Had some free time.
STANDARD ATTACKS
First Jab
Hit: 2
End: 15
Shield hitlag difference: 0
Shield stun: 2
Advantage: -11
Second Jab
Begins: 8
Hit: 9
End: 24
Shield hitlag difference: 0
Shield stun: 1
Advantage: -14
Third Jab
Begins: 14
Hit: 20
End: 42
Shield hitlag difference: 0
Shield stun: 2
Advantage: -20
Up Tilt
Hit: 5
End: 29
Shield hitlag difference: 0
Shield stun: 3
Advantage: -21
Forward Tilt (same for all angles)
Hit: 5
End: 24
Shield hitlag difference: 0
Shield stun: 3
Advantage: -16
Down Tilt
Hit: 5
End: 34
Shield hitlag difference: 0
Shield stun: 2
Advantage: -27 (oh, dtilt)
Dash Attack
Hit: 6-23
End: 37
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 4
-Weak hit: 3
Advantage
-Strong hit: -27 to -24
(Strong hit switches to weak hit after frame 9.)
-Weak hit: -24 to -11
Up Smash
Hit: 9-13
End: 39
Shield hitlag difference: 0
Shield stun: 5
Advantage: -25 to -21
Discharge: 3-7
Forward Smash (same for all angles)
Hit: 15
End: 47
Shield hitlag difference: 0
Shield stun: 5 (6 tipped)
Advantage: -27 (-26 tipped)
Discharge: 10
Down Smash
Hit: 5, 14
End: 37
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 6
-Second hit: 5
Advantage
-First hit: -26
-Second hit: -18
Discharge: 3, 12
AERIALS
Landed advantages assume the attack hit on the last possible frame before landing (totally unrealistic, but possible nonetheless), while regular advantages assume you are still in the air.
Uair
Hit: 4-8
End: 29
Shield hitlag difference: 0
Shield stun: 4
Landing lag: 10
Autocancels: ~17+
Advantage: -21 to -17
Advantage (landed): -6
Fair
Hit: 16-~21
End: 59
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 5
-Weak hit: 4
Landing lag: 26
Autocancels: ~44+
Advantage
-Strong hit: -37 to ~-35
(I'm not totally sure where the strong hit switches to the weak hit. Going to guess 19.)
-Weak hit: -36 to ~-34
Advantage (landed)
-Strong hit: -21
-Weak hit: -22
Nair
Hit: 3-~28
End: 45
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 4
-Weak hit: 2
Landing lag: 10
Autocancels: ~34+
Advantage
-Strong hit: -38 to ~-34
(Again, not sure where strong switches to weak. Maybe 8?)
-Weak hit: ~-35 to ~-15
Advantage (landed)
-Strong hit: -6
-Weak hit: -8
Bair
Hit: 6-~12
End: 33
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 5
-Weak hit: 3
Landing lag: 10
Autocancels: ~20+
Advantage
-Strong hit: -22 to ~-20
(Strong/weak problem again. Let's say 9.)
-Weak hit: ~-21 to ~-18
Advantage (landed)
-Strong hit: -5
-Weak hit: -7
Dair
Hit: 5-25
End: 37
Shield hitlag difference
-First hit: 0
-Last hit: 0
-Landing hit: 0
Shield stun
-First hit: 1
-Last hit: 2
-Landing hit: 1
Landing lag: 19
Autocancels: ~33+
Advantage
-First hit: -31
-Last hit: -10
-Landing hit: -18
Advantage (landed)
First hit: -18
Last hit: -17
SPECIALS
Super Jump Punch
Hit: 3-14
End: 40-ish
Invincible: 3-6
Shield hitlag difference: 0
Shield stun: 3
Landing lag: 30
Advantage: Ha ha ha.
Cape
Hit: 12
End: 35
Shield hitlag difference: 0
Shield stun: 3
Advantage: -20
Fireball
Action: 14
End: 43
Shield hitlag difference: -5 (you don't get any)
Shield stun: 2
Advantage: -22
F.L.U.D.D.
