lordhelmet
Smash Master
Captain Falcon's Frame Data
Also see: Dantarion's Falcon Frame Data
Also see: Dantarion's Falcon Frame Data
- From lordhelmet using PSA 2.1 and Luxor using OSA2.
- All of this is 100% ripped from the game and accurate unless Luxor and lordhelmet BOTH misinterpreted what they were reading.
- Notes/Comments in yellow.
- Frame advantage on hit (henceforth "hit advantage") data (by lordhelmet ) is on Link, 0%, and fresh. May add "@ 100%" later. Note that hit advantage is HIGHLY % and character dependent. Luxor will likely do some more in-depth testing on promising moves, like First hit Nair, on a variety of characters and percents.
- Frame advantage on block (henceforth "block advantage") data by Luxor, fresh on 0% Marth. Although the 0% Marth part doesn't really matter. Luxor is checking right now whether
- Disclaimer about frame advantage data: Due to having to use frame advance, not all data can be 100% correct, though every effort is made to make it so.
- Control+F to search, guys!
Key:
- Frame - Consider it a unit of "game time". There are 60 frames in a second.
- Start-up - If on Frame 0 you input an action, the start-up will be from Frame 1 (the first frame in the action's animation) until the frame before a hitbubble appears.
- Hit-on - The frames where hitbubbles are active.
- Cool-down - The vulnerable frames from when a move's hitbubbles have disappeared until the IASA frame.
- IASA - Stands for Interruptible As Soon As. This is your "first actionable frame" or the frame on which you can begin performing another action. The frame after the end of an action.
- Earliest Jab Flow - The first frame in which a jab can transition to the next hit in a jab sequence.
- Earliest Jab Loop - The first frame in which a jab sequence can transition back to Jab 1 by holding "Attack" assuming nothing is hit.
- Hit Advantage - After a hit, the number of frames during which the attacker is able to move while the receiver is not due to hitstun. Positive hit advantage is good and can lead to true combos into any move faster than the hit advantage; negative hit advantage is bad and can even lead to you getting punished on hit.
- Block Advantage - After a blocked hit, the difference in frames from when the attacker is free to move until the defender may begin performing an action out of shield. Positive block advantage is extremely rare and means a move is very safe on block; negative block advantage is almost universal and is the number of frames the defender has to punish out of shield. To calculate the number of frames the defender has to punish out of a shield drop, add +7 to the negative number.
- Out of Shield - Actions taken from a shielding state. A shield can be directly cancelled into a grab, spotdodge, roll, shield drop, or jump. A jump can then be further cancelled into an aerial, Usmash, or Up Special. All other actions require a 7 frame shield drop to return to a neutral stance followed by the start-up of another move.
- Autocancel - Frequently misused in colloquial speech. Autocancelling truly refers to the frames during an aerial during which you may land and receive normal landing lag rather than the aerial's specific landing lag. These frames occur at the beginning and end of an aerial. Autocancelling is not landing during the middle of an aerial and receiving little lag. That is simply landing a low landing lag aerial, not autocancelling.
- Buffering - Inputting an action during the last 10 frames of most preceding actions. The new action will then take place as soon as possible, i.e. on the IASA frame. Buffering is critical to moving quickly. Most out of shield actions need to be buffered during shieldhitlag and blockstun to occur as quickly as possible.
- Autocancelling vs. Land-cancelling - In terms of frame advantage (both block and hit) for aerials, autocancelling refers to short hopping an aerial and performing it immediately in the air, landing during autocancel frames to receive normal landing lag. Land-cancelling means that the hitbubbles activate the the last possible frame before hitting the ground, experiencing the aerial’s landing lag. Many moves exhibit decent frame advantage when perfectly land-cancelled, such as Falcon’s Nair.
- Animation Duration - Basically useless, tells you how long the animation for a move lasts- although in most cases you can act on the IASA frame, which occurs before the animation completes, so it’s really irrelevant. It is actually a major piece of data for Smash Attacks due to their precharge/postcharge/charge mechanics. For most of you this is absolutely 100% always unimportant.
[collapse=Frame Data]
Jab 1
- Start-up 1-2
- Hit-on 3-6 Frame 3 Jab, not amazing, but definitely faster than most jabs.
- Cool-down 7-16
- IASA 16
- Earliest Jab Flow 7 Note, you have a few frame buffer window to cancel Jab 1 into a crouch to follow up with another action, such as Jab 1 or a grab.
