Kinzer
Mammy
I hope Phil won't mind me making this placeholder here. As long as I post something now it should be fine, right?
I also acknowledge that multiple people are probably working on a similar project like this on their own, so if we can put our heads together, that could go swell. I also hope that nobody minds that I made this, I searched "shieldstun", got nothing; Looked up "frame", and nothing about this topic came up.
Please bare with me. At times, my spelling/grammar may be off, and I don't double-check too much, so if something looks off, please feel free to see me about whatever it is that seems "off", or if you have a question/concern about anything else... anything, just don't expect me to answer you when you ask something like "what's my favorite pizza topping." Also, I'll explain some things prior to the number crunches, and as I am doing this project, so it should be self-explanatory. Once again, if something seems off or just gets your attention, holler at me and I'll tend to you as soon as I can.
Don't expect me to go into detail into some things like where Lucario's Aura caps exactly. I don't know that stuff, but I would like to believe I know enough to be able to find this data. If something of that sort comes up, there's a whole sub-forum out there...
*Ahem* Enough with he disclaimer lecture, I believe some of you also like to cut to the chase.
I'm sure you're all very curious to learn about the extent of Lucario's power on shields. So am I.
First, for those who don't quite understand the concept: Shieldstun is a term for time spent in the shield due to being struck by an attack that hits your shield. Normally if you're not interrupted (and assuming you're not playing Yoshi), it takes you about 7 frames before you can drop you shield once it's been put up. If you form a shield and then drop it immediately, it takes you 15 frames in total. For Powershielding an attack (perfectly timing your shield to come up the frame a hitbox overlaps the shield), it takes you 5 frames to drop the shield, after which you can proceed to use any action you wish. Now I'm not going to be going over Powershield frame-data, obviously if you or an opponent happens to Powershield an attack at the right time, a lot of time is available for something to happen.
What I am going to be going over, is the advantage, or disadvantage, of Lucario when his attacks connect on a shield (and so forth). I'll be taking into consideration Aura at a couple of percentages; including when Lucario has a stock or two of lead, or being behind 1 or 2 stocks. I won't concern (or at least, not put heavy emphasis on studying) attacks that do not gain an aura boost, such as Dash Attack.
...Meh, those are far and few inbetween anyway. I assume everybody knows that Dash Attack for example is easily punished if it hits a shield anyway.
How will I format this? Well first I'm going to have Lucario attack a shield. Once the hitbox connects I'll have the opponent drop the shield, and then put up another one. I will then compare the time it takes for an opponent to do that, to how long it takes Lucario's attack to end, and put up a shield himself. Knowing that a shield comes up on frame 1 for everybody but Yoshi, we can use this to calculate how long an opponent has to counterattack Lucario (in the case of a disadvantage), or how much time Lucario has to initiate another attack on the character (assuming an advantage). I'm testing all of this with the Debug Pause Mode code hack... thingymajig... if this is not how I should do it, then I'm sorry for having wasted your time up to this point... if it is the correct method, than hurray, most if not all of the number crunches will be accurate! I'm telling you this so that my project can be imitated and if anybody else is doing such a thing, they can get the number crunches myself. credibility if you will.
...Sort of like a SCIENCE! Project.
Anyway, since Debug Pause had some weird controls, I had to work 3 controllers for 3 characters. Controller 1 was just the debug/"master" controller, controllers 2 and 3 were the "test subjects", or the controllers I worked to experiment with. I understand that in Free-For-Alls and teams that Aura boost via Stock works differently there than it does in singles, but please understand that Debug Pause made me find creative ways to work around its limitations. What I did was have the master controller and one test subject controller on a team, while the other test subject controller that was working Lucario who was on his own team. I believe for Lucario to be considered a stock behind, I had to make the master controller suicide, followed by Lucario, while I left the other test subject controller unchanged. I believe for Lucario to be considered two stocks behind, I have to make Lucario suicide once while I leave the master controller, and the other test subject controller untouched. To have Lucario in the lead, I had to make the master controller suicide twice, the other test subjective controller once, and then followed by Lucario, just once. For Lucario to have a 2-stock lead, I had to make the master controller and the other test subject controller suicide twice, and then just have Lucario suicide once.
If somebody can find me a better way to test this, that would be much appreciated. I would also like to know if I am doing it right this way, or just because Brawl is Brawl, I won't get the results I want, and will have to cut some corners in some plans.
How did I get Lucario to a named damage amount? Simple, handicap!
