KayLo!
Smarter than your average wabbit.
Dtilt Frame Data -- Shield Stun COMPLETE, Hitstun In Progress (Mario almost complete)
I've started hitstun data for dtilt, but it's nowhere near complete yet. I plan on doing the hitstun data for each character since it varies much more for dtilt than it does for jab; not only that, but dtilt is a much more important move for Zelda.
I'm also going to test tripping rates for dtilt, because a fresh dtilt trips a lot more often than a stale one, and the advantage you get from a trip is huge.
The reason why Mario isn't done yet is because I want to find out if/when dtilt > utilt/ftilt becomes a true combo on each character. The case might be that they can always airdodge through it or otherwise get launched too high.
I'll try to get this done as quickly as I can, but it takes a very long time.... however, I think I've found a solution to the Z button problem I was having with debug mode, so that's good news!
Enjoy.
Dtilt
Startup: 1-4
Hitbox: 5-11
Cooldown: 12-24
How Dtilt Hits Work
When hit with dtilt, the opponent can react in one of 5 ways:
(1) The opponent can trip
(2) The opponent can flinch
(3) The opponent can stumble forward
*Note #2 for (3) and (4): I couldn't test the hitstun advantage for these animations since they only occur randomly when Zelda dtilts repeatedly, but they don't look like their animations are much longer than a normal flinch. There may be a difference of ~1 or 2 frames.
(5) The opponent becomes airborne after a certain percentage
In general, tripping is the longest animation and gives you the most advantage. However, once they become airborne, you can often follow up with ftilt or utilt unless they are sent up too high.
Tripping Percentages
Out of 100 dtilts, Mario tripped....
Jigglypuff tripped....
DK tripped....
Hitstun Advantage (flinch only), by Character
*Note: Advantage if the opponent trips is always +19
Fresh, on Mario
0%: -5
10%: -3
20%: -1
30%: +1
40%: +3
50%: +5
60%: +8
70%: +10
80%+: -6
*at approx. 80%, a fresh dtilt pops Mario into the air. Dtilt > utilt/ftilt combos become possible, but they are not guaranteed until later percentages, as the opponent can airdodge through them.
Stalest, on Mario
0%: -6
10%: -5
20%: -4
30%: -3
40%: -2
50%: 0
60%: +1
70%: +2
80%: +3
90%: +4
100%: +5
110%: +7
120%: +8
130%: +9
140%: +10
150%: +11
160%: -6
*at approx. 160%, a stale dtilt pops Mario into the air. Dtilt > utilt/ftilt combos become possible, but they are not guaranteed until later percentages.
Shield Stun Disadvantage
*tested fresh on Mario at 0%
After hitting a shield with this move, Zelda can shield on frame 31.
The opponent is safe to drop their shield on frame 6 and can react on frame 21.
Disadvantage: -10
*Note: this includes the 7 frames it takes to shield drop as well as stun frames in which neither character can move.
I've started hitstun data for dtilt, but it's nowhere near complete yet. I plan on doing the hitstun data for each character since it varies much more for dtilt than it does for jab; not only that, but dtilt is a much more important move for Zelda.
I'm also going to test tripping rates for dtilt, because a fresh dtilt trips a lot more often than a stale one, and the advantage you get from a trip is huge.
The reason why Mario isn't done yet is because I want to find out if/when dtilt > utilt/ftilt becomes a true combo on each character. The case might be that they can always airdodge through it or otherwise get launched too high.
I'll try to get this done as quickly as I can, but it takes a very long time.... however, I think I've found a solution to the Z button problem I was having with debug mode, so that's good news!
Enjoy.
Dtilt
Startup: 1-4
Hitbox: 5-11
Cooldown: 12-24
How Dtilt Hits Work
When hit with dtilt, the opponent can react in one of 5 ways:
(1) The opponent can trip
- This is their normal, in-place trip animation.
- Once the opponent trips, Zelda is guaranteed a followup because the advantage will always be +19
- On frame 20, the opponent can get up, get-up attack, etc., but Zelda will always be able to hit first. For example, if they get up, the first frame on which they can shield is frame 40.
- Once the opponent starts to become airborne, they will no longer trip.
- The fresher the dtilt, the higher the tripping rate. The difference is fairly significant.
