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Data The Great Fairy Fountain II : Zelda Data & Research Repository

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
@ BJN39 BJN39 farore's faf is 81

speaking of bad moves, basically since we have all the data we can safely say:

Got buffed:
Nayru's
Farore's
Dair

Stayed the same:
Jab
Dash attack

Nerfed:
literally everything else
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Oh, thanks Aero!

So its reappear is roughly 40 frames. I was right again!

O yeah I also shamelessly put your website address in the credits section.



Also, just testing part of a little feature I want to add in here. The quick data reference table. It'll include some of the more commonly desired data, such as frames, damage, angle, and KB stats, as well as if it clanks.

Move|Hit Frame|FAF|End Lag|Adv. Drop|Adv. OoS|Damage|Angle|BKB/WKB|KBG|Clank
Jab (hits 1-2)|11, 13|24|--|--|--|2.5|361/140/140|W:40/40/30|100|NO
Jab (hit 3)|15|--|8|0|-8|3|361|35|130|NO
Dash Attack (early)|6-7|40|33|-23|-31|12/9|50|85/80|70/50|NO
Dash Attack (late)|8-10|--|30|--|--|6|50|80|50|NO
Ftilt|12-13|40|27|-15|-23|12/10|361|50|84|NO
Dtilt|5-11|25|19|-10|-18|5.5|80|20|120|YES
Utilt|7-18|30|22-11|-12|-21|7.2|100|45|110|NO
Fsmash (hits 1-4)|16, 18, 20, 22|50|--|--|--|1|25/165|W:40/50|100|NO
Fsmash (hit 5)|24|--|25|-12|-20|13|361|37|110|NO
Dsmash (front)|5-6|41|35|-23|-31|12|20/361|20|86|YES
Dsmash (back)|13-14|--|27|-16|-24|10|160/361|20|96|YES
Usmash (hits 1-4)|9, 12, 15, 18|64|--|--|--|2|90/366/200/200|W:40|105|NO
Usmash (hits 5-7)|25, 28, 31|--|--|--|--|0.8|90/366/200/200|W:40|100|NO
Usmash (hit 8)|34|--|29|-28|-36|5|88|24|214|YES*

Move|Hit Frame|FAF|End Lag|Weight Dependent|Damage|Angle|BKB/WKB|KBG|Clank
Grab|10-11|38|27| | | | | |
Dash Grab|11-12|47|35| | | | | |
Pivot Grab|11-12|44|32| | | | | |
Pummel|7|26|18|--|3|361|W:30|100|NO
Fthrow|30|50|19|YES|12|45|70|50|--
Bthrow|27|50|22|YES|11|135|80|60|--
Dthrow (hits 1-4)|25-25, 31-32, 37-38, 43-44|70|18|NO|1|40|W:25|100|NO
Dthrow (hit 5)|51|--|--|--|2|100|85|55|--
Uthrow|30|50|19|YES|11|88|50|60|--

Move|Hit Frame|FAF|End Lag|AC|Land Lag|Adv. Drop|Adv. OoS|Damage|Angle|BKB/WKB|KBG|Clank
NAir (hits 1-4)|6-7, 10-11, 14-15, 18-19|51|--|1-3, 38>|19F|--|--|2/1|366|W:77|100|NO
NAir (hit 5)|22-23|--|28|--|--|3|-13|-21|361|40|140/160|NO
FAir (sour-spots)|9-13|53|43|1-3, 50>|23F|-14|-22|4|361|5|80/96|YES
FAir (sweet-spot)|9|--|--|--|--|-15|-23|20|361|24|95|NO
BAir (sour-spots)|6-9|53|46|1-2, 52>|25F|-16|-24|4|361|5|80/96|YES
BAir (sweet-spot)|6|--|--|--|--|-17|-25|20|361|28|96|NO
DAir (sour-spots)|15-24|45|20|1-3, 40>|18F|--|--|5/4|275|5/0|90/70|YES
DAir (sweet-spot)|14|--|30|--|--|-7|-15|16|270|30|65|YES
UAir|14-16|55|40|1-4, 55>|19F|--|--|15|90|30|90|NO

Tier List

S :4bowserjr:
A+ :4samus::4miigun::4diddy::4link::4mewtwo:
A :4zelda::4villager::4pit::4darkpit::4zss:
B+ :4duckhunt:
B :4megaman:
B- :4metaknight::4sonic:


[1.1.5]|Rank|Score|Gap
Bowser Jr.|1|37.50|0.00
Samus|2|46.50|9.00
Mii Gunner|3|47.50|1.00
Diddy|4|48.00|0.50
Link|5|48.50|0.50
Mewtwo|6|48.75|0.25
Zelda|7|51.50|2.75
Villager|8|52.75|1.25
Pit|9|54.00|1.25
Dark Pit|9|54.00|0.00
Zero Suit Samus|11|55.00|1.00
Duck Hunt|12|60.00|5.00
Mega Man|13|63.75|3.75
Meta Knight|14|67.50|3.75
Sonic|14|67.50|0.00

