Sky Pirate
The best defense is a lot of frigging healing
Olimar Hitbubbles 1
Olimar Hitbubbles 2
Olimar Hitbubbles 3
[collapse=Hitbubble PACs]
Hitbubble PACs
Blue
Purple
Red
White
Yellow
Grabs
[/collapse]
Hitlag Spreadsheet
[collapse="Frame Data"]
NOTE: Frame ranges are inclusive.
If it reads "Frames 4-7" for a hitbubble, the hitbubble is also active on frames 4 and 7.
[collapse=Ground Attacks]
-Jab1-
Frames 4-7: Main hitbubble
Frames 8-10: Antenna hitbubble
Frame 8+: Can cancel into Jab2 when Attack input is made
Frame 18: Goes into Jab2 if held
FAF: Frame 30
-Jab2-
Frames 4-6: Hitbubble
Frames 7-13: RA-Bit [16]
Frames 14-17: RA-Bit [17]
FAF: Frame 18
-Utilt-
Frames 6, 8, 10, 12, 14, 16, 18: One-frame hitbubbles
Frame 20: Final one-frame hitbubble
FAF: Frame 40
-Dtilt-
Frames 6-12: First hitbubble
Frames 16-22: Antenna hitbubble
FAF: Frame 30
-Ftilt-
Frames 9-18: Hitbubble
Frame 38: FAF
-Dash Attack-
Frames 8-14: First hitbubble pair
Frames 10-14: Smaller, weaker hitbubble pair
Frame 35: FAF
Weak hit comes from a second pair of hitbubbles created two frames after the first.
-Usmash-
Frame 8-20: Large hitbubble
Purple Frame 8-17: Large hitbubble
Frame 8-10: Small secondary hitbubble (all colors)
FAF: Frame 33
Frame 13: Damage reduced for Red/Purple.
+ Base Knockback also reduced for Purple.
Frame 14: Damage reduced for Yellow/Blue/White.
+ Size is also reduced slightly for all colors (-1)
Charging smashes adds up to 60 frames, depending on length of charge.
-Fsmash-
FAF: Frame 40
Red, Yellow, Blue, White
Frame 11-48: Hitbubble (Disappears at 33 on flat ground)
Frame 16-22: Knockback growth (RYB only), Damage, Knockback, and Size reduced
Frame 23-48: Size (Yellow only) and Damage reduced
Purple
Frame 11-25: Hitbubble
Frame 16: Size and damage reduced
Frame 21: Damage reduced
Charging smashes adds up to 60 frames, depending on length of charge.
-Dsmash-
Red, Yellow, Blue, White
Frame 10-19: Hitbubble(s)
Frame 15: Knockback Growth (Red only), Damage, Base Knockback reduced
Purple
Frame 10-16: Hitbubble(s)
Frame 14: Damage and Base Knockback reduced
FAF: Frame 38
Charging smashes adds up to 60 frames, depending on length of charge.[/collapse]
[collapse=Aerials]
-Nair-
Frames 7-8, 10-11, 13-14, 16-17, 19-20: Hitbubble
Frames 21-22: Large hitbubble
FAF: Frame 42
Frames 3-33: Will suffer 3 frames of landing lag
-Uair-
Frame 8, 10, 12, 14, 16, 18: One-frame hitbubbles
Frame 20: Large one-frame hitbubble
FAF: Frame 35
Frames 6-29: Will suffer 30 frames of landing lag
-Fair-
Frame 7-9: Hitbubble
FAF: Frame 43
Frames 6-30: Will suffer 15 frames of landing lag
-Bair-
Frames 10-13: Hitbubble
FAF: Frame 49
Frames 6-35: Will suffer 15 frames of landing lag
-Dair-
Frames 9-19: Hitbubble
Frames 6-29: Will suffer 30 frames of landing lag
Frame 12: Damage, Knockback Growth, Base Knockback reduced, "Spike" removed
+ For Red/Blue/White/Purple, size/location properties for two hitbubbles are switched and overall size reduced
+ Size remains the same for Yellow; Hitbubbles merely exchange all properties for no reason
FAF: Frame 52[/collapse]
[collapse=Specials]
All specials (except Pikmin Pluck) can be "bounced" or "B-Reversed" if the opposite direction is input after frame 1 and held on frame 4.
Inputting the opposite direction on frame 1 results in a simple turnaround B.
-Pikmin Pluck (Neutral B)-
Frame 1: Pikmin is generated
FAFs:
120%- Frame 9
100%- Frame 9
80%-- Frame 10
75%-- Frame 10
70%-- Frame 11
40%-- Frame 14
Percentages reference THIS POST.
Pluck Whiff FAF: Frame 33
-Pikmin Chain (UpB)-
Frame 12-13: Hitbubble 1
Frame 14-15: Hitbubble 2
Frame 16-17: Hitbubble 3
Frame 18-19: Hitbubble 4
Frame 20-21: Hitbubble 5
Frame 22-23: Hitbubble 6
FAF: Frame 65
Hang frame count (on tethering the ledge): 180 frames
Hitbubbles half-appear on first frame they are out and fully appear on the second.
All remain until the last hitbubble ends, at which point all hitbubbles disappear.
Can be turned around if opposite direction is held on frame 11.
-Pikmin Toss (SideB)-
Frame 9-120: Hitbubble (RYBW)
Frame 9-100: Hitbubble (Purple)
FAF: Frame 25
Frame data same for grounded or aerial
On Flat Ground
Hitbox - Frames 9-38
Hitbox - Frames 9-53
Hitbox - Frames 9-38
Hitbox - Frames 9-29
Hitbox - Frames 9-31
-Latch Attack-
Hitbox - Frame 17-19
Hits every thirty frames
-Whistle (DownB)-
Frames 2-16: Super Armor
Frame 12: Pikmin are called
FAF: Frame 21[/collapse]
[collapse=Dodges, Techs, Etc.]
-Spotdodge-
Frames 3-20: Invincible
FAF: Frame 26
-Forward and Back Rolls-
Frames 4-19: Invincible
FAF: Frame 33
-Airdodge-
Frames 4-29: Invincible
FAF: Frame 40
-Normal Get-up (Front & Back)-
Frames 1-22: Invincible
FAF: Frame 30
-Get-up Attack (Face-up)-
Frames 1-27: Invincible
Frames 15-17: First Hit
Frames 25-27: Second Hit
FAF: Frame 50
-Get-up Attack (Face Down)-
Frames 1-29: Invincible
Frames 16-18: First Hit
Frames 27-29: Second hit
FAF: Frame 50
-Get-up Forward & Back Rolls (Face-up & Face-down)-
Frames 1-22: Invincible
FAF: Frame 36
-Ledge Attack (Under 100)-
Frames 1-15: Invincible
Frames 17-23: Hitbubbles
Frames 22-23: Extra Hitbubbles added
FAF: Frame 56
-Normal Ledge Get-up (Under 100)-
Frames 1-30: Invincible
FAF: Frame 35
-Ledge Roll (Under 100)-
Frames 1-29: Invincible
FAF: Frame 50
-Ledge Attack (Over 100)-
Frames 1-43: Invincible
Frames 39-43: Hit
FAF: Frame 70
-Normal Ledge Get-up (Over 100)-
Frames 1-55: Invincible
FAF: Frame 60
-Ledge Roll (Over 100)-
Frames 1-65: Invincible
FAF: Frame 80
-Ledge Jump (Under 100)-
Invincible - Frames 1-15
FAF: Frame 16
-Ledge Jump (Over 100)-
Invincible - Frames 1-19
FAF: Frame 20
-Normal Slip Get-up-
Frames 1-17: Invincible
FAF: Frame 22
-Slip Attack-
Frames 1-8: Invincible
Frames 12-13: First hit
Frames 24-25: Second hit
FAF: Frame 50
-Slip Roll (forward and Back)-
Frames 1-10: Invincible
FAF: Frame 29
-Passive (Normal Tech?)-
Frames 1-20: Invincible
-PassiveStandF (Forward-Roll Tech?)-
Frames 1-20: Invincible
-PassiveStandB (Back-Roll Tech?)-
Frames 1-20: Invincible
-PassiveWall (Wall Tech?)-
Frames 1-20: Invincible
-PassiveCeil (Ceiling Tech?)-
Frames 1-20: Invincible[/collapse]
[collapse=Grabs]
-Standing Grab-
Hitbox - Frames 11-25
FAF: Frame 30
-Pivot Grab-
Hitbox - Frame 11-25
FAF: Frame 36
-Running Grab-
Hitbox - Frame 11-25
FAF: Frame 40
-Dthrow-
Frame 15-18: Hitbubble
Frame 19: Throw collision created
FAF: Frame 36
-Uthrow-
Frame 27: Throw collision created
FAF: Frame 42
-Fthrow-
Frame 4: Throw collision created
FAF: Frame 32
-Bthrow-
Frame 7: Throw collision created, direction reversed
FAF: Frame 36
-Pummel-
Hitbox - Frame 10-26
FAF: Frame 22[/collapse]
[collapse=Other]
-Taunt 1 (Up-Taunt, Three hops)-
FAF: 80
-Taunt 2 (Side Taunt, Gyrating)-
FAF: 90
-Taunt 3 (Down Taunt, Fall-Down)-
FAF: 90
-Jump-
Frame 6: In Air
Frame 27: Fastfall can be input for shorthops
Frame 38: Fastfall can be input for fullhops
Frame 53: First frame of landing animation from a shorthop
Frame 77: First frame of landing animation from a fullhop
Frame 39: First frame of landing animation from an optimal shorthop
Frame 60: First frame of landing animation from an optimal fullhop
(These two mean that the fastfall was input as soon as possible)
Soft Landing FAF: Frame 3
Hard Landing FAF: Frame 5
+ If jump is still held on frame 6, a fullhop is executed.
