• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Extensive Frame Data listing for Luigi [Added U-Tilt/Smash GIFs]

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I went and filled out frame data for just about everything for Luigi, lol. Pretty much all the important stuff is in there and tested to be those exact figures.

Things with a '?' before a number such as '?37' means it may not be 100% accurate because either it couldn't really be tested to an exact number, could be tested but would be too annoying to do so, or well... I just plain forgot to include tests to pinpoint that bit of information when I did my recording the other day (I don't own the game to be able to re-test those things for a bit).

When doing the recording, I was going on the idea that Brawl would still accurately represent invincibility frames by having the character flash like it did in Melee and would do it that way. That doesn't really seem to be the case though, since they don't begin to flash until a bit later than what would be expected, such as frame 7 for grabbing the edge/getups/sidesteps, and frame 9 for rolls/airdodges.

It would seem likely that perhaps the flashing begins 6 frames after invincibility starts or something which would make those numbers work. To get the exact numbers for invincibility I'd need to retest and probably do it by spamming lots and lots of lasers at him or something throughout the move's duration. I'll just leave the invincibility startup numbers as ? and the ending ones with ?#s.

On a side note... I never realized just how disgustingly low this game's almost non-existant shield stun is :urg:
A sweetspotted Up-B gives about as much stun as like... Falcon's b-air or something in Melee where the shield stun was generally about the same number as the attack's hitlag. It was reduced across the board by like 60% or more here >.>


---------------------------
Luigi - SSBB Frame Data
---------------------------

-------------------------------------------------------
Punch 1

Total: 15
Hit: 2-3
IASA: N/A
Window of the 2nd punch: ?-29
2nd punch starts: 7 (or later)

Hitlag: 6
Shield Stun: 2
Advantage: -11
Advantage w/ 2nd Punch: -4
-------------------------------------------------------
Punch 2

Total: 18
Hit: 3-4
IASA: N/A
Window of the Butt: ?-29
Butt starts: 8 (or later)

Hitlag: 5
Shield Stun: 1 [stunned for 1/60th of a second. good s*** Brawl, lol]
Advantage: -14
Advantage w/ Butt: -7
-------------------------------------------------------
Butt

Total: 35
Hit: 5-6
IASA: 32

Hitlag: 6
Shield Stun: 2
Advantage: -24
-------------------------------------------------------
F-Tilt

Total: 37
Hit: 5-10
IASA: 33

Hitlag: 8
Shield Stun: 3
Advantage: -24
-------------------------------------------------------
D-Tilt

Total: 37
Hit: 5-8
IASA: 35

Hitlag: 8
Shield Stun: 3
Advantage: -26
-------------------------------------------------------
U-Tilt

Total: 29
Hit: 5-10
IASA: N/A

Hitlag: 8
Shield Stun: 3
Advantage: -22 (back hit); -18 (front hit)

-------------------------------------------------------
Dash Attack

Total: 68
Hit: 4, 10, 16, 22, 29, 37, 48
IASA: N/A

Hitlag: ? [forgot to do this one >_<]
Shield Stun: ?
Advantage: ?
-------------------------------------------------------
F-Smash

Total: 41
Hit: 12-13
IASA: 29 (only when attack is angled UP)
Charge Frame: ?5

Hitlag: 10 (all)
Shield Stun: 4 (normal & down); 5 (up)
Advantage: -25 (normal & down); -11 (up)
-------------------------------------------------------
U-Smash

Total: 39
Hit: 9-13
IASA: N/A
Charge Frame: ?7
Head Invincible?: ?-? [dunno if it's still there, but it was in Melee]

Hitlag: 9; 10 (frame 9)
Shield Stun: 4; 5 (frame 9)
Advantage: -25 (back); -22 (front)

-------------------------------------------------------
D-Smash

Total: 37
Hit: 5-6, 14-15
IASA: N/A
Charge Frame: ?3

Hitlag: 11
Shield Stun: 5
Advantage: -27 (front); -18 (back)
-------------------------------------------------------
N-Air

Total: 45
Hit: 3-31 (Strong 3-6; Weak 7-31)
IASA: N/A
Auto Cancel: <2 36>
Landlag: 14
Landlag IASA: 11

Hitlag: 10 (strong); 7 (weak)
Shield Stun: 4 (strong); 2 (weak)
Advantage: -6 (strong); -8 (weak)
-------------------------------------------------------
U-Air

Total: 33
Hit: 5-11 (Strong 5-7; Weak 8-11)
IASA: 30
Auto Cancel: 19>
Landlag: 23
Landlag IASA: 14

Hitlag: 10 (strong); 7 (weak)
Shield Stun: 4 (strong); 2 (weak)
Advantage: -9 (strong); -11 (weak)
-------------------------------------------------------
B-Air

Total: 46
Hit: 6-16 (Strong 6-10; Weak 11-16)
IASA: 37
Auto Cancel: <5 33>
Landlag: 17
Landlag IASA: 13

Hitlag: 9 (strong); 8 (weak)
Shield Stun: 4 (strong); 2 (weak)
Advantage: -8 (strong); -10 (weak)
-------------------------------------------------------
D-Air

