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Rutger
03-22-2009, 12:42 PM
Filling in the Sea Chart
A Toon Link Research Thread

http://i283.photobucket.com/albums/kk314/00Rutger00/chartwindwakersmall.png

Table of Contents.
1. Introduction.
2. Attack Data.
2.1 Basic data.
2.2 Tilts.
2.3 Smashes.
2.4 Aerials.
2.5 Specials.
2.6 Grabs and throws.
2.7 Other options.
2.8 Quick Percent List.
3. Character Specific data.
4. Kill Percents.
5. Current and Future Projects.
6. Helpful Links.
7. Closing.
8. Update history.

1. Introduction.

Well let's start off with my reasons for making this thread. The first is to complete and organize any and all data on Toon Link's attributes as a character in SSBB. The second is to research Toon Link in order to gain a better understanding of his attributes and to improve how he is played by finding new and useful ways to use what has been given to him.
Frame data has been collected using the Homebrew Channel and Gecko OS 1.07b, using a code that allows one to play the game one frame at a time. I am confident that nothing I have collected is off by more then one frame. If for some reason you feel that something is wrong then please do not be afraid to say so, I will look into whatever it may be as soon as I can.

Frame data is only a small part that will let us test at a perfect level. Do not turn away if you are unable to obtain Frame data, there's still many ways you can help. Please feel free to suggest and discuss new ideas as well as posting any findings you feel should be added. ^_^

Now for a little about myself, you can skip this if you want.
I have had an account at this site for a little over a year now and I've hung out around the Toon Link board for about half that time. Sadly, I do not have much experience playing Smash bros competitively, most of which is from playing against people ether much worse than me or much better than me back in High School with Melee. I really want to help out the Toon Link community but my lack of experience forces me to not participate in the match up or stage discussions, but I can help with data, a subject that has not had much discussion on the Toon Link boards.
And now on with the topic. ^_^

2. Attack Data.

Well here's the big one, it says attack but it also includes things like dodges. This section will grow, there is still a lot of data to be collected.
But before we truly move on to everything, there's some terms you will need to know if you don't already.

Terms to know.

Duration - This is how many Frames the input will last. The number listed here is the number of Frames you will have to wait before your next input will start.
Hit - The first Frame that an attack can hit, simple enough.
Hitlag - The number of Frames in which Toon Link will be frozen in place after hitting another character or object.
Block Hitlag - The number of Frames in which your opponent will be frozen in place after being hit by your attack while their shield is up.
Block Stun - After Block Hitlag your opponent will go into Block Stun. This is the number of Frames before your opponent can drop their shield after going through Block Hitlag.

Frame Advantage - this uses all of the above and can be really important. This is the number of Frames between the Frame you can first do something and the Frame your opponent can first do something. This number is always negative, this means that this is the number of Frames your opponent has to punish you for hitting their shield. Frame Advantage is found through the formula below.

(BLOCKHITLAG + BLOCKSTUN) - HITLAG - (DURATION - HIT) = FRAME ADVANTAGE


2.1 Basic data.

-Jump-
Duration: 5

-Landing lag-
Duration for Soft Landing: 2
Duration for Hard Landing: 4

-Shield drop-
Duration: 7
You will go into Jumping animation the frame you press the jump button.

-Spot Dodge-
Duration: 22
Invincibility: 2-20

-Air Dodge-
Duration: 49
Invincibility: 4-29

-Forward Roll-
Duration: 37
Invincibility: 4-19

-Back Roll-
Duration: 37
Invincibility: 4-19

-Grab Release data-
Toon Link's Release Duration: 29
Toon Link's Released Duration, Ground: 30
Toon Link's Released Duration, Air: 50

2.2 Tilts.

For the pictures
Green is the hitbox.
Red is where there is no hitbox during the attack.
Blue is for the first hitbox in attacks with more than one part.
Cyan is where both Blue and Green hitbox's will both hit.
Black is the distance TL moves forward on his F-smash.

Just because the area is not red does not mean you are safe,
it only means the opponent can not be hit in that area.
Red does not represent the true hurtbox.

The pictures are not in anyway perfect.
They are only there to give a general idea.

-Jab 1-
http://i283.photobucket.com/albums/kk314/00Rutger00/Jab1hitbox.png
Damage: 3%
Duration into Jab 2: 8
Duration: 19
Hit: 6
Hitlag, Fresh: 6
-Stale: 5
Block Hitlag, Fresh: 6
-Stale: 5
Blockstun, Fresh: 1
-Stale: 0
Frame Advantage into Jab 2, Fresh: -6
-Frame Advantage into Jab 2, Stale: -7
Frame Advantage, Fresh: -12
-Frame Advantage, Stale: -13

-Jab 2-
http://i283.photobucket.com/albums/kk314/00Rutger00/Jab2hitbox.png
(Assuming as a continuation of Jab 1, no Fresh/Stale change)
Damage: 2%
Duration into Jab 3: 10
Duration: 20
Hit: 6
Hitlag: 5
Block Hitlag: 5
Blockstun: 0
Frame Advantage into Jab 3: -9
Frame Advantage: -14

-Jab 3-
http://i283.photobucket.com/albums/kk314/00Rutger00/Jab3hitbox-1.png
(Assuming as a continuation of Jab 2, no Fresh/Stale change)
Damage: 5%
Duration: 36
Hit: 6
Hitlag: 7
Block Hitlag: 6
Blockstun: 1
Frame Advantage: -30

-Dash Attack-
http://i283.photobucket.com/albums/kk314/00Rutger00/c5416940a2bba07a.jpg
Damage: 10%
Duration: 39
Hit: 9
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -28
-Frame Advantage, Stale: -29

-F-tilt-
http://i283.photobucket.com/albums/kk314/00Rutger00/Ftilthitbox.png
Damage: 9%
Duration: 31
Hit: 10 to 12
Hitlag, Fresh: 8
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -18 to -16
-Frame Advantage, Stale: -20 to -18

-U-tilt-
http://i283.photobucket.com/albums/kk314/00Rutger00/Utilthitbox-1.png
Damage: 9%
Duration: 29
Hit: 8 to 12
Hitlag, Fresh: 8
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -18 to - 14
-Frame Advantage, Stale: -20 to -16

-D-tilt-
http://i283.photobucket.com/albums/kk314/00Rutger00/Dtilthitbox.png
Damage: 9%
Duration: 22
Hit: 9
Hitlag, Fresh: 8
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 2
Frame Advantage, Fresh: -10
-Frame Advantage, Stale: -12

2.3 Smashes.

-F-smash 1-
http://i283.photobucket.com/albums/kk314/00Rutger00/Fsmash1hitbox.png
Damage: 10%
Duration: 48
Duration into F-smash 2: 19
Hit: 15
Hitlag, Fresh: 9
-Stale: 7
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -31
-Frame Advantage, Stale: -33
Frame Advantage into F-smash 2, Fresh: -14
-Frame Advantage into F-smash 2, Stale: -16

