Veril
Frame Savant
•I will report any posts that do not relate to the purpose of this thread, contain spam (even if it comes along with a legitimate question or comment), or attempt to troll.
Anything along the lines of: "TL;DR please explain" will be considered spam and reported. Don't waste my time.
Update: All Lag formula up!
Initial hitstun data coming soon! Get hyped for math b****es!
Beta Testing and Throw optimization:
So, here you have it. Stuff. Some old, much new, accurate to a very high degree (though due to sheer volume some errors are inevitable). I'll be updating this thread frequently. Much of the data is for 5.0. I am in the process of converting all of it to the beta stuff. Be patient. Hard data is being moved to more easily readable tables in the second post.
I'm going to start keeping track of all of my recommendations and such for throw fixes in the beta build. I hope to go through the whole cast eventually. Some of my suggestions have already been taken by Cape, such as the Jigglypuff changes (also supported by Glick). The old stuff is being deleted and this first post is a work being done as I also study for finals D:
Principles:
•ensure that no throw is overly weakened by the beta changes. ie, nerfed to death.
•Bring all throws to the minimum advantage (average adv if its a ∂W through) of jump startup + 1.
•minimize CGs
•optimize advantage windows such that combos are not completely removed by the hitstun reduction, but still require more tech skill to execute.
•no "vestigial limbs"
Some clarification from Magus <3:
•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.
•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).
•Throws without internally applied damage (single hit) have lag that varies across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.
•hitstun - lag = advantage on throw. -jump startup = aerial followup window.
••Given the above, throws with internal damage will yield one value for advantage on an opponent at 0%. Yay. That's measurable.
••Certain characters are far more susceptable to throw combos than others. Jigglypuff is the most susceptable out of the cast because she suffers the most hitstun growth, and yields the lowest lag values (by a large margin) for almost every type of variable throws (not 100% of the time, but exceptions are rare and even then she's near the worst).
note: unrelated but really useful formula: sstun = 2x (dmg/3 rounded down) + 5
values listed for grabs are the first frame that the character will grab on
Choice reaction time: I assume that the upper limit for this is 12, and that the majority of competitive players will have CRTs of between 12 and 15 frames. This only matters if the person actually knows how to properly DI a throw, and I assume that at a high level everyone will... eventually. Because DI is read the frame before release, ROF must be at least 13 for it to be possible (for anyone) to DI without predicting the throw. ROF must be at least 16 for it to be DI able by the majority of players. ROFs of 13-15 are a gray area in which those with very fast reflexes and excellent tech skill will be able to DI, while most will not. If an ROF is 30 or above, DI is totally possible and should be expected from anyone competent (thus why d-throw > rest doesn't work on non-n00bs more than one time, its got a very high rof).
-You can infer from this that each character will have a unique spread in regards to DIing ∂W throws. I'm making a chart to demonstrate how important this is.
x-hyphen-treme detail
throw data includes both the lag formula, damage, and initial hitstun
throw data includes the lag formula (or lag if its set), but not necessarily complete data
throw data isn't very complete at all
DON'T BE LIKE LEAF! READ THIS SO YOU UNDERSTAND THE FORMULA POSTED
Lag on throw =[First actionable frame (ie, the frame a shield would first appear on) •w - Release frame •w]
VERY IMPORTANT NOTE: each of the values modified by weight must be rounded up in order to calculate lag. Merely multiplying base lag by weight mod will NOT always or even often give you the correct value. w=1 for a set value throw, or the characters weight if its ∂W.
Bowser:
GSH2 accurate data.
Only b-throw can KO directly, and it can do so at ~150%. Strong up-b, side-b... really most of Bowser's moves kill earlier, but if you manage to grab someone near the edge and happen to be facing inwards... its good.
f-throw: weight dependent, non-KOing, expect savvy opponents to be able to DI regardless of character, DI is somewhat difficult to read but also possible, limited comboability, exceeds adv standards.
Minimum adv@0: 19 ----- Maximum adv@0: 31 ----- Average adv@0: 24
b-throw: weight dependent, can KO at higher %, impossible for some characters to DI on reaction, not a combo throw.
up-throw: non-weight dependent, not difficult to DI, difficult but technically possible to read DI (17 frame window), can combo into fair effectively. Highest reliable damage output from a grab is up-throw fair.
d-throw: can't KO, 16 damage without needing to combo is really quite good however.
Cpt. Falcon:
No throw can KO directly.
Charizard:
I don't see much need for changing any of Charizard's throws and so will not be modifying them unless people give me a great reason to do so.
DDD:
Given that DDD's game was centered around his throws, and the concensus seems to be that DDD is a weaker character, I will be making several minor adjustments to his throws. Nothing that will be obvious, but enough to subtly improve them. Still determining how best to do this.
Diddy Kong
No throw buffs fo' you Diddy! Not up for discussion.
Donkey Kong
Falco
Fox:
Game and Watch
Ganondorf
OMG that b-throw sucks so much (gonna take 1 off the release, 10 off the iasa, increase the bkb somewhat and possibly raise kbd by 1 point). F-throw will get a very minor tweak to its iasa (probably -2 frames from it).
Ice Climbers
I'm not going to alter the ICs throws in any way shape or form. The alternating b-throw infinite, arguably the only thing really worth removing, it gone. Direct alternating throw infinites have already been dealt with. The remaining CGs are either %/char dependent, escapable with DI and teching, require a lot of practice to execute... are cool... and are avoidable by KOing nana. No Johns, the CG game already got nerfed HARD.
Ike
Ivysaur
Jigglypuff
I will be optimizing her throws so that while no combos into up-air work due to that ultimately leading to cheesy death combos, the d-throw will be able to combo into DACUS with near frame perfect timing.
Kirby
I'll probably be toning down the d-throw nerf to the exact point at which it won't CG like it did before, but without destroying it (like Cape did with the knockback change).
Link
Link's throws do not reflect the difficulty inherent in getting a grab, not to mention how punishable grabs are when whiffed. Fixing these throws has proven to be less simple than I had anticipated. When I get a working fix for them I will post it.
Lucario
The change in Lucario's up-throw may or may not have caused it to become weight dependent. I realized this today, I'll know when I check later. Than the data will be up for it. I probably won't be altering them either way.
Lucas
Luigi
Mario
Martha
Meta Knight:
No more MK nerfs Seriously...
Ness:
Olimar
Peach
pikachu
Pit
Rob
Rob's vBrawl attack and specials frame data should be accurate still. While actually determining if a combo will work (given knockback), requires testing, it is possible to fairly easily determine what combos will NOT work using some simple math.
Throw to Aerial combos: minimum frame requirement = jump startup + move startup
nair: 22, f-air: 12, b-air: 15, u-air: 12, d-air: 24
Tested: d-throw nair... still legit.
Rob's throws, other than possibly the up-throw, will not be getting altered. Further testing needed at high % to determine this.
Samus
Sheik:
Snake
Sonic
Squirtle
Toon Link
wario
wolf
Yoshi
Zelda
Zero Suit Samus
Anything along the lines of: "TL;DR please explain" will be considered spam and reported. Don't waste my time.
Update: All Lag formula up!
Initial hitstun data coming soon! Get hyped for math b****es!
