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Luigi Hitboxes and Frame Data

Discussion in 'Luigi' started by standardtoaster, Jul 5, 2011.

  1. standardtoaster

    standardtoaster
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    Tubacabra

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    Credits to SuperDoodleMan for most of the frame data.
    Images compiled and edited by Standardtoaster.
    "Hitbox System" format, method, and organization developed by Stratocaster.
    All animated GIF's are at 1/3rd game speed.


    Punch 1
    [​IMG]
    Total: 15
    Hit: 2-3
    Window of the second punch: 3-25
    Second punch starts: 6 (or later)
    -------------------------------------
    Punch 2
    [​IMG]
    Total: 18
    Hit: 3-4
    Window of the butt: 2-25
    Butt starts: 7
    -------------------------------------
    Butt
    [​IMG]
    Total: 30
    Hit: 5-6
    IASA: 23
    -------------------------------------
    F Tilt
    [​IMG]
    [​IMG]
    [​IMG]
    Total: 32
    Hit: 4-8
    IASA: 32
    -------------------------------------
    D Tilt
    [​IMG]
    Total: 34
    Hit: 5-7
    -------------------------------------
    U Tilt
    [​IMG]
    Total: 29
    Hit: 4-12
    -------------------------------------
    Dash attack
    [​IMG]
    Total: 63
    Hit: 4, 10, 16, 22, 29, 37
    IASA: 59
    -------------------------------------
    F Smash
    [​IMG]
    [​IMG]
    [​IMG]
    Total: 41
    Hit: 12-13
    Charge frame: 5
    -------------------------------------
    U Smash
    [​IMG]
    Total: 39
    Hit: 9-11
    Head invincible: 9-11
    Charge Frame: 7
    -------------------------------------
    D Smash
    [​IMG]
    Total: 37
    Hit: 5-6, 14-15
    Charge frame: 3
    -------------------------------------
    N-Air
    [​IMG]
    Total: 45
    Hit: 3-31
    Auto cancel: <2 36>
    Landlag: 15
    Lcanceled: 7
    -------------------------------------
    U-Air
    [​IMG]
    Total: 33
    Hit: 5-7
    IASA: 30
    Auto cancel: <2 16>
    Landlag: 15
    Lcanceled: 7
    -------------------------------------
    B-Air
    [​IMG]
    Total: 28
    Hit: 6-17
    Auto cancel: <5 19>
    Landlag: 15
    Lcanceled: 7
    -------------------------------------
    D-Air
    [​IMG]
    Total: 32
    Hit: 10-14
    IASA: 29
    Auto cancel: <5 24>
    Landlag: 18
    Lcanceled: 9
    -------------------------------------
    F-Air
    [​IMG]
    Total: 34
    Hit: 7-10
    IASA: 33
    Auto Cancel: 20>
    Landlag: 25
    Lcanceled: 12
    -------------------------------------
    Ledge stand <100%

    Total: 34
    Invincible: 1-30
    -------------------------------------
    Ledge stand 100%>

    Total: 59
    Invincible: 1-55
    -------------------------------------
    Ledge roll <100%

    Total: 49
    Invincible: 1-27
    -------------------------------------
    Ledge roll 100%>

    Total: 79
    Invincible: 1-56
    -------------------------------------
    Ledge attack <100%

    Total: 55
    Hit: 24-36
    Invulnerable: 1-20
    -------------------------------------
    Ledge attack 100%>

    Total: 69
    Invincible: 1-36
    Hit: 40-44
    -------------------------------------
    Ledge jump <100%

    Total: 38
    Invulnerable: 1-15
    Soonest FF: 48
    -------------------------------------
    Upward Getup Attack
    [​IMG]
    Total: 50
    Invincible: 1-25
    Hit: 20-21, 24-25
    -------------------------------------
    Downward Getup Attack
    [​IMG]
    Total: 50
    Invincible: 1-26
    Hit: 19-20, 25-26
    -------------------------------------
    Ledge jump 100%>

    Total: 48
    Invincible: 1-19
    Soonest FF: 52
    -------------------------------------
    Grab
    [​IMG]
    Total: 30
    Grab: 7-8
    -------------------------------------
    Running grab
    [​IMG]
    Total: 40
    Grab: 11-12
    -------------------------------------
    Luigi Tornado
    [​IMG]
    ^(grounded)^
    [​IMG]
    ^(aerial)^
    Total: 79
    Hit: 6-29, 43
    Window to hop off the ground: 6-43
    Second hitbox is lower in the air
    -------------------------------------
    Fireball
    [​IMG]
    Total: 46
    Fireball comes out: 17
    Fireball lasts: 50 frames
    Fastfall anytime
    -------------------------------------
    Green Missile

    Starts charging: frame 18
    Max # of frames to charge: 71
    [​IMG]
    [​IMG]
    ^(misfire)^
    --Upon release--
    Total: 74
    Hit: 5-44

    When you land, 41 frames of lag
    -------------------------------------
    Super Jump Punch
    [​IMG]
    Total: 39
    Hit: 5-23
    Invincible: 5-8
    Can grab edge as soon as 27
    Landlag: 40
    Landfallspeciallag: 40

    Sweetspot is here:
    [​IMG]
    -------------------------------------
    Taunt
    [​IMG]
    Total: 70
    Hit: 45
    -------------------------------------

