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Roy: Hitboxes and Frame Data [3.6]

Discussion in 'Roy' started by Sartron, Mar 10, 2014.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    291
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Jab 30 4-7 26

    Hitbox Data
    Jab
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-7 [0-2] [4.3, 3.13, 2.34] 8/5.6 361° 30/0/66 1x True Slash 5 5 -16
    2 4-7 3 3.52 6/4.2 70° 30/0/66 1x True Normal 4 5 -17


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Dash Attack 56 13-17 40

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 13-17 [0-2] [3.9, 3.9, 2.34] 14/9.8 110° 70/0/47 1x True Slash 8 7 -18
    2 13-17 3 2.73 10/7 100° 70/0/60 1x True Normal 6 6 -20


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Tilt 38 8-12 38

    Hitbox Data
    Forward Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-12 [1-2] [4.3, 3.13] 14/12.6 361° 60/0/70 1x True Slash 8 7 -21
    2 8-12 3 2.34 14/9.8 361° 60/0/70 1x True Slash 8 7 -21
    3 9-12 0 3.52 9/9.1 60° 60/0/70 1x True Normal 6 6 -22


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Tilt 40 6-13 34

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-10 [0-2] [3.5, 2.73, 2.27] 12/8.4 110° 35/0/100 1x True Slash 7 7 -20
    2 6-10 3 3.52 9/6.3 100° 35/0/67 1x True Normal 6 6 -21
    3 11-13 [0-2] [2.93, 2.54, 1.76] 12/8.4 85° 35/0/100 1x True Slash 7 7 -15
    4 11-13 3 2.93 9/6.3 90° 35/0/67 1x True Normal 6 6 -16


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 56 8-10 20

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-10 0 4.3 10/7 80° 90/0/40 1x True Slash 6 6 -5
    2 8-10 [1-2] [2.73, 3.05] 12/8.4 80° 90/0/40 1x True Slash 7 7 -4
    3 8-10 3 3.52 6/4.2 80° 70/0/40 1x True Normal 4 5 -7


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Smash 55 11-13 53

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 11-13 0-2 [4.3, 3.13, 3.52] 20/14 361° 80/0/65 1x True Slash 10 9 -31
    2 11-13 3 3.52 13/9.1 361° 80/0/20 1x True Normal 7 7 -34


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Smash 60 14-23 45

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 14-21 0-1 6 2/1.4 98° 100/120/0 1x True Flame 2 3 -28
    2 14-21 2 6 2/1.4 259° 100/120/0 1x True Flame 2 3 -28
    3 22-23 0-1 6 12/8.4 90° 73/0/80 1x True Flame 7 7 -15
    4 22-23 2 7 12/8.4 90° 73/0/80 1x True Flame 7 7 -15


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Smash 65 6-17 61

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-9 [0-2] [4.3, 3.13, 3.52] 18/12.6 75° 42/0/82 1x True Flame 10 9 -44
    2 6-9 3 3.52 14/9.8 361° 15/0/100 1x True Normal 8 7 -46
    3 10-17 [0-2] [3.91, 3.13, 3.52] 14/9.8 75° 42/0/77 1x True Flame 8 7 -42
    4 10-17 3 3.52 10/7 361° 15/0/100 1x True Normal 6 6 -44


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 49 6-11, 13-25 49 20/10/4 1-5, 35-49

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 6-11 [0-2] [4.3, 3.13, 2.34] 4/2.8 100° 30/0/40 1x True Slash 3 4 -17/-7/-24
    2 6-11 3 3.52 4/2.8 90° 30/0/40 1x True Normal 3 4 -17/-7/-24
    3 13-25 [0-3] [4.1, 3.13, 2.34, 3.52] 10/7 361° 50/0/80 1x False Flame 6 6 -14/-4/-7

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 35 5-8 33 20/10/4 28-35

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-8 [0-2] [4.3, 3.13, 2.34] 12/8.4 50° 40/0/50 1x True Slash 7 7 -13/-3/-16
    2 5-8 3 3.52 9/6.3 45° 30/0/65 1x True Normal 6 6 -14/-4/-17

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Back Air 43 7-11 41 24/12/4 1-5, 34-43

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 7-11 [0-2] [4.3, 3.13, 2.34] 16/11.2 361° 20/0/100 1x True Slash 9 8 -15/-3/-18
    2 7-11 3 3.52 11/7.7 40° 20/0/70 1x True Normal 6 6 -18/-6/-21

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Up Air 55 5-10 49 18/9/4 1-4, 30-55

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-10 [1-3] [4.3, 3.13, 2.34] 12/8.4 80° 45/0/40 1x True Slash 7 7 -11/-2/-16
    2 5-10 0 3.52 8/5.6 80° 30/0/40 1x True Normal 5 5 -13/-4/-18

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window
    1 Down Air 48 7-10 25/12/4 1-6

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 7-10 0 4.3 12/8.4 90° 30/0/60 1x True Slash 7 7 -18/-5
    2 7-10 [2-3] [3.13, 2.34] 18/12.6 281° 40/0/60 1x True Flame 10 9 -15/-2
    3 7-10 1 3.52 9/6.3 37° 30/0/60 1x True Normal 6 6 -19/-6

    *Format is: Normal/L-Cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes
    1 Charge 12-220 -
    2 Flare Blade (Min) 43 16-21
    3 Flare Blade (Max) 252 229-234

    Level Damage Charging Window
    1 1 10 12-39
    2 2 15 40-69
    3 3 20 70-99
    4 4 25 100-129
    5 5 30 130-159
    6 6 35 160-189
    7 7 40 190-219
    8 8 45 220
    9 9 50 >220

    Hitbox Data
    Flare Blade
    Level ID Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 1 0-3 10/7.7 361° 40/0/110 1x False Flame 6 6
    2 2 0-3 15/11.2 361° 40/0/110 1x False Flame 8 8
    3 3 0-3 20/14.7 361° 40/0/110 1x False Flame 10 9
    4 4 0-3 25/18.2 361° 40/0/110 1x False Flame 13 11
    5 5 0-3 30/21.7 361° 40/0/110 1x False Flame 15 13
    6 6 0-3 35/25.2 361° 40/0/110 1x False Flame 17 14
    7 7 0-3 40/28.7 361° 40/0/110 1x False Flame 19 16
    8 8 0-3 45/32.2 361° 40/0/110 1x False Flame 22 18
    9 9 0-3 50/56 361° 50/0/83 1x False Flame 24 19


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    2 [​IMG] [​IMG]
    3 [​IMG] [​IMG]
    4 [​IMG] [​IMG]

    Individual DED GIFs

    Overview
    Tilted Up
    Name/Label Duration Active Hitboxes IASA Next DED Window
    1 Double Edge Dance 2 40 12-15 - 17-32
    2 Double Edge Dance 3 45 13-17 - 18-38
    3 Double Edge Dance 4 55 15-19 51 -

    Tilted Forward
    Name/Label Duration Active Hitboxes IASA Next DED Window
    1 Double Edge Dance 1 29 6-8 - 8-26
    2 Double Edge Dance 2 39 14-16 - 17-33
    3 Double Edge Dance 3 46 11-13 - 15-36
    4 Double Edge Dance 4 51 20-25 51 -

    Tilted Down
    Name/Label Duration Active Hitboxes IASA Next DED Window
    1 Double Edge Dance 3 50 16, 18, 20, 22 47 23-35
    2 Double Edge Dance 4 60 13-15, 19-21, 25-27, 31-33, 37-38 - -

    Tilted Back
    Name/Label Duration Active Hitboxes IASA
    1 Double Edge Dance 4 55 18-20 47

    Hitbox Data
    Double Edge Dance 1
    Forward Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-8 2 3.91 5/5.6 96° 40/0/25 1x True Slash 4 4 -19
    2 6-8 1 3.13 5/5.6 80° 40/0/25 1x True Slash 4 4 -19
    3 6-8 0 2.34 5/5.6 60° 50/0/25 1x True Slash 4 4 -19
    4 6-8 3 3.91 4/4.9 85° 40/0/25 1x True Normal 3 4 -20

    Double Edge Dance 2
    Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 12-15 [0-2] [5.47, 3.91, 3.52] 6/4.2 96° 50/0/30 1x True Slash 4 5 -24
    2 12-15 3 5.08 4/2.8 96° 50/0/30 1x True Normal 3 4 -25
    3 Forward Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    4 14-16 1 3.91 6/4.9 80° 20/0/60 1x True Slash 4 5 -21
    5 14-16 2 3.91 6/4.9 56° 40/0/60 1x True Slash 4 5 -21
    6 14-16 0 3.13 6/4.9 35° 30/0/35 1x True Slash 4 5 -21
    7 14-16 3 4.69 4/3.5 105° 20/0/60 1x True Normal 3 4 -22

