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APM of Smashers. July Update - The Fastest Peach

RockCrock

Smash Champion
Joined
Nov 16, 2003
Messages
2,688
Location
Play Project: M! Florida
Earlier today, I partook in a discussion about APM (Actions Per Minute). Naturally, someone mentioned how pro StarCraft players have been known to hit 300 or 400 APM. They were also quick to shoot down the notion that a smasher could rival numbers like those during a competitive Smash match. But, that was merely speculation. Afterall, I don't think anyone has ever observed or tabulated the APM a player can attain during a Smash match.


Well, I like statistics, and I’ve got a lot of time on my hands, so I decided to conduct my own experiment. I selected a brief, high-energy, entertaining match between two pros, and counted actions. Ken vs. Isai, match 3 (pkmn stadium), from MOAST3. January 2005.

http://www.youtube.com/watch?v=PqJjZDRS2xc


After four hours of theorizing, tedious tabulations, recounts, and a box of goldfish, I finished counting Isai's entire moveset.

A little bit about my methods: First, I broke down actions into a few general categories, jumps, aerials, l-cancels, shields, and a few others. I then being watching the video and counting Isai’s jumps. It was during this initial viewing that I observed actions which I had not previously expected or planned for (teching, fast falling, DI). Throughout this four hour session, I continually added categories until I was fairly certain I had covered everything. While tabulating, I focused on just one category at a time to ensure accuracy (i.e. I counted all the jumps, then counted all the aerials). I counted individual actions (button inputs or stick movements). Each action falls into only a single category (this ensures that no action is counted twice). The following is the count for ISAI's inputs. Not Ken's, not Ken and Isai’s combined, just Isai’s.


Results:
Player: Isai (Falcon)
Match: http://www.youtube.com/watch?v=PqJjZDRS2xc

• Full jumps, short hops, and double jumps – 111 (wavedashes excluded)
• Dashes – 52 (second hardest, usually used in rapid succession)
• Aerials – 58
• Fast falls – 53 (difficult to count)
• L-cancels – 31
• Shields – 26 (usually so that he could immediately roll)

• DI inputs – 41 (The hardest attribute to measure. I decided the most reliable way to tabulate DIs would be to count the number of times Isai got hit. Being that he is a super-pro, I think it’s safe to assume that he attempted to DI the hits he took. This match is from January of 2005, I can’t comment on the use of smash DI in that year. A more recent match would have additional inputs attributed to smash DI.)

• Successful Grabs/Pummels/Throws – 5/6/5 (+three jump-canceled, one shield grab, one standing) = 19
• Rolls/Air Dodges/Spot Dodges – 13/2/0 = 15
• Missed grabs – 1 (attempted to shield grab, but was out-spaced by Ken)
• B’s – 7 (five Up-Bs, two Raptor Boosts) 7*2 = 14 actions
• Wavedashes (3 actions per) – 2 (2*3 = 6 actions)
• Wavelands – 1, two actions per = 2 actions
• Tilts – 5 (two forward, three down) 5*2 = 10
• Smash attacks – 1 (accidental) * 2 = 2
• Dash attacks – 1 (accidental)
• Techs – 3 (two tech-rolls, one in-place)
• Actions from ground – 3 (two rolls, one attack-up, zero stands)
• Ledge-drops – 6
• Platform drop throughs – 2
• Walls-jumps – 2
• Taunts – 3


Total Actions = 459
Effective Match Time – 2:29

APM = 185


Speculations:
Assuming that 50% of aerials preformed received inputs for spacing that have not already been counted in another category, actions would increase by 29, bringing Isai's recalculated APM to 191.4.

Misc. Observations (not counted towards total actions)
Failed techs – 5 (Isai actually missed more techs than he hit)
Failed l-cancels – 4 (Would you have guessed it to be this many?)
Sweetspot success rate – 100% (3/3, and vs. someone as lethal as Ken’s Marth!)

Why the large difference between aerials (58) and l-cancels (31) you ask? A lot of the times that Isai did an aerial attack, so did Ken. The attacks traded, each player suffered knockback, and hence were not given an opportunity to l-cancel. On other occasions, Isai’s aerials were used in combos above the stage.

There were also a couple things I wasn’t sure how to tabulate (Aerial positioning, Shield shifting, Light shielding, and grab escape mashing.) These things were either too difficult to measure, too precise, or just plain unobservable. Also, I don’t really have a category for miscellaneous actions; at one point in the match, Isai’s Falcon turns left to right a few times (signifying a failed dash-dance).

Side Notes:
This is an old match. Over four years old. That's longer than most smashers have been playing. I've heard claims that the metagame has become more technical, I can't say whether or not there is truth to that. My hunch, however, is that tabulating the actions from a different match would NOT yield a significant difference in APM. A slight difference? Sure, fine, ok. But I would have trouble believing anything outside the range of 30 APM. A player like Silent Wolf who has fast hands, employs a technical style, and uses a character with high technical potential may break the mold. Maybe I’ll tabulate one of his matches.

Another factor that may influence APM is character choice. Is a Samus going to input as much as a Falco? But, it’s more complex than that. Play style is also a contender. Look at modern speedy, techy, M2K compared to Azen's smash-spamming style. It’s the same character played on opposite spectrums. In the end though, are they that different? A win is a win.

I’m pretty satisfied with the accuracy of this data. I put time into this, and was thorough in as may areas as I could be. I’d say that any of the above statistics are between 80 and 90 percent accurate. If you are skeptical, I would welcome your own observations.

Conclusion: O.K., Smashers don't rack up as many actions as SC players. But any claims made before this post were based on thin air, and assumed to be a load of crap. It may now be said with certainty that smashers go to town on their controllers. 446 actions in a single two and a half minute match. If you played ten matches in half an hour, you would have input an average of 4,460 commands. Spend 10 hours at a tournament or smashfest? You might be looking at over 50,000 actions in a day. Maybe now people will practice finger stretching before a match.


The following data was collected by Hazygoose:
Code:
[color=red][size=3][b]Player: DaShizWiz (Falco)[/b][/color]
[color=red]Match:[/color] [url]http://www.youtube.com/watch?v=Qna80MbcAAc[/url][/size][size=2]
Full jumps, short hops, and double jumps: 132x1 = [B]132[/B]
Dashes/walks – 64x1 = [B]64[/B]
Aerials – 57x1 = [B]57[/B]
Fast falls – 74x1 = [B]74[/B]
L-cancels – [B]53[/B]
Shields – [B]14[/B]
rolls - 7: (3 from shield, 4 out) 3x1+4x2 = [B]11[/B]
air dodge - 1x1 = [B]1[/B]
spot dodge - 3x2 = [B]6[/B]
grabs - 3x2 = [B]6[/B]
pummels - [B]0[/B]
throws - 3x1 = [B]3[/B]
di inputs - 41x1 = [B]41[/B]
up or side+bs - 11x2 = [B]22[/B]
lazers - 46 (45 came out, 1 interupted)x1 = [B]46[/B]
SHL turn around - 3x1 = [B]3[/B]
shines - 24x2 = [B]48[/B]
wavedashes - 14x3 = [B]42[/B]
wavelands - 2x2 = [B]4[/B]
tilts/smsahes - 14x2 = [B]28[/B]
dash attacks/jabs - 2x1 = [B]2[/B]
standing techs - 2x1 = [B]2[/B]
rolling techs - 2x2 = [B]4[/B]
get ups - 2x1 = [B]2[/B]
ledge drops - 11x1 = [B]11[/B]
platform drops - 7x1 = [B]7[/B]
wall jumps - 0
taunts - 0[/size]

[b][SIZE="4"]Total match time: 3:09
Active match time (match time minus time spent idle/up+b'ing/dead): ~3:00
Total inputs: 683[/SIZE][/b]

[SIZE="4"][COLOR="Red"][b]Effective APM = 228[/b][/COLOR][/SIZE]
The following data was collected by Phoenix~Lament:http://www.smashboards.com/showthread.php?p=7745694#post7745694http://www.smashboards.com/showthread.php?p=7745694#post7745694
Code:
[color=red][url]http://www.youtube.com/watch?v=_AvxvNjnHJk[/url][/color]

I counted APM for [size=4][color=red][b]Axe[/b][/color][/size], the purple fox who won. 

Start Time 0:03

Short Hop
Move Right
Fast Fall
Short Hop
Move Right
Fast Fall
Short Hop
Laser
Fast Fall
Dash Dance (6 dashes)
JC Grab (2)
Up throw 
Up SMash (2)
Dash
Up Smash (2)
TUrn Around
Up Smash (2)
Dash
Jump
Move Right
Neutral Air
L-Cancel
Walk
TUrn Around
Wavedash (3)
Shine (2)
Jump
Fast fall
Crouch
Wavedash (3)
Roll (2)

46

End First Stock (0:15)

Jump
Move Left
Double Jump
Fastfall
Waveland
Jump
Fast fall
Dash
Jump
Shine (2)
Jump
Waveland (2)
Move left
Firefox ledge cancel  (2)
Jump
Move right
Fast fall
Down-air (2)
L-cancel
JC Grab (2)
Throw left
Jump
Move left
Shine (2)
Turn around
Jump
Fast fall
Move right
Dash
JC Grab (2)
Throw left
TUrn Around
Jump
Fast fall
Move Left
Move Right
Shine (2)
Jump
Fast fall
Move left
Firefox ledge cancel  (2)
Down
Shine (2)
Jump
Fast fall
Move right
Waveland to the left (2)
Four shuffled u-airs (5 each)
Wavedash left (3)
Move left
Firefox Ledge cancel (2)
Jump
Laser twice
Move right
Jump
Shine (2)
Shine (2)
Jump
Fast fall
Laser x3
Jump
Shine (2)
Jump
Laser x3
Jump
Move right
Laser x2
Fast fall

110

Dashdance (2 dashes)
JC Grab (2)
Up throw
Jump
Up air (2)
L-cancel
Up smash (2)
Turn around
JC Grab (2)
Up throw
Dash
Up smash (2)
Move left
Shine (2)
Jump
Move left
N-air
L-cancel
Shine (2)
Jump
Fast fall
Move left
Shine (2)
Jump
B-air (2)
Fast fall
L-cancel
Jump right
Double jump
Fast fall
Dash right
Dash Left 
Pivot Grab (2)
Jab
Dash
Shuffled N-air right (4)
Shine (2)
Short hop right (2)
Turn around
Dash
Up smash (2)

58

-
Wavedash left (3)
Dash left
Dash right
SHuffled u-air (5)
Dash right, dash left
Shuffled u-air (5)
Shine (2)
Shuffled n-air (4)
Shine (2)
Shuffled d-air (5)
Shine (2)
Jump
Shine (2)
Jump
Waveland left (2)
Dash left
Jump
Fast fall
Dash left
Dash Right
Wavedash left (3)
Jump
Move left off ledge
Firefox ledg ecancel  (2)
Jump
Move right 
D-air 
Fastfall
L-cancel to shield
Spot dodge
Full hop fast fell dair L cancel (5)
Shine
JUmp
Move left
Fast fall
Jump
Neutral Air
L-Cancel 
Shine (2)
Jump
Shine (2)
Jump
Move Right
Fast fall
Jump
Fast fell L-cancelled N-air (3)
SHine (2)
Fast fell L-cancelled B-air (5)
Jump
Move left
Fast fall
Down 
Shine
Jump
Fast fell L-canceled Nair (3)
Wavedash left (3)

97

End time 1:05

Total actions: 311

311 x (60/62) = [size=4][color=red][b]301 apm for Axe[/b][/size][/color]

[size=2][url]http://www.youtube.com/watch?v=_AvxvNjnHJk[/url]

Some brief notes: Yes, 301 apm is insanely high and yes, I counted actions differently than you guys all did, but it should work out to be the same.  Axe never really stood still, especially between stocks, and never had to do much recovering making his APM much higher than that of most other players.

Also, Fox is a much faster character and requires a much higher APM than Captain Falcon, so using Captain Falcon to compare APM with other games (if that's even a valid comparison) is a poor choice in character :P[/size]
The following data was collected by Ocho(*8*):
Code:
So I decided to do one of these myself. The match I used was Darkrain vs. Jman 1 from Event 52, 5/24/2009. 

[color=red]http://www.youtube.com/watch?v=5Z80kR5tcGY[/color] I found [b][color=red][size=4]Darkrain’s[/b][/color][/size] APM. 

It was an exciting, fast-paced match of average legnth. I think you might get some interesting insights from comparing Darkrain and Isai’s actions. 

SO:

Jumps: 81

Dashes : 110

Aerial DI (This isn’t DI, I can’t remember what its really called. I counted it whenever Darkrain jumped forwards and slowed down or when Darkrain jumped backwards from a standing position. Also when he adjusted his position to sweetspot his Up-B. Basically whenever he clearly moved the control stick while in the air. The other APMs didn’t take this into account and I think that was a mistake): 47

Aerials (assume 1 input): 70

Fast Falls: 63

L-cancels: 65

DI Inputs (number of times hit): 19

Sheilds : 16

Grabs/ Throws: JCGT – 12 x 3 = 36
GT – 4 x2 = 8 
JCGM – 3 x2 = 6
GM – 1 x 1 = 1
Total Inputthrows = 51

Rolls: 6 x 2 = 12 inputs

Air Dodge: 0

Spot Dodge: 0

Specials: Neutral: 0
Side: 0
Down: 3
Up: 5
Inputs – 8 x 2 = 16

Wavedashes: 12 x 3 = 36 inputs

Wavelands: 0

Tilts: 1 x 2 = 2 inputs

Taunts, Smashes, Dash attacks, platform drop-throughs (FD), walljumps : 0

Techs : Side – 1 
Up – 2
Inputs = 4

Actions from the ground: Roll – 1, stand – 0, attack - 0, 1 input

Actions from ledge : Ledge Drops – 8 x 2 = 16
Rolls = 2
Stand - 1 
Attack – 0
Inputs – 19

Jabs (the APM for Isai forgot jabs I think): 17 inputs (I took into account whether he jabbed once, twice, or trice but didn’t record it, sorry)

Total Inputs = 546

Match Time = 2:33 = 2.55 minutes

[size=4][b][color=red]Estimated APM = 214 [/color][/b][/size]

Notes: My method of collecting data was most similar to the one for Isai. I used the whole match (from the game’s timer) and didn’t count idle time or anything like the one for Shiz. 

Notes on accuracy: These categories were difficult to count: DI, Aerial DI, Dashes, Fast falls, and Jumps. I feel that I definetely errored on the side of giving Darkrain a lower APM then he actually has, for example there were several instances where Darkrain sweetspotted the ledge with Up-B and Jman attempted to downsmash edgegaurd.
When this happened Darkrain probably pre-emptive teched and SDI’ed towards the stage and none of that got counted. And besides that If I wasn’t sure then I just didn’t count it like when he was dash-dancing around faster then my eye could really follow.
I would really say this was like, the minimum APM for that match. 

