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Mr. Game & Watch Frame Data thread

Mr. Escalator

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ONE MONTH BUMP!
It's a big update, so I think I will be forgiven.

Added Key
Resized header picture
Added section: Jumps
Added section: Ledge Options
Added section: Grabs
Renamed section: Etc. -> Defense
Added Neutral A hit advantage for all characters
Included hitlag + shield hitlag for Neutral A, Ftilt, Utilt, Dtilt, Fsmash, Usmash, Dsmash, Nair, Fair, Bair (ground hit), and Dair (ground hit). Shield hitlag is the same as hitlag EXCEPT for Ftilt, Fsmash, and Usmash.
Fixed some shield advantages
Included new data for Bair and Nair

♫ Enjoy ♫
 

Mr. Escalator

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Don't worry, all the specials will be getting an update sometime soon, as it's the most out of date section (the second being the neutral A not being formatted right).
 

UTDZac

▲▲▲▲▲
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Can we start a project to get this data tested? I think some of it is false or inaccurate.

For example:
Dsmash hits on frame 3 after releasing from a charge.
Upsmash hits on frame 5 after releasing from a charge.
UpB Invincibility frame starts on frame 5. Windbox starts on frame 3.

If you could, put a little status notifier next to each attack or roll or whatever saying "Untested / Unverified" and wait til someone can confirm. It would be great to know that the data I'm looking at is indeed accurate.
 

Mr. Escalator

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I've been slowly having some things questioned during the making of the new guide that popped out as "fishy". For example, where it says the consecutive jabs has 0 cooldown, I had HG double check that and it does, in fact appear to be wrong. The cooldown is the same as the typical single jab (7 frames). This could be due in part because Jab, as were the specials, were the earliest data collected, before the Frame-by-Frame mode was made up.

I'm all up for double checking the data. Neb seemed willing to do this, I believe, and HotGarbage should be working on our stuff sometime soon again.
 

hotgarbage

Smash Lord
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Oh me oh my, it's been a while since I've looked at this thread.

Yeah, as esc said this thread is going to be combed over, corrected, and completed starting today. wheeeee
 

Mr. Escalator

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Despite the apparent lack of results, HotGarbage AND Neb have been working hard at fixing the current data. The most recent changes are as follows:

- Corrected and completed Neutral A data
- Added keyspike frames
- Corrected up-b invincibility
- Corrected small smash attack hitbox errors
- Corrected charge release times
- Corrected fair duration
- Dair duration corrected
- Jump data corrected
- Dash attack advantage less awkward
- Completed/fixed up aerial advantages
- Added "Advanced tech" section
- Added glide toss activation window
- Reorganized sections
- Temporarily removed key section, will have a revised one soon
- Completed Defense section

This is only the first installment of several changes. There will be a LOT of new information up next now that we have double checked the current info listed. Big thanks goes out to HG and Neb again :3
 

hotgarbage

Smash Lord
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Another update! Here are the newest changes/additions:

- Changed Title and title icon.
- Did a small revamp to general format.
- Replaced the old picture and heading with a new one.
- Added the revised definitions Key.
- Rearranged order of moves and edited moves to have their more formal name instead.
- Added Nair hit advantages.
- Added in Neutral B (Chef).
- Finished Side B (Judgment).
- Finished Up B (Fire!).
- Finished Down B (Oil Panic).
 

rPSIvysaur

[ɑɹsaɪ]
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Hmm... I think I can help work on getting the .pac up for G&W after I wrap up ROB in the Lucas MU discussion.
 

Mr. Escalator

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Thanks a ton man! I'll be eagerly awaiting it :3
In the meantime I will have to decided whether I should make a video of it or just have resized pictures.
 