-F-smash 2-
http://i283.photobucket.com/albums/kk314/00Rutger00/Fsmash2hitbox.png
Damage: 13%
Duration: 49
Hit: 12
Hitlag, Fresh: 20
-Stale: 14
Block Hitlag, Fresh: 10
-Stale: 7
Blockstun, Fresh: 4
-Stale: 2
Frame Advantage, Fresh: -43
-Frame Advantage, Stale: -42

-U-smash-
http://i283.photobucket.com/albums/kk314/00Rutger00/Usmashhitbox-1.png
Duration: 37
Hit: 11-15
---Front hit---
Damage: 15%
Hitlag, Fresh: 11
-Stale: 7
Block Hitlag, Fresh: 10
-Stale: 7
Blockstun, Fresh: 5
-Stale: 2
Frame Advantage, Fresh: -22
-Frame Advantage, Stale: -24
---Back hit---
Damage: 10%
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -20
-Frame Advantage, Stale: -21

-D-smash front-
http://i283.photobucket.com/albums/kk314/00Rutger00/Dsmash1hitbox.png
Damage: 6%
Duration: 49
Hit: 9
Hitlag, Fresh: 7
-Stale: 6
Block Hitlag, Fresh: 7
-Stale: 6
Blockstun, Fresh: 2
-Stale: 1
Frame Advantage, Fresh: -38
-Frame Advantage, Stale: -39

-D-smash back-
http://i283.photobucket.com/albums/kk314/00Rutger00/Dsmash2hitbox.png
Damage: 11%
Duration: 49
Hit: 17
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 9
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -29
-Frame Advantage, Stale: -31

2.4 Aerials.

-Nair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Nairhitbox-1.png
Damage: 10%
Duration in air: 39
Landing lag: 15
Hit front: 6
Hit back: 13
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage in air, front Fresh: -31
-Frame Advantage in air, front Stale: -32
Frame Advantage in air, back Fresh: -24
-Frame Advantage in air, back Stale: -25
Frame Advantage landing, Fresh: -14
-Frame Advantage landing, Stale: -15

-Fair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Fairhitbox.png
Damage: 13%
Duration in air: 37
Landing lag: 18
Hit: 14
Hitlag, Fresh: 10
-Stale: 7
Block Hitlag, Fresh: 10
-Stale: 6
Blockstun, Fresh: 4
-Stale: 2
Frame Advantage in air, Fresh: -19
-Frame Advantage in air, Stale: -21
Frame Advantage landing, Fresh: -15
-Frame Advantage landing, Stale: -17

-Bair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Bairhitbox.png
Damage: 10%
Duration in air: 30
Landing lag: 10
Hit: 6
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage in air, Fresh: -22
-Frame Advantage in air, Stale: -23
Frame Advantage landing, Fresh: -9
-Frame Advantage landing, Stale: -10

-Uair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Uairhitbox-1.png
Damage at start: 14%
Damage after start: 12%
Duration in air: 59
Landing lag: 21
Hit: 11
Hitlag, Fresh: 10
-Stale: 7
Block Hitlag, Fresh: 10
-Stale: 7
Blockstun, Fresh: 5
-Stale: 2
Frame Advantage in air, Fresh: -43
-Frame Advantage in air, Stale: -46
Frame Advantage landing, Fresh: -17
-Frame Advantage landing, Stale: -20

-Dair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Dairhitbox.png
Damage on spike: 16%
Damage, no spike: 13%
Damage after bounce: 8%
Landing lag: 40
Hit: 12
Hitlag, Fresh: 11
-Stale: 7
Block Hitlag, Fresh: 11
-Stale: 7
Blockstun, Fresh: 5
-Stale: 2

-Zair-
http://i283.photobucket.com/albums/kk314/00Rutger00/Zairhitbox-1.png
Damage: 4%
Duration in air: 70
Landing lag - cancels into normal landing lag, i.e. 2 or 4
Hit: 11
Hitlag: 6
Block Hitlag: 6
Blockstun: 1
Frame Advantage landing: -1

2.5 Specials.

-B-
http://i283.photobucket.com/albums/kk314/00Rutger00/968b8db85e1ad1d6.jpg
Damage: 4%
Duration: 41
Quick Draw Duration: 25
Hit (soonest possible): 18
Quick Draw Hit (soonest possible): 2
Hitlag: N/A
Block Hitlag, Fresh: 6
-Stale: 5
Blockstun, Fresh: 1
-Stale: 0
Frame Advantage, Fresh: -16
-Frame Advantage, Stale: -18

-Forward-B-
http://i283.photobucket.com/albums/kk314/00Rutger00/2ca2b44d0b72cd72.jpg
Damage up close:
-hit 1: 8%
-hit 2: 3%
Damage far:
-hit 1: 5%
-hit 2: 3%
Damage returning: 3%
Duration: 45
Hit (soonest possible): 27
Catch Lag: 19
Hitlag: N/A
Block Hitlag, Fresh: 0
-Stale: 0
Blockstun, Fresh: 8
-Stale: 6
Frame Advantage, Fresh: -10
-Frame Advantage, Stale: -12

-Up-B grounded-
http://i283.photobucket.com/albums/kk314/00Rutger00/c6480d1f3f7bc994.jpg
Damage, all but last hit: 1%
Damage, last hit: 3%
Duration: 82
First Hit: 11
Last Hit: 53
Hitlag for last hit, Fresh: 11
-Stale: 10
Block Hitlag for last hit, Fresh: 6
-Stale: 5
Blockstun for last hit, Fresh: 1
-Stale: 0
Frame Advantage for last hit, Fresh: -33
-Frame Advantage for last hit, Stale: -34

-Aerial Up-B-
Damage, first and last hit: 4%
Damage, all other hits: 2%

-Down-B-
http://i283.photobucket.com/albums/kk314/00Rutger00/ba64b9778e55d989.jpg
Damage: 8% ~ 2% Detailed picture explaining it here! (http://i283.photobucket.com/albums/kk314/00Rutger00/Bombpercents.png)
Bomb pull Duration: 39
Throw Duration: 20
Hit(soonest when thrown): 8
Hitlag: N/A
Block Hitlag, Fresh: 6
-Stale: 5
Blockstun, Fresh: 2
-Stale: 1

2.6 Grabs and throws.

-Grab-
Duration on miss: 84
Soonest: 12
Latest: 16

-Pivot Grab-
Duration on miss: 94
Soonest: 15
Latest: 19

-Dash Grab-
Duration on miss: 94
Soonest: 14
Latest: 18

-Grab Pummel-
http://i283.photobucket.com/albums/kk314/00Rutger00/a7e8fe5b5efab50a.jpg
Damage: 2%
Duration: 15
Hit: 9