The wise words of...
Beta Testing and Throw optimization:
So, here you have it. Stuff. Some old, much new, accurate to a very high degree (though due to sheer volume some errors are inevitable). I'll be updating this thread frequently. Much of the data is for 5.0. I am in the process of converting all of it to the beta stuff. Be patient. Hard data is being moved to more easily readable tables in the second post.
I'm going to start keeping track of all of my recommendations and such for throw fixes in the beta build. I hope to go through the whole cast eventually. Some of my suggestions have already been taken by Cape, such as the Jigglypuff changes (also supported by Glick). The old stuff is being deleted and this first post is a work being done as I also study for finals D:
Principles:
•ensure that no throw is overly weakened by the beta changes. ie, nerfed to death.
•Bring all throws to the minimum advantage (average adv if its a ∂W through) of jump startup + 1.
•minimize CGs
•optimize advantage windows such that combos are not completely removed by the hitstun reduction, but still require more tech skill to execute.
•no "vestigial limbs"
Some clarification from Magus <3:
You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.
This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469
The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight
So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.
The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)
You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.
So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)
Example:
***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***
When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)
Resulting in 18 frames of lag (frames 14 through 31 inclusive)
Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18
When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)
Resulting in 22 frames of lag
Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22
•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.
•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).
•Throws without internally applied damage (single hit) have lag that varies across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.
•hitstun - lag = advantage on throw. -jump startup = aerial followup window.
••Given the above, throws with internal damage will yield one value for advantage on an opponent at 0%. Yay. That's measurable.
••Certain characters are far more susceptable to throw combos than others. Jigglypuff is the most susceptable out of the cast because she suffers the most hitstun growth, and yields the lowest lag values (by a large margin) for almost every type of variable throws (not 100% of the time, but exceptions are rare and even then she's near the worst).
note: unrelated but really useful formula: sstun = 2x (dmg/3 rounded down) + 5
values listed for grabs are the first frame that the character will grab on
Choice reaction time: I assume that the upper limit for this is 12, and that the majority of competitive players will have CRTs of between 12 and 15 frames. This only matters if the person actually knows how to properly DI a throw, and I assume that at a high level everyone will... eventually. Because DI is read the frame before release, ROF must be at least 13 for it to be possible (for anyone) to DI without predicting the throw. ROF must be at least 16 for it to be DI able by the majority of players. ROFs of 13-15 are a gray area in which those with very fast reflexes and excellent tech skill will be able to DI, while most will not. If an ROF is 30 or above, DI is totally possible and should be expected from anyone competent (thus why d-throw > rest doesn't work on non-n00bs more than one time, its got a very high rof).
-You can infer from this that each character will have a unique spread in regards to DIing ∂W throws. I'm making a chart to demonstrate how important this is.
x-hyphen-treme detail
throw data includes both the lag formula, damage, and initial hitstun
throw data includes the lag formula (or lag if its set), but not necessarily complete data
throw data isn't very complete at all
DON'T BE LIKE LEAF! READ THIS SO YOU UNDERSTAND THE FORMULA POSTED
Lag on throw =[First actionable frame (ie, the frame a shield would first appear on) •w - Release frame •w]
VERY IMPORTANT NOTE: each of the values modified by weight must be rounded up in order to calculate lag. Merely multiplying base lag by weight mod will NOT always or even often give you the correct value. w=1 for a set value throw, or the characters weight if its ∂W.
Bowser:
GSH2 accurate data.
Only b-throw can KO directly, and it can do so at ~150%. Strong up-b, side-b... really most of Bowser's moves kill earlier, but if you manage to grab someone near the edge and happen to be facing inwards... its good.
f-throw: weight dependent, non-KOing, expect savvy opponents to be able to DI regardless of character, DI is somewhat difficult to read but also possible, limited comboability, exceeds adv standards.
Minimum adv@0: 19 ----- Maximum adv@0: 31 ----- Average adv@0: 24
b-throw: weight dependent, can KO at higher %, impossible for some characters to DI on reaction, not a combo throw.
up-throw: non-weight dependent, not difficult to DI, difficult but technically possible to read DI (17 frame window), can combo into fair effectively. Highest reliable damage output from a grab is up-throw fair.
d-throw: can't KO, 16 damage without needing to combo is really quite good however.
Cpt. Falcon:
No throw can KO directly.
Code:
CF f-throw [38-17=21] b-throw [48-15=33] up-throw [41-17=24] d-throw [40-21=19]*
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 31 21 10 26 33 -7 34 24 10 36 22 14
Snake 31 21 10 26 33 -7 34 24 10 36 22 14
Bowser 31 21 10 26 33 -7 34 24 10 36 21 15
DDD 31 21 10 26 33 -7 34 24 10 36 21 15
Zard 31 21 10 26 33 -7 34 24 10 36 20 16
Ganon 31 21 10 26 33 -7 34 24 10 36 21 15
Samus 31 21 10 26 33 -7 34 24 10 36 21 15
Wario 31 21 10 26 33 -7 34 24 10 36 20 16
Yoshi 31 21 10 26 33 -7 34 24 10 36 20 16
Rob 31 21 10 26 33 -7 34 24 10 36 20 16
Ike 31 21 10 26 33 -7 34 24 10 36 19 17
CF 31 21 10 26 33 -7 34 24 10 36 20 16
Link 31 21 10 26 33 -7 34 24 10 36 20 16
Wolf 31 21 10 26 33 -7 34 24 10 36 19 17
Ivy 31 21 10 26 33 -7 34 24 10 36 19 17
Lucario 31 21 10 26 33 -7 34 24 10 36 19 17
Mario 31 21 10 26 33 -7 34 24 10 36 19 17
Luigi 31 21 10 26 33 -7 34 24 10 36 18 18
sonic 31 21 10 26 33 -7 34 24 10 36 18 18
Lucas 31 21 10 26 33 -7 34 24 10 36 18 18
Ness 31 21 10 26 33 -7 34 24 10 36 18 18
Pit 31 21 10 26 33 -7 34 24 10 36 18 18
dK 31 21 10 26 33 -7 34 24 10 36 18 18
IC 31 21 10 26 33 -7 34 24 10 36 17 19
TL 31 21 10 26 33 -7 34 24 10 36 17 19
Peach 31 21 10 26 33 -7 34 24 10 36 17 19
Marth 31 21 10 26 33 -7 34 24 10 36 16 20
Sheik 31 21 10 26 33 -7 34 24 10 36 16 20
Zelda 31 21 10 26 33 -7 34 24 10 36 16 20
Falco 31 21 10 26 33 -7 34 24 10 36 15 21
Olimar 31 21 10 26 33 -7 34 24 10 36 15 21
ZSS 31 21 10 26 33 -7 34 24 10 36 15 21
Fox 31 21 10 26 33 -7 34 24 10 36 15 21
MK 31 21 10 26 33 -7 34 24 10 36 15 21
Pikachu 31 21 10 26 33 -7 34 24 10 36 15 21
Kirby 31 21 10 26 33 -7 34 24 10 36 15 21
GW 31 21 10 26 33 -7 34 24 10 36 14 22
Squirt 31 21 10 26 33 -7 34 24 10 36 14 22
JP 31 21 10 26 33 -7 34 24 10 36 13 23
I don't see much need for changing any of Charizard's throws and so will not be modifying them unless people give me a great reason to do so.