Without further adieu, the number crunches:
All attacks are assumed to be unstale, and will deal full knockback/damage.
Down Tilt:
I need to post some helpful information about this attack later. For now though, Down Tilt has the same numbers regardless of whether Lucario hits with the leg or the aura bubble.
[collapse="DTilt"]
[collapse="No Stock dis/advantage"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox disadvantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -7/(-8?)
Aura hitbox dis/advantage: (-8?)
Okay, did I @#$% up something here? For one thing, how does Lucario get a bigger disadvantage when he has MORE Aura power? Second, I believe I am doing it right, I have the master controller suicide once, and then Lucario, and the handicap automatically puts him at 50% when he regains his stock, so... unless somebody wants to debunk this with some evidence behind it, these numbers are absolute...? I also remember somehow getting a 7-frame disadvantage, but when I came back and did some more testing, I got 8 frames of disadvantage... [/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: (-5?)/-6
Aura hitbox dis/advantage: (-5?)
Here we go again...[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: (-9?)
Aura hitbox dis/advantage: (-9?)
I'm not gonna ask...[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse][/collapse][/collapse]
Up Tilt:
The hitbox connects depending on which way Lucario is facing, and how tall the opponent is.
Test dummy was Sonic.
Battlefield was also used to find the platform frame data. Lucario was directly under the test dummy when the numbers were generated.
"Descending foot" basically means data when the test tummy was right next to Lucario on the opposite side of which the hitbox comes out. Strangely enough, being so close to Lucario, the hitbox hit the shield at the same time rising foot hitbox did and thus generated the results you see below.
"Aura" refers to when UTilt was spaced as far as possible within a margin of error. For this, go ahead and take or give 1 or 2 frames.
UTilt's first hitbox comes at frame 5. Frame 6 is the furthest Lucario can hit his opponent on the rise. Frame 9 is when the hitbox is directly above Lucario. Frame 12 is the furthest Lucario will hit with UTilt on the descend. These are all figured drawn from the test dummy.
[collapse="UTilt"]
[collapse="No Stock dis/advantage"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -20
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -19
Rising Aura hitbox dis/advantage: -19?
Descending Foot dis/advantage: -19?
Descending Aura dis/advantage: -14?
Platform dis/advantage: -17?
Again with the inconsistencies...[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -19
Rising Aura hitbox dis/advantage: -19
Descending Foot dis/advantage: -19
Descending Aura dis/advantage: -14
Platform dis/advantage: -17[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -17
Wut wut?
Descending Foot dis/advantage: -17
Up the butt?
Descending Aura dis/advantage: -12
Yes sir...
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -5
Platform dis/advantage: -16[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse][/collapse][/collapse]
Aura Sphere:
Aura Sphere is an article separate from Lucario.
This means that when an opponent shields the Aura Sphere, they will be stuck in shieldstun while Lucario does not suffer any kind of lag aside from the start-up lag and the cooldown lag of firing/charging Aura Sphere.
Lucario takes 13 frames to charge Aura Sphere. Frame 14 is the soonest he can do an action (in this case, continue charging (until full), shield, roll, or release). The first active hitbox for any Aura Sphere is 6 from a release. I will only be going over the soonest frame Aura Sphere connects (right next to Lucario) If Aura Sphere hits a shield any later, and Lucario will have a greater advantage, or less of a disadvantage if applicable. Aura Sphere is active from frame 6 up to frame 70 upon release, regardless of Aura boost or the charge of the sphere.
It takes a grand total of a constant 35 frames for Lucario to have a chance to do anything after he fires an Aura Sphere.
This section will go over Baby Aura Sphere (14 frames of charge before it can be fired), and a fully charged Aura Sphere (98 frames of charge, including the time it takes to begin the charging animation).
I should take the time to note that after a certain stock/damage boost, the dummy would at times powershield or normal shield something that wasn't the projectile before frame 6 of release. It may be due to the shield extending it's person's hurtbox and although the dummy wouldn't overlap behind Lucario (and hit the aura sphere charge(?)), the shield would. Just letting anybody know in case they want to grab these number crunches themselves.
What I don't know for certain is, there's a hitbox on Aura Sphere after the charge release but before the projectile hitbox? Strange 1-5 frames those are...
FC = "Fully Charged."