-Down Throw-
http://i283.photobucket.com/albums/kk314/00Rutger00/7bcc21e047506337.jpg
Damage: 7%
Duration: 46
Hit: 21

-Back Throw-
http://i283.photobucket.com/albums/kk314/00Rutger00/e6251488496e378d.jpg
Damage: 7%
Duration: 38
Hit: 10

-Forward Throw-
http://i283.photobucket.com/albums/kk314/00Rutger00/09a411b69af0a4fa.jpg
Damage: 7%
Duration: 40
Hit: 12

-Up Throw-
http://i283.photobucket.com/albums/kk314/00Rutger00/80f4ef82009a41e0.jpg
Damage: 7%
Duration: 49
Hit: 27

2.7 Other options.

-Ledge Attack < 100%-
http://i283.photobucket.com/albums/kk314/00Rutger00/56da9b2cf7c1187c.jpg
Damage: 8%
Duration: 55
Invincibility:
Hit: 27
Hitlag, Fresh: 8
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 2
-Stale: 1
Frame Advantage, Fresh: -26
-Frame Advantage, Stale: -27

-Ledge Attack >= 100%-
http://i283.photobucket.com/albums/kk314/00Rutger00/50e764da7dedf1ed.jpg
Damage: 10%
Duration: 70
Invincibility:
Hit: 51
Hitlag, Fresh: 9
-Stale: 6
Block Hitlag, Fresh: 8
-Stale: 6
Blockstun, Fresh: 3
-Stale: 1
Frame Advantage, Fresh: -17
-Frame Advantage, Stale: -18

-Get up Attack-
http://i283.photobucket.com/albums/kk314/00Rutger00/dbc73140bd58b74f.jpg
Damage:
-hit 1: 6%
-hit 2: 6%

2.8 Quick Percent list.
These percents were gathered in Training mode.
Training mode has some differences from Vs. mode, such as Stale moves not being in play.
It's not too important, but it is worth noting. I highly suggest looking at this thread (http://www.smashboards.com/showthread.php?p=6099263)
if you are interested in learning more about the mechanics of attack percents.

Jab 1
3%
Jab 2
2%
Jab 3
5%
Dash Attack
10%
F-tilt
9%
U-tilt
9%
D-tilt
9%

F-smash hit 1
10%
F-smash hit 2
13%
U-smash front
15%
U-smash back
10%
D-smash front
6%
D-smash back
11%

Nair
10%
Fair
13%
Bair
10%
Uair at start
14%
Uair after start
12%
Dair spike
16%
Dair no spike
13%
Dair after bounce
8%
Zair
4%

B
4%
Forward B close first hit
8%
Forward B close second hit
3%
Forward B far first hit
5%
Forward B far second hit
3%
Forward B returning
3%
Grounded up B all but last hit
1%
Grounded up B last hit
3%
Aerial up B first and last hit
4%
Aerial up B other hits
2%
Down B
8% ~ 2%
Detailed picture explaining it found here. (http://i283.photobucket.com/albums/kk314/00Rutger00/Bombpercents.png)

Grab Pummel
2%
Down Throw
7%
Back Throw
7%
Forward Throw
7%
Up Throw
7%

Ledge attack < 100
8%
Ledge attack >= 100
10%

Get up attack hit 1
6%
Get up attack hit 2
6%



For section 2.1 I'd like to thank K Prime, his Spot/Air dodge and Forward/Back roll data is the only frame data I did not look up myself.

What you will see for the attacks is something that, quite honestly bugs me. It is the fact that a stale attack will have decreased values. The reason this bugs me is simply because I don't see it said in any other frame data topic. For now, I'm going to leave it in, I don't doubt what I saw and checked multiple times, I'm just concerned that I have not seen it anywhere else.

Now about Frame advantage on the aerials. When landing this assumes the best case scenario, which is that your attack hits your opponents shield one frame before landing. So in the case of the Frame advantage formula, Duration will be (Landing lag + Number of frames before landing after Hit and Hitlag)

ALL PICTURES ARE NOT PERFECT. THEY ARE ONLY ESTIMATIONS AND UNTIL I OR ANYONE ELSE CAN SEE THE REAL HITBOX'S IN GAME THEY WILL REMAIN AS SUCH. IF ANYONE DISAGREES FEEL FREE TO CORRECT IT, IF YOU CAN NOT GET THE PICTURE FOR WHATEVER REASON THAN I OR SOMEONE ELSE CAN.

3. Character Specific data.
This section is big as well, everything from Grab release data to True combos that Toon Link has on that character or True combos that character has on Toon Link will be found here. Everything that can be done that will help ether side will be added. It is far from complete now but expect a lot in the future. The characters will be in the order they appear on the Character select screen, starting with Mario and going down the columns where it will end with Sonic.

All Chain grabs will be included in that characters respective True Combos section. The percent range that a combo will work in shall be included as well. For any Universal True Combos for Toon Link, the percent range will be found for that combo in Toon Link's section in that characters respective section.

Universal True Combos for Toon Link.
-To be worked on-
Mario

-True Combos-
-Toon Link-

-Mario-

-Grab Release Data-
-Toon Link's Grab Release on Mario-
Default Release: Ground
Ground Duration: 30
Air Duration: 50
-Mario's Grab Release on Toon Link-
Default Release: Ground
Grab Release Duration: 29

Luigi

-True Combos-
-Toon Link-

-Luigi-

-Grab Release Data-
-Toon Link's Grab Release on Luigi-
Default Release: Ground
Ground Duration: 30
Air Duration: 50
-Luigi's Grab Release on Toon Link-
Default Release: Ground
Grab Release Duration: 29

Peach

-True Combos-
-Toon Link-

-Peach-

-Grab Release Data-
-Toon Link's Grab Release on Peach-
Default Release: Ground
Ground Duration: 30
Air Duration: 50
-Peach's Grab Release on Toon Link-
Default Release: Air
Grab Release Duration: 29

Bowser

-True Combos-
-Toon Link-

-Bowser-

-Grab Release Data-
-Toon Link's Grab Release on Bowser-
Default Release: Ground
Ground Duration: 30
Air Duration: 50
-Bowser's Grab Release on Toon Link-
Default Release: Air
Grab Release Duration: 19

Donkey Kong

-True Combos-
-Toon Link-

-Donkey Kong-

-Grab Release Data-
-Toon Link's Grab Release on Donkey Kong-
Default Release: Ground
Ground Duration: 20
Air Duration: 50
-Donkey Kong's Grab Release on Toon Link-
Default Release: Air
Grab Release Duration: 29
Diddy Kong

