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Character Data Project - Sign Up - Results Posting/ EVERYONE PARTICIPATE!

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SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
Here's where the SIGN UP and response posting for the character data collection project will take place.

Everyone in the Smash Lab can now (and will) participate! (see below)

For capturing Frame data plz refer to: http://www.smashboards.com/showthread.php?t=214859


EDIT: NEED TO FIND CHARGE FRAME TOO.

Current Assignment:
http://www.smashboards.com/showthread.php?p=6302394
Ground Attacks
Due: Monday January 19th 2009

Frame Data researchers can do all the data on their assigned characters, but anyone who's not a frame data researcher can do the section on Base Damage and Launch Speed. So everyone who wants to help in the smash lab sign up for a character, whether it's because you're a frame data researcher and are doing the frame data, or are a number cruncher/ general researcher and are doing the numerical data collection.

Here's the Character signup list:

Key:
Character - Frame Data (Numerical Data)

Bowser
Captain Falcon
Diddy Kong
Donkey Kong - Kirk (Kirk)
Falco - SCOTU (SCOTU)
Fox - SCOTU (SCOTU)
Game & Watch (Amazing Amphros)
Ganondorf - Mmac
Ice Climbers
Ike - Kirk (Kirk)
Jigglypuff
King Dedede
Kirby
Link - Pierced7d
Lucario
Lucas - Levitas
Luigi
Mario - Pierced7d
Marth - SCOTU (SCOTU)
Meta Knight - SCOTU (SCOTU)
Ness - Levitas
Olimar
Peach
Pikachu
Pit
Squirtle (Amazing Amphros)
Charizard (Amazing Amphros)
Ivysaur (Amazing Amphros)
R.O.B. - Levitas
Samus
Sheik - Ankoku
Snake - Kirk (Kirk)
Sonic
Toon Link
Wario - 3GOD
Wolf
Yoshi - Mmac
Zelda
Zero Suit Samus - 3GOD
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
There's more than enough characters to take multiples. Actually, I'm encouraging that people take multiples. I almost put you down for Ike right when I wrote that, but i figured i'd be fair and let you offer to do it
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Considering how many Marth mains are back here, I'm surprised you're doing Marth Scotu, but eh.

I currently don't have the resources at my disposal to collect frame data, but everything else can be tested within the boundaries of the game, correct? I'll do Mario and Link then, if no one objects?
 

Mmac

Smash Lord
Joined
Apr 8, 2008
Messages
1,967
Location
BC, Canada
I guess I'll take Yoshi and Ganondorf. Yoshi for obvious reasons and Ganondorf because I like Ganondorf. He's such a badass!
 

3GOD

Smash Ace
Joined
Jul 23, 2006
Messages
745
Location
Athens, GA
I will do Wario and Zero Suit Samus.

Also, I already have in-depth and accurate frame data for Marth's A-moves. I'd be glad to share them or complete Marth myself.
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
I think I'll be able to collect frame data soon, although my rig is a bit sketchy[1] so I'll try to reproduce existing frame data before I consider my setup Lab-quality.

I'll sign up for Sonic, unless djbrowny gets in here soon.
If my rig works, I'll start with Bowser, since he'll be much easier.

[1] My Wii's composite video cable goes through an S-video adapter (which might be shady) to an S-video cable to a Canon GL1 NTSC miniDV digital camcorder. I upload it to computer via firewire. I hope I'm not losing frames in this process ;)
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
I would also like someone to take on the job of double checking all frame data that is posted from each individual. Simply select 3 moves of the a character one person has done and calculate the frame data for them to double check if that person correctly found the frame data. I wouldn't want us to publish false information.

Also, I'd like this project to get started ASAP. I may be posting due dates for everyone's first character if nobody figures out something soon.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
I think I'll be able to collect frame data soon, although my rig is a bit sketchy[1] so I'll try to reproduce existing frame data before I consider my setup Lab-quality.

I'll sign up for Sonic, unless djbrowny gets in here soon.
If my rig works, I'll start with Bowser, since he'll be much easier.

[1] My Wii's composite video cable goes through an S-video adapter (which might be shady) to an S-video cable to a Canon GL1 NTSC miniDV digital camcorder. I upload it to computer via firewire. I hope I'm not losing frames in this process ;)
That'll work. You're not gonna lose frames, because NTSC signals include a signal to track frames, you're not gonna lose anything by doing that.

I would also like someone to take on the job of double checking all frame data that is posted from each individual. Simply select 3 moves of the a character one person has done and calculate the frame data for them to double check if that person correctly found the frame data. I wouldn't want us to publish false information.

Also, I'd like this project to get started ASAP. I may be posting due dates for everyone's first character if nobody figures out something soon.
I was thinking of posting a very detailed method for testing each thing tomorrow, starting w/ normal attacks, and then the due date would be like a week after that. Then I'd move on to the next type of attacks the next week.
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
That'll work. You're not gonna lose frames, because NTSC signals include a signal to track frames, you're not gonna lose anything by doing that.
Oh ok, awesome thanks!

I was thinking of posting a very detailed method for testing each thing tomorrow, starting w/ normal attacks, and then the due date would be like a week after that. Then I'd move on to the next type of attacks the next week.
Oh good, I look forward to this info, then.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
This reminds me... I wanted to get a code that causes attacks to do zero damage, to make testing the base launch power and growth rate of moves easier. Only having to do tests at two different percents for moves and getting exact values will be very convenient (plus whatever tests will be necessary to find c).

That said, I'll take any character. I don't care who. I just won't be starting till I get this code ;)
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
This reminds me... I wanted to get a code that causes attacks to do zero damage, to make testing the base launch power and growth rate of moves easier. Only having to do tests at two different percents for moves and getting exact values will be very convenient (plus whatever tests will be necessary to find c).

That said, I'll take any character. I don't care who. I just won't be starting till I get this code ;)
Are you just signing up for the Numerical collection? or for frame data?

I got a question, Where do we submit our data once we have collected it?
you can post it in here. Don't worry about formatting it. I'll format all of it once we get it and make it all universally templated.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I have the base damage for all of Mr. Game & Watch's moves already handy; I'll finish him and take the Pokemon Trainer (all of him) for the number data I guess. The multi-hit moves are going to be "fun" no doubt; I already dread Rock Smash...
 

