|WallJump Sensitivity||
|176|''3''|||
|177|''5''|Walljump Startup||
|178|''0.96''|WallJump Decay Multiplier||
|179|''4''|Walljump Air Mobility Delay||
|180|''0.9''|||
|181|''0.75''|Footstool Height Decay Multiplier||
|182|''0.5''|Footstool range? required speed?||
|183|''8''|Footstool?||
|184|''30''|||
|185|''-20''|||
|186|''180''|Wallcling Timer||
|187|''0.5''|||
|188|''0.5''|||
|189|''60''|Time between wallclings?||
|190|''0.35''|Aerial attack landing lag speed mod?||
|191|''20''|||
|192|''0.66''|||
|193|''8''|Unknown||
|194|''50''|Shield HP||
|195|''0.15''|Terminal Shield Size|The size of shield when shield has 0 HP.|
|196|''11''|Minimum Shield Hold Frames|You cannot drop shield until F12.|
|197|''8''|Unknown||
|198|''16''|Unknown||
|199|''0.13''|Shield Damage per Frame|Takes 385 frames to breaking|
|200|''0.08''|Shield Recover per Frame|Takes 625 frames from breaking|
|201|''25''|Shield Reset|When broken, shield strength resets to this value|
|202|''1.19''|Shield Damage Multiplier||
|203|''0''|Bonus Shield Damage||
|204|''0.58''|Normal Shield Stun Constant|Normal Shield Stun Formula(FAF)&br;=INT(Damage*0.58+3)←????|
|205|''4''|||
|206|''0.5''|Projectile Shield Stun Multiplier|#NAME?|
|207|''0.8''|Unknown||
|208|''0.09''|Unknown||
|209|''1.3''|Max shield pushback||
|210|''80''|Unknown||
|211|''1.05''|Shield Size Multiplier|Base shield size is writtin in fighter_param file.|
|212|''0.5''|Shield Shaking from Dashing||
|213|''4''|Power Shield Effect Disappear Frame|Power Shield Window : 1-3F|
|214|''5''|Window to drop shield after powershield to get interrupts?||
|215|''0.66''|Power Shield Shield Stun Multiplier|#NAME?|
|216|''0.15''|Power Shield Shield Knockback Multiplier||
|217|''0.04''|Attacker pushback when hitting shields|There is no limit? Pushback formula?|
|218|''0.025''|||
|219|''0.05''|||
|220|''1.1''|Unknown||
|221|''1.3''|Franklin Badge reflected damage multiplier||
|222|''1.3''|Franklin Badge reflected speed multiplier||
|223|''8''|Shield Drop Lag (FAF)||
|224|''3''|Dash attack > Grab Window||
|225|''1''|||
|226|''3''|Turn > P-grab window||
|227|''1''|Grab time reduced per frame||
|228|''8''|Grab time reduced per directional input|button input should be around 14.3(15/1.05?) but couldn't find|
|229|''10''|Unknown||
|230|''2''|Unknown||
|231|''2''|||
|232|''16''|||
|233|''30''|||
|234|''6''|||
|235|''6''|||
|236|''90''|Base grab time|#NAME?|
|237|''1.7''|Multiplier for grab hold time added from total damage||
|238|''-3''|||
|239|''1''|||
|240|''1.9''|H speed on normal grab break||
|241|''1.2''|H speed on jump grab break||
|242|''27''|||
|243|''18''|How many frames of invincibility you have after a throw||
|244|''0.01''|Weight factor of weight dependent throw speed formula||
|245|''26''|related to weight dependent throws||
|246|''2''|Result of weight times above cannot exceed this||
|247|''0.5''|Result of weight times above cannot be lower than this||
|248|''70''|Grab immunity frames||
|249|''3''|||
|250|''0.75''|||
|251|''1.1''||Added in 1.0.4|
|252|''0''||Added in 1.0.4|
|253|''10800''|Frames after touching the ground until KO ownership is lost||
|254|''45''|Frames until attacks out of hitstun||
|255|''2''|||
|256|''40''|Frames until airdodge out of hitstun||
|257|''2.5''|||
|258|''0.2''|||
|259|''5''|||
|260|''4''|||
|261|''4''|||
|262|''2''|||
|263|''4''|||
|264|''2''|||
|265|''10''|||
|266|''160''|Minimum knockback for the screen to flash white||
|267|''1''|Stage Collide Min Velocity||
