KirbyKaze
Smash Legend
SHIELD PRESSURE DATA
I'm really bored. Let's see where this takes me. Worth noting is that these do not demonstrate realistic pressure strings, because everything is done perfectly. The significance is demonstrating what the windows roughly look like, within a few frames. It's also to show where the shield stun is, and to show (through visuals like colour and crap) where the hitlag and stun are with the various permutations of pressure strings. Use your brain, and take some salt when you look at this. One grain will be insufficient. I suggest three.
Green = Stun
Red = No Stun
Style and colour scheme is shamelessly ripped from the other shield pressure guide. Wasn't sure if I should bump it. If a Mod or whatever wants to move this there, great. If not, whatever.
Nair Shine Variants
All chains assume frame perfection in SHFF timing and perfect jumps out of Shine. Nairs come in many shapes and sizes. This covers two extremes and the closest thing we get to a middle.
Near-Identical Middle Split (8 / 7 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05) start Nair (1)
15 (airborne 06) start Nair (2)
16 (airborne 07) start Nair (3)
17 (airborne 08) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
18 (airborne 09) Stun - 8
19 (airborne 10) Stun - 9
20 (airborne 11) Stun - 10
21 (airborne 12) Stun - 11
22 (airborne 13) Stun - 12
23 (airborne 14) Stun - 13
24 (airborne 15) Stun - 14
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Earliest Nair Possible (4 / 11 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames) start Nair (1)
11 (airborne 02) start Nair (2)
12 (airborne 03) start Nair (3)
13 (airborne 04) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
14 (airborne 05) Stun - 8
15 (airborne 06) Stun - 9
16 (airborne 07) Stun - 10
17 (airborne 08) Stun - 11
18 (airborne 09) Stun - 12
19 (airborne 10) Stun - 13
20 (airborne 11) Stun - 14
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15)
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Latest Nair Possible (15 middle)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05)
15 (airborne 06)
16 (airborne 07)
17 (airborne 08)
18 (airborne 09)
19 (airborne 10)
20 (airborne 11)
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
25 L-cancel Stun - 8
26 L-cancel Stun - 9
27 L-cancel Stun - 10
28 L-cancel Stun - 11
29 L-cancel Stun - 12
30 L-cancel Stun - 13
31 L-cancel Stun - 14
32 Shine
Dair Shine
Assumes frame perfection in SHFF timing and perfect jumps out of Shine. Something worth noting is that this model assumes you do the Dair frame perfectly, which means a perfectly fast falled SHFFL Dair produces 4 hits, opposed to 3. I haven't calculated what the difference between the 3 hit chain and the 4 hit chain looks like. Not sure if I will.
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start (1)
08 (2)
09 (3)
10 Airborne, Dair start (01)
11 (02)
12 (03)
13 (04)
14 (05) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
15 (06) Stun – 5
16 (07) Stun – 6
17 (08) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
18 (09) Stun – 5
19 (10) Stun – 6
20 (11) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
21 (12) Stun – 5
22 (13) Stun – 6
23 (14) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
24 (15) Stun – 5
25 Land, L-cancel (1) Stun – 6
26 (2) Stun – 7
27 (3)
28 (4)
29 (5)
30 (6)
31 (7)
32 (8)
33 (9)
34 Shine
Bair is in the other thread.
Resources used:
SuperDoodleMan (SDM) frame data, just google it if you really want it
Seanson Hitbox System, mostly for verifying SDM's stuff, it's somewhere in Melee Discussion
Phanna's shield stun, hitlag crap
I'm really bored. Let's see where this takes me. Worth noting is that these do not demonstrate realistic pressure strings, because everything is done perfectly. The significance is demonstrating what the windows roughly look like, within a few frames. It's also to show where the shield stun is, and to show (through visuals like colour and crap) where the hitlag and stun are with the various permutations of pressure strings. Use your brain, and take some salt when you look at this. One grain will be insufficient. I suggest three.
Green = Stun
Red = No Stun
Style and colour scheme is shamelessly ripped from the other shield pressure guide. Wasn't sure if I should bump it. If a Mod or whatever wants to move this there, great. If not, whatever.
Nair Shine Variants
All chains assume frame perfection in SHFF timing and perfect jumps out of Shine. Nairs come in many shapes and sizes. This covers two extremes and the closest thing we get to a middle.
Near-Identical Middle Split (8 / 7 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05) start Nair (1)
15 (airborne 06) start Nair (2)
16 (airborne 07) start Nair (3)
17 (airborne 08) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
18 (airborne 09) Stun - 8
19 (airborne 10) Stun - 9
20 (airborne 11) Stun - 10
21 (airborne 12) Stun - 11
22 (airborne 13) Stun - 12
23 (airborne 14) Stun - 13
24 (airborne 15) Stun - 14
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Earliest Nair Possible (4 / 11 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames) start Nair (1)
11 (airborne 02) start Nair (2)
12 (airborne 03) start Nair (3)
13 (airborne 04) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
14 (airborne 05) Stun - 8
15 (airborne 06) Stun - 9
16 (airborne 07) Stun - 10
17 (airborne 08) Stun - 11
18 (airborne 09) Stun - 12
19 (airborne 10) Stun - 13
20 (airborne 11) Stun - 14
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15)
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Latest Nair Possible (15 middle)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05)
15 (airborne 06)
16 (airborne 07)
17 (airborne 08)
18 (airborne 09)
19 (airborne 10)
20 (airborne 11)
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
25 L-cancel Stun - 8
26 L-cancel Stun - 9
27 L-cancel Stun - 10
28 L-cancel Stun - 11
29 L-cancel Stun - 12
30 L-cancel Stun - 13
31 L-cancel Stun - 14
32 Shine
Dair Shine
Assumes frame perfection in SHFF timing and perfect jumps out of Shine. Something worth noting is that this model assumes you do the Dair frame perfectly, which means a perfectly fast falled SHFFL Dair produces 4 hits, opposed to 3. I haven't calculated what the difference between the 3 hit chain and the 4 hit chain looks like. Not sure if I will.
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start (1)
08 (2)
09 (3)
10 Airborne, Dair start (01)
11 (02)
12 (03)
13 (04)
14 (05) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
15 (06) Stun – 5
16 (07) Stun – 6
17 (08) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
18 (09) Stun – 5
19 (10) Stun – 6
20 (11) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
21 (12) Stun – 5
22 (13) Stun – 6
23 (14) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
24 (15) Stun – 5
25 Land, L-cancel (1) Stun – 6
26 (2) Stun – 7
27 (3)
28 (4)
29 (5)
30 (6)
31 (7)
32 (8)
33 (9)
34 Shine
Bair is in the other thread.
Resources used:
SuperDoodleMan (SDM) frame data, just google it if you really want it
Seanson Hitbox System, mostly for verifying SDM's stuff, it's somewhere in Melee Discussion
Phanna's shield stun, hitlag crap