Xzax Kasrani
Smash Master
Ok, I am going to post a bunch of things(frame data, match ups you need to know, percents, good stages, bad stages, ect.) This is going to be the ultimate Meta Knight thread!
****PART 1- MATCH UPS YOU NEED TO KNOW****
1.![Bowser :bowser: :bowser:](/styles/default/xenforo/smilies/bowser.gif)
1. Bowser, the most underated character on the SBR tier list. This character can either ground release and or air release chaingrab almost ALL of the cast! This is no different with Meta, he gets it 2nd worst out of all the characters(Falco can be 0 to deathed). He is easly high tier. Bowser counters Meta on FD, not only his chaingrab but he can combo out of his chaingrab the best of this stage. If he crab releases you the whole stage from 70% he can kill you, by grab releasing into a fair(At the end of FD, bowser can make you do a air release into a fair and kill you. And if you torando spam, bowser can up b you out of his shield.
-Vex Kasrani
2. If you dont get grabbed and you camp HEAVILY. This isn't too hard of a matchup for Meta. Just play smart, and tornado spam when his shield is low. Just Ban FD.
-Inui
1=
60/40 in META FAVOR
50/50 on FD
2=
65/35 in META FAVOR
55/45 on FD in META FAVOR
2.![Snake :snake: :snake:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1. Snakes Camping abilitlies can over-welm Meta Knight. It stops tornado. Snake is a very powerful and fast attacking character. Tornado is very unsafe. You can not apporach Snake when hes pulling out nads. The only thing Meta has against Snake is gimping him. But even that doesn't win it for Meta.
- Mew2King, Inui, Teh_Spammerer, and Xzax
1=
1st Look 60/40 Snake
2nd Look 55/45 Snake
3.![Olimar :olimar: :olimar:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1. If Olimars space, and grabs you well you can't do anything. He can hit you out of tornado with grab and hit you out of dair with up smash. He can combo you well, and is a scary character to face on the ground. If your not smart enough, you will loose.
- Xzax
2. Olimar ***** you on the ground, and can hit you out of moves. You gotta play smart, and gimp him no matter what if your gonna win.
-Inui
1=
1st Look 50/50
2nd Look 50/50
2=
1st Look 50/50
2nd Look 60/40 Meta(if you can gimp him and not get grabbed a lot)
4.![Zero Suit Samus :zerosuitsamus: :zerosuitsamus:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1= I'll give extra attention to this one because it is one of my favorite match ups and I have a lot of experience playing top Metaknight players.
ZSS can camp Metaknight and keep him at bay well. Retreating forward B's and paralyzer shots will do the trick for that. One thing to look out for, however is his tornado. This will stop both of your approaches, so whenever he does this I try to run to the other side of the stage and shield whatever is left of the attack. Metas often try to land right next to you and down smash after this, so I immediently short hop out of my shield after the tornado and B-air them after their D-smash comes out. If the tornado is close to the ground, ZSS can grab him out of it or down smash him. However, the better Metaknight players seem to come from above with it.
A MAJOR advantage that ZSS has on Metaknight is the fact that she can hit and even spike Meta out of his shuttle loop (Up-B). This removes one of his most broken attacks, and will help you big time. Most decent Metas will attempt to backwards shuttle loop as an edgeguard off the stage. It is possible to down B attack and spike him during it if you time it just right. Even if it doesn't spike, usually you will trade hits. When this happens most of the time ZSS gets sent towards the stage while Meta gets sent further away from it. So, if anyone is going to die from the clash, it's Metaknight.
ZSS can actually edgeguard Meta better than he can edgeguard her, especially with his Up-B taken away. I tend to be very aggressive with off the stage edgeguarding in general, while I hardly see any other ZSS mains do this. I use forward B a lot for this, and I even hit people with it while they're in the hourglass. This works against most characters including Metaknight.
When Metaknight recovers to the stage with his Shuttle loop and glide attack I do the following. Usually he'll Up-B from under the stage so I've learned to stay away from trying to D-Smash - B-air stage spike him like that.
Instead I'll shield when I expect the Up-B, then when he gets close with his glide (and he's going to glide attack)I usually short hop backwards and forward B him.
