Delta-cod
Smash Hero
I think having a super extensive knowledge of frame data is overrated.
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I think having a super extensive knowledge of frame data is overrated.
Well I agree it's probably over-rated, for certainly there are match-ups that seem to be hideous on paper but in reality are actually pretty ok (ness-MK match-up as an example).It also allows you to theorycraft much better.
Because theorycrafting is all that matters.It also allows you to theorycraft much better.
Tell that to M2K...I think having a super extensive knowledge of frame data is overrated.
In most cases, the relative speeds of characters' movesets is pretty obvious.It also gives you a way to compare things between characters, like the speed of jabs and such.
M2K isn't some frame-perfect robot like everyone makes him out to be (even jokingly). His true defining characteristic is that he is familiar with almost every situation and knows the perfect thing to do, which is why his punishes are so good.Tell that to M2K...
It would be, but everyone who matters realizes it's unimportance from what I've seenI think having a super extensive knowledge of frame data is overrated.
I guess so. Maybe my perception is kinda messed up because I see people throw around frame data so much around here.It would be, but everyone who matters realizes it's unimportance from what I've seen
Oh nono I know what you mean, don't worry about being negative! I think it's important to a point... and then it becomes far less useful, because it's about how the top players do in each match-up, how some work better on paper than in reality, like I said, etc... =)It would be, but everyone who matters realizes it's unimportance from what I've seen
EDIT: Man, I am so negative. I'm not even in a bad mood, sorry fellas.
I remember the early days of Brawl, where I mained peach and my firend mained Falco, and when we jabbed at neutral position and the jabs clashed, we would clash them over and over until the simultaneous clashes would put us too far from each other....For example, Yoshi's jab is 1 frame slower than Falco's (IIRC). This doesn't really make too much of a difference because a direct confrontation of our jab is unlikely to happen. It's not like both characters just sit at neutral and then decide to jab each other at exactly the same frame.
Frame data is not supposed to be used mid match.
People learn the frame data of their characters so that they can relate it to situations that they come across before they have to play and then they can translate into knowledge of what moves to do in what situations.
for example (I dont know ZSS, but sonic will be accurate) if ZSSs down smash is minus 9 frames on shield. and I know that unshielding is 7 frames and my fastest attack is jab at 3 frames, i can use that information to come to the conclusion that I cant punish ZSSs down smash and that my best option is roll away from her because any counter attack I attempt can get stuffed by her frame 1 jab. Now when Im actually playing the game, Im not thinking about the frame data, im just working under the knowledge that I can punish ZSSs down smash if I shield it.
Exactly. =)Bubbaking has it. I don't think in frame data in a real match. What I do is learn something with frame data, practice it and use the muscle memory from that to help me in a match. That's how I learnt the ICs CG, rather than using when they hit the ground or whatever indicator they give you. It takes time but it works. =)
This. I consider learning framedata to be a really easy way to figure out your options without trying out things a million times. The frames don't lie, there are only human mistakes which you can also use the framedata for. Not that it's going to make you a great player, but I guess it can't hurt you either?Frame data is not supposed to be used mid match.
People learn the frame data of their characters so that they can relate it to situations that they come across before they have to play and then they can translate into knowledge of what moves to do in what situations.
for example (I dont know ZSS, but sonic will be accurate) if ZSSs down smash is minus 9 frames on shield. and I know that unshielding is 7 frames and my fastest attack is jab at 3 frames, i can use that information to come to the conclusion that I cant punish ZSSs down smash and that my best option is roll away from her because any counter attack I attempt can get stuffed by her frame 1 jab. Now when Im actually playing the game, Im not thinking about the frame data, im just working under the knowledge that I can punish ZSSs down smash if I shield it.
This.I think having a super extensive knowledge of frame data is overrated.
Best move in the game.Did you know MK's Uair is gay?
Well, until you end up in situations that reset both characters to a near 0-frame advantage right next to each other, like a pummel release or a clash.In most cases, the relative speeds of characters' movesets is pretty obvious.
