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- May 3, 2009
- Messages
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Hello everyone. This thread will be an attempt to compile in-depth information on the Villager's attacks into one thread. This will range from damage outputs, to probabilities, and everything in between.
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
Jab 1|3%|F3|F29|15 KB
Jab 2|3%|F3/F16|F28/F43|26 KB|Second frame values are if Jab 2 is chained directly from Jab 1
FTilt|9%|F9|F46|33 KB
DTilt|13%/8%|F10|F46|43 KB/38 KB|
UTilt 1|6%|F9|F63|38 KB
UTilt 2|5%|F31|F63|53 KB|57 KB when chained
Dash Attack|10%/6%|F17|F56|52 KB/49 KB|Pot does not have a hitbox or hurtbox shortly before bouncing and after bouncing
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
FSmash Uncharged|15%|F26|F52|69 KB|
FSmash Charged|21%|F26|F52|80 KB|
DSmash 1 Uncharged|6%/3%|F14|F61|0 KB|
DSmash 2 Uncharged|6%/3%|F41|F61|0 KB|
DSmash 1 Charged|8.4%/4.2%|F14|F61|0 KB|
DSmash 2 Charged|8.4%/4.2%|F41|F61|0 KB|
USmash 1 Uncharged|3%|F13|F58|76 KB|Initial jump of firecracker. Weight-based set knockback
USmash 1 Charged|4.2%|F13|F58|76 KB|Initial jump of firecracker. Weight-based set knockback
USmash 2 Uncharged|1%x4, 4%|F20, F24, F28, F32, F36|F58|0 KBx4, 47 KB|
USmash 2 Charged|1.25%x4, 6%|F20, F24, F28, F32, F36|F58|0 KBx4, 50 KB|
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
Grab Standing|0%|F16|F61|0 KB
Grab Dashing|0%|F17|F74|0 KB
Grab Pivoting|0%|F18|F71|0 KB
Pummel|3%|F?|F?|0 KB
FThrow|9%|F?|F?|66 KB
BThrow|11%|F?|F?|29 KB|High knockback growth
UThrow|10%|F?|F?|75 KB
DThrow|4.5%|F?|F?|52 KB|
Attack|Damage|Hitbubble Out|Hitbubble In|Interruptible On (Autocancel)|Interruptible On (No Autocancel)|Knockback|Notes
NAir|9%/5%|F3|F24|F6|F15|28 KB/25 KB|
FAir|7%/4%/2.5%|F10|F23|F23|F23|49 KB/17 KB|
BAir|9%/5%/3%|F13|F27|F16|F25|51 KB/17 KB|
UAir 1-turnip|8%/4%|F6|F21|F16|F20|33 KB/31 KB|
UAir 2-turnip|10%/5%|F6|F21|F16|F20|35 KB/31 KB|
UAir 3-turnip|13%/6%|F6|F21|F16|F20|39 KB/32 KB|
DAir 1-turnip|8%/4%|F8|F32|F18|F24|33 KB/31 KB|
DAir 2-turnip|10%/5%|F8|F32|F18|F24|35 KB/31 KB|
DAir 3-turnip|13%/13%/6%|F8|F32|F18|F24|28 KB/39 KB/32 KB|Only initial sweetspot spikes
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
Pocket|x1.91|F8|F64|0 KB|Pocketing hitbubble ends on F22. Intangibility begins on F6, ends on F25
Lloid Rocket Unridden|7%/5%|F53|F40|33 KB|
Lloid Rocket Ridden|16.1%/11.5%|F48|F?|44 KB|Damage/KB are duration-dependent, not velocity- or distance-dependent. Can jump off F42
Lloid Rocket Selfdestruct|12%|F200|F276|? KB|
Lloid Rocket Stage|28%|F?|F?|38 KB|
Sapling|0%||F43|0 KB|Sapling lasts 840F/14S
Watering Can|0%|F8|F54|22 KB|Weight-based set knockback
Axe|14%|F6|F57|40 KB
Tree Growth|18%/13%|F50|F54|47 KB/39 KB|
Tree Falling|25%/15%|F25|F50|64 KB/42KB|
Timber Flying|8%|F?|F50|? KB|Various flight trajectories. Seem to affect knockback
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
Garden|10%|~F15|~F53|59 KB|Extremely low knockback growth. Hitbubble out and interruptibility frames are calculated approximations
Pushy Lloid Unridden|1.5%x4|F?|F?|? KB
Pushy Lloid Ridden|1.75%x4|F?|F?|? KB
Pushy Lloid Selfdestruct|6%|F?|F?|0 KB
Liftoff Lloid Unridden|8%/5%|F?|F?|? KB
Liftoff Lloid Ridden|19.2%/12%|F?|F?|? KB
Liftoff Lloid Unridden Selfdestruct|14%|F?|F?|? KB
Counter Sapling|2%|F?|F?|17 KB|If opponent lands on sapling, they will trip twice and sustain 2% damage twice. Lasts about 13S/780F
Counter Watering Can|0%|?F|?F|17 KB|Weight-based set knockback
Counter Axe|6%|?F|?F|31 KB
Counter Tree Growth|12%/10%|F?|F?|? KB/35 KB
Counter Tree Falling|12%|F?|F?|? KB|