I think I had more to say that I can't remember now...
The following data was collected by Jihnsius:http://www.smashboards.com/showthread.php?p=7798717#post7798717http://www.smashboards.com/showthread.php?p=7798717#post7798717
Code:
Excuse the long post and random changes in shorthand, here goes a breakdown of a [color=red][size=4][b]Pink Shinobi[/b][/color][/size] match. Scroll to the bottom for total APM.

I took into account almost every single noticeable control stick input and counted all downsmashes as c-stick while holding down on control stick, unless a crouch was noticeable beforehand, in which case I counted them seperately (two inputs any way you look at it.)

As for DI, I did not count any hit received as having DI input as each hit was during some other form of input, no hit was able to be readily prepared for.

[color=red][url]http://www.youtube.com/watch?v=jo0EPliWvH4[/url][/color]
Pink Shinobi (Peach) vs SilentSpectre (Falcon) 2.4
Battlefield
starts at 0:23
ends at 3:50
total 3:37


right
left
right
right
left
getup
spot dodge (2)
crouch
crouch
downsmash
jump
air dodge back (2)
spot dodge (2)
crouch
crouch
dsmash
dsmash
dsmash
lost stock 0:34, 21 actions
114 APM

down
left
float (2)
fair (2)
ff
right
float (2)
bair (2)
ff
right
jump
dj
bair
lc
right
wd (3)
right
jump
fair (2)
lc
left
wd (2)
left
fc (3)
dair (2)
dsmash
left
jump 
nair
right
dj
waveland
right
float
nair
ff
jab
if nair ff (5)
right
dash attack
left
crouch
dsmash
left
jump
float
left
fair (2)
ff
right
jump
nair
ff
lc
wd (3)
right
if dair ff (5)
jump
left
bair (2)
ff
lc
jab
jump
nair
roll
left
wd (3)
if fair ff (6)
if nair ff (6)
left
crouch
jump
left
dj
right
float
fair (2)
right
ff
right
jump
left
float
left
ff
ledge attack
right
shield
up-b (2)
attempt ff
up-b (2)
right
ff
right
tilt (2)
left
if nair back ff (7)
right
down b (2)
left
up turnip
down b (2)
jump
back
ff
left
right
left
techroll left (2)
shieldroll right (2)
platform drop
smashthrow turnip left
ff
if nair ff (6)
jab
if nair ff (6)
jump
nair 
left
float 
nair 
ff 
left
jump 
bair (2)
right
lc
crouch 
dsmash
shield
shieldgrab
upthrow
tilt (2)
left
ff 
nair 
lc
shield
spot dodge
crouch
dsmash
left
if dair ff (5)
jab jab (2)
jump 
right
ff
right
left
right
if bair ff (5)
left
if fair ff (5)
right
dsmash (2)
spot dodge
if (3)
left
if nair ff (5)
right
dash attack
left
if nair ff (5)
down-b (2)
right
shield
roll left
shield
uthrow turnip
shield
if (2)
right 
left
bair
ff
right
left
right 
left 
right 
left
if nair -reverse- ff (6)
left
if (2)
right
shield
jump 
left
dj 
right
left
bair
lost stock 1:48, 287 actions
240APM

left
down
dj 
right 
bair
ff 
lc
right
if fair ff (5)
jump 
left 
nair 
ff 
lc
left 
right
if (2)
left
right
dj
up-b (2)
right
cc
dsmash
j
left
dj 
right
float (2)
left
bair (2)
ff 
right
j 
left
dj 
right
float (2)
left
right
bair (2)
right
ff
left
right
if right ff (4)
j 
nair 
right 
lc
down b
j 
left 
float
turnip down (2)
dj 
right
left
jab jab (2)
if dair (4)
left 
right
j 
nair
dj 
right 
dair (2)
lc
shield
j 
right 
float
dair (2)
right 
ff
spot dodge (2)
dsmash (2)
down-b (2)
ss lost second stock 2:18, 2-2, 102 actions

throw turnip up
if nair right ff (6)
right
left
wd (2)
left 
right 
left
jump
air dodge down (2)
spot dodge (2)
right
if left bair ff (5)
dsmash (2)
right
left
dj
right
dj
up-b (2)
right
untumble (2)
dair (2)
right
shield
jump
left
dj 
right
fair (2)
lc
crouch
jump 
left
dj 
right
bair (2)
right
lc
shield roll right (2)
right
bair (2)
left
lc
dsmash (2)
if nair right ff (5)
left
bair (2)
lc
left
dash attack
if nair ff (5)
right
wd (2)
right 
left
getup
jump 
left
dj 
bair (2)
right 
lc
untumble (2)
shield
j 
left
-
dj 
right
left 
right
dj 
left 
bair (2)
lc
dsmash (2)
right
dj 
left 
bair (2)
jump 
left
lost 3rd stock 2:59, 118 actions
stock time = 1:11
220 actions
186 APM

left
jump 
float
down 
right
bair (2)
lc
left
jump 
bair (2)
left
dj 
right 
bair (2)
lc
left
if (2)
nair 
lc
shield
right
dj
left
float (2)
right
dair (2)
left
bair (2)
right
ff
right
if nair ff (5)
right
j 
nair 
right 
left
dj 
bair (2)
left
ff 
lc
right
left 
if nair ff (5)
left
if 
left 
right 
left 
fair (2)
right 
bair (2)
ff
wd (2)
down-b (2)
uthrow turnip
wd (3)
wd (3)
wd (3)
wd (3)
wd (3)
l 
r 
r 
l 
sdodge (2)
r 
l 
r 
l 
shield
shield
sdodge
getup
left
dj 
right
float (2)
l 
r 
l
roll
r
dsmash (2)
l 
dsmash (2)
r 
dash attack
r 
dash attack
jab jab (2)
if (3)
nair 
right 
left 
bair (2)
dj
r 
l
air dodge l (2)
ff 
r 
l
j 
nair
dj 
float (2)
left 
dair (2)
ff
r 
if nair ff (6)
if nair ff (5)
jab
if nair ff (5)
l
if (2)
dair
nair 
ff
l
j 
nair
l 
r
dj 
float (2)
fair (2)
ff 
r
sdodge (2)
dsmash (2)
j 
left 
ff 
dj 
r 
float (2)
l 
r 
ff
pink shinobi wins at 3:50, 213 actions
181 APM

741 actions total
3:50 - 0:23 = 3:27
3.45 total minutes
[color=red][size=4][b]214 APM total.[/color][/size][/b]

I'd also like to point out something that deserves recognition in Pink Shinobi's case.
He's one of the very few players I've seen capable of doing near perfect instant float nairs while retaining momentum.
The input for that would be: dash (left/right), jump (x/y), float (down), neutral control stick, A, fastfall (down), resume dash (left/right), all done within a quarter of a second or so.
At that rate, in the shield pressure he does, peak APM wfould be around 1,500!!
The following data was collected by channlsrfr:http://www.smashboards.com/showthread.php?p=7801854#post7801854http://www.smashboards.com/showthread.php?p=7801854#post7801854
Code:
[color=red][size=2][b]http://www.youtube.com/watch?v=X-sCulYfA9A[/color][/size][/b]

I tracked [color=red][size=4][b]Ken’s[/color][/size][/b] actions (Marth). I gave credit for DI when either (a) it was obvious, or (b) when I was fairly sure given the timing that Ken would have DI’d. I gave him one action in each instance – this may be conservative, as he may have used both sticks.

As far as DI related to aerial placement, I only counted it if it was obvious.

There was one instance when Ken wiggled out of a tumble – I erred on the low side and gave him 2 actions for it.

In general, I used my judgment and credited what I thought was accurate. 


Right
ff
Fair 
l
Right
JC grab (2)
D-tilt (2)
j
Nair
ff
l
Right
JC grab (2)
Right
Left
j
Fair
ff
Fair
l
U-tilt (2)
j
Nair
ff
l
Left
Down
Grab
Side-B (5)
DI left
Fair
(Attempted) lc
Fair
L
U-tilt (2)
DI left 
Fair
ff
l
dj
dodge right (2)
Up-B (2)
Ff


End of 1st stock @ 7:41 remaining
Actions during first stock = 53

Right
Ff
Fsmash
Grab
Cc
d-tilt (down already input from cc)
left
JC grab (2)
Roll right (2)
Grab
Tap a
U-throw
F-smash
Left
Shield
J
Fair
Ff
L
Left
JC grab (2)
Tap a
U-throw
J
Left
Fair
Fair
Ff
L
Left
J
Fair
Ff
Dair
Dj
Side-b (2)


End of 2nd stock @ 7:26 remaining
Actions during second stock = 40

Ff
Left
Grab
J
Nair
Ff
L
J
Dj
Left
Fair
Ff
Fair
L
Roll right (2) 
Grab
Cc
d-tilt
right
side-b’s (3)
j
Nair
Ff
L
Grab
Tap a
U-throw
Right
u-tilt (2) 
left
U-tilt (2)
Left
Dc
Fsmash
Grab
Tap a
U-throw
Right
Fsmash
Block
Roll
u-tilt (2) 
left
dc
fsmash
DI right
Left
Down
Dair
Ff
L
Right
J
Nair 
Ff
L
Fsmash
Down
d-tilt
a
shield
j
nair
l
left
fair
ff 
l
left
right
JC grab (2)
Tap a
U-throw
Right
J
Fair
Ff
Dj
Bair (2) 
L
Left
Ff
Stand up
Right
u-tilt (2)
grab
j
nair
ff
l 
right
j
fair
ff
l
left
right
left
right
d-tilt (2)
side-b’s (4)
right
left
j 
right
j
left
fair
WD (3)
Left
Right (turn only)
Right (dash)
J
Bair
Left
Fair 
L
DI right
Fair
DI right
Wiggling out of tumble (2)
Ff
Fair
L
DI right
Left
Side-b
Side-b
Dj
Fair 
Ff
Fsmash
WD (3) 
Fsmash
DI right
Bair
Ff
L
Left
Ff
left
J
Dj 
right
Nair
Ff
J
Right
Ff
Right
Tap a
d-tilt (2)
right
fsmash
left
j 
nair
ff
l
sdodge
DI left
Side-b
Side-b
Side-b
Dj
Nair
Up-b (2)
Right
Dj
Dodge down (2)
Ff


End of 3rd stock @ 6:11 remaining
Actions during 3rd stock = 190


Ff
Right
Down
Ff
Left
Fair
L
Right
Left
Right
Left
Right
Jc grab (2) 
Tap a
F-throw
Fsmash
f-tilt (2)
left
jc grab (2)
left
j
fair
ff
left 
tap a
d tilt (2)
stand up
right 
u-tilt (2)
right 
j
nair
ff
l
right
left
j
fair
ff
l 
WD (3)
J
Right
Ff
Left
J
Dj
Dodge down (2)
Right
Down 
Shield
Grab
Tap a
u-throw
left
grab
tap a
u-throw
grab
tap a
u-throw
grab
tap a 
u-throw
right
grab
tap a
u-throw
u-tilt
right
JC grab (2)
Tap a
u-throw
u-tilt 
fsmash
left
ff
fair
l
down
fair
down
l
left (small step)
left (dash)
j
fair
ff
fair
dj
up-b (2)
left
dj
right
bair
l
left 
down
right
left
fsmash
right
j
nair
ff
l
right
left
WD (3)
Left
J
Dj 
Waveland (2)
Ff
Left
J
Nair
Right
Shield
Grab
Dj
Left
Side-b
Right
Dj
Left
Fair
Ff 
Shield
Roll
Left
Right
Left
Right
Jc grab (2) 
Tap a
u-throw
left
grab
tap a 
u-throw
u-tilt
u-tilt
right
u-tilt (2)
left
shield
grab
tap a
u-throw
right
u-tilt (2)
left
fsmash 
WD (3)
Tap a
Left
Tap a (dash attack)
DI right
Tech (in place)
Down
ff
Dair
L
Left
Fsmash
Left
Right
Fsmash
Down
d-tilt
WD (3)
Tap a
Shield
Grab
Roll right (2) 
Tap a
Left
Shield
J
Fair
Ff
L
Left
Jc grab (2)
Shield
J
Right
Ff
Right
Left
Fsmash
Right 


End of Game @ 5:00 remaining
Actions used during 4th stock = 216


Total match time = 3:00
Total actions = 499

[color=red][size=4][b]APM = 166[/color][/size][/b]


Sort of confirms my thoughts about Marth as a character, although – as Jihnsius mentioned – part of it reflects Ken’s style. Smaller variables that may affect it include (a) the metagame, as it changes over time, and (b) the stage. 

