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Snake Up Tilt Hitbox

Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG; Hand Grenade (Generation) Generated: 1: 22: Hand Grenade (Throw Forward) Thrown: 10: 32: Hand Grenade (Throw).

Total: 47Hit: 15-18Charge frame: 8IASA: 40Shield Advantage (Pan Tip and Golf Tip): -13Shield Advantage (Tennis, Close Golf, Close Pan): -15/-16PanDamageBody/Handle 15%Tip: 17%Hitbox priority: TipHandleBodyAnglePan: 80Body: 361KnockbackKBG: 60BKB: 50TennisDamageBody: 12%Racket: 12%Hitbox priority: TipHandleBodyAngle: 29KnockbackBody and HandleKBG: 35BKB: 65TipKBG: 35BKB: 75GolfDamageTip: 17%Other: 13%Hitbox priority: TipHandleBodyAngleClub: 45Body: 361KnockbackBody/BaseKBG: 50BKB: 50TipKBG: 50BKB: 70-Up Smash - Pirouette. Initial AttackTotal: 40Invincibility: 3Hit: 6-9, 10-11, 12-13, 14-15, 16-17,18-19, 20-21, 22-23, 24-25, 26-27,28-29OpeningTotal: 15Hit: 10ClosingCan input either a regular fall or fast fall as early as frame 15 of Opening. Updates:- Added frame data for Jump Squat, No Impact Land, Regular Land and Air Dodge Land- Added frame data for Dash, Smash Turn, Tilt Turn and Running Turn- Added frame data for Shield, Power Shield and dropping Shield- Added frame data for grabbing an edge- Added frame data for item dash throw- Added frame data for catching an item on ground and in air- Added frame data for Beam Sword dash attack and standing Z drop- Added frame data for Pummel- Added frame data for grab break- Corrected Toad Counter frame data and added more information- Reworded Parasol Frame data for clarity.

Hello and welcome to the Project M 3.6 changelist! This is an extensive (but potentially not complete) log documenting the changes between Project M 3.5 and Project M 3.6. As usual, we prioritized getting the changelist out right when the version released, so in some cases it may not be 100% correct or formatted nicely. Please understand that these changelogs were compiled by different people, and as such they may be worded differently. If we notice something is off we'll try to come back and fix it. This changelist combines both the Project M 3.6 Beta and Project M 3.6 Full versions, so if you've already read the previous changelist, we've highlighted what's different in blue.With that out of the way, we're going to be using some technical terms that the community at large may not understand.

To help with this changelog's effectiveness, we'll be defining these terms below.DMG = Damage.KB = KnockbackKBG = Knockback Growth. This value determines how quickly a hitbox's KB scales with the opponents percent. Damage is also a major factor in determining scaling.BKB = Base Knockback. This amount of KB is added to the end result of the knockback formula and is most noticeable a low percents.WDSK = Weight Dependent Set Knockback. As the name impies, this is a type of KB that is set and does not scale with percent, and instead has a set amount that varies only based on the opponents weight. KBG in this instance is used as a multiplier, but is usually set at 100.IASA = Interruptible As Soon As.

This is a long-standing term in competitive Smash that refers to the first frame that a character can interrupt an attack, often before the full animation has completed visually. Generally this will be used to describe endlag increases and decreases.Hitlag = The amount of freeze frames a character goes into when hit by a hitbox. This term will usually be used to describe a multiplier that increases or decreases the amount of hitlag that a hitbox would normally induce.SDI = Smash DI, the ability for a player to move around while in Hitlag based on control stick input. This term will usually be used to describe a multiplier that increases or decreases the effectiveness of SDIing an attack.Angle/Trajectory = This describes the angle at which an opponent is sent flying after being hit by a hitbox. 90 is straight up, while 0 is a purely horizontal trajectory.361 angle = This angle is used throughout the game as a dynamic replacement to what would otherwise be 45, the go-to 'horizontal attack' angle.

This angle starts off sending further horizontally than 45 at lower KBs, but quickly scales up to 45 in-game. For all intents and purposes you can imagine the trajectory as simply being 45.Now that we've explained those terms, here's the changelog!

New Costumes-Added Kart ROB alternate costume-Added Wii ROB alternate costume.-Dark Suit Samus added-Added Orange Diddy Kong recolor-Added Dark Classic Pit recolor-Added Silver Armored Charizard recolor-Added Mr. Music-Added Jungle Japes music back to its original slot-Added Spear Pillar music back to its original slot-Added two new tracks to Smashville: 'Animal Tentacles' and 'KICKS' TWILITE FUNK'-Added a new Result Screen track 'Chillin' with the Bros.' By Amphibious-Added Bowser's Castle remix track-Added Delfino's Secret track-Added a new track, 'Metal Cavern' by MG3-Added “Metal Battle” from Super Smash Bros. Melee-Added “Bad Mario” by Phonetic Hero-Added Peach's Castle 64 track-Modified the volume of the Hanenbow track-Modified the style of Bowser's Victory theme and moved it over Smashville's K.K. Condor, disabling it from that stage.-Replaced 'Opening (Super Smash Bros. Melee)' with 'Multi-Man Melee 2'Sound Effects-Kane Jungbluth-Murry now voices as the announcer.-New sword hit sounds (med, strong)-New electric hit sounds (weak, med, strong)-New lingering hit sounds for electric and fire attacks.-Lowered the volume of all generic crowd cheers.-Subspace Emissary bosses have their correct sound effects.-Bowser has a new Koopa Claw sound.-All uses of aura for Lucario share common sounds.-Mr. G&W has new pain beeps.-New sound for Olimar's Ionium Jet.-New sound for Pit's Shield Bash upon Up Special's sweetspot.-New sound effects for Pit's glide timer.-New knife swooshes on Snake's Forward Smash.-Raised the volume of Zero Suit Samus' voice clips on her taunts.

Dash Attack-Pushed back IASA 49 - 54.-Reduced Armor from medium - light. Adjusted Armor indicator to match.-Initial Hit trajectory 80 - 70.-Lingering trajectory 80 - 55.-Hit degrades (strong - flub) 1 frame earlierTilts-Forward Tilt-Reduced Start up 11 - 9 frames.-Initial Hit damage increased (15/14/13 - 17/16/15), KB compensated.-Linger Hit damage increased (10/9/8 - 11/10/9) KB uncompensated.-Added flub hit that starts 2 frames after strong hit and lasts for 5 frames (+3 frames active duration). Flub is 4 damage less (10/9/8), 0 sh damage, 0 base, 100 growth-Inner Body hitbox significantly enlarged.-Reduced outer Hitbox disjoint, enlarged body Hitbox significantly.-IASA Frame three frames sooner (38 - 35).-Up Tilt-Hand position during animation tweaked further to enlarge Sweet Spot range-Initial hit degrades 1 frame sooner.-Lingering Hit adjusted. Damage reduced 11 - 8. Trajectory now sends behind 80 - 110/60.-Sweetspot BKB (55 - 50), KBG (120 - 112)-Down Tilt-Armor Indicator added for light armor.Smashes-All Smashes have Light Armor while charging.-Charge time now determines how strong the Smash’s corresponding armor is. Scales from Light Armor (no charge) to Super Armor (full charge).-Forward Smash-Reduced start up 34 - 30 frames.-Active Frames trimmed and IASA moved forward to maintain cooldown.

Active Frames 31-34, IASA 67.-Trimmed 1 frame of Armor to match Hitbox Active Frames.-Tipper hitbox now comes out a frame later and slightly reduced in size. Body Hitbox enlarged.-Lunging movement reduced.-Knockback reduced. Smashes-Forward Smash-Added a frame before first hit and removed a frame between hits so characters with a 4 frame landing can't DI down and shield between them.-Reduced 1st hit's damage from 5 to 4.Specials-Up Special (Rocketbarrel Boost)-Barrel movement reverted to Brawl.

Barrels explode on contact with the stage and players, but deal minimal damage (1-3%) and don't cause flinching.-Hitbox appears starting frame 11 instead of 1 so that interrupting Diddy when he's using up-b doesn't immediately cause the barrels to explode. Aerials-Neutral Aerial-Removed 7 damage late hit flubs on 2nd half of each kick. Hit durations on the kicks 6-2, making the AC begin when the 2nd kick ends instead of during the hit window.-Back Aerial-Fixed back-air snapping downwards when transitioning into fall.Specials-Neutral Special (Dead Man's Volley)-Reflect location now follows Ganondorf's arm and cape movement. Extended reflect duration by 3 frames and added a visual indication for when it is able to reflect.Other-Taunt Attack-Super Armor - Light Armor.-Starts hitting 1 frame later than before (frames 94-97 - 95-97) so that it doesn't hit before the sword swings downwards.-Added a large, 1-frame 'glancing blow' hitbox to cover most of the sword's arc on the frame it swings downwards. It's quite a bit weaker than the other hitboxes (24%, 75 kbg, 40 bkb, 55 angle, slash element), but has the least priority. The strong hitboxes will still hit enemies directly in front of Ganondorf like before. Dash Attack-Final hit base knockback decreased from 65 to 45.-Final hit knockback growth increased from 75 to 90.-Final hit hitboxes terminates 2 frames sooner.