Counter Tree Counter|5%|F?|F?|39 KB|Damage does not scale with the damage of the attack countered
Super Sapling|0%||~F53-F60|0 KB|Interruptibility frames are calculated approximations
Super Axe|16%|?F|?F|74 KB
Extreme Balloon Trip|9%/6%|~F1-F2|F?|? KB|Hitbubble frames are calculated approximations
Balloon High Jump|10%/6%|~F8-F12|F?|? KB|
Attack|Damage|Hitbubble Out|Interruptable On|Knockback|Notes
Timber Thrown|3%|F?|F?|27 KB|
Timber Dropped|3%|F1|F1|27KB
Edge Attack|7%||||
Face-up Floor Attack 1|7%||||
Face-up Floor Attack 2|7%||||
Face-down Floor Attack 1|7%||||
Face-down Floor Attack 2|7%||||
Sitting Floor Attack 1|5%||||
Sitting Floor Attack 2|5%||||
Spotdodge|0%|F1|F30|0 KB|Intangibility ends on F19
Airdodge|0%|F4|F33|0 KB|Intangibility ends on F30
FRoll|0%|F1|F31|0 KB|Intangibility ends on F21
BRoll|0%|F1|F32|0 KB|Intangibility ends on F22
Airdodge Landing Lag|0%|F1|F24| 0KB|First frame value is the first frame upon landing on a surface
Knockback was tested under the following conditions:
-Fresh attacks
-Villager at 0%
-Opponent at 0%
-Opponent with a weight value of 98
Credit to Croi for most of the frame data
1. Sapling
²During testing for Battlefield-Regular, the spawning rate of pieces of timbers varied wildly, from over half the trees producing timber, to less than a fifth of them doing so. This is the reason for the high standard deviation value. The actual percent chance is probably close to the average percent chance
For each comparison, the Villager was later scaled to equal sizes for more or less accurate depiction of distances
Vital Attack Data
Jab 1|3%|F3|F29|15 KB
Jab 2|3%|F3/F16|F28/F43|26 KB|Second frame values are if Jab 2 is chained directly from Jab 1
FTilt|9%|F9|F46|33 KB
DTilt|13%/8%|F10|F46|43 KB/38 KB|
UTilt 1|6%|F9|F63|38 KB
UTilt 2|5%|F31|F63|53 KB|57 KB when chained
Dash Attack|10%/6%|F17|F56|52 KB/49 KB|Pot does not have a hitbox or hurtbox shortly before bouncing and after bouncing
FSmash Uncharged|15%|F26|F52|69 KB|
FSmash Charged|21%|F26|F52|80 KB|
DSmash 1 Uncharged|6%/3%|F14|F61|0 KB|
DSmash 2 Uncharged|6%/3%|F41|F61|0 KB|
DSmash 1 Charged|8.4%/4.2%|F14|F61|0 KB|
DSmash 2 Charged|8.4%/4.2%|F41|F61|0 KB|
USmash 1 Uncharged|3%|F13|F58|76 KB|Initial jump of firecracker. Weight-based set knockback
USmash 1 Charged|4.2%|F13|F58|76 KB|Initial jump of firecracker. Weight-based set knockback
USmash 2 Uncharged|1%x4, 4%|F20, F24, F28, F32, F36|F58|0 KBx4, 47 KB|
USmash 2 Charged|1.25%x4, 6%|F20, F24, F28, F32, F36|F58|0 KBx4, 50 KB|
Grab Standing|0%|F16|F61|0 KB
Grab Dashing|0%|F17|F74|0 KB
Grab Pivoting|0%|F18|F71|0 KB
Pummel|3%|F?|F?|0 KB
FThrow|9%|F?|F?|66 KB
BThrow|11%|F?|F?|29 KB|High knockback growth
UThrow|10%|F?|F?|75 KB
DThrow|4.5%|F?|F?|52 KB|
NAir|9%/5%|F3|F24|F6|F15|28 KB/25 KB|
FAir|7%/4%/2.5%|F10|F23|F23|F23|49 KB/17 KB|
BAir|9%/5%/3%|F13|F27|F16|F25|51 KB/17 KB|
UAir 1-turnip|8%/4%|F6|F21|F16|F20|33 KB/31 KB|
UAir 2-turnip|10%/5%|F6|F21|F16|F20|35 KB/31 KB|
UAir 3-turnip|13%/6%|F6|F21|F16|F20|39 KB/32 KB|
DAir 1-turnip|8%/4%|F8|F32|F18|F24|33 KB/31 KB|
DAir 2-turnip|10%/5%|F8|F32|F18|F24|35 KB/31 KB|
DAir 3-turnip|13%/13%/6%|F8|F32|F18|F24|28 KB/39 KB/32 KB|Only initial sweetspot spikes
Pocket|x1.91|F8|F64|0 KB|Pocketing hitbubble ends on F22. Intangibility begins on F6, ends on F25
Lloid Rocket Unridden|7%/5%|F53|F40|33 KB|
Lloid Rocket Ridden|16.1%/11.5%|F48|F?|44 KB|Damage/KB are duration-dependent, not velocity- or distance-dependent. Can jump off F42
Lloid Rocket Selfdestruct|12%|F200|F276|? KB|
Lloid Rocket Stage|28%|F?|F?|38 KB|
Sapling|0%||F43|0 KB|Sapling lasts 840F/14S
Watering Can|0%|F8|F54|22 KB|Weight-based set knockback