-True Combos-
-Toon Link-

-Diddy Kong-

-Grab Release Data-
-Toon Link's Grab Release on Diddy Kong-
Default Release: Ground
Ground Duration: 30
Air Duration: 50
-Diddy Kong's Grab Release on Toon Link-
Default Release: Ground
Grab Release Duration: 29
Yoshi

-True Combos-
-Toon Link-

-Yoshi-

-Grab Release Data-
-Toon Link's Grab Release on Yoshi-

-Yoshi's Grab Release on Toon Link-

Wario

-True Combos-
-Toon Link-

-Wario-

-Grab Release Data-
-Toon Link's Grab Release on Wario-

-Wario's Grab Release on Toon Link-

Link

-True Combos-
-Toon Link-

-Link-

-Grab Release Data-
-Toon Link's Grab Release on Link-

-Link's Grab Release on Toon Link-

Zelda

-True Combos-
-Toon Link-

-Zelda-

-Grab Release Data-
-Toon Link's Grab Release on Zelda-

-Zelda's Grab Release on Toon Link-

Sheik

-True Combos-
-Toon Link-

-Sheik-

-Grab Release Data-
-Toon Link's Grab Release on Sheik-

-Sheik's Grab Release on Toon Link-

Ganondorf

-True Combos-
-Toon Link-

-Ganondorf-

-Grab Release Data-
-Toon Link's Grab Release on Ganondorf-

-Ganondorf's Grab Release on Toon Link-

Toon Link

-True Combos-
-Toon Link-

-Grab Release Data-
-Toon Link's Grab Release on Toon Link-

Samus

-True Combos-
-Toon Link-

-Samus-

-Grab Release Data-
-Toon Link's Grab Release on Samus-

-Samus's Grab Release on Toon Link-

Zero Suit Samus

-True Combos-
-Toon Link-

-Zero Suit Samus-

-Grab Release Data-
-Toon Link's Grab Release on Zero Suit Samus-

-Zero Suit Samus's Grab Release on Toon Link-

Pit

-True Combos-
-Toon Link-

-Pit-

-Grab Release Data-
-Toon Link's Grab Release on Pit-

-Pit's Grab Release on Toon Link-

Ice Climbers

-True Combos-
-Toon Link-

-Ice Climbers-

-Grab Release Data-
-Toon Link's Grab Release on Ice Climbers-

-Ice Climbers's Grab Release on Toon Link-

R.O.B.

-True Combos-
-Toon Link-

-R.O.B.-

-Grab Release Data-
-Toon Link's Grab Release on R.O.B.-

-R.O.B.'s Grab Release on Toon Link-

Kirby

-True Combos-
-Toon Link-

-Kirby-

-Grab Release Data-
-Toon Link's Grab Release on Kirby-

-Kirby's Grab Release on Toon Link-

Meta Knight

-True Combos-
-Toon Link-

-Meta Knight-

-Grab Release Data-
-Toon Link's Grab Release on Meta Knight-

-Meta Knight's Grab Release on Toon Link-

King Dedede

-True Combos-
-Toon Link-

-King Dedede-

-Grab Release Data-
-Toon Link's Grab Release on King Dedede-

-King Dedede's Grab Release on Toon Link-

Olimar

-True Combos-
-Toon Link-

-Olimar-

-Grab Release Data-
-Toon Link's Grab Release on Olimar-

-Olimar's Grab Release on Toon Link-

Fox

-True Combos-
-Toon Link-

-Fox-

-Grab Release Data-
-Toon Link's Grab Release on Fox-

-Fox's Grab Release on Toon Link-

Falco

-True Combos-
-Toon Link-

-Falco-

-Grab Release Data-
-Toon Link's Grab Release on Falco-

-Falco's Grab Release on Toon Link-

Wolf

-True Combos-
-Toon Link-

-Wolf-

-Grab Release Data-
-Toon Link's Grab Release on Wolf-

-Wolf's Grab Release on Toon Link-

Captain Falcon

-True Combos-
-Toon Link-

-Captain Falcon-
Manliness → Awesomeness → More Manliness → More Awesomeness.
or any combination of the above, all percents.

-Grab Release Data-
-Toon Link's Grab Release on Captain Falcon-

-Captain Falcon's Grab Release on Toon Link-

Pikachu

-True Combos-
-Toon Link-

-Pikachu-

-Grab Release Data-
-Toon Link's Grab Release on Pikachu-

-Pikachu's Grab Release on Toon Link-

Pokemon Trainer

Squirtle

-True Combos-
-Toon Link-

-Squirtle-

-Grab Release Data-
-Toon Link's Grab Release on Squirtle-

-Squirtle's Grab Release on Toon Link-

Ivysaur

-True Combos-
-Toon Link-

-Ivysaur-

-Grab Release Data-
-Toon Link's Grab Release on Ivysaur-

-Ivysaur's Grab Release on Toon Link-

Charizard

-True Combos-
-Toon Link-

-Charizard-

-Grab Release Data-
-Toon Link's Grab Release on Charizard-

-Charizard's Grab Release on Toon Link-

Lucario

-True Combos-
-Toon Link-

-Lucario-

-Grab Release Data-
-Toon Link's Grab Release on Lucario-

-Lucario's Grab Release on Toon Link-

Jigglypuff

-True Combos-
-Toon Link-

-Jigglypuff-

-Grab Release Data-
-Toon Link's Grab Release on Jigglypuff-

-Jigglypuff's Grab Release on Toon Link-

Marth

-True Combos-
-Toon Link-

-Marth-

-Grab Release Data-
-Toon Link's Grab Release on Marth-

-Marth's Grab Release on Toon Link-

Ike

-True Combos-
-Toon Link-

-Ike-

-Grab Release Data-
-Toon Link's Grab Release on Ike-

-Ike's Grab Release on Toon Link-

Ness

-True Combos-
-Toon Link-

-Ness-

-Grab Release Data-
-Toon Link's Grab Release on Ness-

-Ness's Grab Release on Toon Link-

Lucas

-True Combos-
-Toon Link-

-Lucas-

-Grab Release Data-
-Toon Link's Grab Release on Lucas-

-Lucas's Grab Release on Toon Link-


Mr. Game & Watch

-True Combos-
-Toon Link-

-Mr. Game & Watch-

-Grab Release Data-
-Toon Link's Grab Release on Mr. Game & Watch-

-Mr. Game & Watch's Grab Release on Toon Link-

Snake

-True Combos-
-Toon Link-

-Snake-

-Grab Release Data-
-Toon Link's Grab Release on Snake-

-Snake's Grab Release on Toon Link-

Sonic

-True Combos-
-Toon Link-

-Sonic-

-Grab Release Data-
-Toon Link's Grab Release on Sonic-

-Sonic's Grab Release on Toon Link-


4. Kill Percents.

Ok, this part is self explanatory really...
But there are a few things that need to be known before you just look at everything, so let's test those reading comprehension skills you have shale we? ^_^

Well first of, the percents listed right now are from training mode with the respective character in the center of Battle Field. No DI or Momentum Canceling was used for any character so the percents are bound to be quite different in a real match. The moves listed are what are in my opinion the most likely to be seen killing the opponent, take that for whatever you will.
I do plan on looking into Kill percents with some of these attacks and with perfect DI from the opponent next.