1.1.5|Rank|Hitframe
Diddy|1.00|5
Dark Pit|2.00|6
Pit|2.00|6
Bowser Jr.|3.00|7
Mega Man|4.00|8
Meta Knight|4.00|8
Mewtwo|5.00|9
Zelda|5.00|9
Link|6.00|10
Zero Suit Samus|6.00|10
Mii Gunner|7.00|11
Samus|7.00|11
Duck Hunt|8.00|12
Villager|8.00|12
Sonic|15.00|19
1.1.5|Rank|Duration
Link|1.00|36F
Mewtwo|6.00|27F
Zelda|6.50|26F
Mega Man|8.00|23F
Villager|8.00|23F
Bowser Jr.|8.50|22F
Zero Suit Samus|9.50|20F
Diddy|10.00|19F
Duck Hunt|10.50|18F
Mii Gunner|10.50|18F
Samus|10.50|18F
Sonic|12.00|16F
Dark Pit|13.50|13F
Pit|13.50|13F
Meta Knight|15.00|10F
1.1.5|Rank|Coverage (F)
Bowser Jr|1.00|21F
Link|4.00|17F
Diddy|7.50|13F
Mewtwo|7.50|13F
Mega Man|8.00|12F
Villager|8.00|12F
Mii Gunner|9.50|10F
Samus|9.50|10F
Sonic|10.50|9F
Zero Suit Samus|10.50|9F
Zelda|11.00|8F
Duck Hunt|12.50|6F
Dark Pit|14.50|4F
Pit|14.50|4F
Meta Knight|15.00|3F
[1.1.5]|Rank|Coverage (%)
Bowser Jr.|1.00|84.00%
Diddy|5.00|68.42%
Sonic|8.00|56.24%
Mii Gunner|8.50|55.56%
Samus|8.50|55.56%
Mega Man|9.25|52.17%
Villager|9.25|52.17%
Mewtwo|10.25|48.15%
Link|10.50|47.22%
Zero Suit Samus|11.00|45.00%
Duck Hunt|14.00|33.34%
Dark Pit|14.50|30.77%
Pit|14.50|30.77%
Zelda|14.50|30.77%
Mets Knight|15.00|30.00%
1.1.5|Rank|FAF
Zero Suit Samus|1.00|49
Meta Knight|1.50|50
Dark Pit|2.50|52
Pit|2.50|52
Diddy|3.50|54
Villager|3.50|54
Mii Gunner|4.50|56
Bowser Jr.|5.00|57
Samus|5.00|57
Duck Hunt|5.50|58
Zelda|8.50|64
Sonic|9.50|66
Mega Man|11.00|69
Mewtwo|11.00|69
Link|15.00|78
1.1.5|Rank|Endlag (F)
Villager|1.00|19F
Zero Suit Samus|1.00|19F
Diddy|1.50|20F
Dark Pit|4.00|22F
Pit|4.00|22F
Bowser Jr.|5.50|25F
Mii Gunner|7.50|27F
Duck Hunt|8.00|28F
Samus|8.00|28F
Zelda|8.50|29F
Sonic|10.50|31F
Link|11.00|32F
Meta Knight|11.00|32F
Mewtwo|11.50|33F
Mega Man|15.00|37F
1.1.5|Rank|Damage
Samus|1.00|18%
Link|2.50|18-16%
Mii Gunner|3.00|16.5%
Mewtwo|4.00|16%
Mega Man|4.50|15.5%
Zelda|5.00|15.4%
Duck Hunt|6.50|14.4%
Sonic|7.50|14%
Bowser Jr.|8.50|13.2%
Dark Pit|9.00|13%
Pit|9.00|13%
Diddy|12.00|11%
Villager|12.00|11%
Zero Suit Samus|12.00|11%
Meta Knight|15.00|9%
1.1.5|Rank|Knockback (~)
Mewtwo|1.00|178.128
Link|2.50|174.2496
Zelda|3.50|172.623
Sonic|5.00|169.1825
Meta Knight|6.00|167.3888
Bowser Jr.|6.00*|167.38
Mii Gunner|6.50|166.04
Samus|6.50|166.04
Duck Hunt|7.50|163.648
Dark Pit|8.50|161.472
Pit|8.50|161.472
Villager|11.00|156.444
Mega Man|12.00|153.776
Zero Suit Samus|14.50|148.3725
Diddy|15.00|147.4736

Code:
Zelda

Jumpsquat 6F -> 5F
Walk Speed 0.87 -> 0.95
Run Speed 1.3 -> 1.4
Air Speed 1.04 -> 1.09
Air Acceleration 0.055 -> 0.09

Airdodge
        invincible 3-28 -> 3-27
        FAF 34 -> 33

Grab
        hitframe 10-11 -> 8-9
        FAF 38 -> 36

Dash Grab
        hitframe 11-12 -> 9-10
        FAF 47 -> 45

Pivot Grab x-stretch -16.7 -> -18.7

Fthrow kbg 50 -> 54

Bthrow kbg 60 -> 65

Jab
        final hit angle 361 -> 48
    loop hitboxes
        hitframe 11, 13 -> 11-14
        hitbox 2 size 4.0 -> 5.0
        rehit rate n/a -> 2

Ftilt
        FAF 38 -> 35
        damage 12/10/10 -> 13/11/11
        hitbox 2 z-stretch n/a -> -4.0

Dtilt
        damage 5.5 -> 7.5
        bkb 20 -> 25
        kbg 120 -> 100

Utilt hit duration 12 -> 14

Fsmash
        FAF 50 -> 45
    loop hitboxes
        hitframe 16, 18, 20, 22 -> 16-23
        rehit rate n/a -> 2

Dsmash
        FAF 38 -> 35
        right leg intangibility added F5-14

Usmash
        FAF 64 -> 59
        final hit kbg 214 -> 217
    loop hitboxes
        hits 1-4 hitframe 9, 12, 15, 18 -> 9-20
        hits 5-7 hitframe 25, 28, 31 -> 25-33
        rehit rate n/a -> 3

NAir
        FAF 51 -> 46
        landing lag 19 -> 13
        final hitboxes 0/1 size 4.0 -> 5.0
    loop hitboxes
        hitframe 6-7, 10-11, 14-15, 18-19 -> 6-20
        damage 2.5/1.5 -> 2/2
        rehit rate n/a -> 4

FAir/BAir
        landing lag 23/25 -> 19/22
        hitbox 0 size 1.9 -> 2.5
        hitbox 3 size 5.0 -> 6.0
    hitboxes 1/2/3
        damage 4 -> 7
        bkb 5/5/5 -> 20/20/30
        kbg 80/80/96 -> 70/70/80