3GOD

Smash Ace
Joined
Jul 23, 2006
Messages
745
Location
Athens, GA
Ground Attacks for Zero Suit Samus

Jab:
Duration: 17
Hits on Frame: 1
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Advantage: -16
Earliest 2nd Jab Start: 10 (Frame 10 of Jab = Frame 1 of 2nd Jab)
Linking Advantage: -9

2nd Jab:
Duration: 20
Hits on Frame: 2
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Advantage: -18
Earliest 3rd Jab Start: 10 (Frame 10 of 2nd Jab = Frame 1 of 3rd Jab)
Linking Advantage: -9

3rd Jab:
Duration: 22
Hits on Frame: 3
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Advantage: -18

Dash Attack:
Duration: 31
Hits on Frame: 6 – 15 at least (weak on frame 10 and after)
Strong Hitlag: 7
Strong Blockstun: 2
Strong Blockhitlag: 7
Weak Hitlag: 7
Weak Blockstun: 1
Weak Blockhitlag: 6
~Strong Advantage: -23
~Weak Advantage: -20

Dtilt:
Duration: 25
Hits on Frame: 5
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Advantage: -18

Ftilt/Up-Angled Ftilt:
Duration: 28
Hits on Frame: 6
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Advantage: -20

Down-Angled Ftilt:
Duration: 28
Hits on Frame: 6
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Advantage: -19

Utilt:
Duration: 45
Hitbox 1 Hits on Frame: 3
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 1
Hitbox 1 Blockhitlag: 6
Hitbox 1 Advantage: -42
Linking Advantage: -3
Hitbox 2 Hits on Frame: 7
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -36

Dsmash:
Duration: 35
Hits on Frame: 20
Hitlag: 0
Blockstun: 3
Blockhitlag: 9
Advantage: -3

Fsmash:
Duration: 65
Hits on Frame: 20
Sweetspot hits on Frame: 20
Sourspot hits on Frame: 21
Backside hits on Frame: 22
Hitlag: 13
Blockstun: 3
Blockhitlag: 8
Advantage: -47
Sweetspot Hitlag: 7
Sweetspot Blockstun: 3
Sweetspot Blockhitlag: 9
Sweetspot Advantage: -40
Sourspot Hitlag: 5
Sourspot Blockstun: 2
Sourspot Blockhitlag: 7
Sourspot Advantage: -40
Backside Hitlag: 11
Backside Blockstun: 2
Backside Blockhitlag: 7
Backside Advantage: -45

Usmash:
Duration: 45
Hits on Frame: 8, 10, 13, 16, 19, 22, 28
Hitlag (last hit): 9
Blockstun (last hit): 1
Blockhitlag (last hit): 6
Advantage (last hit): -19

Shortest Possible Neutral-B:
Duration: 39
Hits on Frame: 21
Hitlag: 0
Blockstun: 1
Blockhitlag: 6
Advantage: -11

Longest Possible Neutral-B:
Duration: 59
Hits on Frame: 41
Hitlag: 0
Blockstun: 2
Blockhitlag: 7
Advantage: -9

Side-B:
Duration: 43
Hitbox 1 Hits on Frame: 24
Hitbox 1 Hitlag: 4
Hitbox 1 Blockstun: 1
Hitbox 1 Blockhitlag: 6
Hitbox 1 Advantage: -16
Linking Advantage: -5
Hitbox 2 Hits on Frame: 33
Hitbox 2 Hitlag: 17
Hitbox 2 Blockstun: 5
Hitbox 2 Blockhitlag: 11
Hitbox 2 Advantage: -11

Up-B:
Duration: 43
Hits on Frame: 6, 13, 17, 23
Hitlag (first hit): 0
Blockstun (first hit): 0
Blockhitlag (first hit): 5
Advantage (first hit): -32
Hitlag (last hit): 11
Blockstun (last hit): 2
Blockhitlag (last hit): 7
Advantage (last hit): -22

Down-B (Flip/Special Walljump):
Duration: 49
Invincible: 1 – 12
Earliest Attack Start: 19 (Frame 19 of Flip = Frame 1 of Attack)
Earliest Special Footstool: 19 (Frame 19 of Flip = Frame 1 of Special Footstool)
Earliest Special Walljump: 28 (Frame 28 of Flip = Frame 1 of Special Walljump)

Down-B (Attack):
Duration: 60
Hits on Frame: 9
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Landing lag: 30
Advantage: -26

Down-B (Special Footstool):
Earliest Double-Jump: 84
Earliest Aerial/Special/Airdodge: 4

Wakeup Attack from back:
Duration: 49
Invincible: 1 – 29
Hitbox 1 Hits on Frame: 15
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 2
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -32
Linking Advantage: -9
Hitbox 2 Hits on Frame: 27
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -20

Wakeup Attack from face:
Duration: 49
Invincible: 1 – 30
Hitbox 1 Hits on Frame: 16
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 2
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -31
Linking Advantage: -9
Hitbox 2 Hits on Frame: 28
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -19

Edge Getup Attack <100%:
Duration: 55
Invincible: 1 – 17
Hits on Frame: 19
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Advantage: -34

Edge Getup Attack >=100%:
Duration: 69
Invincible: 1 – 57
Hits on Frame: 53
Hitlag: 9
Blockstun: 3
Blockhitlag: 8
Advantage: -14

Upward Armor Throw:
Duration: 20
Hits on Frame: 11
Hitlag: 0
Blockstun: 4 (smash) or 3 (non-smash)
Blockhitlag: 9 (smash) or 9 (non-smash)
Advantage: +4 (smash) or +3 (non-smash)

Downward Armor Throw:
Duration: 18
Hits on Frame: 6
Hitlag: 0
Blockstun: 4 (smash) or 3 (non-smash)
Blockhitlag: 9 (smash) or 8 (non-smash)
Advantage: +1 (smash) or -1 (non-smash)

Forward Smash Armor Throw:
Duration: 20
Hits on Frame: 7
Hitlag: 0
Blockstun: 4
Blockhitlag: 9
Advantage: 0

Backward Smash Armor Throw:
Duration: 20
Hits on Frame: 9
Hitlag: 0
Blockstun: 4
Blockhitlag: 9
Advantage: +2

Standard (Forward non-smash) Armor Throw:
Duration: 20
Hits on Frame: 7
Hitlag: 0
Blockstun: 3
Blockhitlag: 8
Advantage: -2

Dashing Armor Throw:
Duration: 34
Hits on Frame: 4
Hitlag: 0
Blockstun: 3
Blockhitlag: 9
Advantage: -18
 

ColinJF

Smash Ace
Joined
Dec 21, 2007
Messages
712
I said I'd do Luigi's "numerical data" on AIM, so you can put me down for that.