Mario

U-tilt: 135%

F-smash(last hit only): 110%
U-smash(front hit): 115%
U-smash(back hit): 170%
D-smash(last hit only): 140%

Nair: 160%
Fair: 120%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 165%
Dair(after spiking portion): 155%


Luigi

U-tilt: 135%

F-smash(last hit only): 110%
U-smash(front hit): 115%
U-smash(back hit): 170%
D-smash(last hit only): 135%

Nair: 160%
Fair: 120%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 155%

Peach

U-tilt: 130%

F-smash(last hit only): 105%
U-smash(front hit): 105%
U-smash(back hit): 160%
D-smash(last hit only): 130%

Nair: 155%
Fair: 115%
Bair: 150%
Uair(start of the attack): 130%
Uair(after start): 140%
Dair(spiking portion): 150%
Dair(after spiking portion): 145%

Bowser

U-tilt: 150%

F-smash(last hit only): 120%
U-smash(front hit): 125%
U-smash(back hit): 190%
D-smash(last hit only): 155%

Nair: 180%
Fair: 135%
Bair: 175%
Uair(start of the attack): 140%
Uair(after start): 160%
Dair(spiking portion): 180%
Dair(after spiking portion): 170%

Donkey Kong

U-tilt: 155%

F-smash(last hit only): 120%
U-smash(front hit): 130%
U-smash(back hit): 195%
D-smash(last hit only): 155%

Nair: 175%
Fair: 135%
Bair: 180%
Uair(start of the attack): 145%
Uair(after start): 165%
Dair(spiking portion): 185%
Dair(after spiking portion): 175%

Diddy Kong

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 110%
U-smash(back hit): 170%
D-smash(last hit only): 135%

Nair: 155%
Fair: 120%
Bair: 155%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 150%

Yoshi

U-tilt: 145%

F-smash(last hit only): 115%
U-smash(front hit): 120%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 170%
Fair: 130%
Bair: 170%
Uair(start of the attack): 130%
Uair(after start): 155%
Dair(spiking portion): 170%
Dair(after spiking portion): 165%

Wario

U-tilt: 145%

F-smash(last hit only): 115%
U-smash(front hit): 120%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 170%
Fair: 130%
Bair: 170%
Uair(start of the attack): 135%
Uair(after start): 155%
Dair(spiking portion): 170%
Dair(after spiking portion): 165%

Link

U-tilt: 145%

F-smash(last hit only): 110%
U-smash(front hit): 125%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 165%
Fair: 125%
Bair: 170%
Uair(start of the attack): 135%
Uair(after start): 155%
Dair(spiking portion): 175%
Dair(after spiking portion): 165%

Zelda

U-tilt: 125%

F-smash(last hit only): 100%
U-smash(front hit): 105%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 150%
Fair: 115%
Bair: 145%
Uair(start of the attack): 115%
Uair(after start): 135%
Dair(spiking portion): 150%
Dair(after spiking portion): 140%

Sheik

U-tilt: 125%

F-smash(last hit only): 100%
U-smash(front hit): 105%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 145%
Fair: 110%
Bair: 145%
Uair(start of the attack): 115%
Uair(after start): 135%
Dair(spiking portion): 150%
Dair(after spiking portion): 140%

Ganondorf

U-tilt: 150%

F-smash(last hit only): 115%
U-smash(front hit): 125%
U-smash(back hit): 185%
D-smash(last hit only): 150%

Nair: 170%
Fair: 130%
Bair: 175%
Uair(start of the attack): 135%
Uair(after start): 160%
Dair(spiking portion): 180%
Dair(after spiking portion): 170%

Toon Link

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 110%
U-smash(back hit): 165%
D-smash(last hit only): 135%

Nair: 155%
Fair: 120%
Bair: 155%
Uair(start of the attack): 135%
Uair(after start): 140%
Dair(spiking portion): 160%
Dair(after spiking portion): 150%

Samus

U-tilt: 140%

F-smash(last hit only): 115%
U-smash(front hit): 120%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 170%
Fair: 130%
Bair: 165%
Uair(start of the attack): 130%
Uair(after start): 150%
Dair(spiking portion): 170%
Dair(after spiking portion): 160%

Zero Suit Samus

U-tilt: 125%

F-smash(last hit only): 100%
U-smash(front hit): 105%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 145%
Fair: 115%
Bair: 145%
Uair(start of the attack): 115%
Uair(after start): 135%
Dair(spiking portion): 150%
Dair(after spiking portion): 140%

Pit

U-tilt: 105%

F-smash(last hit only): 105%
U-smash(front hit): 115%
U-smash(back hit): 170%
D-smash(last hit only): 140%

Nair: 160%
Fair: 120%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 155%

Ice Climbers

U-tilt: 130%

F-smash(last hit only): 105%
U-smash(front hit): 110%
U-smash(back hit): 165%
D-smash(last hit only): 130%

Nair: 155%
Fair: 120%
Bair: 155%
Uair(start of the attack): 120%
Uair(after start): 140%
Dair(spiking portion): 155%
Dair(after spiking portion): 150%

R.O.B.

U-tilt: 140%

F-smash(last hit only): 115%
U-smash(front hit): 120%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 170%
Fair: 130%
Bair: 165%
Uair(start of the attack): 130%
Uair(after start): 150%
Dair(spiking portion): 170%
Dair(after spiking portion): 160%

Kirby

U-tilt: 120%

F-smash(last hit only): 100%
U-smash(front hit): 100%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 145%
Fair: 110%
Bair: 145%
Uair(start of the attack): 110%
Uair(after start): 130%
Dair(spiking portion): 145%
Dair(after spiking portion): 140%

Meta Knight

U-tilt: 125%

F-smash(last hit only): 95%
U-smash(front hit): 100%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 145%
Fair: 110%
Bair: 145%
Uair(start of the attack): 110%
Uair(after start): 130%
Dair(spiking portion): 145%
Dair(after spiking portion): 140%

King Dedede

U-tilt: 160%

F-smash(last hit only): 115%
U-smash(front hit): 135%
U-smash(back hit): 200%
D-smash(last hit only): 160%

Nair: 175%
Fair: 130%
Bair: 185%
Uair(start of the attack): 145%
Uair(after start): 170%
Dair(spiking portion): 190%
Dair(after spiking portion): 185%

