• 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!

The Lakeside Lab: data for the Zelda nerd

ECHOnce

Smash Lord
Joined
Feb 22, 2014
Messages
1,191
Location
Bellevue, WA
So...not sure what direction this thread may take in the future, but for now it'll act as a dumping ground for useful Zelda lab data. Feel free to contribute; I'll add anything to the OP that seems appropriate (i.e. data that may help to better understand niche/unintuitive/misunderstood mechanics or concepts).

Time elapsed (frames) | Estimated Distance traveled (units) | Speed (units/frames) | Character State | B-cancel input for next frame?
Grounded (01), Airborne (01), Startup (01)|0u|0u/f|Visible, Tangible|No
Grounded (24), Airborne (32), Startup (24/32)|0u|0u/f|Visible, Tangible|Yes
Grounded (25), Airborne (33), Teleport (01)|0.0u|3.875u/f|Invisible, Intangible|Yes
Grounded (26), Airborne (34), Teleport (02)|3.9u|3.875u/f|Invisible, Intangible|Yes
Grounded (27), Airborne (35), Teleport (03)|7.8u|3.875u/f|Invisible, Intangible|Yes
Grounded (28), Airborne (36), Teleport (04)|11.6u|3.875u/f|Invisible, Intangible|Yes
Grounded (29), Airborne (37), Teleport (05)|15.5u|3.875u/f|Invisible, Intangible|Yes
Grounded (30), Airborne (38), Teleport (06)|19.4u|3.875u/f|Invisible, Intangible|Yes
Grounded (31), Airborne (39), Teleport (07)|23.3u|3.875u/f|Invisible, Intangible|Yes
Grounded (32), Airborne (40), Teleport (08)|27.1u|3.875u/f|Invisible, Intangible|Yes
Grounded (33), Airborne (41), Teleport (09)|31.0u|3.875u/f|Invisible, Intangible|Yes
Grounded (34), Airborne (42), Teleport (10)|34.9u|3.875u/f|Invisible, Intangible|Yes
Grounded (35), Airborne (43), Teleport (11)|38.8u|3.875u/f|Invisible, Intangible|Yes
Grounded (36), Airborne (44), Teleport (12)|42.6u|3.875u/f|Invisible, Intangible|Yes
Grounded (37), Airborne (45), Teleport (13)|46.5u|3.875u/f|Invisible, Intangible|Yes
Grounded (38), Airborne (46), Teleport (14)|50.4u|3.875u/f|Invisible, Intangible|Yes
Grounded (39), Airborne (47), Teleport (15)|54.3u|3.875u/f|Invisible, Intangible|Yes
Grounded (40), Airborne (48), Teleport (16)|58.1u|3.875u/f|Invisible, Intangible|Yes
Grounded (41), Airborne (49), Teleport (17)|62.0u|3.875u/f|Invisible, Intangible|Yes
Grounded (42), Airborne (50), Teleport (18)|65.9u|3.875u/f|Invisible, Intangible|Yes
Grounded (43), Airborne (51), Teleport (19)|69.8u|3.875u/f|Invisible, Intangible|Yes
Grounded (44), Airborne (52), Endlag (01)|73.6u|3.875u/f|Invisible, Intangible|Yes
Grounded (45), Airborne (53), Endlag (02)|77.5u|---|Visible, Intangible|No
Time elapsed | Estimated Distance | Speed | Character State | B-cancel input?
Grounded (44), Endlag (01)|73.6u|3.875u/f|Invisible, Intangible|Yes
Grounded (45), Endlag (02)|77.5u|---|Visible, Intangible|No
Grounded (65), Endlag (22)|81.5u|---|Visible, Tangible, IASA|No
Grounded (71), Endlag (28)|---|---|Visible, Tangible, (end)|No
Time elapsed | Estimated Distance | Speed | Character State | B-cancel input?
Grounded (44), Endlag (01)|73.6u|3.875u/f|Invisible, Intangible|Yes
B-cancel (01), Endlag (02)|77.5u|---|Invisible, Intangible|No
B-cancel (02), Endlag (03)|---|---|Invisible, Intangible|No
B-cancel (03), Endlag (04)|---|---|Visible, Tangible|No
B-cancel (13), Endlag (14)|±14.5u|---|Visible, Tangible, IASA|No
B-cancel (---), Endlag (---)|±18.5u|---|Visible, Tangible, (end)|No
Time elapsed | Estimated Distance | Speed | Character State | B-cancel input?
Airborne (52), Endlag (01)|73.6u|3.875u/f|Invisible, Intangible|Yes
Airborne (53), Endlag (02)|77.5u|---|Visible, Intangible|No
Airborne (112), Endlag (61)|---|---|Visible, Tangible, (end)|No
(incomplete; currently gathering data)