+ Inputs made on frame 6 of the initial jump are ignored.
-Dash-
Frame 7: Roll, Fsmash, and Dashdancing can no longer be executed
Frame 22: FAF of "Foxtrot" input
Frame 12: Skid animation can begin
+ Dash Attack and Usmash can be input at any point in the dash animation, including frame 22 of the "Foxtrot" animation.
+ From Frame 7 of the skid animation onward, "Attack" no longer causes a dash attack.
+ Frame 15 is the "FAF" of the skid animation. It can be canceled at any time with shield.
* Crouch is completed on frame 5, at which point Olimar can Dtilt.
* Platform drop puts Olimar in an aerial state on frame 4.
* For DACUS - Input on frames 3-4 of the Dash attack animation
* For Boost Pivot Grab - Input on Frames 2-3 of the Dash attack animation
For reference, Frame 3 is when the first sound is made.
[/collapse]
[collapse=Items]
-Item Pickup-
FAF: Frame 8
-Walking Item Pickup-
FAF: Frame 20
-Normal/Smash Ftoss-
Frame 8: Hitbubble appears
FAF: Frame 25
-Normal/Smash Btoss-
Frame 4: Direction reversed
Frame 11: Hitbubble appears
FAF: Frame 26
-Normal/Smash Utoss-
Frame 12: Hitbubble appears
FAF: Frame 24
-Normal/Smash Dtoss-
Frame 7: Hitbubble appears
FAF: Frame 21
-Dash Toss-
Frame 5: Hitbubble appears
FAF: Frame 38
-Aerial Ftoss-
Frame 8: Hitbubble appears
FAF: Frame 25
-Aerial Btoss-
Frame 4: Direction reversed
Frame 11: Hitbubble appears
FAF: Frame 26
-Aerial Utoss-
Frame 12: Hitbubble appears
FAF: Frame 24
-Aerial Dtoss-
Frame 7: Hitbubble appears
FAF: Frame 21
-Jab-
Frames 6-8: Hitbubble
Frame 14: Can input another Jab
FAF: Frame 24
-Ftilt-
Frames 11-14: Hitbubble
FAF: Frame 42
-Fsmash-
Frames 14-16: Hitbubble
FAF: Frame 61
-Dash Attack-
Frames 8-11: Hitbubble
FAF: Frame 47
-Normal Grounded Drop-
Frame 6: Hitbubble appears
FAF: Frame 24[/collapse][/collapse]
[collapse=Fresh Move Damage]Jab1 - 3.15 (body), 2.1 (antenna)
Jab2 - 5.25
Jab2 may hit twice if the opponent is close enough (for a possible total of 15.75 damage for the entire jab combo).
Utilt - 1.05 (small hits), 4.2 (final hit)
Hits 8 times total (for a total of 11.55 damage).
Dtilt - 6.3 (body), 2.1 (antenna)
Ftilt - 6.3
Dash Attack - 7.35, 4.2
Nair - 2.1 per hit
Hits 6 times for a total of 12.6 damage.
Usmash - 15.75 (14.7), 12.6
Usmash - 14.7 (12.6), 10.5
Usmash - 15.75 (13.65), 11.55
Usmash - 9.45 (7.35), 5.25
Usmash - 16.8 (13.65), 13.65
Numbers in parentheses are for the small hitbubble during the beginning of the attack.
Fsmash - 15.75, 12.6, 9.45
Fsmash - 13.65, 9.45, 6.3
Fsmash - 15.75, 11.55, 6.3
Fsmash - 9.45, 6.3, 3.15
Fsmash - 18.9, 16.8, 13.65
Damage depends on when the attack connects.
Dsmash - 13.65, 10.5
Dsmash - 11.55, 8.4
Dsmash - 12.6, 9.45
Dsmash - 6.3, 4.2
Dsmash - 15.75, 12.6
Damage depends on when the attack connects.
Uair - 3.15, 6.3 (25.2)
Uair - 2.1, 4.2 (16.8)
Uair - 3.15, 4.2 (23.1)
Uair - 1.05, 3.15 (9.45)
Uair - 3.15, 4.2 (23.1)
Hits 7 times total. First number is for the small hits, second is for the large one at the end.
Number in parentheses is for the total damage.
Dair - 16.8, 7.35
Dair - 12.6, 6.3
Dair - 14.7, 6.3
Dair - 8.4, 4.2
Dair - 14.7, 6.3
Damage depends on when the attack connects.
Fair - 15.75
Fair - 12.6
Fair - 13.65
Fair - 5.25
Fair - 14.7
Bair - 13.65, 11.55
Bair - 12.6, 9.45
Bair - 13.65, 10.5
Bair - 5.25, 4.2
Bair - 13.65, 10.5
Damage is greater toward the center of the attack.
First number is "sweetspotted", second is toward the ends.
Pikmin Toss- 2.1 per hit
Pikmin Toss - 2.1 per hit
Pikmin Toss - 2.1 per hit
Pikmin Toss - 6.3 per hit
Pikmin Toss - 6.3
UpB - 7.35
UpB - 6.3
UpB - 6.3
UpB - 6.3
UpB - 8.4
Dthrow - 8.4
Dthrow - 7.35
Dthrow - 11.55
Dthrow - 5.25
Dthrow - 7.35
Uthrow - 9.45
Uthrow - 11.55
Uthrow - 12.6
Uthrow - 6.3
Uthrow - 11.55
Bthrow - 7.35
Bthrow - 9.45
Bthrow - 14.7
Bthrow - 7.35
Bthrow - 9.45
Fthrow - 6.3
Fthrow - 7.35
Fthrow - 13.65
Fthrow - 6.3
Fthrow - 7.35
Pummel - 2.1
Pummel - 2.1
Pummel - 2.1
Pummel - 4.2
Pummel - 2.1
Ledge Attack (under 100) - 8.4
Ledge Attack (over 100) - 10.5
Get-up Attack (on back) - 6.3 (each hit)
Get-up Attack (on front) - 6.3 (each hit)
Slip Attack - 5.25 (each hit)
Smash Ftoss - 5-7%
Normal Utoss - 3-6%
Smash Utoss - 5-8%
Normal Dtoss - 5%
Smash Dtoss - 7%
Aerial UToss - 4-6%
Aerial Dtoss - 4-6%
Aerial Ftoss - 5%
Aerial Z-Drop - 1-4%
Dash Toss - 4-7%
Ftilt: 7% near hilt, 8% near tip
Fsmash: 12%
Dash Attack: 11%
Normal Grounded Drop: 5-11%
Normal Ftoss - 5-13%
Smash Ftoss - 7-16%
Normal Utoss - 7-10%
Smash Utoss - 6-14%
Aerial Ftoss - 5-13%
Aerial Utoss - 11-14%
Aerial Dtoss - 11-15%
Aerial Z-Drop - 4-10%
[/collapse]
[collapse=Range Comparisons]Hyphen Usmash/DACUS comparison
[collapse=Grab Range Differences]
These were all taken on the first frame after the hitbubble disappears.
