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「fighter_param_common」の編集履歴(バックアップ)一覧はこちら

fighter_param_common」の最新版変更点

追加された行は青色になります。

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。
+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|0.872665|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?||
+|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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 #comment()