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Sky Pirate

The best defense is a lot of frigging healing
Joined
Mar 10, 2009
Messages
3,660
Location
Elgin, Texas
NNID
SkyPirateCoud
3DS FC
1590-4884-8497
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

-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 tip
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
 

Jiom

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thanks sooo much for this! i really appreciate everyones hard work and effort that went into this so many thanks again :p but 1 question, can you explain the falco CG graph a little bit more please? i dont understand what it is for
 

Asa

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nice, wasn't aware that pikmin pluck had different frame data depending on percent

this is tasty thanks a lot guys!
 

Dnyce

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How do I load the pac files on to the game?

Also, what does the falco CG graph mean... none of the axis are labeled, so I don't really get what the data is trying to show.
 

DtJ Hilt

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Good stuff, Clover. Glad to see all this put up. Keep it up!
nice, wasn't aware that pikmin pluck had different frame data depending on percent

this is tasty thanks a lot guys!
It's not Olimar's percent, it's something related to the stage's terrain. Refer to the post he linked with pikmin pluck's frame data.
 

Sky Pirate

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Oh, the Falco CG Graph 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.
Not sure if we can DI out before these numbers, so it might not actually MEAN anything.

Fino, you have to put a single pac in the folder where you would store Olimar's textures and rename it "FitPikmin.pac".
I'm assuming that since you posted a custom texture a year ago, you're familiar with homebrew.

I split it into six files because there's a limit on the size of the files. If it gets too large, it freezes.
I didn't want to do all that work to find that it would freeze my game and I'd have to do a lot of extra work to fix it.
 

Sky Pirate

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Thank you. ^_^
Glad people appreciate it. This stuff took a long time and a lot of effort.
 

Sky Pirate

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Umm... I think I'm just going to start using this thread to post the occasional random stuff I play around with. ^^;
I'm not entirely certain if some of this stuff has been posted anywhere else, so bear with me if I post something people already know about.
If anybody has criticisms or additions, let me know.

1. Frame data for Utilting Falco's SideB (Phantasm)

Both moves grounded, assuming Frame 1 = The point at which the two moves collide
Frame 16 - The first frame we can act
Frame 48 - The first frame Falco can act

Wow, Rich REALLY wasn't kidding when he said we can do anything to the Falco.
I think this changes depending on when and where Falco collides with us, but IDK.

2. If our Dtilt clashes with Sonic's Invincible SideB, the first frame both characters can act is the same. Boo.

3. EDIT: NVM, I'm dumb. Ftilt and Dash attack can't beat a well-spaced wheelie.
It is kind of hard to hit a squatting Olimar with Wheelie (a full wheelie actually passes right over a standing Oli), so ducking would probably give an easy powershield which could lead into a quick Usmash.
IDK, I'm tired.
 

Denti

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I keep studying this every day still. It's all soaking in until it's not a thought/hesitation but an understanding/reaction.


I have a question, what are the invincibility frames for get up attack from the ledge before and after 100%? It's okay if you can't get me the info, i'm just curious because that'd help me understand more ledge options.



One more question, this time about hit bubbles. Where would you say forward and back throw hit bubbles are? I'm asking this because in teams you need to know where to throw your opponent.


 

Jiom

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only d throw has a hit bubble, but after you throw the character they make their own hitbubble until they do an action or hit someone for 1% damage
 

Sky Pirate

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Denti, I actually started checking frame data for rolls, ledge options, get-up attacks, etc. the day before yesterday, but I can't finish it from here.
I'll probably have all that data by Monday.

And it really threw me because it seems that frame data for get-up attack (like when you don't tech an attack) changes depending on whether you land on your back or your belly. <_<;
 

Sky Pirate

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Updated with some dodge data.
Will be testing Airdodge later tonight, but I need a break for an hour or so.

EDIT: NVM, done.

Also need to do hitbubbles for "Get-up attack" when Oli's on his stomach.
Go figure.