Metknights D-Smash out of their shield a lot, especially when you're behind them at higher percentages. Try to anticipate these and counterattack. What I normally do is shield the D-Smash and short hop out of shield and go for a B-air on the other side of him.
ZSS' Down B is perfect for getting out of Meta's combos in general. I don't mean to do the attack part, just the inital down B which will get rid of hitstun quickly, give you invincibility, and give you space to break out. An evasive ZSS is very hard for Metaknight to both combo and KO. I discovered against Metaknight very recently is that ZSS can simply down B special footstool right over Metaknight's tornado instantly without being hit.
- Snakeee, and Xzax
1st Look 50/50
2nd Look 55/45 Meta
5.![Mr. Game & Watch :gw: :gw:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1. Mr. Game and Watch beats you off stage. You gotta camp and you cant you tornados against some players because he can up b you out of your tornado, so use it carefully. A lot of his aerials have more priority than your moves. His smashes(yes all of them) can kill you easily, try to ground tech when he downthrows you. Don't use your up b against him in the air because his dair has more priority. This is a pretty hard match up unless you know exactly what to do. EDIT: GAME AND WATCH CAN UP B YOU OUT OF YOUR TORNADO, SHUTTLE LOOP, AND DRILL RUSH, IT IS NOT SAFE TO RECOVER AGAINST GAME AND WATCH IF THEY KNOW WHAT THERE DOING. VEX KASRANI USED THIS TACTIC ON M2K AND 2 STOCKED HIM ON FD IN GRAND FINALS AT A PHILADELPHIA TOURNAMENT ON DEC 13TH.
-Xzax, Mew2King, Vex Kasrani
1st Look 50/50
2nd Look 57/43 MK Favor
6.![Marth :marth: :marth:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1.Some marths will play very defensively in the match up since meta's approach is really good. if you see him making a wall with SHFF fairs and dtilts then try to dash attack his 8 frames of lag from shff fair. if marth apporaches its usually either a SHFF fair or dtilt, sometimes dancing blade. if you get hit with a fair at low percents he will easily combo it to dancing blade for more %. he outranges you in the air every aerial his jab outranges meta's fair. grab releases : a new grab release tactic is grab release to tipper nair which will kill rather early . tornado defense methods: he can shield the whole thing and punish with a dsmash/fsmash/dancing blade. he can up b out of shield to hit you back out. he can up b out of shield to hit you back out and can also counter it. also if spaced right an fsmash will go through it as well as dancing blade. if caught in it marth CAN DI towards the corner and dolphin slash or counter. me and neo only just found this though and havent done too much with it yet. marths fsmash = metas dtilt range, metas dtilt and 3rd hit of ftilt just outrange marths dtilt. glide doesn't work a lot v.s experenced marths.
- Steel2nd
2. Try to ftilt a lot up until 100%. You also want to try to marth offstage, and go for a gimp, but don't play it stupid and get up b spiked [we all know how aggressive us meta's are
]. Dont try to dair camp since all of marths aerials out range all of your aerials. If the marth isn't very good at spacing, this is your chance to be gay with dsmash XD
- Xzax
1st Look 60/40 mk favor
2nd Look 65/35(at worst, v.s bad marths)
Contributers:
Xzax
Inui
Snakeee
Mew2King
Teh_Spammerer
Vex Kasrani
****PART 2- FRAME DATA ****
UPDATES:
12/13/08
- removed "duration" in favor of "IASA"
- grounded shuttle loop info completed
- minimum shield time added
- dash ending lag added
- dair autocancel point specified
- basic aerial shuttle loop info added
12/15/08
- advantage specified
- "OOS advantage" changed to "Shield drop advantage"
Key: (because these definitions aren't exactly set in stone)
IASA- "Interruptible as soon as". The first frame a move can be interrupted by another action.
cooldown- the frames after a move's hitbox has disappeared. The character can perform no actions until the move ends.
shield hit stun- the frames where both players are "frozen" when an attacks contacts a shield.
shield stun- the frames after shield hit stun. The attacker's attack animation continues while the defender is stuck in their shield.
shield advantage- the frame difference between the attacker's and defender's ability to perform another action after an attack has hit the defender's shield. The attacker can do anything, while the defender can do one of three things: grab, jump, or drop their shield. This is in the attacker's point of view, so a negative advantage means that the defender can perform and action first while a positive advantage means that the attacker can perform an action first.
shield drop advantage- The attacker's advantage after an oppenent has dropped their shield. (advantage - 7). I included this because this will usually be your opponent's best shot at punishing you if you space well.
