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Young Link Hitboxes and Frame Data

Discussion in 'Young Link' started by standardtoaster, Apr 18, 2011.

  1. standardtoaster

    standardtoaster
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    Tubacabra

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    Images Compiled and Edited by standardtoaster.
    "Hitbox System" format, method, and organization developed by Stratocaster.
    All animated GIF's are at 1/3rd game speed.


    Attack11 | Jab 1
    [​IMG]
    Total: 23
    Hit: 6-8
    ______________________________________________

    Attack12 | Jab 2
    [​IMG]
    Total: 22
    Hit: 6-7
    ______________________________________________

    Attack13 | Jab 3
    [​IMG]
    Total: 50
    Hit: 6-10
    ______________________________________________

    Attack100Start | Rapid Jab Startup
    [​IMG]
    Total: 7
    This forced 7 frames occurs before the rapid jab loop occurs.
    ______________________________________________

    Attack100 | Rapid Jab
    [​IMG]
    Total: 35
    Hit: 3-4, 10-11, 17-18, 24-25, 31-32
    ______________________________________________

    Attack100End | Rapid Jab End
    [​IMG]
    Total: 11
    This forced 11 frames occurs after the rapid jab ends.
    ______________________________________________

    AttackS3S | Forward Tilt
    [​IMG]
    Total: 33
    Hit: 11-13
    ______________________________________________

    AttackLw3 | Down Tilt
    [​IMG]
    Total: 40
    Hit: 14-16
    ______________________________________________

    AttackHi3 | Up Tilt
    [​IMG]
    Total: 30
    Hit: 9-15
    ______________________________________________

    AttackDash | Dash Attack
    [​IMG]
    Total: 54
    Hit: 7-12
    ______________________________________________

    AttackS4S | Forward Smash
    [​IMG]
    Total: 50
    Hit: 15-17
    Charge Frame: 10
    ______________________________________________

    AttackS4S2 | Forward Smash 2
    [​IMG]
    Total: 40
    Hit: 10-13
    ______________________________________________

    AttackHi4 | Up Smash
    [​IMG]
    Total: 60
    Hit: 11-14, 26-28, 40-44
    Charge Frame: 4
    ______________________________________________

    AttackLw4 | Down Smash
    [​IMG]
    Total: 50
    Hit: 9-12, 21-23
    Charge Frame: 4
    ______________________________________________

    AttackAirN | Neutral Air
    [​IMG]
    Total: 40
    Hit: 4-27
    Auto-Cancel: <4 30>
    Landlag: 15
    L-Canceled: 7
    ______________________________________________
    AttackAirF | Forward Air
    [​IMG]
    Total: 55
    Hit: 14-32
    Auto-Cancel: <1 47>
    Landlag: 15
    L-Canceled: 7
    ______________________________________________

    AttackAirB | Back Air
    [​IMG]
    Total: 40
    Hit: 6-9, 18-23
    Auto-Cancel: <1 29>
    Landlag: 15
    L-Canceled: 7
    ______________________________________________

    AttackAirHi | Up Air
    [​IMG]
    Total: 70
    Hit: 5-50
    Auto-Cancel: <5 55>
    Landlag: 30
    L-Canceled: 15
    ______________________________________________

    AttackAirLw | Down Air
    [​IMG]
    Total: 90
    Hit: 13-65
    Auto-Cancel: <13 65>
    Landlag: 50
    L-Canceled: 25
    ______________________________________________

    Catch | Grab
    [​IMG]
    Total: 85
    Grab: 10-13
    ______________________________________________

    CatchDash | Dash Grab
    [​IMG]
    Total: 95
    Grab: 13-16
    ______________________________________________

    SpecialNStart | Arrow Startup
    [​IMG]
    Total: 13

    This forced 13 frames occurs before firing an arrow.
    ______________________________________________

    SpecialNEnd | Arrow Firing
    [​IMG]
    Total: 25
    ______________________________________________

    SpecialHi | Spin Attack
    [​IMG]
    Total: 80
    Hit: 8-42
    ______________________________________________

    SpecialAirHi | Aerial Spin Attack
    [​IMG]
    Total: 80
    Hit: 8-13, 16-21, 22-27, 31-37, 46-50
    ______________________________________________

