@
victinivcreate1
, you could conclusively test all of those questions for yourself; you don't need to be "pretty sure" or ask here if you have access to the 20XX pack, since you can use frame advance with that (or you could just look at the
frame data).
I understand that Falco's shine has 10 frames of shieldstun and 5 frames of hitlag.
It's 5 frames of hitlag and 5 frames of shieldstun.
Whats the first frame that Falco can jump out of shine after hitlag? 7 or 8? Or am I completely wrong?
He can jump on frame 4 of the shine (i.e. on the 3rd frame after hitlag).
Whats the first frame that a second JC shine would come out on? 12 or 13?
The second shine in a frame-perfect double-shine when the shine isn't stale comes out on frame 13 (counting the frame the first shine is active as frame 1):
Frame|Attacker|Victim (spotdodge)|Victim (roll)
1|Hitlag|Hitlag|Hitlag
2|Hitlag|Hitlag|Hitlag
3|Hitlag|Hitlag|Hitlag
4|Hitlag|Hitlag|Hitlag
5|Hitlag|Hitlag|Hitlag
6|Inactionable frame of shine|Shieldstun|Shieldstun
7|Inactionable frame of shine|Shieldstun|Shieldstun
8|Jumpsquat|Shieldstun|Shieldstun
9|Jumpsquat|Shieldstun|Shieldstun
10|Jumpsquat|Shieldstun|Shieldstun
11|Jumpsquat|Spotdodge startup|Roll startup
12|Jumpsquat|Spotdodge intangibility|Roll startup
13|(Shine hitbox active)|Spotdodge intangibility|(Roll startup)
I read somewhere on Reddit that there's a jump buffer in Melee for jumping out of shine by holding tap jump. Is there really? And if so, do I just hold up, or does it work with X/Y as well?
You can buffer jump out of shine with tap jump; see this:
Upward control stick smash inputs keep their smash input properties for 4 frames. If the game checks for strong upward during these 4 frames and you keep the control stick held upward, the corresponding action will be triggered. This is what you call a hold-buffer.
This kind of behavior is universal, so it works for shine and landing lag (indeed starting on frame 1), shield stun, IASA and many other things, except SDI.
3 frames for dashes (and some other stuff probably), but for upward inputs to hold-buffer jumps, it’s definitely 4 frames. (Unless you don’t count the activation frame, which would make it 3 frames buffer.)
X or Y don’t (hold-)buffer jumps out of shine. Nor anything else, save some hitstun animations.
I've tested Shine→Immediate Nair/Bair (frame 4 attack options) vs a Falco doing the Grounded Shine OoS in 20XX and I'm pretty sure Shine→Immediate Nair/Bair outspeeds it based on my results. Will Shine→Immediate Dair outspeed Shine OoS too? I can't seem to do it but maybe I'm too slow.
Here are tables for shine to nair/bair (they both hit on the same frame) and dair versus shine out of shield; the first table is for on Fox, second is for on Falco, both are without staling on the shine (a stale shine would give 1 less frame of shieldstun and 1 less frame of hitlag):
Frame|Attacker (nair/bair)|Attacker (dair)|Victim (Fox shine OoS)
1|Hitlag|Hitlag|Hitlag
2|Hitlag|Hitlag|Hitlag
3|Hitlag|Hitlag|Hitlag
4|Hitlag|Hitlag|Hitlag
5|Hitlag|Hitlag|Hitlag
6|Inactionable frame of shine|Inactionable frame of shine|Shieldstun
7|Inactionable frame of shine|Inactionable frame of shine|Shieldstun
8|Jumpsquat|Jumpsquat|Shieldstun
9|Jumpsquat|Jumpsquat|Shieldstun
10|Jumpsquat|Jumpsquat|Shieldstun
11|Jumpsquat|Jumpsquat|Jumpsquat
12|Jumpsquat|Jumpsquat|Jumpsquat
13|Nair/bair startup|Dair startup|Jumpsquat
14|Nair/bair startup|Dair startup|Airborne; can shine
15|Nair/bair startup|Dair startup|Airborne; can shine
16|(Nair/bair hitbox active)|Dair startup|(Airborne; can shine)
17|(Nair/bair hitbox active)|(Dair hitbox active)|(Airborne; can shine)
Frame|Attacker (nair/bair)|Attacker (dair)|Victim (Falco shine OoS)
1|Hitlag|Hitlag|Hitlag
2|Hitlag|Hitlag|Hitlag
3|Hitlag|Hitlag|Hitlag
4|Hitlag|Hitlag|Hitlag
5|Hitlag|Hitlag|Hitlag
6|Inactionable frame of shine|Inactionable frame of shine|Shieldstun
7|Inactionable frame of shine|Inactionable frame of shine|Shieldstun
8|Jumpsquat|Jumpsquat|Shieldstun
9|Jumpsquat|Jumpsquat|Shieldstun
10|Jumpsquat|Jumpsquat|Shieldstun
11|Jumpsquat|Jumpsquat|Jumpsquat
12|Jumpsquat|Jumpsquat|Jumpsquat
13|Nair/bair startup|Dair startup|Jumpsquat
14|Nair/bair startup|Dair startup|Jumpsquat
15|Nair/bair startup|Dair startup|Jumpsquat
16|(Nair/bair hitbox active)|Dair startup|(Airborne; can shine)
17|(Nair/bair hitbox active)|(Dair hitbox active)|(Airborne; can shine)
As you can see, Fox has a 3 frame window to shine out of Falco's shine->nair on shield (4 with a stale shine; the far more common scenario). For Falco it's a 1 frame window without staling and a 2 frame window with staling. The windows against dair are 1 frame larger.
Last Question: Does the jump timing differ when your shine hits an opponent as opposed to a shield?
The jump timing is the same whether you're hitting the opponent directly or hitting their shield. The 150% hitlag duration from the electric element only applies to the opponent, and then only when them hitting directly.