Axe|14%|F6|F57|40 KB
Tree Growth|18%/13%|F50|F54|47 KB/39 KB|
Tree Falling|25%/15%|F25|F50|64 KB/42KB|
Timber Flying|8%|F?|F50|? KB|Various flight trajectories. Seem to affect knockback
Garden|10%|~F15|~F53|59 KB|Extremely low knockback growth. Hitbubble out and interruptibility frames are calculated approximations
Pushy Lloid Unridden|1.5%x4|F?|F?|? KB
Pushy Lloid Ridden|1.75%x4|F?|F?|? KB
Pushy Lloid Selfdestruct|6%|F?|F?|0 KB
Liftoff Lloid Unridden|8%/5%|F?|F?|? KB
Liftoff Lloid Ridden|19.2%/12%|F?|F?|? KB
Liftoff Lloid Unridden Selfdestruct|14%|F?|F?|? KB
Counter Sapling|2%|F?|F?|17 KB|If opponent lands on sapling, they will trip twice and sustain 2% damage twice. Lasts about 13S/780F
Counter Watering Can|0%|?F|?F|17 KB|Weight-based set knockback
Counter Axe|6%|?F|?F|31 KB
Counter Tree Growth|12%/10%|F?|F?|? KB/35 KB
Counter Tree Falling|12%|F?|F?|? KB|
Counter Tree Counter|5%|F?|F?|39 KB|Damage does not scale with the damage of the attack countered
Super Sapling|0%||~F53-F60|0 KB|Interruptibility frames are calculated approximations
Super Axe|16%|?F|?F|74 KB
Extreme Balloon Trip|9%/6%|~F1-F2|F?|? KB|Hitbubble frames are calculated approximations
Balloon High Jump|10%/6%|~F8-F12|F?|? KB|
Timber Thrown|3%|F?|F?|27 KB|
Timber Dropped|3%|F1|F1|27KB
Edge Attack|7%||||
Face-up Floor Attack 1|7%||||
Face-up Floor Attack 2|7%||||
Face-down Floor Attack 1|7%||||
Face-down Floor Attack 2|7%||||
Sitting Floor Attack 1|5%||||
Sitting Floor Attack 2|5%||||
Spotdodge|0%|F1|F30|0 KB|Intangibility ends on F19
Airdodge|0%|F4|F33|0 KB|Intangibility ends on F30
FRoll|0%|F1|F31|0 KB|Intangibility ends on F21
BRoll|0%|F1|F32|0 KB|Intangibility ends on F22
Airdodge Landing Lag|0%|F1|F24| 0KB|First frame value is the first frame upon landing on a surface
Knockback was tested under the following conditions:
-Fresh attacks
-Villager at 0%
-Opponent at 0%
-Opponent with a weight value of 98
Credit to Croi for most of the frame data
Timber ()
Basic Information
- Timber is a three stage move
- Plant a sapling
- Water the sapling
- The tree grows
In-depth Information
1. Sapling
- Lifespan
- Standard sapling has a lifespan of about 840F/14S, beginning at the time of planting. It will begin to wither before S14, and will be gone after S14
- Super sapling has a lifespan of about 600F/10S, beginning at the time of planting. It will begin to wither before S10, and will be gone after S10
- Counter sapling has a lifespan of about 960F/16S, beginning at the time of planting. It will begin to wither before S16, and will be gone after S16
- Hurtbubble
- Standard sapling does not have a hurtbubble
- Super sapling does not have a hurtbubble
- Counter sapling does not have a hurtbubble
- Hitbubble
- Standard sapling does not have a hurtbubble
- Super sapling does not have a hurtbubble
- Counter sapling has a tripping + damaging hurtbubble
- Standard sapling does not have a hurtbubble
- The watering can can be used at any time the sapling is out, and even while it is withering
- The watering can does not have a hurtbubble
- The watering can has a pushing, non-damaging hitbubble
- This hitbubble can nullify with many different projectiles and attacks. Clanking will not cause the watering can to end prematurely
- Knockback applied by this hitbubble is weight-based set knockback
- The Villager can move and jump while using the watering can, but they cannot turn around
- Range
- Standard watering can's range extends about 0.75 Battlefield platforms ahead of the Villager
- Super watering can's range extends about 0.75 Battlefield-Ω stage lengths ahead of the Villager
- Counter watering can's range extends about 0.75 Battlefield platforms ahead of the Villager