|268|''0''|||
|269|''0.85''|Launch speed multiplier on wall/ceiling bounce||
|270|''70''|||
|271|''0.2''|||
|272|''3''|||
|273|''15''|||
|274|''0.8''|||
|275|''0.8''|||
|276|''0.9''|||
|277|''0.15''|||
|278|''20''|||
|279|''20''|||
|280|''0.075''|Used in vertical launch speed boost formula.|Vertical knockback boost = 5*(Gravity-0.075)|
|281|''5''|Used in vertical launch speed boost formula. Multiplier||
|282|''0.17''|Maximum changed angle from trajectory DI (radians)|equal to 9.740283... degrees|
|283|''1.095''|Vectoring maximum launch speed multiplier||
|284|''0.92''|Vectoring minimum launch speed multiplier||
|285|''3''|Frames after hitlag before you can hit the floor in tumble?||
|286|''2''|||
|287|''0.5''|||
|288|''30''|||
|289|''1''|||
|290|''0.051''|Launch speed decay per frame||
|291|''2''|||
|292|''0.8''|||
|293|''0.9''|||
|294|''0.2''|Maximum KB to Execute Momentum Commands with LA-Bit[57] not Set(Brawl)||
|295|''0.8''|Tumble Wiggle Sensitivity||
|296|''1''|||
|297|''40''|||
|298|''18''|||
|299|''60''|Frames before respawn (after being KO'd)||
|300|''0.2''|Read when launched into the upper corners of the ceiling death boundary(Brawl)||
|301|''1.2''|||
|302|''2.4''|Minimum initial launch speed to die off top boundary|equal to 80 KB|
|303|''4.7''|||
|304|''1''|||
|305|''130''|Frame duration of Star KO||
|306|''45''|||
|307|''-350''|||
|308|''0.6''|||
|309|''-10''|||
|310|''16''|||
|311|''1''|||
|312|''40''|Frames until fighter hits the screen during Screen KO|lower number = takes less time to fly towards the screen|
|313|''4''|||
|314|''30''|||
|315|''40''|||
|316|''0''|||
|317|''120''|||
|318|''-230''|||
|319|''0''|||
|320|''-15''|||
|321|''-50''|||
|322|''1''|||
|323|''0.2''|||
|324|''1.7''|||
|325|''-1''|||
|326|''-10''|||
|327|''60''|Frames in between respawning and taking control|lower number = respawn platform descends faster|
|328|''240''|Max time allowed to stay in respawn platform||
|329|''120''|Invincibility granted out of respawn platform||
|330|''45''|Read on exiting respawn platform||
|331|''90''|Minimum KB required for medium knockback SFX||
|332|''180''|Minimum KB required for high knockback SFX||
|333|''15''|Minimum launch distance required for low knockback SFX||
|334|''15''|Minimum launch distance required for medium knockback SFX||
|335|''15''|Minimum launch distance required for high knockback SFX||
|336|''3.8''|Throw release?||
|337|''2.3''|Throw release?||
|338|''0.3''|||
|339|''1.2''|||
|340|''3''|||
|341|''3.5''|||
|342|''3''||Added in 1.0.4|
|343|''10''|Base Sleep Time||
|344|''10''|Base sleep time (this * 3 frames added?)||
|345|''30''|Something to do with sleep||
|346|''25''|Multiplier for sleep time scaling off knockback||
|347|''1''|Multiplier for sleep time scaling off total percent||
|348|''1''|Sleep time reduced per frame||
|349|''8''|Sleep time reduced per input||
|350|''3''|||
|351|''76''|Max stun frames||
|352|''15''|||
|353|''50''|||
|354|''1''|||
|355|''0''|||
|356|''1''|||
|357|''5''|Stun time reduced per input||
|358|''0''||Added in 1.0.6|
|359|''0''||Added in 1.0.6|
|360|''0''||Added in 1.0.6|
|361|''1''||Added in 1.0.6|
|362|''1.1''||Added in 1.0.6|
|363|''1''||Added in 1.0.6|
|364|''6''||Added in 1.0.6|
|365|''70''||Added in 1.0.6|
|366|''3''|Number of frames entering buried state?||
|367|''10''|||
|368|''15''|||
|369|''30''|||
|370|''1.5''|||
|371|''0.5''|||
|372|''1''|||
|373|''8''|||
|374|''1.2''|Vertical momentum out of bury escape||