Notes:
- as of right now hitboxes cannot be seen, so figuring out how long a hitbox is out is very difficult. I tested Metaknight's uair, dtilt, fsmash, and dsmash and got the same result: the hitbox is out for two frames. From that I assumed that similar moves follow the same pattern. I did test moves that obviously work differently (utilt for example) though. Grab's were assumed to be out for two frames because that is how they worked in melee.
- Cooldown and advantage are attempts to quantify how punishable a move is. It's important tho note that these measurements can be deceptive though, as they don't take into account other factors such and range and shield pushback. When I get around to it I think I'll leave notes under some moves to elaborate on how punishable they are.
NEUTRAL A
coming soon
DTILT
frame breakdown:
1-2 startup
3-4 hitbox out
5-15 cooldown
frame summary:
Hits on frame: 3
IASA frame: 16
Cooldown: 11
Shield stun: 1
Shield advantage: -11
Shield drop advantage: -4
FTILT
frame breakdown:
1-2 startup
3-4 1st hit hitbox out
5-11
12-13 2nd hit hitbox out
13-20
21-22 3rd hit hitbox out
23-52 cooldown
frame summary:
duration: 52
1st hit on: 3
2nd hit on: 12
3rd hit on: 21
1st hit cooldown: 19
2nd hit cooldown: 30
3rd hit cooldown: 30
Shield stun: 1 for all hits
1st hit advantage:
Shield advantage: -19
Shield drop advantage: -11
2nd and 3rd hit advantage:
Shield advantage: -30
Shield drop advantage: -23
Hitstun first hit: 16 base of blade (-4 advantage), variable at tip*
Hitstun second hit: variable*
*what happens here is that the attack pops the character up a bit, and when they land they have 4 frames of landing lag. The advantage mk has here is dependent on how long they are in the air... which is determined by their current %, weight, and fall speed. This is really a project in and of itself, but from what I looked at the first hit of his ftilt can actually yield a + advantage when your oppenent is in mid-high %.
UTILT
frame breakdown:
1-7 startup
8-18 hitbox out
19-35 cooldown
frame summary:
Hits on frame: 8
IASA frame: 36
shield stun and advantage to come
FSMASH
frame breakdown:
1-23 startup
24-25 hitbox out
26-41 cooldown
frame summary:
Hits on frame 24
IASA frame: 42
Cooldown: 17
Shield stun: 5
Advantage: -12
Shield drop advantage: -5
DSMASH
frame breakdown:
1-4 startup
5-6 hitbox out
7-9
10-11 hitbox out
12-34 cooldown
frame summary:
hits on frame 5 front and frame 10 back
IASA frame: 35
Cooldown front: 28
Cooldown back: 23
Shield stun front: 4
Shield stun back: 4
Shield advantage front: -25
Shield drop advantage front: -18
Shield advantage back: -20
Shield drop advantage back: -13
USMASH
frame breakdown:
1-7 startup
8-9 hitbox out
10-11
12-13 hitbox out
14-16
17-18 hitbox out
19-49 cooldown
frame summary:
1st hit on: 8
2nd hit on: 12
3rd hit on: 17
IASA frame: 50
All hits shield stun: 1
Cooldown: 31
Sheild advantage: -31
Shield drop advantage: -24
NAIR
frame breakdown:
1-2 startup
3-4 strong hitbox out
5-25 weak hitbox out
26-31 aerial cooldown
frame summary:
Hits on frame: 3
IASA frame: 32
Aerial cooldown: 6
Landing lag: 15
Autocancels on: 25
FAIR
frame breakdown:
1-5 startup
6-7 hitbox out
8-9
10-11 hitbox out
12
13-14 hitbox out
15-39 aerial cooldown
frame summary:
1st hit on: 6
2nd hit on: 10
3rd hit on: 13
IASA frame: 40
Aerial cooldown: 25
Landing lag: 15
Autocancels on: 21
BAIR
frame breakdown:
1-6 startup