I actually think a bigger stage would push APM slightly higher in the case of Fox and Marth.
My reasoning here is that, when on opposite sides of the stage, players’ idle time is often spent Shffl’ing or laser-spamming – these are high-APM activities.
A smaller stage forces quicker entry into close combat, which will force more defensive time and therefore lower APM.
The following data was collected by Wuss:
Code:
I decided to make my own contribution to this thread. I analyzed [color=red][size=4][b]zhu's[/b][/color][/size] apm in his first game against Hungrybox from their set at genesis.
[color=red]http://www.youtube.com/watch?v=eKvgyiBaZYo[/color]

If you don't want to see all of the actions listed:
grand total: 488 actions
match time: 2 minutes 11 seconds (2.18 minutes)
[color=red][size=4][b]APM: 224[/b][/color][/size]

Otherwise, here are all of the actions as I recorded them. Some notes, I counted airials as one input because i figure he uses the c stick. Everything else should go along with the rest of the theory. I did another fox because I thought it would be a good idea to have a legitimately pro fox in a high stakes match.

dash right
drop
jump
laser
laser
dash right
jump
neutral air
DI right
crouch
jump
Di right
dair
fast fall
l cancel
jump
dash right
crouch
jump 
back air
l cancel
DI right
tech in place
shield
jump
dash left
dash right
tech left
jab (part 1)
jab (part 2)
dash 
dash grab
dash left
dash right
short hop
nair
fast fall
l cancel
shield
jump
back air
l cancel (held for shield)
short hop
DI left
back air 
l cancel
dash right
dash left
jump cancelled grab
up throw
jump
double jump
back air
l cancelled
dash left
fast fall
dash right
jump
back air
fast fall
l cancel
dash left
short hop
laser
jump
double jump
fast fall
shield
short hop
Di back
back air
shield
wave dash back
jump
DI left
fast fall
dash left
dash right
dash left
wave dash back
dash right
get up roll left
dash right
dash attack
dash right
dash left
jump 
double jump
Di right
back air
fast fall
l cancel
dash right
fast fall
dash left 
shield
wave dash forward
dash right
jump
double jump
Di left
back air
l cancel
dash forward
neutral air
l cancel
dash right
dash left
wave dash forward
dash left
dash right
jump
double jump
neutral air
Di forward
l cancel (held for shield)
roll back
short hop
Di back
back air
l cancel
tech straight up
dash left
jump cancelled grab
shield grab
up throw
dash right
jump
double jump
up air
dash left
wave dash forward
dash left
short hop
turn around laser
fast fall
dash right
short hop
laser
fast fall
shield
short hop
Di forward
fast fall
l cancel
dash left
dash attack
dash right
shield
wave dash back
dash forward
jump
double jump
Di left
fast fall
dash left
turn around
DI right
jump
air dodge upwards and right
fast fall
Di right
jump
up b
Di's the up b right
dash right
jump
double jump
up air
dash right
dash left
jump
Di right
back air
fast fall
l cancel
dash right
laser
laser
dash right
dash left
midair jump
fast fall
dash left
short hop
turn around laser
dash right
shield
short hop
fast fall
laser
dash forward
short hop
DI right
jump
forward b

total: 217

fast fall
dash right
charged running up smash
jump
back air
DI left
l cancel
dash left
short hop
turn around laser
laser
dash left
dash right
dash left
dash right
wave dash back
dash right
turnaround left
turnaround right
dash right
dash left
shine
jump
fast fall
dash right
dash left
dash right
jump cancelled grab
down throw
dash left
pivot right
spot dodge
jump
crouch
dash right
short hop
fast fall
turnaround
up tilt
dash right
dash left
short hop
fast fall
dash right
wave dash back
up tilt
dash right
jump
double jump
wave land
down air
fast fall
dash left
fast fall
shine
jump
nair
l cancel
dash left
dash right
dash left
wave dash in place
dash left
dash right
short hop
laser
fast fall
wave dash in place
dash left
dash right
jump
fast fall
dash left
shield
jump
fast fall
dash left
dash right
jump cancelled grab
up throw
jump 
double jump
back air
DI left
crouch
dash right
short hop
fast fall
crouch
jab
roll left
drop from ledge
jump
forward b
DI left

total: 113

Fast fall
dash right
jump
up air
fast fall
l cancel
dash left
short hop
fast fall
dash left
dash right
dash right
jump cancelled grab
up throw
dash right
jump
double jump
up air
dash left
jump
back air
fast fall
l cancel
dash left
fast fall
dash left
dash right
jump
fast fall
back air
l cancel
dash right
dash left
dash attack
DI right
jump
DI right
up b
up b (straight up)
DI left

total: 43

fast fall
dash left
fast fall
dash left
dash right
wave dash forward
dash left
dash right
dash left
wave dash back
dash right
dash left
grab
down throw
up tilt
dash right
jump
neutral air
l cancel
charged up smash
dash right
jump cancelled grab
up throw
dash right
jump
double jump
up air
Di left
dash left
jump
turnaround laser
laser
laser
jump
double jump
laser
laser
laser
jump
laser
laser
fast fall
dash left
dash right
crouch
jump
fast fall
shine
jump
neutral air
dash right
running up smash
dash left
turnaround laser
laser
dash left
dash right
short hop
fast fall
waveland back
turn around
short hop 
nair
fast fall
l cancel
jump
nair
fast fall
l cancel
dash left
dash right
short hop
down air
fast fall
l cancel
dash left
short hop
nair
fast fall
l cancel
turnaround
wave dash forward (into walk)
shield
wave dash back out of shield
jump
DI forward
fast fall
crouch
shield
roll left
DI left
Jump
DI right
forward b
DI left
jump
forward b

total: 115

grand total: 488 actions
match time: 2 minutes 11 seconds (2.18 minutes)

[color=red][size=4][b]APM: 224[/color][/size][/b]
The following data was collected by stabbedbyanipple:
Code:
[b][color=red][size=4]cactuar's Apm[/b][/color][/size]

So I Decided To Do Cactuar's Apm Because He Is Known For Just Doing What He Needs To And Making It Work. 

I Used This Match, http://www.youtube.com/watch?v=zgwwkxwtf1o Because It Seems To Exemplify What Cactuar Does, Even If It Is A Bit Old.

As For All The Aerials, I Assumed That He Uses The C-stick And Not The A Button So That May Lower His Apm A Tiny Bit. 

For Di I Assumed He Di'd Every Hit But He Was Only Hit A Handful Of Times So It Wouldn't Affect His Apm By Much, Even If He Didn't Di Them.

If You Don't Want To See All Of The Actions Listed:
Grand Total: 610 Actions
Match Time: 1 Minutes 59 Seconds 

[b][color=red][size=4]apm: 305[/b][/color][/size]

Start 0:01

Fast Fall
Full Hop
Wave Land (2)
Dash Left
Short Hop 
Neutral B
Short Hop
Wave Land (2)
Full Hop
Turn Around Neutral B (2)
Short Hop
Neutral B
Dash Right
Dash Left
Shield 
Short Hop Right (2)
Fast Falled Bair (2)
L Cancel
Dash Left
Dash Right
Shffl'd Nair (4)
Waveshine Right(5)
Short Hop
Turn Around Neutral B (2)
Dash Left
Dash Right
Dash Left
Shffl'd Nair (4)
Shine (2)
Short Hop
Di First Hit Of Falcon's Nair
Spot Dodge (2)
Short Hop Left
Fast Falled Nair (2)
L Cancel
Turn Around Shine (3)
Dash Right
Shffl'd Nair (4)
Waveshine Right (5)
Jab
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Wave Dash Left (3)
Dash Right
Shffl'd Nair (4)
Shield
Wavedash Left (3)
Dash Right
Wave Dash Left (3)
Dash Right 
Dash Left
Shffl'd Nair (4)
Dash Left
Dash Right 
Wavedash Left (3)
Short Hop
Fast Fall
Usmash
Wavedash Left (3)
Dash Left
Dash Right
Jc Grab (2)
Dash Left
Short Hop
Jab
Dash Left
Dash Right
Wavedash Down (3)
Short Hop Right (2)
Usmash
Dash Left
Short Hop
Neutral B
Fast Fall
Shine (2)
Full Hop Nair (2)
Fast Fall
L Cancel
Full Hop Nair (2)
Fast Fall
L Cancel
Jab
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel
Dash Left
Wave Dash Right (3)
Dash Left
Di Falcon's Love Tap Knee
Shine (2)
Dash Left
Shine (2)
Full Hop
Di Falcon's Up B
Walk Left
Full Hop Bair Right (3)
Fast Fall
L Cancel
Dash Left
Dash Right
Short Hop
Neutral B
Fast Fall
Dash Right
Full Hop Nair (2)
L Cancel
Platform Drop Bair (2)
L Cancel
Short Hop Left (2)
Neutral B
Fast Fall
Dash Left
Wave Dash Left (3)
Dash Left
Dash Right
Short Hop Left (2)

Time Of Scar's First Death: 0:34
Total Actions: 186

Ledge Drop
Second Jump Right (2)
Dair
L Cancel
Dash Right
Dash Left 
Dash Right
Dash Left 
Dash Right
Dash Left
Dash Right
Shffl'd Uair (4)
Dash Right
Dash Left
Full Hop Right (2)
Short Hop Left (2)
Fast Fall
Wavedash Down (3)
Dash Left
Dash Left 
Dash Right
Shffl'd Nair (4)
Dash Right
Dash Left
Shield
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel
Short Hop
Di First Hit Of Falcon's Nair
Di Second Hit Of Falcon's Nair
Get Up
Di Falcon's Dthrow
Roll Left
Shield Roll Left (2)
Dash Left 
Dash Right
Short Hop Right (2)
Double Jump 
Wave Land Left (2)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Short Hop
Turn Around Neutral B (2)
Fast Fall
Short Hop Left (2)
Full Hop Nair Left (3)
Platform Drop Bair (2)
L Cancel
Shine (2)
Short Hop Right (2)
Shield
Di Falcon's Uthrow
Tech Roll Left (2)
Spot Dodge (2)
Shine (2)
Second Jump
Up B Down Right (3)
Shine (2)
Second Jump Right (2)
Short Hop Right (2)
Waveland Right (3)

Time Of Scar's Second Death: 0:55
Total Actions: 284

Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Dash Right
Dash Left
Short Hop
Fast Fall
Pivot (2)
Wavedash Left (3)
Dash Left 
Dash Right
Short Hop
Wave Land Left (2)
Jump
Double Jump Right (2)
Air Dodge Down Right (2)
Shield 
Short Hop
Shffl'd Dair (4)
Turn Around Waveshine Left (6)

1 Minute Mark
Total Actions: 320

Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Jump 
Double Jump
Fast Fall
Jab
Shffl'd Nair (4)
Waveshine Down (5)
Full Hop Waveland Down (3)
Platform Drop Bair (3)
Jab
Dash Left
Dash Right
Shffl'd Nair (4)
Jab
Dash Right
Full Hop Nair (3)
Jump
Shine (2)
Second Jump Nair Left (3)
Fast Fall
L Cancel
Neutral B
Short Hop Left (2)
Fast Fall
Double Jump Left (2)
Fast Falled Bair (2)
L Cancel
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Full Hop
Waveland Left (3)
Dash Right
Dash Left
Fast Falled Nair (2)
L Cancel
Dash Left
Short Hop
Turn Around Neutral B (2)
Dash Left
Dash Right
Shffl'd Nair (4)
Dash Left
Dash Right
Shffl'd Nair (4)
Walk Right
Wavedash Down (3)
Wave Dash Left (3)
Wave Dash Right (3)
Wavedash Left (3)
Dash Right
Wavedash Left (3)
Dash Left
Dash Right
Shffl'd Nair (4)
Shine (2)
Full Hop Bair Left (3)
L Cancel
Walk Right
Turn Around
Full Hop Right (2)

Time Of Scar's Third Death: 1:22
Total Actions: 437

Ledge Drop
Double Jump
Fast Falled Dair (2)
L Cancel
Dash Left
Dash Right
Wavedash Left (3)
Short Hop Left (2)
Full Hop Left (2)
Fast Fall
Dash Left
Dash Right
Dash Left
Dash Right
Full Hop Bair (2)
L Cancel
Dash Right
Dash Left
Short Hop
Waveland Right (2)
Dash Right
Dash Left
Shffl'd Nair (4)
Turn Around Shine (3)
Dash Right
Shield
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Side Step (2)
Turn Around
Di Falcon's Bair
Double Jump
Side B (2)
Ledge Drop
Double Jump Fast Falled Nair Left (4)
L Cancel
Shine (2)
Short Hop
Double Jump Left (2)
Dash Left
Fast Falled Bair (2)
L Cancel
Dash Left
Dash Right
Shffl'd Nair (4)
Dash Left
Dash Right
Dash Left
Dash Right
Shffl'd Nair (4)
Shine (2)
Jump
Double Jump Left (2)
Fast Fall
Dash Left
Full Hop Nair (2)
Fast Fall
L Cancel
Shffl'd Nair (4)
Shine (2)
Dash Right
Jump
Double Jump
Fast Falled Bair (2)
L Cancel
Dash Right
Shield
Shield Roll Right
Full Hop Nair Left (3)
Fast Fall
L Cancel
Dash Left
Shield
Short Hop
Shffl'd Nair (4)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Shine (2)
Shffl'd Nair (4)
Dash Left
Wavedash Right (3)
Dash Right
Dash Left
Dash Right
Dash Left
Wavedash Right (3)
Short Hop Left (2)
Fast Falled Bair (2)
L Cancel
Short Hop
Turn Around Neutral B (2)
Dash Right
Shffl'd Nair (4)
Shield
Dash Left
Dash Right
Full Hop Nair Right (3)
Fast Fall
L Cancel
Turn Around
Full Hop Left (2)
Double Jump Bair (2)
Ledge Drop
Double Jump Left
Fast Falled Dair (2)
L Cancel
Wavedash Right (3)
Ledge Drop
Double Jump

End Of Match 1:59
Total Actions: 610
[b][color=red][size=4]APM: 305[/b][/color][/size]

Jumps: 81

Wavedashes: 13

Waveshines: 4

Wavelands: 8

Dash: 103

L Cancels: 32

Nairs: 39

Bairs: 13

Uairs: 1

Dairs: 4

Shield: 11

Shield Rolls: 4

Spot Dodges: 2

Air Dodges: 1

Grabs: 1

Di Inputs: 8

Fast Falls: 38

Up B: 1

Side B: 1

Neutral Bs: 11

Shines: 19

Techs: 1

Usmash: 2

Dsmash: 0

Fsmash: 0

Taunts: 0


Bear In Mind That There Are A Few Mistakes, I Am Human, But I Put Quite A Lot Of Time Into This.

I Was Surprised To Find Out His Was So High. I Used To Think He Would Just Kind Of Stay Still But Watching This Match Closely Made Me Notice How Much He Dashes. A Huge Factor For Why His Apm Is So High Is Because Of How Many Dashes And Wavedashes He Does.

Although, For Some Of The Dash Dances, Some Of Them May In Fact Have Been Pivots. I Couldn't Tell Because The Video Quality Isn't That Great But It Shouldn't Matter Because Apm-wise, They're The Same Amount.

Apparently Moving Like A Cactus Is Harder Than It Looks
The following data was collected by stabbedbyanipple:
Code:
[b][color=red][size=4]Cactuar's Apm take 2[/b][/color][/size]Since I Did A Match Where Cactuar Was ****** I Wasn't Sure If He Could Put Out Apm Like In A Even Match So I Decided To Do Him Vs Mango 2 (for A Shot Of Mango Rum). http://www.youtube.com/watch?v=faeesxyqyok

It Was A Lot Easier This Time Because I Downloaded The Video And Slowed It Down To 1/4 Speed To Make Sure I Saw Every Action Clearly.

Also, Even Though The Match Lasted 3:57, I Subtracted 5 Seconds Because Those Were The 5 Seconds From Cactuar's Deaths To The Time Where He Could Make Another Input.