Here is the data for his ground moveset. 'damage' is the base damage of the move, 'g' is the launch speed growth, 'b' is the base launch speed, and 'c' is the vertical strength.

Jab 1
damage = 3
b0 = 483.97350993377
s = 596.02649006623

Jab 2
damage = 2

Jab 3
damage = 5

Ftilt
damage = 10
g = 28.46
b = 644.17
c = 88.058847512912

Utilt
damage = 9
g = 33.12
b = 1702.016
c = 156.21331883664

Dtilt

This move gives a 'dizzy' animation at low damage and hence no launch speed. We will research moves like this later.

damage = 9
g = 10.44
b = 1003.342
c = ______

Dash Attack (7 hits)
damage = 1, 1, 1, 1, 1, 1, 2

{ last hit }
g = 8.8952380952381
b = 2193.28
c = 63.019275711856

Fsmash

{ up angled }
damage = 15
g = 54.58
b = 1426.365
c = 137.32126030624

{ neutral angled }
damage = 14
g = 51.36
b = 1426.008
c = 127.80766512639

{ down angled }
damage = 13
g = 48.12
b = 1426.162
c = 104.30300806378

Usmash

It was a surprise to me that this move has two hitboxes. Not sure if that's common knowledge.

{ sourspot }
damage = 12
g = 32.58
b = 1695.492
c = 145.35759717315

{ sweetspot }
damage = 15
g = 39.62
b = 1694.985
c = 147.41666666667

Dsmash
damage = 16
g = 34.26
b = 1751.432
c = 137.66084986863

Neutral B (Fireball)
damage = 6
g = 4.74
b = 305.138

Side B (Green Missile)

{ uncharged }
damage = 5
g = 13.2
b = 1107.7
c = 161.07230225605

{ fully charged }
damage = 26
g = 53.38
b = 1107.726
c = 81.251508562108

{ misfire }
damage = 25
g = 64.34
b = 1224.075
c = 81.241392588573

Down B (Luigi Cyclone) - grounded (5 hits)
damage = 2, 2, 2, 2, 4

{ last hit }
g = 16.24
b = 2599.376
c = 167.70895472804

Up B (Super Jump Punch)

{ sourspot }
damage = 1

{ sweetspot }
damage = 25
g = 46.96
b = 2678.3
c = 149.85004983238

Wakeup Attack from face
damage = 6

Wakeup Attack from back
damage = 5

Edge Getup attack < 100%
damage = 8

Edge Getup attack >= 100%
damage = 10
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I'm still hard at work on this, but I'll post what I have now and edit this post as I continue to gather more data. I have all the base damage and most of Mr. Game & Watch's knockback values (nair, dair, and Judgment Hammer are quite the pain!). I hope no one minds that I'm totally skipping Oil Panic and Withdraw. Oil Panic has its own special mechanics to calculate its power that I can only assume are beyond the scope of this project for the time being. Withdraw seemed simple at first but actually does variable damage based on how fast Squirtle is moving in a fairly non-obvious way (I've observed quite a few different damage values out of it). It's another complex special that I don't feel is worth the time to investigate for the purpose of this project. The good news is that Rock Smash is actually very simple and shouldn't actually be much work at all.

I'll also organize this later.

Mr. Game & Watch damage chart:

ftilt: 10%
g = 28.48
b = 1222.96
c = 113.83383165716

utilt: 8%
g = 30.08
b = 1702.328
c = 156.30073389508

dtilt: 6%
g = 9.44
b = 1900.528
c = 47.777584488539

dthrow: 6%
into ground
g = 5.68
b = 2695.216
c = -166.11340038054
as meteor
SAME

usmash: 18%
g = 46.18
b = 1850.198
c = 156.73658602881

jab1: 3%
fixed knockback
Mario: 739
Jigglypuff: 767

jab (rapid): 1%
fixed knockback
Mario: 739
Jigglypuff: 767

Fire: 6%
g = 15.14
b = 2395.618
c = 103.57386065054

bthrow: 8%
g = 9.48
b = 3397.368
c = 141.00817251065

fthrow: 8%
g = 9.48
b = 3397.368
c = 141.00817251065

uthrow: 8%
g = 9.48
b = 3397.368
c = 167.93124943372

pummel: 3%
no knockback

ledge attack (under 100%): 8%
fixed knockback
Mario: 3130
Jigglypuff: 3494
Fox: 3784

ledge attack (100%+): 10%
fixed knockback
Mario: 3130
Jigglypuff: 3508
Fox: 3733

fsmash: 18%
g = 46.64
b = 2114.504
c = 117.10896076833

Chef (pan hit): 5%
g = 4.96
b = 2105.96
c = 27.284044577331

Chef (food hit): 4%
ASSUMPTION: all food types are the same (they do the same damage)
g = 7.06
b = 933.348
c = 155.09415602066

dsmash (non-sweetspot): 13%
g = 24.24
b = 2326.124
c = 50.281290205672

bair: 3% per hit, 5 hits
first hit
g = 4.68
b = 1037.258
c = 149.14385249615

last hit (landing hit?)
g = 13.68
b = 3591.908
c = 158.44416055087

The turtle is pretty weird in how it can hit. The first hit is just what it sounds like; I hit with the turtle right as it came out and quit immediately. For the last hit, I nearly finished the turtle above the target and then fast fell onto them. This is significantly more knockback than is typical for hitting with all five hits; this move has some interesting properties that may be explained by a "landing hitbox" that seems to only have any chance of hitting when the first four hits either miss or are blocked (attempts to land this hit when landing other hits of the turtle always result in the target flying away). However, given that it will essentially never kill (the last hit given is the strongest hit the turtle ever has) and that all hits do the same amount of damage, complicating testing, this researcher deems this data along with this explanation give sufficient information about this wonderful move.