Once again, note that the "Ends on" frame number is the first frame you can execute another action.
 

Dnyce

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dunno if this is asking too much... but is it possible to make a bubble for footstool as well?
 

Sky Pirate

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What do you mean? Like adding a permanent bubble showing his footstool range?
If so, I have no idea but it does sound like something worth looking into.
 

Dnyce

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Well, cause footstool range varies per char... just thought it'd be interesting to see how much Olimar has to work with ^^;

//howyouthinkwhenyouspendaweeklivingwithhavok
 

Dnyce

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All of the "ends on" numbers are either wrong... or need clarification. The numbers you have are the FAF, or first actionable frame.

There's also some differences in a couple numbers, lemme check to see which ones real quick
 

Sky Pirate

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I know that.
I've already explained to you why the numbers are different, too.
 

Dnyce

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Fast fall speed landing lag, FAF 5

Maximum fall speed (reached after 21) frames of falling, FAF 5

49/53 PACS fair


Dash Attack FAF 35
****Can cancel into usmash or grab frames 2-4

Dsmash FAF 39

Pluck 70 - FAF 11

Pikmin toss:
Latch on 9
First hit on 26


Grounded Up-special FAF 65
Helpless falling at 65
Land lag principals the same as fall speeds, but
Landing on frame 65, FAF 0!!!

Pummel FAF 22
(NOT 27!)


Also, you didn't tell me why... you just said there might be some.
 

Sky Pirate

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I told you why. The term "frame advance" should be enough to refresh your memory.

Thank you for that.
Since you're going to be doing this kind of stuff anyway, would you be willing to get complete, accurate frame data?
I've been asking someone else about it, but he has a lot of other stuff to do right now.

Yeesh, I'm tired.
 

Dnyce

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Yeah, I mean... I went hard on the adderall / caffeine last night, so I felt compelled to test RANDOM stuff. I decided to test the easiest thing on your frame data (FAF)... and you reworded "ends on" to "first actionable frame" it would be right, aside from the others I mentioned in my previous post.

Zero land lag aerial upB-special confuses the **** out of me. There were random conditions where it had tornado like lag (ie, if you landed 15 frames before frame 64, you would have 15 frames of landing lag), but I couldn't replicate it.... so I figure it was a glitch in frame-advance. I planed on getting info from OSA2 and then extensively testing it in frame advance.

In terms of completion, what did you want me to get first specifically?

Finding things like the first frame we go into bounce animation from aerial up-special as well as how many fall frames before we 'hard' land took forever... and they're not necessarily accurate (cause I'm not sure how to test it better yet) lol.
 

Sky Pirate

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Please explain the first, "BAHAHAHAHAHAHA" to the second.
 

Dnyce

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explain the first
----------|START|----------
Asynchronous Timer - Frames=2.00x,

Grab Collision - ID=0x0, Bone=0x5, Size=3.00x, Z Offset=0.00x, Y Offset=1.00x, X Offset=1.00x, Grabbed Action=0x3D, Air/Ground=0x3, 0x0, False,

Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x169, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x28, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,

Asynchronous Timer - Frames=22.00x,
!Collision-0D! 060D0000
----------|END|----------

Though, ya *** *** never online :p

Also, only red pikmin can drown from using grab in water.

Lastly, despite the size of grab boxes being big enough to grab people from the air, only grounded foes can be grabbed (the exception being stage pulling until I look at).
 

Sky Pirate

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One thing, I believe Fino looked into the grab traits after his last post and found that our grab does indeed have the ability to grab aerial foes.
Am I correct, Fino?


Also, I decided to test something using frame advance after we last talked.
Move used to test was Snake's Utilt at point-blank range at the edge of FD.
I reset the match for each individual test.
Frames counted started from the first sound of Snake's Utilt colliding, not from the end of hitlag (frame 1 was the frame after the sound).