7-8 hitbox out
9-12
13-14 hitbox out
15-19
20-21 hitbox out
22-45 aerial cooldown
frame summary:
1st hit on: 7
2nd hit on: 13
3rd hit on: 20
IASA frame: 46
Aerial cooldown: 24
Landing lag: 12
Autocancel on: 23
DAIR
frame breakdown:
1-3 startup
4-5 hitbox out
6-25 aerial cooldown
frame summary:
hits on frame: 4
IASA frame: 26
Aerial cooldown: 20
Landing lag: 15
Autocancels on: 24
UAIR
frame breakdown:
1 startup
2-3 hitbox out
4-13 aerial cooldown
frame summary:
Hits on: 2
IASA frame: 14
Aerial cooldown: 10
Landing lag: 12
Autocancels on: 21
DASH ATTACK
frame breakdown:
1-4 startup
5-11 hitbox out
12-31 cooldown
frame summary:
Hits on frame: 5
IASA frame: 32
Cooldown: 20
GRAB
frame breakdown:
1-5 startup
6-7 grab hitbox out
8-29 cooldown
frame summary:
Hits on frame: 6
IASA frame: 30
Cooldown: 22
DASH GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-39 cooldown
frame summary:
Hits on frame: 8
IASA frame: 40
Cooldown: 30
PIVOT GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-34 cooldown
frame summary:
hits on frame: 8
IASA frame: 35
cooldown: 24
MACH TORNADO
minimum time frame breakdown:
1-11 startup
12-58 hitbox out
59-87 cooldown (this is a grounded nado)
maximum time frame breakdown
1-11 startup
12-104 hitbox out
Cooldown: this is interesting. Cooldown will ALWAYS be 29 frames. Landing lag adjusts to this. So if your nado ends in midair and you free fall for 10 frames your landing lag will be 19 frames. The botched up landing is 30 frames.
GROUNDED SHUTTLE LOOP
frame breakdown:
1-7 startup
5-8 invincibility frames
8-13 strong hitbox out
14-21
22-31 weak hitbox out
frame summary:
Hits on frame: 8
IASA frame: 32
AERIAL SHUTTLE LOOP
frame summary:
hits on frame: 8
IASA frame: 38
DEFENSIVE MOVES:
Quote:
Originally Posted by 3GOD
meta Knight:
Spot Dodge Lasts 25 Frames
Invincible Frames 2 – 20
Roll Backward Lasts 33 Frames
Invincible Frames 4 – 12
Roll Forward Lasts 23 Frames
Invincible Frames 5 – 12
Air Dodge Lasts 39 Frames
Invincible Frames 3 – 28
LEDGE OPTIONS
MISCELLANEOUS
GLIDE ATTACK
hits on frame: 5
SHORT HOP
1-4 jump startup
5-36 airtime
37-38 landing lag
Duration: 38 frames
Air time: 32 frames
Landing lag: 2 frames
SHFF
1-4 jump startup
5-30 airtime
31-34 landing lag
Duration: 34 frames
Air time: 26 frames
Landing lag: 4 frames
FULL HOP
FULL HOP
MINIMUM SHIELD TIME
14 frames (can perform an action on frame 15)
DASH ENDING LAG
19 frames (can perform an action on frame 20)
orginal thread : http://www.smashboards.com/showthread.php?t=205614
****PART 3- PERCENTS PER MOVE****
Ok I did this myself one day when I was bored XD. I did each move(s) 3 or 4 times for correct percents.
ftilt(1 hit)
2-3%
ftilt(2 hits)
5-7%
ftilt(all 3 hits)
11-12%
dtilt
4-5%
utilt
5-7%
fsmash(c stick)
12-15%
fsmash(charged)
16-20%
dsmash(c stick)
10-11%
dsmash(charged)
13-17%
usmash(c stick)
5-8%
usmash(charged)
9-11%
tornado(full)
13-15%
tornado(regular)
7-10%
drill rush
7-9%
down b
12-14%
bair
3-8%
fair
8-10%
dair
5-7%
uair
4-6%
shuttle loop(ground)
7-10%
shuttle loop(air)
9-11%
down throw
10-12%
up throw
8-11%
back throw
9-11%
foward throw
8-10%
****PART 4- GOOD STAGES/BAD STAGES****
GOOD STAGES:
1. Battlefield
2. Delfino Plaza
3. Battleship Halberd
4. Smashville
5. Lylat Cruise
6. Rainbow Cruise
7. Luigi's Masion(if legal)
BAD STAGES:
1. Final Destination
2. Corneria(if legal)
3. Pokemon Stadium 1
This is a start there will be other additions later.