Code:
Charizard f-throw [60-40=20]* b-throw [33-16=17]* up-throw [53-33=20] d-throw [92-62=30]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 35 23 12 45 20 25 46 20 26 48 30 18
Snake 35 22 13 45 19 26 46 20 26 48 30 18
Bowser 35 23 12 45 19 26 46 20 26 48 30 18
DDD 35 23 12 45 19 26 46 20 26 48 30 18
Zard 35 22 13 45 19 26 46 20 26 48 30 18
Ganon 35 22 13 45 18 27 46 20 26 48 30 18
Samus 35 21 14 45 18 27 46 20 26 48 30 18
Wario 35 22 13 45 18 27 46 20 26 48 30 18
Yoshi 35 22 13 45 18 27 46 20 26 48 30 18
Rob 35 21 14 45 18 27 46 20 26 48 30 18
Ike 35 21 14 45 18 27 46 20 26 48 30 18
CF 35 21 14 45 18 27 46 20 26 48 30 18
Link 35 21 14 45 18 27 46 20 26 48 30 18
Wolf 35 21 14 45 17 28 46 20 26 48 30 18
Ivy 35 20 15 45 17 28 46 20 26 48 30 18
Lucario 35 20 15 45 17 28 46 20 26 48 30 18
Mario 35 19 16 45 17 28 46 20 26 48 30 18
Luigi 35 20 15 45 17 28 46 20 26 48 30 18
sonic 35 19 16 45 16 29 46 20 26 48 30 18
Lucas 35 19 16 45 16 29 46 20 26 48 30 18
Ness 35 19 16 45 16 29 46 20 26 48 30 18
Pit 35 19 16 45 16 29 46 20 26 48 30 18
dK 35 18 17 45 16 29 46 20 26 48 30 18
IC 35 19 16 45 16 29 46 20 26 48 30 18
TL 35 19 16 45 16 29 46 20 26 48 30 18
Peach 35 18 17 45 15 30 46 20 26 48 30 18
Marth 35 18 17 45 15 30 46 20 26 48 30 18
Sheik 35 17 18 45 15 30 46 20 26 48 30 18
Zelda 35 17 18 45 15 30 46 20 26 48 30 18
Falco 35 17 18 45 14 31 46 20 26 48 30 18
Olimar 35 17 18 45 14 31 46 20 26 48 30 18
ZSS 35 16 19 45 14 31 46 20 26 48 30 18
Fox 35 16 19 45 14 31 46 20 26 48 30 18
MK 35 16 19 45 14 31 46 20 26 48 30 18
Pikachu 35 16 19 45 14 31 46 20 26 48 30 18
Kirby 35 15 20 45 13 32 46 20 26 48 30 18
GW 35 15 20 45 13 32 46 20 26 48 30 18
Squirt 35 15 20 45 13 32 46 20 26 48 30 18
JP 35 13 22 45 12 33 46 20 26 48 30 18
Given that DDD's game was centered around his throws, and the concensus seems to be that DDD is a weaker character, I will be making several minor adjustments to his throws. Nothing that will be obvious, but enough to subtly improve them. Still determining how best to do this.
Code:
DDD f-throw [41-17=24] b-throw [45-22=23] up-throw [42-21=21] d-throw [44-25=19]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 45 24 21 37 23 14 35 21 14 38 19 19
Snake 45 24 21 37 23 14 35 21 14 38 19 19
Bowser 45 24 21 37 23 14 35 21 14 38 19 19
DDD 45 24 21 37 23 14 35 21 14 38 19 19
Zard 45 24 21 37 23 14 35 21 14 38 19 19
Ganon 45 24 21 37 23 14 35 21 14 38 19 19
Samus 45 24 21 37 23 14 35 21 14 38 19 19
Wario 45 24 21 37 23 14 35 21 14 38 19 19
Yoshi 45 24 21 37 23 14 35 21 14 38 19 19
Rob 45 24 21 37 23 14 35 21 14 38 19 19
Ike 45 24 21 37 23 14 35 21 14 38 19 19
CF 45 24 21 37 23 14 35 21 14 38 19 19
Link 45 24 21 37 23 14 35 21 14 38 19 19
Wolf 45 24 21 37 23 14 35 21 14 38 19 19
Ivy 45 24 21 37 23 14 35 21 14 38 19 19
Lucario 45 24 21 37 23 14 35 21 14 38 19 19
Mario 45 24 21 37 23 14 35 21 14 38 19 19
Luigi 45 24 21 37 23 14 35 21 14 38 19 19
sonic 45 24 21 37 23 14 35 21 14 38 19 19
Lucas 45 24 21 37 23 14 35 21 14 38 19 19
Ness 45 24 21 37 23 14 35 21 14 38 19 19
Pit 45 24 21 37 23 14 35 21 14 38 19 19
dK 45 24 21 37 23 14 35 21 14 38 19 19
IC 45 24 21 37 23 14 35 21 14 38 19 19
TL 45 24 21 37 23 14 35 21 14 38 19 19
Peach 45 24 21 37 23 14 35 21 14 38 19 19
Marth 45 24 21 37 23 14 35 21 14 38 19 19
Sheik 45 24 21 37 23 14 35 21 14 38 19 19
Zelda 45 24 21 37 23 14 35 21 14 38 19 19
Falco 45 24 21 37 23 14 35 21 14 38 19 19
Olimar 45 24 21 37 23 14 35 21 14 38 19 19
ZSS 45 24 21 37 23 14 35 21 14 38 19 19
Fox 45 24 21 37 23 14 35 21 14 38 19 19
MK 45 24 21 37 23 14 35 21 14 38 19 19
Pikachu 45 24 21 37 23 14 35 21 14 38 19 19
Kirby 45 24 21 37 23 14 35 21 14 38 19 19
GW 45 24 21 37 23 14 35 21 14 38 19 19
Squirt 45 24 21 37 23 14 35 21 14 38 19 19
JP 45 24 21 37 23 14 35 21 14 38 19 19
No throw buffs fo' you Diddy! Not up for discussion.
