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Squirtle: Hitboxes and Frame Data [3.6]

Discussion in 'Squirtle' started by Sartron, Mar 18, 2015.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    291
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


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

    Overview
    Name/Label Duration Active Hitboxes IASA Next Jab Window
    1 Jab1 17 2-3 16 5-17
    2 Jab2 26 4-8 25 11-26
    3 Jab3 32 4-6 26 -

    Hitbox Data
    Jab1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-3 [0-2] [3.28, 2.46, 2.46] 3/2.1 70° 0/20/100 1x True Normal 3 4 -10

    Jab2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-8 [0-2] [3.69, 3.28, 2.87] 2/1.4 65° 0/20/100 1x True Normal 2 3 -18

    Jab3
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-6 [0-2] [4.4, 3.28, 2.46] 6/4.2 361° 40/0/80 1x True Normal 4 5 -17


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

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Dash Attack 44 5-22 42

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-8 0 4.1 9/10.5 361° 40/0/100 1x True Normal 6 6 -30
    2 9-22 0 3.28 7/7 60° 25/0/100 1x True Normal 5 5 -27


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

    Overview
    Name/Label Duration Active Hitboxes IASA Tail Intangibility
    1 Forward Tilt 31 4-6 20 3-6

    Hitbox Data
    Forward Tilt (Up)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-6 [0-2] [3, 2.88, 2.46] 9/6.3 361° 10/0/120 1x True Normal 6 6 -9

    Forward Tilt (Forward)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-6 0 3 8/5.6 361° 10/0/120 1x True Normal 5 5 -10
    2 4-6 [1-2] [2.88, 2.46] 8/5.6 68° 10/0/120 1x True Normal 5 5 -10

    Forward Tilt (Down)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-6 [0-2] [3.28, 2.88, 2.46] 7/4.9 361° 10/0/120 1x True Normal 5 5 -10


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

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Tilt 31 5-8 18

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-8 1 5.8 6/4.2 86° 25/0/100 1x True Normal 4 5 -8


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

    Overview
    Name/Label Duration Active Hitboxes IASA Tail Intangibility
    1 Down Tilt 27 3-5, 11-14 23 3-5, 11-14

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-5 [0-1] [3.28, 3.5] 2/4.9 110° 0/20/50 0.5x True Normal 2 3 -17
    2 11-14 [0-1] [3.28, 3.5] 8/9.1 75° 45/0/100 1x True Normal 5 5 -6


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

    Overview
    Name/Label Duration Active Hitboxes Armor
    1 Crouch Tilt 22 6-12 80: 3-18

    Hitbox Data
    Crouch Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-12 0 3 3/7 100° 45/0/80 1x True Normal 3 4 -13


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

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Forward Smash 63 15-21 52 80: 13-25

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 15-18 1 3.28 16/11.2 361° 25/0/104 1x False Normal 9 8 -27
    2 16-18 0 4.05 15/10.5 361° 25/0/104 1x False Normal 8 8 -27
    3 19-21 0 4.51 10/7 361° 12/0/104 1x False Normal 6 6 -26


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Up Smash 61 9-10, 14-18

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 9-10 0 4.95 3/2.1 78° 0/50/100 1x True Normal Grounded 3 4 -49
    2 9-10 1 6.03 2/1.4 78° 0/50/100 1x True Normal Grounded 2 3 -50
    3 14 0-1 6.01 14/9.8 95° 75/0/95 1x False Water - 8 7 -39
    4 15-18 0-1 5.5 13/9.1 95° 70/0/95 1x False Water - 7 7 -39
    5 16 2-3 4.75 12/8.4 95° 70/0/90 1x False Water - 7 7 -38
    6 17 2-3 3.5 10/7 95° 55/0/85 1x False Water - 6 6 -38
    7 18 2-3 2.76 8/5.6 95° 40/0/80 1x False Water - 5 5 -38


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

    Overview
    Name/Label Duration Active Hitboxes Armor
    1 Down Smash 49 16-20, 24-28, 32-35 80: 15-19

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 16-20, 24-28 0 4 3/2.1 270° 0/50/100 0.9x True Water 3 4 -30, -22
    2 16-20, 24-28 1-2 3.5 3/2.1 0/50/100 0.9x False Water 3 4 -30, -22
    3 32-35 0 4 6/4.2 110° 55/0/125 1x True Normal 4 5 -13
    4 32-35 1-2 4.199966 6/4.2 110° 55/0/125 1x False Normal 4 5 -13


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

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Armor
    1 Neutral Air 37 6-22 33 15/7/4 1-5, 29-37 80: 5-22

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 6-10 0 5 11/7.7 30° 0/0/100 1x True Water 6 6 -9/-1/-16
    2 11-22 0 4 8/5.6 361° 0/0/100 1x True Water 5 5 -10/-2/-5

