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Some frame data questions!

stealthsushi

Smash Apprentice
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I'm looking to improve my Zelda game a little bit in regards to knowing which of Zelda's moves are the fastest and/or have the least lag. I used the search, but nothing came up.

Based on my observations, the fastest moves are:
D-Smash
F-Smash
Jab

Can anyone help elaborate which other moves are quick and/or have IASA/autocancel frames? Also, I'm wondering if the hitstun after a jab is greater than some of Zelda's other moves; it seems like it whenever I use it.

Thanks!
 

SinkingHigher

Smash Lord
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N-air can be cancelled I think. If you fastfall into the ground, you can attack like, as soon as you touch.

I know NL is fast, but I don't know what IASA/Autocancel is so I don't know if that's useful.
 

-dMT-

Smash Lord
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On the same boat as Stealth. Some frame data would be much appreciated.

Ankoku's Sheik data was extremely helpful. An elaborate list on all of Zelda's attacks would also be appreciated. Good to know when you need frame advantage.
 

-dMT-

Smash Lord
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Yea NL is quick. I'd really like to know what frame it comes out on and when the invincibility frames are though. It helps to compare with your opponents attacks, and use it well.
 

25%Cotton

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not sure the speed exactly or anything, by dtilt is really fast and often links to more dtilts and then a dsmash, because it also makes the opponent trip much of the time.
 

Oh Snap

Smash Ace
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Dtilt isn't that fast. It only leads to tilts/traps opponents if they trip or sent into the air. Most opponents will shield the tilts if they don't trip. You can follow up with cstick dsmash or jab w/o a problem tho cause they come out really fast.
 

BLI7ZARD

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I Think Naryu's Love Invincibility Frames Goes/go From FRAMES 4-11
 

stealthsushi

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Ah I didn't know Nayru's Love was that fast, I always assumed it wasn't terribly fast due to its long attack animation and somewhat average ending lag. Anyone know what frame it hits on?

I wish the Zelda forums had a frame data chart like Ankoku's Frame Data for Sheik, it'd be awesome and highly useful :D

Is there any move that matches the speed of D-Smash or beats it? It looks like its even faster than Zelda's jab.
 

Pappioll

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Strange to see that actually no one has mentioned Usmash yet. It's quite fast. :p

Dsmash, Nayru's and Usmash are probably her fastest moves. Though Usmash and NL have pretty much afterlag.
 

stealthsushi

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Haha, we should :D His Sheik frame data was amazingly useful. I'm trying to improve my Zelda game so my Sheik/Zelda game will be more well rounded; nothing helps like knowing what Zelda's fastest moves are XD
 

Oh Snap

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Jab
start up: 4 frames
hit: 12 frames
if it doesn't hit: 5
end: 7 frames

fsmash (approx)
startup: 8
hit: 18
if it doesn't hit: 4
end: 10

dsmash
startup: 2 O_____O
hit: approx. 12?
if it doesn't hit: 5
end: 12?
 

stealthsushi

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Jab
start up: 4 frames
hit: 12 frames
if it doesn't hit: 5
end: 7 frames

fsmash (approx)
startup: 8
hit: 18
if it doesn't hit: 4
end: 10

dsmash
startup: 2 O_____O
hit: approx. 12?
if it doesn't hit: 5
end: 12?
Ah yay numbers! Does the hit come immediately after the startup number, or on the one that says hits approximately at? I know that may sound stupid, but I find it hard to believe that the D-Smash hits later than the F-Smash. If D-Smash hits in 2-frames, thats awesome :D!
 

-dMT-

Smash Lord
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He's giving the # of frames each part lasts.

Say dsmash:

if input is frame 0, it takes 2 frames for the hitbox to come out, then the hitbox lasts 12 frames if it hits (so it starts at frame 3 and ends at frame 14) and then it takes 12 frames for it to cooldown.

That's how I interpreted it and that's how it makes sense.
 