- Earliest Jab Loop 7
- Hit Advantage 6
- Block Advantage -11
- Jab Flow on Block Advantage -7 Most characters can shieldgrab you even if you go to Jab 2.
- Animation Duration 22
Jab 2
- Start-up 1-4
- Hit-on 5-7
- Cool-down 8-19
- IASA 19
- Earliest Jab Flow 9 Note, you have a few frame buffer window to cancel Jab 2 into a crouch to follow up with another action, such as Jab 1 or a grab.
- Earliest Jab Loop 9
- Hit Advantage 7
- Block Advantage -13
- Jab Flow on Block Advantage -9 Most characters can shieldgrab you even if you go to Jab 3.
- Animation Duration 21
Jab 3
- Start-up 1-5
- Hit-on 6-9
- Cool-down 10-33
- IASA 33
- Earliest Jab Flow 12
- Earliest Jab Loop 10
- Hit Advantage (when you don't go to Rapid Jab) -11 That is a very bad number.
- Block Advantage -24
- Jab Flow on Block Advantage -11 Most characters can shieldgrab you even if you go to Rapid Jab.
- Animation Duration 41
Rapid Jab Start
- Animation Duration 7 In other words, after Jab 3 there’s these 7 frames of lag before the Rapid Jab loop starts.
Rapid Jab
- Start-up 1-2
- Hit-on 3-4, 9-10, 16-17, 22-23, 28-29
- Jab Flow on Block Advantage -7 Most characters can shieldgrab you even if you loop back to Rapid Jab. This number is after one full sequence of 5 punches.
- Between Hits Block Advantage -5 This number is for dropping shield between punches 1-5 rather than after. You can’t be shieldgrabbed during the punches, but you can be Dolphin Slashed by Marth.
- Animation Duration 34
- Loops into itself.
Rapid Jab Ending
- IASA 10 In other words, after you conclude a Rapid Jab sequence, there’s 10 additional frames of cool-down before your next action.
- Block Advantage -16 This number is after you end the Rapid Jab sequence.
- Animation Duration 15
Dash Attack
- Start-up 1-6
- Hit-on 7-16
- Cool-down 17-38
- IASA 38
- Hit Advantage -3 (on AD) First hit
- Hit Advantage 6 End hit
- Block Advantage First hit -28
- Block Advantage End hit -21
- Animation Duration 40
F-tilt (upwards)
- Start-up 1-8
- Hit-on 9-11
- Cool-down 12-32
- IASA 32
- Hit Advantage -7
- Block Advantage -20
- Animation Duration 37
F-tilt (normal)
- Start-up 1-8 Fastest tilt.
- Hit-on 9-11
- Cool-down 12-37
- IASA 37 Note how up-and-down angled Ftilt have IASA Frame 32. Use them, not this.
- Hit Advantage -13
- Block Advantage -25
- Animation Duration 37
F-tilt (downwards)
- Start-up 1-8
- Hit-on 9-11
- Cool-down 12-32
- IASA 32
- Hit Advantage -12
- Block Advantage -20
- Animation Duration 37
U-tilt
- Start-up 1-16
- Hit-on 17-22
- Cool-down 23-40
- IASA 40
- Hit Advantage 13
- Block Advantage -18
- Animation Duration 46
D-tilt 50% Trip Rate, not that you’ll ever see it in practice.
- Start-up 1-10
- Hit-on 11-15
- Cool-down 16-36
- IASA 36
- Hit Advantage -1
- Block Advantage -22
- Animation Duration 36
F-smash (all versions)
- Precharge 1-12
- Charge Release 7 (how fast the smash comes out from a charged state).
- Start-up 1-17 Fastest Smash.
- Hit-on 18-20
- Cool-down 21-48
- IASA 48 Least laggy Smash... but still very unsafe.
- Hit Advantage -10
- Uncharged Block Advantage -35
- Animation Duration (precharge) 12
- Animation Duration (postcharge) 54
- Animation Duration (charge) 61
U-smash
- Precharge 1-9
- Charge Release 14
- Start-up 1-21
- Hit-on 22-23, 28-29
- Cool-down 30-52
- IASA 52
- Hit Advantage 6
- Uncharged Block Advantage -19
- Uncharged Block Advantage Between Hits -2 Marth can Dolphin Slash you between hits (which is funny) but apart from that nothing can happen.