    SpecialLw | Bomb Pull
    [​IMG]
    Total: 40
    Bomb pulled out on frame 16.
    ______________________________________________

    SpecialS1 | Boomerang Throw
    [​IMG]
    ______________________________________________

    SpecialS2 | Boomerang Catch
    [​IMG]
    This forced 20 frames occurs when you catch the boomerang.
    ______________________________________________

    EscapeN | Spot Dodge
    [​IMG]
    Total: 22
    Invincible: 2-15
    ______________________________________________

    EscapeF | Forward Roll
    [​IMG]
    Total: 38
    Invincible: 4-20
    ______________________________________________

    EscapeB | Backward Roll
    [​IMG]
    Total: 38
    Invincible: 4-20
    ______________________________________________

    EscapeAir | Air Dodge
    [​IMG]
    Total: 50
    Invincible: 4-30
    ______________________________________________

    AirCatch | Tether
    [​IMG]
    Total: 60
    Hit: 9-18

    Miscellaneous

    Jump startup: 4 frames, airborne on frame 5

    Air time: 51
    Earliest FF: 25
    FF air time: 40

    SH Air time: 32
    Earliest FF: 15
    SH FF air time: 21

    Landing lag: 4 frames

    Dash becomes run at frame 13

    Run turnaround: 34
     
    mike_flow and Jimmology like this.
  2. rhan

    rhan
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    Smash Hero

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    Please instant sticky!

    Also don't forget the bomb/boomerang/dodges.



    Great job though buddy! This makes me very happy to see. :)

    Edit: Oh you wasn't done.. :laugh:
     
  3. standardtoaster

    standardtoaster
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    Tubacabra

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    Sure, I'll get the bomb and boomerang done soon. Yeah, I accidentally hit post instead of preview, lol.

    EDIT: Bomb, boomerang, and tether completed and added to OP.
     
  4. rhan

    rhan
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    Smash Hero

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    I love coming back and looking at this thread. I love how disjointed some of these moves are. <3
     
  5. SSBM_Sora

    SSBM_Sora
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    The Yung God

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    Beautiful!
     
  6. Linkownz

    Linkownz
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    You all should be ashamed of yourselves... using a character with moves as safe as these... broke
     
  7. PeachEater74

    PeachEater74
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    Thanks toast. I've been looking for these for a while.
     
  8. Prelude

    Prelude
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    I love how his entire body is a hitbox during the B-Air.
     
  9. rhan

    rhan
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    Yeah.

    Underestimated.
     
  10. standardtoaster

    standardtoaster
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    Tubacabra

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    It truly isn't. The hitbox stretched because I was falling during the aerials.
     
  11. Linkownz

    Linkownz
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    Yeah I noticed.
     
  12. choknater

    choknater
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    Smash Obsessed

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    wow, uair is 5 frames? that's quite fast. thanks for this

    does anyone kno if it is possible for ylink to bomb jump recovery? if so i'd like to know which bubble the bomb has to hit on his up-B...
     
  13. rhan

    rhan
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    He can't. The only way to "Bomb jump" is to just hold on to the bomb as it explodes on you after a up B. And the bomb fuse is long so it's situational.

    There might be a way to try dropping the bomb then using Nair/Dair to hit it but that might just put one in a worse position.
     
  14. MonkUnit

    MonkUnit
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    Project M Back Roomer

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    You'd fall too far to do the bomb jump with nair anyways.
     
  15. MonkUnit

    MonkUnit
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    Grounded Bomb Pull Animation: 40 Frames
    Forward Light Toss (Hitting just A): 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air
    Forward Smash Toss (Smash stick + A): 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
    Upwards Light Toss: 19 Frames total. On the 10th frame, the bomb hitbox is out and the item is in the air.
    Upwards Smash Toss: 19 Frames total. On the 10th frame, the bomb hitbox is out and the item is in the air.
    Downards Light Toss: 19 Frames total. On the 6th frame, the bomb hitbox is out and the item is in the air.
    Downards Smash Toss: 19 Frames total. On the 6th frame, the bomb hitbox is out and the item is in the air.

    Aerial Bomb Pull Animation: 39 Frames
    Aerial Forward Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
    Aerial Backwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
    Aerial Upwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
    Aerial Downwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.


