EarthBoundEnigma
Smash Journeyman
Below you will find the subforum-relevant content of the 1.0.4 data dump.
This can resolve a lot of questions about the properties and mechanics of Ness' moveset.
[Source]
This can resolve a lot of questions about the properties and mechanics of Ness' moveset.
- BEGIN ness
- **********
- Jab1
- Frame 3- 4: 2% 8b/100g 361°
- Enables transition to next jab state on real frame 6
- Jab2
- Frame 3- 4: 2% 8b/100g 70°
- Enables transition to next jab state on real frame 6
- Jab3
- Frame 6- 7: 4% 40b/400g 361°
- Dash Attack
- Frame 8- 8: 7%(+1) 60b/490g 80° Magic Aerial-Target-Only
- Frame 8- 8: 4%(+1) 100f/57w 0° Magic Ground-Target-Only
- Frame 8- 8: 3% 80b/300g 45°
- Frame 15-15: 2%(+1) 100f/70w 20° Magic
- Frame 22-22: 4%(+1) 80b/416g 80° 1.6-Hitlag Magic
- F-tilt (high)
- Frame 7-10: 10% 12b/1000g 361°
- F-tilt (normal)
- Frame 7-10: 9% 12b/900g 361°
- F-tilt (low)
- Frame 7-10: 10% 12b/1000g 361°
- U-tilt
- Frame 7- 8: 7% 42b/882g 96° Magic
- Frame 7- 8: 5% 42b/630g 96°
- D-tilt
- Frame 3- 4: 4% 3b/80g 0° 0.3-Trip 0.5-Hitlag
- Frame 3- 4: 2% 6b/40g 0° 0.3-Trip 0.5-Hitlag
- F-smash (normal)
- Frame 21-22: 22% 70b/1474g 361° 1.2-Hitlag
- Frame 21-22: 20% 70b/1340g 361°
- Frame 21-22: 18% 70b/1206g 361°
- Smash charge window on real frame 11
- Enables transition to F-smash2 on real frame 18
- U-smash
- Smash charge window on real frame 5
- D-smash
- Smash charge window on real frame 5
- Nair
- Frame 5-12: 11% 20b/1100g 361°
- Frame 13-15: 7% 10b/700g 361°
- Enables transition to Nair landing state (landing lag) on real frame 5
- Cancels transition to Nair landing state (landing lag) on real frame 26
- Fair
- Frame 8-18: [1%(+1)]x2 16b/60g 366° 0.8-SDI Magic
- Frame 20-20: 4%(+1) 32b/600g 361° 1.5-Hitlag Magic
- Enables transition to Fair landing state (landing lag) on real frame 8
- Cancels transition to Fair landing state (landing lag) on real frame 33
- Bair
- Frame 10-11: 15% 16b/1500g 361° Magic
- Frame 12-18: 8% 0b/800g 361°
- Enables transition to Bair landing state (landing lag) on real frame 10
- Cancels transition to Bair landing state (landing lag) on real frame 25
- Uair
- Frame 8-11: 13% 13b/1417g 85°
- Enables transition to Uair landing state (landing lag) on real frame 8
- Cancels transition to Uair landing state (landing lag) on real frame 27
- Dair
- Frame 20-20: 12% 20b/840g 270° Magic
- Frame 21-24: 10% 30b/700g 45° Magic
- Enables transition to Dair landing state (landing lag) on real frame 20
- Cancels transition to Dair landing state (landing lag) on real frame 50
- Grab
- Frame 6- 7: Grab
- Enables state transition on real frame 8
- Dash Grab
- Frame 8- 9: Grab
- Enables state transition on real frame 10
- Pivot Grab
- Frame 10-11: Grab
- Enables state transition on real frame 12
- Pummel
- Frame 3- 3: 1.2% 100f/30w 361°
- Enables state transition on real frame 10
- F-throw
- Frame 0- 1: 11% 120b/110g 45°
- B-throw
- Frame 0- 1: 11% 15b/1430g 135°
- U-throw
- Frame 0- 1: 10% 105b/400g 90°
- D-throw
- Frame 0- 9: 4% 70b/320g 70°
- Frame 10-13: [0.6%]x5 0b/60g 361° Fire
- PK Thunder (aerial controlling)
- Enables all ledge grabs on real frame 0
- Lasting PK Thunder (aerial controlling)
- Enables all ledge grabs on real frame 0
- Rolling PK Thunder (aerial controlling)
- Enables all ledge grabs on real frame 0
- PK Thunder (PKT2)
- Frame 1-10: 25% 83b/2000g 361° Electric
- Frame 11-32: 21% 45b/1470g 361° Electric
- Lasting PK Thunder (PKT2)
- Frame 20- 2: [1.5%]x10 100f/20w 361° 0.8-Hitlag Electric
- Frame 20- 2: [1.5%]x10 50b/75g 365° 0.8-Hitlag Electric
- Frame 31-32: 10% 90b/700g 361° 1.3-Hitlag Electric
- Rolling PK Thunder (PKT2)
- Frame 1-32: 30% 60b/2400g 361° Electric
- PK Thunder (???)
