• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Techs/Missed Techs: Everything You Need to Know

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
What causes you to enter a state in which you either miss a tech or can tech?
This state is called tumble. It is the state in which your characters enter when they are hit by an attack with a high enough knockback. Usually to be forced into a position in which you will tech or miss a tech, the attack will be a meteor hit. (sending down). Other examples of situations where you may have to go into a situation in which you must get-up include certain grab attacks, such as Ganondorf's Side-B or Snake's Down Throw.

First of all, let me define some terms which might help you understand the phases of teching/missed techs.

Tumble [Universal] - The state in which the character has been hit by high enough knockback to make teching possible.
Tech [Universal] - The action that occurs when you input a shield as you land when you're in tumble. The window is variable due to Brawl's coding engine.
Tech Roll [Universal] - The roll that occurs when you input a tech and hold the analog stick either to the left or right
Missed Tech [Universal] - The action of missing the teching window to late or entirely not inputting a tech. You then land on the ground and entering flopping animation.
Flop [Universal] - The initial animation of missing a tech. It also refers to a damaged state when you are in a missed tech position.
Get-Up Roll [Universal] - The roll in which your character can do after they have missed a tech and have avoided a forced get-up situation.
Get-Up [Universal] - The input of standing up after a missed tech.
Get-Up Attack [Universal] - The get-up action that occurs when you input an attack in the missed tech situation
Forced Get-Up [Universal] - The Get-Up that is forced after missing a tech and being hit before you exit the flopping state.
FAF [Universal] - First actionable frame, the frame in which you can do any other action besides the current action.

Techs
OSA2 Data
Code:
Action0x60
@15974
Passive, 
-----------|START|--------------------------
!Character Specific-2B! 0C2B0000
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
Change Subaction - Passive
----------------------------|END|-----------
For those of you that have no idea what this says, let me break it down for you.
When you initiate the tech, you will either go in to fall state (E) if you end up in the air. If the animation ends (and you're on the ground) you will go into a regular standing state (0). The Change Subaction, just refers to the information where the data (such as invincibility) is stored within the file.

Frame Data
Universal
Code:
Invincibility: 1-21
FAF: 27
What knowledge can you gain from this? Well, we know that the person who techs has 27 frames in which they are in lag. 21 of them are invulernable. From there, you have a 5 frame window in which your opponent may attack you. On prediction, an attack that hits around 20-30 frames is likely to punish the tech. On reaction, an attack that is around 7-10 frames is likely to punish the tech.

Tech Rolls

OSA2 Data
Code:
Action0x61
@159FC
PassiveStandF, PassiveStandB, 
-----------|START|--------------------------
!Character Specific-2B! 0C2B0000
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - IC-Basic[1011] >= 0.00x
    Change Subaction - PassiveStandF
Else
    Change Subaction - PassiveStandB
End If
----------------------------|END|-----------
This is very similar to the tech, the only difference is that a variable is checked to determine whether or not you do a tech roll forward or backward.

Tech Roll Length
Captain Falcon
---Backward
     Distance: 36.48
     Frames: 41
---Forward
     Distance: 36.05
     Frames: 41

King Dedede
---Backward
     Distance: 50.00
     Frames: 41
---Forward
     Distance: 50.00
     Frames: 41

Diddy Kong
---Backward
     Distance: 35.10
     Frames: 41
---Forward
     Distance: 35.09
     Frames: 41

Donkey Kong
---Backward
     Distance: 45.41
     Frames: 41
---Forward
     Distance: 45.68
     Framesa: 41

Falco
---Backward
     Distance: 44
     Frames: 41
---Forward
     Distance: 43.99
     Frames: 41
Fox
---Backward
     Distance: 38.4
     Frames: 41
---Forward
     Distance: 38.7
     Frames: 41

Mr. Game and Watch
---Backward
     Distance: 30
     Frames: 41
---Forward
     Distance: 30
     Frames: 41

Ganondorf
---Backward
     Distance: 35
     Frames: 41
---Forward
     Distance: 34.99
     Frames: 41

