• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Character Release Template Testing

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
http://www.smashboards.com/showthread.php?t=285276
http://www.smashboards.com/showthread.php?t=285074
Are we doing proposals in here too or what?
I tried to organize those two frame data threads to be user-friendly; comments on some moves explaining what it means in real life, etc. I realize that this exact format is unlikely to be the final one, but I think everyone should look through those and decide what elements we like and which ones we don't. Do we want a dedicated OoS section? Comments alongside the data itself? Plain vanilla numbers?
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I definitely feel that KayLo's threads should be used as a base template.

Bio, can you copy the OP and secondary posts into here? (and merge with a newer post so it doesn't override the OP?)
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
The PokéLab: Pikachu Research Thread
( Currently under heavy construction. )


This thread is for researching and discussing the technical aspects of Pikachu. If you have any ideas about techniques or would like to request for something to be tested, feel free to ask or contribute!

Credit goes to K Prime, ESAM, Tag, Scissors Sir, and others who have researched, pulled frame data, and helped to further develop Pika's metagame.

[COLLAPSE=Current Projects & Requests]- Complete Frame Data (KayLo!/K Prime)
- Shield Pokes (KayLo!/Smash Lab)[/COLLAPSE]
TABLE OF CONTENTS
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
1.1 Ground Moves [GRND]
1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]​
Section 2: Chaingrabs [CHGB]
2.1 Fthrow CGs [FTHW]
2.2 Buffered Dthrow CGs [DTHW]​
Section 3: Quick Attack Shenanigans [QSHN]
3.1 QA Overview [QAOV]
3.2 Quick Attack Cancel (QAC) [CNCL]
3.3 Quick Attack Lock (QAL) [QLCK]
3.4 Quick Attack Ledge Tricks [QLDG]
3.5 Recovery Carryover Lag (RCO) [RCVL]​
Section 4: Techniques [TCHN]
4.1 Jab Lock [JBLK]
4.2 Uair > Footstool [FTSL]
4.3 Dthrow > Buffer Dash > Uair [DBFU]
4.4 Pikasliding [PKSL]
4.5 Glide Toss Breakdown [GLDT]
4.6 Banana-Footstool Lock [BNFL]
4.7 Cross Thunder [CRST]
4.8 Lightning Lockdown [LTLK]​
Section 5: Miscellaneous Data [MSCL]
5.1 Base Knockback and Knockback Growth [BSKN]
5.2 Dtilt Hitstun Advantage (incomplete) [DTLT]​

Section 1: Frame & Hitbubble Data [FRME]

*Visible Hitbubble Thread: http://www.smashboards.com/showthread.php?t=255734

Hitbox Active: Frames during which an attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move.
Invincibility: Frames during which Pikachu will take no damage.
Fresh Damage: Fresh damage values for each hit.
Trip Rate: Chance, by percent, for a move to trip. Will only be noted for values higher than 0.
Landing Lag: Aerials only. Number of frames Pikachu lags when he hits the ground during a move.
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.
Autocancel: Aerials only. Frames during which Pikachu can land without an aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Advantage on Block: Frame difference between Pikachu's FAF and the opponent's. Counted from first hit frame per damage value.​
1.1 Ground Moves [GRND]
Jab
Hitbox Active: 2-3 (rapid jab hits every 5th frame starting from 2)
FAF: 22 (single jab)
Fresh Damage: 2.1
Trip Rate: 10%
Advantage on Block: -12 (normal shield drop) / -19 (jump/grab OOS)

Dash Attack
Hitbox Active: 5-16
FAF: 50
Fresh Damage: 7.35
Advantage on Block: -35 (normal shield drop) / -42 (jump/grab OOS)

Ftilt (all angles)
Hitbox Active: 5-10
FAF: 30
Fresh Damage: 10.5 (up-angled) / 9.45 (unangled) / 8.4 (down-angled)
Advantage on Block: -14 (normal shield drop) / -21 (jump/grab OOS) (all angles)

Utilt
Hitbox Active: 7-13
FAF: 24
Fresh Damage: 7.35/6.3/5.25 (more damage closer to Pika)
Advantage on Block: -7/-7/-8 (normal shield drop) / -14/-14/-15 (jump/grab OOS)

