Luxor
Smash Champion
Link's Frame Data
- From Luxor using OSA2.
- All of this is 100% ripped from the game and accurate unless Luxor misinterpreted what he was reading.
- Format stolen from Luxor and lordhelmet’s Captain Falcon frame data thread. It’s not really stealing is it? Since it’s my format?
- Notes/Comments in yellow.
- Frame advantage on hit data may come sooner or later if I feel like testing combo potential for a few key moves, like Zair
- Frame advantage on block data to come sooner or later
- Disclaimer about frame advantage data: Due to having to use frame advance, not all data can be 100% correct, though every effort is made to make it so.
- Control+F to search, guys!
[collapse=Key Terms]
- Frame - Consider it a unit of "game time". There are 60 frames in a second.
- Start-up - If on Frame 0 you input an action, the start-up will be from Frame 1 (the first frame in the action's animation) until the frame before a hitbubble appears.
- Hit-on - The frames where hitbubbles are active.
- Cool-down - The vulnerable frames from when a move's hitbubbles have disappeared until the IASA frame.
- IASA - Stands for Interruptible As Soon As. This is your "first actionable frame" or the frame on which you can begin performing another action. The frame after the end of an action.
- Earliest Jab Flow - The first frame in which a jab can transition to the next hit in a jab sequence.
- Earliest Jab Loop - The first frame in which a jab sequence can transition back to Jab 1 by holding "Attack" assuming nothing is hit.
- Hit Advantage - After a hit, the number of frames during which the attacker is able to move while the receiver is not due to hitstun. Positive hit advantage is good and can lead to true combos into any move faster than the hit advantage; negative hit advantage is bad and can even lead to you getting punished on hit.
- Block Advantage - After a blocked hit, the difference in frames from when the attacker is free to move until the defender may begin performing an action out of shield. Positive block advantage is extremely rare and means a move is very safe on block; negative block advantage is almost universal and is the number of frames the defender has to punish out of shield. To calculate the number of frames the defender has to punish out of a shield drop, add +7 to the negative number.
- Out of Shield - Actions taken from a shielding state. A shield can be directly cancelled into a grab, spotdodge, roll, shield drop, or jump. A jump can then be further cancelled into an aerial, Usmash, or Up Special. All other actions require a 7 frame shield drop to return to a neutral stance followed by the start-up of another move.
- Autocancel - Frequently misused in colloquial speech. Autocancelling truly refers to the frames during an aerial during which you may land and receive normal landing lag rather than the aerial's specific landing lag. These frames occur at the beginning and end of an aerial. Autocancelling is not landing during the middle of an aerial and receiving little lag. That is simply landing a low landing lag aerial, not autocancelling.
- Buffering - Inputting an action during the last 10 frames of most preceding actions. The new action will then take place as soon as possible, i.e. on the IASA frame. Buffering is critical to moving quickly. Most out of shield actions need to be buffered during shieldhitlag and blockstun to occur as quickly as possible.
- Autocancelling vs. Land-cancelling - In terms of frame advantage (both block and hit) for aerials, autocancelling refers to short hopping an aerial and performing it immediately in the air, landing during autocancel frames to receive normal landing lag. Land-cancelling means that the hitbubbles activate the the last possible frame before hitting the ground, experiencing the aerial’s landing lag. Many moves exhibit decent frame advantage when perfectly land-cancelled, such as Falcon’s Nair.
- Animation Duration - Basically useless, tells you how long the animation for a move lasts- although in most cases you can act on the IASA frame, which occurs before the animation completes, so it’s really irrelevant. It is actually a major piece of data for Smash Attacks due to their precharge/postcharge/charge mechanics. For most of you this is absolutely 100% always unimportant.
[collapse=Frame Data]Jab 1
- Start-up 1-6 Frame 7 is pretty slow for a jab. Definitely not a GTFO move.
- Hit-on 7-8
- Cool-down 9-20
- IASA 20
- Earliest Jab Flow 8
- Damage 4
- Block Advantage -13
- Block Advantage on Flow -6 Most characters can shieldgrab you before Jab 2 using grab armor.
- Animation Duration 28
Jab 2
- Start-up 1-5
- Hit-on 6-7
- Cool-down 8-21
- IASA 21
- Earliest Jab Flow 10
- Damage 3
- Block Advantage -14
- Block Advantage on Flow -8 Most characters can shieldgrab you before Jab 3.