    *Format is: Normal/L-Cancel/Auto-cancel

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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window
    1 Forward Air 31 5-11 24/12/4 1-4, 25-31

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-6 [0-1] [4.6, 3.6] 13/9.1 361° 35/0/100 1x True Normal 7 7 -17/-5/-15
    2 7-11 [0-1] [4, 3.2] 7/4.9 361° 35/0/100 1x True Normal 5 5 -19/-7/-12

    *Format is: Normal/L-Cancel/Auto-cancel

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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window Tail Intangibility
    1 Back Air 36 5-22 16/8/4 1-4, 33-36 5-8

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-8 0 4.1 12/8.4 361° 8/0/100 1x True Normal 7 7 -9/-1/-21
    2 5-8 2 3.78 12/8.4 361° 16/0/100 1x True Normal 7 7 -9/-1/-21
    3 9-22 0 4.1 8/5.6 361° 8/0/100 1x True Normal 5 5 -11/-3/-9
    4 9-22 2 3.28 8/5.6 361° 16/0/100 1x True Normal 5 5 -11/-3/-9

    *Format is: Normal/L-Cancel/Auto-cancel

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

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Tail Intangibility
    1 Up Air 39 5-12 25 22/11/4 18-39 1-8

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-8 [0-1] [4.3, 3.8] 11/7.7 77° 40/0/100 1x True Normal 6 6 -16/-5/-7
    2 9-12 [0-1] [3.5, 3] 6/4.2 90° 50/0/60 1x True Normal 4 5 -18/-7/-5

    *Format is: Normal/L-Cancel/Auto-cancel

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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window Tail Intangibility
    1 Down Air 36 9-11, 13-15, 17-19, 21-23, 25-27 20/10/4 1-5, 33-36 9-27

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage*
    1 9-11, 13-15, 17-19, 21-23 2 4 2/1.4 215° 20/0/70 1x True Normal Grounded 2 3 -18/-8/-11
    2 9-11, 13-15, 17-19, 21-23 3 4 2/1.4 110° 20/0/70 1x True Normal Aerial - 3 -
    3 9-11, 13-15, 17-19, 21-23 4 4.6 2/1.4 235° 12/0/70 1x True Normal - 2 3 -18/-8/-11
    4 25-27 0-1 4.6 5/3.5 67° 45/0/100 1x True Normal - 4 4 -16/-6/-5

    *Format is: Normal/L-Cancel/Auto-cancel

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

    Overview
    Name/Label Duration Active Hitboxes Water Shot
    1 Charge 16-74 - -
    2 Water Gun 36/55* - 4
    3 Water (Article) 1-24 1-24 -

    Hitbox Data
    Water (Article)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Flinchless Absorbability Reflectability
    1 1-3 0 2.4 1/0.7 20° 20/0/60 1x True Water 2 3 False True True
    2 4-11 0 2.4 1/0.7 20° 15/0/50 1x True Water 2 3 False True True
    3 12-24 0 2.4 0/0 30° 0/15/100 1x False Water 1 2 True True True

    *Format is: Uncharged/Charged

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

    Flowchart (click to view)
    [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Landing Lag
    1 Startup 7 6-7 - - -
    2 Aqua Jet 38 1-5 - - 20
    3 Active 1-59 1-59 - 80: 1-59 -
    4 Hit 24 - 16 - -
    5 Endlag 36 - - 40: 1-7 -

    Hitbox Data
    Startup
    Duration ID Size Damage Angle BKB/WDSK/KBG SDI Multiplier Clang Effect
    1 6-7 0 2.4 0 361° 0/0/0 0x False None

    Aqua Jet
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 1-5 0 4 15/16.1 80° 40/0/110 1x True Normal 8 8 60

    Active
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 1-59 0 1.88 11/10.5 35° 45/0/77 1x False Normal 6 6 60


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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag
    1 Waterfall 50 10-28, 30-32 30

    Hitbox Data
    Waterfall
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 10 2 7 5/3.5 65° 100/0/80 1x True Water 4 4 -
    2 11-17 0 5.5 2/1.4 75° 90/0/80 1x True Water 2 3 -
    3 11-17 1 5 2/1.4 75° 60/0/80 1x True Water 2 3 -
    4 18-28 0 5 1/0.7 80° 0/110/100 0.7x True Water 2 2 5
    5 18-28 1 5 1/0.7 75° 0/80/100 1x True Water 2 2 5
    6 30-32 0 10 9/6.3 83° 60/0/103 1x True Water 6 6 -


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes
    1 Grounded Bubble 35 11-13, 16-18, 21-25
    2 Aerial Bubble 49 11-13, 16-18, 21-22