Dtilt
Hitbox Active: 7-9
FAF: 19
Fresh Damage: 7.35
Trip Rate: 30%
Advantage on Block: -2 (normal shield drop) / -9 (jump/grab OOS)

Fsmash
Hitbox Active: 15-22
From Charge, Hits On: 2
FAF: 50
Fresh Damage: 21 (frames 15-17), 17.85 (frames 18-20), 14.7 (frames 21-22) (hitbubbles extend on frames 18 and 21)
Advantage on Block: -26, -24, -21 (normal shield drop) / -33, -31, -28 (jump/grab OOS)

Usmash
Hitbox Active: 9-16
From Charge, Hits On: 5
FAF: 44
Fresh Damage: 14.7/13.65 (frames 9-10) (more damage closer to Pika), 11.55 (frames 11-12), 7.35 (frames 13-16)
Advantage on Block: -22/-23, -21, -21 (normal shield drop) / -29/-30, -28, -28 (jump/grab OOS)

Dsmash
Hitbox Active: 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 (7 hits)
From Charge, Hits On: 2
FAF: 55
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 2.1, 2.1, 3.15
Trip Rate: 30% (last hit only)
Advantage on Block: -44, -41, -38, -35, -32, -29, -25 (normal shield drop) / -51, -48, -45, -42, -39, -36, -32 (jump/grab OOS)

Standing Grab
Hitbox Active: 6-7
FAF: 30

Dash Grab
Hitbox Active: 9-10
FAF: 39

Pivot Grab
Hitbox Active: 10-11
FAF: 36

Grab Pummel
Hitbox Active: 3
Fresh Damage: 2.1

Shield
Active On: 1
Shield Drop: 7 frames

Spotdodge
Invincibility: 2-20
Total Duration: 22 frames

Forward/Backward Roll
Invincibility: 4-19
Total Duration: 31 frames

Taunts
Up Taunt FAF: 90
Side Taunt FAF: 81
Down Taunt FAF: 90​
1.2 Aerial Moves [AERL]
Nair
Hitbox Active: 3-25
FAF: 40
Fresh Damage: 12.6 (frames 3-5), 6.3 (frames 6-25)
Landing Lag: 25 frames
RCO Landing Lag: 34 frames
Autocancel: 35-39
Advantage on Block: -25, -24 (normal shield drop) / -32, -31 (jump/grab OOS) (does not include landing lag)

Fair
Hitbox Active: 10-12, 14-16, 18-20, 22-24, 26 (5 hits)
FAF: 40
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 3.15
Landing Lag: 15 frames
RCO Landing Lag: 21 frames
Autocancel: 1-9, 35-39
Advantage on Block: -23, -19, -15, -11, -5 (normal shield drop) / -30, -26, -22, -18, -12 (jump/grab OOS) (does not include landing lag)

Bair
Hitbox Active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37 (8 hits)
Landing Hitbox: 2 frames
FAF: 60
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 4.2 (aerial hits) / 4.2 (landing hit)
Landing Lag: 30
RCO Landing Lag: 41
Autocancel: 1-3, 50-59
Advantage on Block (aerial hits): -48, -44, -40, -36, -32, -28, -24, -19 (normal shield drop) / -55, -51, -47, -43, -39, -35, -31, -26 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -21 (normal shield drop) / -28 (jump/grab OOS)

Uair
Hitbox Active: 3-8
FAF: 28
Fresh Damage: 6.3/5.25 (frames 3-4), 5.25/4.2 (frames 5-8) (more damage closer to Pika)
Landing Lag: 24
RCO Landing Lag: 33
Autocancel: 1-2, 18-27
Advantage on Block: -15/-16, -14 (normal shield drop) / -22/-23, -21 (jump/grab OOS) (does not include landing lag)

Dair
Hitbox Active: 14-26
Landing Hitbox: 2 frames
FAF: 48
Fresh Damage: 12.6 (aerial hit) / 4.2 (landing hit)
Landing Lag: 40
RCO Landing Lag: 55
Autocancel: 39-47
Advantage on Block (aerial hit): -27 (normal shield drop) / -34 (jump/grab OOS) (does not include landing lag)
Advantage on Block (landing hit): -34 (normal shield drop) / -41 (jump/grab OOS)

Jump
Jump Squat Duration: 4 frames (to short hop, hold jump for 4 or less frames; to full hop, hold jump for 5 or more frames)
Note: Jump squat frames can be canceled into a usmash or an up b.