NOTE THAT BLUES GO EVER-SO-SLIGHTLY FURTHER THAN REDS.
THE HITBUBBLE IS THE SAME SIZE.
Whites/Blues share range and Reds/Yellows share range.
[/collapse]
[collapse="Pivot Grab Range Comparisons"]
Pivot Grab
Boost Pivot Grab
Both moves were started the same distance from the Metaknight.
The start of non-dash inputs was considered the start of the attack.
Pictures taken on the last frame the hitbubble is out.
[/collapse]
[collapse=Offstage Dsmash Range Comparison]
Dsmash has hitbox offstage for two frames when used right at the edge.
Furthest it goes when not right on the edge:
Furthest it goes when right on the ledge:
[/collapse]
[/collapse]
[collapse=Random Other Things][collapse=Random Edge-Pluck Observation]
From distance tested, offstage on 26, must keep holding forward on 25 to go offstage or you stop at the edge.
- Normally, you can't take any sort of non-running-forward action until you're offstage. Otherwise, you stop at the edge.
With ledge pluck:
You do not go offstage if pluck is started on 1-20
Pluck on 21, offstage on 29, can fastfall on 27
Pluck on 22, offstage on 27, can FF on 25
Pluck on 23, offstage on 27, can FF on 25
Pluck on 24, offstage on 26, can FF on 25
Pluck on 25, offstage on 26, can FF on 26
So basically, ledge plucking can make it easier to perform a ledgehog.[/collapse]
[collapse=Falco CG Graph]
This is a graph of the percentages at which you fly off in a more horizontal direction.
The left numbers are percentages and the bottom ones are staling.
I'm not really sure if Falco's CG is guaranteed at lower percentages with DI, but those are the percentages at which we can definitely escape.
REMEMBER - These are measured by number of CGs IN A ROW, to give an idea of the range.
If he Dairs you after, he'll have Dair in the first spot of the queue and you'll have to account for that.
[/collapse]
[collapse=Random Insignificant Size Stuff]
Fsmash -
RBW same, Purple range reduced, Yellow hitbox larger
Dsmash -
RBW same, Purple range reduced, Yellow hitbox larger
Usmash -
RBW same, Purple range reduced, Yellow hitbox larger
All aerials-
All same except yellow (Yellow has larger hitbox)
UpB Hitbox size-
R- 4.4
Y- 4.4
B- 4.4
W- 4.099983
P- 4.6
So Purples are larger AND do more damage with UpB. XD
White value is oddly specific.
Pikmin Toss Hitbox size
R-4
Y-5.5
B-4
W-4
P-2.2
(Yellows have the power of MAGNETISM!)
[/collapse]
[collapse=Random Old Crap]
[Collapse=Random Observations]
- Three Pikmin are slightly better than none (when tethering), but have a smaller window for input.
- If you land with the glitched UpB freefall state (not flashing, pikmin chain still in hand), you don't have to sit through the "head bounce" animation that occurs when you don't autocancel it.[/collapse]
[collapse=Old/Obsolete Frame Data]
[collapse=Frame Data (Frame Advance)]FAF = First Frame of next action
Advantage on block tested for a hit on the first frame of the hitbubble.
Normal landing lag is 3 frames.
Fast fall speed landing lag is four frames (FAF 5)
Maximum fall speed reached after 21 frames of falling.
-Jab1-
First hitbox - Frame 4-7
Second hitbox (Antenna) - Frame 8-10
FAF: Frame 30
Advantage on Block: -21
Can cancel into Jab2 as soon as frame 8
Held normally, cancels on frame 19
-Jab2-
First hitbox - Frame 5-7
FAF: Frame 19
Advantage on Block: -6
-Utilt-
Hitboxes - Frame 6, 8, 10, 12, 14, 16, 18, 20
One-frame duration for hitboxes
FAF: Frame 40
Advantage on Block (Final Hit): -11
-Dtilt-
First hitbox - Frame 6-12
Second hitbox (Antenna) - Frame 16-22
FAF: Frame 30
Advantage on Block: -16
Advantage on Block (with Antenna hit blocked): -6
-Ftilt-
Hitbox - Frame 9-18
FAF: Frame 38
Advantage on Block: -19
-Dash Attack-
Hitbox - Frame 8-15
FAF: Frame 35
Advantage on Block (Full Attack): -16
Weak hit comes from a second pair of hitbubbles created two frames after the first.
- For DACUS - Input on frames 3-4 of the attack animation
- For Boost Pivot Grab - Input on Frames 2-3 of the attack animation
For reference, Frame 3 is when the first sound is made.
-Nair-
Hitboxes - Frame 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
FAF: Frame 42
Advantage on Block (Small Hits):
Advantage on Block (Final Hit): -12
Landing lag given - Frames 3-33
Landing lag duration - 15 frames
-Usmash-
Hitbox - Frame 8-20
Small "launcher" hitbox - Frame 8-10
Purple hitbox - Frame 8-17
Purple Small hitbox - Frame 8-10
FAF: Frame 33
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -7
Advantage on Block (Main Hitbubble): -2
-Fsmash-
On flat ground
Hitbox - Frame 11-33
Purple Hitbox - Frame 11-26
FAF: Frame 40
Advantage on Block: -7
Advantage on Block: -8
Advantage on Block: -7
Advantage on Block: -11
Advantage on Block: -5
With no vertical limit
Hitbox - Frame 11-48
Purple Hitbox - 11-26
-Dsmash-
Hitbox - Frame 10-19
Purple Hitbox - Frame 10-16
FAF: Frame 38
Advantage on Block: -8
Advantage on Block: -10
Advantage on Block: -9
Advantage on Block: -13
Advantage on Block: -7
-Uair-
Hitbox - Frame 8-21
Larger hitbox - Frame 20-21
FAF: Frame 35
Landing lag given - Frames 6-29
Landing lag duration - 30 frames
Advantage on Block (Final Hit): -5
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
-Dair-
Hitbox - Frame 9-20
FAF: Frame 52
Landing lag given - Frames 6-29
Landing lag duration - 30 frames
Advantage on Block: -29
Advantage on Block: -31
Advantage on Block: -29
Advantage on Block: -33
Advantage on Block: -30
-Fair-
Hitbox - Frame 7-10
FAF: Frame 43
Landing lag given - Frames 6-30
Landing lag duration - 15 frames
Advantage on Block: -23
Advantage on Block: -22
Advantage on Block: -23
Advantage on Block: -26
Advantage on Block: -21
-Bair-
Hitbox - Frame 10-14
FAF: Frame 49
Landing lag given - Frames 6-35
Landing lag duration - 15 frames
Advantage on Block: -26
Advantage on Block: -27
Advantage on Block: -27
Advantage on Block: -31
Advantage on Block: -27
-Pluck-
FAFs:
Percentages reference THIS POST
120%- Frame 9
100%- Frame 9
80%-- Frame 10
75%-- Frame 10
70%-- Frame 11
40%-- Frame 14
-Whistle-
SA - Frames 2-16
FAF: Frame 21
Calls pikmin on frame 13
-Pikmin Toss-
Hitbox - Frame 9-X
FAF: Frame 25
Advantage on Block: 0
Frame data same for grounded or aerial
On Flat Ground
Hitbox - Frames 9-38
Hitbox - Frames 9-53
Hitbox - Frames 9-38
Hitbox - Frames 9-29
Hitbox - Frames 9-31
-UpB-
Hitbox 1 - Frame 12-13
Hitbox 2 - Frame 14-15
Hitbox 3 - Frame 16-17
Hitbox 4 - Frame 18-19
Hitbox 5 - Frame 20-21
Hitbox 6 - Frame 22-23
FAF: Frame 65
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Hitbubbles half-appear on their first frame and linger until the last pikmin hitbubble ends.
Example: If you have five pikmin, hitbubble 1-4 will linger until hitbubble 5 ends.
This means that a one-pikmin chain will have a hitbubble from frame 12-13 and a six-pikmin chain will have a hitbubble from frames 12-23 (both will still last until frame 65).
