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Sheik Frame Data Thread [3.6]

Discussion in 'Sheik' started by AuraMaudeGone, Dec 26, 2014.

  1. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    [​IMG]
    Table of Contents
    1 Intro
    1.1 Glossary [GLS]​
    2 Frame Data
    2.1 Normals [NRM]
    2.2 Specials [SPC]
    2.3 Grabs [GRB]
    2.4 Ledge Attacks [LDG]
    2.5 Miscellaneous [MSC]​
    3 References & Resources [RFR]

    Glossary [GLS]
    Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

    Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

    Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
    *Values in brackets denote different values present in multiple hit bubbles.
    *Values separated by comma (,) denotes multiple hits. [Data] in brackets denotes multiple hit bubbles with different attributes in one move.
    *Values (+n) denotes shield damage



    Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

    Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

    Active - the amount of frames that actively hits the opponent

    Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

    IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

    Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
    On Block = Block Stun-(Active+Recovery)
    On Block (Air) = Block Stun-(Landing Recovery)
    On Hit = Hit Stun -(Active+Recovery)
    Projectile Advantage = ((Hit/Block)Stun + Hitlag) - (Recovery - Projectile Start Up) - 1)

    *All values are based on the target's damage percent being 0%.

    Normals [NRM]
    Move Name Nickname Damage Startup Active Recovery IASA On Block On Hit
    1 Slicing Blade Jab 4 1 2 19 15 -16 -14
    2 Jab1 Window @ 8f Jab 2 3 2 3 21 16 -19 -17
    3 Jab2 Window @ 8f Loop 1 7 * 9 --- -6 -3
    4 Wheel Kick F-Tilt 7 4 6 26 26 -26 -7
    5 Bow Form U-Tilt 8, 4 4 6[8]6 20 25 -21 -11
    6 Crouching Sweep D-Tilt 8 4 4 22 27 -20 -5
    7 Gale Form Dash Attack 10(+1), 7(+1) 5 7 26 35 [-26, -27] [-9, -18]
    8 Double Snake F-Smash 6, 9 13 2[12]3 30 39 -26 -2
    9 Razor Wing U-Smash 17(+4), 13 10 1[1]3 29 36 -24 -4
    10 Windmill D-Smash 13,10,10 4 5[6]4[2]3 31 43 -27 -12
    Move Name Nickname Damage Startup Active Recovery Landing Recovery IASA Auto Cancel On Block
    1 Falling Leaves N-Air [14,10,9] 2 28 19 16/8/4 41 <2, >24 -9/-1/3, -10/-2/2
    2 Hatchet F-Air 13 4 3 27 16/8/4 33 <4, >10 -9/-1/3
    3 Flying Swallow B-Air [8,10,14], [6,7,9,10] 3 23 17 16/8/4 --- <3, >24 [-11/-3/3]~[-9/-1/1]
    4 Vortex Form U-Air 12,9 4 16 18 24/12/4 41 <3, >24 -18/-6/2
    5 Butcher Bird D-Air 11 4 19 13 20/10/4 --- <2 -14/-4

    Specials [SPC]
    Move Name Nickname Damage Startup Active Recovery IASA On Block On Hit
    1 Needle Storm Neutral-B 3(18*) 8 --- 41(8**) --- 5(25) 8(43)
    2 Chain Side-B [3,3,3,5] 20 --- 39 34 -35 [-36,-35,-33,-27]
    3 Vanish Up-B 15 36 7 40 --- -39 -28
    4 Transform Down-B --- 37 --- 33* 8 --- ---

    Grabs [GRB]
    Move Name Nickname Damage Startup Active Recovery IASA On Block On Hit
    1 Grab Z N/A 6 2 23 --- --- ---
    2 Dash Grab N/A 6 2 38 39 --- ---
    3 Forearm Pummel 3 8 1 15 --- --- ---
    4 Battering Ram F-Throw 8(+1), 2 19 1 20 --- --- 6
    5 Backlash B-Throw 5(+1), 2 14 1 16 --- --- 9
    6 Standing Crane U-Throw 6(+1), 2 18 1 25 --- --- -2
    7 Guillotine D-Throw 5(+1), 3 12 2 22 --- --- 8