Ike
---Backward
     Distance: 42.11
     Frames: 41
---Forward
     Distance: 48.99
     Frames: 41

Kirby
---Backward
     Distance: 35
     Frames: 41
---Forward
     Distance: 34.99
     Frames: 41

Bowser
---Backward
     Distance: 41.49
     Frames: 41
---Forward
     Distance: 41.40
     Frames: 41

Link
---Backward
     Distance: 48.41
     Frames: 41
---Forward
     Distance: 48.26
     Frames: 41

Lucario
---Backward
     Distance: 30.66
     Frames: 41
---Forward
     Distance: 25.98
     Frames: 41

Lucas
---Backward
     Distance: 35.10
     Frames: 41
---Forward
     Distance: 35.09
     Frames: 41

Luigi
---Backward
     Distance: 39
     Frames: 41
---Forward
     Distance: 38.99
     Frames: 41

Mario
---Backward
     Distance: 37
     Frames: 41
---Forward
     Distance: 36.99
     Frames: 41

Marth
---Backward
     Distance: 42
     Frames: 41
---Forward
     Distance: 41.99
     Frames: 41

Metaknight
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 39.99
     Frames: 41

Ness
---Backward
     Distance: 35.08
     Frames: 41
---Forward
     Distance: 35.07
     Frames: 41

Peach
---Backward
     Distance: 44.8
     Frames: 41
---Forward
     Distance: 44.79
     Frames: 41

Pikachu
---Backward
     Distance: 32.41
     Frames: 41
---Forward
     Distance: 35.99
     Frames: 41

Olimar
---Backward
     Distance: 35.10
     Frames: 41
---Forward
     Distance: 31.96
     Frames: 41

Pit
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 39.99
     Frames: 41

Ivysaur
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 39.99
     Frames: 41

Charizard
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 39.99
     Frames: 41

Squirtle
---Backward
     Distance: 38.16
     Frames: 41
---Forward
     Distance: 40.55
     Frames: 41

Ice Climbers
---Backward
     Distance: 34.53
     Frames: 41
---Forward
     Distance: 34.64
     Frames: 41

Jigglypuff
---Backward
     Distance: 35.01
     Frames: 41
---Forward
     Distance: 31.58
     Frames: 41

ROB
---Backward
     Distance: 35
     Frames: 41
---Forward
     Distance: 34.99
     Frames: 41

Samus
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 39.99
     Frames: 41

Sheik
---Backward
     Distance: 40
     Frames: 41
---Forward
     Distance: 40
     Frames: 41

Snake
---Backward
     Distance: 36.48
     Frames: 41
---Forward
     Distance: 36.05
     Frames: 41

Sonic
---Backward
     Distance: 34.85
     Frames: 41
---Forward
     Distance: 34.37
     Frames: 41

Zero Suit Samus
---Backward
     Distance: 37.35
     Frames: 41
---Forward
     Distance: 37.54
     Frames: 41

Toon Link
---Backward
     Distance: 35.52
     Frames: 41
---Forward
     Distance: 35.02
     Frames: 41

Wario
---Backward
     Distance: 35
     Frames: 41
---Forward
     Distance: 34.99
     Frames: 41

Wolf
---Backward
     Distance: 38.4
     Frames: 41
---Forward
     Distance:
     Frames: 41

Yoshi
---Backward
     Distance: 42.01
     Frames: 41
---Forward
     Distance: 41.99
     Frames: 41

Zelda
---Backward
     Distance: 48.8
     Frames: 41
---Forward
     Distance: 48.79
     Frames: 41


Missed Techs

First we must understand the clear logical progression of events that cause you to miss a tech.
1) You are put into tumble from an attack (usually you will be out of histun unless it is a Meteor Smash)
2) You hit the ground without teching
3) You go into a bounce from missing the tech
4) You are laying on the ground
5) You use a get-up/wake-up option

Moves and actions that change how the procedure works include:
Snake's D-throw - This causes you to be put in the 4th step automatically.
Being Footstooled - This makes you unable to tech.
Ganondorf's Side-B - This makes you unable to tech.