****PART 1- MATCH UPS YOU NEED TO KNOW****
1.
![Bowser :bowser: :bowser:](/styles/default/xenforo/smilies/bowser.gif)
1. Bowser, the most underated character on the SBR tier list. This character can either ground release and or air release chaingrab almost ALL of the cast! This is no different with Meta, he gets it 2nd worst out of all the characters(Falco can be 0 to deathed). He is easly high tier. Bowser counters Meta on FD, not only his chaingrab but he can combo out of his chaingrab the best of this stage. If he crab releases you the whole stage from 70% he can kill you, by grab releasing into a fair(At the end of FD, bowser can make you do a air release into a fair and kill you. And if you torando spam, bowser can up b you out of his shield.
-Vex Kasrani
2. If you dont get grabbed and you camp HEAVILY. This isn't too hard of a matchup for Meta. Just play smart, and tornado spam when his shield is low. Just Ban FD.
-Inui
1=
60/40 in META FAVOR
50/50 on FD
2=
65/35 in META FAVOR
55/45 on FD in META FAVOR
2.
1. Snakes Camping abilitlies can over-welm Meta Knight. It stops tornado. Snake is a very powerful and fast attacking character. Tornado is very unsafe. You can not apporach Snake when hes pulling out nads. The only thing Meta has against Snake is gimping him. But even that doesn't win it for Meta.
- Mew2King, Inui, Teh_Spammerer, and Xzax
1=
1st Look 60/40 Snake
2nd Look 55/45 Snake
3.
1. If Olimars space, and grabs you well you can't do anything. He can hit you out of tornado with grab and hit you out of dair with up smash. He can combo you well, and is a scary character to face on the ground. If your not smart enough, you will loose.
- Xzax
2. Olimar ***** you on the ground, and can hit you out of moves. You gotta play smart, and gimp him no matter what if your gonna win.
-Inui
1=
1st Look 50/50
2nd Look 50/50
2=
1st Look 50/50
2nd Look 60/40 Meta(if you can gimp him and not get grabbed a lot)
4.
1= I'll give extra attention to this one because it is one of my favorite match ups and I have a lot of experience playing top Metaknight players.
ZSS can camp Metaknight and keep him at bay well. Retreating forward B's and paralyzer shots will do the trick for that. One thing to look out for, however is his tornado. This will stop both of your approaches, so whenever he does this I try to run to the other side of the stage and shield whatever is left of the attack. Metas often try to land right next to you and down smash after this, so I immediently short hop out of my shield after the tornado and B-air them after their D-smash comes out. If the tornado is close to the ground, ZSS can grab him out of it or down smash him. However, the better Metaknight players seem to come from above with it.
A MAJOR advantage that ZSS has on Metaknight is the fact that she can hit and even spike Meta out of his shuttle loop (Up-B). This removes one of his most broken attacks, and will help you big time. Most decent Metas will attempt to backwards shuttle loop as an edgeguard off the stage. It is possible to down B attack and spike him during it if you time it just right. Even if it doesn't spike, usually you will trade hits. When this happens most of the time ZSS gets sent towards the stage while Meta gets sent further away from it. So, if anyone is going to die from the clash, it's Metaknight.
ZSS can actually edgeguard Meta better than he can edgeguard her, especially with his Up-B taken away. I tend to be very aggressive with off the stage edgeguarding in general, while I hardly see any other ZSS mains do this. I use forward B a lot for this, and I even hit people with it while they're in the hourglass. This works against most characters including Metaknight.
When Metaknight recovers to the stage with his Shuttle loop and glide attack I do the following. Usually he'll Up-B from under the stage so I've learned to stay away from trying to D-Smash - B-air stage spike him like that.
Instead I'll shield when I expect the Up-B, then when he gets close with his glide (and he's going to glide attack)I usually short hop backwards and forward B him.
Metknights D-Smash out of their shield a lot, especially when you're behind them at higher percentages. Try to anticipate these and counterattack. What I normally do is shield the D-Smash and short hop out of shield and go for a B-air on the other side of him.