fair (sweetspot: initial hit): 16%
g = 34.26
b = 1429.432
c = 92.78905499683

fair (non-sweetspot: late hit): 6%
g = 15.12
b = 785.744
c = 94.484696928514

dair: 14% (initial hit), 13% (falling hit if initial hit whiffs), 6% (landing hit)

initial hit (into ground)
Luigi down tilt case

initial hit (as meteor)
g = 38.02
b = 1224.106
c = -185.85667300897

falling hit
g = 35.64
b = 1223.514
c = 133.54381625442

landing hit
g = 9.1
b = 1897.67
c = 100.95410890641

dsmash (sweetspot): 15%*
g = 39.62
b = 2499.985
c = 153.82692307692

uair: 7% (initial hit), 9% (second hit)*
initial hit
g = 12.76
b = 992.214
c = 157.06968379089

second hit
g = 25.56
b = 2339.458
c = 162.51523964845

Judgment 1: 2% (12% to Mr. Game & Watch)
no knockback

Judgment 2: 4%
g = 5.66
b = 553.228
c = 77.215384615385

Judgment 3: 6% (hits backward)
g = 9.46
b = 1738.402
c = 106.86674821056

Judgment 4: 8%
g = 9.46
b = 1842.536
c = 98.576098577512

Judgment 5: 3% per hit, 4 hits
Luigi down tilt case (first hit does 4923 to 300% Jigglypuff)

Judgment 6: 12%
g = 26.6
b = 1429.84
c = 48.594364410623

Judgment 7: 14%* (apple heals 4%)
g = 19.02
b = 1255.406
c = 95.609758086436

Judgment 8: 9%
fixed knockback
Mario: 2219
Jigglypuff: 2381

Judgment 9: 32%
g = 64.86
b = 3684.704
c = 78.627489353993

nair: 5% (first hit), 4% (second, third, and fourth hits)

first hit
g = 7.6
b = 1268.1
c = -1379.9886744586

get up attack: 6% (both hits, tech)
g = 9.46
b = 2866.402
c = 101.73854308236

get up attack: 5% (both hits, trip)
g = 7.98
b = 2220.105
c = 101.58881489535

dash attack: 11%
g = 15.44
b = 2543.668
c = 144.29212648365

Base damage:

Squirtle:

jab1: 3%
fixed knockback
Mario: 853
Jigglypuff: 901

jab2: 2%
fixed knockback
Mario: 967
Jigglypuff: 1036

jab3: 4%
g = 16.94
b = 1983.852
c = 92.974159644831

utilt: 6%
g = 18.9
b = 1545.93
c = 161.05458910936

ftilt: 6%
g = 18.9
b = 836.93
c = 93.105871160642

dtilt: 2% (first 4 hits), 5% (last hit)
first hit (presumably first 4 hits)
fixed knockback
Mario: 762
Jigglypuff: 794

last hit
g = 21.46
b = 2042.071
c = 143.76684334511

usmash: 3% (first hit), 13% (second hit)
first hit
fixed knockback
Mario: 2817
Jigglypuff: 3104
Fox: 3556

second hit
g = 31
b = 2759.2
c = 153.45021292018


fsmash: 14%
g = 38.04
b = 1158.812
c = 91.219516172873

dsmash: 11%
g = 31.48
b = 1267.406
c = 69.669738153486

nair: 9% (initial hit), 6% (later hit) [only one hit possible]
fair: 12% (initial hit), 6% (later hit) [only one hit possible]
bair: 10% (initial hit), 6% (later hit) [only one hit possible]
uair: 11%
dair: 1% (first 5 hits), 5% (last hit)
uthrow: 11%
dthrow: 7%
fthrow: 9%
bthrow: 10%
pummel: 2%
Water Gun (uncharged): 2% per hit, 7 hits
Withdraw: variable damage based on speed, 3% seems like minimum
Waterfall: 2% (first three hits), 1% (next six hits), 3% (final hit)
ledge attack (under 100%): 8% (long range), 6% (close range)
fixed knockback (both hits are the same except direction)
Mario: 3130
Jigglypuff: 3494
Fox: 3784

ledge attack (100%+): 10%
fixed knockback
Mario: 3130
Jigglypuff: 3508
Fox: 3733

get up attack (tech): 6% (both hits)
g = 9.46
b = 2866.402
c = 101.73854308236

get up attack (trip): 5% (both hits)
g = 7.98
b = 2220.105
c = 101.58881489535

dash attack: 9% (initial hit), 7% (later hit)
initial hit
g = 13.04
b = 2543.772
c = 153.44965117333

later hit
g = 6.38
b = 1623.107
c = 139.43227779288


Ivysaur:

jab1: 3%
fixed knockback
Mario: 807
Jigglypuff: 848

jab2: 2% (one rapid jab forced to follow)
(knockback not fixed, hard to calculate)

rapid jabs: 2% then 1% alternating
strong hit
fixed knockback
Mario: 644
Jigglypuff: 644

weak hit
(knockback fixed, hard to calculate)

dtilt: 2% (first hit), 5% (second hit)
first hit
fixed knockback
Mario: 1308
Jigglypuff: 1438

second hit
g = 16.52
b = 2511.578
c = 116.73269004259

ftilt: 2%, 7 hits
last hit
g = 9.34
b = 1867.702
c = 116.3752197155

utilt: 7%
g = 19.16
b = 2454.174
c = 159.44206759083

fsmash: 16%
g = 42.38
b = 1218.016
c = 83.199818791344

dsmash: 8%
g = 18.94
b = 1751.904
c = 90.866322370209

usmash: 17%
g = 40.68
b = 3098.862
c = 150.90579867718

nair: 2%, 7 hits
fair: 12%
bair: 2% (first hit), 2% (second hit long range), 3% (second hit close range)
uair: 16%
dair: 8%
Bullet Seed: 4% (first hit), 2% (subsequent hits, 6 minimum)
Vine Whip: 7% (minimum range), 13% (tip) gains progressive power further down the vine
minimum range
g = 17.04
b = 2073.756
c = 124.9703180212

tip (on stage)


tip (as meteor)