- Once the opponent trips, Zelda is guaranteed a followup because the advantage will always be +19
- On frame 20, the opponent can get up, get-up attack, etc., but Zelda will always be able to hit first. For example, if they get up, the first frame on which they can shield is frame 40.
- Once the opponent starts to become airborne, they will no longer trip.
- The fresher the dtilt, the higher the tripping rate. The difference is fairly significant.
(2) The opponent can flinch
- This is their normal hitstun animation.
- Each character has two versions: a low-percentage one and a mid-high percentage one.
- I can't say for sure whether the higher-percentage animation is longer (since hitstun factors in), but since characters suffer more hitstun at higher percentages anyway, it doesn't really matter.
- Each character has two versions: a low-percentage one and a mid-high percentage one.
- I can't say for sure whether the higher-percentage animation is longer (since hitstun factors in), but since characters suffer more hitstun at higher percentages anyway, it doesn't really matter.
(3) The opponent can stumble forward
- This animation is different from the normal hitstun animation.
- It seems to happen only when you string together multiple dtilts.
(4) The opponent can rear/stumble backward- It seems to happen only when you string together multiple dtilts.
- This animation is different from the other two.
- Like (3), it seems to happen only when you string together multiple dtilts.
*Note for (3) and (4): Not all characters seem to have both of these animations, but they usually have at least one or the other. For example, Pikachu and Mario have both "stumble forward" and "stumble backward" animations, but Snake has only a "stumble forward" animation.- Like (3), it seems to happen only when you string together multiple dtilts.
*Note #2 for (3) and (4): I couldn't test the hitstun advantage for these animations since they only occur randomly when Zelda dtilts repeatedly, but they don't look like their animations are much longer than a normal flinch. There may be a difference of ~1 or 2 frames.
(5) The opponent becomes airborne after a certain percentage
- The percentage at which this happens is character-specific based on weight/fall speed/etc.
- At the lower end of the "airborne percentages," it's possible to catch them again, immediately, with dtilt's vertical range. This is only possible after a stale dtilt, and it is not guaranteed (they can airdodge).
- Once they become airborne, they can airdodge or tech the ground upon landing.
- After a certain percentage, they can also attack or use their double jump.
- At the lower end of the "airborne percentages," it's possible to catch them again, immediately, with dtilt's vertical range. This is only possible after a stale dtilt, and it is not guaranteed (they can airdodge).
- Once they become airborne, they can airdodge or tech the ground upon landing.
- After a certain percentage, they can also attack or use their double jump.
In general, tripping is the longest animation and gives you the most advantage. However, once they become airborne, you can often follow up with ftilt or utilt unless they are sent up too high.
Tripping Percentages
Out of 100 dtilts, Mario tripped....
?% of the time with fresh dtilts @0%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
Jigglypuff tripped....
?% of the time with fresh dtilts @0%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
DK tripped....
?% of the time with fresh dtilts @0%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
?% of the time with stale dtilts @0%
?% of the time with fresh dtilts @50%
?% of the time with stale dtilts @50%
Hitstun Advantage (flinch only), by Character
*Note: Advantage if the opponent trips is always +19
Fresh, on Mario
0%: -5
10%: -3
20%: -1
30%: +1
40%: +3
50%: +5
60%: +8
70%: +10
80%+: -6
*at approx. 80%, a fresh dtilt pops Mario into the air. Dtilt > utilt/ftilt combos become possible, but they are not guaranteed until later percentages, as the opponent can airdodge through them.
Stalest, on Mario
0%: -6
10%: -5
20%: -4
30%: -3
40%: -2
50%: 0
60%: +1
70%: +2
80%: +3
90%: +4
100%: +5
110%: +7
120%: +8
130%: +9
140%: +10
150%: +11
160%: -6
*at approx. 160%, a stale dtilt pops Mario into the air. Dtilt > utilt/ftilt combos become possible, but they are not guaranteed until later percentages.
Shield Stun Disadvantage
*tested fresh on Mario at 0%
After hitting a shield with this move, Zelda can shield on frame 31.
The opponent is safe to drop their shield on frame 6 and can react on frame 21.
Disadvantage: -10
*Note: this includes the 7 frames it takes to shield drop as well as stun frames in which neither character can move.