User:Toomai/Modular hitbox table testing

SSB64Edit

ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Effect Sound
Hit 1
0 0 14% 0 30 20 105 0 19 150 0 0 0           Punch
1 0 14% 0 30 20 105 0 20 130 0 0 0           Punch
Hit 2
0 0 14% 0 30 20 105 0 19 150 0 0 0           Punch
1 0 14% 0 30 20 105 0 20 130 0 0 0           Punch

It's unclear how SSB64 determines whether something is reflectable or absorbable; in any case there's a decent possibility that it's not part of the hitbox itself. So for now we must ignore it.

SSBMEdit

ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Rebound Effect Sound
Clean
0 0 18% 0 32 24 100 0 7 5.0778 4.2966 0.0 0.0             Kick
1 0 18% 0 32 24 100 0 4 3.5154 4.2966 0.0 0.0             Kick
Late
0 0 3% 0 361 30 80 0 7 5.0778 4.2966 0.0 0.0             Kick
1 0 3% 0 361 30 80 0 4 3.5154 4.2966 0.0 0.0             Kick
ID Part Damage SD Angle BK KS FKV Bone Radius Offset G A Clang Rebound Effect Sound Blockable Reflectable Absorbable
0 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -0.7812             Punch      
1 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -3.644298             Punch      
2 0 3% 0 361 0 0 0 0 1.1718 0.0 0.0 -6.507396             Punch      
3 0 3% 0 361 0 0 0 0 1.5624 0.0 0.0 -14.0616             Punch      

SSBM special hitboxes have a bunch of unknowns, and even the knowns are a bit flaky in some cases. Best to use the "specialraw" parameter so at the very least things will be easier to update later.