- Animation Duration 29
Jab 3
- Start-up 1-5
- Hit-on 6-10
- Cool-down 11-37
- IASA 37
- Damage 5
- Block Advantage -30
- Animation Duration 50
Dash Attack
- Start-up 1-7
- Hit-on 8-11
- Cool-down 12-40
- IASA 40
- Damage (10, 11, 12)
- Block Advantage -29 or -28
- Animation Duration 54
Ftilt
- Start-up 1-14
- Hit-on 15-18
- Cool-down 19-40
- IASA 40
- Damage 13
- Block Advantage -21
- Animation Duration 40
Utilt
- Start-up 1-7
- Hit-on 8-19 Fastest tilt
- Cool-down 20-36
- IASA 36
- Damage 9
- Block Advantage -25
- Animation Duration 42
Dtilt
- Start-up 1-12
- Hit-on 13-14
- Cool-down 15-32
- IASA 32 Shortest tilt
- Damage 12
- Block Advantage -15
- Animation Duration 40
Fsmash 1
- Charge Release 5
- Start-up 1-14
- Hit-on 15-17
- Cool-down 18-49
- IASA 49 Shortest smash if you don't go to Fsmash 2
- Earliest Fsmash Flow 20
- Damage (14, 15)
- Block Advantage -29 or -30
- Block Advantage on Flow -12 or -13
- Animation Duration (precharge) 10
- Animation Duration (postcharge) 51
- Animation Duration (charge) 61
Fsmash 2
- Start-up 1-11
- Hit-on 12-14
- Cool-down 15-50
- IASA 50
- Damage (17, 19, 20)
- Block Advantage -32 or -33
- Animation Duration 61
Usmash
- Charge Release 5
- Start-up 1-9
- Hit-on 10-15, 26-29, 41-45
- Cool-down 46-70
- IASA 70
- Damage 4, 3, (8, 9, 10)
- Block Advantage -26 or -27
- Animation Duration (precharge) 6
- Animation Duration (postcharge) 77
- Animation Duration (charge) 61
Dsmash
- Charge Release 5
- Start-up 1-8 Fastest smash
- Hit-on 9-11, 20-22
- Cool-down 23-50
- IASA 50
- Damage (front hit) (10, 11, 14)
- Damage (front hit) (10, 11)
- Block Advantage (front hit) -37 or -38
- Block Advantage (back hit) -27
- Animation Duration (precharge) 5
- Animation Duration (postcharge) 51
- Animation Duration (charge) 61
Added disclaimer about LC Block Advantage for Aerials:
The frame advantage you have after landing an aerial is dependent on a whole lot of factors, like when you hit with the aerial, how high above the ground you were, if you fastfalled, etc. Some of Link's aerials also twist his frame upwards so even if you begin the move 1 frame of fall above the ground, it may take 3-4 to actually land. To land ASAP and get the best frame advantage, you should fastfall the aerial either before or after the hit. This applies for all aerials, especially Nair and Zair.
Nair
- Start-up 1-6
- Hit-on 7-27 Sex Kick: Strong hit frames 7-8
- Cool-down 28-40
- IASA 40
- Autocancel 1-6, 32+
- Landing Lag 9 Least landing lag of any of Link's aerials
- Damage 10 (strong) 6 (weak)
- LC Block Advantage (strong) -6 These LC numbers are quite good, if you land out of shieldgrab range Nair on block is pretty much 100% safe.
- LC Block Advantage (weak) -7
- Animation Duration 40
- Landing Animation Duration 31
Fair
- Start-up 1-13
- Hit-on 14-15, 26-27
- Cool-down 28-51
- IASA 51
- Autocancel 51+
- Landing Lag 10
- Damage 9, 12
- LC Block Advantage (first hit) -7 Still really safe on block, just space it and don't get shieldgrabbed and you're fine.
- LC Block Advantage (second hit) -6
- Animation Duration 51
- Landing Animation Duration 31
Bair
- Start-up 1-5
- Hit-on 6-9, 18-23 Quickest aerial
- Cool-down 24-31
- IASA 31 Shortest aerial; best for momentum cancelling
- Autocancel 29+
- Landing Lag 10
- Damage 4, 7
- LC Block Advantage (first hit) -9 Again, safe on block from everything except a shieldgrab. Bair wouldn't be bad out of a cross-up.
