Faf Base Dmg Angle Bkb Fkb Kbg
Faf Base Dmg Angle Bkb Fkb Kbg 4
Explanations and examples for FaF, IASA, and Auto Cancelling? Explanations for KBG, BKB/WBKB, and Windbox would be great as well. Create usb installer with install os.dmg. ZSS's D-smash has an angle of 45, and low KBG. This means that at most percents after hitting D-smash, I can predict that the opponent will fly away within a dash-able. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG Landing Lag Autocancel; Nair.
Faf Base Dmg Angle Bkb Fkb Kbg 10
- 4xM Beta v1.6 patch notes
- Overview:
- Patch v1.6 primarily addresses issues related to movement.
- Ground friction had a major overhaul. When wavedashing was first added to 4xM, the wavedash lengths for each character
- were much greater than in Melee. In order to combat this, a universal x1.5 multiplier was applied to character ground
- friction, resulting in characters having higher traction than they did in Melee. This multiplier was removed and replaced
- with the mechanic that doubles the character friction value when their velocity is greater than their max walk speed. In
- other words, wavedash length is now dependent on character friction and their max walk speed value, as it was in Melee.
- Movement in general will feel different compared to previous versions of 4xM. Acting out of wavedashes is more smooth
- and the movement from wavedashing is a bit less sporadic due to the changes to friction. Jump cancelled grabs will no
- longer have certain characters stop short before their grab even comes out (this affected characters like Kirby who have
- Legend:
- + Character Buff
- > Addition/Misc.
- (g) hitbox property affects grounded opponents only
- (a) hitbox property affects airborne opponents only
- Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
- SDI = Smash Directional Influence - Ability to shift character position in hitlag
- ASDI = Automatic SDI - Ability to shifts character position after the last frame of hitlag (ASDI distance = 1/2 SDI distance)
- DI = Directional Influence - Ability to alter launch angle
- FAF = First actionable frame
- * = Weight-dependent Throw FAF is calculated based on weight value of 100
- 10/9/8% = An attack with hitboxes that can deal 10%, 9%, or 8% damage depending on if it's sweetspotted or not
- KBG = Knockback Growth
- // = Developer comments
- General:
- > Previously, there was a universal x1.5 multiplier to character friction in order to shorten wavedash lengths
- > The x1.5 multiplier was changed to a x2 multiplier to character friction only when their velocity exceeds their max walk speed
- > Characters now have the same wavedash length and the same traction as they did in Melee
- > The control stick input is now read on the frame before the character leaves the ground
- > Landing on slopes no longer causes characters to slide downhill
- > Reduced momentum when successfully grabbing an opponent
- > Added new hitbox property: Shieldstun Multiplier
- > Standardized distance between fighters when escaping a grab on the ground
- > Removed max air speed cap when escaping a grab in the air
- # Fixed ground to air speed multiplier not being properly applied when jumping
- # Fixed characters having no friction during the startup of Up Smash
- # Fixed dead input when attempting to L-cancel on the frame right before landing
- > This was fixed in an earlier patch, but was inadvertently reintroduced in v1.5
- # Fixed initial air dodge speed being applied for more than one frame
- # Rapid jabs no longer automatically execute when jabbing a shield
- # Fixed SDI multiplier not being used to calculate shield DI distance
- -----------
- -----------
- Bayonetta:
- + Dash Attack shieldstun multiplier 1 -> 1.8
- + Ftilt 2 FAF 39 -> 35
- > Utilt early hit angle 70(g)/110(a) -> 90(g)/110(a)
- + Increased the window to input a second Side B after the first connects (30 frames -> 60 frames)
- // Increased recovery time for dropping shield to match other characters.
- Bowser Jr.:
- + Rapid Jab hits are harder to SDI
- + KBG 150 -> 170
- + Ftilt range increased (7.5 -> 9.5)
- + BKB 10 -> 20
- + Dtilt hitbox sizes increased (3/2.8 -> 3.8/3.6)
- > Angle 80 -> 100
- - BKB 35 -> 32
- + Fair hits 1 frame earlier (frame 9, down from 10)
- - BKB 30 -> 25
- > Angle 270 -> 265
- + Neutral B uncharged cannonball speed decreased (1.3 -> 1)
- + Up B landing lag 26 -> 3
- + Air dodge landing lag 33 -> 20
- + Down B Mechakoopa first hit links into the second hit more reliably
- // Forward Aerial now hits slightly below Bowser Jr., increasing the range of the move.
- Captain Falcon:
- - Uair FAF 29 -> 30
- + Aerial Down B decreased vertical drop during the ending animation
- // Made to be more consistent with his Melee counterpart.
- Charizard:
- # Fixed rounding error that resulted in Charizard's jumpsquat frames being 7 instead of 6
- // The rounding error was present in vanilla Smash 4 as well.
- Corrin:
- + Side B initial ground hop FAF 70 -> 30
- // Side B hop offstage no longer guarantees Corrin an SD.