    Double Edge Dance 3
    Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 13-15 [0-2] [3.91, 3.91, 3.13] 9/7 280° 80/0/65 1x True Slash 6 6 -26
    2 13-15 3 4.69 7/5.6 270° 36/0/44 1x True Normal 5 5 -27
    3 16-17 [0-2] [3.91, 3.91, 3.13] 6/4.9 60° 60/0/66 1x True Slash 4 5 -25
    4 16-17 3 4.69 4/3.5 60° 60/0/67 1x True Normal 3 4 -26
    5 Forward Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    6 11-13 [0-2] [3.91, 3.91, 3.13] 9/7 361° 50/0/119 1x True Slash 6 6 -29
    7 11-13 3 4.69 7/5.6 361° 50/0/120 1x True Normal 5 5 -30
    8 Down Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    9 16, 18, 20 0-1 4.69 3/2.8 90° 0/30/100 1x True Flame 3 4 -27, -25, -23
    10 16, 18, 20 2 3.91 3/2.8 75° 0/30/100 1x True Flame 3 4 -27, -25, -23
    11 16, 18, 20 3 5.86 3/2.8 95° 30/30/100 1x True Flame 3 4 -27, -25, -23
    12 22 [0-3] 5.86 4/3.5 64° 70/0/111 1x True Flame 3 4 -21

    Double Edge Dance 4
    Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 15-19 [0-2] [3.13, 3.13, 2.34] 10/7.7 75° 35/0/140 1x True Flame 6 6 -29
    2 15-19 3 3.91 8/6.3 75° 35/0/141 1x True Flame 5 5 -30
    3 Forward Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    4 20-25 [0-2] [3.13, 3.13, 2.34] 12/9.8 361° 35/0/144 1x True Flame 7 7 -23
    5 20-25 3 3.91 9/7.7 361° 35/0/146 1x True Flame 6 6 -24
    6 Down Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    7 13-15, 19-21, 25-27, 31-33 [0-2] [3.91, 3.13, 3.13] 3/2.8 80° 2/0/40 1x False Flame 3 2 -41, -35, -29, -23
    8 13-15, 19-21, 25-27, 31-33 3 4.69 3/2.8 110° 2/0/40 1x False Flame 3 2 -41, -35, -29, -23
    9 37-38 [0-3] [4.69, 3.91, 3.91, 5.86] 3/2.8 40° 50/0/172 1x False Flame 3 4 -19
    10 Back Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    11 18-20 [0-2] [3.91, 3.91, 3.13] 11/8.4 40° 30/0/118 1x True Flame 6 6 -22
    12 18-20 3 4.69 9/7 40° 30/0/119 1x True Flame 6 6 -22


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Blazer 48 9-19, 21 9 30

    Hitbox Data
    Blazer
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 9 0-2 4.25 5/3.5 84° 0/200/100 1x False Flame 4 6
    2 9 3 4.25 3/2.1 361° 0/80/100 1x False Flame 3 6
    3 10-15 0-2 5.5 2/1.4 84° 0/160/100 0.5x False Flame 2 3
    4 16-19 0-2 5.5 2/1.4 84° 0/100/100 0.5x False Flame 2 3
    5 21 0-2 5.5 4/2.8 60° 40/0/130 1x False Flame 3 4


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Intangibility Counter Window
    1 Counter 59 - 8-11 8-20
    2 Counter Attack 36 4-7 1-6 -

    Hitbox Data
    Counter Attack
    Duration ID Size Damage Angle BKB/WDSK/KBG Hitlag Multiplier SDI Multiplier Clang Effect Shieldstun Hitlag
    1 4-7 [0-4] [5, 5, 5, 6, 5] 1.5x 35° 90/0/40 1.2x 1x False Flame 2 3


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes IASA
    1 Standing Grab 30 - 7-8 -
    2 Dash Grab 39 - 9-10 -
    3 Pivot Grab 39 - 9-10 36
    4 Grab Pummel 23 6 - -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6 0 5.76 3/2.1 80° 0/30/100 1x False Normal 3 4 -14


    Overview
    Name/Label Duration Thrown
    1 Back Throw 44 12
    2 Forward Throw 31 14
    3 Up Throw 44 12
    4 Down Throw 42 14

    Throw Data
    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 12 5 45° 70/0/70 True

    Forward Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 14 5 50° 70/0/45 True

