Jab Frame Data COMPLETE!
So, jab's frame data is now complete, including hitstun and shield stun advantages/disadvantages. I retested hotgarbage's data just to be on the safe side, but it ended up being the same anyway.
I didn't test any of the hitstun advantages with DI because I felt like it wasn't worth the trouble.... and this already took a while. x.x
Once the opponent is able to airdodge, you have a +10 frame advantage if they decide to airdodge with no DI.... if they DI, you can just estimate that the advantage will be a little less than that. (I think hotgarbage said +7.)
Also, for now there's no data for the advantage if they tech.... I haven't checked the IFs on teching yet.
Tomorrow I'm going to do dtilt. I did jab first just to make sure I was doing it correctly.... it was easier since there's no tripping/stumbling shenanigans like there are with dtilt.
Enjoy!
Jab
Startup: 1-10
Hitbox: 11, 13, 15 (3 hits)
Cooldown: 16-23
Hitstun Advantage (all hits connecting)
Fresh, on Mario
0%: +8
10%: +10
20%: +12
30%: +14
40%: +20
*at approx. 40%, a fresh jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
50%: +21
60%: +23
70%: +25
80%: +27
90%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 90%, Mario has enough time to airdodge or tech the ground upon landing.
Stalest, on Mario
0%: +7
10%: +9
20%: +10
30%: +11
40%: +13
50%: +14
60%: +15
70%: +21
*at approx. 70%, a stale jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
80%: +22
90%: +23
100%: +25
110%: +26
120%: +27
130%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 130%, Mario has enough time to airdodge or tech the ground upon landing.
Fresh, on Jigglypuff
0%: +8
10%: +11
20%: +13
30%: +15
40%: +21
*at approx. 40%, a fresh jab causes Jigglypuff to become airborne, adding +4 frames of hard landing lag to her hitstun. at this percentage, she cannot avoid the extra lag.
50%: +23
60%: +26
70%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 70%, Jigglypuff has enough time to airdodge or tech the ground upon landing.
Fresh, on DK
0%: +8
10%: +10
20%: +11
30%: +13
40%: +15
50%: +22
*at approx. 50%, a fresh jab causes DK to become airborne, adding +5 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
60%: +23
70%: +25
80%: +27
90%: +28
100%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 100%, DK has enough time to airdodge or tech the ground upon landing.
Shield Stun Disadvantage
*tested fresh on Mario at 0%
After hitting a shield with this move, Zelda can shield on frame 45.
The opponent is safe to drop their shield on frame 30.
Disadvantage: -8
*Note: this includes the 7 frames it takes to shield drop.