ZSS' Down B is perfect for getting out of Meta's combos in general. I don't mean to do the attack part, just the inital down B which will get rid of hitstun quickly, give you invincibility, and give you space to break out. An evasive ZSS is very hard for Metaknight to both combo and KO. I discovered against Metaknight very recently is that ZSS can simply down B special footstool right over Metaknight's tornado instantly without being hit.
- Snakeee, and Xzax
1st Look 50/50
2nd Look 55/45 Meta
5.
1. Mr. Game and Watch beats you off stage. You gotta camp and you cant you tornados against some players because he can up b you out of your tornado, so use it carefully. A lot of his aerials have more priority than your moves. His smashes(yes all of them) can kill you easily, try to ground tech when he downthrows you. Don't use your up b against him in the air because his dair has more priority. This is a pretty hard match up unless you know exactly what to do. EDIT: GAME AND WATCH CAN UP B YOU OUT OF YOUR TORNADO, SHUTTLE LOOP, AND DRILL RUSH, IT IS NOT SAFE TO RECOVER AGAINST GAME AND WATCH IF THEY KNOW WHAT THERE DOING. VEX KASRANI USED THIS TACTIC ON M2K AND 2 STOCKED HIM ON FD IN GRAND FINALS AT A PHILADELPHIA TOURNAMENT ON DEC 13TH.
-Xzax, Mew2King, Vex Kasrani
1st Look 50/50
2nd Look 57/43 MK Favor
6.
1.Some marths will play very defensively in the match up since meta's approach is really good. if you see him making a wall with SHFF fairs and dtilts then try to dash attack his 8 frames of lag from shff fair. if marth apporaches its usually either a SHFF fair or dtilt, sometimes dancing blade. if you get hit with a fair at low percents he will easily combo it to dancing blade for more %. he outranges you in the air every aerial his jab outranges meta's fair. grab releases : a new grab release tactic is grab release to tipper nair which will kill rather early . tornado defense methods: he can shield the whole thing and punish with a dsmash/fsmash/dancing blade. he can up b out of shield to hit you back out. he can up b out of shield to hit you back out and can also counter it. also if spaced right an fsmash will go through it as well as dancing blade. if caught in it marth CAN DI towards the corner and dolphin slash or counter. me and neo only just found this though and havent done too much with it yet. marths fsmash = metas dtilt range, metas dtilt and 3rd hit of ftilt just outrange marths dtilt. glide doesn't work a lot v.s experenced marths.
- Steel2nd
2. Try to ftilt a lot up until 100%. You also want to try to marth offstage, and go for a gimp, but don't play it stupid and get up b spiked [we all know how aggressive us meta's are
- Xzax
1st Look 60/40 mk favor
2nd Look 65/35(at worst, v.s bad marths)
Contributers:
Xzax
Inui
Snakeee
Mew2King
Teh_Spammerer
Vex Kasrani
****PART 2- FRAME DATA ****
UPDATES:
12/13/08
- removed "duration" in favor of "IASA"
- grounded shuttle loop info completed
- minimum shield time added
- dash ending lag added
- dair autocancel point specified
- basic aerial shuttle loop info added
12/15/08
- advantage specified
- "OOS advantage" changed to "Shield drop advantage"
Key: (because these definitions aren't exactly set in stone)
IASA- "Interruptible as soon as". The first frame a move can be interrupted by another action.
cooldown- the frames after a move's hitbox has disappeared. The character can perform no actions until the move ends.
shield hit stun- the frames where both players are "frozen" when an attacks contacts a shield.
shield stun- the frames after shield hit stun. The attacker's attack animation continues while the defender is stuck in their shield.
shield advantage- the frame difference between the attacker's and defender's ability to perform another action after an attack has hit the defender's shield. The attacker can do anything, while the defender can do one of three things: grab, jump, or drop their shield. This is in the attacker's point of view, so a negative advantage means that the defender can perform and action first while a positive advantage means that the attacker can perform an action first.
shield drop advantage- The attacker's advantage after an oppenent has dropped their shield. (advantage - 7). I included this because this will usually be your opponent's best shot at punishing you if you space well.