Tilts-Forward Tilt-BKB from 5, 5, 2, 2 to 15, 15, 10, 10.-Damage reduced by 1 on all hits. 14, 15, 14, 13 to 13, 14, 13, 12.-Angle reduced from 361 to 35.-Up Tilt animation tweaked to properly hit opponents in front and behind.Smashes-Forward Smash-Damage increased by 1 on all hits. 14, 15, 15, 15 to 15, 16, 16, 16.-Up Smash-Second hit tip angle 93 - 95-Second hit other hitbox angles 90 - 98- SDI multiplier on first hitboxes all normalized to 1.0.Aerials-Neutral Aerial-Sweetspot timing has +1 damage to all hits. Tilts-Down Tilt-Trajectories homogenized to 80 degrees (from 80/85/90)-BKB 40 - 30-KBG 70 - 80-IASA 27 - 29Aerials-Forward Aerial-Hitboxes homogenized to match hitting vs air and ground. Doctor Mario outward strike hits on frame 16 and 17, Mario meteor from frames 18 to 22.

Snake up tilt hitbox

Previously against aerial opponents Doctor Mario outward strike hit from frames 16 to 19, with Mario's on frames 20 to 22.-Up Aerial-Trajectory of later hit 55 from 65.-Down Aerial-SDI multipliers all changed from x0.75 to x1.Others-Doc’s alt color capes restored.-Doc’s f-smash sfx are made more consistent with this other moves. Dash Attack-Left foot enlargement reduced to 1.3Tilts-Down Tilt-IASA lowered from 22 to 20-Ported the first hitbox kb/dmg/angle stats (the launcher hitbox) to the second hitbox.Smashes-Forward Smash-IASA increased from 46 to 49.Aerials-Down Aerial-Hits on frames 12-13. Front and center hitboxes are 14% DMG, 35 angle, 30 BKB, 80 KBG, 4.5 size.Rear hitbox is 11% DMB, 361 angle, 20 BKB, 90 KBG, 5.8 size-Altered animation to have more force behind it.Grabs-Standing grab range 13 units - 14 units.Throws-Down Throw-Always forces tumble.Specials-Neutral Special-Damage per hit lowered from 2% - 1%.-Has a re-hit rate of 5 frames (4 at the smaller 'sweetspot' at the middle of the tornado), instead of ranging between 6-10-ish frames depending on how fast Meta Knight is spinning.-Sweetspot and side hitboxes have 110 angle, 40 BKB, and have priority.

Larger center hitbox has 90 angle, 30 BKB, usually only hitting if the opponent is grounded or below Meta Knight.-Aerial ending hitbox moved upwards slightly, to the same height as the grounded ending hitbox.-Beginning of grounded neutral-B no longer forces Meta Knight off the ground.-Modified the coding to make mashing easier, but also to remove the ability to use d-pad specials to gain excessive height. Keeps the same practical height gain.-Can grab the ledge during the ending animation-Side Special-Multi-hit's re-hit rate changed from 5 frames to 4. Deals a whole 1% more total damage as a result.-Increased size of multi-hit's frontmost hitbox from 3 - 4.5, and moved it backwards by 1 unit.-Lowered the BKB of the multi-hits by various amounts to improve linkage.-Aerial final hit's hitbox sizes (sword/body) reduced from 6.56/7.38 to 5/6. Tilts-Forward Tilt-Tip BKB increased from 20 - 40Smashes-Up Smash-Pop up hitboxes adjusted to be slightly smaller.Aerials-Neutral Aerial-All hitboxes now deal consistent damage. Smashes-Up Smash (Charge hitbox)-Angle changed from 270 to 90.-BKB decreased from 40 to 20.-Down Smash (Charge hitbox)-Angle changed from 270 to 145.-BKB decreased from 40 to 20.Aerials-Forward Aerial DMG: 3,3,3,3,3 - 4,4,2,2,3.

