ant-d
Smash Lord
Z > X/Y (jump)if you jump and grab on the same frame which one takes priority?
and what about hitting a and b on the same frame?
B > A
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Z > X/Y (jump)if you jump and grab on the same frame which one takes priority?
and what about hitting a and b on the same frame?
Cannot grab shields. Must hit yellow.if you grab someone that's shielding, do you have to grab their body? or can you grab their shield?
SUB-QUESITON:
would having a tiny shield make you slightly harder to get grabbed?
You're implying that shieldstun you take would scale with knockback, which is not the case. Hitstun and Shieldstun are actually calculated quite differently.What exactly is the difference between the properties hit-stun and shield-stun? They're not the same thing, right? Or are they, but shields deal with it differently -manipulate the values- somehow? Are they simply calculated off of damage like knockback (speaking of which, what is the knockback formula? If we even have one. I realize we don't really have a good unit for distance)?
You'd have to elaborate on what you mean. There are several moves with 0 BKB.Also, what moves don't have normal base knockback? I looked around, and I kind of doubt there's a list somewhere, but who knows.
Omg someone finally asks a frame data question properly and it's answer would actually be useful.What is the frame [dis]advantage of Marth's SHFFL'd fair on block?
Oops. I didn't mean to suggest that knockback and hitstun/shieldstun used the same formula, only that [perhaps] they too used a formula that is based on damage (I meant the percent damage the opponent/defender is at, but I realize now "damage" in the formulas could instead mean the amount of damage a move deals).You're implying that shieldstun you take would scale with knockback, which is not the case. Hitstun and Shieldstun are actually calculated quite differently.
Shieldstun is calculated with the following formula: ((Damage +4.45)/2.235), rounded down, in frames. Hitstun, however, is calculated by Knockback * 0.4, rounded to the nearest whole frame IIRC. I have an incomplete KB formula and I've been working on figuring out the last pieces of it so I can release it to the public.
Most moves use one particular constant for knockback calculations, "Base Knockback", is that right? I was wondering if there is a list of all the moves that do not use it (either they have their own, or have none).You'd have to elaborate on what you mean. There are several moves with 0 BKB.
Grabboxes beat hitboxes, so it would be 2.In this situation, jab beats out the grab in the best-case scenario by far. The amount of frames it beats it by is the frames of error you have available. Here, you have 3 frames of error (actually, I don't know what happens when a throw hits on the same frame as an attack so it may be 2 frames, idk).
Idk about the glitch attack, but with his usual up-b he's invincible on frame 3.Oh so here is my question: if I'm Doc, is the Up-B cancel glitch-attack a frame trap after just about any aerial or standing attack? I'm invincible on frame 2, right?
I'm thinking (for aerials):But there's no end to these questions. What this community really needs is something like this:
http://8wayrun.com/wiki/yoshimitsu-frame-data-sc5/
Except there are only like 20 moves per character. Columns should list shieldstun, recovery length, active hit frames, frame advantage on hit and block if hit on the first active hit frame and on the last active hit frame.
Yes, yes, and correct.KB makes more sense, but I'm still a little unclear about the formulas for hitlag and the stuns. Are you saying to subtract that (Damage/3)+3) from phanna's shieldstun results? So was the formula I had for hitstun (I believe it originally came from Magus420) wrong? Also, to be clear, the "damage" in these isn't the percent damage the opponent is at, but the damage the move does, right?
It was a different era. SDM's frame data was about all there was. Was certainly before Magus and I started using in-game formulas for things.It's confusing that phanna would write it that way and not even mention that the second number is actually shieldstun PLUS hitlag.
For electric hitlag, the victim suffers 1.5x hitlag and the attacker suffers standard hitlag.Also, I noticed in your spreadsheets, hitlag is different for the attacker than the defender in some cases?
Hitting shields does not stale moves.Does hitting a shield stale a move?
Does hitting a shy guy/brinstar stuff/green greens block/other stale a move?
Does hitting multiple targets with one move stale it more? Ie I'm marth and I fsmash three people at once, does that stale it three times?
Also bump on the marth f-air question
Wait what, it does?Hitting Shy Guys and Brinstar's goo does.
Hitting Shy Guys and Brinstar's goo does.
OK I just tested this in order to restore balance in my head.If a hitbox collides with a hurtbox, the move stales. Regardless of whose hurtbox it is.