- The axe can be used at any time the tree is out, and even while it is withering
- The axe does not have a hurtbubble
- The axe has a hitbubble
- The axe's tree-felling mechanics are independent of its hitbubble and the tree's health/lifespan systems
- The tree has a hurtbubble
- This is roughly at the entirety of the trunk, and very little where the foliage begins
- Trees have health-point systems
- The variations have different amounts of health
- Standard tree has 30% HP
- Super tree has 50% HP
- Counter tree has 15% HP
- Any non-axe hitbubbles that collide with a tree's hurtbubble subtract from its health the same amount of damage that they would have dealt to a player
- Being chopped at does not deplete its health
- Health is independent of lifespan
- The variations have different amounts of health
- Trees have health-point systems
- This is roughly at the entirety of the trunk, and very little where the foliage begins
- Trees have lifespan systems
- The variations have different lifespans
- Standard tree has a lifespan of about 11S/660F
- Super tree has a lifespan of about 9.5S/570F
- Counter tree has a lifespan of about 15.5S/930F
- Lifespans were measured starting at the moment of watering and ending with the first signs of withering
- Lifespan is independent of health
- The tree is not choppable while it is withering
- The tree does not collide with hitbubbles while it is withering
- The tree does not have a hurtbubble while it is withering (it does not impede opponents' movement)
- The variations have different lifespans
- A tree must be chopped at twice on the same side in order to fall
- The tree has two hitbubble instances
- The first occurs while it is growing
- The second occurs while it is falling
- When falling, a tree has a chance to spawn one of two items
- Wood (hereafter referred to as "timber")
- Pieces of timber do not have hurtbubbles
- Pieces of timber have hitbubbles when flying out from the tree
- Pieces of timber have various flight arcs and distances
- This seems to affect the amount of knockback applied, but not the amount of damage dealt
- Pieces of timber have various flight arcs and distances
- Pieces of timber can be Pocketed and picked up to be thrown as projectiles
- Damage-healing items
- Fruit
- Peaches
- Heal 5%
- Apples
- Heal 4%
- Pears
- Heal 3%
- Oranges
- Heal 2%
- Cherries
- Heal 1%
- Peaches
- Maxim Tomatoes
- Fruit
- Wood (hereafter referred to as "timber")
- Battlefield-Ω
- Timber
- Total Percent Chance
- 36.000%
- Average Percent Chance
- 35.565%
- Population Standard Deviation
- 03.260
- Total Percent Chance
- Fruit
- Total Percent Chance
- 04.000%¹
- Total Percent Chance
- Timber
- Battlefield-Regular
- Timber
- Total Percent Chance
- 47.000%
- Average Percent Chance
- 48.122%
- Population Standard Deviation
- 13.993²
- Total Percent Chance
- Fruit
- Total Percent Chance
- 01.000%
- Total Percent Chance
- Timber
²During testing for Battlefield-Regular, the spawning rate of pieces of timbers varied wildly, from over half the trees producing timber, to less than a fifth of them doing so. This is the reason for the high standard deviation value. The actual percent chance is probably close to the average percent chance
Code:
-===========================-
|| Battlefield-Ω ||
-===========================-
----------|Trial 1|----------
|No. Trees| 20 |
|No. Items| 07 |
|% Chance| 35.000% |
-----------------------------
----------|Trial 2|----------
|No. Trees| 23 |
|No. Items| 08 |
|% Chance| 34.783% |
-----------------------------
----------|Trial 3|----------
|No. Trees| 22 |
|No. Items| 09 |