    Wake Up & Ledge Attacks [LDG]
    Move Name Nickname Damage Startup Active Recovery IASA On Block On Hit
    1 Wake Up Attack A F-Floor Attack 6(+1) 16 3[5]3 22 --- -27 3
    2 Wake Up Attack B B-Floor Attack 6(+1) 16 3[5]3 22 --- -27 3
    3 Wake Up Attack C Trip 6(+1) 15 2[3]4 27 --- -30 0
    4 Edge Attack A <100% 8(+1) 24 10 26 54 -30 -4
    5 Edge Attack B >100% 9(+1) 56 3 17 69 -13 12

    Miscellaneous [MSC]
    Move Name Intangible Recovery IASA
    1 Ledge Climb 30 10 35
    2 Ledge Climb Slow 55 10 60
    3 Ledge Roll 39 16 50
    4 Ledge Roll Slow 71 18 80
    5 Ledge Jump 16 45 ---
    6 Ledge Jump Slow 21 40 ---

    Move Name Intangible Recovery*
    1 Trip 6 24(+22)
    2 Ground Trip 6 34(+22)
    3 Turning Trip 7 29(+22)
    4 Dashing Trip 8 38(+22)
    5 Trip Roll 10 19
    *The added (+22) frames is the animation of you getting up from being tripped

    Move Name Startup Intangible Recovery IASA
    1 Spot Dodge 1 13 8 ---
    2 Air Dodge 3 26 21 ---
    3 Foward Roll 3 16 23 32
    4 Back Roll 3 16 22 32
    5 Shield 8 --- 16 ---


    References & Resources [RFR]
    Aerodrome
    Sartron
    Glossary of Fighting Games
    SSBWiki
    Japanese Smash Calculator
    Project Smash Attacks
    Brawl Box
     
    #1 AuraMaudeGone, Dec 26, 2014
    Last edited: Aug 28, 2015
  2. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    Hitbox Data

    Normals [NRM2]
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Slicing Blade

    Jab 1
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag On Hit On Block
    1 2-3 R-Arm 3.91 4 70 19 / 63 0/0/100 1x True Slash 6 / 24 4 4 -14/4 -16
    2 2-3 R-Shoulder 3.52 4 70 19 / 63 0/0/100 1x True Slash 6 / 24 4 4 -14/4 -16
    3 2-3 L-Shoulder 1.95 4 70 19 / 63 0/0/100 1x True Slash 6 / 24 4 4 -14/4 -16


    Jab 2
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 3-5 R-Arm 3.91 3 70 19 / 55 0/0/100 1x True Slash 6 / 21 4 4 -17 / -2 -19
    2 3-5 R-Shoulder 3.52 3 70 19 / 55 0/0/100 1x True Slash 6 / 21 4 4 -17 / -2 -19
    3 3-5 L-Shoulder 1.95 3 70 19 / 55 0/0/100 1x True Slash 6 / 21 4 4 -17 / -2 -19

    Jab Loop
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 8~ R-Arm 4.5 1 70 18 / 40 0/0/100 0.7x True Slash 6 / 15 3 3 -3 / 6 -6
    2 8~ R-Shoulder 3.25 1 70 18 / 40 0/0/100 0.7x True Slash 6 / 15 3 3 -3 / 6 -6
    3 8~ L-Shoulder 2.75 1 70 18 / 40 0/0/100 0.7x True Slash 6 / 15 3 3 -3 / 6 -6
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Wheel Kick

    F-Tilt
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 5-10 R-Leg 3.52 7 74 62.6/128.9 40/0/100 1x True Normal 24/50 5 5 -7/19 -26
    2 5-10 R-Knee 1.95 7 74 62.6/128.9 40/0/100 1x True Normal 24/50 5 5 -7/19 -26
    3 5-10 R-Knee 3.91 7 74 62.6/128.9 40/0/100 1x True Normal 24/50 5 5 -7/19 -26
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Bow Form

    U-Tilt
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 5-10 R-Leg 3.66 8 80 38.6/127 10/0/120 1x True Normal 14/49 5 5 -25/10 -34
    2 5-10 R-Knee 5.47 8 80 38.6/127 10/0/120 1x True Normal 14/49 5 5 -25/10 -34
    3 18-24 R-Leg 3.13 4 80 37.6/99.5 10/0/140 1x True Normal 14/38 4 4 -11/13 -21
    4 18-24 R-Knee 4.69 4 80 37.6/99.5 10/0/140 1x True Normal 14/38 4 4 -11/13 -21
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Crouching Sweep