The first frame I could use Uair was frame 35. I tried waiting until frame 34 to input Uair and it failed, but waiting until 35 worked.

The first frame I could airdodge was 23. I tried waiting until frame 22 to input airdodge and it failed, but waiting until 23 worked.

Wouldn't that make it the faster option, despite the five-frame advantage of Uair?
I might be overlooking something here. I'm running on two hours of sleep.

BTW. Adding a comparison of Pivot Grab and Boost Pivot Grab range to the OP for fun.
 

Dnyce

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One thing, I believe Fino looked into the grab traits after his last post and found that our grab does indeed have the ability to grab aerial foes.
Am I correct, Fino?


Also, I decided to test something using frame advance after we last talked.
Move used to test was Snake's Utilt at point-blank range at the edge of FD.
I reset the match for each individual test.
Frames counted started from the first sound of Snake's Utilt colliding, not from the end of hitlag (frame 1 was the frame after the sound).

The first frame I could use Uair was frame 35. I tried waiting until frame 34 to input Uair and it failed, but waiting until 35 worked.

The first frame I could airdodge was 23. I tried waiting until frame 22 to input airdodge and it failed, but waiting until 23 worked.

Wouldn't that make it the faster option, despite the five-frame advantage of Uair?
I might be overlooking something here. I'm running on two hours of sleep.

BTW. Adding a comparison of Pivot Grab and Boost Pivot Grab range to the OP for fun.
Yeah, my bad on the grab thing.

Also, it's known that you can begin an aerial dodge before you can use an aerial. That's like 2008 stuff, lol. The reason aerials work better is because you can fast fall (ie the part that actually cancels momentum) during an aerial, but not during an aerial dodge. I suppose I haven't worked out the first frame of fast falling an aerial vs the first actionable frame of aerial dodge, but I'm pretty sure it still works out that using an aerial is quicker.
 

Sky Pirate

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Had no idea that you couldn't fastfall during airdodge.

Man, this week is just FULL of random bits of knowledge from 2008 that I didn't know about.
Second time that happened. XD

Also added a third Hitbubble video to the OP for the grab revisions and some random stuff.
 

RichBrown

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Oh wow this is cool

Hey guys... I don't think we are abusing whistle NEARLY as well as we could

There are quite a bit of situations (mainly when we are getting juggled) that Olimar can retaliate with some pretty intense stuff after we whistle. I'm definitely guilty of just whistle bouncing back and forth frantically trying to land... but lately I've been doing things like whistling Falco's bair and nairing it immediately. And while watching one of my most recent vids I realized that Olimar can probably attack with considerably fiercer aerials guaranteed if we line it up properly. I think exposing this would make MUs like Marth and Falco much easier (and make Olimar considerably gayer) for us :D
 

Sky Pirate

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I was playing around with wavebounced whistle to Fair, but I don't think that's what you mean. ^^;
Seems kind of hard to punish, though. Maybe wavebounced whistle -> Fair -> RP Pivot grab/ Fsmash?
 

RichBrown

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That's another good use actually

In it's practical application, it's good for when you're trying to land away from someone and they are chasing you to the landing spot, then you suddenly whistle bounce towards them and attack.

I realized that as much as I preach landings, I'm randomly REALLY bad at landing sometimes. I sometimes land in front of people and nair for no reason. So with whistle, I'm thinking things like whistling an attack then retaliating with dair (we should all get better at our whistle retaliations instead of just whistling wildly to try to land).

Like I said it's important to avoid ever landing in front of your opponent, but if there's really no other way around it then a retreated fair is the way to go, and a whistle bounced retreated fair-bair isn't too bad either.

And, of course, the occasional RB dair which works for absolutely no reason XD
 

DeLux

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This is fino. Just posting a note for myself to test later, feel free to theory craft stuff on this as well.

Olimar cannot be hit by lava on brinstar for 50 frames after whistle.
 

Sky Pirate

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Updated with move damage from the .pac because I was curious and bored.
 
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