If You Don't Want To Read Everything

Total Actions: 1051
Match Length: 3:52

[b][color=red][size=4]apm = 270[/color][/b][/size]

Match Starts 0:00

Di First Hit Of Falcon's Nair
Di Second Hit Of Falcon's Nair
Walk Right
Dash Right
Full Hop
Shield Roll Left (2)
Move Shield Downwards
Full Hop Left (2)
Fast Fall Bair (2)
L Cancel
Walk Right
Di Second Hit Of Falcon's Nair
Shield
Move Shield Left
Shield Grab
Back Throw
Dash Left
Dash Right
Wavedash Left (3)
Dash Left
Dash Right
Short Hop Nair (2)
Di Falcon's First Hit Nair
Waveshine Right (5)
Dash Right
Dash Left
Shffl'd Nair (4)
Shine (2)
Turn Around In Shine
Turn Around In Shine
Dash Right
Shield
Wavedash Left (3)
Di Falcon's Jab
Shield
Shield Grab
Uthrow
Dash Right
Shffl'd Nair (4)
Grab
Uthrow
Dash Right
Dash Left
Waveshine Left (5)
Dash Left
Jc Grab (2)
Uthrow
Full Hop Dair (2)
L Cancel
Turn Around
Grab
Uthrow
Short Hop Nair Right (3)
L Cancel
Turn Around Grab (2)
Di Falcon's Dair
Get Up
Shield
Di Falcon's Up B
Get Up
Dash Left
Full Hop Left (2)
Fast Fall
Double Jump Left (2)
Fast Falled Bair (2)
L Cancel
Side Step (2)
Di Falcon's Dair
Di Falcon's Side B
Di Falcon's Uair
Tech Roll Right (2)
Walk Right
Full Hop Bair Left (3)
L Cancel
Walk Right
Dash Left
Full Hop Right (2)
Fair
Di Falcon's Second Hit Nair
Airdodge Left (2)
Dash Left
Wavedash Right (3)
Charged Fsmash (2)
Shield
Wavedash Right (3)
Full Hop Fair Right (3)
Fast Fall
L Cancel
Shield Roll Left (2)
Dash Right
Dash Attack
Wavedash Left (3)
Usmash
Fsmash
Di Falcon's Uthrow
Roll Left
Di Falcon's Uair
Di Falcon's Knee

Time Of Cactuar's First Death: 44; Doesn't Make Another Input Until 46
Total Actions: 146

Double Jump
Fast Fall
Neutral B
Dash Left
Dash Right
Shffl'd Nair (4)
Full Hop Bair Left (3)
Fast Fall
Dash Right
Wavedash Left (3)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Short Hop Bair Left (3)
Fast Fall
L Cancel
Dash Left
Short Hop Double Lazer (3)
Dash Left
Dash Right
Wavedash Right (3)
Dash Right
Dash Left
Dash Right
Dash Left
Shffl'd Nair (4)
Short Hop Right (2)
Di Falcon's Back Air
Shield
Full Hop
Waveland (2)
Shield
Move Shield Right
Full Hop Right
Di Falcon's Uair
Full Hop Right (2)
Fast Falled Bair (2)
L Cancel
Di First Hit Nair
Di Second Hit Nair
Get Up
Roll Right
Jab
Short Hop Bair Right (3)
Fast Fall
L Cancel

1:00 Minute Mark
Total Actions: 216

Pivot (2)
Dash Right
Dash Left
Shffl'd Nair (4)
Dash Left
Wavedash Right (3)
Pivot (2)
Full Hop Left (2)
Double Jump
Bair
Dash Right
Shffl'd Dair (4)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Dash Right
Dash Left
Wavedash Left (3)
Walk Left
Turn Around
Full Hop Left (2)
Ledge Drop
Double Jump Right (2)
Fast Falled Dair (2)
L Cancel
Waveshine Right (5)
Usmash
Dash Right 
Shffl'd Dair (4)
Dash Right
Dash Left
Shffl'd Uair (4)
Dash Left
Dash Right
Shffl'd Nair (4)
Dash Right
Dash Left

Time Of Mango's First Death: 1:11
Total Actions: 284

Shffl'd Nair (4)
Dash Left
Dash Right
Shffl'd Bair (4)
Dash Left
Wave Dash Left (3)
Dash Left
Dash Right
Full Hop
Second Jump
Waveland Left (2)
Dash Right
Dash Left
Fast Falled Bair (2)
L Cancel
Dash Left
Dash Right
Dash Left
Turn Around
Dash Right
Shield
Wavedash Right (3)
Dash Right
Dash Left
Dash Left
Dash Right
Shffl'd Dair (4)
Turn Around Waveshine Left (6)
Shffl'd Dair (4)
Turn Around Waveshine Right (6)
Shffl'd Dair (4)
Wave Dash Right (3)
Dash Right
Dash Left
Dash Attack
Di Falcon's Dair
Tech Roll Left (2)
Dash Right
Shffl'd Dair (4)
Waveshine Right (5)
Dsmash
Turn Around
Wavedash Left (3)
Dash Right
Shine (2)
Double Jump Left (2)
Turn Around
Shffl'd Uair (4)
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel 
Short Hop Left (2)
Fast Falled Bair (2)
L Cancel

Time Of Mango's Second Death: 1:27
Total Actions: 390

Dash Left
Dash Right
Shffl'd Dair (4)
Dash Right
Dash Left
Short Hop
Fast Fall
Dash Left
Wavedash Left (3)
Shield Roll Right (2)
Shield Roll Left (2)
Dash Left
Dash Right
Shield
Full Hop Right (2)
Pivot (2)
Shield 
Spotdoge
Shield Roll Left (2)
Dash Left
Dash Right
Full Hop Right (2)
Fast Fall Dair (2)
L Cancel
Shield
Wavedash Left (3)
Waveshine Left (5)
Dash Left
Dash Attack
Shield
Shffl'd Bair (4)
Shine (2)
Short Hop
Di First Hit Nair
Di Second Hit Nair
Tech Roll Left (2)
Short Hop Right (2)
Fast Falled Dair (2)
L Cancel
Wavedash Right (3)
Short Hop Left (2)
Di Falcons Dair
Tech
Di Falcons Uthrow
Get Up
Shield
Point Shield Downward
Shield Roll Right
Shield
Point Shield Right
Shield
Full Hop Bair (2)
Dash Left
Shield
Wavedash Left (3)
Dash Left
Dash Right
Shield
Wavedash Left (3)
Dash Left
Dash Right
Shffl'd Nair (4)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Turn Around Waveshine Left (6)
Jab
Shield
Short Hop Forward (2)
Di First Hit Nair
Di Second Hit Nair
Double Jump
Up B Left Up (3)
Shield
Full Hop Left (2)
Second Jump
Waveland (2)
Full Hop Right (2)
Fast Fall
Waveland Right (2)
Shield
Wavedash Right (3)
Dash Left
Shield
Shffl'd Bair (4)
Spot Dodge (2)
Turn Around Waveshine Right (6)
Shffl'd Nair (4)

2 Minute Mark
Total Actions: 543

Shine (2)
Short Hop
Shield
Full Hop Left (2)
Fast Fall
Di Falcon's Uair
Double Jump Right (2)
Side B (2)
Ledge Drop
Double Jump
Ledge Drop
Double Jump
Waveland (2)
Shield
Short Hop Left (2)
Fast Falled Bair (2)
L Cancel
Dash Right 
Pivot (2)
Dash Attack
Dash Left
Wavedash Right (3)
Charged Fsmash (2)
Turn Around
Shield
Short Hop Right (2)
Fast Fall
Bair
L Cancel
Shield Roll Right (2)
Shield
Full Hop Right (2)
Double Jump
Fast Fall
Waveland Right (2)
Shield
Di Second Hit Of Falcon's Nair
Double Jump
Up B Left Up Diagonally (3)

Time Of Cactuar's Second Death: 2:16; Doesn't Make Another Input Until 2:17
Total Actions: 601

Fast Fall
Full Hop
Second Jump Left (2)
Fast Fall
Jab
Short Hop Right (2)
Fast Falled Bair (2)
L Cancel
Shield
Shffl'd Bair (4)
Dash Right
Wavedash Left (3)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Shine (2)
Full Hop Nair (2)
L Cancel
Full Hop Left (2)
Fast Falled Bair (2)
L Cancel
Dash Left
Turn Around 
Wavedash Right (3)
Turn Around
Wavedash Right (3)
Full Hop Right (2)
Ledge Drop
Double Jump Left (2)
Dash Left
Full Hop Right (2)
Bair
Fast Fall
Di Falcon's Uair
Shield Roll Left (2)
Dash Attack Right (2)
Shield Roll Left (2)
Dash Left
Turn Around
Shield
Turn Around Wavedash (4)
Usmash
Shield
Point Shield Left
Full Hop Right (2)
Fast Falled Bair (2)
L Cancel
Shield
Wavedash Right (3)
Turn Around
Dash Right
Wavedash Right (3)
Turn Around
Full Hop Right (2)
Ledge Drop
Double Jump Left (2)
Fast Falled Uair (2)
L Cancel
Dash Left
Wavedash Left (3)
Dash Left
Dash Right
Short Hop Right (2)
Waveland Left (2)
Fast Falled Bair (2)
L Cancel
Dash Right
Dash Left
Wavedash Left (3)
Dash Left
Dash Right
Wavedash Left (3)
Dash Right
Dash Left
Shffl'd Nair (4)
Shine (2)
Full Hop Nair (2)
Fast Fall
L Cancel
Wavedash Right (3)
Turn Around
Full Hop Left (2)
Ledge Drop
Double Jump Right (2)
Waveland Right (2)
Shield
Full Hop Left (2)
Fast Fall Nair (2)
Di Falcon's Get Up Attack
Get Up
Di Falcon's Uthrow
Dash Left
Dash Right
Shield
Full Hop Right (2)
Second Jump
Fast Falled Bair (2)
L Cancel
Shield Roll Left (2)
Dash Left
Dash Right
Shield
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Dash Left
Full Hop Double Lazer (3)
Turn Around
Wavedash Left (3)
Full Hop Left (2)
Ledge Get Up
Jab
Short Hop Right (2)
Double Jump 
Fast Fall
Bair
L Cancel
Wave Dash Left (3)
Shield
Shffl'd Bair (4)

Time Of Mango's Third Death: 2:58
Total Actions: 795

Shffl'd Uair (4)
Dash Right
Shffl'd Nair (4)
Dash Right
Shffl'd Bair (4)
Dash Left
Wavedash Left (3)
Dash Left
Dash Right
Wavedash Right (3)
Dash Left
Di Falcon's Dthrow
Tech Roll Left (2)
Di Falcon's Fthrow
Get Up
Shield
Full Hop Right (2)
Fast Falled Dair (2)
L Cancel
Shine (2)
Short Hop
Di Falcon's First Hit Nair
Di Falcon's Second Hit Nair
Roll Left
Spot Dodge (2)
Dash Left
Dash Left
Dash Right
Shffl'd Nair (4)
Shield
Wavedash Left (3)
Shield
Short Hop
Di Falcon's Uair
Tech Roll Left (2)
Shield Roll Right (2)
Dash Left
Jc Grab (2)
Fthrow
Dash Right
Dash Left
Jc Grab (2)
Dash Right
Wavedash Right (3)
Dash Left
Shield
Shffl'd Nair (4)
Waveshine Left (5)
Full Hop Right (2)
Fast Fall Bair (2)
L Cancel
Shield
Wavedash Right (3)
Waveshine Right (5)
Dash Attack Left (2)
Shield Roll Left (2)
Jab
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Waveshine Left (5)
Pivot (2)
Wavedash Right (3)
Turn Around
Dash Left
Dash Right
Dash Attack
Shield
Short Hop Left (2)
Waveland Left (2)
Full Hop Bair Left (3)
L Cancel
Dash Left
Dash Left
Dash Right
Wavedash Left (3)
Dash Left
Dash Right
Shffl'd Nair (4)
Waveshine Left (5)
Dash Left 
Shffl'd Nair (4)
Short Hop Right (2)
Double Jump Nair (2)
Fast Fall
L Cancel
Waveshine Left (5)
Dash Left
Dash Right
Dash Left
Dash Right
Shield Roll Left (2)
Shield
Shield Grab
Uthrow
Utilt (2)
Full Hop
Double Jump
Dair
L Cancel
Shine (2)
Short Hop
Turn Around
Short Hop Left (2)
Fast Falled Bair (2)
L Cancel
Shield Roll Left (2)
Shield
Wavedash Right (3)
Grab
Uthrow
Turn Around
Dash Right
Dash Left
Short Hop
Di Falcon's Bair
Get Up
Shield Roll Left (2)
Di Falcon's Uthrow
Get Up
Di Falcon's Uair
Shine (2)
Double Jump Left (2)
Side B (2)
Di Falcon's Bair

Time Of Cactuar's Third Death: 3:46-3:48
Total Actions: 1011

Fast Fall
Jab
Short Hop Right (2)
Fast Fall Nair (2)
L Cancel
Dash Left
Wavedash Left (3)
Turn Around
Full Hop Left (2)
Ledge Drop
Double Right (2)
Fast Fall Dair (2)
L Cancel
Waveshine Right (5)
Usmash
Dash Right
Shffl'd Nair (4)
Wave Dash Right (3)
Dash Right
Dash Left
Shffl'd Nair (4)

Mango's Fourth Death/end Of Match: 3:57
Total Actions: 1051

Full Hop: 39

Short Hops: 77

Double Jump: 22

Nair: 45

Dair: 18

Fair: 2

Uair: 11

Bair: 31

Shine: 27

Wavedash: 42

Dash: 134

L Cancel: 40

Shield: 68

Techs: 6

Shield Roll: 15

Jab: 7

Usmash: 4

Dsmash: 1

Fsmash: 3

Up B: 3

Side B: 3

Neutral B: 5

Uthrow: 10

Fthrow: 2

Taunts: 0

Even Though Mango Is Better Than Scar And The Match Was Very Even, Cactuar's Apm Didn't Drop By As Many As I Thought It Would.

Although In The Match It's Self There Is Sort Of An Outlier That Helped Cactus Out. From Mango's First Death To His Second (16 Second Long Interval) Cactuar Made 106 Inputs. 

What Really Made His Apm Rise Was The Reverse Waveshines And Shffl'd Dairs. He Did Like 3 In A Row Which Is 30 Inputs By Its Self.

Maybe One Day I'll Learn How To Move Around Like That.
The following data was collected by Phoenix~Lament:
Code:
measuring Apm For [b][color=red][size=4]Taj[/b][/color][/size].
http://www.youtube.com/watch?v=_m9138477w8

I Assumed That He Used The C-stick For All Aerials Other Than Nair, And Judging By His Momentum While Executing These Aerials I Think That's A Safe Assumption.

Didn't Have To Account For Di, Of Course.