Razor Leaf: 8% (close range), 6% (medium range), 4% (long range)
close range
g = 11.84
b = 1255.544
c = 153.12110174866

medium range
g = 9.44
b = 869.528
c = 150.34168705264

long range
g = 4.24
b = 334.192
c = 0.51343662227055

uthrow: 10%
dthrow: 10%
fthrow: 8%
bthrow: 10%
pummel: 3%
ledge attack (under 100%): 8% (long range), 6% (close range)
both hits same fixed knockback
Mario: 3130
Jigglypuff: 3494
Fox: 3784

ledge attack (100%+): 10%
fixed knockback
Mario: 3130
Jigglypuff: 3508
Fox: 3733

get up attack (tech): 6% (both hits)
g = 9.46
b = 2866.402
c = 101.73854308236

get up attack (trip): 5% (both hits)
g = 7.98
b = 2220.105
c = 101.58881489535


dash attack: 12% (initial hit), 10% (later hit)
initial hit
g = 23.26
b = 2982.924
c = 143.85472501586

later hit
g = 14.24
b = 1738.48
c = 155.63486454653


Charizard:

jab1: 3%
jab2: 4%
jab3: 6%
ftilt: 11%
dtilt: 12%
utilt: 8%
fsmash: 5% (first hit), 17% (second hit)
dsmash: 16%
usmash: 5% (first hit), 11% (second hit)
uthrow: 11%
dthrow: 1% (six hits)
fthrow: 10%
bthrow: 10%
pummel: 2%
nair: 9% (normal hit), 12% (tip of tail hit)
fair: 4% (first hit), 3% (second hit), 2% (third and fourth hits)
bair: 5% (first hit), 9% (second hit)
dair: 14%
uair: 10%
Flamethrower: 2% (near hit), 1% (far hit)
Fly: 5% (first hit), 2% (next six hits)
Rock Smash: 18% (initial hit), 5% (rock shards, 5 total)
glide attack: 12%
ledge attack (under 100%): 8%
ledge attack (100%+): 10%
get up attack: 6%
dash attack: 11% (initial hit), 9% (later hit)
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
good **** so far guys

I added another condition for testing (per Colin's notice) that some ground normals can behave differently against aerial opponents. If the move is suspected to behave this way, please test both.

Edit: make sure you test for different "tilted" versions of ftilts/fsmashes (i.e. upward angled ftilt, etc...)
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I propose we don't bother with knockback data for ledge and get up attacks. The reason is that the knockback data for Mr. Game & Watch, Squirtle, and Ivysaur is the exact same for these moves across the board; I suspect it's the same for all characters. The only difference I found was that Mr. Game & Watch's under 100% ledge attack doesn't seem to have a weaker hit, but that doesn't change much since the multiple strength ledge attacks end up with the same knockback information anyway (even though the weak hit sends the target away from the stage instead of into it; it must be mirrored across the vertical).

ledge attack (under 100%): 8% (long range), 6% (close range)
both hits same fixed knockback
Mario: 3130
Jigglypuff: 3494
Fox: 3784

ledge attack (100%+): 10%
fixed knockback
Mario: 3130
Jigglypuff: 3508
Fox: 3733

get up attack (tech): 6% (both hits)
g = 9.46
b = 2866.402
c = 101.73854308236

get up attack (trip): 5% (both hits)
g = 7.98
b = 2220.105
c = 101.58881489535

Until anyone can find a ledge or get up attack that contradicts this data more than some characters only having one hit on a get up attack or not having a weak hit on the under 100% ledge attack, I don't see why we should continue looking into these. It's really not hard to believe they are all identical given how unimportant these attacks are. They are far and away the most obnoxious moves to test anyway.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
interesting. I would not have thought of that.

Ok, for now we won't have to look into them. Later we'll verify these further and stuff.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
My Wii is broken so I will be unable to do any more than I have probably (it broke while I was in the middle of doing this). It sucks. I edited my earlier post with all the data I have; it's most of what you wanted for Mr. Game & Watch, Squirtle, and Ivysaur. Sorry about Charizard; the Wii broke before I could even start on his knockback values.
 

3GOD

Smash Ace
Joined
Jul 23, 2006
Messages
745
Location
Athens, GA
Ground Attacks for Wario

Jab:
Duration: 22
Hits on Frame: 8
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Advantage: -12
Earliest 2nd Jab Start: 14 (Frame 14 of Jab = Frame 1 of 2nd Jab)
Linking Advantage: -6

2nd Jab:
Duration: 25
Hits on Frame: 4
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Advantage: -19

Dash Attack:
Duration: 49
Hits on Frame: 4 – 13 at least (weak on frame 6 and after)
Strong Hitlag: 7
Strong Blockstun: 2
Strong Blockhitlag: 7
Weak Hitlag: 7
Weak Blockstun: 1
Weak Blockhitlag: 6
~Strong Advantage: -43
~Weak Advantage: -43

Dtilt:
Duration: 33
Hits on Frame: 5
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Advantage: -26

Ftilt:
Duration: 36
Hits on Frame: 14
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Advantage: -18

Down-Angled Ftilt:
Duration: 36
Hits on Frame: 14
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Advantage: -18

Up-Angled Ftilt:
Duration: 36
Hits on Frame: 14
Hitlag: 10
Blockstun: 5
Blockhitlag: 10
Advantage: -17

Utilt:
Duration: 36
Hits on Frame: 12
Hitlag: 9
Blockstun: 3
Blockhitlag: 8
Advantage: -22

Dsmash:
Duration: 78
Hits on Frame: 8 (behind Wario)
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Advantage: -66

Fsmash:
Duration: 44
Super Armor: 8 – 11
Hits on Frame: 9
Hitlag: 12
Blockstun: 6
Blockhitlag: 12
Advantage: -29

Usmash:
Duration: 46
Hits on Frame: 11, 13, 15, 17, 19, 21
Hitlag (last hit): 9
Blockstun (last hit): 3
Blockhitlag (last hit): 8
Advantage (last hit): -23

Shortest Possible Neutral-B:
Duration: 45
Grabs on Frame: 8 – 23

Longest Possible Neutral-B:
Duration: 95
Grabs on Frame: 8 – 73

Side-B (Bike Pull):
Hits on Frame: 20
Hitlag: 8
Blockstun: 3
Blockhitlag: 8

Side-B (Full Speed Bike):
Hitlag: 9
Blockstun: 3
Blockhitlag: 9

Side-B (No Bike Available):
Duration: 39

Upward Bike Throw:
Duration: 29
Hits on Frame: 14
Hitlag: 0
Blockstun: 9 (smash) or 8 (non-smash)
Blockhitlag: 15 (smash) or 14 (non-smash)
Advantage: +9 (smash) or +7 (non-smash)