Total: 32
Hit: 10-14
IASA: 29
Auto Cancel: <5 24>
Landlag: 17
Landlag IASA: 13

Hitlag: 9
Shield Stun: 3
Advantage: -9
-------------------------------------------------------
F-Air

Total: 35
Hit: 7-10
IASA: 24
Auto Cancel: 21>
Landlag: 30
Landlag IASA: 23

Hitlag: 8
Shield Stun: 3
Advantage: -19
-------------------------------------------------------
Luigi Tornado

Total: 80
Hit: 7, 15, 23, 31, 44
Window to hop off the ground: ?-? [from Melee. dunno if it's still there or not]

Hitlag: 6 (last hit)
Shield Stun: 1 (last hit)
Advantage: -35
-------------------------------------------------------
Fireball

Total: 46
IASA: 41
Fireball comes out: 17
Fireball lasts: 48 frames

Hitlag: 7
Shield Stun: 2
-------------------------------------------------------
Green Missile

Starts charging: 18
Fully charged on: 107

--Upon Release--
Total: 72
Hit: 5-?44
Landlag: Varies; 13-?41 frames of lag

Hitlag: 6 (uncharged); 14 (misfire); 15 (full charge)
Shield Stun: 1 (uncharged) 8 (misfire); 8 (full charge)
-------------------------------------------------------
Super Jump Punch

Total: ?
Hit: 6-?23
Invincible?: ?-? [again, it was there in Melee, but I didn't test it]
Can grab edge as soon as: ?
Landlag: 45

Hitlag: 14 (strong); 5 (weak)
Shield Stun: 8 (strong); 0 (weak...)
-------------------------------------------------------
Grab
Total: 29
Grab: 6-7

Running Grab
Total: 39
Grab: 12-13

Grab Attack
Total: 23
Hit: 16
-------------------------------------------------------
Air Dodge
Total: 49
Invincible: ?-?30

Ground Dodge
Total: ? [25]
Invincible: ?-?21
IASA: 26

Roll (Forward)
Total: 35 [31]
Invincible: ?-?18
IASA: 32

Roll (Backward)
Total: 31
Invincible: ?-?18
IASA: N/A
-------------------------------------------------------
Ledge Grab & Hold

Total: 383
Invincible: ?-?45
IASA: ?
-------------------------------------------------------
Ledge Stand <100%
Total: 34
Invincible: ?-?28

Ledge Stand 100%>
Total: ?
Invincible: ?-?
-------------------------------------------------------
Ledge Roll <100%
Total: 49
Invincible: ?-?28

Ledge Roll 100%>
Total: ?
Invincible: ?-?
-------------------------------------------------------
Ledge Attack <100%
Total: 55
Hit: ?24-?
Invincible: ?-?21
Hitlag: ?
Shield Stun: ?
Advantage: ?

Ledge Attack 100%>
Total: ?
Hit: ?-?
Invincible: ?-?
Hitlag: ?
Shield Stun: ?
Advantage: ?
-------------------------------------------------------
Ledge Jump <100%
Total: 47
Invincible: ?-?16
IASA: 16

Ledge Jump 100%>
Total: ?
Invincible: ?-?
IASA: ?
-------------------------------------------------------
Getup-Stand (Stomach & Back)
Total: 29
Invincible: ?-?23

Getup-Roll (Stomach; Forward)
Total: 35
Invincible: ?-?20

Getup-Roll (Stomach; Backward)
Total: 35
Invincible: ?-?22

Getup-Roll (Back; Forward)
Total: 35
Invincible: ?-?22

Getup-Roll (Back; Backward)
Total: 35
Invincible: ?-?23

Getup-Attack (Stomach)
Total: 50
Hit: ?-?
Invincible: ?-?27
Hitlag: ?
Shield Stun: ?
Advantage: ?

Getup-Attack (Back)
Total: 49
Hit: ?-?
Invincible: ?-?26
Hitlag: ?
Shield Stun: ?
Advantage: ?
-------------------------------------------------------
Jump Startup: 5 (airborne on frame 6)

Full Jump
Air-Time: 79
Earliest FF: ?
FF Air-Time: 62

Short Hop
Air-Time: 51
Earliest FF: ?
FF Air-Time: 38

2nd Jump
Air-Time: 70
Earliest FF: ?
FF Air-Time: 55
-------------------------------------------------------
Landing Lag (includes airdodge landings)

Slow fall Landlag: 15
Slow fall Landlag IASA: 3

Fast/High fall Landlag: 30
Fast/High fall Landlag IASA: 5
-------------------------------------------------------
Shield Release: 15
Shield Release IASA: 9

Dash becomes Run at frame: 11
Run brake skid: 9 frames
Dash-Turn Threshold (dashdance): ?7
Run Turnaround: ?