-Standing Grab-
Hitbox - Frames 11-25
FAF: Frame 30
-Pivot Grab-
Hitbox - Frame 11-25
FAF: Frame 36
-Running Grab-
Hitbox - Frame 11-25
FAF: Frame 40
-Dthrow-
Hitbox - Frame 15-23
FAF: Frame 36
-Uthrow-
FAF: Frame 42
-Fthrow-
FAF: Frame 32
-Bthrow-
FAF: Frame 36
-Pummel-
Hitbox - Frame 10-26
FAF: Frame 22
-Latch Attack-
Hitbox - Frame 17-19
Hits every thirty frames
-Spotdodge-
Invincible - Frames 3-20
FAF: Frame 26
-Airdodge-
Invincible - Frames 4-29
FAF: Frame 40
-Forward & Back Roll-
Invincible - Frames 4-19
FAF: Frame 33
-Get-up Roll - Forward & Backward-
Invincible - Frames 1-22
FAF: Frame 36
-Normal Get-up - Front & Back-
Invincible - Frames 1-22
FAF: Frame 30
-Ledge Roll (Under 100)-
Invincible - Frames 1-30
FAF: Frame 50
-Ledge Roll (Over 100)-
Invincible - Frames 1-65
FAF: Frame 80
-Ledge Attack (Under 100)-
Invincible - Frames 1-15
Hitbox - Frame 17-23
Extra hitbubble comes out on 21-23 to extend range
FAF: Frame 56
Advantage on Block: -29
-Ledge Attack (Over 100)-
Invincible - Frames 1-43
Hitbox - Frame 39-43
FAF: Frame 70
Advantage on Block: -21
-Normal Ledge Get-up (Under 100)-
Invincible - Frames 1-30
FAF: Frame 35
-Normal Ledge Get-up (Over 100)-
Invincible - Frames 1-55
FAF: Frame 60
-Ledge Jump (Under 100)-
Invincible - Frames 1-15
FAF: Frame 16
-Ledge Jump (Over 100)-
Invincible - Frames 1-19
FAF: Frame 20
-Get-up attack - On Back-
Invincible - Frames 1-27?
Hitbox 1 (Back) - 15-17
Hitbox 2 (Front) - 25-27
FAF: Frame 50
Advantage on Block (First Hit): -25
Advantage on Block (Second Hit): -15
-Get-up Attack - On Front-
Invincible - Frames 1-?
Hitbox 1 (Front) - 16-?
Hitbox 2 (Back) - 27-?
FAF: Frame 50
Advantage on Block (First Hit): -23
Advantage on Block (Second Hit): -13
-Slip Attack-
Invincible - Frames ?-?
Hitbox 1 (Front) - ?-?
Hitbox 2 (Back) - ?-?
FAF: Frame 50
- Taunt 1 (Up-Taunt, Three hops)-
FAF: 80
-Taunt 2 (Side Taunt, Gyrating)-
FAF: 90
-Taunt 3 (Down Taunt, Fall-Down)-
FAF: 90
[/collapse]
[collapse=Frame Data (From the PAC)]
-Jab1-
Frames 4-7: Main Hit
Frames 8-10: Antenna hit
Frame 8+: RA-Bit [16]
Frame 18: RA-Bit [17]
-Jab2-
Frames 4-6: Hit
Frames 7-13: RA-Bit [16]
Frames 14-17: RA-Bit [17]
Frame 18: Possibly FAF
-Dash Attack-
Frames 8-14: First Hitbubble Pair
Frames 10-14: Second Hitbubble Pair
Frame 38: Possibly FAF
-Ftilt-
Frames 9-18: Hit
Frame 38: Possibly FAF
-Utilt-
Frames 6, 8, 10, 12, 14, 16, 18: One-frame hits
Frame 20: Final hit
-Dtilt-
Frames 6-12: First Hit
Frames 16-22: Antenna Hit
-Nair-
Frames 3-33: RA-Bit [30]
Frames 7-8, 10-11, 13-14, 16-17, 19-20: Hits
Frames 21-22: Large Hit
-Fair-
Frames 6-30: RA-Bit [30]
-Bair-
Frames 6-35: RA-Bit [30]
-Uair-
Frames 6-29: RA-Bit [30]
-Dair-
Frames 6-29: RA-Bit [30]
-Spotdodge-
Frames 3-20: Invincible
Frame 26: Possibly FAF
-Forward and Back Rolls-
Frames 4-19: Invincible
Frame 33: Possibly FAF
-Airdodge-
Frames 4-29: Invincible
-Normal Get-up (Front & Back)-
Frames 1-22: Invincible
-Get-up Attack (Face-up)-
Frames 1-27: Invincible
Frames 15-17: First Hit
Frames 25-27: Second Hit
-Get-up Attack (Face Down)-
Frames 1-29:
Frames 16-18: First Hit
Frames 27-29: Second hit
-Get-up Forward & Back Rolls (Face-up & Face-down)-
Frames 1-22: Invincible
-Ledge Attack (Under 100)-
Frames 1-15: Invincible
Frames 17-23: Hitbubbles
Frames 22-23: Extra Hitbubbles added
-Normal Ledge Get-up (Under 100)-
Frames 1-30: Invincible
-Ledge Roll (Under 100)-
Frames 1-29: Invincible
-Ledge Attack (Over 100)-
Frames 1-43: Invincible
Frames 39-43: Hit
-Normal Ledge Get-up (Over 100)-
Frames 1-55: Invincible
-Ledge Roll (Over 100)-
Frames 1-65: Invincible
-Normal Slip Get-up-
Frames 1-17: Invincible
-Slip Attack-
Frames 1-8: Invincible
Frames 12-13: First hit
Frames 24-25: Second hit
-Slip Roll (forward and Back)-
Frames 1-10: Invincible
-Pikmin Toss-
Frame 9: Possible Attack?
-Pikmin toss ~ Loop After Latch-
Frames 18-19: Hit
-Whistle-
Frame 2-16: Super Armor
Frame 12: RA-Bit [16] (Possibly to call Pikmin)
Frame 21: Possible FAF
-Passive (Tech?)-
Frames 1-20: Invincible
-PassiveStandF (Forward-Roll Tech?)-
Frames 1-20: Invincible
-PassiveStandB (Back-Roll Tech?)-
Frames 1-20: Invincible
-PassiveWall (Wall Tech?)-
Frames 1-20: Invincible
-PassiveCeil (Ceiling Tech?)-
Frames 1-20: Invincible
For reference, here are some functions of the RA-Bits relevant to the moves Olimar uses.
[collapse=RA Bits]RA-Bit [16]
Jabs: If set to true, the jab can continue to the next part of said jab [i.e. Attack12] if you are mashing A or hitting the foe.
RA-Bit [17]
Jabs: If set to true, the jab will continue to the next part [i.e. Attack12] if you're holding down A.
RA-Bit [30]
A Aerials: If set to true, the character will experience landing lag if the character touches the ground.
Definitions courtesy of KC:MM.[/collapse]
Still working on putting together the pieces of smash attacks, grab, etc.
In the meantime, here's some info on the subject.
[collapse=Misc. Info]
-Red/Yellow/Blue/White Fsmash-
Strong hitbubble is out for 5 frames
Medium hitbubble is out for 7 frames.
Weak Hitbubble is out for 25 frames.
-R/Y/B/W Dsmash-
Strong hitbubble is out for 4 frames.
Weak hitbubble is out for 5 frames.
Trip rate is 40%, even for Purples.
Purples might have different frame data for everything except grabs and aerials. Not sure yet, have to recheck it.[/collapse]
Aerial attacks all use asynchronous timers and almost match the frame advance data, but it's still not completely trustworthy yet.
In any case, here's what it says.
[collapse=Aerials]-Dair-
Frames 9-11: Strong hitbox
Frames 12-19: Weak hitbox
-Uair-
Frames 8, 10, 12, 14, 16, 18: Small hits
Frame 20: Large hit
-Fair-
Frames 7-9: Hit
-Bair-
Frames 10-13: Hit[/collapse]
[/collapse]
More to come eventually.
[/collapse][/collapse]
[/collapse]
[collapse="-TO-DO LIST-"]
FINISH FALCO GRAPH
FINISH HITLAG SPREADSHEET
FIX RED FSMASH AND RE-UP
INVESTIGATE FOOTSTOOL IDEA[/collapse]
Special thanks to Bionic for hitbubble support, Hilt for general support, and underwear for support of which we dare not speak.
If anyone wants to test any of this data, any rechecking is quite welcome.
It's nice to be even MORE certain of its validity.
LINKS TO OTHER USEFUL TOPICS
Pikmin Pluck Percentages - "Ground Rules: The Exact Terrain Topic" by Toomai
Olimar Hitbubbles 2
Olimar Hitbubbles 3
[collapse=Hitbubble PACs]
Hitbubble PACs
Blue
Purple
Red
White
Yellow
Grabs
[/collapse]
Hitlag Spreadsheet
[collapse="Frame Data"]
NOTE: Frame ranges are inclusive.