    Hitbox Data
    Grounded Bubble
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Absorbability Reflectability
    1 11-13 0 3.5 3/2.1 360° 0/80/100 1x False Slip 3 4 True False
    2 16-18 0 3.5 3/2.1 360° 0/60/100 1x False Slip 3 4 True False
    3 21-25 0 3.5 3/2.1 35° 20/0/100 1x False Slip 3 4 True False

    Aerial Bubble
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Absorbability Reflectability
    1 11-13 0 6 3/2.1 35° 20/0/100 1x False Slip Grounded 3 4 True False
    2 11-13 1 6 3/2.1 360° 20/0/100 1x False Water - 3 4 True False
    3 16-18 0 4.5 3/2.1 35° 20/0/100 1x False Slip Grounded 3 4 True False
    4 16-18 1 4.5 3/2.1 25° 20/0/100 1x False Water - 3 4 True False
    5 21-22 0 4 3/2.1 35° 20/0/100 1x False Slip Grounded 3 4 True False
    6 21-22 1 4 3/2.1 361° 20/0/100 1x False Water - 3 4 True False


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes IASA
    1 Standing Grab 30 - 7-8 -
    2 Dash Grab 44 - 8-9 40
    3 Pivot Grab 35 - 9-10 -
    4 Grab Pummel 23 4-5 - -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-5 0 4.1 3/2.1 361° 0/40/100 1x False Normal 3 4 -16


    Overview
    Name/Label Duration Active Hitboxes Thrown
    1 Back Throw 41 15 16
    2 Forward Throw 29 12-13 14
    3 Up Throw 37 10-12 13
    4 Down Throw 48 17-18 19

    Hitbox & Throw Data
    Back Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 15 0 4.92 5/3.5 361° 0/40/100 1x False Normal 4 4
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 16 5 45° 60/0/100 False

    Forward Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 12-13 0 4.92 2/1.4 361° 0/40/100 1x False Normal 2 3
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 14 4 55° 76/0/42 False

    Up Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 10-12 0 4.92 2/1.4 361° 0/40/100 1x False Normal 2 3
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 13 5 75° 64/0/62 True

    Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 17-18 0 4.92 2/1.4 361° 0/40/100 1x False Normal 2 1
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 19 12 55° 60/0/100 False


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

    Overview
    Name/Label Duration IASA Sunglasses Window
    1 Up Taunt 99 80 38-43


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 28 2-15 25 -
    2 Roll Dodge 31 4-19 - -
    3 Air Dodge 49 4-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes
    1 Ledge Stand (<100%) 34 1-30 1-34 -
    2 Ledge Stand (>100%) 59 1-55 1-44 -
    3 Ledge Roll (<100%) 49 1-29 1-40 -
    4 Ledge Roll (>100%) 79 1-62 1-54 -
    5 Ledge Attack (<100%) 55 1-26 1-42 28-30
    6 Ledge Attack (>100%) 69 1-36 1-50 40-44
    7 Ledge Jump (<100%) 15 1-15 1-15 -
    8 Ledge Jump (>100%) 19 1-19 1-19 -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 28-30 [0-1] [4.5, 3.6] 8/6.3 361° 70/0/50 1x False Normal 5 5 -22
    2 28-30 2 3.6 6/4.9 361° 70/0/50 1x False Normal 4 5 -23

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 40-44 [0-3] [3.9, 3.5, 3.4, 2.8] 10/7.7 361° 70/0/50 1x False Normal 6 6 -23


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Shellshift 21 9-12

    Can be cancelled by a jump at any time, like all other run turnarounds.

    Hitbox Data
    Shellshift
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage Jump Cancel Shield Advantage
    1 9-12 0 2.4 3/7 155° 40/0/110 1x True Normal 3 4 +12/+27 -9 -1

    Code:
    Hitbox Data Overhaul 2 [11/28/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    - Added Absorbability and Reflectability sections to Water Gun and Bubble.
    
    Hitbox Data Overhaul 1 [10/17/15]
    - Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
    - Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    Sunglasses Update [7/31/15]
    - Added Up Taunt
    
    3.6 Beta Update! [7/20/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    
     
    #1 Sartron, Mar 18, 2015
    Last edited: Aug 31, 2016
  2. Sartron

    Sartron
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    Smash Journeyman

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    Jan 1, 2013
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    Reserved post just because
     
  3. PlateProp

    PlateProp
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    Smash Master

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    Why'd you put Heavy armor when the highest he's supposed to have is Medium armor
     
    #3 PlateProp, Mar 18, 2015
    Last edited: Mar 18, 2015
  4. Sartron

    Sartron
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    The 2.6 changelist seems to indicate this but it is in fact untrue, 140 is classified as heavy armor.
    EDIT: ^ JK lie
     
    #4 Sartron, Mar 18, 2015
    Last edited: Mar 18, 2015
  5. PlateProp

    PlateProp
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    Smash Master

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    So the pmdt has been lying to us for years
     
  6. dirtboy345

    dirtboy345
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    Smash Ace

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    Is there a directory of some sort that you can look at to see what lightarmor heavyarmor, etc. can actually go through?
     