DAir
        FAF 45 -> 40
        damage 16/5/4 -> 17/6/5
        sweet-spot kbg 65 -> 62

UAir
        FAF 55 -> 40
        Autocancel <4/55> -> <4/45>

Nayru's Love
    loop hitboxes
        damage 2/1 -> 3/2
        x1 -4.0/-10.0 -> -5.0/-11.0
        x2 4.0/10.0 -> 5.0/11.0
    final hitboxes
        damage 5/4 -> 6/5

Phantom Slash
        phantom attacks act as projectile -> melee
        release animation FAF 47 -> 43
        phantom health 13.0 -> 16.0
        no charge, damage 6-8 -> 7-9
    full charge, hit 1
        angle 62 -> 82
        sdi x1 -> x0
    full charge, hit 2
        duration 4F -> 6F
        size 4.0/4.5/5.5 -> 4.5/5.5/6.5

Nayru's Passion damage 15 -> 17

Farore's Windfall ledge snap no -> yes
Code:
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100001b)
AsynchronousTimer(9.000000)#frame 9
LoopStart(0x4)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x5a, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x16e, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.200000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 10
RemoveAllHitboxes()
SynchronousTimer(2.000000)#frame 12
LoopEnd(-0x69)
AsynchronousTimer(25.000000)#frame 25
LoopStart(0x3)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x5a, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x16e, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.200000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 26
RemoveAllHitboxes()
SynchronousTimer(2.000000)#frame 28
LoopEnd(-0x69)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.000000, X=0.000000, Y=21.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=-6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=8.000000, X=0.000000, Y=15.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 29
RemoveAllHitboxes()
End()
Code:
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100001b)
AsynchronousTimer(9.000000)#frame 9
Hitbox6_14FCC7E4(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x5a, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x3, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x16e, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.500000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x2, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(21.000000)#frame 21
RemoveAllHitboxes()
AsynchronousTimer(25.000000)#frame 25
Hitbox6_14FCC7E4(ID=0x0, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x5a, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x3, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x16e, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.500000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x1, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x2, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(34.000000)#frame 34
RemoveAllHitboxes()
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.000000, X=0.000000, Y=21.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=-6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, =0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=8.000000, X=0.000000, Y=15.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 35
RemoveAllHitboxes()
End()


Code:
Din's Fire
    detonation
        FAF 40 -> 35
        hitframe 16 -> 8
        ledgesnap added frame 1 and on
        damage 7/3 -> 8/5
        size 2.1/4.5 -> 2.6/5.6
        size scaling altered

NAir
        FAF 51 -> 48
        landing lag 19 -> 16
    final hitboxes
        bkb 40/40/40/40 -> 55/55/55/55
        kbg 130/130/110/110 -> 120/120/100/100
        size 4.0/4.0/6.0/6.0 -> 5.0/5.0/6.0/6.0

Farore's Wind
        disappear (g) hitbox angle 91 -> 90
        reappear (g) hitbox 1 size 15.0 -> 16.0
        reappear (a) hitbox 0/1 size 11.0/16.0 -> 11.5/17.5

Code:
Diddy

Dtilt kbg 75 -> 83

FAir late hitbox size 5.0 -> 4.0





☆★→


--- Chapter 1 ---

{Choice} : Threaten Mike to back off of Emily, or Welcome him.
- Threaten :
- Welcome :
{Choice} : Willingly Agree to let Emily go by herself to find Sam, or Persist against her decision.
- Agree :
- Persist :
{Choice} : [Ashley] Mislead Matt about the binoculars, or Encourage him to look through them.
- Mislead :

{Choice} : [Ashley; Mislead] Agree instead to let Matt look upon his persisting, or Insist the binoculars are broken.
- Agree :
- Insist :
- Encourage :

--- Chapter 2 ---

{Choice} : Side with Emily and Provoke Jessica, or attempt to Defuse the argument.
- Provoke :
- Defuse :

{Choice} : Side with Emily and Provoke Jessica, or attempt to Defuse the argument. [Round 2]
- Provoke :
- Defuse :

--- Chapter 2 {DLC}

--- Chapter 4 ---

{Consequence} : Emily and Matt's dialogue upon finding Chris and Ashley after their encounter with the psycho.
- High Relationship Status : Matt agree's with Emily's plan to go find help, and they head to the cable car station as Chris and Ashley head to the lodge to find Sam.
- Low Relationship Status : Matt questions Emily's plan, and suggests they go back to the lodge as well. Emily becomes impatient with him. The group splits up with Matt and Emily going for help, and Chris and Ashley returning to the lodge.

--- Chapter 5 ---

{Choice} : Help Emily Through a window to the cable car station, or Smash Door to get in.
- Help Emily Through : Matt attempts to persuade Emily to go through the window, saying she has a talent for getting through tight spaces.

- High Relationship Status : Emily grudgingly complies, and slips through the window. All of the lights are out inside, so Emily complains that there is a lot of stuff lying around as she makes her way through. +status
{Action} : Be at the door when Emily opens it.
- Yes : Matt complements Emily for managing her way through the dark.
- No : Emily opens the door to find no one there and appears visibly upset. When Matt approaches her, she grills him for destroying her trust in him to protect her. Matt's relationship status with Emily decreases
- Low Relationship Status : Emily rejects Matt's idea, arguing that the psycho is probably waiting behind the window to "blend them into pina coladas." Matt instead breaks the door down. Matt's relationship status with Emily decreases
- Smash Door : Matt complies and smashes down the door with the new-found axe.
{Choice} : Agree with Emily's plan to go find help in the radio tower, or Disagree and suggest you return to the lodge.
- Agree : Matt agree's with Emily's plan to go to the radio tower, and she expresses her approval. Matt's relationship status with Emily increases
- Disagree : Matt suggests they return to the lodge, but Emily talks him down, and they still head towards the radio tower. Matt's relationship status with Emily decreases
{Action} : While sidling over a long drop, a QTE will occur {Square; 2.00s} for you to prevent Emily from almost falling.
- Complete : Matt catches Emily by the waist, and when he brings her in, she suggests he go in front "to protect her."
- Fail : Emily falls to the ledge, barely hanging on. There will be an interactive QTE to grab her hand and bring her up. Once they are safe and finished sidling, she grills Matt for not catching her. Matt's relationship status with Emily decreases