|% Chance| 40.909% |
-----------------------------
----------|Trial 4|----------
|No. Trees| 22 |
|No. Items| 08 |
|% Chance| 36.364% |
-----------------------------
----------|Trial 5|----------
|No. Trees| 13 |
|No. Items| 04 |
|% Chance| 30.769% |
-----------------------------
-----------|Overall|---------
|No. Trees| 100 |
|No. Items| 36 |
|No. Fruit| 04 |
|% Chance| 36.000% |
|Average %| 35.565% |
|Ppltion σ| 03.260 |
|% ChanceF| 04.000% |
-----------------------------
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
-===========================-
|| Battlefield-Regular ||
-===========================-
----------|Trial 1|----------
|No. Trees| 21 |
|No. Items| 10 |
|% Chance| 47.619% |
-----------------------------
----------|Trial 2|----------
|No. Trees| 18 |
|No. Items| 10 |
|% Chance| 55.556% |
-----------------------------
----------|Trial 3|----------
|No. Trees| 22 |
|No. Items| 05 |
|% Chance| 22.727% |
-----------------------------
----------|Trial 4|----------
|No. Trees| 17 |
|No. Items| 11 |
|% Chance| 64.706% |
-----------------------------
----------|Trial 5|----------
|No. Trees| 22 |
|No. Items| 11 |
|% Chance| 50.000% |
-----------------------------
-----------|Overall|---------
|No. Trees| 100 |
|No. Items| 47 |
|No. Fruit| 01 |
|% Chance| 47.000% |
|Average %| 48.122% |
|Ppltion σ| 13.993 |
|% ChanceF| 01.000% |
-----------------------------
Down Air ()
Basic Information
- Down Air has a random chance of generating 1, 2, or 3 turnips
- The amount of turnips affects the attack's damage output and knockback
In-Depth Information
- 1-turnip
- Deals 8% damage when fresh
- Does not spike
- Knockback seems to be E/NE or W/NW
- 2-turnip
- Deals 10% damage when fresh
- Does not spike
- Knockback seems to be nearly horizontal
- 3-turnip
- Deals 13% damage when fresh
- Spikes
- Spike hitbubble is at the Villager's hands/the turnips' leaves
- Down Air
- 1 turnip
- Total Percent Chance
- 30.000%
- Total Percent Chance
- 2 turnips
- Total Percent Chance
- 36.000%
- Total Percent Chance
- 3 turnips
- Total Percent Chance
- 34.000%
- Total Percent Chance
- Standard Deviation
- 00.803
- 1 turnip
Up Air ()
Basic Information
- Up Air has a random chance of generating 1, 2, or 3 turnips
- The amount of turnips affects the attack's damage output and knockback
- Any amount of turnips deals vertical knockback
- The amount of turnips affects the attack's damage output and knockback
In-Depth Information
- 1-turnip
- Deals 8% damage when fresh, early hit
- Deals 4% damage when fresh, late hit
- 2-turnip
- Deals 10% damage when fresh, early hit
- Deals 5% damage when fresh, late hit
- 3-turnip
- Deals 13% damage when fresh, early hit
- Deals 6% damage when fresh, late hit
- Up Air
- 1 turnip
- Total Percent Chance
- 28.000%
- Total Percent Chance
- 2 turnips
- Total Percent Chance
- 31.000%
- Total Percent Chance
- 3 turnips
- Total Percent Chance
- 41.000%
- Total Percent Chance
- Standard Deviation
- 00.825
- 1 turnip
Dash Attack ()
Basic Information
- Dash Attack is split up into two independent hitbubbles
- The Villager
- The pot
In-Depth Information
- Villager
- Deals 10% damage when fresh
- Pot
- Deals 6% damage when fresh
- Has two possible flying distances
- Short; does not bounce
- Far; bounces once
- The flying distance does not seem to affect damage output
- Counts as a projectile
- This means it can be Pocketed by other Villagers and reflected by Mario's Cape
For each comparison, the Villager was later scaled to equal sizes for more or less accurate depiction of distances
- Dash Attack
- One Bounce
- Total Percent Chance
- 39.000%
- Average Percent Chance
