Luco
Smash Hero
- Joined
- Jan 4, 2011
- Messages
- 9,232
- Location
- The isle of venom, Australia
- NNID
- dracilus
- 3DS FC
- 2638-1462-5558
Oh I was surprised he didn't check this thread. I'll go find it for you now.
EDIT: Try this:
EDIT: Try this:
And this:Not sure if this is known, but it's something I noticed today. All dthrows I've tested cap at 41 frames of hitstun, being cancellable with an airdodge, jump or attack on frame 42 at about 40% where it caps. After that though, jumping or attacking out of hitstun becomes increasingly slower until at least 150% (highest I tested). For example at 120% you can airdodge from Falcon's dthrow on 42, jump on 49-51 (heavier characters seem to be able to jump earlier) and attack on 47. The airdodge and attack frames seem to be the same with every dthrow but the jumping frame changes a little bit and for some reason heavies are able to jump earlier than lightweights.
Other moves usually have more hitstun, but they work with similar logic where jumping or attacking out of them is slower and slower the higher you go. Makes sense considering airdodge is the most dangerous option while jumping is the safest, however attacking is somewhere between those. Really makes moves like ZSS' down b too good for escaping setups.
This is also the reason training mode combo counter is broken. It only stops counting combos once you're able to jump or possibly attack out of hitstun even though you can airdodge before that, making it more unrealiable the higher the % is.
EDIT: probably the wrong topic to post this on but it's pretty central
With the down throws of Falcon, Diddy and ZSS, airdodging out of hitstun limit caps first at around 30-70%, while attacking out of hitstun limit caps second at roughly 70-110% and jumping out of hitstun limit caps last at 140-190% or so. Weight and hitstun are related however, these cap %s are higher for heavier characters which is why heavies were seemingly able to jump out of hitstun faster when I was comparing lightweights and heavies at around 120%. I personally always thought comboing heavies is easier because they receive the same amount of hitstun while receiving less knockback due to their weight, but it seems hitstun is directly related to knockback.
Not every move behaves in the same way though, for example Falcon's uair hitstun frames are 51 / 56 / 60 at 80% but 100 / 100 / 101 at 180%. Thus, it doesn't seem to be linear. The way I tested this was by simply viewing a recorded 60fps files frame by frame. Was originally testing completely different things (Falcon's dthrow to knee character specific setups) but the hitstun caught my attention since I was able to land the knees easier on jumps the higher the % was, while airdodging always saved the opponent after 40-60% depending on the character. Here's some numbers for the sake of comparison (tested at 180%):
Falcon's dthrow: 42 / 47 / 55
Diddy's dthrow: 43 / 53 / 60
ZSS' dthrow: 42 / 47 / 52
Diddy's uthrow: 49 / 49 / 57
Falcon's uair: 100 / 100 / 101 stronger hitbox, 91 / 94 / 94 weaker hitbox
Diddy's uair: 72 / 81 / 81
ZSS' uair: 78 / 85 / 85
It's pretty clear that the stronger the move is the more hitstun it tends to inflict and the further it scales. Airdodging is generally the fastest option but it gets tied with other options at cap sometimes, and jumping seems to never be the fastest option (it probably caps last always). There doesn't seem to be any universal logic in this other than that though.
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