Downward Bike Throw:
Duration: 29
Hits on Frame: 14
Hitlag: 0
Blockstun: 8 (smash) or 7 (non-smash)
Blockhitlag: 14 (smash) or 13 (non-smash)
Advantage: +7 (smash) or +5 (non-smash)

Forward/Backward Smash Bike Throw:
Duration: 39
Hits on Frame: 20
Hitlag: 0
Blockstun: 7
Blockhitlag: 12
Advantage: 0

Standard (Forward non-smash) Bike Throw:
Duration: 39
Hits on Frame: 20
Hitlag: 0
Blockstun: 6
Blockhitlag: 11
Advantage: -2

Upward Wheel Throw:
Duration: 29
Hits on Frame: 15
Hitlag: 0
Blockstun: 4 (smash) or 3 (non-smash)
Blockhitlag: 9 (smash) or 8 (non-smash)
Advantage: -1 (smash) or -3 (non-smash)

Downward Wheel Throw:
Duration: 21
Hits on Frame: 8
Hitlag: 0
Blockstun: 4 (smash) or 3 (non-smash)
Blockhitlag: 10 (smash) or 8 (non-smash)
Advantage: +1 (smash) or -2 (non-smash)

Forward Smash Wheel Throw:
Duration: 29
Hits on Frame: 10
Hitlag: 0
Blockstun: 3
Blockhitlag: 9
Advantage: -7

Backward Smash Wheel Throw:
Duration: 29
Hits on Frame: 14
Hitlag: 0
Blockstun: 3
Blockhitlag: 9
Advantage: -3

Standard (Forward non-smash) Wheel Throw:
Duration: 29
Hits on Frame: 10
Hitlag: 0
Blockstun: 3
Blockhitlag: 8
Advantage: -8

Dashing Wheel Throw:
Duration: 38
Hits on Frame: 5
Hitlag: 0
Blockstun: 3
Blockhitlag: 8
Advantage: -22

Up-B:
Hits on Frame: 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28
Hitlag (last hit): 3
Blockstun (last hit): 1
Blockhitlag (last hit): 6
Landing lag: 30

Down-B – Charge Level Zero (about 0:00 to 0:17):
Duration: 79
Trips on Frame: 16

Down-B – Charge Level One (about 0:17 to 0:57):
Duration: 47
Hits on Frame: 10
Hitlag: dependant on charge time
Blockstun: dependant on charge time
Blockhitlag: dependant on charge time
Advantage: dependant on charge time

Down-B – Charge Level Two (about 0:57 to 1:50):
Duration: 29
Hits on Frame: 5
Hitlag: dependant on charge time
Blockstun: dependant on charge time
Blockhitlag: dependant on charge time
Advantage: dependant on charge time

Down-B – Full Charge:
Duration: 59
Super Armor: 5 – 10
Hits on Frame: 9
Hitlag: 21
Blockstun: 14
Blockhitlag: 21
Advantage: -24

Wakeup Attack from back:
Duration: 49
Invincible: 1 – 21
Hitbox 1 Hits on Frame: 16
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 2
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -31
Linking Advantage: -1
Hitbox 2 Hits on Frame: 20
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -27

Wakeup Attack from face:
Duration: 49
Invincible: 1 – 22
Hitbox 1 Hits on Frame: 16
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 2
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -31
Linking Advantage: -2
Hitbox 2 Hits on Frame: 21
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -26

Edge Getup Attack <100%:
Duration: 55
Invincible: 1 – 29
Hits on Frame: 31
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Advantage: -22

Edge Getup Attack >=100%:
Duration: 69
Invincible: 1 – 55
Hits on Frame: 53
Hitlag: 9
Blockstun: 3
Blockhitlag: 8
Advantage: -14
 

3GOD

Smash Ace
Joined
Jul 23, 2006
Messages
745
Location
Athens, GA
Since apparently no one else is taking them, I've begun investigating frame data for Kirby and Peach. I'll get the ground attacks for them posted as soon as I am able.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
good ****. Esp. 3GOD. Although, someone's asked about the hitlag on the wario waft at 1 minute at 1:50 sec, if that's not to hard to grab, it'd be appreciated.
 

Mmac

Smash Lord
Joined
Apr 8, 2008
Messages
1,967
Location
BC, Canada
I had to do stuff on all past week, so I didn't have time to finish up on my frame work for the due date.

I should have it finished by tomorrow, hopefully
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Make that for me too...I was planning on getting it done yesterday, but ended up taking a 'nap' for 8 hours instead of 1-2(loooong weekend). xD

But no johns...methinks tomorrow for me also.
 

ColinJF

Smash Ace
Joined
Dec 21, 2007
Messages
712
Haha I have done that before Kirk and completely ****ed my sleep pattern.

I always set an alarm clock when I take a nap now (seriously).
 

3GOD

Smash Ace
Joined
Jul 23, 2006
Messages
745
Location
Athens, GA
Ground Attacks for Peach

Jab:
Duration: 19
Hits on Frame: 2
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Advantage: -16
Earliest 2nd Jab Start: 8 (Frame 8 of Jab = Frame 1 of 2nd Jab)
Linking Advantage: -5

2nd Jab:
Duration: 22
Hits on Frame: 2
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Advantage: -19

Dash Attack:
Duration: 37
Hitbox 1 Hits on Frame: 6
Hitbox 1 Hitlag: 6
Hitbox 1 Blockstun: 1
Hitbox 1 Blockhitlag: 6
Hitbox 1 Advantage: -30
Linking Advantage: -9
Hitbox 2 Hits on Frame: 17
Hitbox 2 Hitlag: 6
Hitbox 2 Blockstun: 1
Hitbox 2 Blockhitlag: 6
Hitbox 2 Advantage: -19

Dtilt:
Duration: 27
Hits on Frame: 12
Hitlag: 9
Blockstun: 3
Blockhitlag: 8
Advantage: -13

Ftilt:
Duration: 36
Hits on Frame: 6
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Advantage: -26

Utilt:
Duration: 37
Hits on Frame: 10
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Advantage: -23

Dsmash:
Duration: 44
Hits on Frame: 6, 11, 16, 21
Hitlag (last hit): 7
Blockstun (last hit): 1
Blockhitlag (last hit): 6
Advantage: -23