OSA2 Data

Idle
Code:
Action0x4D
@14CB4
DownWaitD, DownWaitU, DownWaitD, 
-----------|START|--------------------------
Float Variable Set - IC-Basic[3179], RA-Float[9], 
If - IC-Basic[20003] = 134.00x
    Change Subaction - DownWaitD
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownWaitU
    Else
        Change Subaction - DownWaitD
    End If
End If
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Code:
Action0x4E
@14D3C
DownWaitU, DownWaitD, 
-----------|START|--------------------------
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownWaitU
Else
    Change Subaction - DownWaitD
End If
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Code:
Action0x50
@14E84
DownWaitU, 
-----------|START|--------------------------
If - Requirement=Hit Stage, 0x8, 
    !Situation-00! 09000100 - 0x0, 
End If
Float Variable Set - IC-Basic[3179], RA-Float[9], 
Bit Variable Set - RA-Bit[25], 
Change Subaction - DownWaitU
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Idle Eating
Code:
Action0x4F
@14DE4
DownEatU, DownEatD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x4D, Requirement=Animation End, 
If - Requirement=48, 0x6, 
    !Area-06! 14060200 - 0x6, True, 
End If
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownEatU
Else
    Change Subaction - DownEatD
End If
Concurrent Infinite Loop - 0x9, @14A0C, 
----------------------------|END|-----------
Get-up Roll
Code:
Action0x52
@14FDC
DownForwardU, DownForwardD, DownBackU, DownBackD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - IC-Basic[1011] >= 0.00x
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownForwardU
    Else
        Change Subaction - DownForwardD
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownBackU
    Else
        Change Subaction - DownBackD
    End If
End If
----------------------------|END|-----------
Get-up Attack
Code:
Action0x53
@150AC
DownAttackU, DownAttackD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownAttackU
Else
    Change Subaction - DownAttackD
End If
----------------------------|END|-----------
Get-Up
Code:
Action0x51
@14F0C
DownStandU, DownStandD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownStandU
Else
    Change Subaction - DownStandD
End If
----------------------------|END|-----------
Damaged State
Code:
Action0x54
@15294
DownDamageU3, DownDamageD3, DownDamageU, DownDamageD, 
-----------|START|--------------------------
If - Requirement=Not Bit is Set, RA-Bit[28], 
    Change Action(Status) - StatusID=0x2715, ID=0x49, Requirement=In Air, 
End If
Change Action(Status) - StatusID=0x2712, ID=0x49, Requirement=Animation End, 
Additional Requirement - Requirement=In Air, 
Change Action(Status) - StatusID=0x271E, ID=0x51, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Additional Requirement - Requirement=Not Bit is Set, Variable=LA-Bit[24], 
Additional Requirement - RA-Float[9] <= 0.00x
Change Action(Status) - StatusID=0x271D, ID=0x4E, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Subroutine - Offset=@147AC, 
Concurrent Infinite Loop - 0x9, @150FC, 
If - Requirement=Bit is Set, RA-Bit[27], 
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU3
    Else
        Change Subaction - DownDamageD3
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU
    Else
        Change Subaction - DownDamageD
    End If
End If
Set Loop - Iterations=0xFFFFFFFF, 
    If - Requirement=On Ground, 
        Edge Sticky - 0x1, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0x6, 
        End If
        !Motion-02! 04020100 - In Air, 
    Else
        Edge Sticky - 0x5, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0xA, 
        End If
        !Motion-02! 04020100 - On Ground, 
    End If
    Loop Rest
    Bit Variable Set - RA-Bit[29], 
Execute Loop
----------------------------|END|-----------
One important thing to note is that RA-Bit[25] is the bit containing the information that states if you should be laying face down or face up.


Probably the most important of the OSA2 data lies within the damaged state. Most of the other information is extremely intuitive and anyone that plays the game should have a decent grasp of how you can flow from options of missing techs.

