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I'll try to answer this in chronological order. Public too, since this might interest more than one person.Usmash has no data on it. First initial hitbox would be great
We have no specials data. For specials I'd like to know:
-up b's start and end data. It has a fast initial hitbox around her waist that will hit grounded opponents who are close to her, I'd like to know how fast it comes out specifically
-side b's advantage on shield, both the close and tipper hitbox.
-nB's start and end data, as well as its advantage on shield. It will obviously depend on the distance away from the opponent. If it's possible knowing what the frame advantage is at both point blank range as well as at her dtilt range, that'd be awesome
I'd also appreciate you double checking her aerial advantages on shield (land canceled bair/uair/nair as well as the second hit of fair's best advantage on shield), as well as dtilt/ftilt advantage
Thank you, ill check this to answer questions or you can PM me
So at point blank, nB hits at frame 21, ZSS can act on frame 39. So that's -18, but you have to include the fact that nB has 7 frames of shield stun, so that's -11 on shield. If I add seven frames of shield drop, I arrive at your -4 number, which makes sense. But -4 on shield does not make sense.Frames 1-20 are start-up. Hits on frame 21 at point blank. Frame 42 at max range; otherwise it has a hitbox from frame 21-42. That's 22 whole frames of a hitbox. Zero Suit Samus can act on frame 39.
4 frame disadvantage on block at point blank.
0 frame advantage at max dtilt range, give or take 1 frame for spacing and shield health... maybe more...
Alright.Here's some other stuff I think would be great to know, when you have time :
Item toss data, startup and duration
The number of frames that nB stuns for, both charges
The number of frames that dsmash stuns for. Since it changes based on %, how bout at 0%, 50%, and 100%
frame data for grab, as in, how long does it take for the hitbox take to extend fully, and whatever other interesting details you can think of
Thanks! It's great to have one of the smash researches actually willing to help
Dash grab:This is great, thanks a lot! For now I can't think of anything specific I'd want except the data for pivot grab and dash grab would be nice. Does anyone know if we actually have a deadzone on pivot grab btw? I'd assume we do but I can't remember ever seeing it deadzone.
how fast does up smash come out?
Frame 8.Up Smash comes out on frame 7 I'm pretty sure
... Whippart? Do you mean the first hitbox that usually tries to send people into the second one? Let me get you both just in case I get them mixed up.What is the startup for the initial sideB hitbox (the whippart)?
Agreed, it's pretty much what we should be using in place of a shieldgrab IMO. Everything that a shield grab would punish, usmash can, and even though usmash is pretty laggy, characters like marth that space around shield grabs would punish a normal whiffed shield grab or our whiffed usmash the same way. And it does 12 damage if it hits from that frontward hitbox which is pretty sexyThanks, upsmash OoS kinda looks like a good option right now
i really want to see the hit bubbles for it. I want to know if it touches the ground and if so how far out beside us does it reachAgreed, it's pretty much what we should be using in place of a shieldgrab IMO. Everything that a shield grab would punish, usmash can, and even though usmash is pretty laggy, characters like marth that space around shield grabs would punish a normal whiffed shield grab or our whiffed usmash the same way. And it does 12 damage if it hits from that frontward hitbox which is pretty sexy
you have to drop shield, so utilt is frame 10, while usmash is frame 8 cause it jump cancels. They have almost identical horizontal range in front of us too. It'd be cool if we could compare its range to other characters' grab ranges just to understand how useful it actually would be, my gut tells me it's similar range to grabs like MK's or Falco's, probably not as long as Snake's.Not sure why you would usmash oos instead of utilting oos. Utilt comes out frame 3, and I dont think any character jump straight above you to dodge your oos options.
You can't, it'd be amazing if we could.I'm fairly sure you can actually just utilt straight OOS. It has been a long time since I played, though.
It's not that good, dtilt is way better.Nah utilt has maaaad range
Totally agreeIt'd be cool if we could compare its range to other characters' grab ranges just to understand how useful it actually would be, s.