If it reads "Frames 4-7" for a hitbubble, the hitbubble is also active on frames 4 and 7.
[collapse=Ground Attacks]
-Jab1-
Frames 4-7: Main hitbubble
Frames 8-10: Antenna hitbubble
Frame 8+: Can cancel into Jab2 when Attack input is made
Frame 18: Goes into Jab2 if held
FAF: Frame 30
-Jab2-
Frames 4-6: Hitbubble
Frames 7-13: RA-Bit [16]
Frames 14-17: RA-Bit [17]
FAF: Frame 18
-Utilt-
Frames 6, 8, 10, 12, 14, 16, 18: One-frame hitbubbles
Frame 20: Final one-frame hitbubble
FAF: Frame 40
-Dtilt-
Frames 6-12: First hitbubble
Frames 16-22: Antenna hitbubble
FAF: Frame 30
-Ftilt-
Frames 9-18: Hitbubble
Frame 38: FAF
-Dash Attack-
Frames 8-14: First hitbubble pair
Frames 10-14: Smaller, weaker hitbubble pair
Frame 35: FAF
Weak hit comes from a second pair of hitbubbles created two frames after the first.
-Usmash-
Frame 8-20: Large hitbubble
Purple Frame 8-17: Large hitbubble
Frame 8-10: Small secondary hitbubble (all colors)
FAF: Frame 33
Frame 13: Damage reduced for Red/Purple.
+ Base Knockback also reduced for Purple.
Frame 14: Damage reduced for Yellow/Blue/White.
+ Size is also reduced slightly for all colors (-1)
Charging smashes adds up to 60 frames, depending on length of charge.
-Fsmash-
FAF: Frame 40
Red, Yellow, Blue, White
Frame 11-48: Hitbubble (Disappears at 33 on flat ground)
Frame 16-22: Knockback growth (RYB only), Damage, Knockback, and Size reduced
Frame 23-48: Size (Yellow only) and Damage reduced
Purple
Frame 11-25: Hitbubble
Frame 16: Size and damage reduced
Frame 21: Damage reduced
Charging smashes adds up to 60 frames, depending on length of charge.
-Dsmash-
Red, Yellow, Blue, White
Frame 10-19: Hitbubble(s)
Frame 15: Knockback Growth (Red only), Damage, Base Knockback reduced
Purple
Frame 10-16: Hitbubble(s)
Frame 14: Damage and Base Knockback reduced
FAF: Frame 38
Charging smashes adds up to 60 frames, depending on length of charge.[/collapse]
[collapse=Aerials]
-Nair-
Frames 7-8, 10-11, 13-14, 16-17, 19-20: Hitbubble
Frames 21-22: Large hitbubble
FAF: Frame 42
Frames 3-33: Will suffer 3 frames of landing lag
-Uair-
Frame 8, 10, 12, 14, 16, 18: One-frame hitbubbles
Frame 20: Large one-frame hitbubble
FAF: Frame 35
Frames 6-29: Will suffer 30 frames of landing lag
-Fair-
Frame 7-9: Hitbubble
FAF: Frame 43
Frames 6-30: Will suffer 15 frames of landing lag
-Bair-
Frames 10-13: Hitbubble
FAF: Frame 49
Frames 6-35: Will suffer 15 frames of landing lag
-Dair-
Frames 9-19: Hitbubble
Frames 6-29: Will suffer 30 frames of landing lag
Frame 12: Damage, Knockback Growth, Base Knockback reduced, "Spike" removed
+ For Red/Blue/White/Purple, size/location properties for two hitbubbles are switched and overall size reduced
+ Size remains the same for Yellow; Hitbubbles merely exchange all properties for no reason
FAF: Frame 52[/collapse]
[collapse=Specials]
All specials (except Pikmin Pluck) can be "bounced" or "B-Reversed" if the opposite direction is input after frame 1 and held on frame 4.
Inputting the opposite direction on frame 1 results in a simple turnaround B.
-Pikmin Pluck (Neutral B)-
Frame 1: Pikmin is generated
FAFs:
120%- Frame 9
100%- Frame 9
80%-- Frame 10
75%-- Frame 10
70%-- Frame 11
40%-- Frame 14
Percentages reference THIS POST.
Pluck Whiff FAF: Frame 33
-Pikmin Chain (UpB)-
Frame 12-13: Hitbubble 1
Frame 14-15: Hitbubble 2
Frame 16-17: Hitbubble 3
Frame 18-19: Hitbubble 4
Frame 20-21: Hitbubble 5
Frame 22-23: Hitbubble 6
FAF: Frame 65
Hang frame count (on tethering the ledge): 180 frames
Hitbubbles half-appear on first frame they are out and fully appear on the second.
All remain until the last hitbubble ends, at which point all hitbubbles disappear.
Can be turned around if opposite direction is held on frame 11.
-Pikmin Toss (SideB)-
Frame 9-120: Hitbubble (RYBW)
Frame 9-100: Hitbubble (Purple)
FAF: Frame 25
Frame data same for grounded or aerial
On Flat Ground
Hitbox - Frames 9-38
Hitbox - Frames 9-53
Hitbox - Frames 9-38
Hitbox - Frames 9-29
Hitbox - Frames 9-31
-Latch Attack-
Hitbox - Frame 17-19
Hits every thirty frames
-Whistle (DownB)-
Frames 2-16: Super Armor
Frame 12: Pikmin are called
FAF: Frame 21[/collapse]
[collapse=Dodges, Techs, Etc.]
-Spotdodge-
Frames 3-20: Invincible
FAF: Frame 26
-Forward and Back Rolls-
Frames 4-19: Invincible
FAF: Frame 33
-Airdodge-
Frames 4-29: Invincible
FAF: Frame 40
-Normal Get-up (Front & Back)-
Frames 1-22: Invincible
FAF: Frame 30
-Get-up Attack (Face-up)-
Frames 1-27: Invincible
Frames 15-17: First Hit
Frames 25-27: Second Hit
FAF: Frame 50
-Get-up Attack (Face Down)-
Frames 1-29: Invincible
Frames 16-18: First Hit
Frames 27-29: Second hit
FAF: Frame 50
-Get-up Forward & Back Rolls (Face-up & Face-down)-
Frames 1-22: Invincible
FAF: Frame 36
-Ledge Attack (Under 100)-
Frames 1-15: Invincible
Frames 17-23: Hitbubbles
Frames 22-23: Extra Hitbubbles added
FAF: Frame 56
-Normal Ledge Get-up (Under 100)-
Frames 1-30: Invincible
FAF: Frame 35
-Ledge Roll (Under 100)-
Frames 1-29: Invincible
FAF: Frame 50
-Ledge Attack (Over 100)-
Frames 1-43: Invincible
Frames 39-43: Hit
FAF: Frame 70
-Normal Ledge Get-up (Over 100)-
Frames 1-55: Invincible
FAF: Frame 60
-Ledge Roll (Over 100)-
Frames 1-65: Invincible
FAF: Frame 80
-Ledge Jump (Under 100)-
Invincible - Frames 1-15
FAF: Frame 16
-Ledge Jump (Over 100)-
Invincible - Frames 1-19
FAF: Frame 20
-Normal Slip Get-up-
Frames 1-17: Invincible
FAF: Frame 22
-Slip Attack-
Frames 1-8: Invincible
Frames 12-13: First hit
Frames 24-25: Second hit
FAF: Frame 50
-Slip Roll (forward and Back)-
Frames 1-10: Invincible
FAF: Frame 29
-Passive (Normal Tech?)-
Frames 1-20: Invincible
-PassiveStandF (Forward-Roll Tech?)-
Frames 1-20: Invincible
-PassiveStandB (Back-Roll Tech?)-
Frames 1-20: Invincible
-PassiveWall (Wall Tech?)-
Frames 1-20: Invincible
-PassiveCeil (Ceiling Tech?)-
Frames 1-20: Invincible[/collapse]
[collapse=Grabs]
-Standing Grab-
Hitbox - Frames 11-25
FAF: Frame 30
-Pivot Grab-
Hitbox - Frame 11-25
FAF: Frame 36
-Running Grab-
Hitbox - Frame 11-25
FAF: Frame 40
-Dthrow-
Frame 15-18: Hitbubble
Frame 19: Throw collision created
FAF: Frame 36
-Uthrow-
Frame 27: Throw collision created
FAF: Frame 42
-Fthrow-
Frame 4: Throw collision created
FAF: Frame 32
-Bthrow-
Frame 7: Throw collision created, direction reversed
FAF: Frame 36
-Pummel-
Hitbox - Frame 10-26
FAF: Frame 22[/collapse]
[collapse=Other]
-Taunt 1 (Up-Taunt, Three hops)-
FAF: 80
-Taunt 2 (Side Taunt, Gyrating)-
FAF: 90
-Taunt 3 (Down Taunt, Fall-Down)-
FAF: 90
-Jump-
Frame 6: In Air
Frame 27: Fastfall can be input for shorthops
Frame 38: Fastfall can be input for fullhops
Frame 53: First frame of landing animation from a shorthop
Frame 77: First frame of landing animation from a fullhop
Frame 39: First frame of landing animation from an optimal shorthop
Frame 60: First frame of landing animation from an optimal fullhop
(These two mean that the fastfall was input as soon as possible)
Soft Landing FAF: Frame 3
Hard Landing FAF: Frame 5
+ If jump is still held on frame 6, a fullhop is executed.