- 39.183%
- Total Percent Chance
- No Bounce
- Total Percent Chance
- 61.000%
- Average Percent Chance
- 60.817%
- Total Percent Chance
- Population Standard Deviation
- 08.365
- One Bounce
Code:
-===========================-
|| Battlefield-Ω ||
-===========================-
-------|Trial 1|-------
_______________________
|Variable|Amount|%Chance|
-----------------------
|1-Bounce| 11 |42.308%|
|NoBounce| 15 |57.692%|
-----------------------
-------|Trial 2|-------
_______________________
|Variable|Amount|%Chance|
-----------------------
|1-Bounce| 12 |50.000%|
|NoBounce| 12 |50.000%|
-----------------------
-------|Trial 3|-------
_______________________
|Variable|Amount|%Chance|
-----------------------
|1-Bounce| 09 |37.500%|
|NoBounce| 15 |62.500%|
-----------------------
-------|Trial 4|-------
_______________________
|Variable|Amount|%Chance|
-----------------------
|1-Bounce| 07 |26.923%|
|NoBounce| 19 |73.077%|
-----------------------
-----------|Overall|---------
_____________________________
| |1-Bounce|No Bounce|
-----------------------------
|Amount | 39 | 61 |
|%Chance | 39.000%| 61.000% |
|Avg%Chance| 39.183%| 60.817% |
|σ StandDev| 08.365 |
-----------------------------
Pocket ()
Basic Information
- Pocket works like both an absorber and a reflector
- Villager will not sustain damage by Pocketing a projectile
- Villager can release the projectile at a later time with increased damage output
In-Depth Information
- The Villager can Pocket nearly every item and projectile that can be reflected or absorbed
- Every in-game item can be Pocketed except for
- Unclaimed Pokeballs
- Unclaimed Masterballs
- Assist Trophies
- Smash Balls
- Cuccos
- Sandbags
- For multi-unit projectiles such as FLUDD and Thunder, only 1 unit will be Pocketed
- The Villager cannot Pocket their own projectiles unless they are reflected or Pocketed by another Villager
- Fruit and pieces of timber are exceptions because they count as independently spawned projectiles
- Every in-game item can be Pocketed except for
- The Villager is intangible starting on F6 and ending on F25
- This means they suffer no damage, knockback, hitstun, etc. Attacks literally pass through them
- The Pocketing hitbubble begins on F8 and ends on F22
- This means that in general, Pocketing a projectile is guaranteed due to the intangibility frames
- However, if the Villager begins to Pocket a projectile later into the duration of the Pocket's hitbubble, they can be hit by another entity after the intangibility has run out and before the projectile has been Pocketed, resulting in failing to Pocket the projectile
- An example where this would occur is attempting to Pocket a unit of Thunder while within its hurtbubble. The rest of the units of Thunder may hit the Villager, rendering them unable to Pocket the one unit
- However, if the Villager begins to Pocket a projectile later into the duration of the Pocket's hitbubble, they can be hit by another entity after the intangibility has run out and before the projectile has been Pocketed, resulting in failing to Pocket the projectile
- This means that in general, Pocketing a projectile is guaranteed due to the intangibility frames
- The Pocket removes any non-charging damage and knockback multipliers a projectile had before being Pocketed and applies its own multipliers to the projectile's base damage and knockback formula
- The Pocket applies about a x1.91 multiplier to a projectile's damage
- The Pocket applies an unknown multiplier to a projectile's knockback
- Weight-based set knockback projectiles are unaffected
- It is currently unknown if the Pocket's knockback multiplier overrides the rage effect's multiplier