--- Chapter 6 ---

{Choice} : As you stand trapped at the edge of a cliff, Calm Emily's panicking, or Rebuke her.
- Calm : Matt's Charitable status increases
- Rebuke :
{Choice} : [Emily] Keep the emergency flare gun for yourself, or Give it to Matt.
- Keep : Emily chooses to decide what to do with the flare gun. This leaves Matt with no defense against an attack.

{Choice} : [Emily; Keep] Stow the flare gun for later usage, or Shoot it off to signal for help.
- Stow : Emily shoots the flare shot into the sky to signal for help. This leaves Emily with no defense against an attack.
- Shoot : Emily stows the flare gun in her pocket for a potential later use. This gives Emily a defense against an attack.
- Give : Emily gives the flare gun to Matt and lets him decide what to do with it. Emily's Charitable status increases, Emily's relationship status with Matt increases. This leaves Emily with no defense against an attack.
- Matt; Agree to go to the tower : Matt will take the flare gun, and shoot it off to signal for help. This leaves Matt with no defense against an attack.
- Matt; Disagree to go to the tower : Emily will order Matt to save the flare gun in case they need it later, and he will stow it. This gives Matt a defense against an attack.
{

{Choice} : When Emily needs help, act Suspicious* and call her out on still liking Mike, Insulting* about her mean behavior, or try to be Supportive.
- Suspicious :
{Choice} : Be Persistent to know what's going on between her and Mike, or Concerned for her not to move.

- Persistent :
- Concerned :

{Choice} : Act Insistent to know what's going on, or Demanding, that she and Mike are done.
- Insistent :
- Demanding :
- Insulting :
{Choice} : Become Insistent that you deserve better, or Concerned for her not to move.
- Insistent :
- Concerned :
- Supportive :
{Consequence} : Emily's dialogue if Matt tries to calm her before any attempt to rescue her.

- High Relationship Status :
- Low Relationship Status :

{Choice} : Give a Sarcastic response to Emily, or be Concerned for her not to move.
- Sarcastic :
- Concerned :