Short Hop Air Time: 40 frames
Full Hop Air Time: 60 frames

Soft Landing: 2 frames
Hard Landing: 4 frames
Soft RCO Landing: 15 frames
Hard RCO Landing: 24 frames

Airdodge
Invincibility: 4-29
Total Duration: 49 frames​
1.3 Specials [SPCL]
Thunder Jolt
Jolt Released On: 19
FAF: 59
Ground Jolt Duration: 100 frames
Air Jolt Duration: 99 frames*
*Note: When an air jolt hits the ground, it becomes a ground jolt and will last 100 frames from that point.
Fresh Damage: 6.3 (ground jolt) / 9.45 (air jolt)

Skull Bash
Hitbox Active: 18-? (no charge)
FAF: 91 (no charge)
Fresh Damage: 7.35 (no charge) - 26.25 (maximum charge)
Advantage on Block: ?

Quick Attack
Hitbox Active: 15-19 (QA1), 30-34 (QA2)
Fresh Damage: 3.15, 2.1
Advantage on Block: ?

Thunder
Hitbox Active: 15-74 (bolt) / 43-74 (shockwave)
FAF: 79 (thunder hits Pika) / 88 (thunder misses Pika)
Invincibility: 43-50 (shockwave only)
Fresh Damage: 10.5 (bolt) / 17.85 (shockwave)
Advantage on Block (shockwave): ?​
1.4 Ledge Moves [LDGE]
Ledge Grab
Invincibility: 1-34 (invincibility can carry over into ledge drop actions)
FAF: 12 (for ledge attack, roll, or jump) / 14 (for ledge drop or climb)
Note: Pikachu must wait at least 30 frames after releasing the ledge before he can re-grab it.

Ledge Attack <100%
Hitbox Active: 22-24
FAF: 54
Invincibility: 1-20
Fresh Damage: 8.4
Advantage on Block: -21 (normal shield drop) / -28 (jump/grab OOS)

Ledge Attack >100%
Hitbox Active: 55-59
FAF: 70
Invincibility: 1-59
Fresh Damage: 10.5
Advantage on Block: -4 (normal shield drop) / -11 (jump/grab OOS)

Ledge Climb <100%
Invincibility: 1-30
FAF: 33

Ledge Climb >100%
Invincibility: 1-56
FAF: 60

Ledge Roll <100%
Invincibility: 1-24
FAF: 50

Ledge Roll >100%
Invincibility: 1-60
FAF: 80

Ledge Jump <100%
Invincibility: 1-15
FAF: 16

Ledge Jump >100%
Invincibility: 1-26
FAF: 27​
1.5 Tech & Trip Moves [TCHM]
Tech
Invincibility: 1-21
FAF: 27

Tech Roll Forward
Invincibility:
FAF: 42
Roll Length: 35.99 (units unknown)

Tech Roll Backward
Invincibility:
FAF: 42
Roll Length: 32.41 (units unknown)

Flop
FAF: 27

Stand (Back/Stomach)
Invincibility: 1-22
FAF: 30

Get Up Attack (Back)
Hitbox Active: 13-14, 18-19 (2 hits)
FAF: 50
Invincibility: 1-19
Fresh Damage: 6.3, 6.3
Advantage on Block: -27, -22 (normal shield drop) / -34, -29 (jump/grab OOS)

Get Up Attack (Stomach)
Hitbox Active: 17-18, 23-24 (2 hits)
FAF: 51
Invincibility: 1-24
Fresh Damage: 6.3, 6.3
Advantage on Block: -24, -18 (normal shield drop) / -31, -25 (jump/grab OOS)

Get Up Roll Forward (Back)
Invincibility: 1-14
FAF: 36

Get Up Roll Forward (Stomach)
Invincibility: 1-19
FAF: 37

Get Up Roll Backward (Back/Stomach)
Invincibility: 1-19
FAF: 36

Dash Trip
Duration:

