Miryafa
Smash Apprentice
- Joined
- Jun 19, 2014
- Messages
- 142
Hello all!
Using StrongBad's hitstun calculator and the Zelda frame data thread, I've attempted to create a chart for all the combos Zelda can do.
Here is the chart.
It's a very basic chart. It doesn't account for the victim's position when they get out of hitstun, so e.g. you can't actually hit FW (reappearance hitbox)>Usmash>Usmash>Nair>LK, because FW knocks the victim too far away to hit Usmash. Likewise, it doesn't account for DI, or smash DI. Neither does it account for landing lag on the aerial moves. But, assuming I've done the math right, the chart shows when there are enough frames of hitstun to connect with a given move to connect with a given followup.
Perhaps more importantly, it says for certain what combinations are not true combos, because there isn't enough hit advantage for the second move to connect. E.g. dash attack's late hit (that sends the opponent up) is a really terrible combo starter that doesn't combo into anything from 0-30.
If someone would double-check my math for hitstun and hit advantage (on the Calculation & Data sheet), that would help me a lot.
Otherwise, the only thing stopping me from doing it for every character and % is that I don't know how to use a number from one cell as an address in another cell. If I could do that, then it'd save me from typing in cell numbers every time I want to add another character or %. Update: I figured it out.
I hope this is useful to others. If nothing else, it helped me examine the frame data thread.
Using StrongBad's hitstun calculator and the Zelda frame data thread, I've attempted to create a chart for all the combos Zelda can do.
Here is the chart.
It's a very basic chart. It doesn't account for the victim's position when they get out of hitstun, so e.g. you can't actually hit FW (reappearance hitbox)>Usmash>Usmash>Nair>LK, because FW knocks the victim too far away to hit Usmash. Likewise, it doesn't account for DI, or smash DI. Neither does it account for landing lag on the aerial moves. But, assuming I've done the math right, the chart shows when there are enough frames of hitstun to connect with a given move to connect with a given followup.
Perhaps more importantly, it says for certain what combinations are not true combos, because there isn't enough hit advantage for the second move to connect. E.g. dash attack's late hit (that sends the opponent up) is a really terrible combo starter that doesn't combo into anything from 0-30.
If someone would double-check my math for hitstun and hit advantage (on the Calculation & Data sheet), that would help me a lot.
I hope this is useful to others. If nothing else, it helped me examine the frame data thread.
Last edited: