• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Roy's compendium of damage BETA

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Roy's damage output for everything except specials (someone else could do them).
I'll organize it better tomorrow, sleepy.

*"Stales to" refers to the lowest possible damage this move can do if fully stale*

JAB
3-4% Tipped-fresh
Stales to 1.
--------------
5-6% Centered-fresh
Stales to 2.

FORWARD TILT
7% Tipped-fresh
Stales to 3.
--------------
10-12% Centered-fresh
Stales to 6.

UP TILT
6% Tipped-fresh
Stales to 3.
--------------
8% Centered-fresh
Stales to 4.

DOWN TILT
6% Tipped-fresh
Stales to 3.
--------------
10% Centered-fresh
Stales to 5-6.

NEUTRAL AIR
4% First Hit, 5% Second Hit Tipped-fresh
Stales to 2 first hit, 3 second hit.
--------------
4% First Hit, 8% Second Hit Centered-fresh
Stales to 2 first hit, 4 second hit.

FORWARD AIR
5% Tipped-fresh
Stales to 2.
--------------
8% Centered-fresh
Stales to 4.

BACK AIR
6% Tipped-fresh
Stales to 3.
--------------
9% Centered-fresh
Stales to 4.

UP AIR
6% Tipped-fresh
Stales to 3.
--------------
9% Centered-fresh
Stales to 5.

DOWN AIR
6% Tipped-fresh
Stales to 3.
--------------
9% Centered-fresh
Stales to 4.
--------------
9% Spiking Sweetspot-fresh
Stales to 5.

FORWARD SMASH
12% Uncharged Tipped-fresh
Stales to 6.
*16% Full Charge*
--------------
20% Uncharged Centered-fresh
Stales to 11.
*27% Full Charge*

DOWN SMASH
14% Uncharged Tipped-fresh
Stales to 7.
*19% Full Charge*
--------------
21% Uncharged Centered-fresh
Stales to 11.
*28% Full Charge*

UP SMASH
12% Total Damage Tipped-fresh
Stales to 6? (pure assumption, all hits may not connect)
*15% Full Charge*
--------------
16% Total Damage Centered-fresh
Stales to 9.
*22% Full Charge*

PUMMEL
3%, Stales to 1.

ALL THROWS EXCEPT FOR DOWN THROW
5%, stales to 2-3.

DOWN THROW
6%, Stales to 3.

 

rhan

Smash Hero
Joined
Aug 16, 2007
Messages
6,107
Location
SoVA 757
It's finally nice to see intellegence from the Roy boards.

Good s***.
 

Jihnsius

Smash Lord
Joined
Jun 17, 2004
Messages
1,301
Location
Austin, TX
Nice work. You should try getting all the B moves up and then work out how to figure potential and kinetic knockback values and stun values.
 

ChivalRuse

Smash Hero
Joined
Jun 13, 2007
Messages
8,413
Location
College Park, MD
Nice work. You should try getting all the B moves up and then work out how to figure potential and kinetic knockback values and stun values.
Oh yes that would be fabulous. Things like stun duration on the second hit of DED > and ^ would be nice (for various characters at varying percents).
 

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Nice work. You should try getting all the B moves up and then work out how to figure potential and kinetic knockback values and stun values.
I could do a roundabout of Special damage, but all the other stuff takes either obscenely keen observation, or Action Replay.
I'm pretty good at analysis when seeing something, but **** like stun values is.....well, difficult.
I'll see if anything can be done with Gecko OS, but that's about it.
 

Jihnsius

Smash Lord
Joined
Jun 17, 2004
Messages
1,301
Location
Austin, TX
I think I might spend a little time trying to figure out how to measure those values. Knockback value has already been figured out how to be cracked: Set a match to one stock, the character in question moves to the character that does not do any inputs, and does the attack in question. After the recipient either touches the ground or dies, quit out of the match and look at the total travel distance by that character (or whatever it's called.) That is the base knockback of the attack. Repeat once more at a higher percent, divide the difference, and you have the incremental knockback value. I think that's the gist of how it goes.
 

handsockpuppet

Smash Lord
Joined
Nov 1, 2007
Messages
1,438
nice job. I'd like to add this to the roy noob guide, but if you want to keep it until updated fully or just plain keep it as your own thread I understand.
 

Nø Ca$h

Smash Champion
Joined
Jan 15, 2009
Messages
2,727
Location
Philadelphia PA
this is very good, but frames would also help much. i think frames are covered in one of the guides here, not sure though.
 