Match Start: 0:06
Dash Right 1
Dash Left 1
Dash Right 1
Dash Left 1
Short Hop 1
Nair 1
Fastfall 1
L-cancel 1
Crouch 1
Jc Grab 2
Pummel 1
Up Throw 1
Turn Around 1
Grab 1
Crouch 1
Jump Right 2
Fair 1
Fastfall 1
L-cancel 1
Shield 1
Grab 1
Pummel 1
Forward Throw 1
Crouch 1
Dtilt 1
Walk Right 1
Jab 1
Walk Off Stage 1
Side B 2
Double Jump 1
Bair 1
End First Stock: 0:15
34 Actions

Up+b 2
Ledge Hop 1
Air Dodge Right 2
Crouch 1
Jump 1
Waveland 2
Short Hop 1
Move Back 1
Ledge Hop 1
Walk Left 1
Fsmash 1
Walk Right 1
Counter 2
Move Right 1
Side+b 2
Double Jump 1
Fair 1
End Second Stock: 0:26
22 Actions

Up+b 2
Roll 1
Wavedash Right 3
Walk Left 1
Crouch 1
Wavedash Right 3
Fast Fall 1
Let Go Of Edge 1
Double Jump 1
Let Go Of Edge 1
Double Jump Onto Stage 1
Up Air 1
Fast Fall 1
L-cancel 1
Utilt 2
Turn Around 1
Utilt 2
Turn Around 1
Utilt 2
Utilt 1
Fsmash 1
Jab 1
Move Right 1
Side+b 2
Double Jump 1 
Bair 1
End Third Stock: 0:40
35 Actions

Up+b 2
Ledge Hop 1
Crouch 1
Wavedash Right 3
Let Go Of Edge 1 
Double Jump 1
Let Go Of Edge 1
Double Jump 1
Let Go Of Edge 1
Double Jump 1
Nair 1
Fastfall 1
L-cancel 1
Jc Grab 2
Down Throw 1
Turn Around 1
Jab 1
Dash Right 1
Fast Fall 1
Side+b 2
Side+b 2
Double Jump 1
End Game: 0:50
28 Actions

Total Actions: 119
Total Match Time: :46

[b][color=red][size=4]overall Apm: 155[/b][/color][/size]

Yeah I'm Back Calculating Apm For 4/5 Stock Flawless Matches :d I Like To Calculate Apm For Those Kinds Of Matches Because Those Numbers Would Be Closest To The Highest Possible Apm. Still, I Guess Marth Isn't A Techy Character
The following data was collected by stabbedbyanipple:
Code:
[color=red][b][size=4]zhu's Apm[/color][/size][/b]

Well Since Zhu Is Probably My Favorite Falco I Decided To Do The Apm Of His Match Vs M2k At Genesis. http://www.youtube.com/watch?v=s2oe2jcbv-g

The Match Was 3:15 Seconds Long But I Subtracted 4 Seconds As Those Were The Seconds That Zhu Was Dead And Not Able To Make An Input.

As Always, I'm Not Perfect But I Collected The Data The Best I Could. 

If You Don't Want To Read The Whole Thing
Total Actions: 922

[color=red][b][size=4]apm=291[/color][/size][/b]

Start Of Match 0:04

*note: For Convenience Sake, I Don't Write Fast Falled Shl I Just Write Shl Because I Assume Zhu Didn't Miss Any Of His Fast Falls On The Neutral B.

Dash Left
Dash Right
Short Hop
Fast Fall
Turn Around
Shield
Shl (3)
Dash Left
Shield
Shl (3)
Full Hop Right (2)
Neutral B
Platform Drop
Neutral B
Shl (3)
Shl (3)
Shl (3)
Shl (3)
Neutral B
Dash Left
Di Needles
Shield
Shl (3)
Turn Around
Turn Around Shl Right (5)
Dash Left
Shffl'd Uair (4)
Full Hop
Shine (2)
Double Jump
Waveland Down (2)
Platform Drop
Turn Around Neutral B (2)
Fast Fall
Dash Left
Dash Right
Shffl'd Uair (4)
Short Hop Right (2)
Shine (2)
Double Jump
Wave Land Down (2)
Platform Drop
Dash Left
Shield
Shl (3)
Shl (3)
Shield 
Shl Right (4)
Shield
Shl (3)
Dash Left
Jc Grab (2)
Grab Pummel
Dthrow
Waveshine Left (5)
Dash Left
Full Hop
Shine (2)
Double Jump
Wave Land (2)
Dash Right
Short Hop
Double Jump
Dair
Fast Fall
L Cancel
Utilt (2)
Di Sheik's Dthrow
Tech
Di Sheik's Downthrow
Tech Left (2)
Shine (2)
Double Jump
Bair
Air Dodge Left (2)
Dash Left
Shffl'd Uair (4)
Full Hop Bair Right (3)
Fast Fall
Dash Right
Shl (3)
Pivot Ftilt (3)
Dash Right
Shl(3)
Short Hop Right (2)
Fast Falled Dair (2)
L Cancel
Full Hop Left (2)
Fast Falled Bair (2)
L Cancel
Dash Left
Neutral B
Fast Fall
Dash Left
Shl (3)
Turn Around
Short Hop Left (2)
Ledge Getup
Dash Right
Short Hop
Shine (2)
Double Jump
Waveland Down (2)
Full Hop Left (2)
Double Jump
Uair
Full Hop Right (2)
Fast Falled Dair (2)
L Cancel
Platform Drop Dair (2)
L Cancel
Dash Left
Shffl'd Nair (4)
Shine (2)
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel

Time Of M2k's First Death: 0:44
Total Actions: 206

Dash Right
Full Hop
Double Jump
Waveland Right (2)
Dair
Fast Fall
L Cancel
Dash Left
Double Jump
Waveland Right (2)
Fast Fall
Dash Left
Short Hop Right (2)
Double Jump
Waveland Right (2)
Fast Fall
Dash Left
Shffl'd Nair (4)
Shine (2)
Shffl'd Nair (4)
Dash Right
Turn Around Shl (4)
Dash Right
Turn Around Shl (4)
Dash Left
Shield
Shl (3)
Turn Around
Dash Right
Dash Left
Shffl'd Nair (4)
Shine (2)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Shine (2)
Short Hop Right (2)
Fast Falled Dair (2)
L Cancel
Waveshine Left (5)
Shine (2)
Short Hop Right (2)
Fast Falled Neutral B (2)
Turn Around
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Dash Left
Shl (3)
Dash Right
Full Hop
Shine (2)
Double Jump
Di Sheik's Nair
Get Up
Di Sheik's Uair
Di Sheik's Ftilt
Ledge Drop
Double Jump
Side B (2)

1 Minute Mark
Total Actions: 307

Dash Left
Shield
Shl (3)
Dash Left
Jc Grab (2)
Di Sheik's Nair
Tech Right (2)
Shield
Shl (3)
Dash Left
Shield
Wavedash Right (3)
Shield
Shl (3)
Shine (2)
Short Hop
Double Jump Left (2)
Fast Falled Dair (2)
L Cancel
Dash Left
Fast Falled Dair (2)
L Cancel
Waveshine Left (5)
Shine (2)
Shffl'd Nair (4)
Dash Right 
Dash Attack
Dash Right
Dash Left
Dash Attack
Utilt (2)
Turn Around
Dash Right
Short Hop
Shine (2)
Jab
Shine (2)
Double Jump
Fast Fall Dair (2)
L Cancel
Utilt (2)
Dash Left 
Full Hop
Dair
Fast Fall 
L Cancel
Dash Left
Bair
Dash Left
Dash Right
Full Hop
Bair
Dash Right
Turn Around Neutral B (2)
Platform Drop Lazer (2)
Dash Left
Shl (3)
Di Bair 
Double Jump Right (2)
Dair
Fast Fall
L Cancel
Shield
Full Hop Right (2)
Fast Fall
Shine Grab (4)
Dash Right
Full Hop Double Lazer (3)
Ftilt (2)
Platform Drop Lazer (2)
Turn Around Waveshine (6)
Ledgejump
Fast Fall
Di Sheik's Dash Attack
Di Sheik's Fair
Double Jump Right (2)
Up B Right Up Diagonally (3)
Fast Fall
Shield
Roll Right 
Dash Left
Dash Attack
Dash Right
Full Hop Bair Left (3)
Fast Fall
Full Hop
Double Jump
Reverse Neutral B (2)
Neutral B
Fast Fall
Neutral B
Shl (3)
Shl (3)
Turn Around
Short Hop Left (2)
Ledge Drop
Double Jump
Side B (2)
Dash Right
Dash Left
Wavedash Right (3)
Dash Left
Shl (3)
Utilt (2)
Full Hop Right (2)
Fair
Pointed Shield Down (2)
Short Hop Right (2)
Bair
Fast Fall
Di Sheik's Dthrow
Tech Roll Right (2)
Shield
Short Hop Right (2)
Dash Right
Dash Left
Shield
Shl (3)
Dash Right
Jc Grab (2)
Fthrow
Dash Left
Shl (3)
Turn Around Waveshine (6)
Fast Fall
Short Hop Left (2)
Bair
Up B Up (2)

Time Of M2k's Second Death: 1:49
Total Actions: 513

Ledge Drop
Double Right (2)
Wavedash Right (3)
Full Hop Right (2)
Double Jump
Waveland Right (2)
Short Hop Right (2)
Fast Fall
Turn Around
Shield
Shl (3)
Dash Left
Shffl'd Nair (4)
Shine (2)
Short Hop Right (2)
Fast Falled Nair (2)
L Cancel
Shine (2)
Short Hop
Di Sheik's Nair 

Time Of Zhu's First Death To His First Input: 1:56-1:58
Total Actions: 548

Neutral B 
Platform Drop Lazer (2)
Dash Right
Full Hop
Double Jump

2 Minute Mark
Total Actions: 554

Neutral B 
Dash Left
Dash Right
Shffl'd Uair (4)
Turn Around
Full Left (2)
Bair
Dash Left
Turn Around Shl (4)
Neutral B
Dash Right
Shield
Shl (3)
Dash Left
Dash Right
Short Hop
Shffl'd Nair (4)
Turn Around Shl (4)
Shl (3)
Shl Left (4)
Shield
Shl (3)
Short Left (2)
Wavedash Right (3)
Dash Left
Short Hop
Di Sheik's Fair
Jab
Jab
Dash Left
Dash Right
Turn Around Shl Right (5)
Dash Left
Shield
Shl (3)
Dash Left
Shield
Shl (3)
Di Sheik's Fair
Di Sheik's Dthrow
Roll Left
Shield Roll Right (2)
Shield
Short Hop
Di Sheik's Dsmash
Tech
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel
Shield
Wavedash Right (3)
Dash Left
Shffl'd Nair (4)
Shine (2)
Short Hop
Di Sheik's Bair
Jab
Dash Left
Turn Around Shl (4)
Dash Right
Shield
Shl (3)
Shl Right (4)
Utilt (2)
Short Hop
Shine (2)
Double Jump
Waveland Down (2)
Dash Left
Double Jump
Di Sheik's Fair
Short Left
Fast Fall Dair (2)
L Cancel
Dash Right
Dash Left
Shield
Full Hop Nair Right (3)
Fast Fall
Dash Right
Dash Left
Di Sheik's Fair
Dash Left
Dash Attack
Shield
Short Hop Right (2)
Fast Falled Bair (2)
L Cancel
Dash Left
Shield
Short Hop
Shine (2)
Double Jump Right (2)
Bair
Dash Left
Dash Right
Shl (3)
Turn Around Waveshine (6)
Ledge Drop
Up B
Ledge Drop
Double Jump Left (2)
Dair
Fast Fall
L Cancel
Short Hop
Shine (2)
Double Jump Left (2)
Bair
Walk Left
Di Sheik's Bair
Double Jump Right (2)
Di Needles
Up B (2)
Di Sheik's Fair

Time Of Zhu's Second Death To His First Input: 2:38-2:40
Total Actions: 737

Fast Fall
Neutral B
Turn Around
Platform Drop
Dash Right
Shffl'd Bair (4)
Dash Left
Dash Right
Dash Attack
Dash Right
Shffl'd Uair (4)
Dash Right
Full Hop
Double Jump Left (2)
Neutral B
Turn Around
Short Hop Right (2)
Double Jump
Di Sheik's Nair
Dash Left
Shffl'd Bair (4)
Platform Drop Bair (2)
L Cancel
Dash Left
Dash Right
Shield
Shl (3)
Dash Left
Turn Around Shl (4)
Dash Right
Shield
Short Hop
Shl (3)
Shield
Shl (3)
Shl (3)
Dash Right
Wavedash Left (3)
Shl (3)
Shield Shl (3)
Dash Right
Dash Left
Shield
Short Hop Right (2)
Dash Left
Dash Right
Wavedash Left (3)
Dash Left
Short Hop Right (2)
Dash Left
Dash Right
Dash Left
Turn Around Shl (4)
Turn Around
Dash Right
Dash Left
Turn Around Shl (4)
Dash Right
Shield
Shl (3)

3 Minute Mark
Total Actions: 840

Dash Left
Dash Right
Shffl'd Nair (4)
Shine (2)
Short Hop Left (2)
Fast Falled Nair (2)
L Cancel
Fsmash
Dash Left
Short Hop
Double Jump
Neutral B

Time Of M2k's Third Death: 3:04
Total Actions: 858

Dash Left
Double Jump
Airdodge Right (2)
Dash Left
Double Jump
Waveland Left (2)
Dash Left
Dash Left
Full Hop Right (2)
Fast Fall
Dash Right
Full Hop Left (2)
Shine (2)
Double Jump
Fast Fall
Waveland Right (2)
Turn Around Shl (4)
Full Hop Right
Neutral B
Neutral B
Platform Drop Neutral B (2)
Shl (3)
Dash Right
Dash Left
Short Hop
Di Sheik's Jab
Di Sheik's Dthrow
Getup
Shine (2)
Full Hop Right (2)
Fast Falled Dair (2)
L Cancel
Waveshine Right (5)
Full Hop Right (2)
Bair
Wavedash Right (3)
Ledge Drop
Double Jump
Dair
Wavedash Right (3)

End Of Match: 3:19
Total Actions: 922

[color=red][b][size=4]apm=291[/color][/size][/b]

As You Can See It's Much Higher Than His Fox By Around 70 Actions Per Minute.