+ Inputs made on frame 6 of the initial jump are ignored.
-Dash-
Frame 7: Roll, Fsmash, and Dashdancing can no longer be executed
Frame 22: FAF of "Foxtrot" input
Frame 12: Skid animation can begin
+ Dash Attack and Usmash can be input at any point in the dash animation, including frame 22 of the "Foxtrot" animation.
+ From Frame 7 of the skid animation onward, "Attack" no longer causes a dash attack.
+ Frame 15 is the "FAF" of the skid animation. It can be canceled at any time with shield.
* Crouch is completed on frame 5, at which point Olimar can Dtilt.
* Platform drop puts Olimar in an aerial state on frame 4.
* For DACUS - Input on frames 3-4 of the Dash attack animation
* For Boost Pivot Grab - Input on Frames 2-3 of the Dash attack animation
For reference, Frame 3 is when the first sound is made.
[/collapse]
[collapse=Items]
-Item Pickup-
FAF: Frame 8
-Walking Item Pickup-
FAF: Frame 20
-Light Items (Bananas, Turnips, Beamsword)-
-Normal/Smash Ftoss-
Frame 8: Hitbubble appears
FAF: Frame 25
-Normal/Smash Btoss-
Frame 4: Direction reversed
Frame 11: Hitbubble appears
FAF: Frame 26
-Normal/Smash Utoss-
Frame 12: Hitbubble appears
FAF: Frame 24
-Normal/Smash Dtoss-
Frame 7: Hitbubble appears
FAF: Frame 21
-Dash Toss-
Frame 5: Hitbubble appears
FAF: Frame 38
-Aerial Ftoss-
Frame 8: Hitbubble appears
FAF: Frame 25
-Aerial Btoss-
Frame 4: Direction reversed
Frame 11: Hitbubble appears
FAF: Frame 26
-Aerial Utoss-
Frame 12: Hitbubble appears
FAF: Frame 24
-Aerial Dtoss-
Frame 7: Hitbubble appears
FAF: Frame 21
-Beamsword Exclusive-
-Jab-
Frames 6-8: Hitbubble
Frame 14: Can input another Jab
FAF: Frame 24
-Ftilt-
Frames 11-14: Hitbubble
FAF: Frame 42
-Fsmash-
Frames 14-16: Hitbubble
FAF: Frame 61
-Dash Attack-
Frames 8-11: Hitbubble
FAF: Frame 47
-Normal Grounded Drop-
Frame 6: Hitbubble appears
FAF: Frame 24[/collapse][/collapse]
[collapse=Fresh Move Damage]Jab1 - 3.15 (body), 2.1 (antenna)
Jab2 - 5.25
Jab2 may hit twice if the opponent is close enough (for a possible total of 15.75 damage for the entire jab combo).
Utilt - 1.05 (small hits), 4.2 (final hit)
Hits 8 times total (for a total of 11.55 damage).
Dtilt - 6.3 (body), 2.1 (antenna)
Ftilt - 6.3
Dash Attack - 7.35, 4.2
Nair - 2.1 per hit
Hits 6 times for a total of 12.6 damage.
Usmash - 15.75 (14.7), 12.6
Usmash - 14.7 (12.6), 10.5
Usmash - 15.75 (13.65), 11.55
Usmash - 9.45 (7.35), 5.25
Usmash - 16.8 (13.65), 13.65
Numbers in parentheses are for the small hitbubble during the beginning of the attack.
Fsmash - 15.75, 12.6, 9.45
Fsmash - 13.65, 9.45, 6.3
Fsmash - 15.75, 11.55, 6.3
Fsmash - 9.45, 6.3, 3.15
Fsmash - 18.9, 16.8, 13.65
Damage depends on when the attack connects.
Dsmash - 13.65, 10.5
Dsmash - 11.55, 8.4
Dsmash - 12.6, 9.45
Dsmash - 6.3, 4.2
Dsmash - 15.75, 12.6
Damage depends on when the attack connects.
Uair - 3.15, 6.3 (25.2)
Uair - 2.1, 4.2 (16.8)
Uair - 3.15, 4.2 (23.1)
Uair - 1.05, 3.15 (9.45)
Uair - 3.15, 4.2 (23.1)
Hits 7 times total. First number is for the small hits, second is for the large one at the end.
Number in parentheses is for the total damage.
Dair - 16.8, 7.35
Dair - 12.6, 6.3
Dair - 14.7, 6.3
Dair - 8.4, 4.2
Dair - 14.7, 6.3
Damage depends on when the attack connects.
Fair - 15.75
Fair - 12.6
Fair - 13.65
Fair - 5.25
Fair - 14.7
Bair - 13.65, 11.55
Bair - 12.6, 9.45
Bair - 13.65, 10.5
Bair - 5.25, 4.2
Bair - 13.65, 10.5
Damage is greater toward the center of the attack.
First number is "sweetspotted", second is toward the ends.
Pikmin Toss- 2.1 per hit
Pikmin Toss - 2.1 per hit
Pikmin Toss - 2.1 per hit
Pikmin Toss - 6.3 per hit
Pikmin Toss - 6.3
UpB - 7.35
UpB - 6.3
UpB - 6.3
UpB - 6.3
UpB - 8.4
Dthrow - 8.4
Dthrow - 7.35
Dthrow - 11.55
Dthrow - 5.25
Dthrow - 7.35
Uthrow - 9.45
Uthrow - 11.55
Uthrow - 12.6
Uthrow - 6.3
Uthrow - 11.55
Bthrow - 7.35
Bthrow - 9.45
Bthrow - 14.7
Bthrow - 7.35
Bthrow - 9.45
Fthrow - 6.3
Fthrow - 7.35
Fthrow - 13.65
Fthrow - 6.3
Fthrow - 7.35
Pummel - 2.1
Pummel - 2.1
Pummel - 2.1
Pummel - 4.2
Pummel - 2.1
Ledge Attack (under 100) - 8.4
Ledge Attack (over 100) - 10.5
Get-up Attack (on back) - 6.3 (each hit)
Get-up Attack (on front) - 6.3 (each hit)
Slip Attack - 5.25 (each hit)
-Banana-
Normal Ftoss - 3-5%Smash Ftoss - 5-7%
Normal Utoss - 3-6%
Smash Utoss - 5-8%
Normal Dtoss - 5%
Smash Dtoss - 7%
Aerial UToss - 4-6%
Aerial Dtoss - 4-6%
Aerial Ftoss - 5%
Aerial Z-Drop - 1-4%
Dash Toss - 4-7%
-Beamsword-
Jab: 5% near hilt, 4% near tipFtilt: 7% near hilt, 8% near tip
Fsmash: 12%
Dash Attack: 11%
Normal Grounded Drop: 5-11%
Normal Ftoss - 5-13%
Smash Ftoss - 7-16%
Normal Utoss - 7-10%
Smash Utoss - 6-14%
Aerial Ftoss - 5-13%
Aerial Utoss - 11-14%
Aerial Dtoss - 11-15%
Aerial Z-Drop - 4-10%
[/collapse]
[collapse=Range Comparisons]Hyphen Usmash/DACUS comparison
[collapse=Grab Range Differences]
These were all taken on the first frame after the hitbubble disappears.
