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Frame Data Visualization Project

Floor

Floor | Defiant of Destiny
Joined
Feb 17, 2014
Messages
701
Location
DFW, Texas
NNID
SerPete
3DS FC
1736-3913-7675
Also in Google Doc Form:
https://docs.google.com/document/d/1mAI2BZjbUTgDKuY99miXYymKLRmywM9htVGZEr7reF8/edit?usp=sharing


Hello! This is an ongoing project I wanted to do. Every character has frame data, and you can find all of this data here on Kurogane Hammer. But sometimes, numbers in a list isn’t the most appealing thing to look at. So I transferred the information on Lucina’s frame data from Kurogane Hammer into an Excel spreadsheet for easy viewing, as shown here (because I wanted it and I main Lucina)



Data used from KH
Yellow = no hitbox; startup/ending lag
Red = Hitbox active Blue = intangible
Maroon = Speacial hitbox active (late hit, meteor, ect)
Dancing Blade not listed


Then I decided to make a matchup guide on how Marcina fights Mewtwo and I thought that making a similar visualization for Mewtwo would be beneficial to include in my matchup guide. So I made one for Mewtwo. Later, Dario from Smashboards spoke with me and made one for Palutena… Well, the idea is catching on and so I thought I would make a directory so anyone can find similar helpful visualizations for any character. If you want to contribute and make one yourself, send it to me so I can update this. Also, this opens the idea of using a similar technique to compare other kinds of data, such as the chart IRasha made on comparing grab data.


If you want to help, let me know (or if you want to notify me of inaccuracies or changes, ect)
Smashboards: https://smashboards.com/members/floor.237579/
Twitter: https://twitter.com/FloorSerPete



Bayonetta
Bowser
Bowser Jr.
Captain Falcon
Charizard
Cloud
Corrin
Dark Pit
Diddy Kong
Donkey Kong
Dr. Mario
Duck Hunt
Falco
Fox
Ganondorf
Greninja
Ike
Jigglypuff
King Dedede
Kirby
Link
Little Mac
Lucario
Lucas
Lucina
Luigi
Mario
Marth
Mega Man
Meta Knight
Mewtwo
Mii Brawler
Mii Gunner
Mii Swordfighter
Mr. Game and Watch
Ness
Olimar
Palutena
Peach
Pikachu
Pit
R. O. B.
Robin
Rosalina and Luma
Roy
Ryu
Samus
Sheik
Shulk
Sonic
Toon Link
Villager
Wario
Wii Fit Trainer
Yoshi
Zelda
Zero Suit Samus



Extra Data

 

Quappo

Smash Rookie
Joined
May 13, 2016
Messages
13
I have some interest in helping out and have prototyped a simple script to automate generating these (see this really early work in progress for Mario -- obviously the final product would be much prettier), but we need to get some things consistent, like how you want to handle projectiles (like Mario's fireball or Mewtwo's shadowball) or persistent hitboxes (like Diddy's banana or ROB's gyro)

In the examples, Palutena's autoreticle was just ignored, and Mewtwo's shadowball seems like it ends on frame 49 even though the hitbox persists after that (nevermind the fact that the FAF could also be 32 if it was a not fully charged shadowball)

I just want to see before I start working on this more seriously if you've established a unified language and representation for these types of edge cases.
 

Floor

Floor | Defiant of Destiny
Joined
Feb 17, 2014
Messages
701
Location
DFW, Texas
NNID
SerPete
3DS FC
1736-3913-7675
I have some interest in helping out and have prototyped a simple script to automate generating these (see this really early work in progress for Mario -- obviously the final product would be much prettier), but we need to get some things consistent, like how you want to handle projectiles (like Mario's fireball or Mewtwo's shadowball) or persistent hitboxes (like Diddy's banana or ROB's gyro)

In the examples, Palutena's autoreticle was just ignored, and Mewtwo's shadowball seems like it ends on frame 49 even though the hitbox persists after that (nevermind the fact that the FAF could also be 32 if it was a not fully charged shadowball)

I just want to see before I start working on this more seriously if you've established a unified language and representation for these types of edge cases.
Dude this is awesome and would totally help streamline the process. Someone else was working on Palutena and I ignored Lucina's and Marth's Dancing Blade.

My thoughts; show a special color for projectiles (Green?) and have them down on the frame they start to become active (i think m2's shadowball was done this way). Could probably do the same for Diddy's banana and others like it
 

Quappo

Smash Rookie
Joined
May 13, 2016
Messages
13
I'm still not totally sure what you mean. Here's a spreadsheet with some examples. Let me know if any of them capture what you're thinking of. If not, feel free to fill it in: https://docs.google.com/spreadsheets/d/1OqDWlOnut_jarP4iWoTjdn8Adz811YxtxfeqJ3YfNYo/edit?usp=sharing

The problem with the existing shadowball one is that because of the FAF being within the projectile active frames, it cuts off the active frames of the projectile (making it seem like the attack is worse than it is).
The problem with the first option in the sheet is that if the FAF is within the projectile active frames, then you can't tell when it is.
The second option in the sheet just looks weird.
And this is why I like the third option, where the active frames are denoted by a secondary dimension (here a symbol).

As far as persistent items go, I think I just wanna mark the first active frame, then just let the reader infer that since an item spawned, it'll hang out for a while.

And of course, as I'm writing this, you responded on twitter :p nvm we're good then
 
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