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Ganondorf Frame Data

Teronist09

Smash Journeyman
Joined
Nov 19, 2008
Messages
468
Location
Greenville NC
The frame after the one listed is when your next command will go through. I didn't test any hitbox stuff because I couldn't figure out how to do it without driving myself insane, so I listed when sfx came out where I compared it to what Swoop's guide says the hitbox frame is for those moves.

If I neglected testing something tell me and I'll add it.

Code:
::Ganon Frame Data::


Jab -> 34
sfx at 12, hitbox at 8

iDA including dash -> 42
dash is interupted on first frame after initiation.

ftilt -> 40

nair -> 44 (iSJ comes out on 45)
first kick sfx comes out at 7, second at 20
All aerials come out on the 8th frame after the jump is initiated; 
    about 2-3 frames after leaves the ground. I buffered it the frame after the jump.

dtilt -> 36


fsmash -> 59
sfx = Ganon grunts at 20, the other noise sounds on 21


usmash -> 41
sfx = Ganon grunts at 20, the other noise sounds on 21


shield drop -> 7


dair -> 43
sfx at 16



aerial choke landing lag -> 21

ground choke > 59


drop grabbed character -> 62ish from the grab.

Didn't retest at all since it's not really relevant to anything.



uair -> 34

non AC'd bair -> 22
non AC'd dair -> 35
uair'd -> 22

utilt -> around 114


spotdodge -> 25
airdodge -> 50
6 frames of lag if not ac'd



wizkick -> 76
aerial wizkick landing lag -> 34
aerial wizkick -> 57


dark dive landing lag -> 30



Foward Air -> 54




ledge attack if: life < 100 -> 54
ledge attack if: life > 100 -> 68
ledge roll -> 48
getup ledge -> 58
 

LinkSceptile333

Smash Journeyman
Joined
Feb 25, 2008
Messages
434
Location
Bradenton, Florida
Frames aren't something like an Advanced Technique, but rather, a frame is a single still image of an attack, start-up lag, or ending lag, or any other action. Since Brawl runs at 60 fps (Frames Per Seconds), a frame is one sixtieth of a second. All events, actions, and movements in the SSB games occur in increments of frames.
 

TP

Smash Master
Joined
Sep 28, 2008
Messages
3,341
Location
St. Louis, MO
Could you please see if the Fsmash ends any quicker when angled? I know that Luigi's Fsmash ends quicker when angled up.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
By the way, the Japanese already have frame data. Sorry I didn't bring this up earlier cause I'm an ***.

http://translate.google.com/transla...ranslate_s?hl=en&q=Ike+frame+data&sl=en&tl=ja

Jab: 8
F-tilt: 10
U-tilt: 81
D-tilt: 10
Dash Attack: 10
U-smash: 21
D-smash: 15,25
F-smash: 21
Flame Choke: 16 ground, aerial 19, landing lag 30 (please don't do aerial Flame Choke out of shield. <_<)
Warlock Punch: 70
Dark Dive: 20, landing lag 30 (wow, Up-B out of shield is slower than I expected)
Wizard's Foot: 16, aerial landing lag 44
Grab: 7 (ugh, 1 frame slower than average)
Dashgrab: 11 (<_<)

Jump: 7 (Wow...)
F-air: 16, landing lag 33
B-air: 10, landing lag 23
D-air: 16, landing lag 36
U-air: 6, landing lag 23
Neutral Air: 7,21, landing lag 22
 

Teronist09

Smash Journeyman
Joined
Nov 19, 2008
Messages
468
Location
Greenville NC
Could you please see if the Fsmash ends any quicker when angled? I know that Luigi's Fsmash ends quicker when angled up.
Both end on 59, so no. They're all the same speed.

By the way, the Japanese already have frame data. Sorry I didn't bring this up earlier cause I'm an ***.

That looks like hitbox data, and the landing data includes the frame on which you regain control, so most/all of them should be a 1 frame smaller. My testing was up to the last frame before you regain control.
 
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