- Dark Pit:
- + Side B no longer has RCO lag when landing after a successful hit
- Diddy Kong:
- + Dash attack second hit links into the final hit more reliably
- - Final hit damage 4% -> 3%
- - KBG 140 -> 128
- + Nair BKB 35 -> 40
- - Range slightly decreased
- + Dair comes out 2 frames faster (hits on frame 15, down from 17)
- + Side B grab range slightly increased
- Donkey Kong:
- + Shieldstun multiplier 1 -> 2
- + Side B shieldstun multiplier 1 -> 3
- // With proper spacing, Side Special is harder to punish on block.
- Ganondorf:
- - Neutral angled Ftilt no longer uses damage values of Up angled Ftilt (14/13/12% -> 13/12/11%)
- + FAF 36 -> 31
- + FAF 45 -> 41
- + FAF 42 -> 38
- + Bair landing lag decreased (25 -> 23)
- + Dair landing lag decreased (36 -> 33)
- # TurnRun now uses the proper animation
- # Fixed audio issue with Melee Ganon's Neutral B voice clip
- # Fixed issue where the incorrect damage animation was used on characters released from Ganon's Up B
- // Adjusted some parameters that made Ganon worse than his Melee counterpart.
- Giga Bowser:
- ---------
- + Weight 85 -> 91
- + Dash attack BKB 18 -> 32
- + Dtilt BKB 25 -> 35
- + Nair late hit damage 8% -> 9%
- + Bair final hit KBG 135 -> 140
- // The fall speed change reduces Greninja's susceptibility to combos at high percent.
- Although it also hinders his vertical survivability, his weight was increased
- -----------
- - Reduced air mobility when performing aerial jumps
- + Side B comes out 1 frame faster (frame 12, down from 13)
- > Gravity takes effect later in the animation
- + SDI multiplier 1.5 -> 1
- + Hitboxes now attached to arm, increasing the range of the initial hit
- > Down B changed the animation when facing left
- // Made to be more consistent with its Melee counterpart.
- King Dedede:
- + Late hit BKB 30 -> 40
- - Second hit now has damage scaling (Max damage 18%)
- > Fair changed the animation speed during the active frames (No change to frame data)
- + Up B landing hit now meteors grounded opponents
- + Landing lag 51 -> 46
- Kirby:
- + Dash attack shieldstun multiplier 1 -> 2
- + Dtilt FAF 21 -> 20
- + Nair damage 14/10/8/6% -> 14/12/10/8%
- + Fair first hit range increased (12 -> 13)
- + Down B ground version will now knockdown grounded opponents
- // Increased the recovery time on Rapid Jab finisher to be more in line with other Rapid Jabs.
- Little Mac:
- - Rapid Jab finisher FAF 26 -> 29
- + Dtilt added hitbox covering blind spot close to Mac's body
- + Pummel standardized damage (2.1% -> 3%)
- // Increased the recovery time on Rapid Jab finisher to be more in line with other Rapid Jabs.
- Lucario:
- > Reduced visual aura effect duration on opponents
- Lucas:
- + Dtilt KBG 50/45 -> 60/50
- -------
- > Added two new voice clips to the random voice SFX roll
- + Jab 1 comes out 1 frame faster (frame 4, down from 5)
- - Jab 2 comes out 1 frame slower (frame 4, up from 3)
- + Dash attack comes out 1 frame faster (frame 12, down from 13)
- + Ftilt comes out 1 frame faster (frame 7, down from 8)
- - Usmash first hit damage 4% -> 2%
- + Dair comes out 2 frames faster (frame 6, down from 8)
- > Now consistently meteors if the sword hitboxes connect (Angle 280)
- + Sword hit damage 12% -> 14%
- - KBG 85 -> 80
- + Autocancel frame 50 -> 48
- - KBG 100 -> 70
- > Uthrow shifted release point slightly forward
- + Neutral B FAF 40 -> 34
- + Swing 1 FAF 42 -> 30
- + Swing 2Lw FAF 39 -> 36
- + Swing 3S FAF 44 -> 41
- + Swing 4Lw FAF 72 -> 61
- > Reduced gravity when airborne
- // Lucina received the same treatment as Marth, albeit a few differences.
- Luigi:
- # Fixed crash when attempting to play Luigi online
- Marth:
- > Now vocalizes when jumping from the ground
- + Jab 1 comes out 1 frame faster (frame 4, down from 5)
- - Jab 2 comes out 1 frame slower (frame 4, up from 3)
- + Dash attack comes out 1 frame faster (frame 12, down from 13)
- + Ftilt comes out 1 frame faster (frame 7, down from 8)
- + Usmash FAF 47 -> 46
- + Floor hitboxes can now hit airborne opponents
- + Dsmash comes out 1 frame faster (frame 5, down from 6)
- + Uair sweetspot now takes priority over the sourspot
- > Neutral B changed ground animation to more closely match the aerial animation
- + Swing 1 FAF 34 -> 30
- + Swing 2Lw FAF 43 -> 41
- + Swing 3S FAF 47 -> 46
- + Swing 4Hi FAF 53 -> 51
- + Swing 4S FAF 60 -> 51
- - Final Smash shieldstun multiplier 1 -> 0.7
- // Made to be more consistent with his Melee counterpart.