I think once you get down to really small frame differences, that it really stops mattering because it comes down to whoever acts first really.
For example, Yoshi's jab is 1 frame slower than Falco's (IIRC). This doesn't really make too much of a difference because a direct confrontation of our jab is unlikely to happen. It's not like both characters just sit at neutral and then decide to jab each other at exactly the same frame.
True, but he wrote the book on frame data and hitbox research. You've seen his Journal/Encyclopedia of studies for Melee, right? The man's work is pretty much what most of us base a lot of our knowledge on. For instance, I still can't find a better rankings list of grab ranges than what M2K initially wrote when testing them. I know he isn't frame perfect, but he definitely has a "super extensive knowledge of frame data" and in his case, it probably isn't "overrated". I mean, how else do you think it was discovered that 'perfect MK planking' is, well, perfect?M2K isn't some frame-perfect robot like everyone makes him out to be (even jokingly). His true defining characteristic is that he is familiar with almost every situation and knows the perfect thing to do, which is why his punishes are so good.
What else do you want us to do when theorycrafting on SWF?I guess so. Maybe my perception is kinda messed up because I see people throw around frame data so much around here.
I know you said that you don't know ZSS' data, but I believe her dsmash is 0 on block or something. It's why she can punish any dumb action OoS with another dsmash, IIRC. Maybe I'm remembering wrong...for example (I dont know ZSS, but sonic will be accurate) if ZSSs down smash is minus 9 frames on shield. and I know that unshielding is 7 frames and my fastest attack is jab at 3 frames, i can use that information to come to the conclusion that I cant punish ZSSs down smash and that my best option is roll away from her because any counter attack I attempt can get stuffed by her frame 1 jab. Now when Im actually playing the game, Im not thinking about the frame data, im just working under the knowledge that I can punish ZSSs down smash if I shield it.
I was going to say Marth's up B, but his invincibility starts on frame 1 and hitbox frame 5 iirc so it doesn't work v.v-I don't think anybody has a grounded upB with a hitbox comes out in 3 frames or less...so you can't upB OoS
What about those upB's with invincibility that transfers seamlessly into the move's hitboxes? Off the top of my head, a few chars who come to mind are Samus, Bowser, Pit, Mario, and Marth. All of those chars get extremely early invincibility on their upB's that either lasts until or overlaps with the moves' hitboxes (windbox in Pit's case).ZSS' dsmash is -4 on shield, 0 when charged
I know goggles was just throwing it out as an example, I just think it's good to know the actual numbers cause if you do, you know that
-Nobody can shieldgrab it (at least, not a guaranteed one)
-I don't think anybody has a grounded upB with a hitbox comes out in 3 frames or less...so you can't upB OoS
-You can't shield drop-->anything cause shield drop is 7 frames
It feels easier than that, tbh. Also, I'm fairly certain that Melee has a larger-than-1-frame window. Not only that, I believe Melee actually has two kinds of PS's, each with its own specific window of execution.Does anybody know what the powershield window is in this game? I feel like its 3 frames to melees 1. but I wasnt never told for sure.
Marth's upB does work because the invincibility lasts through frame 5, which is exactly when the hitbox comes out. It's why Marth can do janky things, like upBing straight out of the middle of Ike's Aether.I was going to say Marth's up B, but his invincibility starts on frame 1 and hitbox frame 5 iirc so it doesn't work v.v
Yes and is also invincible on frames 3-6.Doesnt marios upb have a hitbox on frame 3?
Mario for zss counter!
In the case of punishing paralyser down smash out of shield, it doesnt matter when he is invincible, since the move is minus 4 and the hitbox comes out on frame 5. it means she can jsut shield and punish it afterwards.Marth's upB does work because the invincibility lasts through frame 5, which is exactly when the hitbox comes out. It's why Marth can do janky things, like upBing straight out of the middle of Ike's Aether.