Olimar

U-tilt: 125%

F-smash(last hit only): 100%
U-smash(front hit): 105%
U-smash(back hit): 160%
D-smash(last hit only): 13%

Nair: 150%
Fair: 115%
Bair: 150%
Uair(start of the attack): 115%
Uair(after start): 135%
Dair(spiking portion): 150%
Dair(after spiking portion): 145%

Fox

U-tilt: 120%

F-smash(last hit only): 95%
U-smash(front hit): 100%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 140%
Fair: 105%
Bair: 145%
Uair(start of the attack): 110%
Uair(after start): 130%
Dair(spiking portion): 145%
Dair(after spiking portion): 140%

Falco

U-tilt: 130%

F-smash(last hit only): 100%
U-smash(front hit): 110%
U-smash(back hit): 160%
D-smash(last hit only): 130%

Nair: 145%
Fair: 110%
Bair: 150%
Uair(start of the attack): 120%
Uair(after start): 140%
Dair(spiking portion): 155%
Dair(after spiking portion): 145%

Wolf

U-tilt: 145%

F-smash(last hit only): 110%
U-smash(front hit): 120%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 160%
Fair: 125%
Bair: 170%
Uair(start of the attack): 130%
Uair(after start): 155%
Dair(spiking portion): 170%
Dair(after spiking portion): 165%

Captain Falcon

U-tilt: 150%

F-smash(last hit only): 110%
U-smash(front hit): 125%
U-smash(back hit): 185%
D-smash(last hit only): 150%

Nair: 165%
Fair: 125%
Bair: 175%
Uair(start of the attack): 135%
Uair(after start): 160%
Dair(spiking portion): 180%
Dair(after spiking portion): 170%

Pikachu

U-tilt: 125%

F-smash(last hit only): 95%
U-smash(front hit): 105%
U-smash(back hit): 155%
D-smash(last hit only): 125%

Nair: 145%
Fair: 110%
Bair: 145%
Uair(start of the attack): 115%
Uair(after start): 135%
Dair(spiking portion): 150%
Dair(after spiking portion): 140%

Pokemon Trainer

Squirtle

U-tilt: 115%

F-smash(last hit only): 95%
U-smash(front hit): 95%
U-smash(back hit): 145%
D-smash(last hit only): 115%

Nair: 140%
Fair: 115%
Bair: 135%
Uair(start of the attack): 105%
Uair(after start): 125%
Dair(spiking portion): 140%
Dair(after spiking portion): 130%

Ivysaur

U-tilt: 140%

F-smash(last hit only): 110%
U-smash(front hit): 120%
U-smash(back hit): 175%
D-smash(last hit only): 140%

Nair: 165%
Fair: 125%
Bair: 165%
Uair(start of the attack): 130%
Uair(after start): 150%
Dair(spiking portion): 165%
Dair(after spiking portion): 160%

Charizard

U-tilt: 145%

F-smash(last hit only): 115%
U-smash(front hit): 125%
U-smash(back hit): 180%
D-smash(last hit only): 145%

Nair: 170%
Fair: 130%
Bair: 170%
Uair(start of the attack): 135%
Uair(after start): 155%
Dair(spiking portion): 175%
Dair(after spiking portion): 165%

Lucario

U-tilt: 140%

F-smash(last hit only): 110%
U-smash(front hit): 115%
U-smash(back hit): 175%
D-smash(last hit only): 140%

Nair: 165%
Fair: 125%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 150%
Dair(spiking portion): 165%
Dair(after spiking portion): 155%

Jigglypuff

U-tilt: 110%

F-smash(last hit only): 90%
U-smash(front hit): 95%
U-smash(back hit): 140%
D-smash(last hit only): 115%

Nair: 135%
Fair: 105%
Bair: 130%
Uair(start of the attack): 100%
Uair(after start): 120%
Dair(spiking portion): 135%
Dair(after spiking portion): 125%

Marth

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 110%
U-smash(back hit): 165%
D-smash(last hit only): 135%

Nair: 155%
Fair: 115%
Bair: 155%
Uair(start of the attack): 120%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 150%

Ike

U-tilt: 150%

F-smash(last hit only): 115%
U-smash(front hit): 125%
U-smash(back hit): 185%
D-smash(last hit only): 150%

Nair: 165%
Fair: 125%
Bair: 175%
Uair(start of the attack): 135%
Uair(after start): 160%
Dair(spiking portion): 175%
Dair(after spiking portion): 170%

Ness

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 115%
U-smash(back hit): 170%
D-smash(last hit only): 135%

Nair: 160%
Fair: 120%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 155%

Lucas

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 110%
U-smash(back hit): 170%
D-smash(last hit only): 135%

Nair: 155%
Fair: 120%
Bair: 155%
Uair(start of the attack): 120%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 150%

Mr. Game & Watch

U-tilt: 120%

F-smash(last hit only): 95%
U-smash(front hit): 100%
U-smash(back hit): 150%
D-smash(last hit only): 120%

Nair: 140%
Fair: 105%
Bair: 140%
Uair(start of the attack): 110%
Uair(after start): 130%
Dair(spiking portion): 140%
Dair(after spiking portion): 135%

Snake

U-tilt: 155%

F-smash(last hit only): 120%
U-smash(front hit): 130%
U-smash(back hit): 195%
D-smash(last hit only): 160%

Nair: 175%
Fair: 135%
Bair: 180%
Uair(start of the attack): 145%
Uair(after start): 170%
Dair(spiking portion): 185%
Dair(after spiking portion): 180%

Sonic

U-tilt: 135%

F-smash(last hit only): 105%
U-smash(front hit): 115%
U-smash(back hit): 170%
D-smash(last hit only): 140%

Nair: 160%
Fair: 120%
Bair: 160%
Uair(start of the attack): 125%
Uair(after start): 145%
Dair(spiking portion): 160%
Dair(after spiking portion): 155%



5. Current and Future Projects.

Gather Hitbox duration Data as well as gather Invincibility Frame Data and complete Ledge Options.

Gather more Grab Release Data as well as test and add known True Combos.

Gather and add Kill Percent Data when Perfect DI is used.


6. Helpful Links.

The MOST IMPORTANT Thread You'll Ever Read. (http://www.smashboards.com/showthread.php?t=162447) - A thread by Samurai Panda. It has many helpful links that you may not find in this section.

Taking Advantage of Frame Advantage (http://www.smashboards.com/showthread.php?t=213807) - Ankoku's thread, an in depth explanation of Frame Advantage. Recommended to read if you have trouble understanding the Frame data.

Brawl Mechanics: Damage & Knockback Formulae (http://www.smashboards.com/showthread.php?p=6099263) - A thread by ColinJF and Amazing Ampharos, a very detailed description of Brawl's Damage and Knockback mechanics.