Code:
Diddy Kong f-throw [26-11=15]* b-throw [26-9=17]* up-throw [30-18=12] d-throw [32-11=21]*
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 38 18 20 37 20 17 39 12 27 48 25 23
Snake 38 17 21 37 19 18 39 12 27 48 24 24
Bowser 38 17 21 37 19 18 39 12 27 48 23 25
DDD 38 17 21 37 19 18 39 12 27 48 23 25
Zard 38 16 22 37 19 18 39 12 27 48 23 25
Ganon 38 17 21 37 19 18 39 12 27 48 23 25
Samus 38 17 21 37 19 18 39 12 27 48 23 25
Wario 38 16 22 37 18 19 39 12 27 48 23 25
Yoshi 38 16 22 37 18 19 39 12 27 48 23 25
Rob 38 16 22 37 18 19 39 12 27 48 22 26
Ike 38 16 22 37 18 19 39 12 27 48 22 26
CF 38 16 22 37 18 19 39 12 27 48 22 26
Link 38 16 22 37 18 19 39 12 27 48 22 26
Wolf 38 15 23 37 17 20 39 12 27 48 21 27
Ivy 38 15 23 37 17 20 39 12 27 48 21 27
Lucario 38 15 23 37 17 20 39 12 27 48 21 27
Mario 38 15 23 37 17 20 39 12 27 48 21 27
Luigi 38 15 23 37 17 20 39 12 27 48 21 27
sonic 38 14 24 37 16 21 39 12 27 48 20 28
Lucas 38 14 24 37 16 21 39 12 27 48 20 28
Ness 38 14 24 37 16 21 39 12 27 48 20 28
Pit 38 14 24 37 16 21 39 12 27 48 20 28
dK 38 14 24 37 16 21 39 12 27 48 19 29
IC 38 13 25 37 15 22 39 12 27 48 19 29
TL 38 13 25 37 15 22 39 12 27 48 19 29
Peach 38 14 24 37 15 22 39 12 27 48 19 29
Marth 38 13 25 37 15 22 39 12 27 48 18 30
Sheik 38 13 25 37 15 22 39 12 27 48 18 30
Zelda 38 13 25 37 15 22 39 12 27 48 18 30
Falco 38 12 26 37 14 23 39 12 27 48 17 31
Olimar 38 12 26 37 14 23 39 12 27 48 17 31
ZSS 38 13 25 37 14 23 39 12 27 48 17 31
Fox 38 12 26 37 13 24 39 12 27 48 17 31
MK 38 12 26 37 13 24 39 12 27 48 17 31
Pikachu 38 12 26 37 13 24 39 12 27 48 17 31
Kirby 38 12 26 37 13 24 39 12 27 48 16 32
GW 38 11 27 37 13 24 39 12 27 48 15 33
Squirt 38 11 27 37 13 24 39 12 27 48 15 33
JP 38 10 28 37 11 26 39 12 27 48 14 34
Falco
Fox:
Game and Watch
Ganondorf
OMG that b-throw sucks so much (gonna take 1 off the release, 10 off the iasa, increase the bkb somewhat and possibly raise kbd by 1 point). F-throw will get a very minor tweak to its iasa (probably -2 frames from it).
Code:
------- f-throw -------- b-throw ------ u-throw ------ d-throw
[42-14=28] ---- [52-15=37] ---- [38-14=24]
adv0 adv100 adv0 adv100 adv0 adv100 adj form adv0 adv100
DK 7 ?? -10 ?? 18 ?? [47-27=20] 18 ??
Snake 7 ?? -10 ?? 18 ?? [46-26=20] 18 ??
Bowser 7 ?? -10 ?? 18 ?? [45-26=19] 19 ??
DDD 7 ?? -10 ?? 18 ?? [45-26=19] 19 ??
Zard 7 ?? -10 ?? 18 ?? [44-26=18] 20 ??
Ganon 7 ?? -10 ?? 18 ?? [44-26=18] 20 ??
Samus 7 ?? -10 ?? 18 ?? [44-25=19] 19 ??
Wario 7 ?? -10 ?? 18 ?? [43-25=18] 20 ??
Yoshi 7 ?? -10 ?? 18 ?? [43-25=18] 20 ??
Rob 7 ?? -10 ?? 18 ?? [43-25=18] 20 ??
Ike 7 ?? -10 ?? 18 ?? [42-25=17] 21 ??
CF 7 ?? -10 ?? 18 ?? [42=24=18] 20 ??
Link 7 ?? -10 ?? 18 ?? [42=24=18] 20 ??
Wolf 7 ?? -10 ?? 18 ?? [41-24=17] 21 ??
Ivy 7 ?? -10 ?? 18 ?? [40-23=17] 21 ??
Lucario 7 ?? -10 ?? 18 34 [40-23=17] 21 38
Mario 7 ?? -10 ?? 18 ?? [40-23=17] 21 ??
Luigi 7 ?? -10 ?? 18 ?? [39-23=16] 22 ??
sonic 7 ?? -10 ?? 18 ?? [38-22=16] 22 ??
Lucas 7 ?? -10 ?? 18 ?? [38-22=16] 22 ??
Ness 7 ?? -10 ?? 18 ?? [38-22=16] 22 ??
Pit 7 ?? -10 ?? 18 ?? [38-22=16] 22 ??
dK 7 ?? -10 ?? 18 ?? [38-22=16] 22 ??
IC 7 ?? -10 ?? 18 ?? [37-22=15] 23 ??
TL 7 ?? -10 ?? 18 ?? [37-22=15] 23 ??
Peach 7 ?? -10 ?? 18 ?? [36-21=15] 23 ??
Marth 7 ?? -10 ?? 18 ?? [35-21=14] 24 ??
Sheik 7 ?? -10 ?? 18 ?? [34-20=14] 24 ??
Zelda 7 ?? -10 ?? 18 ?? [34-20=14] 24 ??
Falco 7 ?? -10 ?? 18 ?? [33-19=14] 24 ??
Olimar 7 ?? -10 ?? 18 ?? [33-19=14] 24 ??
ZSS 7 ?? -10 ?? 18 ?? [33-19=14] 24 ??
Fox 7 ?? -10 ?? 18 ?? [32-19=13] 25 ??
MK 7 ?? -10 ?? 18 ?? [32-19=13] 25 ??
Pikachu 7 ?? -10 ?? 18 ?? [32-19=13] 25 ??
Kirby 7 ?? -10 ?? 18 ?? [32-18=14] 24 ??
GW 7 ?? -10 ?? 18 ?? [30-18=12] 26 ??
Squirt 7 ?? -10 ?? 18 ?? [30-18=12] 26 ??
JP 7 ?? -10 ?? 18 ?? [28-16=12] 26 ??
I'm not going to alter the ICs throws in any way shape or form. The alternating b-throw infinite, arguably the only thing really worth removing, it gone. Direct alternating throw infinites have already been dealt with. The remaining CGs are either %/char dependent, escapable with DI and teching, require a lot of practice to execute... are cool... and are avoidable by KOing nana. No Johns, the CG game already got nerfed HARD.
Ike
Ivysaur
Jigglypuff
I will be optimizing her throws so that while no combos into up-air work due to that ultimately leading to cheesy death combos, the d-throw will be able to combo into DACUS with near frame perfect timing.