3:20-4:01
QTE #|Description|QTE Type|Occurrence Conditions|Timer|Input|Complete|Fail|Failure Consequence|Notes
QTE 1|Choose to Climb or Leap up the rock wall|choice|always occurs|no timer|left/right + X|--|--||
Climb |Get your first footing, as you begin to climb|button|choose Climb |2.00s| circle |correct button|wrong / timeout|return to QTE 1|
|Grab a ring in the rock wall for support|button||2.00s| square |correct button|wrong / timeout|return to QTE 1|go to QTE 2a upon completion
Leap |Leap up and to the right and grab a lip in the rock wall|button|choose Leap |1.50s| square |correct button|wrong / timeout|return to QTE 1|
|Jump up again and grab a peg in the rock wall|button||2.00s| triangle |correct button|wrong / timeout|return to QTE 1|go to QTE 2b upon completion
QTE 2a|Choose to Reach Up the rock wall or Leap Right |choice|complete Climb |7.00s|left/right + X|--|timeout|return to QTE 1|
Reach Up |Jump up and grab a lip in the rock wall|button|choose Reach Up |2.00s| triangle |correct button|wrong / timeout|return to QTE 1|
|Keep your footing as you ready a second jump|button||2.00s| circle |correct button|wrong / timeout|return to QTE 1|
|Jump up again and grab hold of the bottom rung of the ladder|button||1.50s| square |correct button|button / timeout|return to QTE 1|climb is completed upon completion
Leap Right |Leap up and to the right and grab a peg in the rock wall|button|choose Leap Right |1.50s| circle |correct button|wrong / timeout|return to QTE 1|go to QTE 2b upon completion
QTE 2b|Choose to Climb to Ladder or Jump to Ladder |choice|complete Leap / Leap Right |7.00s|left/right + X|--|timeout|return to QTE 1|
Climb to Ladder |Leap sideways and grab a lip in the rock wall|button|choose Climb to Ladder |2.00s| triangle |correct button|wrong / timeout|return to QTE 1|
|Keep your footing as you prepare to jump|button||2.00s| circle |correct button|wrong / timeout|return to QTE 1|
|Jump up again and grab hold of the bottom rung of the ladder|button||1.50s| square |correct button|wrong / timeout|return to QTE 1|climb is completed upon completion
Jump to Ladder |Jump up to grab a second peg in the rock wall|button|choose Jump to Ladder |1.50s| circle |correct button|wrong / timeout|return to QTE 1|
|Leap up and left to grab the bottom rung of the ladder|button||1.50s| square |correct button|wrong / timeout|return to QTE 1|climb is completed upon completion
3:20-4:01
QTE #|Description|QTE Type|Occurrence Conditions|Timer|Input|Complete|Fail|Failure Consequence|Notes
QTE 1|Stay still and avoid detection|Don't Move!|always occurs|9.00s|hold controller still|stay inside movement sensor|move outside sensor|go to QTE 1a|
QTE 1a|Wrestle out of the stranger's grip|button|fail QTE 1|1.50s| triangle |correct button|wrong button / timeout||Emily wrestles out of his grip regardless
QTE 2|Jump across a small gap in a bridge|button|always occurs|1.50s| triangle |correct button|wrong button / timeout|+1 penalty|
QTE 3|Jump across a second small gap in the bridge|button|always occurs|1.50s| triangle |correct button|wrong button / timeout|+1 penalty|
QTE 4|Light an oil spill on fire to block your pursuer|aim & shoot|always occurs|3.00s|point controller + right trigger|make the shot|timeout|+1 penalty|
QTE 5|Choose to Turn Back or Hide |choice|have a penalty below +2|7.00s|left/right + X| Hide | Turn Back / timeout|you don't hide upon timeout|hiding allows you to collect two clues later
4:09
QTE #|Description|QTE Type|Occurrence Conditions|Timer|Input|Complete|Fail|Failure Consequence|Notes
QTE 1|Duck under your pursuer's attack|button|always occurs|2.00s| triangle |correct button|wrong / timeout|+1 penalty|Emily's dialogue is different later in the elevator upon failure
QTE 2|Jump across a gap in a bridge|button|always occurs|1.50s| triangle |correct button|wrong / timeout|+1 penalty / removes QTE 3|
QTE 3|Retrieve dropped flare/torch|button|complete QTE 2|1.50s| square |correct button|wrong / timeout|+1 penalty|Emily loses her light and has to start a new flare later upon failure
QTE 4|Choose to Go Left or Go Right |choice|always occurs|3.50s*|left/right + X| Go Left | Go Right / timeout|+1 penalty|*timeout happens before the prompt visually runs out
QTE 5|Pull the lever in the elevator|grab / move|always occurs|2.00s*|R2 + down|correct inputs|timeout|Emily dies|*the timer is extended once you grab the lever
QTE 6|Hold still as your pursuer passes|Don't Move!|reach a penalty of +1 [QTEs 1-4]|9.00s|hold controller still|stay inside movement sensor|move outside sensor||
QTE 7|Pull a chain and unleash a barrage of boulders to block your pursuer|button|always occurs|2.00s| square |correct button|wrong / timeout|+1 penalty|
QTE 8|Tip a barrel over to block your pursuer|button|always occurs|1.00s| circle |correct button|wrong / timeout|+1 penalty / Emily dies*|*reach a penalty of +2/+3 [QTEs 7-9]
QTE 9|Light an oil spill on fire to block your pursuer|button|always occurs|1.00s| triangle |correct button|wrong / timeout|+1 penalty / Emily dies*|*reach a penalty of +2/+3 [QTEs 7-9]
QTE 10|Choose to Stay On the conveyor belt, or Leap Off |choice|always occurs|3.00s|left/right + X| Leap Off | Stay On / timeout|go to QTE 10a|you stay on the conveyor belt upon timeout
QTE 10a|Leap across a small gap over an ore grinder|button|choose Stay On |1.00s| circle |correct button|wrong / timeout|go to QTE 10b|
QTE 10b|Climb up from the ledge of the ore grinder|button|fail QTE 10a|2.00s| triangle |correct button|wrong / timeout|Emily dies|
QTE 11|Shoot your pursuer with a flare gun|aim & shoot|You chose to Keep and Stow the flare gun, [Ep.6] + have no penalty [QTEs 7-9]|2.00s|point controller + right trigger|make the shot|timeout|Emily is bitten|the chase ends here upon failure / Emily will not get bitten if completed
QTE 12|Lock the door behind you|move|always occurs / *complete QTE 11|3.00s|left|correct inputs|timeout|Emily is bitten|the chase ends here upon failure / cannot be failed if QTE 11 was completed
QTE 13|Leap from the platform, to a wooden beam|button|complete QTE 12|1.50s| square |correct button|wrong / timeout||the chase ends here upon failure
QTE 14|Leap from one wooden beam, to a second wooden beam|button|complete QTE 13|1.50s| circle |correct button|wrong / timeout||the chase ends here upon failure
QTE 15|Leap from the wooden beam and grab the zip line handlebars|button|complete QTE 14|1.50s| triangle |correct button|wrong / timeout||the chase ends here

QTE #|Description|QTE Type|Occurrence Conditions|Timer|Input|Complete|Fail|Failure Consequence|Notes
QTE 1|Choose to Save Ashley or Keep Running |choice|Chris or Emily is still alive with Ashley|6.00s|left/right + X| Save Ashley | Keep Running / timeout|Ashley dies|
QTE 1a|Grab Ashley's hands and pull her up|grab / move|choose Save Ashley |2.00s (R2) / 2.00s (up)|R2 + up|correct inputs|timeout|Ashley dies / go to QTE 1b [Chris]|Emily is not in danger upon failure / Emily's charitable stat raises if completed by her
QTE 1b|Fend the wendigo off and escape|button|fail QTE 1a as Chris|2.00s| square |correct button|wrong button / timeout|Chris dies|
QTE 2|Slide iron bars across the opening to block your pursuers|grab / move|always occurs|5.00s|R2 + left + left|correct inputs|timeout|+1 penalty|
QTE 3|Choose to Keep Running or Hide |choice|always occurs|6.00s|left/right + X| Hide *| Keep Running * / timeout|Someone dies|*if you failed QTE 2 / death priority: Emily, Ashley, Chris
QTE 3a|Hide and hold still as the wendigo passes|Don't Move!|choose Hide |4.00s|hold controller still|stay inside movement sensor|move outside sensor|Someone dies|death priority: Emily, Ashley, Chris
QTE 4|Choose again to Keep Running or Hide |choice|always occurs|6.00s|left/right + X| Hide *| Keep Running * / timeout|Someone dies|*if you completed QTE 3a / death priority: Chris, Ashley, Emily
QTE 4a|Hide and hold still as the wendigo passes|Don't Move!|choose Hide |4.00s|hold controller still|stay inside movement sensor|move outside sensor|Someone dies|death priority: Emily, Ashley, Chris
QTE 5|Grab a piece of wood to barricade the door|grab|Chris is alive|3.00s|R2|correct inputs|timeout|adds QTE 7|skip QTE 7 if completed
QTE 6|Stay still as the wendigo looks in your direction|Don't Move!|Chris is alive|8.00s|hold controller still|stay inside movement sensor|move outside sensor|move to QTE 6a|
QTE 6a|Hit the wendigo with a piece of wood and escape|button|fail QTE 6|1.00s| triangle |correct button|wrong button / timeout|Chris dies|the chase ends here
QTE 7|Grab the piece of wood to attack the wendigo as it's not looking|button|fail QTE 5, but complete QTE 6|2.00s| square |correct button|wrong button / timeout|Chris dies|the chase ends here upon failure
QTE 8|Smack the wendigo with the piece of wood as it's not looking|aim & shoot|complete QTE 6 + QTE 5 / QTE 7|3.00s|point controller + right trigger|make the shot|timeout|Chris dies|the chase ends here
 