__________________
final line
 

SparkEd

Smash Journeyman
Joined
May 9, 2008
Messages
231
God, Shield Stun is even crappier then I thought. O_o;

I guess looking at the table there's like at least a 12 frame opening before the Super Jump Punch. I guess Jab=>UpB isn't as fast as it could be, whatever =/
 

dpunkz

Smash Cadet
Joined
Feb 27, 2008
Messages
70
God, Shield Stun is even crappier then I thought. O_o;

I guess looking at the table there's like at least a 12 frame opening before the Super Jump Punch. I guess Jab=>UpB isn't as fast as it could be, whatever =/
i noticed that as well, but good info
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I capture in normal game speed (DON'T change the game speed to capture as the game animates extra frames just for visual purposes between them for smoother playback when slowed down) and through composite (480i @29.97fps) using a lossless codec through VirtualDub. Using a lossless codec really helps because it eliminates compression artifacts between the interlaced fields which can cause some bleeding between frames after you deinterlace it, especially with sudden changes like a shield going up/down (which I use often for finding IASA frames). I'd use S-Video over composite, but I only had that for Gamecube (do they even have it for Wii?), plus the dot crawl in composite signals usually gets blended away when it's resized later on to 320 width anyway.

I then bob-deinterlace it using an AviSynth script to get 240p @ 59.94fps (the original capture contained 59.94 interlaced fields/sec), and I add a resize filter to scale the 640 width to 320 and match the new 240 height. Then I basically just scroll through it in VDub using the mouse wheel, left/right arrow keys, and home/end keys for doing selections and counting large numbers of frames. I don't know what you would consider very time consuming, but it took me maybe about 8 hours total. The part that probably takes the most time is finding windows for things. Like with the punch windows I needed to find follow up punches that didn't result in the next hit sooner and sooner, and just the opposite for ones that did do the next hit later and later, until those met on adjacent frames and showed the exact threshold for it.

A big thing is what you capture. Like to find the autocancel timing you'd need a bunch of landings with it right around the borderline for it, so that you can later look for adjacent frame landing timings where one frame does not AC and 1 frame eariler/later does result in an AC. The game's buffer system helps for things like aerial IASAs and shield stun, since you can buffer jumps/rolls to happen the 1st chance they can. A number of times I could see where I had actually pressed away to roll during the hitlag and smash DIed away then, and then later still rolled after the shieldstun finished, lol. For the other character I used Dedede since he's so fat and could be hit easier by hitboxes that are more in the fore/background.

EDIT: I added GIFs for u-tilt and u-smash so you can see the pullback the moves have which can be pretty useful, especially the u-tilt's which is pretty much instantaneous.
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
This is objectively useful and might as well be stickied. Curious about luigi frame data? Go to the luigi forums and its in a thread you can always find. That's what I think. Bump for sticky.
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
Sorry for the double post but I just noticed something in game that seems to be inconsistent with the frame data listed here.

The frame data reaffirms the fact that Luigi can short hop triple aerial if he does a fair fair nair-
51 frames in the air, the IASA frames of the fair means each fair is 24 frames which adds up to 48 with 3 frames left over which is just perfect timing for the 3 frame delay before the hitbox on his nair comes out. That all fits perfectly with what I had observed(and that if I was even the tiniest bit slow I'd miss the window for the nair to come out).

However I realized today I also had enough time to do a fair fair uair.... which isn't possible, given this frame data, as the uair hitbox is supposed to be out on the 5th frame, not as early as the 3rd. That means either the Fair is faster than it is listed, the duration of a shorthop is longer than it is listed, or the uair comes out faster than it is listed. This is the first thing I've observed that doesn't fit with this frame data, so... *shrug*.

P.S. Just a wild idea, but perhaps Luigi's Uair lifts Luigi up temporarily so that it takes slightly longer to hit the ground, which extends the duration of his airtime during a shorthop by just a small few frames and makes it possible to fair fair uair.
 

Locuan

D&D Obsessed
BRoomer
Joined
Aug 20, 2005
Messages
4,381
Location
San Antonio, TX
If that is true Eten then we could be seeing some interesting setups following this. As soon as I get home (Sunday...) I'm going to try this out.
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
If that is true Eten then we could be seeing some interesting setups following this. As soon as I get home (Sunday...) I'm going to try this out.
It's definitely true, It's got pretty much the same timing as fair fair nair so if you have no problem doing that fair fair uair is no harder. I find the front hitbox of the uair used is much larger than the nair's which does make it more useful if you're not right on top of someone, but... well basically, I wish there was actual shieldstun in this game so Luigi could turn this amazing aerial attack speed he has into some real shield pressure. =(
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Each F-Air is 23 frames. You're misinterpreting what IASA means. It's interruptible as soon as on frame 24 of the move, so you are able to input the next F-Air on frame 24, making the duration itself 23 frames when you do. With that it's 46 with 5 left and the U-Air has time to come out.

However, in Melee if you did an attack like that on the 1st air frame it made you land ~1 frame sooner than normal (your jump is shortened ever so slightly), so if this still happens then yes it would be the repositioning that the U-Air gives that lets you do it. Attacks reshape your sprite's environmental collision box (like most movements), and the U-Air should shift the bottom of it up a bit so that it wouldn't collide with the floor until the next frame or so.
 
Top Bottom