Fsmash:
Duration: 40
Hits on Frame: 15
Hitlag: 11 (golf), 12 (frying pan), 9 (tennis)
Blockstun: 5 (golf), 6 (frying pan), 4 (tennis)
Blockhitlag: 10 (golf), 11 (frying pan), 9 (tennis)
Advantage: -21 (golf), -20 (frying pan), -21 (tennis)

Usmash:
Duration: 44
Hits on Frame: 14
Hitlag: 11
Blockstun: 5
Blockhitlag: 10
Advantage: -26

Grounded Neutral-B:
Duration (whiffed): 64
Counters: 11 – 31 (Counter Frame # = Frame 1 of Damage Animation)

Neutral-B Damage Animation:
Duration: 74
Invincible: 1 – 13
Hits on Frame: 12, 14, 17, 20, 23, 26
Hitlag (last hit): 0
Blockstun (last hit): 1
Blockhitlag (last hit): 6
Advantage (last hit): -41

Grounded Side-B (Flat Ground):
Duration (whiffed): 72
Connects on Frame: 22 – 39 (Connection Frame # = Frame 1 of Damage Animation)

Side-B Damage Animation:
Duration: 20
Hits on Frame: 2
Hitlag: 11
Blockstun: 5
Blockhitlag: 10
Advantage: -14

Up-B:
Hits on Frame: 7, 11, 19, 27, 31
Hitlag (last hit): 6
Blockstun (last hit): 1
Blockhitlag (last hit): 6
Landing lag: 30

Down-B:
Duration: 29
Turnip in hand on Frame: 1

Note: All turnip throw data is for "standard" turnips...should be different for stitch face/dot eyes/saturn/sword/bob-omb

Forward Smash Turnip Throw:
Duration: 26
Hits on Frame: 8
Hitlag: 0
Blockstun: 4
Blockhitlag: 10
Advantage: -4

Downward Turnip Throw:
Duration: 21

Upward Turnip Throw:
Duration: 25
Hits on Frame: 11
Hitlag: 0
Blockstun: 5 (smash) or 3 (non-smash)
Blockhitlag: 10 (smash) or 9 (non-smash)
Advantage: +1 (smash) or -2 (non-smash)

Backward Smash Turnip Throw:
Duration: 26
Hits on Frame: 11
Hitlag: 0
Blockstun: 4
Blockhitlag: 10
Advantage: -1

Standard (Forward non-smash) Turnip Throw:
Duration: 26
Hits on Frame: 8
Hitlag: 0
Blockstun: 3
Blockhitlag: 8
Advantage: -7

Dashing Turnip Throw:
Duration: 37
Hits on Frame: 5
Hitlag: 0
Blockstun: 4
Blockhitlag: 9
Advantage: -19

Wakeup Attack from back:
Duration: 49
Invincible: 1 – 27
Hitbox 1 Hits on Frame: 17
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun: 2
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -30
Linking Advantage: -5
Hitbox 2 Hits on Frame: 25
Hitbox 2 Hitlag: 7
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 7
Hitbox 2 Advantage: -22

Wakeup Attack from face:
Duration: 49
Invincible: 1 – 27
Hitbox 1 Hits on Frame: 17
Hitbox 1 Hitlag: 7
Hitbox 1 Blockstun:
Hitbox 1 Blockhitlag: 7
Hitbox 1 Advantage: -30
Linking Advantage: -5
Hitbox 2 Hits on Frame: 25
Hitbox 2 Hitlag: 8
Hitbox 2 Blockstun: 2
Hitbox 2 Blockhitlag: 8
Hitbox 2 Advantage: -22

Edge Getup Attack <100%:
Duration: 54
Invincible: 1 – 8
Hits on Frame: 10
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Advantage: -42

Edge Getup Attack >=100%:
Duration: 69
Invincible: 1 – 47
Hits on Frame: 44
Hitlag: 9
Blockstun: 3
Blockhitlag: 8
Advantage: -23
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Ike Ground Attacks Frame Data

Not quite finished yet, but I'll post what I have so far...

Will update as more data comes. Also some cleanup perhaps...

Move Name: Jab
Visual Description: Ike punches with his fist.
Input: Jab
Hits on Frame: 3
Duration: 16
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 4%

Knockback Angle: N/A
Base Launch Speed(b): 1308
Launch Speed Growth(g): 0
Variance:
Vertical Strength(c):
Element:

Earliest 2nd Jab: 12
------------------------------------------------------------------
Move Name: 2nd Jab
Visual Description: Ike kicks with his foot.
Input: Jab, Jab
Hits on Frame: 3
Duration: 19
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 5%

Knockback Angle: N/A
Base Launch Speed(b): 1411
Launch Speed Growth(g): 0
Variance:
Vertical Strength(c):
Element:

Earliest 3rd Jab: 8
------------------------------------------------------------------
Move Name: 3rd Jab
Visual Description: Ike swings his sword over his shoulder.
Input: Jab, Jab, Jab
Hits on Frame: 10
Duration: 37
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Base Damage: 7%