    Up Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 12 5 83° 60/0/130 True

    Down Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 14 6 60° 65/0/60 True


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 27 2-18 - -
    2 Roll Dodge (F/B) 31/34 4-19 32 -
    3 Air Dodge 49 4-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes IASA
    1 Ledge Stand (<100%) 37 1-30 1-32 - 33
    2 Ledge Stand (>100%) 64 1-55 1-44 - 60
    3 Ledge Roll (<100%) 49 1-26 1-40 - -
    4 Ledge Roll (>100%) 84 1-57 1-54 - 80
    5 Ledge Attack (<100%) 55 1-21 1-42 23-29 -
    6 Ledge Attack (>100%) 74 1-43 1-50 37-43 70
    7 Ledge Jump (<100%) 11 1-11 1-11 - -
    8 Ledge Jump (>100%) 21 1-21 1-21 - -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 23-29 0-1 4 8/6.3 361° 0/90/100 1x True Slash 5 4 -26
    2 23-29 [2-3] [3.8, 3.5] 6/4.9 361° 0/90/100 1x True Slash 4 5 -28

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 37-43 [0-3] [4, 4, 3.8, 3.5] 10/7.7 361° 0/90/100 1x True Slash 6 6 -26

    Code:
    Hitbox Data Overhaul [11/28/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    DED Update [8/20/15]
    - Added DED4 tilted back.
    - Link to individual DED gifs.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
     
    #1 Sartron, Mar 10, 2014
    Last edited: Aug 31, 2016
  2. Sethlon

    Sethlon
    Expand Collapse
    Brawl Backroom Member

    Joined:
    Apr 20, 2004
    Messages:
    2,550
    Location:
    Dallas, Texas
    Hitbox GIFs
    GIF files created by @Sethlon

    (Click on the images to enlarge them)

    [collapse=Jab1][​IMG][/collapse]
    [collapse=Dash Attack][​IMG][/collapse]
    [collapse=Ftilt][​IMG][/collapse]
    [collapse=Utilt][​IMG][/collapse]
    [collapse=Dtilt][​IMG][/collapse]
    [collapse=Standing Grab][​IMG][/collapse]
    [collapse=Dash Grab][​IMG][/collapse]
    [collapse=Fsmash][​IMG][/collapse]
    [collapse=Usmash][​IMG][/collapse]
    [collapse=Dsmash][​IMG][/collapse]
    [collapse=Nair][​IMG][/collapse]
    [collapse=Fair][​IMG][/collapse]
    [collapse=Bair][​IMG][/collapse]
    [collapse=Uair][​IMG][/collapse]
    [collapse=Dair][​IMG][/collapse]
    [collapse=Grounded Flare Blade][​IMG][/collapse]
    [collapse=Aerial Flare Blade][​IMG][/collapse]
    [collapse=Double Edge Dance 1][​IMG][/collapse]
    [collapse=Double Edge Dance 2][​IMG][/collapse]
    [collapse=Double Edge Dance 2 (Up)][​IMG][/collapse]
    [collapse=Double Edge Dance 3][​IMG][/collapse]
    [collapse=Double Edge Dance 3 (Up)][​IMG][/collapse]
    [collapse=Double Edge Dance 3 (Down)][​IMG][/collapse]
    [collapse=Double Edge Dance 4][​IMG][/collapse]
    [collapse=Double Edge Dance 4 (Up)][​IMG][/collapse]
    [collapse=Double Edge Dance 4 (Down)][​IMG][/collapse]
    [collapse=Double Edge Dance 4 (Back)][​IMG][/collapse]
     
  3. KuroganeHammer

    KuroganeHammer
    Expand Collapse
    It's ya boy.

    • Premium
    • Brawl Back Roomer
    Joined:
    Jul 15, 2012
    Messages:
    15,754
    Location:
    Australia
    NNID:
    Aerodrome

    Ok, I might as well open this now. Gonna reserve this post for things I find that are weird or unusual, or other move attributes.

    First things first, dat ftilt has a LOT of range.

    Second thing I've noticed is that dtilt has selective IASA frames, meaning you can dash, jump, attack out of it faster than you can shield. I saw this and my jaw dropped thinking it actually was -42 on shield, but then I read the data properly and was like, lolk.

    Thirdly when lying on your back, Roy has basically no intangibility when rolling forward if you miss a tech meaning people can tech chase even easier than they already can. I honestly think that 6-19 was an oversight since it doesn't match up with any of the other get up rolls I've seen.