Pivot Trip
Duration:

Forced Trip
Duration:

Trip Stand
Invincibility: 1-17
FAF: 22

Trip Get Up Attack
Hitbox Active: 19-20, 31-32 (2 hits)
FAF: 50
Invincibility: 1-8
Fresh Damage: 5.25, 5.25
Advantage on Block: -22, -10 (normal shield drop) / -29, -17 (jump/grab OOS)

Trip Roll Forward/Backward
Invincibility: 1-10
FAF: 29​
1.6 Item Moves [ITMM]
Item Pick Up/Drop
Pick Up On: 7
Drop On: 1

Forward Toss (Ground)
Item Thrown On: 12
FAF: 29

Back Toss (Ground)
Item Thrown On: 14
FAF: 29

Up Toss (Ground)
Item Thrown On: 15
FAF: 29

Down Toss (Ground)
Item Thrown On: 8
FAF: 22

Dash Toss
Item Thrown On: 5
FAF: 39

Forward Toss (Air)
Item Thrown On: 10
FAF: 30

Back Toss (Air)
Item Thrown On: 14
FAF: 30

Up Toss (Air)
Item Thrown On: 14
FAF: 30

Down Toss (Air)
Item Thrown On: 8
FAF: 22​
Section 2: Chaingrabs [CHGB]

2.1 Fthrow CGs [FTHW]

Original thread: Fthrow/Dthrow Chaingrab Thread

2.2 Buffered Dthrow CGs [DTHW]

Original thread: Fthrow/Dthrow Chaingrab Thread
Original thread: How to Buffer Dthrow Chaingrab - In Detail!

Section 3: Quick Attack Shenanigans [QSHN]

3.1 QA Overview [QAOV]


Original thread: Quick Attack Item Techs

3.2 Quick Attack Cancel (QAC) [CNCL]

Original thread: QAC > Nair is a true combo

3.3 Quick Attack Lock (QAL) [QLCK]

3.4 Quick Attack Ledge Tricks [QLDG]

Original thread: Quick Attack Ledge Cancels

3.5 Recovery Carryover Lag (RCO) [RCVL]

Section 4: Techniques [TCHN]

4.1 Jab Lock [JBLK]

4.2 Uair > Footstool [FTSL]

Original thread: Uair > Footstool > QAL Potential Death Combo

4.3 Dthrow > Buffer Dash > Uair [DBFU]

Original thread: Dthrow Buffer Run Uair

4.4 Pikasliding [PKSL]

Original thread: Pikasliding: An In-Depth Look

4.5 Glide Toss Breakdown [GLDT]

Glide tossing is a technique that allows you to slide a noticeable distance as you throw an item. Though Pikachu can't spawn any items of his own, it can be useful in matchups where the other character can (Diddy, Peach, etc.).

How to perform:

- Input roll in the direction you want to slide; then,
- Input item toss in any direction on the appropriate frame

Throwing the item on frame 1 of Pikachu's roll results in a super glide toss (a little less than half the length of FD).
Throwing the item on frames 2-4 of Pikachu's roll results in a short glide toss.

The result:

Pikachu will slide while throwing the item.

Because you can vary both the direction you slide and the direction you throw the item, glide tossing is useful as a mixup and as a way to string into other moves from an item throw.

4.6 Banana-Footstool Lock [BNFL]

Original thread: Infinite on Diddy Kong

4.7 Cross Thunder [CRST]



4.8 Lightning Lockdown [LTLK]

Original post: Lightning Lockdown

Section 5: Miscellaneous Data [MSCL]

5.1 Base Knockback and Knockback Growth [BSKN]

Original post: http://www.smashboards.com/showpost.php?p=8328549&postcount=44

5.2 Dtilt Hitstun Advantage (incomplete) [DTLT]

Original post: Dtilt hit stun (incomplete)
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
Just to clarify, the sections that have nothing but "original post: [link]" are incomplete. ;___; (The glide toss section is more or less how I format most technique how-tos.)