- Mewtwo:
- > Up angled Ftilt hits slightly higher
- + Bair BKB 0/5/12 -> 8/12/15
- > Sweetspot is now on the tip of Mewtwo's tail, sourspot at the base
- Ness:
- + Forward Roll FAF 35 -> 33
- + Utilt comes out 1 frame earlier (hits on frame 5, down from 6)
- + Dash grab FAF 43 -> 41
- + Nair damage 11% -> 12%
- + Bair sweetspot range increased (4.3 -> 5.3)
- > Increased Ness's gravity during Up B
- // Adjusted some parameters that made Ness worse than his Melee counterpart.
- Pac-Man:
- + Dash attack final hit BKB 40 -> 60
- + Shieldstun multiplier 1 -> 2
- + Dtilt range increased behind Pac-Man (less likely to whiff at point-blank range)
- - KBG 105 -> 100
- + Shieldstun multiplier 1 -> 1.5
- + Fair damage 7% -> 8%
- + Bair range increased (4.5 -> 5.4)
- + Uair BKB 13 -> 26
- + Standing grab FAF 76 -> 60
- + Dash grab FAF 76 -> 67
- + Side B bouncing off wall FAF normalized to frame 30
- > Angle 60 -> 70
- + Shieldstun multiplier 1 -> 1.8
- // Pac-Man had an issue where he would sometimes have 80 frames of lag after crashing
- ---------
- + Fair FAF 36 -> 33
- ------
- + Nair hits 2 frames earlier (frame 3, down from 5)
- Pit:
- + Utilt final hit active frames 15-16 -> 15-18
- + Fsmash first hit shieldstun multiplier 1 -> 2
- + Uair late hit damage 6/7% -> 7/8%
- + Side B no longer has RCO lag when landing after a successful hit
- ------
- + Dash attack BKB 35 -> 50
- - KBG 110 -> 100
- + Fsmash Levin Sword shieldstun multiplier 1 -> 1.39
- # Down B fixed crash when grabbed character is damaged by another character
- Roy:
- > Now vocalizes when air dodging and spot dodging
- + Dash attack comes out 1 frame faster (frame 12, down from 13)
- > Adjusted shoulder hitbox position
- > Neutral B changed ground animation to more closely match the aerial animation
- + Swing 1 FAF 34 -> 30
- - Swing 2Lw FAF 36 -> 41
- - Swing 3Lw FAF 44 -> 46
- + Swing 4Lw FAF 64 -> 61
- > Reduced gravity when airborne
- // Jab can now hit prone opponents. No changes to Jab's frame data.
- Dash Attack and Side B received the same treatment as Marth.
- Ryu:
- + Close Heavy Jab (Axe Kick) comes out 1 frame faster (hits on frame 7, down from 8)
- + Second hit shieldstun multiplier 1 -> 1.5
- + Close Light Ftilt (Knee Bash) shieldstun multiplier 1 -> 1.25
- + Heavy Ftilt (Collarbone Breaker) second hit shieldstun multiplier 1 -> 1.5
- + Fthrow *FAF 42 -> 36
- > Bthrow angle 52 -> 45
- + Down B level 1 Focus Attack shieldstun multiplier 1 -> 2
- + Level 2 Focus Attack shieldstun multiplier 1 -> 3
- // Ryu's Axe Kick is harder to interrupt before the second hit connects.
- Samus:
- - Final Smash aerial version now leaves Samus vulnerable
- // Before this patch, Samus was vulnerable on the ground but not in the air during the end lag.
- Sheik:
- > Air dodge added voice SFX
- - Jab 2/Rapid Jab transition frame 8 -> 10
- > Bthrow now leaves the opponent facing towards Sheik
- // The adjusted animation speed does not affect the FAF.
- Shulk:
- > Added new voice clip to the random voice SFX roll
- Sonic:
- + Dtilt added hitbox covering blindspot close to Sonic's body
- + Fair meteor hitbox now takes priority over the sourspot
- ------
- > Fsmash adjusted animation speed
- > Usmash adjusted animation speed
- + Bair damage 13.5% -> 14%
- // The adjusted animation speed does not affect the FAF.
- Warioman:
- # Fixed issue that caused Warioman to freeze up when attempting to use Neutral B
- Wii Fit Trainer:
- # Neutral B fixed projectile sometimes failing to come out
- Zelda:
- // Improved Down Aerial's shield pressuring ability.
- Zero Suit Samus:
- > Dash attack adjusted endlag animation speed
- // The adjusted animation speed of Dash attack does not affect the FAF.
- ------------
- ------------
- # Unpacked version: Fixed issues when attempting to disassemble .mscsb files