    D-smash feels poorly written. Hitboxes stay on Roy himself even when his sword is in the Z-axis. Not that it matters, move is hilariously punishable, I'd never use it unless I was desperately looking for a kill.

    double edge blade plz

    Edit: Flare Blade is like Melee, there is a certain frame that will do 45% damage and have more knockback than fully charged Flare Blade. I'll see if I can pull up the data on this (no guarantees)

    Also reserving this post. Have fun. I will continue editing this post tonight. Some things are subject to change obvs.

    No hitbox images. I don't do that stuff. Other people are more qualified than I am at it. based sethlon has provided these

    Move Properties

    Attacks Shield Damage Unable to Clank? SDI Multiplier Hitlag Multiplier Trajectory BKB KBG Knocks Forward?
    1 Jab 1 - N 1.0x 1.0x 361/361/361/70 30 66 -
    2 Dash Attack - N 1.0x 1.0x 110/110/110/100 70 47/47/47/60 -
    3 Ftilt 4/4/0/4 N 1.0x 1.0x 60/361/361/361 60 70 -
    4 Utilt (1st Half) - N 1.0x 1.0x 110/110/110/100 35 100/100/100/67 -
    5 Utilt (2nd Half) - N 1.0x 1.0x 85/85/85/90 35 100/100/100/67 -
    6 Dtilt - N 1.0x 1.0x 80 90 40 -
    7 Fsmash - N 1.0x 1.0x 361 80 65/65/65/20 -
    8 Usmash (Hits 1-4)* - N 1.0x 1.0x 98/98/619 100 0 -
    9 Usmash (Hit 5) - N 1.0x 1.0x 90 73 80 -
    10 Dsmash (1st hit) - N 1.0x 1.0x 75/75/75/361 42/42/42/15 82/82/82/100 -
    11 Dsmash (2nd hit) - N 1.0x 1.0x 75/75/75/361 42/42/42/15 77/77/77/100 -
    12 Nair (1st hit) - N 1.0x 1.0x 100/100/100/90 30 40 -
    13 Nair (2nd hit) - Y 1.0x 1.0x 361 50 80 -
    14 Fair - N 1.0x 1.0x 50/50/50/45 40/40/40/30 50/50/50/65 -
    15 Bair - N 1.0x 1.0x 50/50/50/40 20 100/100/100/70 -
    16 Uair - N 1.0x 1.0x 80 30/45/45/45 40 -
    17 Dair - N 1.0x 1.0x 90/37/270/270 30/40/40/40 60/70/100/100 -
    18 Pummel* - Y 1.0x 1.0x 80 30 100 Y
    19 Flare Blade 1 Y 1.0x 1.0x 361 40 110 -
    20 Flare Blade (Fully Charged) 30 Y 1.0x 1.0x 361 50 83 -
    21 Blazer (Hit 1)* - Y 1.0x 1.5x 84/84/84/361 200/200/200/80 100 -
    22 Blazer (Hit 2-4)* - Y 0.5x 1.0x 84 160 100 -
    23 Blazer (Hit 5-6)* - Y 0.5x 1.0x 84 100 100 -
    24 Blazer (Hit 7) - Y 1.0x 1.0x 60 40 130 Y
    25 Counter Attack - Y 1.0x 1.2x 35 90 40 -
    26 Double Edge Dance 1 3 Y 1.0x 1.0x 60/80/96/85 50/40/40/40 25 Y
    27 Double Edge Dance 2 1 Y 1.0x 1.0x 35/56/80/80 40/40/20/20 35/60/60/60 Y
    28 Double Edge Dance 2 (Up) - Y 1.0x 1.0x 96 50 30 Y
    29 Double Edge Dance 3 1 Y 1.0x 1.0x 361 50 110 Y
    30 Double Edge Dance 3 (Up) 1 Y 1.0x 1.0x 280 80 60 Y
    31 Double Edge Dance 3 (Down) (Hits 1-3)* 1 N 1.0x 1.0x 90/90/75/95 30 100 Y
    32 Double Edge Dance 3 (Down) (Hit 4) 1 N 1.0x 1.0x 30 70 100 Y
    33 Double Edge Dance 4 2 Y 1.0x 1.0x 361 35 135 Y
    34 Double Edge Dance 4 (Up) 1 Y 1.0x 1.0x 75 35 135 Y
    35 Double Edge Dance 4 (Down) (Hits 1-3) 1 Y 1.0x 0.5x 80/80/110 2 40 Y
    36 Double Edge Dance 4 (Down) (Hit 4) 1 Y 1.0x 1.0x 361 50 135 Y
    37 Double Edge Dance 4 (Behind) 1 N 1.0x 1.0x 40 30 110 Y
    Anything with an *asterisk* is FIXED knockback​