Oh Snap

Smash Ace
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Startup is the starting animation. Hit it the # of hitboxes. The dsmash hitbox comes out after 2 frames which is really fast.

Idk if that answers your quetion or not. I'm kinda confused XD
 

popsofctown

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2 frames!!! really? only 2? that's like a jab. wait, actually you listed Zelda's own jab as being slower. That's so weird.... and amazing....
 

Oh Snap

Smash Ace
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I just counted again D< It might be 1 frame...idk the 2nd frame that ganon was being hit was weird. He was in a 'being hit' animation (he was hit by dsmash), but at the same time he was at his standing animation.

also a hypen smash startup is only 2 start up frames aswell.
 

-dMT-

Smash Lord
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I just counted again D< It might be 1 frame...idk the 2nd frame that ganon was being hit was weird. He was in a 'being hit' animation (he was hit by dsmash), but at the same time he was at his standing animation.

also a hypen smash startup is only 2 start up frames aswell.
Wait. Are you implying that a hyphen smash comes out faster than a standing usmash?

Now that, is very valuable information.
 

Tristan_win

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2 frames!!! really? only 2? that's like a jab. wait, actually you listed Zelda's own jab as being slower. That's so weird.... and amazing....
Oh look, another reason to spam Zelda downsmash!

Yay for frame date!


Seriously it would be nice to have all of the frame data especially for Zelda as she is a powerful but slow character with a few quick move so knowing which moves come out the fastest is very critical.

...By the way could someone list when the downsmash hits behind Zelda as well? I would like to compare the numbers.
 

popsofctown

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You sure tiger woods? I thought Nlove's structure was Startup-Invincibility-(during later part of invincibility: )-hitboxes.
 

Oh Snap

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startup is when zelda is doing the animation of encasing herself in nyaru's love
maybe when she's in the shell that's the invinciblity frame?
 

RyokoYaksa

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The frame data of Zelda's attacks don't vary considerably with her Melee frame data.

By experience, Dsmash, Usmash, Dtilt, Bair, Dash attack, and Nair all generate the fastest possible hitboxes. Dtilt DOES come out fast, and should not be mistaken for otherwise.

Nayru's doesn't hit until well after frame 10 of execution. You are completely invulnerable starting on frame 4(?), lasting until the frame before the attack portion comes out. The invulnerability and the attack don't overlap, as you've probably noticed when hit out of Nayru's while your target only takes 1 damage. While the invulnerability comes out fairly fast, the attack itself does not.

I did some quick tests on my capture device to see the first frame in which an attack will hit.

Dsmash: 4
Usmash: 6
Dtilt: 5
Fair: 8
Bair: 5
Jab: ...11
Ftilt: 12
Dash attack: 6
Fsmash: 16
Standing grab: 12
Dash grab: 11
Utilt: 10
Nair: 6
Uair: 14
Dair: 14
Nayru's: 13

To at least be able to count the first frame at which an attack hits, record video at 60 fps at 1.0x speed, then count the frames. Don't use slower speeds in Training or whatever... the game still animates at 60fps even in slow motion which will lead to inaccuracy.

In short, a lot of you are way off.
 

GodAtHand

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Is there any way to figure how long after the ending of the attack frames it takes for Zelda to be able to move again? I think its called cool-down time may be...? I would do it myself but I have no way to capture the videos.
 

-dMT-

Smash Lord
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Is there any way to figure how long after the ending of the attack frames it takes for Zelda to be able to move again? I think its called cool-down time may be...? I would do it myself but I have no way to capture the videos.
Perhaps holding shield while the attack is in motion and see when the shield comes out. Cooldown frames I think are calculated using said method.
 

Iris

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I thought her jab was considered spammable. I guess it must have little afterlag or something.

I'd hate to see the framerate on her connected moves.
 

Sonic The Hedgedawg

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I thought her jab was considered spammable. I guess it must have little afterlag or something.

I'd hate to see the framerate on her connected moves.
it has VERY little cooldown lag, so far as I can tell, and has nice range and multiple hitbox frames
 
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