A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | |
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1 | Contact | Currently Up-to-date for Project + 3.1.2 | |||||||||||||||||||||||||||
2 | |||||||||||||||||||||||||||||
3 | |||||||||||||||||||||||||||||
4 | Descriptions of Attributes | You can also mouseover the bolded title of the attribute to view the description | |||||||||||||||||||||||||||
5 | Weight | A character's resistance to knockback. Keep in mind the actual factor used is 100+Weight. This means that at the same percent, Jigglypuff takes 218/160=1.36x as much knockback as Bowser, instead of 118/60=1.97x (not counting Base Knockback) | |||||||||||||||||||||||||||
6 | -- The line between Marth and Diddy Kong represents who falls down from Fox's (Grounded) Shine. | ||||||||||||||||||||||||||||
7 | Gravity | A character's vertical acceleration while airborne. It is always downward. The only times an airborne character is not accelerating by this amount is while airdodging, during certain specials, or while falling faster than max fall speed. | |||||||||||||||||||||||||||
8 | Friction | The lower the value, the more easily the fighter slides along the ground. Closely related to wavedash length. | |||||||||||||||||||||||||||
9 | Air Mobility | How much the character can accelerate horizontally while airborne. A-Mobility scales with how far you tilt the stick, while B-mobility activates in full once the stick leaves the deadzone. | |||||||||||||||||||||||||||
10 | Drift Angle | The angle the character falls at after reaching max velocity, both horizontally and vertically. Measured from vertical (0° is straight down, 90° is sideways) | |||||||||||||||||||||||||||
11 | Dash Accel. | A character's acceleration while dashing. Related to how noticeable their moonwalk is. | |||||||||||||||||||||||||||
12 | Air Drag | The acceleration a character experiences when their current airspeed (horizontally) exceeds their max H air Speed. It also applies when you're moving through the air and your stick is neutral. | |||||||||||||||||||||||||||
13 | Max H Airspeed | The max speed a character can reach by drifting. Most characters can reach a higher airspeed (usually by run->jump), in which case they will gradually slow down to reach their Max H Airspeed. | |||||||||||||||||||||||||||
14 | Wavedash | The distance a character travels when doing a max angle wavedash. | |||||||||||||||||||||||||||
15 | Glide Toss | The length of both the forward and backward glide tosses each character has. Direction (Forward/Backward) is determined by which way you roll, not which way you throw. | |||||||||||||||||||||||||||
16 | -- I highlighted in black characters that can spawn their own items. | ||||||||||||||||||||||||||||
17 | DACUS | The length of each characters' longest possible DACUS. I also included Squirtle's RHUS (RAR JC Usmash) | |||||||||||||||||||||||||||
18 | FAQ | ||||||||||||||||||||||||||||
19 | Credits | Q: What unit are the measurements in? | |||||||||||||||||||||||||||
20 | standardtoaster for providing the raw data | here. | A: It's a standard within the game engine. The training room blocks are 10 units wide, and Green Hill Zone's stripes are ~7.5. | ||||||||||||||||||||||||||
21 | Lunchables for telling me how to find the dash lengths and how air mobility works | ||||||||||||||||||||||||||||
22 | Schmooblidon since his Grounded Movement Analysis for Melee has useful info on how dash dances and wavedashing works. | ||||||||||||||||||||||||||||
23 | Baz135, Repiteo, Pegthaniel and Strong Bad for finding mistakes. | ||||||||||||||||||||||||||||
24 | Pegthaniel for updating to P+ 2.26 | ||||||||||||||||||||||||||||
25 | |||||||||||||||||||||||||||||
26 | Changelog | ||||||||||||||||||||||||||||
27 | 2015-10-03 | Added Dash length (in frames). Added difference between Aerial Mobility A and B. Added definition for Max H Airspeed | |||||||||||||||||||||||||||
28 | 2015-10-04 | Added most characters DJ s to the Jump Calc sheet. Still haven't found the multijump characters' yet. | |||||||||||||||||||||||||||
29 | 2015-10-05 | Added Grab frame data for every character. | |||||||||||||||||||||||||||
30 | 2015-10-07 | Added Wavedash Lengths to the main list of attributes. Also calculated Dash Dance Lengths, but I want to do some more testing of my calculations before I finalize it. | |||||||||||||||||||||||||||
31 | Added Glide Toss lengths to the main page | ||||||||||||||||||||||||||||
32 | Updated 'Notable Outliers' section | ||||||||||||||||||||||||||||