    [Changelog]
    11/3/2014 - Added basic frame data
    12/3/2014 - Added lots of stuff, most of DED & added base damage to most things
    13/3/2014 - Move properties done
    14/3/2014 - Thread completed... Mostly~
     
    #3 KuroganeHammer, Mar 11, 2014
    Last edited: Mar 14, 2014
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  4. Nail.exe

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    You are my favorite person.

    Forever.
     
  5. KuroganeHammer

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    It's ya boy.

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    I get this a lot.

    Also feel free to make any frame data specific requests in this thread.
     
  6. FreeVelocity

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    This is awesome, thank ya for the data. Think you can find out the FAF and Active Hitboxes on the first hit of Double-Edge Blade?
     
  7. KuroganeHammer

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    I'll probably be doing that next actually :D

    I set them all up in the OP last night, each hit will be from when they started obvs, not linking on from the hit prior if that makes sense
     
  8. FreeVelocity

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    Yup, makes sense. That D-Tilt being able to go into a new move on frame 20 is scary as hell. Going to make sure to abuse that. >:D
     
  9. KuroganeHammer

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    ya, dtilt > dash away is unpunishable by characters without projectiles

    Grab/usmash OoS is -5, any other out of shield option is +2
     
  10. Sethlon

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    Amazing! Thanks for putting all of this together!

    If I snag a buncha gifs for hitboxes, is there somewhere up in that post where we could put them?

    Fun tech; you can walk during the IASA frames of dtilt, so if you ever want to dtilt -> shield, you can simply hold forward on the control stick + shield button; Roy will IASA into the first frame of walking, and then immediately go into shielding from that.
     
  11. SpiderMad

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    If it's not too much of a burden, I feel you should really include the full animation frames and IASA rather just the IASA.

    So shield doesn't buffer through IASA but walk does? What about if you press shield when you're in the IASA frames?
     
    #11 SpiderMad, Mar 12, 2014
    Last edited: Mar 12, 2014
  12. KuroganeHammer

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    If you did that I would totally 100% put them into the OP.

    Also I totally was going to mention that about walking + shield but I forgot when I was doing double edge dance data.

    A-also... a Sethlon post... am I dreaming

    (calm down Aero, don't fanboy plz)

    I uh, yeah that's kinda cool I guess.

    animation frames is a burden because no one cares if an animation goes for 40 seconds when you can cancel it at 30.

    The only thing that matters is when you're able to do something else. FAF of 47 means that on the 47th frame you can do things like shield etc.

    Re: dtilt, you have to cancel the dtilt animation with walk before you can shield or you'll shield at the very end of the animation (it was like this in melee)

    I'll merge my double post at home because mod tools on phone are lol
     
    #12 KuroganeHammer, Mar 12, 2014
    Last edited: Mar 12, 2014
  13. SpiderMad

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    If it were paired with accompanying .gifs, it'd be even more necessary. Knowing how drastic the IASA off the full animation gauges it for yourself to actually get the idea of when it's active; we derive off comparison to recognize and use the IASA.
     
    #13 SpiderMad, Mar 12, 2014
    Last edited: Mar 12, 2014
  14. KuroganeHammer

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    If Sethlon delivers on hitbox gifs, I would be more than willing to add the animation length under each one. :)
     
  15. Sethlon

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  16. KuroganeHammer

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    Thank you!

    Also I'm not really sure what to do with Flare Blade, I know how the move works now (the hitbox damage increases by 5% each time; I believe that the 45% hit is a completely different hitbox (it has to have more BKB and KBG because it does more knockback than the 50% hit) but I can't find the specific hitboxes in the Pac file.)