The Damaged State (Flopping), Jab Locks and Forced Get-Ups
Probably one of the least known about and most often confused part of the whole article. Most people only have a loose understanding about how these work. Hopefully this will shed some light for you.

First we should understand more about the Damaged State:
OSA2 Data
Code:
Action0x54
@15294
DownDamageU3, DownDamageD3, DownDamageU, DownDamageD, 
-----------|START|--------------------------
If - Requirement=Not Bit is Set, RA-Bit[28], 
    Change Action(Status) - StatusID=0x2715, ID=0x49, Requirement=In Air, 
End If
Change Action(Status) - StatusID=0x2712, ID=0x49, Requirement=Animation End, 
Additional Requirement - Requirement=In Air, 
Change Action(Status) - StatusID=0x271E, ID=0x51, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Additional Requirement - Requirement=Not Bit is Set, Variable=LA-Bit[24], 
Additional Requirement - RA-Float[9] <= 0.00x
Change Action(Status) - StatusID=0x271D, ID=0x4E, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Subroutine - Offset=@147AC, 
Concurrent Infinite Loop - 0x9, @150FC, 
If - Requirement=Bit is Set, RA-Bit[27], 
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU3
    Else
        Change Subaction - DownDamageD3
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU
    Else
        Change Subaction - DownDamageD
    End If
End If
Set Loop - Iterations=0xFFFFFFFF, 
    If - Requirement=On Ground, 
        Edge Sticky - 0x1, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0x6, 
        End If
        !Motion-02! 04020100 - In Air, 
    Else
        Edge Sticky - 0x5, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0xA, 
        End If
        !Motion-02! 04020100 - On Ground, 
    End If
    Loop Rest
    Bit Variable Set - RA-Bit[29], 
Execute Loop
----------------------------|END|-----------
It's much longer than what we would expect when we compare it to other actions. This leads to some of the confusion about the state. Let's strip it to it's bare bones and what we really need to know from it.
The main parts about this that we need to know is that when you are hit when you miss a tech, you go into either the damaged state from missing a tech or receive the normal hitstun from a move. This is determined by if you are left in the air after an attack or if the knockback is too strong or too weak. This is why some moves that even though they may seem weak enough, they will not induce the damaged state. If you are put into the damaged state rather than regular hitstun, then you will either move into the forced get-up or the idle position. The rest of action typically focuses on which direction you will be facing and what level of stun you will go into. That is typically irrelevant to your interest if you are a typical smasher.

Now the concept of the Jab Lock is that you induce the opponent into a state where they are trapped in the Flopping state in which they are not able to get out because they are reintroduced back into the flopping state as they are still in the Flopping state. This will end as they reach the end of a stage because you still have a certain amount of knockback during the Flopping state. This can be initiated while the opponent either lays idle on the ground or when they miss the tech.
The length of which the flopping lasts is 40 frames long.

The forced get-up is directly tied to the damaged state as it is a result of the damaged state. The way a forced get-up works is that you will go into get-up animation if a variable is not set after the damaged state. This variable is set during the idle laying. If you go into idle laying after missing a tech, you will no longer have to worry about being in a forced get-up because the variable is set. However, if you miss the tech and never reach the idle position, you will not have the variable set. Since the variable is not set, after you go to the damaged state you will stand up. To follow:
You will not have a forced get-up if you go from: Missed Tech -> Idle Laying -> Damaged State. You will then go back to the idle laying (unless you are put into a jab lock, in which you keep going into the damaged state).
You will be in a forced get-up if you go from: Missed Tech -> Damaged State. You will then go to get-up (unless you are put into a jab lock, in which you keep going into the damaged state, but you will still be put into a forced get-up after the jab lock)

Get-Up Options
Get-Up:
[collapse="Get-Up Data"]Frame Data:
Invincibility: Frames 1-22
FAF: 30

This leaves 7 frames of vulnerablity[/collapse]
Get-Up Rolls:
[collapse="Get-Up Roll Data"]
insert data here[/collapse]
Get-Up Attack:
[collapse="Get-Up Attack Data"]
insert data here[/collapse]
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Might be able to help with a little bit of frame advance work, but don't hold me to it.