- Animation Duration (precharge) 9
- Animation Duration (postcharge) 54
- Animation Duration (charge) 61
D-smash
- Precharge 1-12
- Charge Release 8
- Start-up 1-18
- Hit-on 19-21, 29-31
- Cool-down 32-49
- IASA 49
- Hit Advantage 1 First Hit
- Hit Advantage 1 Second Hit
- Uncharged Block Advantage First Hit -24
- Uncharged Block Advantage Second Hit -14
- Animation Duration (precharge) 12
- Animation Duration (postcharge) 49
- Animation Duration (charge) 61
N-air
- Start-up 1-6
- Hit-on 7-9, 20-22
- Cool-down 23-45
- IASA 45
- Autocancel 1-3, 32+
- Landing Lag 9 Tied for lowest landing lag of Falcon’s aerials.
- FH Nair (Fresh) Advantage @ 0 on jump: Link +11, Jiggz +15, Samus +11. The reason this is a good frametrap is that you cannot buffer airdodges or attacks out of hitstun, so Jiggz has a 4 frame window to jump (and likely still get hit) or airdodge without the help of buffering.
- AC Block Advantage -18
- LC Block Advantage -7
- Block Advantage Between Hits -10 You can be shieldgrabbed between Nair hits. Gay.
- LC Block Advantage After First Hit -8
- Animation Duration 55
- Landing Animation Duration 31
F-air
- Start-up 1-13
- Hit-on 14-31 Sweetspot is Frame 14, flubbox on 15-31 has a 30% trip rate.
- Cool-down 32-40
- IASA 40
- Autocancel 1-6, 35+
- Landing Lag 22
- AC Block Advantage -25
- LC Block Advantage -26
- Animation Duration 46
- Landing Animation Duration 31
B-air
- Start-up 1-9
- Hit-on 10-15 Strong hit Frames 10-11
- Cool-down 16-36
- IASA 36
- Autocancel 1-6, 19+
- Landing Lag 12
- AC Block Advantage Aerial -20
- AC Block Advantage Grounded -25 The difference between the Aerial/Grounded here: After a Bair, you can actually take another aerial action 20 frames after your opponent’s move, or a grounded action by landing 25 frames after. You can’t get another aerial out, though, but a DJ works. Most SH aerials force you to take the grounded option.
- LC Block Advantage -7
- Animation Duration 40
- Landing Animation Duration 31
U-air HYESZ!!
- Start-up 1-5
- Hit-on 6-12 Falcon’s fastest aerial to come out.
- Cool-down 13-34
- IASA 34 Falcon’s quickest aerial to finish.
- Autocancel 22+
- Landing Lag 9 Tied for lowest landing lag of Falcon’s aerials.
- AC Block Advantage Aerial -23
- AC Block Advantage Grounded -29 The difference between the Aerial/Grounded here: After a Uair, you can actually take another aerial action 23 frames after your opponent’s move, or a grounded action by landing 29 frames after. You can’t get another aerial out, though, but a DJ works. Most SH aerials force you to take the grounded option.
- LC Block Advantage -5 Best aerial on block. You’ll still get grabbed normally, but if you land Uair out of a crossup you’ll actually have a +2 frame advantage after a shield drop. That's worth HYESZing about!
- Animation Duration 34
- Landing Animation Duration 31
D-air
- Start-up 1-15
- Hit-on 16-18
- Cool-down 19-45
- IASA 45
- Autocancel 1-3, 39+
- Landing Lag 21
- AC Block Advantage -19
- LC Block Advantage -16
- Animation Duration 55
- Landing Animation Duration 31
Standing Grab
- Start-up 1-6 Remember, shielding out of a dash will add 1 frame to this, but a frame 8 grab is >>> than a frame 11 dash grab. The best option is, of course, slide with the shield and shieldgrab.
- Hit-on 7-8
- Cool-down 9-30
- IASA 30
- Notes: Ground release gives Falcon a +1 frame advantage on Link at 0%.
- Animation Duration 30
Dash Grab
- Start-up 1-10
- Hit-on 11-12
- Cool-down 13-40
- IASA 40
- Animation Duration 40
Pivot Grab
- Start-up 1-15 Falcon’s Pivot Grab is pretty slow.
- Hit-on 16-17
- Cool-down 18-36
- IASA 36
- Animation Duration 36
Pummel
- Frames 16
FALCON PAWNCH
- Start-up 1-52
- PAWNCH-on 53-?? I expected worse than Frame 53, Ganon’s Utilt is 125.
- PAWNCH SFX 53
- IASA 100
- Hit Advantage -20
- Block Advantage -
Falcon Kick
- Start-up 1-14
- Hit-on 15-??
- IASA 70
Raptor Boost
- Startup 1-19
- Hit-on 20-??