[collapse="Aura Sphere"]
[collapse="No stock dis/advantage"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -10[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -8[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -1[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -12
FC Aura Sphere dis/advantage: +1.[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -8[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -5[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -1[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -11
FC Aura Sphere dis/advantage: +3[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -11
FC Aura Sphere dis/advantage: +6[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -14
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: +1[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -12
FC Aura Sphere dis/advantage: +8[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -10
FC Aura Sphere dis/advantage: +8[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -10
FC Aura Sphere dis/advantage: +8[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -11[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -9[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -7[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -3[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -11[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -10[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -7[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -3[/collapse][/collapse][/collapse]
Down Air:
Aerial frame disadvantage refers to the soonest Lucario can act with another aerial, an airdodge, a jump, or one of his other B-moves.
Landing lag frame disadvantage refers to the latest Lucario can Dair before he lands and either buffers a DTilt or does nothing.
This section goes over the second hit. The first is not taken into consideration.
Dair
No Stock dis/advantage
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -2
100%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
One (1) Stock down
0%
Aerial dis/advantage: -9
Landing lag dis/advantage: -1
50%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
100%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
150%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
200%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
Two (2) Stocks down
0%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
50%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
100%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
150%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
200%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
One (1) Stock ahead
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -2
100%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
not even Dair is safe...
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
Two (2) Stocks ahead
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -1
100%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
From the clutches of inconsistency!
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
I also acknowledge that multiple people are probably working on a similar project like this on their own, so if we can put our heads together, that could go swell. I also hope that nobody minds that I made this, I searched "shieldstun", got nothing; Looked up "frame", and nothing about this topic came up.
Please bare with me. At times, my spelling/grammar may be off, and I don't double-check too much, so if something looks off, please feel free to see me about whatever it is that seems "off", or if you have a question/concern about anything else... anything, just don't expect me to answer you when you ask something like "what's my favorite pizza topping." Also, I'll explain some things prior to the number crunches, and as I am doing this project, so it should be self-explanatory. Once again, if something seems off or just gets your attention, holler at me and I'll tend to you as soon as I can.
Don't expect me to go into detail into some things like where Lucario's Aura caps exactly. I don't know that stuff, but I would like to believe I know enough to be able to find this data. If something of that sort comes up, there's a whole sub-forum out there...
*Ahem* Enough with he disclaimer lecture, I believe some of you also like to cut to the chase.
I'm sure you're all very curious to learn about the extent of Lucario's power on shields. So am I.
First, for those who don't quite understand the concept: Shieldstun is a term for time spent in the shield due to being struck by an attack that hits your shield. Normally if you're not interrupted (and assuming you're not playing Yoshi), it takes you about 7 frames before you can drop you shield once it's been put up. If you form a shield and then drop it immediately, it takes you 15 frames in total. For Powershielding an attack (perfectly timing your shield to come up the frame a hitbox overlaps the shield), it takes you 5 frames to drop the shield, after which you can proceed to use any action you wish. Now I'm not going to be going over Powershield frame-data, obviously if you or an opponent happens to Powershield an attack at the right time, a lot of time is available for something to happen.
What I am going to be going over, is the advantage, or disadvantage, of Lucario when his attacks connect on a shield (and so forth). I'll be taking into consideration Aura at a couple of percentages; including when Lucario has a stock or two of lead, or being behind 1 or 2 stocks. I won't concern (or at least, not put heavy emphasis on studying) attacks that do not gain an aura boost, such as Dash Attack.
...Meh, those are far and few inbetween anyway. I assume everybody knows that Dash Attack for example is easily punished if it hits a shield anyway.
How will I format this? Well first I'm going to have Lucario attack a shield. Once the hitbox connects I'll have the opponent drop the shield, and then put up another one. I will then compare the time it takes for an opponent to do that, to how long it takes Lucario's attack to end, and put up a shield himself. Knowing that a shield comes up on frame 1 for everybody but Yoshi, we can use this to calculate how long an opponent has to counterattack Lucario (in the case of a disadvantage), or how much time Lucario has to initiate another attack on the character (assuming an advantage). I'm testing all of this with the Debug Pause Mode code hack... thingymajig... if this is not how I should do it, then I'm sorry for having wasted your time up to this point... if it is the correct method, than hurray, most if not all of the number crunches will be accurate! I'm telling you this so that my project can be imitated and if anybody else is doing such a thing, they can get the number crunches myself. credibility if you will.
...Sort of like a SCIENCE! Project.
