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Input/Frame Maps

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Input maps are pretty much the best thing ever for frame data research. All my "raw" frame data test results are recorded in this format and it allows me to instantly know the right frame for inputs to get a desired response in frame advance. Say I want to look at MK's perfectly autocanceled fair followups. Now I don't have to guess at when to input the fair. I just input the jump at the 00 timer point for a SHNF, check my list and see that I should be inputing fair 16 frames later, at the 56 millisecond point on the timer.

The advantages in recording in this manner is that its a very easy format to derive values from and work with. It'll save us all a ton of time and give us a set of tools to work with with given characters in frame advance.

Format:
frame* : timer** : input/effect (framework)

*in relation to the noted input frame (Jump input maps always use the jump input as frame 0, for example)

Examples: MK Single Jump optimal input maps (I still have to find the optimal FF inputs :ohwell:)

Code:
MK (vBrawl) SH/FH input maps
in process of redoing because of a glitch in the old tester .pac

Bowser

00 : 00 : input jump
25 : 58 : optimal FF input (SH)
45 : 25 : SH lands
65 : 191 : FH lands

Jigglypuff

00 : 00 : input jump
07 : 88 : airborne
28 : 53 : optimal FF input (SH)
34 : 43 : optimal FF input (FH)
51 : 15 : SH lands
65 : 191 : FH lands

Lucas

00 : 00 : input jump
05 : 91 : airborne
21 : 65 : optimal FF input (SH)
33 : 48 : optimal FF input (FH)
38 : 36 : SH lands
61 : 198 : FH lands
AC: autocanceled on the earliest possible frame
LC: landed the frame immediately after the first hit frame of the noted hit

I left out options that were simply sub-optimal, like LC fair 3rd hit, which is simply inferior frame-wise to AC fair. FF options always assume earliest FF. Thus some options which are amazing with later FF were left out cause... I got lazy lol and finding all the SH/FHFF permutations is very time consuming.


Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 
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