KB compensated.Specials-Up Special (PK-Thunder 2)-Fixed a mistake which made Ness' PK-Thunder 2 not able to reverse ledge-grab at the peak.-Down Special (Magnet)-DMG: 4 - 6.BKB: 15 - 27.KBG: 160- 90.Throws-Down Throw-BKB: 78 - 80.-KBG 80 - 68. Tilts-Forward Tilt-Changed Forward Tilt's animation to have a larger vertical sweep. Middle-most hitbox is larger than normal on the first hit frame. Horizontal reach is unchanged.-IASA 28 - 31-Sweetspot BKB 50 - 45-Sourspot BKB 50 - 40-Up Tilt-Launching hitbox on the first hit has priority over the juggling hitboxes (properly launches from the ground at 0)-1st hit:-Launching hit angle: 95 - 100-leg hit: BKB 0 - 5-2nd hit:-KBG 80 - 100-IASA increased to 28 from 26.-Down Tilt-Sped up by 2 frames. Tilts-Forward Tilt-IASA increased to 33 from 30.Smashes-Up Smash-Adjusted pop-up hitboxes to have reduced vertical range.-Down Smash-SDI multipliers on multi-hits normalized from x0.9 to x1.0.Specials-Side Special (Grounded)-ROBs Set Horizontal Momentum reverted to 3.5.-Reflector Active Frames reverted to 3.5. Tilts-Down Tilt-Tip hitbox BKB reduced from 90 to 70.Smashes-Up Smash-Fixed offset on last hit's body hitbox that warped downwards.Aerials-Down Aerial-Tip hitbox BKB reduced from 40 to 30.-Tip hitbox KBG reduced from 70 to 60.-Back Aerial-Animation changed to closer reflect Melee's range.-Angle lowered.

(50 - 361)Specials-Up Special (Blazer)-Altered animation and some physics to be closer to Melee.-Fixed a physics exploit that allowed for some alteration in vertical mobility during endlag.-Landing Lag reduced; 35 - 30.-Forward Special (Double-Edge Dance)-Fixed some physics and timings to be closer to Melee.-Standardized input and IASA windows. Specials-Neutral Special (Charge Shot)-Fixed reversibility and air-ground transition bugs.-Up Special (Screw Attack)-Adjusted physics to be closer to Melee.-Down Special (Bomb)-Adjusted physics to be closer to Melee.-Final Smash (Zero Laser)-Hold b to transformOther-Adjusted Samus’s above 100% ledge attack to match all other ledge attacks.-Hit: (38-41 - 38-40), Invincibility (1-41 - 1-34).-Holding side taunt on entry starts Samus in Ice mode.-Fixed a bug preventing Charged Shot from producing a firing sound at point-blank range. Smashes-Forward Smash-Adjusted hitboxes to match animation more accurately.-2nd slash's damage increased (6% - 8%). KB compensated.Aerials-Neutral Aerial-All hitboxes now last 4 frames each, instead of being 4-4-3.-Forward Aerial-Landing lag decreased from 30 frames - 25.-Auto cancel increased to 43 frames from 36.-Back Aerial-Reversed hitbox priority, making the sweetspot easier to hit.-Up Aerial-Reversed hitbox priority, making the sweetspot easier to hit.-Down Aerial-All hitboxes now last 4 frames each, instead of being 4-3-4-2.Grabs-Increased size of grab boxes a bit (3.185 - 3.6), then moved them down/inward by the same radius. Dash Attack-Opening hitbox significantly increased in size to match sonic's model.-Lingering hitbox increased to match the size of the old opening hitbox.Tilts-Down Tilt-Hitbox active one frame earlier (7-6) and terminates one frame earlier (11-10)-Range increased to cover more of the animation which was also slightly tweaked.Smashes-Down Smash-Animation has been remade. Timings and hitbox positioning are unchanged.Aerials-Neutral Aerial-Hitboxes redone and centered within his body instead of spinning around the sides of his model, to function consistently.-Opening sourspot increased in size.-Forward Aerial-Animation has been remade.