Last edited:

Fuji'n

Banned via Warnings
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Messages
41



"Rushdown"



Should be glass cannon imo.

and I don't think Zelda is hard to pick up at all. She's simple and easy, just bad and hard to win with when someone knows the match up.

edit: but I guess her lagning kicks not being spammable now and spacing with farore's makes her a bit harder than brawl, but her recovery is super easy in this game.
 
Last edited:

KuroganeHammer

It's ya boy
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I wanted to go with archetypes that fit standard terminology, "glass cannon" isn't an archetype really.

I'm planning on removing those anyway because they're quite subjective.

Difficulty is basically "how much of the games fundamentals do you need to be good at to play this character at a high/top level?"

So in Zelda's case it's spacing needs to be on point etc

I will PM you with other ones I've done if you like. :bee:
 

Rickster

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Thanks for adding the end lag data! I was actually going to male a post requesting it, but then I saw that the OP had been updated, haha. But... I'm afraid I'll get depressed if I look at it.

Also what does "FAF" mean? I'm assuming it's something related to endlag (or it IS endlag).

EDIT: WAIT NEVERMIND it's explained in the OP. I somehow missed that...
 
Last edited:

evmaxy54

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Thanks for adding the end lag data! I was actually going to male a post requesting it, but then I saw that the OP had been updated, haha. But... I'm afraid I'll get depressed if I look at it.

Also what does "FAF" mean? I'm assuming it's something related to endlag (or it IS endlag).
FAF = First Actionable Frame

It's the first available frame you can act out of an animation (attack or dodge). For example, FW has a FAF of 81, meaning it takes 81 frames from first inputting FW until you can do something (like move left or right when you're in the air after the reappearance).

The endlag of a move is the FAF of the move minus the last frame where an hitbox is active (if it is an attack) or the last frame you are invincible (from a dodge)

I.E. Zelda's Jab has an FAF of 24 & the last frame of it's hitbox is 15, so it would be: 24 - 15 = 9 frames endlag

I hope I've explained this clearly & correctly lol

Also Zelda's FAF data is so depressing yea ;_;

---

Oh yeah @ BJN39 BJN39 I have an idea. Like sometime last week or so I was in the lab I found out that when the opponent is grabbing the ledge, Dtilt into Fair & Dtilt into Ftilt are true kill combos at about 90-100% without Rage so I might sometime try to make recordings of the % needed for this to work on all the characters & some of the stages. While it's certainly situational, but I think this would be really helpful for characters that don't have hitboxes on their recoveries like Rosa & MM.

/rambleover
 
Last edited:

BJN39

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Actually I didn't have that throw frame data, (Or a tiny bit of the specifics in the specials frame data.) will be adding that in!
 

Zylach

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I knew Zelda's aerial game was mediocre but... that's downright pathetic. Averaging 50 frames until she can act on all aerials means she should basically never be in the air unless she can guarantee a hit (sweetspotted, not sourspotted) otherwise she's getting punished. Period. Not to mention her furthest reaching move is fsmash (besides phantom) with a startup of 16 frames and she can't act until frame 49. I guess spacing with fsmash was riskier than I thought and that answers a lot of questions about why I can't use fsmash against Mario. Within those 16 startup frames, he can land with a nair and initiate a dsmash before our attack even comes out. I swear, Mario is so stupid.
 

BJN39

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I knew Zelda's aerial game was mediocre but... that's downright pathetic. Averaging 50 frames until she can act on all aerials means she should basically never be in the air unless she can guarantee a hit (sweetspotted, not sourspotted) otherwise she's getting punished. Period. Not to mention her furthest reaching move is fsmash (besides phantom) with a startup of 16 frames and she can't act until frame 49. I guess spacing with fsmash was riskier than I thought and that answers a lot of questions about why I can't use fsmash against Mario. Within those 16 startup frames, he can land with a nair and initiate a dsmash before our attack even comes out. I swear, Mario is so stupid.
Don't forget to lol at ha Usmash, which legitimately has more endla--

Eaux

I was gonna make a joke about how bad the endlag on Usmash is by comparing it to something of Palutena's

But literally everything she has that's comparable in use to Zelda's Usmash has even more endlag, whoops. :secretkpop:

Still, it has over 30F of endlag *cries* (Note: A move with subpar/not very good endlag would be around 24-26F, as a comparison to how sad Usmash's endlag is.) it further confirms that's my Usmash addiction is very bad.

...


YOU CAN'T STOP ME.
 
Last edited:

Rickster

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If your opponent does actually manage to live until 130+, would Usmash actually be a viable KO option? I get a decent amount of late KOs with it.

Besides KOing, I think Usmash is still a good damage racker and airdodge punisher.
 

S.F.L.R_9

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If your opponent does actually manage to live until 130+, would Usmash actually be a viable KO option? I get a decent amount of late KOs with it.