NOTE THAT BLUES GO EVER-SO-SLIGHTLY FURTHER THAN REDS.
THE HITBUBBLE IS THE SAME SIZE.
Whites/Blues share range and Reds/Yellows share range.
[/collapse]
[collapse="Pivot Grab Range Comparisons"]
Pivot Grab
Boost Pivot Grab
Both moves were started the same distance from the Metaknight.
The start of non-dash inputs was considered the start of the attack.
Pictures taken on the last frame the hitbubble is out.
[/collapse]
[collapse=Offstage Dsmash Range Comparison]
Dsmash has hitbox offstage for two frames when used right at the edge.
Furthest it goes when not right on the edge:
Furthest it goes when right on the ledge:
[/collapse]
[collapse=Random Other Things][collapse=Random Edge-Pluck Observation]
From distance tested, offstage on 26, must keep holding forward on 25 to go offstage or you stop at the edge.
- Normally, you can't take any sort of non-running-forward action until you're offstage. Otherwise, you stop at the edge.
With ledge pluck:
You do not go offstage if pluck is started on 1-20
Pluck on 21, offstage on 29, can fastfall on 27
Pluck on 22, offstage on 27, can FF on 25
Pluck on 23, offstage on 27, can FF on 25
Pluck on 24, offstage on 26, can FF on 25
Pluck on 25, offstage on 26, can FF on 26
So basically, ledge plucking can make it easier to perform a ledgehog.[/collapse]
[collapse=Falco CG Graph]
This is a graph of the percentages at which you fly off in a more horizontal direction.
The left numbers are percentages and the bottom ones are staling.
I'm not really sure if Falco's CG is guaranteed at lower percentages with DI, but those are the percentages at which we can definitely escape.
REMEMBER - These are measured by number of CGs IN A ROW, to give an idea of the range.
If he Dairs you after, he'll have Dair in the first spot of the queue and you'll have to account for that.
[/collapse]
[collapse=Random Insignificant Size Stuff]
Fsmash -
RBW same, Purple range reduced, Yellow hitbox larger
Dsmash -
RBW same, Purple range reduced, Yellow hitbox larger
Usmash -
RBW same, Purple range reduced, Yellow hitbox larger
All aerials-
All same except yellow (Yellow has larger hitbox)
UpB Hitbox size-
R- 4.4
Y- 4.4
B- 4.4
W- 4.099983
P- 4.6
So Purples are larger AND do more damage with UpB. XD
White value is oddly specific.
Pikmin Toss Hitbox size
R-4
Y-5.5
B-4
W-4
P-2.2
(Yellows have the power of MAGNETISM!)
[/collapse]
[collapse=Random Old Crap]
[Collapse=Random Observations]
- Three Pikmin are slightly better than none (when tethering), but have a smaller window for input.
- If you land with the glitched UpB freefall state (not flashing, pikmin chain still in hand), you don't have to sit through the "head bounce" animation that occurs when you don't autocancel it.[/collapse]
[collapse=Old/Obsolete Frame Data]
[collapse=Frame Data (Frame Advance)]FAF = First Frame of next action
Advantage on block tested for a hit on the first frame of the hitbubble.
Normal landing lag is 3 frames.
Fast fall speed landing lag is four frames (FAF 5)
Maximum fall speed reached after 21 frames of falling.
-Jab1-
First hitbox - Frame 4-7
Second hitbox (Antenna) - Frame 8-10
FAF: Frame 30
Advantage on Block: -21
Can cancel into Jab2 as soon as frame 8
Held normally, cancels on frame 19
-Jab2-
First hitbox - Frame 5-7
FAF: Frame 19
Advantage on Block: -6
-Utilt-
Hitboxes - Frame 6, 8, 10, 12, 14, 16, 18, 20
One-frame duration for hitboxes
FAF: Frame 40
Advantage on Block (Final Hit): -11
-Dtilt-
First hitbox - Frame 6-12
Second hitbox (Antenna) - Frame 16-22
FAF: Frame 30
Advantage on Block: -16
Advantage on Block (with Antenna hit blocked): -6
-Ftilt-
Hitbox - Frame 9-18
FAF: Frame 38
Advantage on Block: -19
-Dash Attack-
Hitbox - Frame 8-15
FAF: Frame 35
Advantage on Block (Full Attack): -16
Weak hit comes from a second pair of hitbubbles created two frames after the first.
- For DACUS - Input on frames 3-4 of the attack animation
- For Boost Pivot Grab - Input on Frames 2-3 of the attack animation
For reference, Frame 3 is when the first sound is made.
-Nair-
Hitboxes - Frame 7-8, 10-11, 13-14, 16-17, 19-20, 22-23
FAF: Frame 42
Advantage on Block (Small Hits):
Advantage on Block (Final Hit): -12
Landing lag given - Frames 3-33
Landing lag duration - 15 frames
-Usmash-
Hitbox - Frame 8-20
Small "launcher" hitbox - Frame 8-10
Purple hitbox - Frame 8-17
Purple Small hitbox - Frame 8-10
FAF: Frame 33
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -3
Advantage on Block (Main Hitbubble): -7
Advantage on Block (Main Hitbubble): -2
-Fsmash-
On flat ground
Hitbox - Frame 11-33
Purple Hitbox - Frame 11-26
FAF: Frame 40
Advantage on Block: -7
Advantage on Block: -8
Advantage on Block: -7
Advantage on Block: -11
Advantage on Block: -5
With no vertical limit
Hitbox - Frame 11-48
Purple Hitbox - 11-26
-Dsmash-
Hitbox - Frame 10-19
Purple Hitbox - Frame 10-16
FAF: Frame 38
Advantage on Block: -8
Advantage on Block: -10
Advantage on Block: -9
Advantage on Block: -13
Advantage on Block: -7
-Uair-
Hitbox - Frame 8-21
Larger hitbox - Frame 20-21
FAF: Frame 35
Landing lag given - Frames 6-29
Landing lag duration - 30 frames
Advantage on Block (Final Hit): -5
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
Advantage on Block (Final Hit): -6
-Dair-
Hitbox - Frame 9-20
FAF: Frame 52
Landing lag given - Frames 6-29
Landing lag duration - 30 frames
Advantage on Block: -29
Advantage on Block: -31
Advantage on Block: -29
Advantage on Block: -33
Advantage on Block: -30
-Fair-
Hitbox - Frame 7-10
FAF: Frame 43
Landing lag given - Frames 6-30
Landing lag duration - 15 frames
Advantage on Block: -23
Advantage on Block: -22
Advantage on Block: -23
Advantage on Block: -26
Advantage on Block: -21
-Bair-
Hitbox - Frame 10-14
FAF: Frame 49
Landing lag given - Frames 6-35
Landing lag duration - 15 frames
Advantage on Block: -26
Advantage on Block: -27
Advantage on Block: -27
Advantage on Block: -31
Advantage on Block: -27
-Pluck-
FAFs:
Percentages reference THIS POST
120%- Frame 9
100%- Frame 9
80%-- Frame 10
75%-- Frame 10
70%-- Frame 11
40%-- Frame 14
-Whistle-
SA - Frames 2-16
FAF: Frame 21
Calls pikmin on frame 13
-Pikmin Toss-
Hitbox - Frame 9-X
FAF: Frame 25
Advantage on Block: 0
Frame data same for grounded or aerial
On Flat Ground
Hitbox - Frames 9-38
Hitbox - Frames 9-53
Hitbox - Frames 9-38
Hitbox - Frames 9-29
Hitbox - Frames 9-31
-UpB-
Hitbox 1 - Frame 12-13
Hitbox 2 - Frame 14-15
Hitbox 3 - Frame 16-17
Hitbox 4 - Frame 18-19
Hitbox 5 - Frame 20-21
Hitbox 6 - Frame 22-23
FAF: Frame 65
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Advantage on Block: -43
Hitbubbles half-appear on their first frame and linger until the last pikmin hitbubble ends.
Example: If you have five pikmin, hitbubble 1-4 will linger until hitbubble 5 ends.
This means that a one-pikmin chain will have a hitbubble from frame 12-13 and a six-pikmin chain will have a hitbubble from frames 12-23 (both will still last until frame 65).