Action: 20/21 (water comes out at 20 but begins to push away at 21)
End: 66 (same for all charges)
Time to fully charge: 108
You can hit B to release from no charge at 19 frames, but the water doesn't affect anything until 21 frames. (courtesy of Amazing Ampharos)
Mario Finale
First Hit: 26
End: 179
Shield hitlag/stun: Goes through shields. TRY AND SHIELDGRAB THIS, DEDEDE.
Advantage: If you hit with this you don't need an advantage.
GET-UP OPTIONS
Get-up Attack 1 (fists)
Hit: 19, 25
End: 49
Invincible: 1-26
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 3
-Second hit: 3
Advantage
-First hit: -27
-Second hit: -21
Get-up Attack 2 (legs)
Hit: 20, 24
End: 49
Invincible: 1-33
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 3
-Second hit: 3
Advantage
-First hit: -26
-Second hit: -22
(Useless knowledge: which get-up attack is used depends on how Mario lands; if he's facing the sky after landing, he'll use his legs, and if he's facing the side, he'll use his fists.)
Get-up Attack (trip)
Hit: 19, 31
End: 49
Invincible: 1-8
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 2
-Second hit: 2
Advantage
-First hit: -28
-Second hit: -16
Stand Up
Invincible: 1-22
End: 29
Forward Roll (facing side)
Invincible: 1-19
End: 35
Backward Roll (facing side)
Invincible: 1-24
End: 35
Forward Roll (facing up)
Invincible: 1-21
End: 35
Backward Roll (facing up)
Invincible: 1-22
End: 35
LEDGE OPTIONS
Ledge Attack -100%
Hit: 24
End: 55
Invincible: 1-23
Shield hitlag difference: 0
Shield stun: 4
Advantage: -34
Ledge Attack 100%+
Hit: 40
End: 69
Invincible: 1-44
Shield hitlag difference: 0
Shield stun: 4
Advantage: -25
Ledge Roll -100%
Invincible: 1-30
End: 50
Ledge Roll 100%+
Invincible: 1-55
End: 79
Ledge Stand-up -100%
Invincible: 1-30
End: 34
Ledge Stand-up 100%+
Invincible: 1-55
End: 59
Ledge Jump -100%
Invincible: 1-15
End: 19
Ledge Jump 100%+
Invincible: 1-20
End: 25
MISCELLANEOUS
Standing Grab
Action: 6
End: 29
Dash Grab
Action: 12
End: 39
Pivot Grab
Action: 11
End: 35
Grab Attack
Hit: 16
End: 23
Hitlag: 5
Up Throw
Action (heavy): 22
Action (light): 13
Average action: 17.5
End (heavy): 47
End (light): 27
Average end: 37
Forward Throw
Action (heavy): 16
Action (light): 10
Average action: 13
End (heavy): 33
End (light): 19
Average end: 26
Back Throw
Action (heavy): 53
Action (light): 31
Average action: 42
End (heavy): 80
End (light): 45
Average end: 62.5
Down Throw
Action (heavy): 22
Action (light): 13
Average action: 17.5
End (heavy): 47
End (light): 27
Average end: 37
Airdodge
Invincible: 4-29
End: 49
Spotdodge
Invincible: 2-20
End: 25
Forward Roll
Invincible: 4-19
End: 32
Backward Roll
Invincible: 4-19
End: 32
Short Hop
Begin: 6
End: 46
Landing lag: 2
Short Hop Fast Fall
Begin: 6
End: 35
Landing lag: 4
Full Hop
Begin: 6
End: 68
Landing lag: 4
Full Hop Fast Fall
Begin: 6
End: 53
Landing lag: 4
Up Taunt
End: 179
Forward Taunt
End: 79
Down Taunt
End: 89
Notes:
1. Advantage is the difference between when you can react and when your opponent can react after one of your attacks hits their shield. A negative advantage means your opponent has that many frames to retaliate after shielding your attack before you can do anything. Brawl has precious little attacks that are actually safe on the block, so advantages function more as a gauge of how punishable attacks are (although they don't take into account spacing or sliding while in shield).
2. Shield hitlag difference is the difference between your hitlag and the opponent's after your attack hits their shield. This is rarely different.