Besides KOing, I think Usmash is still a good damage racker and airdodge punisher.
If you can actually hit with it, then sure :^) Though, at that point you might as well just go for a bthrow, dsmash, ftilt or wait 20 more % and use utilt. I'd only use it to kill at 130% as an anti-air or to read an airdodge
 

BJN39

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^Basically what S.F.L.R said, but I'm a slow typer. :p

If your opponent gets panicky with dodges at high percent, learning their dodging habits will more than likely net you a KO with Usmash, as long as it doesn't happen to drop them once you've managed to land it, ofc beating dodges is one of the situations where it has a higher chance of connecting, since the dropping usually happens between hits 4 and 5, but b/c they're dodging you'll likely START by hitting with hit 5.
 
Last edited:

Zylach

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Yeah, I use usmash very rarely, probably less than phantom in all honesty. It's only really useful for the hardest of punishes on airdodges and even then, there are better options. I've probably been punished more often for using usmash than I've used it to successfully punish someone.
 

KuroganeHammer

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I think the OP of this thread could be uncluttered so people like @ M Meru. can find what they're looking for.

I don't feel a table of contents is necessary, and complex data tables could probably be spoilered.
 

Furret

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Yeah, I use usmash very rarely, probably less than phantom in all honesty. It's only really useful for the hardest of punishes on airdodges and even then, there are better options. I've probably been punished more often for using usmash than I've used it to successfully punish someone.
I don't up smash often but when I do,
it was supposed to be an up tilt
 
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Meru.

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Phantom is really awful, this is way worse than I had thought. One question though. The data says it comes out on frame 31. Is this where the hits comes out of where Phantom appears? If frame 31 is where Phantom appears, it has 29 frames of start-up, the hitbox comes out of 42 and she will lag till 70. If it's where it hits, Phantom appears at 22, hits (11-9=) nine frames later at 31 and then has 39 frames of lag (lol).

I'm assuming its the former but either way it's really really horrible.
 
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BJN39

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Phantom is really awful, this is way worse than I had thought. One question though. The data says it comes out on frame 31. Is this where the hits comes out of where Phantom appears? If frame 31 is where Phantom appears, it has 29 frames of start-up, the hitbox comes out of 42 and she will lag till 70. If it's where it hits, Phantom appears at 22, hits (11-9=) nine frames later at 31 and then has 39 frames of lag (lol).

I'm assuming its the former but either way it's really really horrible.
If I'm reading it correctly;

From my understanding, the "frame 31" hit is the earliest it will hit with the sword at no charge, not when the Phantom appears/body pushy hit-box

So, it would appear at frame 22. This would also make it match with the release animation being roughly 50 frames long.

I think the OP of this thread could be uncluttered so people like @ M Meru. can find what they're looking for.

I don't feel a table of contents is necessary, and complex data tables could probably be spoilered.
No ToC? I'll try doing these. We'll see if the posts just want to just SD when I try this :3

Is there any reason aside quoting issues to spoiler instead of quote boxing? Becasue I'm sort of partial to the way quote boxing looks. :/
 
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Meru.

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If I'm reading it correctly;

From my understanding, the "frame 31" hit is the earliest it will hit with the sword at no charge, not when the Phantom appears/body pushy hit-box

So, it would appear at frame 22. This would also make it match with the release animation being roughly 50 frames long.
Which would mean it has more than half a second of lag. Might as well Farore's Wind into my opponent dsfhkghjkfdjk.

Dear Phantom,

We are never. ever. EVER getting back together.
 

BJN39

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So please bear with me as I am working towards fixing the OP. It is really drunk right now. x_x
 

Gay Ginger

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Speaking of UpSmash, why can't its damage spread be more like Fsmash?

I wish it would deal 1%,1%,1%,1%,.80%,.80%,.80%,9% (still =15.4%) instead. Because since it's only really useful for catching dodges, most hits don't usually connect, and it's pathetic to deal 5-10% for a move that leaves us so open and has average KO power. The last hit should guarantee most of the damage like Fsmash does.
 

BJN39

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Speaking of being thankful for @ KuroganeHammer KuroganeHammer

I HAVE DONE A SACRED CLEANSING OF THE OP!

Thanks quite a bit to him for things he's mentioned in the past about rich text editor. I went through and spent half an hour deleting 347804227 useless extra text edit tags.

The result is that the OP now has the standard size back at normal, instead of size 3, and the post is back to being standard colored! (Purple!!) instead of being recolored everywhere. It should be an easier load to quote for referencing as well!

I plan on fixing the second post soon as well.
 

Zylach

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Speaking of being thankful for @ KuroganeHammer KuroganeHammer

I HAVE DONE A SACRED CLEANSING OF THE OP!

Thanks quite a bit to him for things he's mentioned in the past about rich text editor. I went through and spent half an hour deleting 347804227 useless extra text edit tags.

The result is that the OP now has the standard size back at normal, instead of size 3, and the post is back to being standard colored! (Purple!!) instead of being recolored everywhere. It should be an easier load to quote for referencing as well!

I plan on fixing the second post soon as well.
That's so much cleaner. Great job.

I like that you kept the (words go here) parts. Those were my favorite :)
 

BJN39

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That's so much cleaner. Great job.

I like that you kept the (words go here) parts. Those were my favorite :)
<3

LOL those "(Words go here.)" are placeholder until I actually get around to adding the appropriate notes there. I like them there though, and the idea that there will be more in those spots sometime in the future. :)
 

Rickster

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Wow, the OP looks so refined now. Nice work BJN! :bluejump:

Btw thanks @ KuroganeHammer KuroganeHammer for providing the endlag data and BJN for adding it in. They're really helping me compare moves like:
Jab vs Dtilt
Ftilt vs Fsmash
Jab vs Utilt
Dtilt vs Utilt

I was surprised to find out that :

Jab is actually less laggy than Dtilt

Ftilt is faster than Fsmash except it has 1 more frame of lag

I've been trying to compare these moves for a LONG time, but now I finally have it all figured out! Thanks again~
 

Valamway

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This OP might be the most well-organized frame data I've seen...
At least, I think it is.
I might just be biased towards the Zelda boards.