|375|''12''|Frame you can interrupt bury escape jump||
|376|''8''|||
|377|''70''|||
|378|''0.7''|||
|379|''0.7''|||
|380|''100''|||
|381|''0.8''|Knockback resistence while buried||
|382|''0.5''|Frozen damage multiplier?||
|383|''0.25''|Frozen knockback multiplier?||
|384|''0.03''|Frozen gravity multiplier?||
|385|''-25''|Something to do with the characters spinning while frozen?||
|386|''-4''|Something to do with the characters spinning while frozen?||
|387|''12''|Base freeze time||
|388|''1''|Freeze time reduced per frame||
|389|''4''|Freeze time reduced per input||
|390|''2''|||
|391|''8.5''|||
|392|''16''|Read when exiting frozen state (number of frames on exit?)||
|393|''30''|||
|394|''0.6''|Ladder stuff||
|395|''7''|Ladder grab lag in frames?||
|396|''0.8''|||
|397|''8''|||
|398|''0.7''|||
|399|''0.081''|||
|400|''0.4''|||
|401|''8''|How many frames of falling from JumpStart in water?||
|402|''0.04''|||
|403|''0.91''|||
|404|''4''|Read when surfacing water||
|405|''20''|Frame count between ripples in water when swimming||
|406|''240''|Swim time?||
|407|''2.5''|Swimming scaling multiplier for how many less frames you can swim for (your % * 2.5)||
|408|''0.6''|||
|409|''150''|Flailing in water time?||
|410|''10''|Read when going from swim to frail?||
|411|''20''|||
|412|''3''|||
|413|''40''||Added in 1.0.4|
|414|''70''||Added in 1.0.4|
|415|''100''|Read when going from swim to frail?||
|416|''200''|||
|417|''1''||Added in 1.0.4|
|418|''20''|||
|419|''70''|||
|420|''2''|||
|421|''150''|||
|422|''120''|Wario Chomp Base Time||
|423|''0.5''|Multiplier for Chomp time added (your % * 0.5)||
|424|''10''|Time reduced per input||
|425|''2''|Related to Wario Chomp||
|426|''5''|Related to Wario Chomp||
|427|''0.5''|Related to Wario Chomp||
|428|''4''|||
|429|''5.4''|Location coordinates for victim entering Kirby's mouth?||
|430|''6.8''|Location coordinates for victim entering Kirby's mouth?||
|431|''0.9''|Velocity for victim entering Kirby's mouth?||
|432|''1.2''|Velocity for victim entering Kirby's mouth?||
|433|''1''|Affects time it takes to enter Kirby's mouth?||
|434|''10''|Inhale time reduced per input?||
|435|''1''|Inhale time reduced per frame?||
|436|''250''|Base inhale time||
|437|''12''|Used on Kirby spit/swallow||
|438|''1''|Used on Kirby spit/swallow||
|439|''30''|Time spent in a star on spit||
|440|''10''|Time spent in a star on copy||
|441|''4''|Frames before opponent can act out of star?||
|442|''0.73''|H speed of star exit||
|443|''2.3''|V speed of star exit||
|444|''0''|||
|445|''10''|||
|446|''30''|||
|447|''30''|||
|448|''100''|DK Cargo Grab Base Time||
|449|''5''|DK Cargo Time increase per %||
|450|''7''|DK Cargo Grab Time reduction per directional input||
|451|''13''|DK Cargo Grab Time reduction per button input||
|452|''5.4''|H location victim falls towards when entering Dedede's mouth||
|453|''8.4''|V location victim falls towards when entering Dedede's mouth||
|454|''2.7''|H velocity while falling into Dedede's mouth||
|455|''3.6''|V velocity while falling into Dedede's mouth||
|456|''1''|Affects time it takes to enter Dedede's mouth|higher is faster|
|457|''12''|Dedede inhale time reduced per input||
|458|''0''|Dedede inhale time reduced per frame||
|459|''250''|Dedede Swallow Base Time||
|460|''12''|Time in star reduced per input||
|461|''1''|Time in star reduced per frame||
|462|''30''|Time spent in star||
|463|''4''|Frames before opponent can act out of star?||