- LC Block Advantage (second hit) -8
- Animation Duration 50
- Landing Animation Duration 31
Uair
- Start-up 1-10
- Hit-on 11-41 Strong hit 11-13
- Cool-down 42-60
- IASA 60
- Autocancel 1-10, 47+
- Landing Lag 30
- Damage 15 (strong) 13 (weak)
- LC Block Advantage -25
- Animation Duration 70
- Landing Animation Duration 31
Dair In Adventure of Link this was the best move in the game... how things change, huh?
- Start-up 1-13
- Hit-on 14-64 Strong hit 14
- Cool-down 65-80
- IASA 80
- Autocancel 1-9, 65+
- Landing Lag 50 In AoL it had no landing lag. Or start-up. Or anything but amazingness.
- Damage 22 (strong) 18 (weak)
- LC Block Advantage Dair has that bounce mechanic so this number doesn't really exist. It's -43 if you're really curious.
- Animation Duration 90
- Landing Animation Duration 61
- Best KBG (knockback growth) of any of Link's moves, basically means it's his strongest killer.
ZAIR
- Start-up 1-10
- Hit-on 11-16, 23-24
- Cool-down 25-61
- IASA 60
- Autocancel 1-60 Zairs don't have true landing lag, so the landing lag value of "3" is actually Link's normal landing lag which happens anytime during the animation.
- Landing Lag 3
- Damage 4, 6
- LC Block Advantage -1 (strong hit) or -2 (weak hit) Zair moves Link's frame around so that even if you are 1 frame of fall above the ground it will take you a few extra to actually *hit* the ground because Link's body moves up. What this means for you: To approach this absolutely incredibly amazing number, fastfall the Zair.
- Animation Duration 60
Spin Attack
- Hit-on 11-??
Grab
- Start-up 1-11Only a frame slower than Zelda's with much better range. Zelda sucks.
- Hit-on 12-19
- Cool-down 20-86 Miss and you die.
- IASA 86
- Animation Duration 85
Dash Grab
- Start-up 1-13
- Hit-on 14-21
- Cool-down 22-96 Miss and you will surely perish.
- IASA 96
- Animation Duration 95
Pivot Grab
- Start-up 1-14
- Hit-on 15-35
- Cool-down 35-96 Miss and you could get Utilted by Ganon. It hits frame 81, so if he has a good reaction time...
- IASA 96
- Animation Duration 95
Pummel
- Duration 16
Spotdodge Best in the game o.0 spotdodge moar plz kthx
- Invincible 2-20
- IASA 23
Front Roll One of the worst in the game.
- Invincible 4-19
- IASA 38
Back Roll One of the worst in the game.
- Invincible 4-19
- IASA 38
Airdodge Average-to-low in the airdodge tier list.
- Invincible 4-29
- IASA 50
[collapse=OoS Analysis]Remember, shield drop is 7 frames. Taking that and 7 frames of jump lag into account, we have Link's OoS options:
Frames_Move
8 Bomb Throw (well, technically 7, but the bomb starts behind Link and only hits someone right in front of him frame 8. For someone farther away it could be frame 9 or 10)
10 Usmash
11 Spin Attack
12 Grab
13 Bair
14 Nair
14 Jab
15 Utilt
15 Dash Attack
16 Dsmash
18 Uair
18 DACUS
20 Dtilt
21 Buffered Dash Grab
21 Fair
21 Dair
22 Ftilt
22 Fsmash
Using these is easy as pie; however, first you need the frame advantage of something hitting your shield. Since we have Link's own frame advantages here in this thread, let’s use him as an example. Other character’s frame advantage can be found in their respective frame data threads.
What if a ditto Link Dtilted your shield? Looking in this thread, you see Dtilt has an advantage of -15 on block. That negative number is for the hitter- for you, the hittee/hitted, that's 15 frames to do anything! You can do anything on this chart with a number less than or equal to 15. If he doesn't buffer shield, you could even Dsmash him! Obviously, not all OoS options work just because of the frame data- if he Dtilted you from behind, obviously you couldn't grab him. Go forth and punish OoS!
[/collapse]