(Someone needs to teach me how to code in the table column headers...I can't find a smashboards FAQ for text formatting anywhere >__> Also...it's 3am, and I wrote down these values several days ago, so they are prone to error...in fact, my endlag values seem pretty sketchy lol. If spotted, I'll verify corrections in the lab and make amendments asap tomorrow)
 
Last edited:

Mentor

Smash Cadet
Joined
Jul 23, 2015
Messages
55
For jab resets, I believe I've witnessed jab, d-tilt, and sour dair work. I think nair & sour fair/bair might work, but I can't recall seeing it work. I'm curious if jazz hands would work if zelda's on the ground & the opponent lands on the platform above her.

As for %s where JR ends, they all are character weight based correct?
 

ECHOnce

Smash Lord
Joined
Feb 22, 2014
Messages
1,191
Location
Bellevue, WA
For jab resets, I believe I've witnessed jab, d-tilt, and sour dair work. I think nair & sour fair/bair might work, but I can't recall seeing it work. I'm curious if jazz hands would work if zelda's on the ground & the opponent lands on the platform above her.

As for %s where JR ends, they all are character weight based correct?
So I'm being super lazy getting around to this, but here's a snippet of some details I posted in the social private group earlier which should help answer your Qs for now, until I can add a summary to the OP. I appreciate the interest, despite the inactivity (:

Format:
Attack% AttackName (max % reached after attack to force standing getup, max % to force any getup*)

:fox: Weight = 75, Falling Speed = 2.8
8% Sour LKs (<24%)
8-9% Sour dAir (<14%)
4% Smallest Din (<15%)
6% Medium? Din (<11%)
10% dTilt

:falco: Weight = 80, Falling Speed = 3.1
8% Sour LKs (<25%)
8-9% Sour dAir (<14%)
4% S. Din (<15%)
6% M. Din (<12%)
10% dTilt

:jigglypuff: Weight = 60, Falling Speed = 1.3
8% Sour LKs (<19%, <20%)
8-9% Sour dAir (<12%, <68%)
4% S. Din (X, X)
6% M. Din (X, X)
10% dTilt (X, <71%)

:metaknight: Weight = 70, Falling Speed = 2.45
8% Sour LKs (<25%)
8-9% Sour dAir (<14%)
4% S. Din
6% M. Din
10% dTilt

*After this %, the attack does not force a getup because it knocks them too high up. If there is no second value, then I didn't record it because I didn't think of noting them down at first. An X will denote that there is no % range for this type of getup at all. Note that this range can be dramatically lowered (haven't tested % differences but I'm assuming it could just make our resets irrelevant altogether, since the ranges are already very low) if the opponents SDIs up.

So the interesting thing to note is that...all of her disjoint moves with the Lightning effect, her tele ribbon hit, teleport reappearance hitbox, the tips of Nayru's on its final active hitbox frame, large Dins, Din explosions, etc. all don't work for forced jab reset at 0%. Initially I was only testing for the first % range values listed above, so I didn't bother measuring stuff for ^abovr^ attacks that jab reset, but can't force a standing getup. So I'll get the 2nd % range values for those missing moves (Landing hitbox of nAir, tip of Jab, dTilt, tip of Dash Attack..?) along w other stuff later. This is prob the more important information, since most people aren't that great at reacting to a jab reset to roll or attack, so even if the forced standup %s are super low, we can still make use of the high % range for forcing any getup and still probably catch them using standing getup.

EDIT: 2 things, in addition to SDIing up, which may affect these values (idk by how much) would probably be crouch canceling and attack % staling.
 
Last edited:

WhiteCrow

Smash Journeyman
Joined
Jan 16, 2014
Messages
284
Location
Portland, OR
Curious Din's Fire data. Did some testing, returning Din's disappear when they reach the inside of Zelda's collision points, viewable in debug mode. When most character, Zelda included, jump their SCD shrinks, which makes jumping very important to orbiting a Din's Fire.

When a Din's Fire has a detonating hitbox, whether from using side special or it's timer, it will not disappear if Zelda's collision points touch it. Orbits are much easier if you can pass through a Din's Fire mid detonation because it gives you a moment to reposition or b-reverse momentum. The detonation length for all Din's Fire sizes is 5 frames. If a single opponent is caught in the explosion it stays active for 12 frames instead. If two opponents are caught in the detonation it stays active for 19 frames instead. For some reason the Ice Climbers only count as one opponent, so catching both in the detonation only keeps it active for 12 frames.
 
Top Bottom