    Down Tilt
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 5-8 R-Leg 3.66 8 70 54.1/113 35/0/80 1x True Normal 20/44 5 5 -5/19 -20
    2 5-8 R-Knee 4.69 8 90 54.1/113 35/0/80 1x True Normal 20/44 5 5 -5/19 -20
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Gale Form

    Dash Attack
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 6 TopN 3.91 10(+1) 80 60.8/149 34/0/100 1x True Slash 23/58 6 6 -9/26 -26
    2 6 TopN 3.13 10(+1) 80 60.8/149 34/0/100 1x True Slash 23/58 6 6 -9/26 -26
    3 7-12 TopN 3.13 7(+1) 361 37.6/103.9 15/0/100 1x True Normal 14/40 5 5 -18/8 -27
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Double Snake

    Forward Smash
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 6 TopN 3.91 10(+1) 80 60.8/149 34/0/100 1x True Slash 23/58 6 6 -9/26 -26
    2 6 TopN 3.13 10(+1) 80 60.8/149 34/0/100 1x True Slash 23/58 6 6 -9/26 -26
    3 7-12 TopN 3.13 7(+1) 361 37.6/103.9 15/0/100 1x True Normal 14/40 5 5 -18/8 -27
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Razor Wing

    Up Smash
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 11 R-Arm 3.52 16(+4) 90 93.8 50/0/102 1x True Slash 35/89 8 8 2/56 -25
    2 11 L-Arm 3.52 16(+4) 90 93.8 50/0/102 Slash 35/89 8 8 2/56 -25
    3 13-15 R-Arm 3.13 13 88 70.3/180.8 38/0/100 Normal 27/71 7 7 -4/40 -24
    4 13-15 L-Arm 3.13 13 88 70.3/180.8 38/0/100 Normal 27/71 7 7 -4/40 -24
    5 13-15 R-Arm 3.91 13 78 70.3/180.8 38/0/100 Normal 27/71 7 7 -4/40 -24
    6 13-15 L-Arm 3.91 13 78 70.3/180.8 38/0/100 Normal 27/71 7 7 -4/40 -24

    Note: Invulnerable during start up
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Windmill

    Down Smash
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 5-8 Hip 3.91 13 40 60/149.3 35/0/80 1x True Normal 23/58 7 7 -27/8 -43
    2 5-8 L-Knee 4.32 13 60/149.3 23/58 7 7 -27/8 -43
    3 5-8 L-Knee 4.32 13 60/149.3 23/58 7 7 -27/8 -43
    4 14-17 R-Knee 4.32 10 59/127 21/49 6 6 -18/10 -33
    5 14-17 L-Knee 4.32 10 59/127 21/49 6 6 -18/10 -33
    6 20-22 R-Knee 4.32 10 59/127 21/49 6 6 -12/16 -27
    7 20-22 L-Knee 4.32 10 59/127 21/49 6 6 -12/16 -27

    Note: Invulnerable during start up
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Falling Leaves

    Neutral Air
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Block
    1 3-6 Hip 3.5 14 361 34.5/152.3 0/0/100 1x True Normal 12/59 7 7 -9/-1
    2 3-6 L-Knee 3.5 14 34.5/152.3 12/59 7 7 -9/-1
    3 3-6 L-Knee 2.34 14 34.5/152.3 12/59 7 7 -9/-1
    4 3-6 R-Knee 2.99 10 26.8/115.2 9/45 6 6 -9/-2
    5 7-30 Hip 3.5 9 25.2/106.3 9/41 6 6 -10/-2/2
    6 7-30 L-Knee 3.5 9 25.2/106.3 9/41 6 6 -10/-2/2
    7 7-30 L-Knee 2.34 9 25.2/106.3 9/41 6 6 -10/-2/2
    8 7-30 R-Knee 2.99 9 25.2/106.3 9/41 6 6 -10/-2/2
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Hatchet

    Forward Air
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Block
    1 5-7 L-Arm 5.47 13 25 32.3/142.8 0/0/100 1x True Normal 11/56 7 7 -9/-1/3
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    Flying Swallow