The Zelda one I linked in my last post is 99% done besides a few missing pieces of frame data, so for misc sections, you can pull from that too.

I'm reaaaally anal about formatting stuff, so if y'all need someone to do that once the data's all collected, I'm up for it. :bee:
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
The Smash Lab ____ Research Thread
(current status)

[IMG ]Leek?[/IMG]​

This thread is for researching and discussing the technical aspects of X. If you have any ideas about techniques or would like to request for something to be tested, feel free to ask or contribute!

Credit goes to members of the Smash Lab. The main contributors are X and X. Outside credit goes to X for X. etc.

[COLLAPSE=Current Projects & Requests]- X (X)
- X (X/X)[/COLLAPSE]
TABLE OF CONTENTS
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
1.1 Ground Moves [GRND]
1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]​
Section 2: X [XXXX]
2.1 X [XXXX]​
ect.​

Section 1: Frame & Hitbubble Data [FRME]

*Visible Hitbubble Thread: http://www.smashboards.com/showthread.php?t=255734
[collapse="Terms to Know"]
Term (nickname) [character specific data] - definition​
[/collapse]1.1 Ground Moves [GRND]
{colsp=2} Move Name
[Optional description] Hitbox|firstFrame-lastFrame
IASA|firstFrame
Animation length|lastFrame

Attack loop|firstFrame
Attack continuation|firstFrame

Charge window|lastFrameOfWindupAnimation-firstFrameOfReleaseAnimation

Autocancel ends|lastFrame
Autocancel begins|firstFrame
Landing lag|duration

Invincibility/Intangibility:

Invincibility begins|frame
Invincibility ends|frame
Invincibility|firstFrame-lastFrame

Intangibility begins|frame
Intangibility ends|frame
Intangibility|firstFrame-lastFrame

Armour:

Super Armour begins|frame
Super Armour ends|frame
Super Armour|firstFrame-lastFrame

Heavy Armour (X%) begins|frame
Heavy Armour (X%) ends|frame
Heavy Armour (X%)|firstFrame-lastFrame

Impule/Control:

Horizontal control disabled|frame
Horizontal control enabled|frame
Horizontal control disabled|firstFrame-lastFrame

Vertical control disabled|frame
Vertical control enabled|frame
Vertical control disabled|firstFrame-lastFrame

Gravity disabled|frame
Gravity enabled|frame
Gravity disabled|firstFrame-lastFrame

[Direction]ward impulse (optional:strength)|frame

Other:

Projectile fired|frame
Projectiles fired|frames

Reflection begins|frame
Reflection ends|frame
Reflection|firstFrame-lastFrame

Absorption begins|frame
Absorption ends|frame
Absorption|firstFrame-lastFrame

Item generated|frame
Item dropped|frame
Item thrown|frame

Max hold time|duration

Loop begins|frame
Loop ends|frame

Direction reversal|frame
Character swap|frame

Jumps on|frame
Glide starts|frame
1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE][/SIZE]
1.5 Tech & Trip Moves [TCHM][/SIZE]
1.6 Item Moves [ITMM]

Section 2: X [XXXX]

4.5 Glide Toss Breakdown [GLDT]

Glide tossing is a technique that allows you to slide a noticeable distance as you throw an item. Though Pikachu can't spawn any items of his own, it can be useful in matchups where the other character can (Diddy, Peach, etc.).

How to perform:

- Input roll in the direction you want to slide; then,
- Input item toss in any direction on the appropriate frame

Throwing the item on frame 1 of Pikachu's roll results in a super glide toss (a little less than half the length of FD).
Throwing the item on frames 2-4 of Pikachu's roll results in a short glide toss.

The result:

Pikachu will slide while throwing the item.

Because you can vary both the direction you slide and the direction you throw the item, glide tossing is useful as a mixup and as a way to string into other moves from an item throw.