3. The amount of frames it takes for an attack's animation to end is purely visual, so all "end" values are calculated as the final frame before the attack is interruptible by another action. Add 1 to get the first IASA frame.
4. Anything with a tilde in front of it should be considered a close approximation pending further testing as laziness subsides.
5. The more obnoxious values to find like how long non-obvious hitboxes stay out or when strong hits switch to weak hits will be calculated when I feel like it (never) or if someone does it for me.
6. Shield drop lag is 7 frames. If the frame disadvantage is under that, they can only punish you with a grab or an up-B out-of-shield.
7. Discharge is the term I made up for the frames it takes for a smash attack to connect out of the charging animation. It takes 59 frames to fully charge an attack, by the way.
8. For throws, the heavy figure is based on Bowser and the light figure is based on Jigglypuff.
Thanks go to GCC for the incredibly helpful frame-by-frame code which I only discovered after I was 3/4ths finished and to 3GOD for helpful reassurance that calculating invincibility frames is supposed to be a pain and that I wasn't just missing something.
You ever get that feeling that you could be doing something better with your time?
The numbers are from this quoted site:
http://www.smashboards.com/showthread.php?t=219407
And as you can see if you read carefully the advatage on the last hit of D-air is:
-Last hit: -10
While U-air is
Advantage: -21 to -17
Autocancel would only come into play if you waited before using the U-air because a jump > 29 frames
There were a couple other things:
"Dash attack is a risky move that doesn't bring a lot of reward. For a dash attack however, it gets the job done. It's quick on execution, has a nice amount of priority, and can shield poke. The Dash attack has primary and secondary hitbox. The primary hitbox is the first half of the animation when Mario is dashing forward. The secondary hitbox is when Mario is slowing down."
Dash Attack is risky if you attack an opponent on the ground but if you attack an opponent that is falling from the air to the Ground kinda like how Snake does DACUS it’s much, much, much safer. If you can get the Dash attack to hit during the final few frames it will only have 14 frames of lag (Yes only 14 frames of lag) while F-tilt has 19 frames of lag and JABS have 13-15 frames of lag. Plus, In the Air the opponent's Air Dodge won’t help the opponent much because Dash attack has so few lag frames and most are good priority hitbox frames. This allows Dash attack to be a combo starter if used correctly so that the opponent has no attack options while Mario is approaching.
“sends him/her slightly above Mario, which is the perfect opportunity for Mario to use a u-tilt or U-Smash (for the kill?).”
There are other uses for the weaker hitbox of Dash attack. It can lead into a quick D-smash or grab by turning around quickly or even a B-air. D-airs also work great after dash attack as can F-smash at higher percents. U-smash can kill but its probably better to use U-smash and just taking advantage of stale moves through the match. U-smash does 14% damage which is a lot for Mario and without that you’ll have more trouble racking up damage at least on heavier foes.
"He can go up to 70% and then use a B-throw to throw the opponent off the stage. That’s when Mario can get a gimp kill off. “
B-throw is not good for leading into Gimping because opponents can DI higher than Mario can reach with any attack. Then recover above where Mario would be able to knock them back. F-Tilt, D-smash and N-air are better because they come out faster especially on heavy foes.
“Right now, what seems to be the biggest problem for us right now in terms of comboing is the fact that we’re too limited with our list of combos. We need to understand the knockback and damage of each aerial, as well as our ground game, and see if we can make new potential combos that we can mix up to lower predictability. Oh, and those U-air chains need less abuse.”
The major thing Mario needs is to take advantage speed to make up for the lack of range. Using techniques like FoxTrot and DACUS, StutterStep can be very helpful. Slowing down opponents with advancing and retreating fireballs needs more emphasis because it can create more openings to attack. Throws have to be used more as DAMAGE RACKERS because they help with stale moves and B-throw does good damage compared to the rest of the cast. We need to get better reaction time so Up-B-Invincibility frames can be used to stop opponent’s approaches with aerials. We need to get better at comboing into Mario’s Grab Game because that is the key to better damage and combos. Grabs can easily lead into Techchase with Foxtrot->Dash Attack and Shield Grab and more combos or grabs. Yes, We do have to look at Mario's moves IN DETAIL and then look for advantages in the metagame.