33 | 2015-10-15 | Added Grab Distances for each character. This is the horizontal distance from the TopN Bone (the bottom white circle by pressing Y+Left in Debug) to the edge of the outermost grab bubble. | |||||||||||||||||||||||||||
34 | -- Did not add Samus, Lucas, Link, Toon Link, Ivysaur, Ice Climbers, or Yoshi | ||||||||||||||||||||||||||||
35 | Updated most of the data to be reliant on the 'Raw Data' page. | ||||||||||||||||||||||||||||
36 | -- This is really useful because now when Project M updates all anyone has to do is edit the raw data page, and re-sort the data. | ||||||||||||||||||||||||||||
37 | -- Only thing not reliant on that page is anything animation-based: Glide Tosses, most Dash stuff, grab times/ranges | ||||||||||||||||||||||||||||
38 | 2015-10-18 | Added DACUS lengths. Also included Squirtle's RHUS (RAR JC Usmash) | |||||||||||||||||||||||||||
39 | 2015-10-26 | Finally figured out DJ s for multijump characters. Added a new attribute column for DJ s. Falco is #1, Link is #41 | |||||||||||||||||||||||||||
40 | 2015-10-27 | Added Dash dance length | |||||||||||||||||||||||||||
41 | Consolidated all the calculations to one (cluttered) sheet. | ||||||||||||||||||||||||||||
42 | 2015-11-12 | Added Ledge Data | |||||||||||||||||||||||||||
43 | 2015-11-13 | Fixed a large miscalculation in the glide toss and Dacus data. Apparently, they are affected by the same "traction is doubled when speed is higher than walk speed" that wavedashing is. | |||||||||||||||||||||||||||
44 | 2015-11-21 | Added Formulas for calculations such as jump and wavedash below the rankings | |||||||||||||||||||||||||||
45 | Fixed a miscalculation in Mewtwo's DJ ; Mewtwo now has the best DJ | ||||||||||||||||||||||||||||
46 | 2015-11-23 | Added Walljump . Falco is 1st, Squirtle is last. Highlighted which characters can naturally walljump without teching. | |||||||||||||||||||||||||||
47 | Fixed missing multijump characters from DJ | ||||||||||||||||||||||||||||
48 | Updated DJ to only calculate mean, median, etc. from characters' 1st airjump | ||||||||||||||||||||||||||||
49 | 2015-11-29 | Added Sheet for Aerial Landing Lags. Color formatting is based on median values. | |||||||||||||||||||||||||||
50 | 2015-12-08 | Updated GT and DACUS. Interpolated frames are now correct, and it takes into account all possible input frames. | |||||||||||||||||||||||||||
51 | 2015-12-12 | Updated Dash Dance calculations so that it now calculates the distance traveled for each frame instead of speed. | |||||||||||||||||||||||||||
52 | Added an "Average Dash Dance Velocity" column. | ||||||||||||||||||||||||||||
53 | 2015-12-13 | Changed most red-colored blocks to a lighter shade to make them easier to read | |||||||||||||||||||||||||||
54 | 2016-01-10 | Added in time spent airborne from a shorthop, with or without fastfalling on a new tab | |||||||||||||||||||||||||||
55 | Added Empty Landing Lag on Misc. tab | ||||||||||||||||||||||||||||
56 | Added a tab for the distance sent by Fox's Shine. Red indicates the character falls down from his shine. | ||||||||||||||||||||||||||||
57 | 2016-01-19 | Added Item Toss Timings. Every throw has 2 data points, the frame the hitbox appears, and the FAF. I also added a totals column on the right to compare characters | |||||||||||||||||||||||||||
58 | 2016-04-02 | Added SHFF times to the main page; added mean/median/zscore | |||||||||||||||||||||||||||
59 | 2017-02-21 | Added Boost Grab distance to the main page | |||||||||||||||||||||||||||
60 | 2017-05-24 | Added "Extended Dash Dance" to the main page. | |||||||||||||||||||||||||||
61 | Going off of Schmooblidon's work in melee, this is the distance a character travels in 20 frames, when holding forward as long as possible before setting the stick neutral to avoid entering run. | ||||||||||||||||||||||||||||
62 | 2017-11-30 | Corrected Airdodge timings, for intangibility and soonest possible ledgegrab. | |||||||||||||||||||||||||||
63 | 2020-06-15 | Began process of updating to modern P+ version | |||||||||||||||||||||||||||
64 | 2025-02-03 | Updated to P+ 3.0.5 by Iris Flower | Changes (Thx Motobug for research) | ||||||||||||||||||||||||||
65 | 2025-04-23 | Updated to P+ 3.1.2 by Motobug | |||||||||||||||||||||||||||
66 | 2025-07-03 | Ledge occupancy numbers updated to accurately reflect 3.1.2 | |||||||||||||||||||||||||||
67 | |||||||||||||||||||||||||||||
68 | Originally maintained by OrangeChris: | ||||||||||||||||||||||||||||
69 | Reddit | ||||||||||||||||||||||||||||
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71 | Iris contact: | ||||||||||||||||||||||||||||
72 | Discord - homebrew_wizard | ||||||||||||||||||||||||||||
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