Code:
Jpuff f-throw [38-13=25] b-throw [50-26=24]* up-throw [42-9=33]* d-throw [87-64=23]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 54 25 29 48 27 21 56 38 18 50 23 27
Snake 54 25 29 48 27 21 56 37 19 50 23 27
Bowser 54 25 29 48 26 22 56 37 19 50 23 27
DDD 54 25 29 48 26 22 56 37 19 50 23 27
Zard 54 25 29 48 26 22 56 37 19 50 23 27
Ganon 54 25 29 48 26 22 56 36 20 50 23 27
Samus 54 25 29 48 25 23 56 36 20 50 23 27
Wario 54 25 29 48 26 22 56 35 21 50 23 27
Yoshi 54 25 29 48 26 22 56 35 21 50 23 27
Rob 54 25 29 48 25 23 56 35 21 50 23 27
Ike 54 25 29 48 25 23 56 35 21 50 23 27
CF 54 25 29 48 24 24 56 34 22 50 23 27
Link 54 25 29 48 24 24 56 34 22 50 23 27
Wolf 54 25 29 48 24 24 56 33 23 50 23 27
Ivy 54 25 29 48 24 24 56 33 23 50 23 27
Lucario 54 25 29 48 24 24 56 33 23 50 23 27
Mario 54 25 29 48 23 25 56 33 23 50 23 27
Luigi 54 25 29 48 23 25 56 32 24 50 23 27
sonic 54 25 29 48 23 25 56 31 25 50 23 27
Lucas 54 25 29 48 22 26 56 31 25 50 23 27
Ness 54 25 29 48 22 26 56 31 25 50 23 27
Pit 54 25 29 48 22 26 56 31 25 50 23 27
dK 54 25 29 48 22 26 56 31 25 50 23 27
IC 54 25 29 48 22 26 56 30 26 50 23 27
TL 54 25 29 48 22 26 56 30 26 50 23 27
Peach 54 25 29 48 21 27 56 29 27 50 23 27
Marth 54 25 29 48 21 27 56 29 27 50 23 27
Sheik 54 25 29 48 20 28 56 28 28 50 23 27
Zelda 54 25 29 48 20 28 56 28 28 50 23 27
Falco 54 25 29 48 19 29 56 27 29 50 23 27
Olimar 54 25 29 48 19 29 56 27 29 50 23 27
ZSS 54 25 29 48 19 29 56 27 29 50 23 27
Fox 54 25 29 48 19 29 56 26 30 50 23 27
MK 54 25 29 48 19 29 56 26 30 50 23 27
Pikachu 54 25 29 48 19 29 56 26 30 50 23 27
Kirby 54 25 29 48 18 30 56 25 31 50 23 27
GW 54 25 29 48 18 30 56 25 31 50 23 27
Squirt 54 25 29 48 18 30 56 25 31 50 23 27
JP 54 25 29 48 16 32 56 22 34 50 23 27
I'll probably be toning down the d-throw nerf to the exact point at which it won't CG like it did before, but without destroying it (like Cape did with the knockback change).
Code:
Kirby f-throw [62-45=17]* b-throw [46-33=13]* up-throw [80-51=29]* d-throw [90-60=30]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 32 19 13 42 15 27 41 33 8 41 30 11
Snake 32 20 12 42 14 28 41 33 8 41 30 11
Bowser 32 19 13 42 15 27 41 32 9 41 30 11
DDD 32 19 13 42 15 27 41 32 9 41 30 11
Zard 32 19 13 42 14 28 41 31 10 41 30 11
Ganon 32 18 14 42 15 27 41 32 9 41 30 11
Samus 32 18 14 42 14 28 41 31 10 41 30 11
Wario 32 18 14 42 14 28 41 31 10 41 30 11
Yoshi 32 18 14 42 14 28 41 31 10 41 30 11
Rob 32 18 14 42 14 28 41 30 11 41 30 11
Ike 32 18 14 42 14 28 41 30 11 41 30 11
CF 32 18 14 42 13 29 41 30 11 41 30 11
Link 32 18 14 42 13 29 41 30 11 41 30 11
Wolf 32 18 14 42 13 29 41 29 12 41 30 11
Ivy 32 17 15 42 13 29 41 29 12 41 30 11
Lucario 32 17 15 42 13 29 41 29 12 41 30 11
Mario 32 16 16 42 13 29 41 29 12 41 30 11
Luigi 32 17 15 42 12 30 41 28 13 41 30 11
sonic 32 16 16 42 12 30 41 27 14 41 30 11
Lucas 32 16 16 42 12 30 41 28 13 41 30 11
Ness 32 16 16 42 12 30 41 28 13 41 30 11
Pit 32 16 16 42 12 30 41 28 13 41 30 11
dK 32 16 16 42 12 30 41 27 14 41 30 11
IC 32 16 16 42 12 30 41 27 14 41 30 11
TL 32 16 16 42 12 30 41 27 14 41 30 11
Peach 32 15 17 42 12 30 41 26 15 41 30 11
Marth 32 14 18 42 12 30 41 25 16 41 30 11
Sheik 32 14 18 42 11 31 41 24 17 41 30 11
Zelda 32 14 18 42 11 31 41 24 17 41 30 11
Falco 32 14 18 42 10 32 41 24 17 41 30 11
Olimar 32 14 18 42 10 32 41 24 17 41 30 11
ZSS 32 14 18 42 11 31 41 23 18 41 30 11
Fox 32 14 18 42 10 32 41 23 18 41 30 11
MK 32 13 19 42 10 32 41 23 18 41 30 11
Pikachu 32 13 19 42 10 32 41 23 18 41 30 11
Kirby 32 13 19 42 10 32 41 23 18 41 30 11
GW 32 13 19 42 10 32 41 21 20 41 30 11
Squirt 32 13 19 42 10 32 41 21 20 41 30 11
JP 32 12 20 42 9 33 41 20 21 41 30 11
Link's throws do not reflect the difficulty inherent in getting a grab, not to mention how punishable grabs are when whiffed. Fixing these throws has proven to be less simple than I had anticipated. When I get a working fix for them I will post it.
Code:
Link f-throw [43-15=28] b-throw [35-15=20] up-throw [45-30=15] d-throw [52-25=27]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 34 28 6 28 20 8 21 15 6 31 27 4
Snake 34 28 6 28 20 8 21 15 6 31 27 4
Bowser 34 28 6 28 20 8 21 15 6 31 27 4
DDD 34 28 6 28 20 8 21 15 6 31 27 4
Zard 34 28 6 28 20 8 21 15 6 31 27 4
Ganon 34 28 6 28 20 8 21 15 6 31 27 4
Samus 34 28 6 28 20 8 21 15 6 31 27 4
Wario 34 28 6 28 20 8 21 15 6 31 27 4
Yoshi 34 28 6 28 20 8 21 15 6 31 27 4
Rob 34 28 6 28 20 8 21 15 6 31 27 4
Ike 34 28 6 28 20 8 21 15 6 31 27 4
CF 34 28 6 28 20 8 21 15 6 31 27 4
Link 34 28 6 28 20 8 21 15 6 31 27 4
Wolf 34 28 6 28 20 8 21 15 6 31 27 4
Ivy 34 28 6 28 20 8 21 15 6 31 27 4
Lucario 34 28 6 28 20 8 21 15 6 31 27 4
Mario 34 28 6 28 20 8 21 15 6 31 27 4
Luigi 34 28 6 28 20 8 21 15 6 31 27 4
sonic 34 28 6 28 20 8 21 15 6 31 27 4
Lucas 34 28 6 28 20 8 21 15 6 31 27 4
Ness 34 28 6 28 20 8 21 15 6 31 27 4
Pit 34 28 6 28 20 8 21 15 6 31 27 4
dK 34 28 6 28 20 8 21 15 6 31 27 4
IC 34 28 6 28 20 8 21 15 6 31 27 4
TL 34 28 6 28 20 8 21 15 6 31 27 4
Peach 34 28 6 28 20 8 21 15 6 31 27 4
Marth 34 28 6 28 20 8 21 15 6 31 27 4
Sheik 34 28 6 28 20 8 21 15 6 31 27 4
Zelda 34 28 6 28 20 8 21 15 6 31 27 4
Falco 34 28 6 28 20 8 21 15 6 31 27 4
Olimar 34 28 6 28 20 8 21 15 6 31 27 4
ZSS 34 28 6 28 20 8 21 15 6 31 27 4
Fox 34 28 6 28 20 8 21 15 6 31 27 4
MK 34 28 6 28 20 8 21 15 6 31 27 4
Pikachu 34 28 6 28 20 8 21 15 6 31 27 4
Kirby 34 28 6 28 20 8 21 15 6 31 27 4
GW 34 28 6 28 20 8 21 15 6 31 27 4
Squirt 34 28 6 28 20 8 21 15 6 31 27 4
JP 34 28 6 28 20 8 21 15 6 31 27 4
The change in Lucario's up-throw may or may not have caused it to become weight dependent. I realized this today, I'll know when I check later. Than the data will be up for it. I probably won't be altering them either way.
