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Actually, hard landing is calculated by your frame count of air time!uuuuum not sure but i think it's 2 frames from soft landing and 4 frames for hard landing (fast falling).
if you airdodge while you're landing i think it treats it as a hard landing.
Grab armor is just when you grab someone on the same frame that they hit you. Even though you take damage, the grab state has priority over the knockback.Question: What frames do grabs have super armor?
2 of the f-tilt x1 hitbubbles have the 361° special angle, aka the sakurai angle. Moves with that angle have a chance of inducing trip at low% that is independent of the normal trip%.Wait, in the Snake thread it says the first hit of ftilt has a 0% chance of tripping. I could have sworn I've been tripped by that move before O.o
You want on hit advantage formula, not "hitlag frame data". It is really complicated. You can test moves individually, which is very time consuming. I've done a ton of this. Its also something that, once you've put the work into getting it, you don't really want to share it. Now I've shared a lot of adv data, but I'm careful about how much I reveal when it involves my mains/seconds. For example, I wouldn't post my Lucas (in B+) advantage on hit data.I would love it if we could have some "hitlag frame data". As in, the frames where you can't do anything during a "launch" animation (from the weakest launch to the strongest launch, weakest being something like Sheik's needle/Falco's laser and strongest being a Snake fsmash/DDD fsmash)... Finding out when an attack has frame advantage no matter what would be nice.
wtf at Pits U_tilt coming out on frame 2
Yes, the new link data thread on AiB is substantially better. Still lacking in many ways, but a vast improvement.Dekar, I hate to tell you this, but that old Link data thread is completely outdated and wrong. The newer version is located here: http://allisbrawl.com/forum/topic.aspx?id=124952&page=1
Wish we had one for the SWF Link boards, but at this time we don't, so just use that.
My brain hurt when I read this. Jumpsquat is cancelable by up-smash and up-b, so technically they are all actionable frames. If you mean the first unrestricted actionable frame, than yes, its jumpsquat +1. If you have a 4 frame animation to your jump (ie 4 frames of jumpsquat or jumpstart) your first airborne frame, and thus first unrestricted frame, is frame 5. 4+1=5the jump squat frame data are incorrect, there's written "add one and you have the first actionable frame" but the frames that are listen ARE the first actionable frame o:
E: ok I get why there is +1 frame, it's because of the dead frame, but if you buffer the move it's happends instantly in the frame where the dead frame would occur ;0
about 8 or 9 frameshow many frames does it take for a shield to come out. Im assuming its the same for each character.
http://www.smashboards.com/showthread.php?t=285276I'm looking for someone capable of finding out frame data that's willing to lend a hand. The Link boards over on AiB are in need of Link's shield stun and shield advantage data and currently don't have anyone capable of getting it. If there's someone out there with some free time that could get this for us it would be greatly appreciated.