Is there any info floating around out there on UpB angles?
If not, I suggest it for a future research project.
Although I guess it would be related to LC-Farore...

As far as I can tell, it works at least somewhat similarly to Melee.

I personally found around 30 unique angles between the :GCD: and :GCDL: notches, and there do appear to still be dead zones surrounding the cardinal directions.
Even assuming I missed a few unique angles (and I could have), this would mean there could very well be an angle for every degree of the circle, with the exception of the dozen or so degrees immediately to either side of every cardinal direction.
 
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BJN39

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So I was just looking through the necro Fairy Fountain (KayLo!'s Brawl Zelda data thread.) and I wonder if it's still possible to dodge TL's arrows with the Din's Fire startup animation~
 

evmaxy54

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So far my findings of Dtilt on ledge grabbing opponent into Fair:

:rosalina:: 71-87% from SH, 74-108% from FH, 84-118% from DJ

:4littlemac:: 85-114% from SH, 100-128% from FH, 100-135% from DJ

:4fox:: 74-96% from SH, 84-121% from FH, 90-139% from DJ

:4pikachu:: 71-76% from SH, 71-100% from FH, 78-109% from DJ

:4mewtwo:: 68-100% from SH, 82-120% from FH, 87-135% from DJ

And with Dtilt on ledge grabbing opponent into Ftilt:

:rosalina:: combos from 60-92%
kills at 91% on DH
90% on FD
89% on SV & LC
86% on T&C
doesn't kill on BF

all provided that they DI'd Ftilt correctly

All this was done in training mode where all moves are fresh & Rage isn't taken into account. Also these two combos don't work if the opponent DIs away when hit by Dtilt. If they DI towards you after Dtilt, it could set up for an Uair at the right %s if the situation ever arises (it shouldn't).

Also the timing is hella strict so be wary of that.

I'm also thinking of recording the %s at various points of Rage but that is going to be much harder to get the %s for since there's no way of seeing if the combo is true or not.
 
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evmaxy54

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Double post but this kinda needs to have attention in its own right.

I've also been looking at combos from an Uthrow recently

Sheik: 1-7%
Fox: 0-20% (15-20% does 24% instead)
Falcon: 11-12%
Greninja: 6-17%

Sheik: 1-21%
Fox: 0-20%
Falcon: 11-24%
Greninja: 6-23%

Falco: 5-18%

Sheik: 50-66%
Fox: 46-67%
Falcon: 63-86% (higher %s can only be done if DI'd)
Greninja: 55-57%

Falco: 51-63%

D3: 78-93%
LM: 51-77% (@ 77% requires DI)
Ganon: 70-73%
ZSS: 50-66%

WIP

"All this was done in training mode where all moves are fresh & Rage isn't taken into account." DI wasn't taken into account outside the Uthrow -> Uair done via the AI. I will continue to update this & the Dtilt combos on hanging opponents when I can be arsed. Help for anything of these or the Dtilt ledge combos would be greatly appreciated.

Also, on tall characters & if they missed the tech, FH Dair into LK is another true combo that works about mid to high %s. Uair can be substituted if they get too high & will p likely kill (I probably will get round to getting %s eventually but I want to do the Dtilt combos first & finish the Uthrow ones since they seem more practical).
You can technically do this Dair -> LK with a SH Dair & hit shorter characters but it's much more situational because you have to be remain airborne after the Dair & use your DJ
 
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BJN39

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Double post but this kinda needs to have attention in its own right.

I've also been looking at combos from an Uthrow recently

Sheik: 1-7%
Fox: 0-20% (15-20% does 24% instead)
Falcon: 11-12%
Greninja: 6-17%

WIP (but honestly I wouldn't be surprised if this is all that got affected by this combo. D3 goes surprisingly high from the Uthrow)

Sheik: 1-21%
Fox: 0-20%
Falcon: 11-24%
Greninja: 6-23%

Falco: 5-18%

WIP

Sheik: 50-66%
Fox: 46-67%
Falcon: 63-86% (higher %s can only be done if DI'd)
Greninja: 55-57%

Falco: 51-63%

D3: 78-93%
LM: 51-77% (@ 77% requires DI)
Ganon: 70-73%
ZSS: 50-66%

WIP

"All this was done in training mode where all moves are fresh & Rage isn't taken into account." DI wasn't taken into account outside the Uthrow -> Uair done via the AI. I will continue to update this & the Dtilt combos on hanging opponents when I can be arsed. Help for anything of these or the Dtilt ledge combos would be greatly appreciated.

Also, on tall characters & if they missed the tech, FH Dair into LK is another true combo that works about mid to high %s. Uair can be substituted if they get too high & will p likely kill (I probably will get round to getting %s eventually but I want to do the Dtilt combos first & finish the Uthrow ones since they seem more practical).
You can technically do this Dair -> LK with a SH Dair & hit shorter characters but it's much more situational because you have to be remain airborne after the Dair & use your DJ
Fun fact: I've double posted on the Brawl Zelda social before in the past; ofc It was when there was activity deaths gaps when I wanted to try and revive it and waiting for the next post would be lol rip.

These Uthrow combos are under the circumstance you catch you opponent not jumping, (At least for the grounded followup variations.) right?
 

evmaxy54

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Fun fact: I've double posted on the Brawl Zelda social before in the past; ofc It was when there was activity deaths gaps when I wanted to try and revive it and waiting for the next post would be lol rip.

These Uthrow combos are under the circumstance you catch you opponent not jumping, (At least for the grounded followup variations.) right?
Fair enough lol :p

The Uthrow combos are true combos. I got someone just there now to spam jump while stuck in the Uthrow animation & the hit stun (trying to buffer a jump) & it still registered as a combo in training mode.
 
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