Here it is, the raw stuff, I gotta go coordinate my family's fourth of July, so I'll catch up to you later. Obviously, this needs some pics, so I'll prolly add those in too (unless you have pictures you'd like to use)
Also, yes, the caps are different for every move, Rebonack (and later I) tested this awhile back.
Moveset Section:
~~~~~~~~~~~~~~
In the form of-
Attack: The name of the attack
Range: It's relative range according to Short, Mid, or Long. Short being a Mario jab punch, Mid being a Marth bair, and Long being a DeDeDe ftilt
Frame Data: The nitty-gritty stuff, most of it is pretty basic as of now.
Approximate Percent: All percent is approximate I'll give a Fresh maximum and a Decay minimum at the stated Luca percentages
Description: I'll try to describe it as best I can. =o This will also be my notes.
~~~~~~~~~~~~~~
1. A>A>A
Range: Short
Frame Data:
1st Hit Box on frame: 6
2nd Hit Box on frame: 14-20
3rd Hit Box on frame: 20
AP
0%- 2>1>4 max, 2>1>3 min
70%-3>2>6 max, 2>2>5 min
170%- 14% max, 7% min
Description: The first two hits have almost no knockback, whereas the last kick will send them at a 75 degree angle away from you. The first and last hit strike behind, with the kick having a better reverse range than the first, which requires the opponent to be almost ON you. Another thing, The kick, will nick people from a little farther than it actually looks like it'd hit.
2. Forward-Tilt
Range: Mid-Short
Frame Data:
1st Hit Box on frame: 12
1st Hit Box out on frame: 18
2nd Hit Box on frame: 21
Completes on frame: 33
AP
0%- Hits twice for 5% each max, twice for 2% each min
70%-14% max, 6% min.
167%- 18.1% max, 9% min
Description: Sends them horizontally at low percentages and angles up to 45 degrees as percentages rise. Can be used to set up follow ups and shield pressure. Can be directed up, down, or forward
3. Down-Tilt
Range: Mid
Frame Data:Hit Box on frame: 9
Completes on frame: 17
AP
0%- 5% max, 2% min
70%- 7% max, 3% min
166%- 9.8% max, 4.8% min
Description: Pops them up at a 60 degree angle away from you. Will never cause your opponent to trip like other dtilts. =\ However, at low percentages it pops them up enabling some followups.
4. Up-Tilt
Range: Short
Frame Data:
Hit Box on frame: 5
Completes on frame:15
AP
0%- 4% max, 1.5% min
70%- 7% max, 2.6% min
170%- 8.4% max, 4.2% min
Description: If you nail them with the aura only, they are popped up much further up. Its sweetspot has no effect on its percentage, but does on its knockback. Unsweetspotted it has poor knockback, enabling utilt strings if they don't DI, or some other followups. Hits behind you first, then above you, then in front of you.
Note: These smashes aren't charged, I'm going to get to that at a later date.
5. Forward Smash
Range: Long
Frame Data:
Hit Box on frame: 22
Completes on frame: 32
AP
0%- 10% max to 5% min Tipped, 8% to 3% Untipped
70%- 17%-8% Tipped, 15%-7% Untipped
165%- 22.3% max, 11.15% min
Description: Sends them flying at a 45 degree angle away from you. Hitting with just the aura makes it much more powerful in both knockback and percent. Space it. Lingers as long as Luc is in that "Push" animation.
6. Down Smash
Range: Mid-Short
Frame Data:
Hit Box on frame: 17
Completes on frame: 28
AP
0%- 9% max, 4% min
70%- 14% max, 7% min
169%- 19.6% max, 9.8% min
Description: Launches them at a 40 degree angle away from you. Hits on both sides, so it's great if you're unsure. Comes out a few frames faster than Fsmash. As long as the blasts on his paws are there, there is a hitbox.
7. Up Smash
Range: Mid
Hit Box on frame: 19
Completes on frame: 41
AP
0%- 8% max, 4% min
70%- 13% min, 6% min
167%- 18.1% max, 9% min
Description: Straight. Up. Has a quirky hitbox that hits farther behind you than in front. Also lingers for a very long time.
8. Dash Attack
Range: Short
Frame Data:
Hit Box on frame: 7
Complete on: 31?
AP
0%- 10% max, 5% min. Minus 2% for hitting at the end.
Description: Will almost always send them 100 degrees, which is behind you. Hitting at the end of the animation will yield a different knockback, placing them directly behind you.
