Attack properties

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Attack properties ...

List of attack properties

Internal names are listed in italics.
  • Typetype
Can be set to "Attack", "Grab", or "Reflect" (unused?).
  • Damagedmg
The amount of damage the attack deals.
  • Damage multiplierdmgmult
Used when charging strong attacks to multiply the damage dealt.
  • Knockback multiplierkbmult
Used when charging strong attacks to multiply the knockback dealt.
  • Priority bonusprioritybonus
Added damage in calculations for hitbox interaction (clangs/rebounds), typically +10 on strong attacks. Ittle Dew's late neutral-air has a -10 penalty.
  • Interactinteract
Determines whether an attack will interact with other interacting moves. Can be set to "True" or "False".
  • On lose priorityonLosePriority
What happens when this move loses a hitbox interaction. Can be set to "Rebound", "Clang", or "Nothing".
  • On clang priorityonClangPriority
What happens when this move is within 4 damage of another interacting move. Can be set to "Rebound", "Clang", or "Nothing".
  • On win priorityonWinPriority
What happens when this move wins a hitbox interaction. Can be set to "Rebound", "Clang", or "Nothing".
  • Connect dir.connectDir
Can be set to "All", "Forward", "Backward", "Upward", or "Downward".
  • Knockback angleangle
The launch angle the attack sends at.
  • Base knockbackbasekb
Knockback which is unaffected by damage or weight. Attacks typically have a combination of base knockback and knockback gain.
  • Knockback gainkbgain
Knockback that is based on attack damage, player damage and weight.
  • Set knockbacksetkb
A type of knockback that ignores player damage. Base knockback is normally set to 0 and knockback gain is set to 1.0 when set knockback is used. When set knockback is above 0, a separate knockback formula is used.
  • Hits opponenthitOpponent
Determines when a hitbox can hit an opponent. Options are "All", "Grounded", or "Airborne". Most attacks are set to "All". This is sometimes used to give an attack different properties when hitting someone who is on the ground or in the air by overlaying hitboxes with "Grounded" and "Airborne" values on top of one another. Frallan's down-air is an example of this.
  • Shield damage multipliershielddmg
Multiplies the damage of an attack by this value to determine how much damage is dealt to a shield. Standard is 1.0. Asha's attacks are almost all 0.5 shield damage.
  • Shield stun multipliershieldstun
Affects the amount of shield stun frames dealt by an attack.
  • Shield stun addshieldstunadd
Adds some shield stun. Not typically used.
  • Reboundrebound
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  • Reflect mereflectme
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  • Absorb meabsorbme
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  • Block meblockme
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  • Pierce invinciblepierceinvincible
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  • Unparriableunparriable
Can be set to "True" or "False".
  • DI multiplierdi
Multiplies the amount that the attack's launch angle can be altered by directional influence.
  • Velocity X DIveldi_x
A type of DI that adds horizontal velocity in the direction held. Not currently in use. It was formerly used for Masked Ruby's non-tipper up-aerial and down-throw, Princess Remedy's up-throw, and Asha's down-aerial.
  • SDI multipliersdi
Multiplies the distance traveled by an SDI.
  • Hitstop multiplierhitlag
Affects the amount of hitstop frames dealt to an opponent.
  • Selfstop multiplierhitlagself
Affects the amount of hitstop frames for the attacking player. This is usually set to the same value as hitlag.
  • Minimum hitstun framesminstunframes
The minimum number of hitstun frames the attack can deal. It is mostly used on jabs.
  • Hitstun multiplierstun
Affects the amount of hitstun frames dealt.
  • Reversiblereversible
Determines whether an attack can send at the opposite angle if the opponent hit is behind the attacker. Can be set to "True" or "False".
  • Replace dir.replacedir
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  • Directional FXdirectionalfx
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  • Finisher typefinishertype
"OOOHHH" flashes onscreen at the end of a match if the attack is the final hit.
  • Slapball velocity multiplieradditiveVelMultiplier
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  • Slapball horizontal reversereverseAdditiveVelX
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