    Back Air

    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Block
    1 4-7 Hip 3.13 8 361 23.8/97.5 0/0/100 1x True Normal 8/38 5 5 -11/-3
    2 4-7 L-Knee 3.32 8 23.8/97.5 0/0/100 8/38 5 5 -11/-3
    3 4-7 R-Knee 2.73 10 38.1/120.2 5/0/100 11/47 6 6 -10/-2
    4 4-7 R-Knee 4.99 14 46.5/164.3 12/0/100 17/64 7 7 -9/-1
    5 8-19 Hip 3.33 6 21.5/80.4 0/0/100 7/31 5 5 -11/-3
    6 8-19 L-Knee 3.33 7 22.6/88.9 0/0/100 8/34 5 5 -11/-3
    7 8-19 R-Knee 2.73 9 29.9/110.3 4/0/100 10/43 6 6 -10/-2
    8 8-19 R-Knee 3.99 10 34.8/123.3 8/0/100 12/48 6 6 -10/-2
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Vortex Form

    Up Air

    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Block
    1 3-5 R-Knee 3.66 12 80 51.4/175.2 15/0/120 1x True Normal 19/69 7 7 -18/-6
    2 3-5 R-Foot 4.16 12 80 51.4/175.2 15/0/120 19/69 7 7 -18/-6
    3 6-18 R-Knee 3.66 9 70 40.3/137.6 10/0/120 15/54 6 6 -18/-6
    4 6-18 R-Foot 4.16 9 70 40.3/137.6 10/0/120 15/54 6 6 -18/-6
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Butcher Bird

    Down Air

    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Block
    1 15-33 L-Knee 5.16 11 80 55.6/141.8 30/0/90 1x True Normal 21/55 6 6 -14/-4
    2 15-33 L-Leg 5.99 11 80 55.6/141.8 30/0/90 1x True Normal 21/55 6 6 -14/-4

    Specials [SPC2]​
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Needle Storm

    Neutral B

    Thrown Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 9 1.95 3 46 22.2 / 30.3 18/0/22 1x False Electric 7 / 11 4 4 8 / 12 5
    2 2~ secs@ 6 Needles 18 42 / 66 24 43 / 67 25
    1x 0.5x
    1 [​IMG] [​IMG]
    Chain

    Side B

    Thrown Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 21 1.56 3 361 11.7/22.7 6/0/30 1.2x True Normal 3/8 4 4 -36 / -31 -35
    2 3 60 13.7 / 24.7 8/0/30 1.2x True Normal 4/8 -35 / -31
    3 3 70 19.7 / 30.7 14/0/30 1.2x True Normal 6/11 -33 / -28
    4 5 80 46.1 / 61.6 40/0/30 1x True Normal 17/23 -22 / -16
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    2 [​IMG] [​IMG]

    Vanish

    Up B

    Duration Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 37-43 7 15 60 50.3 / 113 32/0/50 1x True Normal 19 / 44 8 8 -27 / -2 -39
    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    2 Note: Invulnerable for frames 18~36

    Transform

    Down B

    Startup Active Recovery IASA
    1 37 --- 33* 8

    Grabs & Throws
    Animation
    1x 0.5x
    1
    2
    3
    4
    Forearm

    Pummel

    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Hitlag
    1 9 L-Arn 3.91 3 80 41.5 0/30/100 1x False Slash 15 4
    F-Throw
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Effect Hitstun Hitlag
    1 20 L-Shoulder 4.69 8(+1) 361 0 0/80/0 1x Slash 0 5
    2 Thrown Damage Angle KB Units BKB/WDSK/KBG Weight Dependent Hitstun Hitlag[/B]
    3 20 2 45 69.7 / 116.9 40/0/160 False 26 / 45 3

    B-Throw
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Effect Hitstun Hitlag
    1 15 R-Knee 3.13 6(+1) 361 0 0/80/0 1x Slash 0 0
    2 15 R-Foot 4.69 6(+1) 361 0 0/80/0 1x 0 0
    3 Thrown Damage Angle KB Units BKB/WDSK/KBG Weight Dependent Hitstun Hitlag[/B]
    4 15 2 62 83 / 103.6 70/0/75 False 32 / 40 3


    U-Throw
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Effect Hitstun Hitlag
    1 19 R,L-Foot 5.08 6(+1) 361 0 0/90/0 1x Slash 0 0
    2 Thrown Damage Angle KB Units BKB/WDSK/KBG Weight Dependent Hitstun Hitlag[/B]
    3 19 2 88 97.4 / 109.2 90/0/40 False 37/42 3


    D-Throw
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Effect Hitstun Hitlag
    1 13 R-Knee 3.91 5(+1) 361 0 0/90/0 1x Slash 0 0
    2 13 R-Foot 5.08 5(+1) 361 0 0/90/0 1x Slash 0 0
    3 Thrown Damage Angle KB Units BKB/WDSK/KBG Weight Dependent Hitstun Hitlag[/B]
    4 14 3 62 82.4 / 106.3 70/0/65 False 31 / 41 4

