Science Revolution!
Smash Lab Shared Account
- Joined
- Apr 9, 2011
- Messages
- 40
[COLLAPSE="Current Requests"]
(Example) Shield Adv. for Dtilt | KayLo! | In Progress
Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1 / Standard Terms [TRMS]( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Techniques [TCHN]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
[Dunno what to put here yet since I don't have a complete list of terms.]
Section 2 / Frame & Hitbubble Data [FRME]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Fresh Damage: Fresh damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
WKB: Weight knockback of the move. Determines how greatly knockback is affected by the opponent's weight.
Block Advantage: Ground moves only. Frame difference between MK's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value.
Landing Lag: Aerials only. Number of frames MK lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which MK can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Invincibility: Frames during which MK will take no damage.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.[/COLLAPSE]
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Fresh Damage: Fresh damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
WKB: Weight knockback of the move. Determines how greatly knockback is affected by the opponent's weight.
Block Advantage: Ground moves only. Frame difference between MK's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value.
Landing Lag: Aerials only. Number of frames MK lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which MK can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Invincibility: Frames during which MK will take no damage.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.[/COLLAPSE]
Dash Attack | 5-11 | 33 | 8/7/6 | 3C/46/50 | 28 | 58 | 0 | ? |
Ftilt 1 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Ftilt 2 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Ftilt 3 | ? | ? | ? | ? | ? | ? | ? | ? | ?
Utilt | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dtilt | 3-4 | 16 | 4/5/6/7 | 169 | F/B/6/6 | 58 | 0 | ? | 30% Trip Rate.
Fsmash | 25-26 | 44 | E | 169 | 1C | 63 | 0 | ? |
Usmash | 8, 12, 17 (3 hits) | 52 | 3, 2, 4 | 5A/73/73/5A (initial hits) , 5A/46/46/5A (last hit) | 0/1E/1E/1E, 0/14/14/14, 3E | 64 (initial hits) , 91 (last hit) | 50/28/28/0, 5A/1E/1E/0, 0 | ? |
Dsmash | 5-6, 10-11 | 36 | B, D | 169 | 32 | 5D, 5A | 0 | ? |
Grabs | Hitbox Active | FAF | Fresh Dmg. | {colsp=6} Notes Standing Grab | 5-6 | 31 | - | {colsp=6}?
Dash Grab | 7-8 | 41 | - | {colsp=6}?
Pivot Grab | 6-7 | 37 | - | {colsp=6}?
Grab Pummel | 4 | 25 | ? | {colsp=6}?
Miscellaneous | Invincibility | Duration | {colsp=7} Notes Spotdodge | ? | ? | {colsp=7}?
Forward Roll | ? | ? | {colsp=7}?
Back Roll | ? | ? | {colsp=7}?
Up Taunt | - | ? | {colsp=7}?
Side Taunt | - | ? | {colsp=7}?
Down Taunt | - | ? | {colsp=7}?
2.2 Aerial Moves [AERL]
Fair | 6, 10, 13 (3 hits) | 41 | 3, 3, 4 | 3C/62/2D/5A (initial hits) , 32/169/32/169 (last hit) | 0, 0, 3C | 64, 64, 7A | 50/50/5/5 (initial hits) , 0 (last hit) | 14 | 1-3, 22-40 |
Bair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Uair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dair | ? | ? | ? | ? | ? | ? | ? | ? | ? | ?
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Soft Landing | Hard Landing | {colsp=5} Notes
| ? | ? | ? | ? | ? | {colsp=5}?
Miscellaneous | Invincibility | Duration | {colsp=8} Notes Airdodge | ? | ? | {colsp=8}?
2.3 Specials [SPCL]
Drill Rush | ? | ? | ? | ? | ? | ? | ? | ? | ?
Shuttle Loop | ? | ? | ? | ? | ? | ? | ? | ? | ?
Dimensional Cape | ? | ? | ? | ? | ? | ? | ? | ? | ?
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | ? | ? | ? | ? | ? | ? | ? | ? | ?
Miscellaneous | Invincibility | FAF | {colsp=7} Notes Ledge Grab | ? | ? | {colsp=7}?
Ledge Climb <100% | ? | ? | {colsp=7}?
Ledge Climb >100% | ? | ? | {colsp=7}?
Ledge Roll <100% | ? | ? | {colsp=7}?
Ledge Roll >100% | ? | ? | {colsp=7}?
Ledge Jump <100% | ? | ? | {colsp=7}?
Ledge Jump >100% | ? | ? | {colsp=7}?
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | ? | ? | ? | ? | ? | ? | ? | ? | ?
Trip Get Up Attack | ? | ? | ? | ? | ? | ? | ? | ? | ?
Miscellaneous | Invincibility | FAF | {colsp=7} Notes Tech | ? | ? | {colsp=7}?
Tech Roll Forward | ? | ? | {colsp=7}?
Tech Roll Backward | ? | ? | {colsp=7}?
Flop | - | ? | {colsp=7}?
Stand (Back) | ? | ? | {colsp=7}?
Stand (Stomach) | ? | ? | {colsp=7}?
Get Up Roll Forward (Back) | ? | ? | {colsp=7}?
Get Up Roll Backward (Back) | ? | ? | {colsp=7}?
Get Up Roll Forward (Stomach) | ? | ? | {colsp=7}?
Get Up Roll Backward (Stomach) | ? | ? | {colsp=7}?
Dash Trip | - | ? | {colsp=7}?
Pivot Trip | - | ? | {colsp=7}?
Forced Trip | - | ? | {colsp=7}?
Trip Stand | ? | ? | {colsp=7}?
Trip Roll Forward | ? | ? | {colsp=7}?
Trip Roll Backward | ? | ? | {colsp=7}?
2.6 Item Moves [ITMM]
Back Toss (Ground) | ? | ? | ? | ?
Up Toss (Ground) | ? | ? | ? | ?
Down Toss (Ground) | ? | ? | ? | ?
Dash Toss | ? | ? | ? | ?
Forward Toss (Air) | ? | ? | ? | ?
Back Toss (Air) | ? | ? | ? | ?
Up Toss (Air) | ? | ? | ? | ?
Down Toss (Air) | ? | ? | ? | ?
Section 3 / Techniques [TCHN]
[Dunno what to put here yet since I don't have a complete list of techs.]
Section 4 / Credits [CRDT]
MK Panel Members : -
Frame Data Collection : RocketPSIence
Thread Format : KayLo!
Frame Data Collection : RocketPSIence
Thread Format : KayLo!