|464|''0.73''|H speed of star exit||
|465|''2.3''|V speed of star exit||
|466|''-5''|H location on Dedede inhale escape||
|467|''10''|V location on Dedede inhale escape||
|468|''2.8''|Used on Dedede inhale escape||
|469|''1.308997''|Used on Dedede inhale escape (radians)|equal to 75 degrees|
|470|''4''|Used on Dedede inhale escape||
|471|''70''|Diddy Side B Base Hold Time||
|472|''1.3''|Multiplier for Diddy Hold time added (your % * 1.3)||
|473|''24''|Used on Diddy Side B||
|474|''0.4''|Used on Diddy Side B||
|475|''6''|Diddy Hold Time reduced per input||
|476|''0.8''|Robin nosferatu?||
|477|''155''|||
|478|''120''|||
|479|''5''|||
|480|''1''|||
|481|''2''|||
|482|''6''||Added in 1.0.6|
|483|''5''||Added in 1.0.6|
|484|''38''||Added in 1.0.6|
|485|''65''||Added in 1.0.6|
|486|''38''||Added in 1.0.6|
|487|''60''||Added in 1.0.6|
|488|''280''|Corrin Side B Base Hold Time|Added in 1.1.4|
|489|''1.5''|Multiplier for Hold time added (your % * 1.5)|Added in 1.1.4|
|490|''1''|Time reduced per frame|Added in 1.1.4|
|491|''30''|Time reduced per input??|Added in 1.1.4|
|492|''0.002''|Used on Corrin Side B|Added in 1.1.4|
|493|''6''|HeavyItem Smash Throw Input||
|494|''8''|Item Smash Throw Input Window||
|495|''5''|Dash attack item catch window||
|496|''5''|Aerial Item Catch||
|497|''5''|Picking up Item?||
|498|''8''|Frames||
|499|''70''|Frames||
|500|''2''|Frames||
|501|''5''|Frames||
|502|''0.3''|||
|503|''0.625''|||
|504|''16''|Frames||
|505|''0.5''|||
|506|''6''|Frames||
|507|''0.6''|||
|508|''0.325''|Heavy Item Walk Threshold||
|509|''-0.25''|Heavy Item Pivot Threshold||
|510|''100''|Frames||
|511|''5''|Frames||
|512|''5''|Frames||
|513|''6''|Frames||
|514|''20''|Frames||
|515|''2''|||
|516|''35''|||
|517|''10''|||
|518|''120''|||
|519|''2''|||
|520|''0.87''|||
|521|''1''|||
|522|''2''|||
|523|''0.9''|||
|524|''1''|||
|525|''15''|||
|526|''30''|||
|527|''4''|||
|528|''120''|||
|529|''30''|||
|530|''1''|||
|531|''20''|||
|532|''1''|Flower time reduced per frame?||
|533|''16''|Flower time reduced per input?||
|534|''3000''|Maximum stacking flower time?||
|535|''40''|Multiplier for flower time added scaling off hitbox damage?||
|536|''0.7''|Something to do with flower size?||
|537|''3.5''|Used on flower effect||
|538|''0.04''|Something to do with flower size?||
|539|''2''|||
|540|''720''|||
|541|''2''|||
|542|''9''|||
|543|''25''|||
|544|''3''|||
|545|''-27''|||
|546|''54''|||
|547|''450''|Frames||
|548|''6''|Hammer||
|549|''10''|Frames||
|550|''800''|Frames||
|551|''120''|Frames||
|552|''60''|Frames||
|553|''120''|Frames||
|554|''15''|Golden Hammer?||
|555|''50''|Frames||
|556|''600''|Frames||
|557|''120''|Frames||
|558|''1.05''|||
|559|''2''|||
|560|''1.7''|Super Mushroom size multiplier?||
|561|''0.5''|Related to Super Mushroom||
|562|''0.5''|Poison Mushroom size multiplier?||
|563|''0.84''|Super Mushroom Voice Pitch multiplier?||
|564|''1.25''|Poison Mushroom Voice Pitch multiplier?||
|565|''480''|Frame count? Maybe it's the duration?||
|566|''100''|Read after finishing size change animation||
|567|''180''|Frames||
|568|''3''|||
|569|''2.4''|Lightning Size multiplier?||
|570|''0.5''|Related to Lightning||
|571|''0.5''|Lightning Size multiplier?||
|572|''0.7''|Lightning Voice Pitch multiplier?||
|573|''1.25''|Lightning Voice Pitch multiplier?||
|574|''600''|Frame count? Maybe it's the duration?||
#table_zebra(t1, #ddd, #fff, #3f6)
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