Anyway, since Debug Pause had some weird controls, I had to work 3 controllers for 3 characters. Controller 1 was just the debug/"master" controller, controllers 2 and 3 were the "test subjects", or the controllers I worked to experiment with. I understand that in Free-For-Alls and teams that Aura boost via Stock works differently there than it does in singles, but please understand that Debug Pause made me find creative ways to work around its limitations. What I did was have the master controller and one test subject controller on a team, while the other test subject controller that was working Lucario who was on his own team. I believe for Lucario to be considered a stock behind, I had to make the master controller suicide, followed by Lucario, while I left the other test subject controller unchanged. I believe for Lucario to be considered two stocks behind, I have to make Lucario suicide once while I leave the master controller, and the other test subject controller untouched. To have Lucario in the lead, I had to make the master controller suicide twice, the other test subjective controller once, and then followed by Lucario, just once. For Lucario to have a 2-stock lead, I had to make the master controller and the other test subject controller suicide twice, and then just have Lucario suicide once.
If somebody can find me a better way to test this, that would be much appreciated. I would also like to know if I am doing it right this way, or just because Brawl is Brawl, I won't get the results I want, and will have to cut some corners in some plans.
How did I get Lucario to a named damage amount? Simple, handicap!
Without further adieu, the number crunches:
All attacks are assumed to be unstale, and will deal full knockback/damage.
Down Tilt:
I need to post some helpful information about this attack later. For now though, Down Tilt has the same numbers regardless of whether Lucario hits with the leg or the aura bubble.
[collapse="DTilt"]
[collapse="No Stock dis/advantage"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox disadvantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -7/(-8?)
Aura hitbox dis/advantage: (-8?)
Okay, did I @#$% up something here? For one thing, how does Lucario get a bigger disadvantage when he has MORE Aura power? Second, I believe I am doing it right, I have the master controller suicide once, and then Lucario, and the handicap automatically puts him at 50% when he regains his stock, so... unless somebody wants to debunk this with some evidence behind it, these numbers are absolute...? I also remember somehow getting a 7-frame disadvantage, but when I came back and did some more testing, I got 8 frames of disadvantage... [/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: (-5?)/-6
Aura hitbox dis/advantage: (-5?)
Here we go again...[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -6
Aura hitbox dis/advantage: -6[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -5
Aura hitbox dis/advantage: -5[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: (-9?)
Aura hitbox dis/advantage: (-9?)
I'm not gonna ask...[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="50%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="100%"]
Foot hitbox dis/advantage: -8
Aura hitbox dis/advantage: -8[/collapse]
[collapse="150%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse]
[collapse="200%"]
Foot hitbox dis/advantage: -7
Aura hitbox dis/advantage: -7[/collapse][/collapse][/collapse]
Up Tilt:
The hitbox connects depending on which way Lucario is facing, and how tall the opponent is.
Test dummy was Sonic.
Battlefield was also used to find the platform frame data. Lucario was directly under the test dummy when the numbers were generated.
"Descending foot" basically means data when the test tummy was right next to Lucario on the opposite side of which the hitbox comes out. Strangely enough, being so close to Lucario, the hitbox hit the shield at the same time rising foot hitbox did and thus generated the results you see below.
"Aura" refers to when UTilt was spaced as far as possible within a margin of error. For this, go ahead and take or give 1 or 2 frames.
UTilt's first hitbox comes at frame 5. Frame 6 is the furthest Lucario can hit his opponent on the rise. Frame 9 is when the hitbox is directly above Lucario. Frame 12 is the furthest Lucario will hit with UTilt on the descend. These are all figured drawn from the test dummy.
[collapse="UTilt"]
[collapse="No Stock dis/advantage"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -20
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -19
Rising Aura hitbox dis/advantage: -19?
Descending Foot dis/advantage: -19?
Descending Aura dis/advantage: -14?
Platform dis/advantage: -17?
Again with the inconsistencies...[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -19
Rising Aura hitbox dis/advantage: -19
Descending Foot dis/advantage: -19
Descending Aura dis/advantage: -14
Platform dis/advantage: -17[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -17
Wut wut?
Descending Foot dis/advantage: -17
Up the butt?
Descending Aura dis/advantage: -12
Yes sir...
