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Lucas's Frame Data [Deleted]

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The 0ne

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Could you find out when the invincibility on Lucas's upsmash is? I've triggered it a few times; I know it's there. And also the frame that magnet's hitbox comes out after having magnet out already, like when you hold B and the then let it go, rather than just tapping down-b. Thanks!
 

NekoJubei

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Could you find out when the invincibility on Lucas's upsmash is? I've triggered it a few times; I know it's there. And also the frame that magnet's hitbox comes out after having magnet out already, like when you hold B and the then let it go, rather than just tapping down-b. Thanks!
Invincibility of Up Smash comes out Frame 1-4 on start up
Dunno about PSI Magnet :(
 

The 0ne

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Yo frame 1 invincibility though? And it lasts four frames too; not bad. Could you also tell me where on his body has the invincibility? Thanks!

As for the holding hitbox of PSI Magnet, my guess is like frame 2 or 3. ****'s MAD quick.
 
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NekoJubei

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Yo frame 1 invincibility though? And it lasts four frames too; not bad. Could you also tell me where on his body has the invincibility? Thanks!

As for the holding hitbox of PSI Magnet, my guess is like frame 2 or 3. ****'s MAD quick.
His entire body buddy ;D
Here are some examples of its usefulness!
 
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The 0ne

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Wow, great ideas! I assume you're jump cancelling the upsmash out of shield? Also, just to cement my understanding, you shield all but the last hit, which you intercept with a jump-cancelled upsmash out of shield?
What's the timing on that?
 
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NekoJubei

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Wow, great ideas! I assume you're jump cancelling the upsmash out of shield? Also, just to cement my understanding, you shield all but the last hit, which you intercept with a jump-cancelled upsmash out of shield?
What's the timing on that?
Yep!
And what I pretty much do is Jump Cancel Up Smash when the final hit is about to connect.
Pretty straight forward, I can't say much ;P
 

FullMoon

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By the way, Aero, I think Lucas could use a higher Defense rating. Between wavebounce PK Fire and Z-Air, Lucas can do some really strong zoning while keeping himself safe most of the time. Plus we have both a reflector (which is not that reliable admittedly) and an absorber for dealing with projectiles.

Having a frame 2 jab as a good "get out" move probably helps his defense a lot too.

I'd say making his Defense on par with Offense would be fair. I mean, even with all the good tools he has we still have the problem of that grab.
 

divade

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I don't get the character archetype/style /playstyle. Lucina's is just forward smash. And how is mix up a style?
 

NGulfViper

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Lucas is a mid-range zoning character right? And now lucas has the best smash attack in the game for Oos punishes
 

JosePollo

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Question. Is dash attack the move I'm looking at here?
Screenshot_2015-08-03-04-10-24.png

Damage, size, coordinates, and knockback all seem to match up for the sweetspot hitbox, but the data here seems to be missing the 9.0% damage sourspot with the more vertical knockback, so I'm not really certain it IS dash attack I'm looking at since I know for a fact dash attack has two hitboxes.
 
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JosePollo

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It's literally in the picture you posted.
So then the sourspot hitbox is the one that says "unk_7075DC5A"? I see the first attribute is 0x0, which I'm guessing corresponds to the hitbox's ID, since the sweetspot is ID 0x1. If so, then how come it doesn't specifically name the attributes of the hitbox (damage, angle, BKB/WBK/KBG, etc.) like the sweetspot hitbox? The jabs all have multiple hitboxes that happen simultaneously and they're all labeld.

Still getting the hang of how to read raw frame data, sorry.
 

EdreesesPieces

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Wow, I need to start using his down special more to disrupt moves.
Wait, can it really be used like one? In the frame data it's 17 frames for PSI magnet. So if it's 1 frame for the hitbox I thought that meant 17 + 1 = 18th frame hitbox? To me that isn't quick enough to be a "step off me" kind of move - in comparison his up air comes out in just 7 frames. I find that his best "combo breaker" is fair because of the combination of range, priority, and start up time. For example you can fair people who try to jab then follow up with a smash. (Situations where air dodge out or land on the ground or trying this PSI magnet attempt would get you smashed)
 
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The 0ne

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No no, what it meant was that yes while the hitbox lasts one frame, if PSI Magnet is being held past its minimum startup time, when released it takes 1 frame after b is released for the hitbox to come out. It's only frame 1 in that scenario, so it can't really be used as an interrupt.
It's a good disjoint though, so with good timing it can be used to beat out up-bs, aerials and moves that make the character rocket sideways like the Green Missile.
 

divade

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Is there a list for reflect multipliers? Some (like Zeldas) doesn't mention the reflect power.
 

JosePollo

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Questions on some of the data you have on your Lucas section of the frame data.

For the hitboxes on down tilt you have 70/0/0 for the angles, but, if I'm reading dantarion's dump correctly, shouldn't the angles on the first two hitboxes be 76° and 40°, respectively?

Down tilt.png


On down air it's 3 loops of 8 frames (3 frames with active hitboxes, 5 inactive), but after the first loop your data says the hitboxes are only active for two frames (10-12, 18-19, 25-26 and "32-33", which shouldn't be there at all since the loop only happens 3 times, not 4). Wouldn't the correct active hitboxes be 10-12, 18-20, 26-28, with the finisher hitting frames 34-35?

Down air.png
 
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KuroganeHammer

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This thread was created when a data dump for Lucas did not exist, so there may be small inaccuracies in it.

I might update this for 1.1.0 next.
 

JosePollo

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Hey I notice that for forward air you still have the sweet spot end at frame 10, when it actually lasts all the way through frame 12. The sour spot is the one that's active 9-10, the stales to 6% damage on frame 11, then is gone by frame 12.
 
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