The Physics of Attacks (DI included) (http://www.smashboards.com/showthread.php?t=155409) - A thread by SCOTU. This is an in depth explanation on attacks, much of what you find in here will be put to great use in the near future once more data has been collected.

Dodge/Roll Frame Data *now with air dodge!* (http://www.smashboards.com/showthread.php?t=225510) - A thread by K Prime. I used the info he collected on Spot dodge, Air dodge, Forward roll, and Back roll.

Toon Link Frame Data (http://www.smashboards.com/showthread.php?t=193918) - The original topic on Toon Link's frame data made by 3GOD. I used the topic early on to double check my work and make sure I was doing everything right.

The Great Zange-chan presents: Toon Link General Discussion! (http://www.smashboards.com/group.php?groupid=578&pp=50) - The Toon Link Board's chat social group, there's a good chance you will find me hanging out there. ^_^


7. Closing.
Well that's where I'm at for now, I encourage any suggestions/discussions/ideas that anyone has. If you need to contact me about something without posting in this thread for whatever reason then a PM would be great, I will try to get back to you as soon as possible. If you see that I've missed something then please tell me, there is a lot so it would not be surprising if I overlooked something. I hope that you may find this helpful, I look forward to working adding more. ^_^

8. Update history
3/22/09 - Set sail, topic created.
3/23/09 - Organize equipment, minor layout tweaking.
4/18/09 - Charted a small island, DK and Diddy grab release added, pictures added for attacks.
5/08/09 - Charted a large island, started work on a new dungeon. Kill percents section and Quick Percent list subsection added.

http://i283.photobucket.com/albums/kk314/00Rutger00/wwbeachsmall.png

Sasuke the Sheik Main
03-22-2009, 12:50 PM
I had no idea Nair lasts longer then Fair. O_O

Rutger, this is really good. Like, REALLY good.
Great job.

*Sasuke seal of approval*
http://s5.tinypic.com/e1ccpc.jpg

TLMSheikant
03-22-2009, 01:04 PM
Good thread Rutger. The frame data is consistent with 3GOD's frame data except for arrow cancel as soon as...it says frame 2 and 3GOD's says frame 1...true combos- im pretty sure ibomb is a true combo with usmash, utilt and bair.

Mothim
03-22-2009, 01:09 PM
Good job! (http://www.youtube.com/watch?v=-yNhl8wT3Pc&feature=channel_page&fmt=18)

Although, you should color your links like I do. They don't stand out very much...

oOJaseOo
03-22-2009, 01:37 PM
This is a pretty solid thread maybe stickyable on completion grats

Rutger
03-22-2009, 01:38 PM
I had no idea Nair lasts longer then Fair. O_O

Rutger, this is really good. Like, REALLY good.
Great job.

*Sasuke seal of approval*
Thank you.

Yeah, that surprised me as well. It's only by two frames though. Nair starts earlier for both hits as well and is safer when auto-canceled. The later start on Fair makes it safer if you hit a shield and finish in the air but you may get hit before hand. :ohwell:
Good thread Rutger. The frame data is consistent with 3GOD's frame data except for arrow cancel as soon as...it says frame 2 and 3GOD's says frame 1...true combos- im pretty sure ibomb is a true combo with usmash, utilt and bair.
Yeah, there are a few inconsistencies between the two. This is one that makes more since as to why they are different. >_>
3GOD says the first hit for Quickdraw is the first frame once landing. My data is 2 frames because I start count the frame I press B, there's one more frame before Toon Link hits the ground when using a Quickdraw and if you press B too late then you will go into the normal Arrow animation.

Other noticeable inconsistencies are with the Frame Advantages on attacks that lead into another attack, I don't know why we have two different values so it's one thing I want to look into more.

Jeet Kune Do
03-22-2009, 02:56 PM
Wow, excellent frame data... This could help me DEFEAT toon link pretty easily... ahaha.

Sasuke the Sheik Main
03-22-2009, 03:14 PM
http://s5.tinypic.com/a4vo7t.jpg

You should add this to your post every time you update this. xD

urdailywater
03-22-2009, 04:08 PM
i didn't know fair was slower than nair either. wow.

nice thread. I'll read on it later when i'm done with pokemans.

Rutger = Awesome.

Sea Chart = even more awesome.

Sea fish = Best THING EVAR

(whats the sea fishs name again? o.o)

oOJaseOo
03-22-2009, 04:48 PM
Dont think it had one did it well not in windwaker unless i missed out

Bomber7
03-22-2009, 05:19 PM
how much will 3 peices of bait get me?

edit: nice thread :)

Santi
03-22-2009, 09:52 PM
You are the man Rutger.

Great great thread man.

Alzi
03-23-2009, 03:14 AM
Nice.

I too never knew nair lasted longer then fair. Also the first picture in this thread i have it as my background on msn. :)

demonictoonlink
03-23-2009, 07:51 PM
TYPE BIGGER ALZI!!7!!

I really like this thread. I'll contribute as much as I can.

Alzi
03-24-2009, 03:42 AM
I like typing small to express how awsome toon link is in size.

This thread will change alot of things i'll be doing in certain situations so it helps turn my game around much better.

Mothim
03-26-2009, 10:34 AM
ZOMG!!!
Captain Falcon is the only one with a true combo listed.

Epic win.

TLMSheikant
03-26-2009, 12:05 PM
Im really looking forward to the grab release data. I want to know if we have some grab release shizzle on some characters.

Rutger
03-26-2009, 05:37 PM
I doubt it, though it maybe possible to land an aerial on an air release with the extra 20~ frames the characters up there have. I have not tested anything yet this week, probably will tonight though and that will be one of the first things I do test.

I have my doubts but that means nothing until I test. :ohwell:
Anything would be situational at best though, most if not all characters will have a ground default release so we would need to grab them at the edge of a stage to pull anything off.

iRjOn
03-26-2009, 06:01 PM
EPIC RUTGER EPIC
Who woulda thought your next thread would be this great
good job man
:D

Hyro
03-26-2009, 06:27 PM
Ah, these names confuse the hell out of me. "how to fit toon link tunic (lolwut)", "iron boot camp" and now "filling in the sea chart" XP

Bomber7
03-26-2009, 08:38 PM
lol at Hyro.

to be honest what really peaked my interest/love for Windwaker was the fact of getting the bomb bag to hold 99 bombs. I died and went to heaven there lol.

Rutger
04-18-2009, 06:18 PM
http://i283.photobucket.com/albums/kk314/00Rutger00/a4vo7tjpg.png

"'Hoy, small fry!
Yeah, yeah, I've heard. I take it you want a chart and information about this island?
Then start by opening up your sea chart!"