Notes:
- as of right now hitboxes cannot be seen, so figuring out how long a hitbox is out is very difficult. I tested Metaknight's uair, dtilt, fsmash, and dsmash and got the same result: the hitbox is out for two frames. From that I assumed that similar moves follow the same pattern. I did test moves that obviously work differently (utilt for example) though. Grab's were assumed to be out for two frames because that is how they worked in melee.
- Cooldown and advantage are attempts to quantify how punishable a move is. It's important tho note that these measurements can be deceptive though, as they don't take into account other factors such and range and shield pushback. When I get around to it I think I'll leave notes under some moves to elaborate on how punishable they are.
NEUTRAL A
coming soon
DTILT
frame breakdown:
1-2 startup
3-4 hitbox out
5-15 cooldown
frame summary:
Hits on frame: 3
IASA frame: 16
Cooldown: 11
Shield stun: 1
Shield advantage: -11
Shield drop advantage: -4
FTILT
frame breakdown:
1-2 startup
3-4 1st hit hitbox out
5-11
12-13 2nd hit hitbox out
13-20
21-22 3rd hit hitbox out
23-52 cooldown
frame summary:
duration: 52
1st hit on: 3
2nd hit on: 12
3rd hit on: 21
1st hit cooldown: 19
2nd hit cooldown: 30
3rd hit cooldown: 30
Shield stun: 1 for all hits
1st hit advantage:
Shield advantage: -19
Shield drop advantage: -11
2nd and 3rd hit advantage:
Shield advantage: -30
Shield drop advantage: -23
Hitstun first hit: 16 base of blade (-4 advantage), variable at tip*
Hitstun second hit: variable*
*what happens here is that the attack pops the character up a bit, and when they land they have 4 frames of landing lag. The advantage mk has here is dependent on how long they are in the air... which is determined by their current %, weight, and fall speed. This is really a project in and of itself, but from what I looked at the first hit of his ftilt can actually yield a + advantage when your oppenent is in mid-high %.
UTILT
frame breakdown:
1-7 startup
8-18 hitbox out
19-35 cooldown
frame summary:
Hits on frame: 8
IASA frame: 36
shield stun and advantage to come
FSMASH
frame breakdown:
1-23 startup
24-25 hitbox out
26-41 cooldown
frame summary:
Hits on frame 24
IASA frame: 42
Cooldown: 17
Shield stun: 5
Advantage: -12
Shield drop advantage: -5
DSMASH
frame breakdown:
1-4 startup
5-6 hitbox out
7-9
10-11 hitbox out
12-34 cooldown
frame summary:
hits on frame 5 front and frame 10 back
IASA frame: 35
Cooldown front: 28
Cooldown back: 23
Shield stun front: 4
Shield stun back: 4
Shield advantage front: -25
Shield drop advantage front: -18
Shield advantage back: -20
Shield drop advantage back: -13
USMASH
frame breakdown:
1-7 startup
8-9 hitbox out
10-11
12-13 hitbox out
14-16
17-18 hitbox out
19-49 cooldown
frame summary:
1st hit on: 8
2nd hit on: 12
3rd hit on: 17
IASA frame: 50
All hits shield stun: 1
Cooldown: 31
Sheild advantage: -31
Shield drop advantage: -24
NAIR
frame breakdown:
1-2 startup
3-4 strong hitbox out
5-25 weak hitbox out
26-31 aerial cooldown
frame summary:
Hits on frame: 3
IASA frame: 32
Aerial cooldown: 6
Landing lag: 15
Autocancels on: 25
FAIR
frame breakdown:
1-5 startup
6-7 hitbox out
8-9
10-11 hitbox out
12
13-14 hitbox out
15-39 aerial cooldown
frame summary:
1st hit on: 6
2nd hit on: 10
3rd hit on: 13
IASA frame: 40
Aerial cooldown: 25
Landing lag: 15
Autocancels on: 21
BAIR
frame breakdown:
1-6 startup