-Standing Grab-
Hitbox - Frames 11-25
FAF: Frame 30
-Pivot Grab-
Hitbox - Frame 11-25
FAF: Frame 36
-Running Grab-
Hitbox - Frame 11-25
FAF: Frame 40
-Dthrow-
Hitbox - Frame 15-23
FAF: Frame 36
-Uthrow-
FAF: Frame 42
-Fthrow-
FAF: Frame 32
-Bthrow-
FAF: Frame 36
-Pummel-
Hitbox - Frame 10-26
FAF: Frame 22
-Latch Attack-
Hitbox - Frame 17-19
Hits every thirty frames
-Spotdodge-
Invincible - Frames 3-20
FAF: Frame 26
-Airdodge-
Invincible - Frames 4-29
FAF: Frame 40
-Forward & Back Roll-
Invincible - Frames 4-19
FAF: Frame 33
-Get-up Roll - Forward & Backward-
Invincible - Frames 1-22
FAF: Frame 36
-Normal Get-up - Front & Back-
Invincible - Frames 1-22
FAF: Frame 30
-Ledge Roll (Under 100)-
Invincible - Frames 1-30
FAF: Frame 50
-Ledge Roll (Over 100)-
Invincible - Frames 1-65
FAF: Frame 80
-Ledge Attack (Under 100)-
Invincible - Frames 1-15
Hitbox - Frame 17-23
Extra hitbubble comes out on 21-23 to extend range
FAF: Frame 56
Advantage on Block: -29
-Ledge Attack (Over 100)-
Invincible - Frames 1-43
Hitbox - Frame 39-43
FAF: Frame 70
Advantage on Block: -21
-Normal Ledge Get-up (Under 100)-
Invincible - Frames 1-30
FAF: Frame 35
-Normal Ledge Get-up (Over 100)-
Invincible - Frames 1-55
FAF: Frame 60
-Ledge Jump (Under 100)-
Invincible - Frames 1-15
FAF: Frame 16
-Ledge Jump (Over 100)-
Invincible - Frames 1-19
FAF: Frame 20
-Get-up attack - On Back-
Invincible - Frames 1-27?
Hitbox 1 (Back) - 15-17
Hitbox 2 (Front) - 25-27
FAF: Frame 50
Advantage on Block (First Hit): -25
Advantage on Block (Second Hit): -15
-Get-up Attack - On Front-
Invincible - Frames 1-?
Hitbox 1 (Front) - 16-?
Hitbox 2 (Back) - 27-?
FAF: Frame 50
Advantage on Block (First Hit): -23
Advantage on Block (Second Hit): -13
-Slip Attack-
Invincible - Frames ?-?
Hitbox 1 (Front) - ?-?
Hitbox 2 (Back) - ?-?
FAF: Frame 50
- Taunt 1 (Up-Taunt, Three hops)-
FAF: 80
-Taunt 2 (Side Taunt, Gyrating)-
FAF: 90
-Taunt 3 (Down Taunt, Fall-Down)-
FAF: 90
[/collapse]
[collapse=Frame Data (From the PAC)]
-Jab1-
Frames 4-7: Main Hit
Frames 8-10: Antenna hit
Frame 8+: RA-Bit [16]
Frame 18: RA-Bit [17]
-Jab2-
Frames 4-6: Hit
Frames 7-13: RA-Bit [16]
Frames 14-17: RA-Bit [17]
Frame 18: Possibly FAF
-Dash Attack-
Frames 8-14: First Hitbubble Pair
Frames 10-14: Second Hitbubble Pair
Frame 38: Possibly FAF
-Ftilt-
Frames 9-18: Hit
Frame 38: Possibly FAF
-Utilt-
Frames 6, 8, 10, 12, 14, 16, 18: One-frame hits
Frame 20: Final hit
-Dtilt-
Frames 6-12: First Hit
Frames 16-22: Antenna Hit
-Nair-
Frames 3-33: RA-Bit [30]
Frames 7-8, 10-11, 13-14, 16-17, 19-20: Hits
Frames 21-22: Large Hit
-Fair-
Frames 6-30: RA-Bit [30]
-Bair-
Frames 6-35: RA-Bit [30]
-Uair-
Frames 6-29: RA-Bit [30]
-Dair-
Frames 6-29: RA-Bit [30]
-Spotdodge-
Frames 3-20: Invincible
Frame 26: Possibly FAF
-Forward and Back Rolls-
Frames 4-19: Invincible
Frame 33: Possibly FAF
-Airdodge-
Frames 4-29: Invincible
-Normal Get-up (Front & Back)-
Frames 1-22: Invincible
-Get-up Attack (Face-up)-
Frames 1-27: Invincible
Frames 15-17: First Hit
Frames 25-27: Second Hit
-Get-up Attack (Face Down)-
Frames 1-29:
Frames 16-18: First Hit
Frames 27-29: Second hit
-Get-up Forward & Back Rolls (Face-up & Face-down)-
Frames 1-22: Invincible
-Ledge Attack (Under 100)-
Frames 1-15: Invincible
Frames 17-23: Hitbubbles
Frames 22-23: Extra Hitbubbles added
-Normal Ledge Get-up (Under 100)-
Frames 1-30: Invincible
-Ledge Roll (Under 100)-
Frames 1-29: Invincible
-Ledge Attack (Over 100)-
Frames 1-43: Invincible
Frames 39-43: Hit
-Normal Ledge Get-up (Over 100)-
Frames 1-55: Invincible
-Ledge Roll (Over 100)-
Frames 1-65: Invincible
-Normal Slip Get-up-
Frames 1-17: Invincible
-Slip Attack-
Frames 1-8: Invincible
Frames 12-13: First hit
Frames 24-25: Second hit
-Slip Roll (forward and Back)-
Frames 1-10: Invincible
-Pikmin Toss-
Frame 9: Possible Attack?
-Pikmin toss ~ Loop After Latch-
Frames 18-19: Hit
-Whistle-
Frame 2-16: Super Armor
Frame 12: RA-Bit [16] (Possibly to call Pikmin)
Frame 21: Possible FAF
-Passive (Tech?)-
Frames 1-20: Invincible
-PassiveStandF (Forward-Roll Tech?)-
Frames 1-20: Invincible
-PassiveStandB (Back-Roll Tech?)-
Frames 1-20: Invincible
-PassiveWall (Wall Tech?)-
Frames 1-20: Invincible
-PassiveCeil (Ceiling Tech?)-
Frames 1-20: Invincible
For reference, here are some functions of the RA-Bits relevant to the moves Olimar uses.
[collapse=RA Bits]RA-Bit [16]
Jabs: If set to true, the jab can continue to the next part of said jab [i.e. Attack12] if you are mashing A or hitting the foe.
RA-Bit [17]
Jabs: If set to true, the jab will continue to the next part [i.e. Attack12] if you're holding down A.
RA-Bit [30]
A Aerials: If set to true, the character will experience landing lag if the character touches the ground.
Definitions courtesy of KC:MM.[/collapse]
Still working on putting together the pieces of smash attacks, grab, etc.
In the meantime, here's some info on the subject.
[collapse=Misc. Info]
-Red/Yellow/Blue/White Fsmash-
Strong hitbubble is out for 5 frames
Medium hitbubble is out for 7 frames.
Weak Hitbubble is out for 25 frames.
-R/Y/B/W Dsmash-
Strong hitbubble is out for 4 frames.
Weak hitbubble is out for 5 frames.
Trip rate is 40%, even for Purples.
Purples might have different frame data for everything except grabs and aerials. Not sure yet, have to recheck it.[/collapse]
Aerial attacks all use asynchronous timers and almost match the frame advance data, but it's still not completely trustworthy yet.
In any case, here's what it says.
[collapse=Aerials]-Dair-
Frames 9-11: Strong hitbox
Frames 12-19: Weak hitbox
-Uair-
Frames 8, 10, 12, 14, 16, 18: Small hits
Frame 20: Large hit
-Fair-
Frames 7-9: Hit
-Bair-
Frames 10-13: Hit[/collapse]
[/collapse]
More to come eventually.
[/collapse][/collapse]
[/collapse]
[collapse="-TO-DO LIST-"]
FINISH FALCO GRAPH
FINISH HITLAG SPREADSHEET
FIX RED FSMASH AND RE-UP
INVESTIGATE FOOTSTOOL IDEA[/collapse]
Special thanks to Bionic for hitbubble support, Hilt for general support, and underwear for support of which we dare not speak.
If anyone wants to test any of this data, any rechecking is quite welcome.
It's nice to be even MORE certain of its validity.
LINKS TO OTHER USEFUL TOPICS
Pikmin Pluck Percentages - "Ground Rules: The Exact Terrain Topic" by Toomai