phi1ny3
Not the Mama
Okay, I need to talk to Kinzer, Kita and you RJ, about the differences in data. Some are expected, but some have a slight twist that I think might hint at a better advantage for a move.
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?Okay, I need to talk to Kinzer, Kita and you RJ, about the differences in data. Some are expected, but some have a slight twist that I think might hint at a better advantage for a move.
from the COMPLETE FRAME DATA thread on tacticalAlright guys, I went into BrawlBox and got how long each animation took. Here is my findings:
Remember this is the length of the animation, so when you are calculating the first actionable frame, you have to add one.captain - 6
dedede - 5
diddy - 5
donkey - 7
falco - 5
fox - 5
gamewatch - 6
ganon - 6
ike - 8
kirby - 5
koopa - 9
link - 8
lucario - 6
lucas - 6
luigi - 6
mario - 6
marth - 6
metaknight - 5
ness - 6
peach - 6
pikachu - 5
pikmin - 6
pit - 6
pokefushigisou - 6
pokelizardon - 8
pokezenigame - 5
popo - 5
purin - 6
robot - 6
samus - 5
sheik - 5
snake - 10
sonic - 8
szerosuit - 5
toonlink - 8
wario - 7
wolf - 7
yoshi - 7
zelda - 7
I think it'd be easier to not add 1 to the jump data and leave a message at the top stating that you need to add 1 extra frame to it (and everything else that requires it).iirc you have to add +1 to nearly everything, even the jump number in PSA. Technically, it is so, but the time it takes for the game to read your "input" is one frame, so everything's really one frame extra.
It's the exact same speed as a regular full charge aura sphere. There is absolutely no frame difference when reversing a special outside of Falcon/Warlock Punch.Just wondering what else is still in progress for this? (If we had that listed somewhere we could get possible help from random passerbys.)
Also just wondering has the full charge reverse Aura Sphere been tested?
You can look this up in BrawlBox, or at least you can check the frames it increases size in Brawlbox. I remember looking at that awhile back...Hey Phil, would it be possible for you to test AS's partial charges and what frames they happen?
It'd be really useful to have for priority's sake. Especially when we beat MK's nado with 10% Spheres, but we have to second guess how much partial charges do (which will be figured out).
Thanks bro.
In other news, Uthrow is amaaaazingly good. More lucarios need to try this move out and see if they like it. With Lucario's massive ground punishments against a whiff, it really forces opponents to pick from options lucario can more easily follow up on, or put Lucario in a good position.
edit: guys? Can you say "uthrow **** time"?
so buffered boost pivot grab from uthrow comes out on like frame 11, DA1 out of frame 8 (DA2 on frame 11), strutterstep fsmash is slow but that strutterstep is fast enough to get you out of the way of the obvious attack they might try to throw at you coming down.For stutter-step fsmash, you can interrupt with fsmash during any of the first 6 frames of your dash.
0 - Standing
1 - Dash
2 - ^
3 - ^
4 - ^
5 - ^
6 - Fsmash <--- The latest you can fsmash.
If you were to try to Fsmash on the 7th frame, you would dash attack.
The earliest you can dash attack from a standing position is during the 2nd frame of your dash.
0 - Standing
1 - Dash
2 - Dash attack
If you were to buffer a dash attack out of something, then the dash attack would come out on the 1st frame instead.
Instant boost pivot grabs
0 - Standing
1 - Dash
2 - Dash attack
3 - Back + Grab (Pivot grab)
Again, if you use buffering, you can make the boost pivot grab come out on the 1st frame instead of the 3rd.
Now think about it this way, uthrow is +9 in advantage, but that's only when taking into account their ability to regain control. You also have to account for STARTUP for aerials and air dodge. ****, am I right?
tl;dr in some MUs at low percents, YOU WILL PROBABLY want to think of using this throw over Dthrow/Bthrow, since depending on how close they are to you when they get thrown you are GUARANTEED more damage/followup potential.
You could just organize it here honestly. Instead of quoting my thread, just debunk the quotes and actually list the disadvantage data normally in the OP. After all of that is sorted out, then you can do a bottom section for anything extra.double post:
I'm thinking that the disadvantages/stun of moves is disorganized (not necessarily frame startup and such, just stuff involving shield and the like), and I'm wondering if for now I should make an unstickied thread and link the stuff I've collected to here until I get it retested/confirmed. Anyone disagree?
Yeah this needs a do-over imo, I'm thinking of doing it within this week.oh and I don't like the OP at all, it's so confusing, imo it should be a bit reorganized :/
the Quotes should be collapsed
"Hitbox out" sounds stupid. Does it mean the hitbox ends there?
"completes on frame" could be compakter with a simple "Ends: X"
the frame data is abitlot dissuasive.
E: a dammit, I posted before lol