- The Villager can only have one projectile in their inventory at a time
- However, if they have a projectile in their inventory while simultaneously holding another projectile, using Pocket will swap between the two projectiles
- A projectile will only remain in the inventory for about 30S/1800F, after which it disappears, and pressing B results in attempting to Pocket another projectile
- However, bringing a projectile out of the inventory then Pocketing it again resets its Pocket timer
- Pocketing a projectile refreshes any timers it has
- For example, Pocketing a Bob-omb that is about it explode will result in it resetting its timer when brought back out. Pocketing an item that is about to disappear will result in its timer being reset when brought back out
- When bringing out a Pocketed projectile, the way it is used depends on its original use properties
- Projectiles that can be held will be brought out to the Villager's hands and held
- For example, Bombs and Metal Blades
- Projectiles that cannot be held will be automatically used
- For example, Thunder and FLUDD water
- Any projectiles that fall under this category will also assume the flight path they would have taken had their spawn point been where the Pocketing spawn point is
- For example, Thunder and Mega Man DAir will shoot straight down in front of the Villager, because the Pocketing spawn point counts as the thundercloud and Mega Man's hand, respectively
- Thunderjolt and Fireball will respectively arc and bounce along the ground just as they normally would
- Mega Man UAir will fly upwards just as it normally would
- Any projectiles that fall under this category will also assume the flight path they would have taken had their spawn point been where the Pocketing spawn point is
- This also includes healing items such as fruit and Maxim Tomatoes spawned from Villagers' trees
- For example, Thunder and FLUDD water
- Projectiles that can be held will be brought out to the Villager's hands and held
- Certain characters who are limited to owning a certain amount of a projectile will be unable to generate one of said projectile if doing so would exceed their ownership limit, even if one of their projectiles is currently held in a Villager's inventory, until the projectile either disappears from the inventory or is brought out, used by the Villager, and then disappears
- Examples include ROB's Gyros and Diddy Kong's Bananas
- Bowser
- Fire Breath
- Fire Shot
- Fire Roar
- Bowser Jr.
- Clown Cannon
- Piercing Cannon
- Mechakoopa
- Impatient Mechakoopa
- Big Mechakoopa
- Charizard
- Flamethrower
- Rock Smash (1 unit)
- Dark Pit
- Arrow
- Diddy Kong
- Banana
- Shocking Banana Peel
- Battering Banana Peel
- Peanut Popgun
- Jumbo Peanuts
- Dr. Mario
- Megavitamin
- Fast Capsule
- Mega Capsule
- Duck Hunt
- Trick Shot
- Clay Shooting
- Wild Gunman's Bullet
- Falco
- Blaster
- Greninja
- Hydro Pump (1 unit)
- Water Shuriken
- King Dedede
- Gordo
- Super Dedede Jump's Star
- Kirby
- Final Cutter's Beam
- Link
- Bomb
- Giant Bomb
- Meteor Bomb
- Hero's Bow
- Power Bow
- Quickfire Bow
- Gale Boomerang
- Boomerang
- Ripping Boomerang
- Lucario
- Aura Sphere
- Force Palm
- Luigi
- Fireball
- Mario
- Fireball
- F.L.U.D.D. (1 unit)
- Mega Man
- Crash Bomber
- Leaf Shield
- Metal Blade
- Rush Coil
- Jab
- FTilt
- FSmash
- DAir
- NAir
- UAir
- Mr. Game & Watch
- Chef
- Ness
- PK Fire
- PK Thunder
- Pac-Man
- Bonus Fruit
- Fire Hydrant
- Fire Hydrant's Water
- Pac-Jump
- Palutena
- Autoreticle (1 unit)
- Peach
- Beam Sword
- Bob-omb
- Mr. Saturn
- Turnip
- Pikachu
- Thunder
- Thunder Jolt
- R.O.B.