[collapse="Format for Character Physics"]
{colsp=2} [Character]'s Data

Data:

Min walk speed|x
Walk acceleration|x
Walk speed|x
Walk deceleration|x
Dash speed|x
Pivot deceleration|x
Pivot acceleration|x
Run speed|x

Jump force|x
Max horizontal jump speed|x
Shorthop jump force|x
Double jump multiplier|x
Footstool Jump force|x
Number of jumps|x
Gravity|x
Falling speed|x
Air acceleration|x
Air deceleration|x
Max airspeed|x
Air friction|x
Fastfalling speed|x

Weight|x

Shield Size|x
Shield break force|x

Edge jump horizontal force|x
Edge jump vertical force|x

Item throw power|x
Shooting item movement speed|x
Shooting item forward dash speed|x
Shooting item backward dash speed|x

Height of nametag|x

Walljump horizontal force|x
Walljump vertical force|x

Magnification ratio|x


 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
Quick suggestion: We should include with the Character Physics table (the bottomost spoiler) how the character is ranked compared to the rest of the cast. I imagine it would be a useful tool for the average user to be able to see where their character sits for, lets say, weight compared to everyone else. It's just handy. Well, for most of the attributes. Some of them like shield break force isn't really useful for being ranked.

Besides that really general suggestion, I think using Kaylo's pikachu guide as the format is very agreeable with me. It is very organized. So yeah, I agree about using it as the base.
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
Something to consider before going any further with formatting is exactly which info you want to include/exclude. =X It'll make things way easier down the road.

Personally, I omit stuff like hitlag and shield stun because imo the average Smasher doesn't care about that kind of stuff, and overall it's not that important. (Also, you can easily figure it out with equations, so listing it for every move seems redundant to me.)

But I dunno how detailed y'all're trying to be. Will you include hitlag? Fresh damage vs. base damage? Knockback angles? BKB, KBG, etc.? You should figure that out before deciding on a format.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
I really dislike the use of
because it prevents instant searching, I always rage when I don't find the data instantly by inputting "bair" into the ctrl+F Box.
Thats why I formatted my frame data this way:

http://www.smashboards.com/showthread.php?t=249046

So imo the subsections shouldn't be collapsed but the move's data could be like..

[collapse=Bair, Back Air, B-Air]

Random Data


People want to open a frame data thread and then type in -ctrl+F- "bair" and want to find it instantly without searching through the table of contents and stuff.
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
That'll be a ridiculous number of collapse boxes, though..... it'll look cluttered and hideous. It's not difficult to jump to a broader section (i.e., ground moves) and then scroll within it.

Even if you're manually scrolling without looking through the table of contents, I made the frame data sections bold enough that they practically jump out at you. Pikas/Zeldas handled it just fine; I'm sure the general public can too.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
oh no a lot of collapse boxes :/ :/ :/ that wouldn't be bad at all.
with my method you can find the frame data you need in the shortest time and thats what the frame data is supposed to do.
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
Oh no, an extra 2 seconds of scrolling.

Anyways, it's up to whoever's making it, but a simple, streamlined approach is always best (and is MUCH easier to code for). It shouldn't look like a cluster****, and the way it is now is more than easy to search through provided someone has a brain cell or two.
 

KayLo!

Smarter than your average wabbit.
Joined
Dec 9, 2008
Messages
15,480
Location
Philadelphia, PA
3DS FC
3497-1590-7447
copying this here for future reference.

{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.
{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.
{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.


{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.
{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.
{colsp=6}:pikachu2: Pikachu
| Hitbox | FAF | Base Damage | Shield Advantage | Notes
Jab | 2-3 | 22 | 2 | -12 | 10% Trip Rate. Rapid Jab hits every 5 frames.
Dash Attack | 5-16 |50 | 7 | -35 | ---
Ftilt | 5-10 | 30 | 10/9/8 | -14 | Can be angled. Does more damage the higher the angle.
Utilt | 7-13 | 24 | 7/6/5 | -7/-7/-8 | Does more damage closer to Pika.
Dtilt | 7-9 | 19 | 7 | -2 | 30% Trip Rate
Fsmash | 15-22 | 50 | 20/17/14 | -26 | Electric . Does more damage closer to Pika.
Usmash | 9-16 | 44 | 14/13 | -22/-23 | Does more damage closer to Pika.
Dsmash | 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24 | 55 | 2+2+2+2+2+2+3 | -25 | Electric. 30% Trip Rate (last hit). Hits 7 times.

 
Top Bottom