IDs out of orderEdit

Hey, if IDs are listed out of order (such as on Byleth's NAir before you edited it), it's because that's the order in which the script lists them. I created that kind of page with IDs out of order on purpose especially for certain multihits that introduce low IDs in the middle. I don't have an example for that case because I can't remember which move(s) does that but it's something I've been doing deliberately whenever it happened. The only other page with IDs out of order I can think of is Luigi's DSmash, which I ask you not to edit them back in order, please. Hitbox Enthusiast Zeck (talk) 18:40, July 8, 2020 (EDT)

Yeah, I noticed when I saw the next moves. I'll change it back. By the way, I've found the scripts for the collateral hits of Byleth's back throw Raul Retana (talk) 18:49, July 8, 2020 (EDT)
Oh they weren't present before 8.0.0 for some reason. Hopefully other collaterals are now available as well! Hitbox Enthusiast Zeck (talk) 19:27, July 8, 2020 (EDT)

Frame Speed MultipliersEdit

Please be careful about Frame Speed Multipliers when editing the moveset pages. Fox's grabs are made faster thanks to them so even though the script for standing grab says frame 7, the fsm makes the grab frame 6 in-game. All the timing data is right so unless there's an obvious error like on a FAF somewhere, please don't touch it because FSMs are hell. Hitbox Enthusiast Zeck (talk) 20:35, July 19, 2020 (EDT)

Ok, I'll try a to be more careful in the future. Tbh, FSMs are not really that difficult, I think: You just take the number of frames affected by the FSM and multiply them by the value of the FSM and if the result is decimal, just add one (2,4 frames would acually be 3 frames). I might be completely wrong in the last thing but I don't see how you can compute decimal frames otherwise Raul Retana (talk) 04:31, July 20, 2020 (EDT)
Just trust that I dealt with them properly and most likely tested in-game. That'll avoid a headache for the both of us. Hitbox Enthusiast Zeck (talk) 14:51, July 20, 2020 (EDT)
Ok. By the way, are you making graboxes for the characters' grabs? Because if that's not the case, I would do it for the characters I already covered (just done with MK) Raul Retana (talk) 15:04, July 20, 2020 (EDT)
I'm doing them alongside getup attacks. I'm going in roster order instead of alphabetical order, just got done with Ike and I'm moving onto Squirtle. Hitbox Enthusiast Zeck (talk) 15:45, July 20, 2020 (EDT)

Sound EffectsEdit

If a sound effect doesn't match the script 1 to 1, but still represents the effect well (i.e. Burn instead of Fire or Explosion instead of Bomb), you should leave it as it is. Burn especially since it just sounds better. Hitbox Enthusiast Zeck (talk) 14:18, July 30, 2020 (EDT)

Ok. Do I change it all back or do I leave it? Raul Retana (talk) 14:19, July 30, 2020 (EDT)
Just leave it for now I'd say. I was never super consistent myself with those so as long as they fit the sfx, just leave them be. Hitbox Enthusiast Zeck (talk) 14:24, July 30, 2020 (EDT)
Actually, you were changing them so it stays consistent within the Ultimate pages, right? Hitbox Enthusiast Zeck (talk) 14:25, July 30, 2020 (EDT)
Yes Raul Retana (talk) 14:27, July 30, 2020 (EDT)
Ok yeah, keep changing them for consistency's sake. Although, shouldn't they be consistent with the 64, Melee, Brawl and 4 pages as well? Hitbox Enthusiast Zeck (talk) 14:29, July 30, 2020 (EDT)
I was just revising Ultimate hitboxes because I can see the scripts (no idea on the others). Raul Retana (talk) 14:34, July 30, 2020 (EDT)
Check the brawl counterparts to the Ultimate pages and you'll see. Hitbox Enthusiast Zeck (talk) 14:52, July 30, 2020 (EDT)
Ok. Once I finish Shulk, I'll take a look. Raul Retana (talk) 15:01, July 30, 2020 (EDT)
Fair enough. Hitbox Enthusiast Zeck (talk) 15:14, July 30, 2020 (EDT)
Ok, so after finishing Shulk I started going over Brawl Bowser (first character alphabetically) and I've found the first SFX to change, his sweetspotted up smash, but here's the problem: The hitbox's type, effect, sound, ground/air hit and whether it's direct or not seem to be controlled by a thing called rawflags and I have no idea how to modify those. I don't think I can be of much help here. Raul Retana (talk) 16:12, July 30, 2020 (EDT)

(Intend reset) I didn't mean to change Brawl's things but rather keep Ultimate's SFX consistent like Burn instead of Fire. Hitbox Enthusiast Zeck (talk) 16:19, July 30, 2020 (EDT)

Ok, so just change in Ultimate from fire to burn and bomb to explosive, gotcha. Does any other SFX need consistency or is it just those 2? Raul Retana (talk) 16:23, July 30, 2020 (EDT)
Honestly, I wouldn't know. Maybe Electric and Magic, although I prefer keeping Magic as it is because Magic Zap is not that great. Hitbox Enthusiast Zeck (talk) 16:24, July 30, 2020 (EDT)
Thinking about it, I think it's better to remain consistent within Ultimate at this point since at least it's not impossible to understand Fire = Burn. That and it would be too much work that neither of us would want to do. So, just remain consistent with Ultimate. Hitbox Enthusiast Zeck (talk) 16:37, July 30, 2020 (EDT)
Ok, so what I've been doing for 3 weeks. And now I'm gonna see if I can finish Simon today (it's 22:55 where I live as of the time this gets posted). Raul Retana (talk) 16:53, July 30, 2020 (EDT)

I'm a bit late to this but I feel I owe an explanation for why I originally picked these SFX names long ago: as an attempt to ensure that none of them shared names with any common types or effects. "Magic zap" specifically was because Brawl (the game of the time) almost always applied the electric effect to magic attacks, and it sounded a lot sparkier in that game than in later games. I would not be much opposed if there was a better idea for that one specifically. Toomai Glittershine   The Steppin' 19:17, October 16, 2020 (EDT)

TurnaroundEdit

I noticed you removed the state beads in the frame strips of Lucina's Back Air (and like Marth's and Jigglypuff's as well) and I was wondering why you did that.

To make it more consistent with other moves, as barely none of them use those state chnges except for when jabs can be continued and the frame smash attacks can be held. (Raul Retana (talk) 02:59, October 16, 2020 (EDT))
Except it's its own block, it's not reusing continuability or charge. I put it there to show when those characters turn around. Hitbox Enthusiast Zeck (talk) 13:19, October 16, 2020 (EDT)
Better now? (Raul Retana (talk) 18:46, October 16, 2020 (EDT))

A second opinion: Part of the purpose of the state icon is to mark places where characters can or do reverse direction. It's important because of the various mechanics that are based on facing direction when hit (Disable, Back Slash, being hit in general in SSBU). Toomai Glittershine   The Steppin' 19:17, October 16, 2020 (EDT)

User: SakuraiWhyEdit

SakuraiWhy: stop getting rid of my edits —Preceding unsigned comment added by SakuraiWhy (talkcontribs) 12:19, November 2, 2020 (EDT)