  7. rosutookami

    rosutookami
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    Smash Rookie

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    I've been waiting for this. Thank you.
     
    #7 rosutookami, Mar 19, 2015
    Last edited: Mar 19, 2015
    Boondocker likes this.
  8. Daftatt

    Daftatt
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    "float like a puffball, sting like a knee"

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    Daftatt
    so amazing! I was sure that nair was positive on shield, must have done the calculation wrong. -1 aint bad though, and if his spotdodge is frame 2 then he should be able to avoid a punish if they are fast enough to act immediately out of shieldstun.

    Bair is also -1 on shield which is definitely a lot less dangerous, and you can L-cancel, dash away, shellshift, then hydrograb whatever option they do out of shield, or just wavesling away if they throw out hitboxes or try to punish.
     
    #8 Daftatt, Mar 21, 2015
    Last edited: Mar 21, 2015
    Boondocker likes this.
  9. PlateProp

    PlateProp
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    @Sartron can we get frame data on shell shift too plox
     
  10. Sartron

    Sartron
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    Updated, it's above miscellaneous on the bottom.
     
  11. PlateProp

    PlateProp
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    @Sartron So no matter what I do, Water Gun is only doing the "charged" amount of frames (19) in the SpecialNStart animation. There's no variation, even when I only press the b button for one frame using frame advance. Is this just an error in your frame data or a glitch?
     
    #11 PlateProp, Apr 22, 2015
    Last edited: Apr 22, 2015
  12. Sartron

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    Sounds like a glitch or error on your part. There's a 1.3x FSM that should be reducing the duration from 19 to 15 when uncharged.
    Make sure your squirtle pac is unedited.
     
  13. PlateProp

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    Somehow fixed itself after a two restarts of the wii. Idk what happened :/
     
    #13 PlateProp, Apr 22, 2015
    Last edited: Apr 22, 2015
  14. Life

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    Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

    EDIT: Ah, wait. That's frames after the charge, isn't it?
     
    #14 Life, May 8, 2015
    Last edited: May 8, 2015
  15. Sartron

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    Yep, all of my frame data is separated by subaction which means getting timings requires adding stuff together.
     
  16. PlateProp

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    Yo, remember how I told you to actually look at the frame data
     
  17. TheGravyTrain

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    3 questions for @Sartron

    Is it possible to calculate crouch cancel (true and fake) without testing in game? Something with finding vertical kb and if its higher/lower, it cc's? Or do I need to test all percents.

    What frames do the second and third hitbox of neutral b get released (I assume they don't all get release on that frame 4). I can test this later, but I forgot.

    Could there be a column in the specials saying whether you can b turn around and b reverse that move? I found out you can't b-turnaround bubble, making tech chasing much harder to incorporate.

    Thanks in advance for any help.
     
  18. Sartron

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    It is possible to calculate crouch cancel KB mathematically but I don't think it reflects the exact percent ingame. I don't dabble with this too much.

    The second and third water hitboxes are released on frames 6 and 9. (uncharged)

    Sure I guess, I could probably start collecting this data for all specials from now on. I'll just incorporate it as a note or new column I guess.
     
  19. PlateProp

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    So why does PSA show the BKB of all of squirtle's aerials as 0
     
  20. Sartron

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    I don't know. Your pac could be modified, corrupted, or your PSA needs to be restarted, updated, etc...
    All of Squirtle's aerials except for nair have BKB.
     
  21. PlateProp

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    The bkb shows up when you click to go into edit, but shows as 0 in the code box. It's not an edited pac
     
  22. Sartron

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    There's nothing else I can tell you except that PSA is displaying that wrong.
     
  23. TheGravyTrain

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    Could someone help me get a few questions answered about crouch canceling/asdi down as well as bubble? Maybe @Magus420 could give insight on the bubble things.
     
  24. Daftatt

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    "float like a puffball, sting like a knee"

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    @Sartron all of the GIF links are broken
     
  25. Sartron

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    My bad, I thought I fixed that a while ago.
     
    Daftatt likes this.
  26. Narelex

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    Clearly we also need the frames that Squitle can put his shades on.

    This is very important information that is currently missing. :bubblebobble:
     
    #26 Narelex, Jul 31, 2015
    Last edited: Jul 31, 2015
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  27. Sartron

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    Added this critical information. :cool:
     

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