Code:
Lucario f-throw [22-4=18]* b-throw [36-15=21]* up-throw [38-19=19]? d-throw [52-36=16]*
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 38 21 17 34 24 10 38 ?? ?? 49 19 30
Snake 38 20 18 34 24 10 38 ?? ?? 49 18 31
Bowser 38 20 18 34 24 10 38 ?? ?? 49 18 31
DDD 38 20 18 34 24 10 38 ?? ?? 49 18 31
Zard 38 20 18 34 23 11 38 ?? ?? 49 18 31
Ganon 38 19 19 34 23 11 38 ?? ?? 49 17 32
Samus 38 19 19 34 22 12 38 ?? ?? 49 18 31
Wario 38 19 19 34 22 12 38 ?? ?? 49 17 32
Yoshi 38 19 19 34 22 12 38 ?? ?? 49 17 32
Rob 38 19 19 34 23 11 38 ?? ?? 49 17 32
Ike 38 19 19 34 22 12 38 ?? ?? 49 17 32
CF 38 18 20 34 22 12 38 ?? ?? 49 17 32
Link 38 18 20 34 22 12 38 ?? ?? 49 17 32
Wolf 38 18 20 34 21 13 38 ?? ?? 49 17 32
Ivy 38 18 20 34 21 13 38 ?? ?? 49 16 33
Lucario 38 18 20 34 21 13 38 ?? ?? 49 16 33
Mario 38 18 20 34 21 13 38 ?? ?? 49 15 34
Luigi 38 18 20 34 20 14 38 ?? ?? 49 16 33
sonic 38 17 21 34 20 14 38 ?? ?? 49 15 34
Lucas 38 17 21 34 19 15 38 ?? ?? 49 15 34
Ness 38 17 21 34 19 15 38 ?? ?? 49 15 34
Pit 38 17 21 34 19 15 38 ?? ?? 49 15 34
dK 38 17 21 34 20 14 38 ?? ?? 49 15 34
IC 38 17 21 34 20 14 38 ?? ?? 49 14 35
TL 38 17 21 34 20 14 38 ?? ?? 49 14 35
Peach 38 16 22 34 19 15 38 ?? ?? 49 14 35
Marth 38 16 22 34 18 16 38 ?? ?? 49 14 35
Sheik 38 15 23 34 18 16 38 ?? ?? 49 14 35
Zelda 38 15 23 34 18 16 38 ?? ?? 49 14 35
Falco 38 15 23 34 17 17 38 ?? ?? 49 13 36
Olimar 38 15 23 34 17 17 38 ?? ?? 49 13 36
ZSS 38 14 24 34 17 17 38 ?? ?? 49 13 36
Fox 38 14 24 34 17 17 38 ?? ?? 49 13 36
MK 38 14 24 34 17 17 38 ?? ?? 49 13 36
Pikachu 38 14 24 34 17 17 38 ?? ?? 49 13 36
Kirby 38 14 24 34 17 17 38 ?? ?? 49 12 37
GW 38 14 24 34 15 19 38 ?? ?? 49 12 37
Squirt 38 14 24 34 15 19 38 ?? ?? 49 12 37
JP 38 12 26 34 14 20 38 ?? ?? 49 11 38
Luigi
Mario
Martha
Meta Knight:
No more MK nerfs Seriously...
Ness:
Olimar
Peach
pikachu
Pit
Code:
Pit f-throw [31-16=15] b-throw [39-24=15]* up-throw [35-15=20] d-throw [34-18=16]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 29 15 14 29 18 11 39 20 19 42 16 26
Snake 29 15 14 29 17 12 39 20 19 42 16 26
Bowser 29 15 14 29 17 12 39 20 19 42 16 26
DDD 29 15 14 29 17 12 39 20 19 42 16 26
Zard 29 15 14 29 16 13 39 20 19 42 16 26
Ganon 29 15 14 29 16 13 39 20 19 42 16 26
Samus 29 15 14 29 17 12 39 20 19 42 16 26
Wario 29 15 14 29 16 13 39 20 19 42 16 26
Yoshi 29 15 14 29 16 13 39 20 19 42 16 26
Rob 29 15 14 29 16 13 39 20 19 42 16 26
Ike 29 15 14 29 15 14 39 20 19 42 16 26
CF 29 15 14 29 16 13 39 20 19 42 16 26
Link 29 15 14 29 16 13 39 20 19 42 16 26
Wolf 29 15 14 29 15 14 39 20 19 42 16 26
Ivy 29 15 14 29 15 14 39 20 19 42 16 26
Lucario 29 15 14 29 15 14 39 20 19 42 16 26
Mario 29 15 14 29 15 14 39 20 19 42 16 26
Luigi 29 15 14 29 14 15 39 20 19 42 16 26
sonic 29 15 14 29 15 14 39 20 19 42 16 26
Lucas 29 15 14 29 14 15 39 20 19 42 16 26
Ness 29 15 14 29 14 15 39 20 19 42 16 26
Pit 29 15 14 29 14 15 39 20 19 42 16 26
dK 29 15 14 29 14 15 39 20 19 42 16 26
IC 29 15 14 29 13 16 39 20 19 42 16 26
TL 29 15 14 29 13 16 39 20 19 42 16 26
Peach 29 15 14 29 14 15 39 20 19 42 16 26
Marth 29 15 14 29 13 16 39 20 19 42 16 26
Sheik 29 15 14 29 13 16 39 20 19 42 16 26
Zelda 29 15 14 29 13 16 39 20 19 42 16 26
Falco 29 15 14 29 12 17 39 20 19 42 16 26
Olimar 29 15 14 29 12 17 39 20 19 42 16 26
ZSS 29 15 14 29 12 17 39 20 19 42 16 26
Fox 29 15 14 29 12 17 39 20 19 42 16 26
MK 29 15 14 29 12 17 39 20 19 42 16 26
Pikachu 29 15 14 29 12 17 39 20 19 42 16 26
Kirby 29 15 14 29 12 17 39 20 19 42 16 26
GW 29 15 14 29 12 17 39 20 19 42 16 26
Squirt 29 15 14 29 12 17 39 20 19 42 16 26
JP 29 15 14 29 10 19 39 20 19 42 16 26
Rob's vBrawl attack and specials frame data should be accurate still. While actually determining if a combo will work (given knockback), requires testing, it is possible to fairly easily determine what combos will NOT work using some simple math.