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -16
Rising Aura hitbox dis/advantage: -16
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -11
Platform dis/advantage: -14[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -5
Platform dis/advantage: -16[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="50%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="100%"]
Rising foot hitbox dis/advantage: -18
Rising Aura hitbox dis/advantage: -18
Descending Foot dis/advantage: -18
Descending Aura dis/advantage: -13
Platform dis/advantage: -16[/collapse]
[collapse="150%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -17
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse]
[collapse="200%"]
Rising foot hitbox dis/advantage: -17
Rising Aura hitbox dis/advantage: -17
Descending Foot dis/advantage: -16
Descending Aura dis/advantage: -12
Platform dis/advantage: -15[/collapse][/collapse][/collapse]
Aura Sphere:
Aura Sphere is an article separate from Lucario.
This means that when an opponent shields the Aura Sphere, they will be stuck in shieldstun while Lucario does not suffer any kind of lag aside from the start-up lag and the cooldown lag of firing/charging Aura Sphere.
Lucario takes 13 frames to charge Aura Sphere. Frame 14 is the soonest he can do an action (in this case, continue charging (until full), shield, roll, or release). The first active hitbox for any Aura Sphere is 6 from a release. I will only be going over the soonest frame Aura Sphere connects (right next to Lucario) If Aura Sphere hits a shield any later, and Lucario will have a greater advantage, or less of a disadvantage if applicable. Aura Sphere is active from frame 6 up to frame 70 upon release, regardless of Aura boost or the charge of the sphere.
It takes a grand total of a constant 35 frames for Lucario to have a chance to do anything after he fires an Aura Sphere.
This section will go over Baby Aura Sphere (14 frames of charge before it can be fired), and a fully charged Aura Sphere (98 frames of charge, including the time it takes to begin the charging animation).
I should take the time to note that after a certain stock/damage boost, the dummy would at times powershield or normal shield something that wasn't the projectile before frame 6 of release. It may be due to the shield extending it's person's hurtbox and although the dummy wouldn't overlap behind Lucario (and hit the aura sphere charge(?)), the shield would. Just letting anybody know in case they want to grab these number crunches themselves.
What I don't know for certain is, there's a hitbox on Aura Sphere after the charge release but before the projectile hitbox? Strange 1-5 frames those are...
FC = "Fully Charged."
[collapse="Aura Sphere"]
[collapse="No stock dis/advantage"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -10[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -8[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -1[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -12
FC Aura Sphere dis/advantage: +1.[/collapse][/collapse]
[collapse="One (1) Stock down"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -8[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -5[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -1[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -11
FC Aura Sphere dis/advantage: +3[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -11
FC Aura Sphere dis/advantage: +6[/collapse][/collapse]
[collapse="Two (2) Stocks down"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -14
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: +1[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -12
FC Aura Sphere dis/advantage: +8[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -10
FC Aura Sphere dis/advantage: +8[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -10
FC Aura Sphere dis/advantage: +8[/collapse][/collapse]
[collapse="One (1) Stock ahead"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -11[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -9[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -7[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -3[/collapse][/collapse]
[collapse="Two (2) Stocks ahead"]
[collapse="0%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -11[/collapse]
[collapse="50%"]
Baby Aura Sphere dis/advantage: -17
FC Aura Sphere dis/advantage: -10[/collapse]
[collapse="100%"]
Baby Aura Sphere dis/advantage: -15
FC Aura Sphere dis/advantage: -7[/collapse]
[collapse="150%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -4[/collapse]
[collapse="200%"]
Baby Aura Sphere dis/advantage: -13
FC Aura Sphere dis/advantage: -3[/collapse][/collapse][/collapse]
Down Air:
Aerial frame disadvantage refers to the soonest Lucario can act with another aerial, an airdodge, a jump, or one of his other B-moves.
Landing lag frame disadvantage refers to the latest Lucario can Dair before he lands and either buffers a DTilt or does nothing.
This section goes over the second hit. The first is not taken into consideration.
Dair
No Stock dis/advantage
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -2
100%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
One (1) Stock down
0%
Aerial dis/advantage: -9
Landing lag dis/advantage: -1
50%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
100%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
150%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
200%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
Two (2) Stocks down
0%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
50%
Aerial dis/advantage: -7
Landing lag dis/advantage: +1
100%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
150%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
200%
Aerial dis/advantage: -6
Landing lag dis/advantage: +2
One (1) Stock ahead
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -2
100%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
not even Dair is safe...
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
Two (2) Stocks ahead
0%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
50%
Aerial dis/advantage: -9
Landing lag dis/advantage: -1
100%
Aerial dis/advantage: -10
Landing lag dis/advantage: -3
From the clutches of inconsistency!
150%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0
200%
Aerial dis/advantage: -8
Landing lag dis/advantage: +0