Dogysamich

The Designated Hype Man!
BRoomer
Joined
Jul 3, 2002
Messages
6,140
Location
Warner Robins, Georgia
SUPERDOODLEMAN'S AWESOME FRAMEDATA DATABASE OF AWESOMENESS said:
by SuperDoodleMan

If you don't understand a term, look
it up in the Terminology txt
-------------------------------------
Slash

Total: 31
Hit: 4-7
IASA: 26
-------------------------------------
F Tilt

Total: 40
Hit: 9-13
IASA: 40
-------------------------------------
D Tilt

Total: 57
Hit: 8-10
IASA: 20
CANNOT BE INTERRUPTED BY SHIELD
-------------------------------------
U Tilt

Total: 45
Hit: 7-13
IASA: 40
-------------------------------------
Dash attack

Total: 57
Hit: 12-15
IASA: 40
-------------------------------------
F Smash

Total: 57
Hit: 12-14
Charge Frame: 3
IASA: 54
-------------------------------------
U Smash

Total: 62
Hit: 15-24 (several hitboxes)
Charge Frame: 8
IASA: 46
-------------------------------------
D Smash

Total: 74
Hit: 6-8, 23-25
Charge Frame: 3
IASA: 72
-------------------------------------
N-Air

Total: 57
Hit: 7-8, 17-20
IASA: 50
Auto cancel: <6 32>
Landlag: 20
Lcanceled: 10
-------------------------------------
U-Air

Total: 52
Hit: 5-10
IASA: 49
Auto cancel: <4 30>
Landlag: 18
Lcanceled: 9
-------------------------------------
B-Air

Total: 45
Hit: 8-10
IASA: 43
Auto cancel: 34>
Landlag: 24
Lcaceled: 12
-------------------------------------
D-Air

Total: 68
Hit: 7-10
IASA: 64
Auto cancel: <6 55>
Landlag: 32
Lcanceled: 16
-------------------------------------
F-Air

Total: 38
Hit: 5-7
IASA: 35
Auto cancel: 30>
Landlag: 20
Lcanceled: 10
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running grab

Total: 40
Grab: 10-11
-------------------------------------
Ledge attack <100%

Total: 54
Hit: 24-27
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>

Total: 68
Hit: 38-41
Invulnerable: 1-34
-------------------------------------
Ledge roll <100%

Total: 48
Invulnerable: 1-38
-------------------------------------
Ledge roll 100%>

Total: 78
Invulnerable: 1-56
-------------------------------------
Ledge stand <100%

Total: 32
Invulnerable: 1-30
-------------------------------------
Ledge stand 100%>

Total: 58
Invunlerable: 1-55
-------------------------------------
Ledge jump <100%

Total: 50
Invulnerable: 1-11
Soonest FF: 35
-------------------------------------
Ledge jump 100%>

Total: 57
Invulnerable: 1-18
Soonest FF: 42
-------------------------------------
Counter

Total: 59
Counters: 8-20


-------------------------------------
Double Edged Dance

--F1
Total: 29
Hit: 6-8
Window for the next move: 8-26

--F2
Total: 40
Hit: 14-16
window for the next move: 17-33

--U2
Total: 40
Hit: 12-15
Window for the next move: 17-32

--F3
Total: 46
Hit: 11-14
Window for the next move: 16-37

--U3
Total: 46
Hit: 13-17
Window for the next move: 18-37

--D3
Total: 46
Hit: 16, 18, 20, 22
Window for the next move: 23-35

--F4
Total: 50
Hit: 23-26

--U4
Total: 50
Hit: 20-25

--D4
Total: 60
Hit: 13-15, 19-21, 25-27, 31-33
37-38
-------------------------------------
Flare Blade

Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames

41er: 210 frames of charge, or 221
frames holding B

Full charge hits only on 1 frame

Time of explosion from first B: 231
-------------------------------------
Blazer

Total: 48
Hit: 9-21 (several hitboxes)
Invulnerable: 9
Time to alter angle: 9 (up=up)
time to change direction: 10

Can grab edge as soon as 32
Landlag: 30
Landfallspeciallag: 30
-------------------------------------

Jump: airborne on frame 6

Air time: 48
Earliest FF: 25
FF air time: 35

SH air time: 29
Earliest FF: 16
SH FF air time: 19

2nd jump earliest FF: 22
-------------------------------------

Air dodge
Invulnerable 4-29 out of 49

Ground dodge
Invulnerable 2-18 out of 27

Roll
invincible 4-19 out of 35 (forward)
invincible 4-23 out of 35 (backward)

Landing lag: 4 frames

Dash becomes run at frame 16
Turn-jump threshold: 24
Run turnaround: 44


____________________

final line

just because I happen to be on that page.
 

Nø Ca$h

Smash Champion
Joined
Jan 15, 2009
Messages
2,727
Location
Philadelphia PA
i think if somebody posted his specials it would be stickied.
i would love to, but ive been very busy.

this is a very good page to refer to and i wouldnt want it to wither away.
 
Top Bottom