Throw to Aerial combos: minimum frame requirement = jump startup + move startup
nair: 22, f-air: 12, b-air: 15, u-air: 12, d-air: 24
Tested: d-throw nair... still legit.
Rob's throws, other than possibly the up-throw, will not be getting altered. Further testing needed at high % to determine this.
Code:
Rob f-throw ----------------------- b-throw ----------------------- u-throw ----------------------- d-throw
adj. form adv@0 adv@100 adj. form adv@0 adv@100 adj. form adv@0 adv@100 adj. form adv@0 adv@100
DK [28-3=25] 10 ?? [32-6=26] 9 ?? [94-76=18] 21 ?? [77-58=19] 34 ??
Snake [28-3=25] 10 ?? [31-6=25] 10 ?? [92-74=18] 21 ?? [75-57=18] 35 ??
Bowser [27-3=24] 11 ?? [31-6=25] 10 ?? [91-73=18] 21 ?? [74-56=18] 35 ??
DDD [27-3=24] 11 ?? [31-6=25] 10 ?? [91-73=18] 21 ?? [74-56=18] 35 ??
Zard [27-3=24] 11 ?? [30-6=24] 11 ?? [90-72=18] 21 ?? [73-55=18] 35 ??
Ganon [27-3=24] 11 ?? [30-6=24] 11 ?? [89-71=18] 21 ?? [72-55=17] 36 ??
Samus [26-3=23] 12 ?? [30-6=24] 11 ?? [88-71=17] 22 ?? [72-54=18] 35 ??
Wario [26-3=23] 12 ?? [29-6=23] 12 ?? [87-70=17] 22 ?? [71-54=17] 36 ??
Yoshi [26-3=23] 12 ?? [29-6=23] 12 ?? [87-70=17] 22 ?? [71-54=17] 36 ??
Rob [26-3=23] 12 ?? [29-6=23] 12 ?? [86-69=17] 22 ?? [70-53=17] 36 ??
Ike [26-3=23] 12 ?? [29-6=23] 12 ?? [86-69=17] 22 ?? [70-53=17] 36 ??
CF [25-3=22] 13 ?? [29-6=23] 12 ?? [85-68=17] 22 ?? [69-52=17] 36 ??
Link [25-3=22] 13 ?? [29-6=23] 12 ?? [85-68=17] 22 ?? [69-52=17] 36 ??
Wolf [25-3=22] 13 ?? [28-6=22] 13 ?? [83-67=16] 23 ?? [68-51=17 36 ??
Ivy [24-2=22] 13 ?? [27-5=22] 13 ?? [81-65=16] 23 ?? [66-15=16] 37 ??
Lucario [24-2=22] 13 ?? [27-5=22] 13 ?? [81-65=16] 23 ?? [66-15=16] 37 44
Mario [24-2=22] 13 ?? [27-5=22] 13 ?? [80-64=16] 23 ?? [65-49=16] 37 ??
Luigi [24-2=22] 13 ?? [27-5=22] 13 ?? [79-64=15] 24 ?? [65-49=16] 37 ??
sonic [23-2=21] 14 ?? [26-5=21] 14 ?? [77-62=15] 24 ?? [63-48=15] 38 ??
Lucas [23-2=21] 14 ?? [26-5=21] 14 ?? [77-62=15] 24 ?? [63-47=16] 37 ??
Ness [23-2=21] 14 ?? [26-5=21] 14 ?? [77-62=15] 24 ?? [63-47=16] 37 ??
Pit [23-2=21] 14 ?? [26-5=21] 14 ?? [77-62=15] 24 ?? [63-47=16] 37 ??
dK [23-2=21] 14 ?? [26-5=21] 14 ?? [76-61=15] 24 ?? [62-47=15] 38 ??
IC [23-2=21] 14 ?? [25-5=20] 15 ?? [75-60=15] 24 ?? [61-46=15] 38 ??
TL [23-2=21] 14 ?? [25-5=20] 15 ?? [75-60=15] 24 ?? [61-46=15] 38 ??
Peach [22-2=20] 15 ?? [25-5=20] 15 ?? [73-59=14] 25 ?? [60-45=15] 38 ??
Marth [21-2=19] 16 ?? [24-5=19] 16 ?? [71-57=14] 25 ?? [58-44=14] 39 ??
Sheik [21-2=19] 16 ?? [23-5=18] 17 ?? [69-56=13] 26 ?? [57-43=14] 39 ??
Zelda [21-2=19] 16 ?? [23-5=18] 17 ?? [69-56=13] 26 ?? [57-43=14] 39 ??
Falco [20-2=18] 17 ?? [23-5=18] 17 ?? [67-54=13] 26 ?? [55-41=14] 39 ??
Olimar [20-2=18] 17 ?? [23-5=18] 17 ?? [67-54=13] 26 ?? [55-41=14] 39 ??
ZSS [20-2=18] 17 ?? [22-5=17] 18 ?? [66-53=13] 26 ?? [54-41=13] 40 ??
Fox [20-2=18] 17 ?? [22-4=18] 17 ?? [65-52=13] 26 ?? [53-40=13] 40 ??
MK [19-2=17] 18 ?? [22-4=18] 17 ?? [64-52=12] 27 ?? [53-40=13] 40 ??
Pikachu [19-2=17] 18 ?? [22-4=18] 17 ?? [64-52=12] 27 ?? [53-40=13] 40 ??
Kirby [19-2=17] 18 ?? [22-4=18] 17 ?? [64-51=13] 26 ?? [52-39=13] 40 ??
GW [18-2=16] 19 ?? [21-4=17] 18 ?? [61-49=12] 27 ?? [50-38=12] 41 ??
Squirt [18-2=16] 19 ?? [21-4=17] 18 ?? [61-49=12] 27 ?? [50-38=12] 41 ??
JP [17-2=15] 20 ?? [19-4=15] 20 ?? [56-45=11] 28 ?? [45-34=11] 42 ??
Sheik:
Snake
Code:
Snake f-throw [45-26=19]* b-throw [32-17=15]* up-throw [50-23=27]* d-throw [60-59=1]?