Knockback Angle:
Base Launch Speed(b): 2512.66
Launch Speed Growth(g): 22.33
Variance: 0
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Forward Tilt
Visual Description: Ike swings his sword horizontally in front of him.
Input: Forward Tilt
Hits on Frame: 17
Duration: 55
Hitlag: 10
Blockstun: 5
Blockhitlag: 10
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Up Tilt
Visual Description: Ike brings his sword to the ground and lifts it upward, parallel to the ground.
Input: Up Tilt
Hits on Frame: 13
Duration: 49
Hitlag: 9, 8 hilt
Blockstun: 4, 3 hilt
Blockhitlag: 9, 8 hilt
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Down Tilt
Visual Description: Ike crouches down and swings his sword across the floor.
Input: Down Tilt
Hits on Frame: 16
Duration: 54
Hitlag: 10, 10 hilt
Blockstun: 4, 4 hilt
Blockhitlag: 10, 10 hilt
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Forward Smash
Visual Description: Ike swings his sword behind his back and swings it vertically over his head in front of him.
Input: Forward Smash
Hits on Frame: 31
Duration: 79
Hitlag: 13, 11 tip
Blockstun: 7, 5 tip
Blockhitlag: 13, 11 tip
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Up Smash
Visual Description: Ike bends over and swings his sword upward around his entire body.
Input: Up Smash
Hits on Frame: 25
Duration: 66
Hitlag: 11
Blockstun: 5
Blockhitlag: 11
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Down Smash
Visual Description: Ike crouches down and swings his sword once on each side of him.
Input: Down Smash
Hits on Frame: 13, 32
Duration: 69
Hitlag: 10, 11
Blockstun: 4, 5
Blockhitlag: 10, 11
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Dash Attack
Visual Description: Ike runs and lunges his sword forward in front of him.
Input: A, from a Dash
Hits on Frame: 18
Duration: 50
Hitlag: 8, 7 hilt
Blockstun: 2, 2 hilt
Blockhitlag: 8, 7 hilt
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:
------------------------------------------------------------------
Move Name: Eruption (Neutral B)
Visual Description: Ike lifts his sword in the air and charges in flames, then plunges it into the ground, bursting into flame.
Input: Neutral B
Hits on Frame: 30
Duration: 78
Hitlag: 8, 19 full
Blockstun: 3, 12 full
Blockhitlag: 8, 19 full
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Super Armor: 25-29
------------------------------------------------------------------
Move Name: Quick Draw (Forward B)
Visual Description: Ike charges in place, releasing to move quickly forward.
Input: Forward B
Hits on Frame: 19
Duration: 42, 75 hit
Hitlag: 8, 11 full
Blockstun: 3, 5 full
Blockhitlag: 8, 11 full
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Ping!: 87
------------------------------------------------------------------
Move Name: Aether (Up B)
Visual Description: Ike throws his sword into the air, jumps up and catches it, then plummets back down to the ground.
Input: Up B
Hits on Frame: 18, 20, 30, 39, 46, 53, 64, 74 last
Duration: 109
Hitlag: 7, 0, 0, 5, 2, 2, 6, 7 last
Blockstun: 2, 2 last
Blockhitlag: 7, 7 last
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Super Armor: 19-38
------------------------------------------------------------------
Move Name: Counter (Down B)
Visual Description: Ike brings his sword close to his chest, taking a counter stance.
Input: Down B
Hits on Frame: 4
Duration: 59 no hit, 36 after hit
Hitlag: 16 upon Counter activation, Retaliation hitlag depends on strength of the attack Ike is attacked with...at least 8
Blockstun: Retaliation Blockstun depends on strength of the attack Ike is attacked with...at least 3
Blockhitlag: Retaliation Blockhitlag depends on strength of the attack Ike is attacked with...at least 8
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Activation Period: 11-33
Invincible: after activation 1-6
------------------------------------------------------------------
Move Name: Front Wakeup Attack
Visual Description: Ike swings his sword in a circle motion, hitting behind him then in front.
Input: A, from Front Wakeup
Hits on Frame: 16, 23
Duration: 49
Hitlag: 7, 7
Blockstun: 2, 2
Blockhitlag: 7, 7
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Invincible:
------------------------------------------------------------------
Move Name: Back Wakeup Attack
Visual Description: Ike swings his sword behind him, then swings it overhead in front of him.
Input: A, from Back Wakeup
Hits on Frame: 19, 31
Duration: 49
Hitlag: 7, 7
Blockstun: 2, 2
Blockhitlag: 7, 7
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Invincible:
------------------------------------------------------------------
Move Name: Fast Edge Getup Attack
Visual Description: Ike climbs up from the ledge and swings his sword across his opponent's feet.
Input: A, from Edge Getup < 100%
Hits on Frame: 23
Duration: 55
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Invincible:
------------------------------------------------------------------
Move Name: Slow Edge Getup Attack
Visual Description: Ike climbs slowly up from the ledge and swings his sword horizontally.
Input: A, from Edge Getup > 100%
Hits on Frame: 41
Duration: 69
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: %

Knockback Angle:
Base Launch Speed(b):
Launch Speed Growth(g):
Variance:
Vertical Strength(c):
Element:

Invincible:
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
I notice there's no place for vertical strength (c) in your list of quantities, Kirk. I imagine that's just an oversight.

http://colin.shoddybattle.com:81/gbc.php
Ah, yes you're right. I did omit that on accident. Thanks for pointing that out.

I basically copied the template from here, so that's why I forgot to include it.

I'll edit it later when I get the chance.
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
I'd like to ask for a minor bit of formatting when submitting these. Simply increase the font size slightly to 3 and bold+underline the name of the attack that the frame data is for.

Soon I'd like to tweak the frame data template, as well as make this a much higher priority project. Following the addition of new members, I'd like to arbitrarily assign one to two characters per frame data gatherer, and allow a week (?) for them to complete one character's frame data. Leaving this to your own discretion is friendly and all, but the Smash Lab isn't producing results right now, and we NEED to start making this room worthwhile.

Also, I'm thinking that the assigned characters will extend beyond frame data, into knowledge about ATs and what not for other projects we'll be doing in the Lab. In my opinion, the Lab has not achieved nearly what it set out to do so far, and once I am done with my responsibilities for the week (a presentation and paper due on Thursday) I may start to make a few sweeping changes to the Lab's structure.
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
I'd like to ask for a minor bit of formatting when submitting these. Simply increase the font size slightly to 3 and bold+underline the name of the attack that the frame data is for.

Soon I'd like to tweak the frame data template, as well as make this a much higher priority project. Following the addition of new members, I'd like to arbitrarily assign one to two characters per frame data gatherer, and allow a week (?) for them to complete one character's frame data. Leaving this to your own discretion is friendly and all, but the Smash Lab isn't producing results right now, and we NEED to start making this room worthwhile.

Also, I'm thinking that the assigned characters will extend beyond frame data, into knowledge about ATs and what not for other projects we'll be doing in the Lab. In my opinion, the Lab has not achieved nearly what it set out to do so far, and once I am done with my responsibilities for the week (a presentation and paper due on Thursday) I may start to make a few sweeping changes to the Lab's structure.
Sounds good to me. We literally didn't have a single post in this forum for over a week. We really should start picking things up...myself included(been really lazy + life sucking in general :o). Though I'm getting back into things...as it seems to be a nice distraction from the other things going on in my life...ugh but I digress...

Yeah...I'll be trying to start contributing more frequently from now on. :)

What would you say needs tweaking with the current template?

Also, just to clarify, did you want basically the entire frame data posts in size 3 font? So it makes those posts more noticeable/easier to read?
 
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