    Jump: airborne on frame 5

    Air time: 76
    Earliest FF: 37
    FF air time: 59

    SH air time: 44
    Earliest FF: 23
    SH FF air time: 31

    2nd jump earliest FF: 33
    -------------------------------------

    Air Dodge
    invulnerable 4-29 out of 48

    Ground dodge
    invulnerable 2-15 out of 22

    Roll
    Invulnerable 4-19 out of 31

    Landing lag: 4 frames

    Dash becomes run at frame 11
    Turn-Jump threshold: 20
    Run turnaround: 23
     
    ThegreatVaporeon1 likes this.
  2. slimpyman

    slimpyman
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    the stay puft marshmellow man
     
  3. Vudujin

    Vudujin
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    This is really awesome dude!!! How long did this take?
     
    -Se7en- likes this.
  4. Strong Bad

    Strong Bad
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    that is not the meteor hitbox st... it's the larger one in that area but the smaller one takes priority.
     
  5. standardtoaster

    standardtoaster
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    Tubacabra

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    oh ok, removed it
     
  6. Vist

    Vist
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    Smash Champion

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    good stuff standardtoaster

    you are far beyond standard in your toasting ways
     
  7. Vudujin

    Vudujin
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    Smash Lord

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    That super jump punch animation is schweet
     
  8. Abate

    Abate
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    this is awesome! thanks!
     
  9. Thoraxe

    Thoraxe
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    haha, i like how the taunt is included, now I finally know the exact frames to meteor taunt all them weegy haters.
     
  10. Smash G 0 D

    Smash G 0 D
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    Leave Luck to Heaven

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    This is awesome, thanks.
     
  11. Rep

    Rep
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    Smash Apprentice

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    I'm wondering about luigi's air dodge, which you didn't include here. At what frames is he invincible, and at what frame can he grab the edge (is it only after the air dodge is completely ended?) I'm thinking of alternate ways to avoid fox's Stand-near-the-edge-and-crouch-cancel-shine-edgeguard.
     
  12. standardtoaster

    standardtoaster
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    Tubacabra

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    Air Dodge
    invulnerable 4-29 out of 48

    You can't grab the edge until the animation is completely over.
     
  13. Rep

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    Smash Apprentice

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    And how about hit stun / shield stun. This wasn't included either. I'm wondering if it is 100% safe to do a delayed nair on a shielding opponent and immediately grab. 7 frames for the l-cancelled nair, and 7 frames for the grab... Does his nair have more than 14 frames of shield stun?
     
  14. Winston

    Winston
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  15. Rep

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    Smash Apprentice

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    Wow, hmm. But that does mean that Nair->Jab is an actual combo, and that even leaves 2 frames for error too? So a fox / falco shouldn't be able to shine out of shield before you get a chance to jab their shield (granted you delay the nair until the last possible frame it could hit their shield)?
     
  16. Winston

    Winston
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    Yea, you would be able to jab. Often times dsmash will work too.

    Keep in mind that smart opponents might wait for you to jab/dsmash and then punish that, though.
     
  17. Citizen Snips

    Citizen Snips
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    So can someone explain the dair hitboxes to me? Is the meteor at the hips?
     
  18. Vudujin

    Vudujin
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    Smash Lord

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    Yeah, it's right at the upper part of his hip on his backside.
     
  19. Citizen Snips

    Citizen Snips
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    Vudujin, that fireball thing you showed me changed my life forever. I call it the Vudujin Shuffle.
     
  20. standardtoaster

    standardtoaster
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    Tubacabra

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    Added getup attacks.
     
  21. Vudujin

    Vudujin
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    AAAAHHHH that's so cool.

    Get-up attack is BROKEN!!!!
     
  22. Artificial Flavour

    Artificial Flavour
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    What is the landing lag for a fireball? Is it just as long as the move takes?
    :phone:
     
  23. Yann J.Ridin

    Yann J.Ridin
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    Hello, What is IASA ans Auto cancel? Thank you
     
  24. Artificial Flavour

    Artificial Flavour
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    IASA = interrupt as soon as. It's the frame that you can input the next command, even though the move isn't necessarily over yet.

    Auto cancel is the frames that aerials will cancel if you hit the ground during that time. I believe it has regular landing lag as opposed to the moves landing lag, but I could be wrong on that.
     
  25. -Se7en-

    -Se7en-
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    Yes - nice work!
     
  26. Oddyesy

    Oddyesy
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    Hey, can we get gifs for his Air Dodge, Spot Dodge, and rolls?
     
    Mr Postman likes this.
  27. Mr Postman

    Mr Postman
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    Yeah we need AirDodge, SpotDodge, and both Rolls please.
     
  28. Dire Creeper

    Dire Creeper
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    Holy crack, it looks like up tilt and back air last forever lol.

    Here's the outlines for each hitbox:
    [​IMG]

    White = the normal trajectory and green = the meteor. If you want to spike with dair, ONLY hit with the green.
     
    Jelson likes this.
  29. ThaDifference

    ThaDifference
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    I'm doing a project for all of the melee roster and I'm starting with Luigi. It's basically a graphical layout of all frame data in the OP. Would someone be willing to check the chart to make sure that I have everything correct?
     

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