- Gyro
- Robo Beam
- Robin
- Discarded Levin Sword
- Discarded Tome
- Arcfire
- Elwind (1 unit)
- Thunder
- Arcthunder
- Elthunder
- Thoron
- Rosalina & Luma
- Floaty Star Bit
- Shooting Star Bit
- Samus
- Bomb
- Charge Shot
- Missile
- Sheik
- Burst Grenade
- Needle Storm (1 unit)
- Sonic
- Spring Jump
- Villager
- Fruit
- Lloid Rocket Unridden
- Timber Falling
- Timber Piece
- Dash Attack's Pot
- FSmash
- BAir
- FAir
- Wario
- Wario Bike
- Wii Fit Trainer
- Header's Ball
- Sun Salutation
- Yoshi
- Egg Throw
- Yoshi Bomb's Star
- Zelda
- Phantom Slash
- Zero Suit Samus
- Paralyzer
- Bonkers
- Coconuts
- Chandelure
- Fire Spin
- Will-o-Wisp
- Custom bags
- Daphne
- Mines
- Eggrobo
- Single beam
- Flame Chomp
- Fireballs
- Gold
- Hammer Bro
- Hammers
- Kamek
- Magic beam
- Kihunter
- Acid
- Lurchthorn
- Explosives
- Megonta
- Explosives
- Mettaur
- Shots
- Monoeye
- Blasts
- Nutski
- Nuts
- Octorok
- Seeds
- Plasma Wisp
- Level 1: Electric Bullets
- Level 2: Electric Arrow
- Level 3: Electric Orb
- Powers Bags
- Roturret
- Blasts
- Skuttler Cannoneer
- Beams
- Bombs
- Missiles
- Shotzo
- Cannonballs
- Starman
- PK Beam γ
- PK Beam Ω
- PK Beam γ
- Trophies
- Waddle Doo
- Beam (1 unit)
09/16/14
- Created thread
- Added: Timber data and probabilities
- Added: Overswarm's Up Air and Down Air probabilities
- Added: Data for tree's weak growing hitbubble
- Rectified: Watering can's pushing hitbubble's range from 1.25 Battlefield platforms to 0.75 Battlefield platforms
- Added: Dash Attack data and probabilities
- Added: Data for tree's weak falling hitbubble
- Confirmed: 3-turnip Down Air is the only variation that spikes
- Rectified: Miscellaneous typos
- Added: Knockback data
- Added: Knockback details for the watering can
- Added: Knockback data for aerials and dash attack
- Added: Damage data
- Added: Frame data
- Added: Pocket data
- Rectified: NAir's hitbubble from sweetspot and sourspot to decaying hitbubble
- Added: Multiplier mechanics
- Rectified: Various terminology issues
- Rectified: Inaccurate multi-tree mechanics
- Added: Ability to Pocket Sheik's Needles
- Added: Ability to Pocket Duck Hunt's Explosive Cans and Clay Pigeons
- Rectified: Various naming discrepancies
- Completed: List of standard Pocketable objects
- Added: Damage data for edge and floor attacks
- Added: Decimal-accurate damages for applicable attacks
- Added: Super Timber's tree damage data
- Added: Health and lifespan data for Super Timber and Counter Timber
- Rectified: Erroneous damage outputs
- Completed: Hitbox data sheet
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