EDIT AT BELOW
I don't feel like going through techs in OSA for this, since it's easy enough that you don't need extra help with it.
 
Joined
May 3, 2009
Messages
7,190
So, to confirm, the roll distances are in BDU, right?

I'd also like a translation into layman's terms for the OSA data. I can't really understand that. :p

Please excuse my incompetence.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Yes, they are in BDU.

I'll make sure to explain the OSA2 data, but it's really simple. You'll more than likely be more confused with missed techs TBQH.
 
Joined
May 3, 2009
Messages
7,190
Yes, they are in BDU.

I'll make sure to explain the OSA2 data, but it's really simple. You'll more than likely be more confused with missed techs TBQH.
Gad. I'm really hoping I learn to read code through the Smash Lab.:urg:

Missed techs lead into locks, that much I know.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Nice stuff. I keep telling myself I sortA get what the OSA means even if I really don't, though, so make sure to include good explanations ;)
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Well the OSA2 data for techs don't really mean much as it only tells you that it ends, lol. Missed techs is where it's at, but I want my thread to be consistent, which is why I have the OSA2 data up.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
what about tech wall jump? I find this one interesting because the animation of the walljump differs if you delay the walljump so much that you aren't actually on the wall and just do an extra air jump.

and the first frames of an airdodge get cancelled into an tech if you time it not perfectly, is there any in-depth data about that in OSA?
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I'm going to look into that I guess. I've been pretty busy with school work, which is why I haven't made much progress on this...
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I've updated the OP and all I need done is some data mining. Anybody want to help me out here?
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I need the data for get-up rolls and get-up attacks

for rolls I need distance and frame data
for attacks I need the frame data
 
Joined
May 3, 2009
Messages
7,190
K I'll see what I can do tomorrow.

Though my father is on vacationing, and he's super Amish when it comes to computer usage. Meaning I won't be able to mine as freely and might have to do it the extremely tedious and difficult FA way.:c But this seems simple enough, so yeah.
 
Joined
May 3, 2009
Messages
7,190
Frame Data

[Captain]
B0 - DownAttackU
Framecount: 50F
Invincibility: 29F
Hit1: Out- F19, Duration- 2F
Hit2: Out- F28, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 23F
B2 - DownBackU​
Framecount: 36F
Invincibility: 19F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 29F
Hit1: Out- F20, Duration- 2F
Hit2: Out- F29, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 19F
BB - DownBackD​
Framecount: 36F
Invincibility: 25F

[Dedede]
B0 - DownAttackU
Framecount: 50F
Invincibility: 28F
Hit1: Out- F16, Duration- 2F
Hit2: Out- F27, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 22F
B2 - DownBackU​
Framecount: 36F
Invincibility: 22F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 27F
Hit1: Out- F16, Duration- 2F
Hit2: Out- F26, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 22F
BB - DownBackD​
Framecount: 36F
Invincibility: 22F

[Diddy]
B0 - DownAttackU
Framecount: 50F
Invincibility: 26F
Hit1: Out- F16, Duration- 2F
Hit2: Out- F25, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 22F
B2 - DownBackU​
Framecount: 36F
Invincibility: 22F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 27F
Hit1: Out- F16, Duration- 2F
Hit2: Out- F26, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 22F
BB - DownBackD​
Framecount: 36F
Invincibility: 22F

[Donkey]
B0 - DownAttackU
Framecount: 52F
Invincibility: 21F
Hit1: Out- F9, Duration- 2F
Hit2: Out- F20, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 19F
B2 - DownBackU​
Framecount: 36F
Invincibility: 24F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 25F
Hit1: Out- F20, Duration- 2F
Hit2: Out- F24, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 14F
BB - DownBackD​
Framecount: 36F
Invincibility: 24F