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0
DK 35 22 13 37 18 19 41 31 10 NA
Snake 35 21 14 37 17 20 41 31 10
Bowser 35 21 14 37 16 21 41 30 11
DDD 35 21 14 37 16 21 41 30 11
Zard 35 21 14 37 17 20 41 29 12
Ganon 35 21 14 37 16 21 41 29 12
Samus 35 20 15 37 16 21 41 29 12
Wario 35 21 14 37 16 21 41 29 12
Yoshi 35 21 14 37 16 21 41 29 12
Rob 35 20 15 37 15 22 41 28 13
Ike 35 20 15 37 16 21 41 28 13
CF 35 19 16 37 16 21 41 28 13
Link 35 19 16 37 16 21 41 28 13
Wolf 35 19 16 37 15 22 41 27 14
Ivy 35 19 16 37 15 22 41 27 14
Lucario 35 19 16 37 15 22 41 27 14
Mario 35 19 16 37 15 22 41 26 15
Luigi 35 18 17 37 15 22 41 26 15
sonic 35 18 17 37 14 23 41 26 15
Lucas 35 18 17 37 15 22 41 25 16
Ness 35 18 17 37 15 22 41 25 16
Pit 35 18 17 37 15 22 41 25 16
dK 35 17 18 37 14 23 41 25 16
IC 35 18 17 37 14 23 41 24 17
TL 35 18 17 37 14 23 41 24 17
Peach 35 17 18 37 13 24 41 24 17
Marth 35 17 18 37 13 24 41 23 18
Sheik 35 16 19 37 13 24 41 23 18
Zelda 35 16 19 37 13 24 41 23 18
Falco 35 15 20 37 13 24 41 22 19
Olimar 35 15 20 37 13 24 41 22 19
ZSS 35 15 20 37 12 25 41 22 19
Fox 35 15 20 37 12 25 41 21 20
MK 35 15 20 37 12 25 41 21 20
Pikachu 35 15 20 37 12 25 41 21 20
Kirby 35 15 20 37 11 26 41 21 20
GW 35 14 21 37 11 26 41 20 21
Squirt 35 14 21 37 11 26 41 20 21
JP 35 13 22 37 10 27 41 18 23
Code:
Sonic f-throw [40-13=27] b-throw [67-43=24]* up-throw [45-30=15] d-throw [64-39=25]
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 35 27 8 38 28 10 38 15 23 39 25 14
Snake 35 27 8 38 27 11 38 15 23 39 25 14
Bowser 35 27 8 38 27 11 38 15 23 39 25 14
DDD 35 27 8 38 27 11 38 15 23 39 25 14
Zard 35 27 8 38 26 12 38 15 23 39 25 14
Ganon 35 27 8 38 27 11 38 15 23 39 25 14
Samus 35 27 8 38 26 12 38 15 23 39 25 14
Wario 35 27 8 38 25 13 38 15 23 39 25 14
Yoshi 35 27 8 38 25 13 38 15 23 39 25 14
Rob 35 27 8 38 26 12 38 15 23 39 25 14
Ike 35 27 8 38 25 13 38 15 23 39 25 14
CF 35 27 8 38 25 13 38 15 23 39 25 14
Link 35 27 8 38 25 13 38 15 23 39 25 14
Wolf 35 27 8 38 25 13 38 15 23 39 25 14
Ivy 35 27 8 38 24 14 38 15 23 39 25 14
Lucario 35 27 8 38 24 14 38 15 23 39 25 14
Mario 35 27 8 38 23 15 38 15 23 39 25 14
Luigi 35 27 8 38 23 15 38 15 23 39 25 14
sonic 35 27 8 38 23 15 38 15 23 39 25 14
Lucas 35 27 8 38 22 16 38 15 23 39 25 14
Ness 35 27 8 38 22 16 38 15 23 39 25 14
Pit 35 27 8 38 22 16 38 15 23 39 25 14
dK 35 27 8 38 23 15 38 15 23 39 25 14
IC 35 27 8 38 22 16 38 15 23 39 25 14
TL 35 27 8 38 22 16 38 15 23 39 25 14
Peach 35 27 8 38 22 16 38 15 23 39 25 14
Marth 35 27 8 38 21 17 38 15 23 39 25 14
Sheik 35 27 8 38 20 18 38 15 23 39 25 14
Zelda 35 27 8 38 20 18 38 15 23 39 25 14
Falco 35 27 8 38 19 19 38 15 23 39 25 14
Olimar 35 27 8 38 19 19 38 15 23 39 25 14
ZSS 35 27 8 38 20 18 38 15 23 39 25 14
Fox 35 27 8 38 19 19 38 15 23 39 25 14
MK 35 27 8 38 19 19 38 15 23 39 25 14
Pikachu 35 27 8 38 19 19 38 15 23 39 25 14
Kirby 35 27 8 38 19 19 38 15 23 39 25 14
GW 35 27 8 38 18 20 38 15 23 39 25 14
Squirt 35 27 8 38 18 20 38 15 23 39 25 14
JP 35 27 8 38 16 22 38 15 23 39 25 14
Toon Link
wario
wolf
Yoshi
Code:
Yoshi f-throw [40-20=20]* b-throw [44-20=24]* up-throw [44-13=31]* d-throw [35-15=20]*
HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0 HS@0 Lag Adv @0
DK 32 23 9 36 28 8 34 36 -2 50 23 27
Snake 32 23 9 36 27 9 34 35 -1 50 23 27
Bowser 32 22 10 36 27 9 34 35 -1 50 23 27
DDD 32 22 10 36 27 9 34 35 -1 50 23 27
Zard 32 22 10 36 27 9 34 34 0 50 22 28
Ganon 32 22 10 36 26 10 34 33 1 50 22 28
Samus 32 22 10 36 26 10 34 33 1 50 21 29
Wario 32 21 11 36 26 10 34 34 0 50 21 29
Yoshi 32 21 11 36 26 10 34 34 0 50 21 29
Rob 32 21 11 36 25 11 34 33 1 50 22 28
Ike 32 21 11 36 26 10 34 33 1 50 21 29
CF 32 21 11 36 25 11 34 32 2 50 21 29
Link 32 21 11 36 25 11 34 32 2 50 21 29
Wolf 32 20 12 36 24 12 34 31 3 50 20 30
Ivy 32 20 12 36 24 12 34 31 3 50 20 30
Lucario 32 20 12 36 24 12 34 31 3 50 20 30
Mario 32 20 12 36 24 12 34 31 3 50 20 30
Luigi 32 19 13 36 23 13 34 30 4 50 19 31
sonic 32 19 13 36 23 13 34 29 5 50 19 31
Lucas 32 19 13 36 23 13 34 29 5 50 18 32
Ness 32 19 13 36 23 13 34 29 5 50 18 32
Pit 32 19 13 36 23 13 34 29 5 50 18 32
dK 32 19 13 36 22 14 34 28 6 50 19 31
IC 32 18 14 36 22 14 34 29 5 50 19 31
TL 32 18 14 36 22 14 34 29 5 50 19 31
Peach 32 18 14 36 22 14 34 28 6 50 18 32
Marth 32 17 15 36 21 15 34 27 7 50 17 33
Sheik 32 17 15 36 21 15 34 26 8 50 17 33
Zelda 32 17 15 36 21 15 34 26 8 50 17 33
Falco 32 16 16 36 20 16 34 26 8 50 16 34
Olimar 32 16 16 36 20 16 34 26 8 50 16 34
ZSS 32 16 16 36 19 17 34 25 9 50 16 34
Fox 32 16 16 36 20 16 34 25 9 50 16 34
MK 32 16 16 36 19 17 34 24 10 50 16 34
Pikachu 32 16 16 36 19 17 34 24 10 50 16 34
Kirby 32 16 16 36 19 17 34 24 10 50 16 34
GW 32 15 17 36 18 18 34 23 11 50 15 35
Squirt 32 15 17 36 18 18 34 23 11 50 15 35
JP 32 14 18 36 16 20 34 21 13 50 13 37
Zero Suit Samus