- Frame Advantage -3
Falcon Dive
- Start-up 1-13
- Grab on 14-?? Frame 14 Grab, highlighting this just because it’s interesting. Faster than Dash Grab OoS anyway.
Backward Throw
- Hits on 8
- Active ??
- IASA on 25
Forward Throw
- Hits on 12
- Active ??
- IASA on 22
Upward Throw
- Hits on 12
- Active ??
- IASA on 19
Downward Throw
- Hits on 13
- Active ??
- IASA on 28
Spotdodge
- Invincible 2-20
- IASA 26 That’s average.
Forward Roll
- Invincible 4-19
- IASA 32
Back Roll
- Invincible 4-19
- IASA 32 Pretty good for a back roll.
Airdodge
- Invincible 4-29
- IASA 50 That's average too.
<100% Ledge Attack
- Invincible 1-22
- Start-up 1-23
- Hit-on 24-28
- IASA 55
<100% Stand Up
- Invincible 1-22
- IASA 33
<100% Stage Roll
- Invincible 1-23
- IASA 49
<100% Ledge Jump
- Invincible ??
- IASA ??
>100% Ledge Attack
- Invincible 1-42
- Start-up 1-38
- Hit-on 39-42
- IASA 69
>100% Stand Up
- Invincible ??
- IASA 50
>100% Stage Roll
- Invincible ??
- IASA 51??
>100% Ledge Jump
- Invincible ??
- IASA ??
Tripping In Place Stupid Sakurai.
- IASA 23
Tripping While Turning
- IASA 26
Tripping While Running
- IASA 33
Standing Up From Tripping
- IASA 18
Trip Attack
- Invincible 1-8
- Start-up 1-18
- Hit-on 19-20, 23-24
- Cool-down 25-50
Trip Roll Forward/Backwards
- Invincible 1-10
- IASA 29
Up Taunt
- IASA 80
- First SFX 24
- Second SFX 63
Side Taunt
- IASA 100
- Whip Sound 24
- C'mah 26
Down Taunt - Right
- IASA 80
- Show me ya moves 14
- Whip Sound 32
Down Taunt - Left
- IASA 59
- Show me ya moves 14
- Whip Sound 22
[collapse=Throw Advantage Data]
The number of frames YOU are free to move while your opponent is in hitstun.
Disclaimer: All throws tested in frame advance fresh against Mario at the given percent by Luxor; these numbers are for purely representative purposes and will vary in practice do to decay/character weight differences.
Dthrow @ 0%
+14
@ 100%
+23
Fthrow @ 0% Fthrow at 0% on D3 gives Falcon a +11 Frame Advantage, this is why the fthrow psuedo chaingrabs.
+6
@ 100%
+24
Bthrow @ 0%
-10 This DISadvantage (all the other throws are an advantage) is why D3 can Bair you out of Bthrow at low percent.
@ 100%
+13
Uthrow @ 0%
+9
@ 100%
+24
What this means for you:
A. Bthrow sucks, don't use it ESPECIALLY at low percent.
B. Dthrow is your best low percent throw, but at higher percents everything but Bthrow is good.[/collapse]
[collapse=Out of Shield Analysis]Remember, shield drop is 7 frames. Taking that and 5 frames of jump lag into account, we have Falcon’s OoS options:
Frames_Move
7 Grab
10 Jab
11 Uair
12 Nair
14 Falcon Dive
14 Dash Attack
15 Bair
16 Ftilt
18 Buffered Dash Grab
19 Fair
21 Dair
22 Falcon Kick
23 Usmash
30 Buffered Dash Usmash
60 Falcon Punch
Using these is easy as pie; however, first you need the frame advantage of something hitting your shield. Since we have Falcon’s own frame advantages here in this thread, let’s use him as an example. Other character’s frame advantage can be found in their respective frame data threads.
Let’s say some ditto Falcon did a down-angled Ftilt on your shield. Looking at the data, that move is a -20 on block. That’s negative 20 frames for the hitter, but for you, the hittee, it is 20 free frames of anything! You simply have the choice to use any of the options in the list above that are under 20 frames. However, if the Ftilt was well spaced, some of them clearly won’t work- I doubt you could shieldgrab it with Falcon’s poor range. You could, however, Ftilt him back, or shielddrop-->dash grab him, or Nair him, or anything. Dair will even work as long as the opponent doesn’t buffer shield. Isn’t this great? Not really, since Falcon’s Ftilt is horrible on shield and you won’t get many easy punishes like that. Still, you get the idea on what to do.[/collapse]