    I've just put uncharged and fully charged for now

    WAIT I THINK I FOUND IT

    I think that the game uses a base 9% hitbox (things with channel times often use hitboxes like this and increase in damage over time (think zelda's dins fire in brawl: i dont remember the specifics but im pretty sure it's hitbox was like... 7% or something) and base 50% hitbox for the charged hit; the game only increases in inccrements of 5 though, so there's a 10,15,20,25,30,35,40 and 45% hitbox

    these hitboxes have a whopping 110 KBG (compared to 83 KBG on the 50% hit), that knockback growth is high enough that when most characters are at killable percentages, the 40% hit will do just as much knockback (if not more) than a fully charged Flare Blade. Don't expect to hit people with a 45% hit, I'm pretty sure it only has a 1 frame window

    Double Edge Dance 4 angled downward is absorbable by G&W/Ness/Lucas. lol. Also the sound effects are off by like, a frame. But that doesn't really mean anything

    Blazer has pretty decent horizontal reach (for those who don't know you can hold forward while using Up B and you'll move more horizontally but you'll sacrifice some vertical distance)

    idk I'm just throwing out things that are interesting about the hitboxes I've been looking at.

    I'm gonna put Sethlon's gifs in the OP somewhere. @Sethlon would you like me to rehost them or? I just don't want them randomly disappearing one day. =P
     
    #16 KuroganeHammer, Mar 12, 2014
    Last edited: Mar 12, 2014
  17. Sethlon

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    Lmao Wat

    @ rehosting; ehh, up to you. I'm perfectly content to leave that album as it is for the next couple of forevers, if you're worried about me eventually taking it down or something.
     
  18. KuroganeHammer

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    yeah that was basically my reaction too rofl; i guess whoever did roy's hitboxes thought it would be more interesting to make it be absorbable or something. I disagree since it's most definitely a sword attack and you cant absorb sword stabs, but iunno

    also saankyuuuuu, I'll put them probs in the second post

    Edit: actually i just decided to make you post owner of the post with the gifs in it because that looks better and gives credit where due
     
    #18 KuroganeHammer, Mar 12, 2014
    Last edited: Mar 12, 2014
  19. Blade-Fox

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    This stuff is awesome. Good job guys and thanks for putting in the work!
     
  20. Sethlon

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    Interesting things to note;
    That dash grab range, hnnnnnnng
    I've been assuming that bair is really good on shield since it does a ton of damage, but I didn't take into account its higher landing lag. Its the same as fair at -3. Dair is technically better at -2 with the sweetspot, but thats annoying to land consistently on shield. Uair, however, is -0! Very good to know.
     
  21. KuroganeHammer

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    why am i surprised that you have this information

    Trying to figure out how to tackle counter atm... Might go check out the Marth/Ike forums.
     
  22. \Apples

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    This is how every character's frame data pages should be structured. Including block advantage data is perhaps the most useful column in the thread. I'm sure you're planning on it anyways, but just to cover my bases, I request that the rest of his moveset have this information hashed out as well.

    Another request: throws. I see grabs, but no throw information. Similar to the block advantage column, it'd be nice to have FAF info on the throws, and perhaps the difference between the FAF and the release frame of each throw, so that we can know just how quickly Roy can move after each throw.
     
  23. KuroganeHammer

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    I have begun to dump move properties into the third post.

    Man, Roy's moves aren't really that interesting.

    The hitboxes will correspond with the data in the first post.

    Example: here's the base damage for the late hit of ftilt: 9/14/14/14

    so if you look at ftilt you'll notice that only 3 hitboxes of the 9/14/14/14 have 4 extra shield damage. I'll mark em in red:
    9/14/14/14
    4/4 / 0 /4

    ok that should make sense

    its the same with trajectory too

    60/361/361/361
    4/4/0/4
    9/14/14/14

    basically just follow the lines

    idk why I'm explaining this like you're all 5 year olds, i didn't have a problem with this in my Wolf thread.

    if there are no backslashes in a section it means all the hitboxes on that instance are the same

    I'll answer any questions about that though (it's not all done, still gotta do ledge/trip/getup attacks and specials OMG DED WHY U EXIST)
     
    #23 KuroganeHammer, Mar 13, 2014
    Last edited: Mar 13, 2014
  24. Strong Bad

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    Please refer to Transcendence as "Clank" (transcendent means no clank).

    Please refer to Freeze Frame as the Hitlag Multiplier as displays in PSA.
     
  25. KuroganeHammer

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    Please leave my thread.
     
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  26. DrinkingFood

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    What's the timing to do that really weird backwards-traveling Blazer? Not the plain turn around, but the one where he actually zips up at an angle opposite the direction he's facing the whole time. When do I have to press backwards, or even do I, do I press up and backwards maybe?
     
