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Super Smash Bros. Competitive Discussion

Smash 4 Frame Data Site - www.kuroganehammer.com

www.kuroganehammer.com is a website dedicated to creating frame data pages for every character in Smash 4.

Currently there are about 8 or 9 pages so far, but with new content being added every few days, I thought I might as well share it with everyone on here so that they can give feedback or whatever.

05/09/2015 14:46:18

Queensland Zero Suit Samus
JackJack
Wii U: jackopalkia
Omg zero suit is up Aero you deserve a beer or two
08/31/2015 12:44:24

Alright, I'll let you buy me one at the next GUF I'm at.
08/31/2015 12:56:23

Queensland Zero Suit Samus
JackJack
Wii U: jackopalkia
Sounds good to me!
08/31/2015 13:12:21

Oh, also

Charizard, Palutena and Bowser are all updated for 1.1.0.
http://kuroganehammer.com/Smash4/R.O.B
Also http://kuroganehammer.com/Smash4/Mii%20Swordfighter
http://kuroganehammer.com/Smash4/Luigi

green mario
http://kuroganehammer.com/Smash4/Yoshi

down air
http://kuroganehammer.com/Smash4/Mega%20Man
Well, the only character left now is Kirby and Miis (But who cares about Miis)
10/17/2015 22:26:12

Queensland Zero Suit Samus
Jett
3DS: 1134-8491-5287
Wii U: JettWilliams
But I want to know tiny MiiBrawler air speed
10/18/2015 01:59:36

Jett said:
But I want to know tiny MiiBrawler air speed


10/18/2015 02:21:49

New Zealand Yoshi
galaxialto
No data
Who decides the difficulty of a character to play on Kuroganehammer.com? It seems to be the only thing I find bad and not objective about Kuroganehammer.com. This is extremely subjective, and should be left for the player to decide. Personally, I could play any character in the game, so I sort of find it irrelevant. I also believe anyone can play any character. Like who thinks Mario is harder to play than olimar?

I feel like there's a direct correlation of how many options a character has, and their difficulty rating.
10/23/2015 09:58:55

Victoria Charizard
Boozer
3DS: 4124-5214-3831
Wii U: DevilBoozer
yeah, these difficulty bars are kind of offending me. i mean, samus is much more difficult to play then her difficulty rating of 1 would suggest. :/
10/23/2015 12:57:27

Boozer said:
yeah, these difficulty bars are kind of offending me. i mean, samus is much more difficult to play then her difficulty rating of 1 would suggest. :/


10/23/2015 12:59:39

New South Wales Fox
DoT
3DS: 1993-8452-5628
Wii U: Ryukosen

Aero's stuff gets referenced in this video =D
12/10/2015 12:55:08

Australian Capital Territory Fox
Atyeo
Wii U: GogoGogic
galaxialto said:
Who decides the difficulty of a character to play on Kuroganehammer.com?


The Illuminati of course, was that even a question that needed asking?
12/11/2015 02:32:25

silenthunder20 said:
I'm using spacejam's calculater. Why does the knockback go up when I increase the staleness. I don't think that should happen
because the stale multiplier is a damage multiplier

Fresh moves are 1.05x
06/01/2016 00:14:28

Knockback doesn't seem to scale linearly. 80 knockback puts people in tumble and sends them hardly anywhere, but 160 knockback is almost enough to kill vertically on low ceiling stages.
06/02/2016 23:03:45

Aerodrome said:
Knockback doesn't seem to scale linearly. 80 knockback puts people in tumble and sends them hardly anywhere, but 160 knockback is almost enough to kill vertically on low ceiling stages.

To elaborate on this, the knockback value is not a unit of distance, but rather a unit of speed. Being hit with 160 units of knockback will send you twice as fast on the initial launch frame compared to 80 units of knockback, not twice as far.

When you get hit, you decellerate at a (mostly) constant rate, which means that it will take twice as long to decellerate from 160 to 0 as it would from 80 to 0. However, the distance you travel while decellerating from 160 to 80 is much greater than the distance you travel while decellerating from 80 to 0.

If you've done any sort of motion in maths or physics, you might have learned that the distance travelled by an object with constant decelleration scales quadratically with the initial velocity. This means that doubling the knockback value will mean the distance launched increases approximately four-fold, tripling the knockback will increase the distance approximately nine-fold, and so on.
06/02/2016 23:55:07

LOL thanks invisi
06/03/2016 02:14:43

Well, that's what my intuition tell me at least, haha. I may be wrong.

Something interesting that you might like to check Aero - my guess is that knockback is directly correllated with air/ground/other speeds in a 100:1 ratio. ie if you get hit with 100 units of knockback, for the first frame of the launch you travel at the same speed as Bowser/Rosa/Robin/Mac (who have a max airspeed of 1) do in the air.

This may also be wrong though, since launch angles make it a lot more fuzzy than air/ground speed which has a clearly defined horizontal axis.
06/03/2016 03:58:07

KB units is something per frame lol
06/03/2016 07:01:13

What about all the airspeed/runspeed/fallspeed and airaccelleration/gravity type units? They all use far lower numbers than knockback, are they coded differently entirely perhaps?
06/03/2016 07:05:25

No, theyre also something per frame.

I believe it's a unit of distance per frame.
06/03/2016 07:11:29

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