    Wake Up & Ledge Options
    Wake Up Attack (Facing Up)
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 18-20 R-Hand 4.69 6(+1) 361 90.7/120.2 80/0/50 1x False Normal 35/47 5 5 3/15 -27
    2 18-20 R-Shoulder/Hip 3.91 3/15 -27
    3 25-27 L-Hand 4.69 11/23 -19
    4 26-28 L-Shoulder/Hip 3.91 11/23 -19
    5 Notes Intangible for 27f


    Wake Up Attack (Facing Down)
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 18-20 L-Foot 4.69 6(+1) 361 90.7/120.2 80/0/50 1x False Normal 35/47 5 5 3/15 -27
    2 18-20 L-Knee/Hip 3.91 3/15 -27
    3 26-28 L-Foot 4.69 11/23 -19
    4 26-28 L-Knee/Hip 3.91 11/23 -19
    5 Notes Intangible for 24f


    Trip Attack
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 18-20 N/A 4.69 5(+1) 361 90.7/120.2 80/0/50 1x True Normal 35/47 5 5 0/12 -30
    2 26-28 N/A 4.69 5(+1) 361 90.7/120.2 80/0/50 1x True Normal 35/47 5 5 5/17 -25
    3 Notes Intangible for 20F


    Edge Attack
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 25-34 L/R-Foot 4.69 8(+1) 361 81.9/118.7 70/0/50 1x True Normal 31/46 5 5 -4/11 -30
    2 Notes Intangible for 21f



    Edge Attack
    Duration Bone Size Damage Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Blockstun Hitlag On Hit On Block
    1 57-59 L-Arm/Shoulder 3.13 9(+1) 361 82.6/123.7 70/0/50 1x True Normal 32/48 6 6 13 -13
    2 57-59 Hip 3.91 8(+1) 361 81.9/118.7 7 0/0/50 1x True Normal 31/46 5 5 12 -14
    3 Notes Intangible for 53f
     
    #2 AuraMaudeGone, Dec 26, 2014
    Last edited: Dec 4, 2015
    KaneStaff likes this.
  3. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    Changelog
    1|10

    Updated data for Aerial Moves
    Added Landing Recovery column
    Added Auto Cancel Window column
    Corrected Frame Advantage On Block, accounts for Normal Landing/L-Cancel/Auto-Cancel
    Updated data for Grab & Throws
    Added Hit Stun values and Frame Advantage on Hit
    1|15
    Updated data for Ground based Moves
    Corrected Frame Advantage On Block and Hit (Thanks @InfinityCollision )
    Added Missing Angle in Jab Loop.
    4|12
    Updated data for Frame Speed Modifiers
    for B,U,D Aerials and Throws
    5|20
    Corrected Empty Jump Recovery value, adjusted frame advantage
    6|24
    Updated Grab Section to 3.6β​
    8|24
    Overhauuulll
    Various Corrections made, moved hit bubble data to second post
    Hit Bubble Post currently WIP
     
    #3 AuraMaudeGone, Dec 26, 2014
    Last edited: Aug 23, 2015
  4. DMG

    DMG
    Expand Collapse
    Brawl Backroom Member

    • Brawl Back Roomer
    Joined:
    Feb 12, 2006
    Messages:
    18,974
    Location:
    Waco

    Yoooooo I think I love u
     
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  5. InfinityCollision

    InfinityCollision
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    Smash Lord

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    Your frame advantage numbers on normals look wonky, I see some things like block disadvantages larger than the total move duration. I'd also suggest revising presentation for startup/active/recovery frames to using frame ranges (ie startup 1-4, active 5-7, recovery 8-25) rather than total values for each.
     
    #5 InfinityCollision, Jan 14, 2015
    Last edited: Jan 14, 2015
  6. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    Good thing you replied when I was looking this over. Which frame advantages specifically? Also, any specific reason why you prefer the range over the total value?
     
    #6 AuraMaudeGone, Jan 14, 2015
    Last edited: Jan 15, 2015
  7. InfinityCollision

    InfinityCollision
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    Smash Lord

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    Ranges better convey the information imo, both in ease of use and understanding. Wouldn't fault you for keeping the current presentation, but that's my preference.