9. Neutral-Air
Range: Short
Frame Data:
Hit Box 1 out on: 6
Hit Box 1 in on: 15
Hit Box 2 out on: 19
Hit Box 2 in on: 28
Complete on: 72
AP
0%- 8%/4%max, 4%/2%min. Number on the right of the slash designates the 2nd spin
70%- 12%/6% max, 6%/3% min
169%- 15.4%/7% max, 7.6%/3.4% min
Description: Sends them 30-ish degrees away with the knockback deteriorating for the second spin. Hits on both sides of you, and autocancels.
10. Forward-Air
Range: Looks Short, but is Short-Mid/Midish =3
Frame Data:
Hit Box on frame: 7
Hit Box in on:22
Completes on frame: 30
AP
0%- 4%max, 2% min
70%- 5% max, 2.4% min
170%- 7% max, 3.5% min
Description: Has almost none. Doesn't really send them anywhere until higher percents, in which case it's a 35-ish degree angle. This move is so beautiful. Combos into and out of itself and into everything. Awesome multi-purpose. Hits everywhere but above yourself.
11. Down-Air
Range: Mid
Frame Data:
Hit Box 1 out on: 4
Hit Box 1 in on: 10
Hit Box 2 out on: 13
Hit Box 2 in on: 22
Complete on: 34
AP
0%- Two hits for 5% and 6% max, 3% and 3% min
70%- 16% max, 7% min
168%- 22.3% max, 11.15% min
Description: Will send them anywhere except for downward based on where you hit them according to the circles you stomp out. It also seems to the be attack LEAST affected by diminishing returns. Why is this such a great move? =o
12. Back-Air
Range: Mid
Frame Data:
Hit Box on frame: 15
Completes on frame: 34
AP
0%- 9% max, 4% min
70%- 12% max, 4.6% min
168%- 16.8% max, 8.4% min
Description: This one is interesting. It seems that if you just do the move normally, it makes them fly at a 60 degree angle from you, but if you hit while fast falling it the trajectory changes to something much more horizontal. O,o Peculiar and worth looking into. Beast hitbox, too.
13. Up-Air
Range: Mid-Long
Frame Data:
Hit Box on frame: 10
Completes on frame: 21
AP
0%- 6% max, 3% min
70%- 10% max, 4% min
170%- 14% max, 7% min
Description: Directs your enemy straight into the sky. Great for Star KOs. About the hitbox? That Aura burst AND his entire body is one, even his tail. Enjoy.
14: Aura Sphere Charge(neutral b)
Range: Very Short
Frame Data:
start tick on: 1
tick "activates" on frame: 52
AP
0%- 0.5% per tick
Knockback: Usually sends your opponent upwards, plus their DI direction. AND YES, IT GETS ITS OWN SLOT. >OOOOOO Shares Diminishings with Aura Sphere, but also clears them for other moves quickly, due to the speed of the ticks. Not a frequent move for actually attacking, but does have interesting properties (like reversing your horizontal momentum in a b-reversal fashion).
15. Aura Sphere(neutral Bx2)
Range: Very Long
Frame Data:
Hit Box on frame: 19
fully charged AS on: 120?
AP
0%- Uncharged: 5% max 2.5% min|Charged: 13%max, 6% min
70%- Uncharged: 8% max 3% min|Charged: 16% max, 9% min
170% (Uncharged cap): 10.5% max, 5.25% min
167% (Charged cap): 26.3% max, 13.1% min
Description: 45-degree angle of delicious. Will travel just under the full length of Final Destination.
16. Force Palm Grab(Side B up close)
Range: Short
Frame Data:
Grab Starts On frame: 9
Completes on frame: 26
AP
0%- 7% max, 4% min
70%- 13% max, 6% min
167%- 18.1% max, 9% min
Description: 70-degree angle. Shares Diminishings with Force Palm Flame
17. Force Palm Flame(Side B)
Range: Long
Frame Data:
Hit Box on frame: 25
Completes on frame: 28
AP
0%- Bulk: 7% to 3%|Tip: 5% to 3%
70%- 11% max, 4% min|Tip: 8% to 4%
164%- 12.4% max, 6.2% min
Description: Sends them pretty horizontally, actually. About 45 degrees, a little less. The tip of it is known to trip the victim fairly reliably at sub-70 percentages.