    #26 DrinkingFood, Mar 13, 2014
    Last edited: Mar 13, 2014
  27. KuroganeHammer

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    I might be doing this thread but I sure as hell ain't no Roy player. Are you talking about b-reversed Blazer?
     
  28. Nail.exe

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    He's talking about what can be seen at the 20-25 second mark in this video:



    I thiiiiiink this is a wavebounced Blazer, but I'm not positive.

    B-reversal versus wavebouncing, just to be clear:


    I think this would have to be a wavebounced blazer, because if it were simply b-reversed, Roy would just do a turnaround blazer (like when he dies offstage at 30s).

    I haven't gotten my hands dirty in seeing how the angle mechanic works in conjunction with the these AT's, but just thinking about it OH GOD MY BRAIN
     
  29. KuroganeHammer

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    wow, a retreating blazer

    I don't... see the uses of a retreating blazer, but I'll look into it.

    Edit: yeah it's a wavebounced blazer, not that useful since the first hit knocks them away from you and you move backwards.

    The input time is about 8 frames
     
    #29 KuroganeHammer, Mar 14, 2014
    Last edited: Mar 14, 2014
  30. Lunchables

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    This thread is literally like the best thing ever
    Thank you so much <333333
     
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  31. Pitzer

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    Well since you say the first hit comes out it could be good vs lightweights possibly a gimmicky way to kill jiggs and etc.
     
    #31 Pitzer, Mar 14, 2014
    Last edited: Mar 14, 2014
  32. KuroganeHammer

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    B-reverse does the same thing though and is more reliable =P

    I tried it on jiggs and she just got linked into the second hit of the wavebounced Blazer, so.... I'm trying to figure out wtf is even happening

    Edit: it seems to be linking in now. I guess it was probably just a weird anomaly because I didn't know the behaviour of the move at first. B-reverse is more consistant but with the retreating hitboxes it's not a terrible option against airborne light weights (it actually is, don't do it bros!)

    8 frames

    I do my up b and then half circle back from the forward position. idk if there's an easier way to do it, but my way is effective too
     
    #32 KuroganeHammer, Mar 14, 2014
    Last edited: Mar 14, 2014
  33. KuroganeHammer

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    @\Apples <----- lol doesn't tag

    I forgot to mention that throw frame data is weight dependent. I did my data in the OP on Snake and was like... why isn't this matching the data in the files!? and then I REMEMBERED that throwing people is dependant on their weight. For example, Snake gets thrown on frame 16 with forward throw, but on frame 10(!!!) when throwing Jigglypuff.

    I am not sure how I will proceed.

    For now though, this thread is pretty much completed.

    The <100% ledge attack and get up roll forward (back) are currently bugged slightly so hopefully these are tweaked in 3.03.

    Strong Bad suggested that I add block advantage ranges, this will require more work, but for now I'll leave it since I want to create some more frame data threads elsewhere. (I will still be here for individual requests should any of you need me)

    /blatant double post. Wakatte kudasai!
     
    #33 KuroganeHammer, Mar 14, 2014
    Last edited: Mar 14, 2014
  34. Spralwers

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    Roy has intangibility on the first hit of Blazer? Wonder if this can be used at all.
     
  35. KuroganeHammer

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    Updated.

    x-post from the ike boards

    replace ike with roy:

    I want someone good at Ike to write this up to add into the introduction; a short but sweet overview of a character in this format:

    For example, difficulty would be how hard the character is to use, easy/intermediate/hard/very hard. Defensive power would probably mention above average weight, counter etc. Approach strength would probably say something about how few characters have an answer to a well spaced fair. idk I'm throwing things out there. For reference: http://iplaywinner.com/roll-tvc/

    I'm not sold on key techniques or doubles partner options yet, but see what happens.
     
  36. ShadowGanon

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    I don't know if you noticed this or not, but there seems to be a lack of a pivot grab GIF...
     
  37. Shadic

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    @Aerodrome Dair is actually off, in terms of IASA. The animation is only 48 frames long, so he can automatically act out of it after that, regardless of what it says in PSA.
     
  38. SpiderMad

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    How frequent is this circumstance?
     
    #38 SpiderMad, May 10, 2014
    Last edited: May 10, 2014
  39. Shadic

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    Not sure, honestly. Generally I try and make things match up (This one slipped honestly) but there's bound to be a few.
     
  40. Sethlon

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    Oops. Ill probably sit down and get this, angled ftilts, and aerial Ded> sometime.
     
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