[Falco]
B0 - DownAttackU
Framecount: 50F
Invincibility: 26F
Hit1: Out- F17, Duration- 3F
Hit2: Out- F24, Duration- 3F
B1 - DownForwardU
Framecount: 36F
Invincibility: 19F
B2 - DownBackU​
Framecount: 36F
Invincibility: 20F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 26F
Hit1: Out- F19, Duration- 2F
Hit2: Out- F25, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 19F
BB - DownBackD​
Framecount: 36F
Invincibility: 25F

[Fox]
B0 - DownAttackU
Framecount: 50F
Invincibility: 26F
Hit1: Out- F17, Duration- 3F
Hit2: Out- F24, Duration- 3F
B1 - DownForwardU
Framecount: 36F
Invincibility: 19F
B2 - DownBackU​
Framecount: 36F
Invincibility: 20F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 26F
Hit1: Out- F19, Duration- 2F
Hit2: Out- F25, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 19F
BB - DownBackD​
Framecount: 36F
Invincibility: 25F

[GameWatch]
B0 - DownAttackU
Framecount: 50F
Invincibility: 34F
Hit1: Out- F20, Duration- 2F
Hit2: Out- F33, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 20F
B2 - DownBackU​
Framecount: 36F
Invincibility: 20F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 33F
Hit1: Out- F20, Duration- 2F
Hit2: Out- F32, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 20F
BB - DownBackD​
Framecount: 36F
Invincibility: 20F

[Ganon]
B0 - DownAttackU
Framecount: 60F
Invincibility: 29F
FAF: F50
Hit1: Out- F19, Duration- 2F
Hit2: Out- F28, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 23F
B2 - DownBackU​
Framecount: 36F
Invincibility: 19F
B9 - DownAttackD​
Framecount: 55F
Invincibility: 28F
FAF: F50
Hit1: Out- F20, Duration- 2F
Hit2: Out- F26, Duration- 3F
BA - DownForwardD​
Framecount: 36F
Invincibility: 19F
BB - DownBackD​
Framecount: 36F
Invincibility: 25F

[Ike]
B0 - DownAttackU
Framecount: 50F
Invincibility: 24F
Hit1: Out- F16, Duration- 2F
Hit2: Out- F23, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 22F
B2 - DownBackU​
Framecount: 36F
Invincibility: 22F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 33F
Hit1: Out- F19, Duration- 2F
Hit2: Out- F31, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 22F
BB - DownBackD​
Framecount: 36F
Invincibility: 22F

[Kirby]
B0 - DownAttackU
Framecount: 50F
Invincibility: 25F
Hit1: Out- F19, Duration- 2F
Hit2: Out- F23, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 18F
B2 - DownBackU​
Framecount: 36F
Invincibility: 20F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 27F
Hit1: Out- F20, Duration- 2F
Hit2: Out- F25, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 23F
BB - DownBackD​
Framecount: 36F
Invincibility: 28F

[Koopa]
B0 - DownAttackU
Framecount: 50F
Invincibility: 24F
Hit1: Out- F18, Duration- 2F
Hit2: Out- F23, Duration- 2F
B1 - DownForwardU
Framecount: 36F
Invincibility: 19F
B2 - DownBackU​
Framecount: 36F
Invincibility: 27F
B9 - DownAttackD​
Framecount: 50F
Invincibility: 28F
Hit1: Out- F10, Duration- 2F
Hit2: Out- F26, Duration- 2F
BA - DownForwardD​
Framecount: 36F
Invincibility: 27F
BB - DownBackD​
Framecount: 36F
Invincibility: 19F



Format-

[ ]
B0 - DownAttackU
Framecount: _F
Invincibility: _F
Hit1: Out- F_, Duration- _F
Hit2: Out- F_, Duration- _F
B1 - DownForwardU
Framecount: _F
Invincibility: _F
B2 - DownBackU​
Framecount: _F
Invincibility: _F
B9 - DownAttackD​
Framecount: _F
Invincibility: _F
Hit1: Out- F_, Duration- _F
Hit2: Out- F_, Duration- _F
BA - DownForwardD​
Framecount: _F
Invincibility: _F
BB - DownBackD​
Framecount: _F
Invincibility: _F
 
Top Bottom