18. Double Team(down b)
Range: Can Counter from infinite, but the attack is Mid-long
Frame Data:
Hit Box on frame: 7
Completes on frame: 85
Invincibility Frames: 7-33
AP
0%- 7% max, 3% min
70%- 12% max, 7% min
169%- 15.4% max, 7.7% min
Description: Completely ignorant of whatever attack is used to trigger the counter, it deals a set amount of damage and knockback. Very, very situational move, arguably one of the worst of the counter moves in Brawl, especially since it doesn't contain an actual "counter stun". Launches them 80 degrees upwards. A fresh one will KO at reliable percents, noted in a handy chart here:
http://smashboards.com/showthread.php?t=154555
19. ExtremeSpeed (UpB)
Rang--er... wait.. >,>
20. Grab punch/Pummel/Grab jab(Press attack while holding the opponent)
Range: Grab
Frame Data:
Comes out on Frame: 3
Hitbox out on Frame: 4
Complete on Frame: 6
AP
0%- 0.5%
70%- 0.7%
170%- 1.4% max to 0.7% min
Description: None to speak of, but great for clearing your move decay. Notably very fast jab, but weakish.
21. Forward Throw
Range: Grab
AP
0%- 7% max, 3% min
70%- 10% max, 5% min
170%-14% max, 7% min
Description: Pretty nice, also receives the great boost from Aura. Sends them 45 degrees away, then the knockback actually tapers off to a more horizontal sending, which is why it's good for KO-ing with.
22. Back Throw
Range: Grab
AP
0%- 10% to 5%
Description: Also nice. Sends them a few degrees less than Fthrow, but doesn't receive a boost from Aura, relying solely on your opponent's percentage and DI skills.
23. Down Throw
Range: Grab
AP
0%- 10% to 4%
Description: Their DI reaaalllly affects this one. They can go anywhere, even straight up. Will not scale with Aura.
24. Up Throw
Range: Grab
AP
0%- 4% to 2%
70%- 6% to 3%
168%- 8% to 4%
Description: Hits them upward and they can't really change it. Barely sends them anywhere, though, enabling combos and followups and traps. Lucario is also a badass when he performs this move. This move does get a bonus based on your percentage.
25. Ledge Attack <100%
26. Ledge Attack >100%
Quote:
Originally Posted by Jeepy Sol
Attack Ranges (shortest to longest horizontally)
Ground-based:
1) Up-Smash
2)Grab
3)Up-Tilt
4)D-Smash
5)A
6)D-Tilt
7)F-Tilt
8)Force Palm (side B)
9)F-Smash
10)Aura Sphere
1)U-air
2)D-Air
3)N-air
4)F-Air
5)B-Air
Boost Section
Rebonack graciously tested this thoroughly for us. You are encouraged to provide your own data for theory-backup or to disprove him.
Originally Posted by Rebonack
Extra Aura Multipliers
-At no stock difference the minimum and maximum total aura boost (TAB) is x1 and x2, respectively.
-At a one stock disadvantage the minimum and maximum TAB is x1.2 and x2.4, respectively.
-At a two stock disadvantage the minimum and maximum TAB is x1.4 and x2.7, respectively.
-At a one stock advantage the minimum and maximum TAB is x0.9 and x1.8, respectively.
-At a two stock advantage the minimum and maximum TAB is x0.8 and x1.7, respectively.
Aura Multiplier Damage Cap
(A,A,A) 7%-14%, 170% cap.
(Ftilt) 9%-18.1%, 167% cap.
(Dtilt) 4.8%-9.8%, 166% cap.
(Utilt) 4.2%-8.4%, 170% cap.
(DSmash) 9.8%-19.6%, 169% cap.
(FSmash) 11.15%-22.3%, 165% cap.
(USmash) 9%-18.1%, 167% cap.
(Fthrow) 7%-14%, 170% cap.
(Uthrow) 4.2%-8.4%, 168% cap.
(grapple) 0.7%-1.4%, 170% cap.
(Nair) 7.7%-15.4%, 169% cap.
(Dair) 11.15%-22.3%, 168% cap.
(Bair) 8.4%-16.8%, 168% cap.
(Fair) 3.5%-7%, 170% cap.
(Uair) 7%-14%, 170% cap.
Baby Aura Sphere 5.25%-10.5%, 170% cap.
Aura Sphere 13.1%-26.3%, 167% cap.
Force Palm Flame 6.2%-12.4%, 164% cap.
Force Palm Grab 9%-18.1%, 167% cap.
Double Team 7.7%-15.4%, 169% cap.
That comes out to an average of 168% as the cap. Though nothing goes above 170% in terms of where its cap is. So just saying that the cap is 170 would probably be the safest, most accurate bet.