Here's my frame analysis thread I did for Custom specials.
But, the frame analysis itself is kind of crucial information for this thread so. Here's that:
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Decisive Monado arts
Decisive art activation is intangible from frame 1-14
Decisive art takes 3/4 frames to cycle past
Decisive art selected activates on frame 90
Decisive art duration is 1200 frames
Decisive art deactivates on frame 1201
Decisive art cooldown in question is approximately 300 frames
Decisive art comes off of cooldown starting on frame 301
~
On frame 90 of selecting an art, the art activates. On frame 92, Shulk grabs hold of the Monado with his right hand. On frame 104, Shulk shouts the art. On frame 144, Shulk places the Monado on his back & lets go of it too.
~
From the art activation = frame 1 of Decisive art
Shulk puts the Monado on his back & lets go of it on frame 55.
On frame 901, Decisive arts start flashing.
On frame 961, Decisive arts flash faster..
On frame 1021, Decisive arts flash even faster.
On frame 1081, Decisive arts flash even more quickly.
On frame 1141, Decisive arts rapidly flash.
Decisive art deactivates on frame 1201.
Hyper Monado arts
Hyper art activation is intangible from frame 1-14
Hyper art takes 3/4 frames to cycle past
Hyper art selected activates on frame 46
Hyper art duration is 360 frames
Hyper art deactivates on frame 361
Hyper art cooldown in question is approximately 900 frames
Hyper art comes off of cooldown starting on frame 901
~
On frame 46 of selecting an art, the art activates. On frame 48, Shulk grabs hold of the Monado with his right hand. On frame 60, Shulk shouts the art. On frame 100, Shulk places the Monado on his back & lets go of it too. On frame 106, the art starts to flash.
~
From the art activation = frame 1 of Hyper art
Shulk puts the Monado on his back on frame 55.
On frame 61, Hyper arts start flashing.
On frame 121, Hyper arts flash faster.
On frame 181, Hyper arts flash even faster.
On frame 241, Hyper arts flash even more quickly.
On frame 301, Hyper arts rapidly flash.
Hyper art deactivates on frame 361.
Back Slash Leap
Startup phase hits on frame 28-29?
Falling phase hits on frame 29/30 to falling
Landing phase hits on frame 1-2 aka 33-34
Landing FAF is 56
Back Slash Charge
Startup phase hits on frame 31-32
Falling phase hits on frame 32?/33 to falling
Landing phase hits on frame 1-4 aka 34-37
Landing FAF is 62
Advancing Air Slash
Early AAS1 hits on frame 10-11
Middle AAS1 hits on frame 12-14
Late AAS1 hits on frame 15-17
AAS2 hits on frame 11-12
landing lag is 30 frames
Additional notes: Frame 1 of AAS2 starts on frame 22 of AAS1 as soon as possible. In other words, if you try to mash AAS2, you have to go through frame 1-21 of AAS1 prior to AAS2.
Mighty Air Slash
Early MAS1 hits on frame 10-11
Middle MAS1 hits on frame 12-14
Late MAS1 hits on frame 15
MAS2 hits on frame 15-16
landing lag is 30 frames
Additional notes: Frame 1 of MAS2 starts on frame 22 of MAS1 as soon as possible. In other words, if you try to mash MAS2, you have to go through frame 1-21 of MAS1 prior to MAS2.
Dash Vision
(Fresh) Highest cap counter window is frame 7-31
(Staled) Lowest cap counter window is frame 7-11
Grounded counterattack hitbox is frame 31-34.
Grounded counterattack FAF=83
Grounded counterattack intangibility is frame 1-31
Aerial counterattack hitbox is frame 45-48
Aerial counterattack intangibility is frame 9-44
Aerial counterattack IASA=97
Forwarded counterattack hitbox is frame 22
Forwarded counterattack FAF=64
Forwarded counterattack intangibility is frame 1-28
~
DV depreciated once makes the counter window frame 7-21
DV depreciated twice makes the counter window frame 7-16
DV depreciated thrice makes the counter window frame 7-12
DV depreciated four times makes the counter window frame 7-11. This is the lowest cap
Power Vision
(Fresh) Highest cap counter window is frame 7-51
(Staled) Lowest cap counter window is frame 7-11
Grounded counterattack hitbox is frame 57-62
Grounded counterattack FAF=124
Grounded counterattack intangibility is frame 1-59
Aerial counterattack hitbox is frame 49-54
Aerial counterattack IASA=116
Aerial counterattack intangibility is frame 9-49
Forwarded counterattack hitbox is frame 49-52
Forwarded counterattack FAF=95
Forwarded counterattack intangibility is frame 1-59
~
PV depreciated once makes the counter window frame 7-11
PV depreciated twice makes the counter window frame 7-9. This is the lowest cap