illinialex24
Smash Hero
I've been thinking I might be able to find formulas for overall hitstun to show kind of how well some stuff works and doesn't work. I won't have any pictures but it should be awesome. Anyway, basically what I am trying to know is:
1. Are you guys interested?
2. Does anybody know if hitstun grows linearly cause that could help me a LOT.
The uses are pretty good, finding what is least punishable just from a theoretical stance.
And I will be doing hitstun with them in the air or in the case of a move that will always cancel on the ground (D-tilt only, D-smash I'll do both), how long until they can move again because of landing.
And Without Further Ado (Well, Much Ado About Nothing), here is the data:
D-tilt:
31 frames + Damage/10
So at 10 %, he has 32 frames hitstun. This data includes the hitlag so you can work from directly where the attack hits, do duration - the frame it hit and you have the comparison between hitlag and ending lag.
1. Are you guys interested?
2. Does anybody know if hitstun grows linearly cause that could help me a LOT.
The uses are pretty good, finding what is least punishable just from a theoretical stance.
And I will be doing hitstun with them in the air or in the case of a move that will always cancel on the ground (D-tilt only, D-smash I'll do both), how long until they can move again because of landing.
And Without Further Ado (Well, Much Ado About Nothing), here is the data:
D-tilt:
31 frames + Damage/10
So at 10 %, he has 32 frames hitstun. This data includes the hitlag so you can work from directly where the attack hits, do duration - the frame it hit and you have the comparison between hitlag and ending lag.