7-8 hitbox out
9-12
13-14 hitbox out
15-19
20-21 hitbox out
22-45 aerial cooldown
frame summary:
1st hit on: 7
2nd hit on: 13
3rd hit on: 20
IASA frame: 46
Aerial cooldown: 24
Landing lag: 12
Autocancel on: 23
DAIR
frame breakdown:
1-3 startup
4-5 hitbox out
6-25 aerial cooldown
frame summary:
hits on frame: 4
IASA frame: 26
Aerial cooldown: 20
Landing lag: 15
Autocancels on: 24
UAIR
frame breakdown:
1 startup
2-3 hitbox out
4-13 aerial cooldown
frame summary:
Hits on: 2
IASA frame: 14
Aerial cooldown: 10
Landing lag: 12
Autocancels on: 21
DASH ATTACK
frame breakdown:
1-4 startup
5-11 hitbox out
12-31 cooldown
frame summary:
Hits on frame: 5
IASA frame: 32
Cooldown: 20
GRAB
frame breakdown:
1-5 startup
6-7 grab hitbox out
8-29 cooldown
frame summary:
Hits on frame: 6
IASA frame: 30
Cooldown: 22
DASH GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-39 cooldown
frame summary:
Hits on frame: 8
IASA frame: 40
Cooldown: 30
PIVOT GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-34 cooldown
frame summary:
hits on frame: 8
IASA frame: 35
cooldown: 24
MACH TORNADO
minimum time frame breakdown:
1-11 startup
12-58 hitbox out
59-87 cooldown (this is a grounded nado)
maximum time frame breakdown
1-11 startup
12-104 hitbox out
Cooldown: this is interesting. Cooldown will ALWAYS be 29 frames. Landing lag adjusts to this. So if your nado ends in midair and you free fall for 10 frames your landing lag will be 19 frames. The botched up landing is 30 frames.
GROUNDED SHUTTLE LOOP
frame breakdown:
1-7 startup
5-8 invincibility frames
8-13 strong hitbox out
14-21
22-31 weak hitbox out
frame summary:
Hits on frame: 8
IASA frame: 32
AERIAL SHUTTLE LOOP
frame summary:
hits on frame: 8
IASA frame: 38
DEFENSIVE MOVES:
Quote:
Originally Posted by 3GOD
meta Knight:
Spot Dodge Lasts 25 Frames
Invincible Frames 2 – 20
Roll Backward Lasts 33 Frames
Invincible Frames 4 – 12
Roll Forward Lasts 23 Frames
Invincible Frames 5 – 12
Air Dodge Lasts 39 Frames
Invincible Frames 3 – 28
LEDGE OPTIONS
MISCELLANEOUS
GLIDE ATTACK
hits on frame: 5
SHORT HOP
1-4 jump startup
5-36 airtime
37-38 landing lag
Duration: 38 frames
Air time: 32 frames
Landing lag: 2 frames
SHFF
1-4 jump startup
5-30 airtime
31-34 landing lag
Duration: 34 frames
Air time: 26 frames
Landing lag: 4 frames
FULL HOP
FULL HOP
MINIMUM SHIELD TIME
14 frames (can perform an action on frame 15)
DASH ENDING LAG
19 frames (can perform an action on frame 20)
orginal thread : http://www.smashboards.com/showthread.php?t=205614
****PART 3- PERCENTS PER MOVE****
Ok I did this myself one day when I was bored XD. I did each move(s) 3 or 4 times for correct percents.
ftilt(1 hit)
2-3%
ftilt(2 hits)
5-7%
ftilt(all 3 hits)
11-12%
dtilt
4-5%
utilt
5-7%
fsmash(c stick)
12-15%
fsmash(charged)
16-20%
dsmash(c stick)
10-11%
dsmash(charged)
13-17%
usmash(c stick)
5-8%
usmash(charged)
9-11%
tornado(full)
13-15%
tornado(regular)
7-10%
drill rush
7-9%
down b
12-14%
bair
3-8%
fair
8-10%
dair
5-7%
uair
4-6%
shuttle loop(ground)
7-10%
shuttle loop(air)
9-11%
down throw
10-12%
up throw
8-11%
back throw
9-11%
foward throw
8-10%
****PART 4- GOOD STAGES/BAD STAGES****
GOOD STAGES:
1. Battlefield
2. Delfino Plaza
3. Battleship Halberd
4. Smashville
5. Lylat Cruise
6. Rainbow Cruise
7. Luigi's Masion(if legal)
BAD STAGES:
1. Final Destination
2. Corneria(if legal)
3. Pokemon Stadium 1
This is a start there will be other additions later.