Timings and hitbox positioning are unchanged.SpecialsNeutral Special (Homing Attack)-Hit animations 1, 2, 3 and 4 have been remade, Timings are unchanged.-Animation for when the attack successfully homes and misses to connect, shared with Side Special, has been remade.Side Special (Spin Maneuvers)-Somersault Section's animation redone. Timings and hitbox positioning are unchanged.-Somersault Section's animation for falling from a ledge and the ending of Side Special's Spin Hop Section in the air, shared with Neutral Special, has been remade. The new animation is longer, but the IASA remains unchanged.Other-Improved Sonic's animation during crouch, down tilt and a small number of other animations.-All three of Sonic's taunts can be looped by holding their respective taunt buttons. SmashesForward Smash-Reduced Armor, Medium to Light. Indicator Adjusted to match.-Armor now terminates earlier frame 35 - 20-Hitboxes active frames pushed slightly forward and trimmed. Active 16-20-22 - 15-18-20.

Middle number is when the hitbox degrades.-Outer disjointed hitbox reduced and is not active during first hit frame.-Hitbox no longer clanks.-Outer Hitbox damage reduced by 1.-Knockback curve adjusted to favor growth and knockback increased.-Base 50 - 25, Growth 78 - 104.Down Smash-Reduced Armor, Medium to Light. Indicator Adjusted to match.-Armor now terminates earlier frame 29 - 16.-Final Hit knockback curve adjusted to favor growth and knockback increased.-Base 65 - 55, Growth 80 - 125.-Repeating hits hitlag mod.9x - 1x.AerialsNeutral Aerial-Reduced Armor, Medium to Light.

Indicator Adjusted to match.-Hitbox size increased.-Trajectory raised 25 - 30.Forward Aerial-Animation movement slightly reduced-Removed non-reversible knockback flagThrowsUp Throw-Redid timing to better match animation-Assuming a 100 weight victim, Release Frame delayed 9 - 11. Reduced Cooldown by 3 frames, IASA 38 - 37.-Increased Knockback Growth 62 - 80.SpecialsSide Special (Withdraw)-Fixed bug where point blank, non-Aqua Jet Withdraw would fail to hit opponent.-Removed Armor Start up-Added Armor indicator-Fixed indicator flash for when side B duration is upSide Special (Aqua Jet)-Removed ArmorUp Special (Waterfall)-Moved hitboxes inward, reducing range. Graphics adjusted to match.Other-Walljump Horizontal Velocity 1.3 - 1.1. Smashes-Down Smash-Damage changed from 16/14/12 (Inner/Mid/Outer) to 14/12/10.Aerials-Back Aerial-Increased the size of the outer hitbox to better match the animation.Specials-Up Special (Corkscrew)-Initial hit's back side WDSK 140/140 - 100/100.-Down Special (Waft)-Fully charged regular hit -1 damage, KBG uncompensated.-Fully charged Upwards hit -2 damage, KBG uncompensated.Other-Waft no longer charges while on the respawn platform.-Roll duration decreased from 37 to 31 frames-Roll intangibility has -2 duration (4-21 to 4-19)-Wario Man reworked for a more enjoyable experience:-).

Smashes-Up Smash-Late hit angle 30 - 40Aerials-Neutral Aerial-Landing hitbox hitlag multiplier increased from 0.5x to 1x.-Landing hitbox damage lowered from 3 to 2.-Down Aerial-Cleaned up hitbox to better match the animation.-IASA 31 - 37-Autocancel 36-35-Animation length 56-39.Specials-Neutral Special (Blaster)-Jump cancel on frame 39 removed-Side Special (Wolf Flash)-Properly consumes double jump at the beginningOther-Dash attack BKB 45 - 35, IASA 38 - 40-Wall Jump height 3.5 - 3.1-Fixed a bug which caused his arm to become detached while tumbling. Jab-Animation changed. Rhythm heaven megamix sprites. Timings and hitbox positioning remains the same.Aerials-Neutral Aerial-Rotation in animation centered and smoothed out.-Moved the misplaced front hitbox on last hit.-Forward/Back Aerial-Revamped animations to look nicer for their speed. Leg extends faster on startup, and doesn't pull away during late hit frames.-Up Aerial-Electric weak hitbox size increased from 2.75 to 3.25, and repositioned to a bone that follows her hand more accurately.-Down Aerial-KBG of upper weak hitbox changed from 100 to 85 to cause knockdown later.Specials-Side Special (Din's Fire)-Interrupt input during ending changed from any B input to a Side-B input.-Zelda now has a proper animation for the explosion command.