Yay Teknical Falco
The following data was collected by stabbedbyanipple:
Code:
[center][size="6"][color="darkorange"]jman's Apm[/color][/size][/center]

Way Back In The Thread Joe(plicate) Requested Jman's Apm For His Match Against Eggm. I Was Pretty Bored So I Decided To Do It And It Was Actually Pretty Quick Compared To Others. Here's The Match: [url]http://www.youtube.com/watch?v=lxyhsuuwbkw[/url]

One Thing I'd Like To Mention Is That Jman's Moves Like Cactus But Cactus Moves Like Cactus Better. :psycho:

But Seriously, His Apm Would Have Been Lower Than This But There Was A Good 10 Seconds That Eggm Was Literally Between A Rock And A Hard Place And Jman Continually Did Shine -> Shffl'd Nair

If You Don't Want To Read The Whole Thing Then Here

Total Actions: 496
Match Length: 1:56

[color="red"][size="4"][b]apm=263[/b][/size][/color]


Match Starts 0:00

Dash Left
Dash Right
Crouch
Ftilt (2)
Dash Right
Dash Left
Waveshine Left (5)
Dash Right
Dash Left
Dash Right
Dash Left
Dash Left
Dash Right
Dash Attack
Shine (2)
Full Hop
Double Jump Left (2)
Fast Falled Bair (2)
L Cancel
Platform Drop
Dash Left
Dash Right
Dash Left
Full Hop Nair (2)
Fast Fall
L Cancel
Dash Left
Dash Right
Waveshine Right (5)
Jab
Shine (2)
Shffl'd Nair (4)
Dash Left
Dash Right
Dash Left
Dash Right
Dash Left
Shffl'd Nair (4)
Shine (2)
Jump Canceled Shine (3)
Full Hop Nair (2)
Fast Fall
L Cancel
Turn Around
Grab
Uthrow
Charged Usmash (2)
Dash Left
Full Hop
Double Jump
Bair
Fast Fall
Full Hop Right (2)
Ledge Drop
Double Jump Left (2)
Dash Left
Dash Right
Dash Left
Di Shine
Double Jump
Side B (2)
Dash Right
Dash Left
Dash Right
Shffl'd Nair (4)
Shine (2)
Full Hop
Double Jump Left (2)
Fast Falled Bair (2)
L Cancel
Platform Drop
Bair
L Cancel
Dash Right
Dash Left
Short Hop
Neutral B
Fast Fall
Dash Left
Full Hop Nair (2)
Fast Fall
L Cancel
Dash Left
Full Hop Nair (2)
Fast Fall
L Cancel
Dash Left
Dash Attack
Turn Around
Utilt (2)
Full Hop
Double Jump Left (2)
Bair

Time Of Eggm's First Death: 0:27
Total Actions: 131

Ledge Drop
Double Jump Left (2)
Side B (2)
Side B (2)
Dash Left
Full Hop
Waveland Right (2)
Dash Right
Dash Left
Di Bair
Shield
Di Bair
Shield Roll Right (2)
Crouch
Dash Left
Shffl'd Nair (4)
Waveshine Left (5)
Jab
Dash Left
Jc Grab (2)
Pummel
Pummel
Di Jab
Dash Right
Dash Left
Shffl'd Nair (4)
Shield Roll Right (2)
Dash Right
Dash Left
Full Hop (2)
Platform Shield Drop (2)
Dash Right
Dash Right
Dash Left
Shffl'd Nair (4)
Shield
Di Nair
Getup Attack
Dash Right
Shine (2)
Full Hop
Double Jump Left (2)
Bair
Fast Fall
L Cancel
Dash Left
Full Hop Bair (2)
Fast Fall
Dash Right
Full Hop Nair (2)
Fast Fall
L Cancel
Shield
Shield
Wavedash Left (3)
Dash Left
Dash Right
Grab
Uthrow
Utilt (2)
Dash Attack
Wavedash Down (3)
Jab
Shine (2)
Shffl'd Bair (4)
Turn Around Shine (3)
Dash Left
Dash Right
Dash Left
Dash Right
Dash Left
Dash Right
Dash Left
Wavedash Right (3)
Di Nair
Di Shine
Tech Roll Right (2)
Shield
Full Hop
Double Jump Left (2)
Fast Falled Bair (2)
L Cancel
Di Fair

1 Minute Mark
Total Actions: 256

Shield
Wavedash Left (3)
Shield
Short Hop Right (2)
Shield Roll Right (2)
Short Hop Left (2)
Double Jump Right (2)
Fast Fall
Turn Around
Turn Around
Full Hop Right (2)
Bair
Fast Fall
Shield
Spot Dodge
Dash Left
Pivot (2)
Grab
Uthrow
Full Hop
Fast Fall
Jab
Dash Left
Jc Grab (2)
Uthrow
Short Hop
Shine (2)
Double Jump
Bair 
Fast Fall
Dash Right
Wavedash Left (3)
Dash Right
Full Hop Nair (2)
Fast Fall
L Cancel
Full Hop Right (2)
Double Jump Left (2)
Fast Fall
Full Hop Nair (2)
Fast Fall
L Cancel

Time Of Eggm's Second Death: 1:13
Total Actions: 313

Turn Around
Full Hop
Neutral B
Neutral B
Neutral B
Shffl'd Dair (4)
Dash Left
Short Hop
Fast Fall
Full Hop Left (2)
Wall Jump Right
Airdodge Left (2)
Short Hop
Di Nair
Double Jump
Up Right (3)
Ledge Drop
Double Right (2)
Uair
L Cancel
Turn Around
Usmash
Di Bair
Up B Right Diagonally Up (3)
Shield
Wavedash Right (3)
Dash Right
Wavedash Left (3)
Shield
Shffl'd Dair (4)
Shield Roll Left (2)
Shield
Get Up Attack
Wall Tech
Shield
Shffl'd Dair (4)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Short Hop Left (2)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Shffl'd Nair (4)
Shine (2)
Full Hop Nair (2)
L Cancel
Dash Right
Fast Fall Bair (2)
L Cancel
Turn Around
Usmash
Full Hop Right (2)
Wavedash Right (3)
Wavedash Left (3)
Dash Right
Dash Left
Dash Right
Jc Grab (2)
Uthrow
Shffl'd Uair (4)
Full Hop
Neutral B
Neutral B
Neutral B
Full Hop
Neutral B
Neutral B
Neutral B
Full Hop
Neutral B
Neutral B
Neutral B

Time Of Eggm's Third Death: 1:45
Total Actions: 451

Full Hop
Neutral B
Neutral B
Neutral B
Turn Around
Wavedash Right (3)
Full Hop Right (2)
Full Hop
Di Nair
Double Jump
Up B Diagonally Down Left (3)
Ledge Drop
Double Jump Left (2)
Dair
Fast Fall
L Cancel
Waveshine Right (5)
Double Jump Left (2)
Dair
L Cancel
Shine (2)
Short Hop Right (2)
Ledge Drop
Double Jump Left (2)
Bair
L Cancel
Full Hop Right (2)
Ledge Drop
Shine (2)

End Of Match: 1:56
Total Actions: 496

[color=red][size=4][b]Apm=263[/color][/size][/b]

Nairs: 23
Dair: 5
Uair: 2
Bair: 13
Fair: 0

Usmash: 3
Dsmash: 0
Fsmash: 0

Dashes: 69 [spoiler]lol[/spoiler]
Wavedashes: 14

Jab: 4
Dtilt: 0
Utilt: 1
Ftilt: 1

Shine: 22
Neutral B: 16 (most Were In Between Eggm's Stocks) 
Up B: 2
Side B: 3

Taunts: 0
The following data was collected by GofG:
Code:
For http://www.youtube.com/watch?v=K4073GHgKA8

[color=red][b][size=4]Mew2king[/color][/size][/b] vs Armada, round 1, on FD

dash right - 64 x 1 =					64
dash left - 63 x 1 = 					63
pivot - 20 x 1 = 					20
DI to clearly affect momentum in air - 31 x 1 = 	31
fast fall - 53 x 1 = 					53
jump - 165 x 1 = 					165
DI on getting hit - 18 x 1.5 = 	        		27
wavedash - 30 * 3 = 	        			90
l-cancel 39 * 1 = 					39
jab - 19 * 1 = 		        			19
dtilt - 2 * 2 = 					4
uptilt - 4 * 2 = 					8
fsmash - 8 * 1 = 					8
upsmash - 1 * 1 = 					1
dash attack - 8 * 1 = 		        		8
fair - 51 * 1 = 					51
dair - 11 * 1 = 					11
nair - 13 * 1 = 					13
bair - 16 * 1 = 					16
upair - 8 * 1 = 					8
b-sideways - 34 * 1 = 		        		34
counter - 8 * 2 = 					16
ledge roll - 2 * 1 = 					2
ledge jump - 1 * 1 = 		        		1
ledge drop - 19 * 1 = 	        			19
shield - 9 * 1 = 					9
rolldodge - 5 * 2 = 					10
neutral b - 8 * 1 = 					8
turnaround neutral b - 1 * 2 =        			2
upb - 10 * 2 = 		        			20
jc grab - 15 * 2 = 					30
dthrow - 7 * 1 = 					7
grab attack - 4 * 1 = 		        		4
airdodge - 1 * 2 = 					2
dash cancel - 2 * 1 = 	        			2
tech - 1 * 1 = 						1
grab turnip - 1 * 1 = 					1
TOTAL = 						808
TIME = 		        				5.78 MIN
[color=red][b][size=4]APM = 			        			139[/color][/size][/b]

I weighted "DI upon getting hit" at 1.5 because oftentimes he smash DId, but not every hit.
The following data was collected by GofG:
Code:
from http://www.youtube.com/watch?v=nJLDGiwUEsc&fmt=18 match 4 of M2K vs DSW at FAST1

APM of [color=red][b][size=4]mew2king[/color][/size][/b] vs falco on FD mid-2008 ~178

dash - 86 * 1 = 					86
walk - 6 * 1 = 				        	6
pivot - 16 * 1 = 					16
wavedash - 31 * 3 = 		        		93
noticeable di - 13 * 1 = 				13

jab - 14 * 1 = 	        				14
uptilt - 6 * 2 = 					12
dtilt - 1 * 2 =	        				2
ftilt - 1 * 2 = 					2

fsmash - 7 * 1 = 					7
fsmash (charged) - 1 * 2 = 				2

neutral b - 4 * 1 = 					4
b-sideways - 16 * 2 = 			        	32
up-b - 3 * 2 = 				        	6
counter - 2 * 2 = 					4

jump - 34 * 1 = 					34
shorthop - 10 * 1 = 					10
fast-fall - 25 * 1 = 					25
fair - 20 * 1 = 					20 
dair - 1 * 1 = 						1
nair - 2 * 1 = 						2
bair - 6 * 1 = 						6
upair - 9 * 1 = 					9
l-cancel - 20 * 1 = 					20
airdodge - 1 * 2 = 					2

shield - 14 * 1 = 					14
rolldodge - 2 * 2 = 					4
spotdodge - 1 * 2 = 					2
tech direction - 2 * 2 = 				4
roll left (from knocked down) - 1 * 1 = 		1
grab - 15 * 1 = 					15
jc grab - 9 * 2 = 					18
uthrow - 17 * 1 = 					17

ledge drop - 7 * 1 = 					7
ledge getup - 1 * 1 = 	        			1

DI upon getting hit - 19 * 1.5 =         			28

Length of match = 					2.917 MIN
Actions = 						520

[color=red][b][size=4]APM = 			        			178[/color][/size][/b]
The following data was collected by CABC:
Code:
Match: Mango (Puff) vs Armada (Peach) 1.1
http://www.youtube.com/watch?v=atJKXt1taMg
I did this for [color=red][b][size=4]Mango[/color][/b][/size]
Match time: 3:43
Idle time (dead): 0:09
Active time: 3:34

DI - Getting hit
11 1st stock
12 2nd stock
13 3rd stock
9 4th stock
DI'ing his own movement
42 1st stock
53 2nd stock
42 3rd stock
31 4th stock
Jumps - 157
Jabs - 2
FTilts - 1
UTilts - 1
FSmashes - 6 
USmashes - 1 
Dashes/walking - 27
Dash Attacks - 1
Up airs - 14
Bairs - 42
Fairs - 37
Nairs - 36
Pound - 5
Shields - 21
Grabs - 6
Wavedashes - 8
Crouches/Drops - 12
Rolls - 5
Dodges - 11
L-cancels - 41

Total Actions: Somewhere between 668 (C-stick as much as possible) and 804 (no C-stick).
[color=red][b][size=4]APM:[/color][/b][/size] Between 187 and 225

I did not count SDI or fast falls, and I was very conservative, so it's probably higher than this.
The following data was collected by stabbedbyanipple:
Code:
[color=blue][b][size=4]Kira's APM[/color][/b][/size]


So I did the APM of Kira. The top sheik in Socal. He also has nice hair, but I digress. 

This is match number 1 against Zhu's Falco, from Active Gamers. http://www.youtube.com/watch?v=BNe0zVzskvk

I don't main sheik so there may be some problems but know I did this to the best of my ability. 

The number after the second is the frame number. It's out of 30.

If you don't want to read all this stuff then here it is in a nutshell.

Total actions: 504

Total match length: 2:37

[color=red][b][size=4]APM: 193[/color][/b][/size]

Start of match: 4;16

dash right
Shield
short hop
dash right
walk right
Full hop Nair (2)
Shield
short hop left (2)
Needle
Needle cancel
double jump left (2)
fast fall Fair (2)
L cancel
shield
short hop left (2)
waveland (2)
dash right
shield
full hop left (2)
double jump
waveland down (2)
shield
full hop
double jump right (2)
dash right
dash left
shield
wavedash left (3)
dash right
Nair
jab
jab
DI Falco's Dtilt
airdodge
shield
roll left
full hop
waveland right (2)
DI Falco's Nair
double jump right (2)
Dair
airdodge
DI Falco's Dair
DI Falco's Dtilt
Needle
dash left
dash attack
full hop left
fast fall
Dash right
Short hop Nair (2)
DI left
DI Falco's Shine
Fair
Shield
wavedash right (3)
Ftilt (2)
Shield
Spotdodge
Dash right
DI Falco's shine
DI Falco's Bair
Fair
Double jump left (2)
Up B down (3)

Time of Kira's first death: 35;16
Time of re spawn: 37;16
Total Actions: 85

fast fall
dash left
Full hop
Waveland Right (2)
double jump left (2)
Ftilt (2)
Platform drop
Fair right (2)
L cancel
Shield
dash left
wavedash left (2)
dash right
Shield
DI Falco's Dair
Shield
DI Falco's Nair
Dash right
Dash attack
dash right
full hop
Turn around Needle (2)
Needle Cancel
turn around
Shield
Wavedash right (3)
walk left
Shield
Shield Grab
DI falco's Shine
turn around needle (2)
dash left
Shield
wavedash right (3)
dash right
dash left
JC grab (2)
grab pummel
dthrow
charged Usmash (2)
dash right
Full hop Fair (2)
dash right
wavedash left (3)
Ftilt (2)
jab
jab
walk right
Full hop Fair (2)
fast fall
Shield
roll left
wavedash right (3)
Ftilt (2)
Dsmash
DI Falco's Shine

