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Go for itIs it ok if I use this picture for a YouTube thumbnail? I will put a link to this thread.
Iunno, if you land on the ground then you've done something wrong. It'd be at least 30 frames landing lag, I'd guess. Maybe 40.Is it possible we could get landing lag data for Sheik's bouncing fish landing animations? The one that interests me most is bouncing fish on whiff [that is, if you bouncing fish aiming at no one and land on the ground], and I think it'd be useful for both Sheik mains [how much lag do I put myself in when I whiff] and for people looking to punish it [what punish options can I use based on where I am relative to her].
Thats kind of sheiks niche.. being fast as hell while being really weak. Game design 101.This frame data is just as disgusting as I thought it would be. None of her A moves take longer than frame 5 to come out, except for Dair and smashes.
Smash plays on 60 fps (frames per second). Sheik's nair comes out frame 3 so it means on the 3rd frame in that 60 frame in a second's period, it'll be out.Can someone please explain to me all the jargon in the guide?
ThanksSmash plays on 60 fps (frames per second). Sheik's nair comes out frame 3 so it means on the 3rd frame in that 60 frame in a second's period, it'll be out.
To put it in perspective, Little Mac and Mega Man have the fastest nairs which come out on frame 2, Luigi, Yoshi, Link, Mario, and a couple others I might be missing have nairs that come out frame 3.
FAF means First Actionable Frame.. basically, the amount of lag you get after doing a move, in frames. You can't act out of Nair after doing it until 50 frames have passed. "Hitbox active" means how long the hitbox will be out for; as in, if an opponent touches the hitbox during those frames they'll be hit, otherwise they won't. Nair lasts from frame 3 until frame 30 counting the sweetspot and sourspot.
Base damage should be obvious; it's how much damage a move does. Idk what angle/KBG/BKB etc are.
Basically frame data helps you identify which moves can be punishable and which can't by knowing how much lag they'll get after they do a certain move, and if the hitbox is active during the entire animation or not. It also helps to know what frames characters' aerials come out on; frame 3-4 aerials can break out of combos sometimes, but any later is a bit hard cuz they take longer to come out.
ty ty@ KuroganeHammer was bored and decided to cross-reference with dantarion's iasa/faf dump
dair faf is 55, not 54
fthrow faf is 40
bthrow faf is 36
uthrow faf is 50
dthrow faf is 54