"The locals here are DK and Diddy Kong, their basic grab release information is as such.

Rumor has it that someone is taking pictures with a Picto Box of fighters and and coloring in hitbox's around these parts...

Whatever that could possibly mean."

"And with that. . .I'm off!"


Yeah... so I've sorta let this topic drift off course for a few weeks. >_>

I know it's not much but here is an update to show that I still have my bearings strait. ^_^


Sailing puns aside, I've been focusing more on school lately so there has not been much time to work on this. There's only two weeks left in this semester though(one of which being finals week) so I'll be able to work on this more soon. :)

Sasuke the Sheik Main
04-18-2009, 06:39 PM
LOL.
That was so good.

Rutger
05-08-2009, 02:53 PM
http://i283.photobucket.com/albums/kk314/00Rutger00/a4vo7tjpg.png

"'Hoy, small fry!
Sure has become lonely around here, no one to talk to it seems...
Yeah, yeah, I've heard. I take it you want a chart and information about this island?
Then start by opening up your sea chart!"

"I warn you fry, this place is dangerous. The people around here have spent a lot of time learning how to kill, you may be some hero of whatnot but they know their stuff so be careful.

Though if you're brave or foolish enough to take a look then you may just find some useful info fry!"

"And with that. . .I'm off!"


Update time!

It's a big one, in the Attack data section I have added the percent of damage dealt from all attacks as well as a new subsection that just lists all the percents nicely so you don't have to search through the whole thing for them.
And there is a new section, the Kill percents section. Please be sure to check everything out. ^_^

Sasuke the Sheik Main
05-09-2009, 08:50 AM
I already have this open in a tab and am slowly trying to memorize the important things. :mad:
:mad::mad::mad:


Not really mad.
And how does Up Throw have 2 hits? >_>

Rutger
05-09-2009, 09:06 AM
I already have this open in a tab and am slowly trying to memorize the important things. :mad:
:mad::mad::mad:


Not really mad.
And how does Up Throw have 2 hits? >_>

Ask training mode on that one. <_<
Whatever the case, it does so that will probably effect how it stales. But now I know to Up throw whenever I grab for better percent. ^_^
Boomerang has 2 hits as well, maybe that's because when it hits the opponent it switches into its returning state instantly causing a returning hit as well.
And the way the bomb percents work is interesting to me, it was fun finding that out as well.

And don't get me wrong, I enjoy finding this stuff out and I'll keep looking into it no matter what, but when the thread is constantly dieing and very few people show any interest it makes me wonder if I should bother spending the time to update it. :ohwell:





EDIT

Ok, yeah, since I don't know when I'll update this again, I'm going to just edit this here for now. So no complaining if you don't know how to read. :mad:


Anyways, I made a mistake with the throws. I found out shortly after this thread died last time and never did anything about it. Point is, all throws do 7%. Yeah silly me.


That's all...
Seriously, go back to what you were doing, nothing to see here. =_=

Sasuke the Sheik Main
05-09-2009, 09:07 AM
I feel the same about the stage thread. ._.
Psyduck


Uthrow being 2 hits is still dumb though.
At least the boomerang thing makes sense.

demonictoonlink
07-14-2009, 11:22 PM
Bump

Seriously, we need to use this thread. Let's at least fill in the grab releases. I'm pretty sure TL has one on Snake: GR>Jab

Seriously, this is amazing and need more activity or a sticky.

Sasuke the Sheik Main
07-14-2009, 11:25 PM
If Rutger doesn't want to continue the thread, don't force him to.
This was a pointless bump.

demonictoonlink
07-14-2009, 11:52 PM
He doesn't have to do anything. Let's just finish testing the Grab Releases, have it written in a single post, and if he doesn't want to update he he won't have to. It's still too good of a thread not to be stickied. Frame data is a must.

Great post by the way. Very helpful.

Sasuke the Sheik Main
07-14-2009, 11:54 PM
Alright. Good luck with that.

demonictoonlink
07-15-2009, 12:29 AM
Thanks. I would appreciate any help I could get though. ^^

copacetic
07-15-2009, 09:15 AM
"Last edited by Rutger; 07-11-2009 at 10:04 PM. "

I think he still cares. Besides it's a good thread, needs more attention

Sasuke the Sheik Main
07-15-2009, 01:18 PM
"Last edited by Rutger; 07-11-2009 at 07:04 PM. Reason: Lol what? Don't look here. >_>"

~mjg~
07-16-2009, 11:44 AM
Wow...i actually sat down and looked at most of this data for the first time in awhile...good stuff Rutger

Keep it up please D=

Rutger
07-16-2009, 12:57 PM
I will continue this thread, I still play Brawl, I still main Toon Link, so there's no reason for me to stop.

I've been playing a lot of other games lately so I haven't put much time into this, my lack of being able to consistently play other people and the overall lack of interest shown for this thread has been a part of that as well. :ohwell:


The thing I really want to look into is kill percents, so I'll put most of my priority towards that once I start up again.
If anyone wants to do something then go ahead, I'll edit it into the main post and give credit to you. You can ether PM me or post what you have here, doesn't matter to me.

Though, I'd like a PM or something to tell me what you want to work on before you start, that way someone can save some time by not working on the same stuff. It'd make things easier imo anyways. >_>

TLMSheikant
07-16-2009, 01:09 PM
It'd be interesting and very helpful if you could look into our exact killing percents with DI and momentum cancel involved.

demonictoonlink
07-16-2009, 02:33 PM
Well...I could definitely do kill percentages...but not with proper DI...
Also, DI could NEVER be constant... Regardless, we could just add some depending on character.
Like Jiggz getz like an extra ten percent for DI, Link gets like 30 and so on.

Also, LET ME BACK INTO THE TL BR

~mjg~
07-17-2009, 10:58 PM
I will continue this thread, I still play Brawl, I still main Toon Link, so there's no reason for me to stop.

I've been playing a lot of other games lately so I haven't put much time into this, my lack of being able to consistently play other people and the overall lack of interest shown for this thread has been a part of that as well. :ohwell:


The thing I really want to look into is kill percents, so I'll put most of my priority towards that once I start up again.
If anyone wants to do something then go ahead, I'll edit it into the main post and give credit to you. You can ether PM me or post what you have here, doesn't matter to me.

Though, I'd like a PM or something to tell me what you want to work on before you start, that way someone can save some time by not working on the same stuff. It'd make things easier imo anyways. >_>

Kill percentages for each character and the stages they are on or what? Im just asking. Your the boss man ^_^ i would look forward to that if you were willing to find the kill percentages for the cast.

And im sure that other would be willing to help as well:chuckle:

Corpsecreate
10-26-2009, 09:35 PM
This thread should be stickied imo, it has stuff in it that no other guide does. At the very least it should be added to the useful links directory.