1 minute Mark
actions: 78
total actions: 163

DI Falco's Ftilt
Up B left (3)
Shield
Shield Grab
grab pummel
Bthrow
wavedash right (3)
Ftilt (2)
Short hop Fair (2)
fast fall
L cancel
Needles
needle Cancel
dash left
Full hop
Waveland right (2)
turn around needle (2)
dash right
dash left
Shield
Shield Grab
roll left
dash left
full hop
Turn around needle (2)
Needle Cancel
wavedash left (3)
Shield
Full hop right (2)
Fair
Fast fall
L cancel
Shield
Spot dodge
DI Falco's Fthrow
double jump right (2)
Fair
Up B right (3)
ledge drop
Double jump right (2)
Utilt (2)
grab
grab pummel
bthrow
Short hop left (2)
Bair
fast fall
L cancel
wavedash left (3)
ledge roll right
Needles
Needle cancel
wavedash left (3)
dash right
Shield
DI falco's Fthrow
tech roll right (2)
turn around
dash left
Needles
DI Falco's Dair
DI Falco's Fsmash
Fair
Fair
double jump right (2)
Fair
Up B right (3)
Shield
Roll right
DI Falco's Fthrow
double jump right (2)
Fair
L cancel
shield
Wavedash right (3)
grab
grab pummel
grab pummel
Bthrow
dash right
double jump Nair left (3)
Shield roll left (2)
dash right
JC grab (2)
Grab pummel
Dthrow
charged Usmash (2)
jab
jab
shield
roll left
Ftilt (2)
DI falco's Nair
Ledge drop
double jump left (2)
Up B right-ish (3)
DI Falco's Dsmash

Time of Kira's second death: 1:56;01
Time of re spawn: 1:57;28
actions: 197
total actions: 360

Fast fall
dash left
Full hop
Waveland right (2)
dash left
dash attack

2 minute mark
actions: 7
total actions: 367

charged Usmash (2)
dash right
Wavedash right (3)
Full hop left (2)
Bair
turn around
Ftilt (2)
walk left
Dsmash
turn around
wavedash left (3)
ledge drop
double jump Right
Needles
Needle cancel
dash right
shield
roll right
wavedash right (3)
shield
dash left
DI Falco's Nair
Shield
Roll right
Fsmash
dash left
shield
full hop
waveland down (2)
platform drop
walk left
dash left
Full hop
Nair
DI right
dash right
wavedash right (3)
dash left
wavedash right (3)
needles
dash left
shield
short hop right (2)
Nair
L cancel
grab
dash left
shield
roll right
grab
DI Falco's Jab
Full hop left (2)
Fair
turn around
walk right
full hop
turn around needle (2)
Needle cancel
dash left
JC grab (2)
shield
roll right 
Wavedash right (3)
Needles
dash left
Shield
Full hop right (2)
Shield
DI falco's Uthrow
double jump left (2)
Dair right (2)
L cancel
Shield
DI Falco's Nair
Get up attack
Shield
Roll left
Jab
Dsmash
Shield
Roll left
Ftilt (2)
Shield
wavedash right (3)
dash left
JC grab (2)
grab pummel
Dthrow
dash left
dash right
dash left
JC grab (2)
DI Falco's Jab
Dsmash
dash left
Wavedash right (3)
dash left
Dsmash
Needles
dash left
fast fall
Double jump
Fair
Up B (2)

End of Match: 2:45;15
Actions: 137
Total actions: 504

Total match length: 2:37

[color=red][b][size=4]APM: 193[/color][/b][/size]

At least it's more than a Marth or something lol
The following data was collected by Aftermath:
Code:
I went ahead and tabulated one of my ([color=red][b][size=4]Aftermath[/color][/b][/size]) old matches (Samus). It's one in which I played reasonably well and I think represents my average technical playing. It's on Yoshi's Story so that affects a few aspects of my APM, but in this particular match I didn't make great use of the stage.

This is the match: [color=red]http://www.youtube.com/watch?v=FrwF-K8yNg0[/color]

It's from a tournament that was in Jan '08.

As far as the counts go, since I'm the one that played, I know exactly how I hit buttons, so I can tell when I hit or held a direction for consecutive wavedashes and whether or not I used the cstick. Surprisingly though, I didn't really wavedash all that much in this match.

The format I'm doing is # of inputs.Action performed. I know that I always wiggle free from grabs and out of tumble, but I obviously only counted things which produce and effect. One thing I get told a lot though is that I have the most controller movement of pretty much anyone, but the least happening on screen of anyone as well.

Match Starts 0:02

3.Fall through missile
3.Wavedash
2.Wavedash
2.Wavedash
2.Jump left
2.Missile
1.Jump
3.FFL Uair
1.Usmash -_-
1.DI the throw
2.Jump left
1.Waveland
1.DI the dsmash
1.Jump left
3.FFL bair
1.Dash left
1.FF
3.Jump right and bair
2.L-cancel sex kick
1.Fall through platform
2.Fair (missed L-cancel)
2.Ftilt left
2.Ftilt right
1.Crouch
2.Jump uair
3.LC fair
1.Fall through platform
3.LC fair
2.FH bair
3.FFL uair
3.Wavedash
3.Double jump right
2.Airdodge down
3.Fall through missile
2.Dashjump left
3.Sex kick FFL
2.Dtilt
1.Shield
2.DI from a couple hits
0.Death
1.FF
2.Missile
2.Dashjump right
2.Missile
1.Dash left
3.Fair FFL
2.Dashjump left
2.Doublejump right
2.Waveland right
3.FFL uair
5.Fall through fair FFL
2.Jump sex kick
1.Shield
1.Dash left
2.Missile
4.Dash jump sex kick LC
5.Fall through fair FFL
2.Jump uair
2.Doublejump bair
3.Fallthrough missile
5.Turnaround wavedash FF
1.Stand up
1.Charge beam
3.Wavedash FF
2.Edge regrab
2.Edge regrab
4.Edge wavedash
3.Wavedaash
3.Doublejump airdodge down
3.Fallthrough missile
2.Jump left
3.FFL uair
2.Jump fair
3.Jump FF fair
4.Jump fair FFL (and shield)
3.Wavedash
2.Dashjump left
3.Doublejump waveland
3.FFL bair
3.Dashjump sex kick
4.Doublejump dair FFL (shield)
1.Spotdodge
4.Fallthrough fair LC (shield)
3.Jump fair
1.FF
1.Shield
2.UpB
1.Fall through platform
2.Doublejump uair
2.Roll
1.CC
3.Fair LC
4.Dashjump sex kick LC
3.Fallthrough missile
1.Beam
4.Dashjump missile
2.Dash grab
1.Uthrow
4.Jump fair FFL
1.Fall through platform
3.Doublejump bair
3.Wavedash
3.Wavedash
2.Fsmash
3.Wavedash
3.Wavedash
1.Ftilt
2.Dash attack
3.Jump missile
1.Dash
2.Missile
2.Dash attack
1.Dash left
2.Doublejump right
1.Waveland
1.Ftilt
3.Wavedash
2.Wavedash
3.Wavedash
3.Jump right sex kick
2.Spotdodge
3.Fallthrough bair
2.Jump left
1.Dash left
3.Wavedash
4.Dashjump sex kick FFL
1.Spotdodge
5.Fallthrough bair FFL
4.Doublejump airdodge down
1.Jab
1.FF
4.Edgehop missile
3.UpB right
1.Stand up
2.Utilt
2.Spotdodge
2.Fsmash
3.Jump missile
3.Fallthrough missile
2.Walk and jump
3.Doublejump bair
3.FFL Uair
1.Dsmash
1.Shield
3.Wavedash
1.Dash
3.Jump missile
2.Dashjump
3.FFL sex kick
2.Jab combo
2.Spotdodge
3.Jump bair
2.Bair LC
1.DI
2.Techroll
1.DI
2.Jump right
3.Doublejump uair
2.Missile
4.Dashjump sex kick FF
4.Doublejump sex kick LC
3.Wavedash and walk
3.Wavedash
3.Dashjump sex kick
2.Spotdodge
3.Fall through sex kick LC
1.Dash
2.Wavedash and walk
5.Turnaround wavedash FF
1.Stand up
1.Dsmash
1.Shield
2.Ftilt
1.Dash
4.FF doublejump waveland
2.Fsmash
5.Dashjump uair FFL
4.Doublejump bair
1.Techroll
3.Dashjump sex kick
1.Charge Beam
1.Shield
3.Wavedash
1.Dash
3.Doublejump turnaround beam
4.Edgehop missile
3.Jump missile
3.Fallthrough missile
1.Dash
3.Wavedash
4.Doublejump airdodge down
3.Fallthrough missile
1.Dash
4.Jump fair FFL
4.Dashjump missile
4.Walk off FFL uair (shield)
3.Jump fair
1.Shield
5.Jump fair FFL (shield)
2.UpB
1.Fall through platform
2.Doublejump uair
1.Walk right
2.Missile
1.Walk left
2.Missile
3.Dashjump sex kick
1.Sex kick
3.FFL uair
1.Dash
2.Missile
1.Dash
3.Wavedash
1.Dash right
2.Dash attack left
4.Dashjump missile
1.Dash
2.Missile
1.Dash
3.Wavedash
3.Wavedash
2.Missile
5.Turnaround wavedash FF
3.Edgehop
1.Shield
4.Doublejump bair
1.FF
2.Dash FF
1.Walk
2.Dashjump.
3.Doublejump waveland
3.FFL uair
4.Dashjump sex kick FF
3.Wavedash
1.Dash
3.Doublejump missile
5.Dashjump fair FFLC
1.Jab
2.Ftilt
3.Dashjump FF
4.Doublejump right sex kick LC
1.Charge beam
3.Wavedash (shield)
2.DI
0.Death
3.FF missile
3.Wavedash
3.Wavedash
3.Jump uair
3.Doublejump uair
2.Spotdodge
4.Fallthrough fair FF
1.Shield
4.Wavedash FF
4.Edgehop missile
3.Jump missile
3.Fallthrough missile
5.Dashjump fair FFL
2.Dash jump
2.Waveland
3.FFL uair
4.Dashjump bair
2.Fsmash
1.CC
3.Fallthrough missile
2.Doublejump left
4.Rising grapple (and pull-in)
5.Edgehop fair LC
2.Jump uair
3.FFL fair
2.Jump uair
2.FF uair
2.Jab combo
1.DI
4.Edgehop sex kick
2.Dash attack
4.Doublejump bair waveland
1.Ftilt
1.Shield
2.Jump left
2.Missile
2.Dash jump
2.Missile
3.Wavedash
1.Jab
2.Dtilt
1.DI
2.Doublejump right
2.Bomb
4.Edgehop wavedash
1.Spotdodge
1.DI
0.Death
3.FF missile
4.Dashjump missile
1.Dash
2.Missile
5.Dashjump sex kick FFL
3.Fallthrough missile
4.Dashjump fair FF
2.Dash attack
1.Shield
3.Wavedash
1.Dash
3.Wavedash
5.Dashjump fair FFL
3.Wavedash
2.Dash jump
1.Fair
2.Sex kick LC
3.Dashjump sex kick
4.Doublejump waveland
3.FFL uair
2.Dash attack
3.Jump missile
3.Fallthrough missile
3.Dashjump sex kick
2.Sex kick LC
3.Wavedash
2.Missile
1.Turnaround
2.Doublejump right
3.Sex kick FFL
2.Jab combo
3.Wavedash
1.Dash FF
4.Doublejump missile
1.Dash
4.Jump sex kick FFL
1.Jab
2.Dash attack
2.Spotdodge
1.Jab
2.Fsmash
3.Wavedash
2.Missile
5.Turnaround wavedash FF
7.Edgehop uair FFL
3.Jump uair FF
3.Doublejump bair
2.Missile
3.Fallthrough missile
5.Turnaround wavedash FF
1.Stand up

End Match 3:52

Total time 3:50
Total Actions 820

[color=red][b][size=4]APM = 214[/color][/b][/size]

Lower than I'd have liked, but probably on a Pokestadium match where I spam missiles it'd be higher (I only used like a dozen missiles in this match). I think I tested it before and if one were to just shoot missiles repeatedly on the platforms, the APM would be a bit over 360 (it's like 50 frames per cycle, 6 inputs per cycle).
The following data was collected by john!:
Code:
[color=red][b][size=4]Vanz's Peach[/color][/b][/size]

[color=red]http://www.youtube.com/watch?v=rV3MvT6rfJc[/color]

After an hour and a half of watching the match at one sixth speed, here's what 
I got.  These are conservative estimates; Peach requires lots of subtle control 
stick movements, and Vanz may have performed additional inputs that were not 
detectable in the video.  In accordance with Peach's style, he performed very 
few wavedashes (around 10) and even fewer L-cancels (2).  He rarely got hit, so 
DI was hardly a factor, and I discounted mashing out of both grabs altogether 
(since that's not really precise input).

air/ground movement: 156
jump: 74
double jump: 13
float: 56
fast fall: 72
crouch: 2
L-cancel: 2

DI: 4
shield: 12
roll: 1
spot dodge: 3
air dodge: 17
tech:
tech roll:
from ledge: 6

jab: 5
dash attack: 2
ftilt:
utilt:
dtilt: 1
fsmash:
usmash:
dsmash: 7

nair: 33
fair:
bair: 5
uair: 1
dair:
floating fair: 4 * 2 = 8
floating bair: 12 * 2 = 24
floating uair: 4 * 2 = 8
floating dair: 2 * 2 = 4

neutral b:
side b:
up b: 1
down b: 17 * 2 = 34
throw turnip: 15

grab: 2
pummel: 1
throw: 2

total actions: 571
total time: 2:07
[color=red][b][size=4]APM: 269.76[/color][/b][/size]
Statistical Summary:

Fox: Five Entries. Average APM - 273*
A. Cactuar - 305*
B. Axe - 301*
C. Cactuar - 270
D. Jman - 263*
E. Zhu - 224

Falco: Two Entries. Average APM - 259
A. Zhu - 290
B. DaShizWiz - 228

Peach: One Entry. Average APM - 214
A. VaNz - 270*
B. Pink Shinobi - 214

Samus: One Entry. Average APM - 214
A. Aftermath - 214

Falcon: Two Entries. Average APM - 200
A. Darkrain - 214
B. Isai - 185

Jigglypuff: One Entry. Average APM - 206
A. MaNg0 - 187 - 225

Sheik: One Entry. Average APM - 193
A. Kira - 193

Marth: Four Entries. Average APM - 160*
A. Mew2King - 178
B. Ken - 166
C. Taj - 155*
D. Mew2King - 139

* denotes potential outlier

Total Entries - 18
Average APM - 220




Overall this was a fun experiment. I'd love to see more observations from others too. A special thanks goes out to Hazygoose, Phoenix~Lament, Ocho(*8*), Jihnsius, channlsrfr, Wuss, GofG, CABC, john!, and stabbedbyanipple for their contributions.
 

Hazygoose

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isn't drillshining something like 6 inputs a second, roughly?
if so, i couldn't imagine smash apm going past 360. still, "apm" is less correlated to skill in smash than sc i guess. anyhow, very interesting experiment, rockcrock!
 

SpongeBathBill

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I heard some commentary in a video on YouTube - from Omingamer specifically, MLG New York 2006 iirc - that pros have something like 25 inputs per second...but it's possible I suck at remembering things.