    Fun Fact: If you shield roll all the way to the edge of a platform(having your back towards the edge), you can throw a bomb downwards without hitting yourself. However, if you face TOWARDS the ledge and throw a bomb downwards, you will hit yourself.
     
  16. Inty17

    Inty17
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    I'm picking up this character now. Thanks for the help. :D
     
  17. zZz

    zZz
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    I'm going to use this.
     
  18. melee43vr

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    hey thx a lot for doing this. i would like you to investigate one thing with the boomerang if it isnt too much trouble. after throwing the boomerang there is a number of frames that if you get hit it disappears even though he has already thrown it out . it can get maybe a platforms distance away and if you get hit it during that time it disappears but id like to see how many frames it is.
     
  19. Vudujin

    Vudujin
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    HAHAHA He has a lil hitbox on his foot on the second swipe of his Dwn-smash.

    That's too cute.
     
    Avro-Arrow likes this.
  20. Wobbly Headed Bob

    Wobbly Headed Bob
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    Landing lag on tether?
     
  21. standardtoaster

    standardtoaster
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    Tubacabra

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  22. Powerstar9

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    Young link is so awesome. Who cares about how weak his attacks are? Much more agile, and strong chars are useless against him if you can't hit him. Besides, he has several kill moves :grin:
     
  23. Laijin

    Laijin
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    Anyone knows how many frames it takes for Young Link to Z-Drop the bomb while in the air? Also would love to know the frame count of each directional bomb throw, airborn and on the ground.
     
  24. Laijin

    Laijin
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    One of my questions was answered in a post in this thread, but the Z-Bomb Drop still remains a mystery to me.

    Q__Q
     
  25. Jimmology

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    Could anyone point out to me where the meteor smash hit box is located on the down air? I was thinking it was just the middle and top hit boxes but I'm not sure.
     
  26. pants name guy

    pants name guy
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    The top hitbox is the meteor smash. It's really weird and hard to land. I suppose if you have a fox above you, then you can dair underneath him and let him fall onto the meteor, but actually getting a kill like that requires really difficult positioning and is really situational. Armada did it to hbox in CEO losers finals, I believe.

    What I need to know is the difference between the other two hitboxes. I've been experimenting with dair in training mode and I know one kills earlier than the other but i can't tell which. At 62%, ground level bomb to down air at full hop height sometimes kills training mode puff at 62%, but sometimes doesn't come close. Can anyone explain all the hitboxes to me?
     
    Avro-Arrow likes this.
  27. Doublecork

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    what frame is boomerang thrown on?
     
  28. EddyBearr

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    Looks to be about frame 27.
     
  29. schmooblidon

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    It's instant. Takes 1 frame. Can aerial/dj immediately after.

    If only he could DJLand

    To be fair you could probably pull off similar stuff with him.
     
    #29 schmooblidon, Jan 27, 2015
    Last edited: Jan 27, 2015
    JustPlainDoozy and Avro-Arrow like this.
  30. Sycorax

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    YL's grab comes out on frame 11 not 10.
     
  31. Praxis

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    BRoomer

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    So I'm super confused by something.

    This is the frame data I found on Y. Link's nair:

    Total: 39
    Hit: 4-27
    IASA: 36
    Auto cancel: <3 32>
    Landlag: 15
    Lcanceled: 7

    --Initial hit--
    Shield stun: 13
    Shield hit lag: 6
    Advantage: 0

    --Sex Kick--
    Shield stun: 9
    Shield hit lag: 4





    Isn't the shield advantage wrong? If you have 7 frames of landing lag and put them in shieldstun for 13 frames, if you're frame perfect (land nair the frame before you hit the ground) you should have a 6 frame advantage, right?

    Sure, there's 6 frames of shield hit lag, but both characters suffer that.
     
  32. Sycorax

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    These frame data threads are notoriously wrong when it comes to shield stuff. YL's clean nair does 7 frames of shield hitlag and 7 frames of shieldstun. If you land the frame after hitlag ends, your opponent will go through 7 frames of shieldstun at the exact same time that you have 7 frames of landing lag. You will both be actionable on the same frame and thus have an advantage of 0.
     

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