    Pretty sure all the normals are off, unfortunately. Dtilt for example should be -17 on block. Pretty sure DA is -20. Everything else is clearly wrong because the given disadvantage is worse than the total duration of the move from startup to IASA. Aerials look okay at a quick glance, but I didn't check specific numbers.

    EDIT: Specials and wakeup/ledge attacks may be off as well.
     
    #7 InfinityCollision, Jan 14, 2015
    Last edited: Jan 14, 2015
  8. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    How are you calculating this?
     
  9. InfinityCollision

    InfinityCollision
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    Smash Lord

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    I used frame advance to double check, but there's a spreadsheet that should be fine to use provided Sheik doesn't have any hitlag modifiers (pretty sure no?).
     
  10. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    Great tool. Everything adds up for the hitstun/blockstun, but it's impossible for D-Tilt to have that advantage with that recovery on shield. I dunno how they calculated shield advantage where there isn't anywhere that takes a specific move's active+recovery into consideration, because as far as ground moves go, the formula I presented is correct. Though, I will admit I did miss calculating Freeze Frames in my other threads.
     
  11. InfinityCollision

    InfinityCollision
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    Smash Lord

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    Should've opened that spoiler before, that would've revealed the problem sooner... Your formula's actually incorrect. You shouldn't add in active frames like that. Test it in frame advance if you like, that's what I used.
     
    #11 InfinityCollision, Jan 15, 2015
    Last edited: Jan 15, 2015
  12. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    In what fighting game ever, is frame advantage calculated differently?
     
  13. InfinityCollision

    InfinityCollision
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    Smash Lord

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    Frame advance doesn't lie.

    Here's your problem: your startup + active + recovery values > your IASA value because there's overlap between your active and recovery frame values. On Dtilt, you're basically calculating it as if there are 26 frames of recovery after the hit on shield (which for dtilt will consistently happen on frame 5; I'll also note that you're incorrectly including the hitting frame in your equation). IASA is on frame 27 though, so there's 22. Factor in 5 frames of blockstun: 22-5=17... hey, we've seen that number somewhere before.

    Now here's why you can't just take the first active frame and run with it: you won't always hit shield on the first active frame. For Sheik's ground moves it's often safe to assume you will (adjusting for multihits as appropriate), but for attacks that hit in an arc you might hit on a different frame (Marth fsmash or utilt for example). Something to bear in mind when making your data.

    This is another reason to reformat your numbers, because my suggested manner of presentation probably would have (mostly) solved this issue before it ever became a problem.
     
    #13 InfinityCollision, Jan 15, 2015
    Last edited: Jan 15, 2015
  14. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    Here's the miscommunication. First, I never calculated IASA at all, I'll take that into consideration in the future. D-Tilt is (4+4+22) = 30, and IASA starts on frame 27. I apologize for not presenting this well enough (This does add a point to posting ranges than the total value). You're also correct on not counting the hitting frame, I'll correct that also.

    For your other points, I can't determine that. You'll just have to adjust for yourself whether or not it's an early hit or a late hit.
     
    #14 AuraMaudeGone, Jan 15, 2015
    Last edited: Jan 17, 2015
  15. Umbreon

    Umbreon
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    Moonlight Pokémon

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    hey guys

    im goin to paragon

    see you in cali i guess

    find me if you play this char so we can talk about it irl
     
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  16. Cheeri-Oats

    Cheeri-Oats
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    Smash Lord

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  17. Cheeri-Oats

    Cheeri-Oats
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    Smash Lord

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    @AuraMaudeGone

    If I'm reading this correctly for forward rolls, you're saying that..

    On frame 4, Sheik is intangible for 16 frames, Meaning on frame 20 she is tangible again. Then you added recovery, meaning that for 23 frames (20 -> 42) she is still doing the roll? But we can interrupt starting on frame 32? 42 frames for a roll sounds excessive
     
  18. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    I haven't applied updates yet, but yes. She's still rolling during the recovery (her vulnerable frames), but you can interrupt it.
     
  19. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    Finally added all of the gifs. Feel free to give me a nudge if I missed anything or you have a request.
     
  20. Juushichi

    Juushichi
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    sugoi ~ sugoi ~

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    EPIC NICE thread.
     
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  21. cisyphus

    cisyphus
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    Smash Ace

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    the forward smash spoiler has the dash attack gif
     
  22. AuraMaudeGone

    AuraMaudeGone
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    Smash Ace

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    Thanks for the heads up. Fixed.
     

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