But I mean, if that old guy from Hudson can hit a single button 16 times per second with his frickin' thumb, it's not hard to believe.
 

Dogysamich

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Interesting.

Very interesting. I did something like this a while ago (nowhere near this calibur, not trying to steal thunder), but I looked at edgeguards, cause I was trying to compare mine to somebody elses. I picked M2k.

If i remember the stats right, he missed like, 2 in the entire set I looked at (which was ... 4 games vs shiz? I think I did that set from RoM).

Im not surprised at this kinda stuff, that's how alot of stuff looks at high level in all games.

But good work taking the time to work on something like this Rock.
__

Now Im waiting for the crazy sportscenter-esque stats. "Most AC'd u.air juggles landed during a friday tourney outside of the continental US".

... or something to that effect.


 

Doctor X

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Good work, man.

I think smash by definition will move at a slower APM. The number of actions you can possibly fit into any given second is capped by animation speeds that take up multiple frames. I mean, sure, you could mash the hell out of a button on your controller while your guy is throwing a fsmash, but those inputs won't do anything until he's done with that move, and that move takes up 40 frames or more.

SC, there's essentially no limit to how fast you can move. There's always something else you could be doing, and unless you're moving at 30 actions per second (which I think is the frame rate... and obviously not humanly possible) the game will never limit you. That's why it's so hard to keep up on a professional level.

APM is an interesting subject. In fighting games, I think it makes far less difference. In SC it drastically changes the way the game is played. Lower APM players literally can't use the same builds as the higher. Look at Corsair-Reaver. Nobody below 300 is going to be doing that. Ever. An entire build is completely phased out of the metagame among people who just can't move fast enough to do it. There really is no analog in smash.
 

AlphaZealot

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Drill shining is like 13 inputs in a second and a half (or something, I did it awhile back).

The APM of PC/Shiz Wiz is close to 300 I would bet.

Dr. X if you have seriously high APM's in Melee and the other player doesn't, then the player who doesn't simply won't be able to move. I would call that phasing out the ability to play. ROFL.

Either way, nice information. I recorded PC Chris/Tang's hands for like 1 minute each at SCC in 2007. I may finally get around to posting them on youtube, not sure.
 

Doctor X

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The APM of PC/Shiz Wiz is close to 300 I would bet.
I would actually love to see charts like this for Shiz's matches against M2K. I'm sure they'd break 250.

Dr. X if you have seriously high APM's in Melee and the other player doesn't, then the player who doesn't simply won't be able to move. I would call that phasing out the ability to play. ROFL.
I dunno, man. Azen doesn't get phased out completely and he can't be moving much faster than 100, if even that. By low APM I of course didn't mean like... level 1 comps. :laugh:

But as far as shutting another guy out, though... I think that's more a test of reflexes than APM. You've got to see where your opponent is trying to go-- read his DI, follow his tech-- then quickly react. You can do this with only three actions (dash to JC grab) or with several. I doubt it takes even 100 APM to techchase properly with Sheik, for example.
 

Binx

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I've studied professional warcraft III matches very carefully, and I can assure you that to go anything over 250 APM at least a small portion of the game is just from mouse click spamming, they click dozens of times very quickly to constantly adjust where an army is being sent, I can't give an accurate number but I would lower pro APM by about 40 for spamming movement, I capped out at 180-200 APM in WC3 before I quit, this was only when spamming during beginning build phases (very common in WC3 and I emulated it from grubby and moon, some of the best known players) and for some movements, thus I would say my useful APM capped at 140-160, with Pros like Grubby and Moon getting 220-260 I would say they were 180-220 useful APM (with short spikes of over 300 during intense skirmishes) PLUS they play MUCH more intelligently than I did at my highest level.

High level RTS is about Macro, Micro, information gathering, and timing. Very similar to smash (except we don't have macro) All in all I would expect the useful APM to be very similar having played both games at a high level.

But yeah more technical players like SW and SS will have higher APM, same with Falcos who shoot jump and fast fall more constantly. Also you need to take into account changing DI while in the air for attacks, which is VERY hard if not downright impossible to see entirely, I know some falcons DI toward back and toward again and fast fall with a single nair to get all the parts to hit that they need to, you make small adjustments in spacing subconsciously as you play and there are a lot of them.

But still I appreciate the time and effort, and it was very objective.

And curious but did you count wavedashes as individual movements or are they broken down into each part? jump air dodge, input direction making a single wavedash 3 actions.
 

Doctor X

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^WC3 and SC are very different games, especially when we're talking about the top of the metagame.

You can use BWChart to analyze replays of pro SC players, if you can find them. The best ones have very little spam once the game gets going. Especially good Terrans. They've got so much crap they need to do that they don't have time to spam, unless they're doing cycles.
 

Rat

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On topic:
I try to maintain an APM of less than 60. It gets hard when you have to choose not to FF or L-cancel.
These stats are too good. For awhile I was considering taking a statistical approach to Smash. Stuff like %age of moves done and success rates in different situations. defining every situation is the hard part. But then I just decided to play the game.

Of topic:
Who all watches professional Starcraft? (omg Baby has wraith micro http://www.gomtv.net/videos/732 )
 

joeplicate

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Drill shining is like 13 inputs in a second and a half (or something, I did it awhile back).

The APM of PC/Shiz Wiz is close to 300 I would bet.

Dr. X if you have seriously high APM's in Melee and the other player doesn't, then the player who doesn't simply won't be able to move. I would call that phasing out the ability to play. ROFL.

Either way, nice information. I recorded PC Chris/Tang's hands for like 1 minute each at SCC in 2007. I may finally get around to posting them on youtube, not sure.
wow, you definitely should. those are my favorite kinds of videos (fox players ftw)

this thread is ****ing rad

would love to see shiz/sw's fox data
 

Mogwai

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I want to expect better of you, but I know not to
Some starcraft players are frequently posting over 500 APM these days (****ing by.hero, wth).

I'd expect the average Fox/Falco player these days to post 250ish APM.

Anyway, the way BWChart calculates APM for SC matches includes actions that effectively do nothing (spamming 's' on your command center to build an SCV as soon as you have 50 mins), so your method is actually measuring a slightly different thing. Still, good **** though, interesting to see.

Sidenote: Having played both games in competitive environments, I'd say that the speed is somewhat comparable, but that SC is a lot more taxing due to matches taking much longer and forcing way more multitasking.
 

Nasty_Nate

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Many of the APM of starcraft are useless in the sense that they dont actually perform an action, but rather are done to perform a task more efficiently (such as spamming build) or letting a player get another look at his units (pro korean players often go through control groups 1-10 very quickly just to see if anything is going wrong)

For SSBM, it would make sense for there to be a considerable drop in APM since any move you do in melee can be punished HARD, so you cant really do a bunch of unneccesary actions (other than practicing tech skill between stocks or something), and that there is practically no APM when recovering.

Interesting though
 

Mogwai

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I want to expect better of you, but I know not to
I know there's some other metric that some people use for like "effective APM" or something that's supposed to trim out the spamming actions from the APM measurements that they display on Korean broadcasts of starcraft games. I actually haven't dug around the bells and whistles of bwchart enough to know if that has it too...
 

RockCrock

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I like how this discussion is going. I don't know if it's clear or not, but the posted statistics do detail Isai's "effective APM." Since I wasn't present to visually observe him hitting buttons on his controller, I am only able to witness actions that go through. So, in a sense, the data has already been simplified, and presented "effectively."

Binx: Yeah I thought about counting aerial spacing, but I decided it would be too much work for this preliminary expermient. If you wanted to estimate the additional APM from spacing, you could assume a percentage rate of the aerials preformed were spaced, and recalculate APM. Say, 75% of the aerials preformed had special spacing, that would be 58 aerials times .75 = 43.5 actions. Isai's new APM would be 191.9 (up from 174.9). Also, wavedashing was given its own category. The number of wavedashes were than multiplied by three to calculate the actions for that technique. To prevent counting the same action twice, the jumps/air-dodges from wavedashing are not present in the jump or air-dodge categories.

I provided the methods I used for tabulating in the first post. If anyone is really curious about the APM of Shiz/Silent Wolf/whoever, just go ahead and take a count. Post it here!
 

ArcNatural

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You do realize wavedashing is direction, R, and jumping, hence 3 inputs.

Edit: Wavelanding still, you do have to jump somewhere unless you walk off something, which is still 2 directions before air dodging.
 

Lovage

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rockcrock. oh my god i love you
you have no idea how much i would love to find out my APM
would APM change if you jump with stick, like us? playing fox with the stick involves a lot of very fast 270 degree spins and cool stuff like that for certain inputs (shine turnaround bair)
 

RockCrock

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Yeah, I know what you're talking about, Lovage. For most situations (including shine-bairs), there is no numeric input difference between button and stick jumpers. You must both down-B (2 actions), then turn using the stick (1 action), then jump by either pressing a button or shifting the stick position (both options are only a single input). It is a total of four actions no matter the input method.

In fact, I would say that using the stick to jump could be considered more efficient, since you can jump and move your character in the same stroke (1 action). For example, if you wanted to make your character jump left, you can smash the stick in the upper left hand corner of the controller. From this single input, you character would being to jump towards the left, and move leftward once it becomes airborne. For a button jumper, they must hit a button (action #1) and chose a direction with the stick (action #2). Both yield the same result, but techincally one requires half the input (stick jumping). Stress, pressure, distance, speed, and accuracy do not directly influence APM.


It has come to my attention that I overlooked some things during my initial calculations. I only counted special attacks (B moves) as one action, even though they are two (button and direction). And yes, Macman, wavelanding should be counted as two actions instead of one. Im also gonna add a speculated APM row that includes proposed actions from spacing (although they were not officially counted).
 

SpongeBathBill

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rockcrock. oh my god i love you
you have no idea how much i would love to find out my APM
would APM change if you jump with stick, like us? playing fox with the stick involves a lot of very fast 270 degree spins and cool stuff like that for certain inputs (shine turnaround bair)
I don't think it would make a difference. Thing is, the game won't register it any differently in a practical, palpable sense. It's not actually any additional inputs.
 

Hazygoose

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Drill shining is like 13 inputs in a second and a half (or something, I did it awhile back).
nice. i just regurgitated something i heard from mlgcast years ago. 9 or 10 APS is pretty sick, though, for a fighter.
so reaching almost 600 APM is higher than every pro SC player, and that's not even counting the "useless actions" people have mentioned. of course people aren't drill-shining entire matches...but smash apm could very well be on par or greater than "real" SC apm. interesting...

edit: i don't work tomorrow. perhaps i'll break down a shiz match for the sake of this thread...
 

Binx

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Some starcraft players are frequently posting over 500 APM these days (****ing by.hero, wth).

I'd expect the average Fox/Falco player these days to post 250ish APM.

Anyway, the way BWChart calculates APM for SC matches includes actions that effectively do nothing (spamming 's' on your command center to build an SCV as soon as you have 50 mins), so your method is actually measuring a slightly different thing. Still, good **** though, interesting to see.

Sidenote: Having played both games in competitive environments, I'd say that the speed is somewhat comparable, but that SC is a lot more taxing due to matches taking much longer and forcing way more multitasking.
I can agree on that, in Smash everything you need to know is on the screen, in SC you have to constantly be observing your mini map several parts of your real map, and also be hotkeying something the majority of the game.

It's definitely more difficult than anything I've done in smash. I love smash more than any other game though anyways.

nice. i just regurgitated something i heard from mlgcast years ago. 9 or 10 APS is pretty sick, though, for a fighter.
so reaching almost 600 APM is higher than every pro SC player, and that's not even counting the "useless actions" people have mentioned. of course people aren't drill-shining entire matches...but smash apm could very well be on par or greater than "real" SC apm. interesting...

edit: i don't work tomorrow. perhaps i'll break down a shiz match for the sake of this thread...
More power to you, I don't have the patience.
 

kirbyraeg

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I think that as far as APM in starcraft and melee goes, melee apm would be mostly steady with dips when the player is recovering, whereas starcraft APM starts pretty high and spikes during battles and other technical things like muta harass and reaver drop/micro.

this video gives us some example stats of pro sc players (idk which match it came from):
http://www.youtube.com/watch?v=ROIAT_8Snk0

only the bottom 3 numbers matter...
Julyzerg's Low/Avg/Max APM: 243/410/818
HwaSin's Low/Avg/Max APM: 302/370/444

it would be interesting to see a current analysis/breakdown of a "technical" game between two highly technical players...
 

Doctor X

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Your usual shuffled aerial to shine to uthrow uair is about 17 actions in around 3 seconds. That's 340 APM. I don't think that sounds too unreasonable to say that a very fast Fox player who never sits still might maintain that as an average.

I think it would be unreasonable to say 600 or more APM. I mean... seriously. Maybe as a Max, but not as an average.
 

rhan

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You do realize wavedashing is direction, R, and jumping, hence 3 inputs.

Edit: Wavelanding still, you do have to jump somewhere unless you walk off something, which is still 2 directions before air dodging.
Or if you've been knocked into the air. Then you shook off the tumbling motion then air dodged towards the ground.

That would add to.... 4 inputs. Left and right to shake the tumble. Direction of wavelanding. Then the air dodge. I ish smart.

I recently learned about APM while reserching things about Starcraft. This is a cool idea. But I just don't see what difference it could make in a fighting game.
 

JPOBS

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Shiz prolly spikes really high because he multishines between stocks.
multishing isnt very taxing in terms of APS though.

A double shine is 5 actions, (down+B,jump,,down+B)
a simple single shuffl -> shine is also 5 actions (assuming he dairs with c-stick and doesnt reset the stick for the shine)

so really, two shffls->shine is the same as about 4 jc shines so regardless of what he does in between stocks it wouldnt affect it much at all
 

Binx

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It doesn't necessarily make a difference, its just for curiosity, people act like this game is easy and if you tell them you do over 200 inputs per minute that might shut them up a little bit.

Someone is like OH insert other fighting game is way more technical and difficult, and I'm like F* you I do 200 actions a minute in smash how many buttons do you press in Streetfight what you walk back and forth 1 time a second, for 60 apm with a spike of 62 apm for fireballs, well eat a **** then.

disclaimer: I have nothing but disrespect for other fighting game players, I myself have played more than 30 fighting games and enjoyed the vast majority of them plenty.
 

Doctor X

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^True facts.

Then again, the fighting game players who diss on smash for being "too easy" are already idiots who think the number of buttons is actually a factor in a game's depth. -,-
 

DrewB008

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i remember a post a long time ago saying smash would be deeper if it had meters for using the shoulder buttons

the example was "i better not l cancel this move, cause i might want to tech later"

i disagreed, to say the least
 

JPOBS

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most other fighting game pros worth their salt respect smash as a real fighter anyway.

its only the scrubs of other games who dis it but who the hell cares
 
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