Laem

Smash Champion
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Sep 21, 2008
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Ledge roll
Duration: 79
Invincibility: 1-60
Vulnerable frames: 9

Where o where are the hidden secret frames?
 

rPSIvysaur

[ɑɹsaɪ]
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Hey guys, I ran into a problem when making the .pac and it seems like it loads articles for GnW, so that might mean you're going to have to wait longer for his hitboxes
 

rPSIvysaur

[ɑɹsaɪ]
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Actually, as I take a look at most of his other moves, I might be able to get him done... I'll try either friday or this weekend.
 

rPSIvysaur

[ɑɹsaɪ]
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I'm working on him right now. The problem is I don't have any good way to get a video up... UTD, do you have homebrew channel? (I assume you have a capture card)
 

kewl

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i am quiet happy. thanks.
i'll have the vid up around noon tomorrow.

btw, dtilt hitbox = sexy as ****.
 

rPSIvysaur

[ɑɹsaɪ]
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I also did all the specials including the full bucket.

Up-Air Windbox is sexy as ****
 

kewl

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i'm uploading it as i type this.
less than 30 minutes it should be up, i'll link. :p
 

Mr. Escalator

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Bumping thread, as there was a slight update in addition to me wanting to remind the people helping me work on this that it isn't complete :3

-Fixed a mistake of UpB not showing invincibility. It now shows f5-13
-Added invincibility for Oil Panic's release. It now shows f1-6
-Added "Shield damage" to the key at the beginning of the thread.
-Added Shield damage values to Dash Attack, Side B #3, and all get up attacks.

Thanks goes out to AmazingAmpharos and PSA for helping double check things, as well as figuring out the shield damage values for attacks.

HotGarbage/Neb, we haven't finished yet guys, there should still be things we need documented. These things include data for his Trip animations, his wall and ceiling techs, throw data (advantages etc), and miscellaneous things such as his Dash data.

<3 you guys, we're almost done.
For the rest of you guys, anything else we missed that you want? Is there something we should also mention about moves that we haven't yet? Do you guys care about Knockback angle for moves and knockback base/growth?
 

NoBio

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Short hop
• 1-5 Startup
• 6-43 Airborne
• 44-45 Landing lag

Short hop FF
• 1-5 Startup
• 6-33 Airborne
• 34-37 Landing lag

Full hop
• 1-5 Startup
• 6-63 Airborne
• 64-67 Landing lag

Full hop FF
• 1-5 Startup
• 6-50 Airborne
• 51-54 Landing lag

Really? It looks like it's faster to me. Fewer airborne frames and less landing lag frames.

~NoTrace
 

SFA Smiley

The SFA King
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Short hop
• 1-5 Startup
• 6-43 Airborne
• 44-45 Landing lag

Short hop FF
• 1-5 Startup
• 6-33 Airborne
• 34-37 Landing lag

Full hop
• 1-5 Startup
• 6-63 Airborne
• 64-67 Landing lag

Full hop FF
• 1-5 Startup
• 6-50 Airborne
• 51-54 Landing lag

Really? It looks like it's faster to me. Fewer airborne frames and less landing lag frames.

~NoTrace
Yeah I hadn't realized that until I was halfway through reading your post. facepalm for me lol
 

overgamer

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I knew our roll sucked but jeez.

And I didn't know fastfalling gave us more lag... I hope that isn't obvious I feel dumb
Really true. Also techrolls are not that great.
Anyway most of the time if I trip, I get up and shield asap, unless I know I'm gonna get grabed. Getup attack is pretty predictable and so slow... >_>
 

NoBio

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Yeah I hadn't realized that until I was halfway through reading your post. facepalm for me lol
lol, everyone has there moments.

Yeah, if I trip, I usually get up and either shield or UpB, but sometimes I randomly throw in a getup attack it actually pays off at times. If you know your going to get grabbed you could try getting up and spot dodging the grab, then you might be able to grab back, I don't know, could work?
 

GimR

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How come it doesn't say how many frames it takes to crouch?
or I just didn't see it.
crouching can be IASA's instantly so that's probably why it's not up there


are you asking about crouching so you can see how quickly G&W goes flat?
 
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