- Frame 0- 1: 0% 100f/25w 367°
- PSI Magnet
- PSI Vacuum
- Frame 5- 9: 10% 25b/900g 361° Electric
- Frame 5- 9: 5% 20b/450g 361° Electric
- Forward PSI Magnet
- Frame 0- 2: 9% 55b/630g 45° 0.5-Hitlag 0.0-SDI Electric
- **********
- END ness
- BEGIN ness_pkfire
- **********
- PK Fire ()
- Frame 0- 1: 4% 30b/320g 80° 0.0-SDI Fire
- PK Bonfire ()
- Frame 0- 1: 2% 30b/160g 80° 0.0-SDI Fire
- PK Fire Burst ()
- Frame 0- 1: 1% 30b/80g 80° 0.0-SDI Fire
- PK Fire ()
- Frame 0- 1: 2% 10b/60g 68° 0.8-SDI Fire
- Frame 0- 1: 1% 10b/30g 68° 0.8-SDI Fire
- PK Bonfire ()
- Frame 0- 1: 5% 30b/500g 90° 0.8-SDI Fire
- Frame 0- 1: 3% 10b/90g 80° 0.8-SDI Fire
- PK Fire Burst ()
- Frame 9-10: 8% 40b/800g 45° 0.8-SDI Fire
- **********
- END ness_pkfire
- BEGIN ness_pkflash
- **********
- PK Flash
- Frame 0- 1: 1% 10b/70g 70° Electric
- Rising PK Flash
- Frame 0- 2: 1% 30b/80g 80° Electric
- PK Freeze
- Frame 0- 1: 1% 100f/70w 70° Ice
- **********
- END ness_pkflash
- BEGIN ness_pkstarstorm
- **********
- Final Smash
- Frame 11-15: 8% 70b/736g 42° Fire Unblockable
- **********
- END ness_pkstarstorm
- BEGIN ness_pkthunder
- **********
- PK Thunder
- Frame 0- 1: 8% 70b/400g 110° 0.5-Hitlag Electric
- Lasting PK Thunder
- Frame 0- 1: 7% 70b/350g 361° 0.5-Hitlag 1.5-SDI Electric
- Rolling PK Thunder
- Frame 0- 1: 12% 90b/600g 110° 0.5-Hitlag Electric
- **********
- END ness_pkthunder
- BEGIN ness_yoyohead
- **********
- Usmash
- Frame 1- 6: 9% 90b/540g 80°
- Frame 7-25: 13% 70b/780g 80°
- Dsmash
- Frame 5-10: [1%]x2 100f/12w 366°
- Frame 12-13: 10% 60b/800g 28°
- Frame 18-20: 1% 100f/14w 45°
- Frame 21-24: 1% 100f/14w 80°
- Frame 26-27: 10% 50b/800g 33°
- **********
- END ness_yoyohead
[Source]
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