0RLY
A great conversation filler at bars and parties
While I'm lurking in other character forums, I often find frame data here and there for their character's attacks. I propose that we, the Samus boards, try to get frame data for our favorite character, Samus.
-Duration of move:
| How long the animation will last until you can perform another move. EX: If you fire a charge shot, you can fire another shot before the first shot disappears.
-IASA frames:
| When the move can be canceled into another move with a crouch, jump, etc. EX: The jab can be canceled, so it has IASA frames.
-Invincibility frames:
| How long you remain invincible from attacks. I think the only case for this is for Samus' dodges.
-Landing lag:
| How much lag you experience from landing with an attack. This number will most likely be the same for all of Samus' aerials except for the Screw Attack.
-Hitbox out on:
| After the startup animation, the moment your attack inflicts damage and knockback. This may happen more than once, like with uair/fair/b-up. I don't think multi-hit info is that necessary.
-Hitbox in on (this is difficult to test, so this will be optional):
| When the attack's hitbox will cease to inflict damage/knockback. EX: The charge shot's hitbox will be out longer than its lag duration.
This may be tedious and time consuming, but it won't seem so hard if we tackle this one attack at a time.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Here, 3GOD uses an interesting, but effective method of getting frame data. Unfortunately, I don't have recording equipment. To those with recording equipment, I humbly request that you record videos of Samus using each of her attacks to acquire frame data. Some important things to take note of include:3GOD said:I capture the video and then "deinterlace" it to get back to 60 frame per second. I do several tests to make sure I haven't dropped a frame or something funny like that. Then I count frames in Virtual Dub.
-Duration of move:
| How long the animation will last until you can perform another move. EX: If you fire a charge shot, you can fire another shot before the first shot disappears.
-IASA frames:
| When the move can be canceled into another move with a crouch, jump, etc. EX: The jab can be canceled, so it has IASA frames.
-Invincibility frames:
| How long you remain invincible from attacks. I think the only case for this is for Samus' dodges.
-Landing lag:
| How much lag you experience from landing with an attack. This number will most likely be the same for all of Samus' aerials except for the Screw Attack.
-Hitbox out on:
| After the startup animation, the moment your attack inflicts damage and knockback. This may happen more than once, like with uair/fair/b-up. I don't think multi-hit info is that necessary.
-Hitbox in on (this is difficult to test, so this will be optional):
| When the attack's hitbox will cease to inflict damage/knockback. EX: The charge shot's hitbox will be out longer than its lag duration.
This may be tedious and time consuming, but it won't seem so hard if we tackle this one attack at a time.