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Up Smash
Hit: 12
End: 54
IASA: 49
Shield Stun: 14
~Shield Hit Lag: 15
ADVANTAGE: -39
Tipper Shield Stun: 18
~Shield Hit Lag: 16
ADVANTAGE: -35
Down Smash
Hit: 6, 21
End: 64
Shield Stun Hit 1: 14
~Shield Hit Lag: 8
ADVANTAGE: -52
Shield Stun Hit 2: 7
~Shield Hit Lag: 7
ADVANTAGE: -43
Tipper Shield Stun 1: 16
~Shield Hit Lag: 16
ADVANTAGE: -58
Tipper Shield Stun 2: 15
~Shield Hit Lag: 15
ADVANTAGE: -43
Aerials:
Note: If there is no "(SHFF)" after "ADVANTAGE" then that means I am calculating the advantage you have while still in the air. Same formula will still apply: ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - END (or IASA)
SHFF will take into account landing lag:
ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - AIR TIME - LANDINGLAG
Also note: You have no choice but to suffer landing lag from a dair if you short hop it. SHFF will be placed after ADVANTAGE.
Some moves such as up air will probably have you hitting the ground anyway if you plan on hitting a shield with it, so there will be an ADVANTAGE on whether you fastfall it or don't fastfall it.
***Big note: Pretty much all of these are impossible to 100% accurately measure. These are educated guesses backed by data.
Nair
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3
Fair
Hit: 4-8
End: 34
Shield Stun: 10
~Shield Hit Lag: 5
ADVANTAGE: -25
ADVANTAGE (SHFF): -4
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE: -28
ADVANTAGE (SHFF): -8
SHFF Fair Lag: 8
SH Fair Fast Falled Lag: 3
(i put SHFF after the following advantages for bair because a retreating bair to avoid landing lag is very impractical) Bair
Hit: 7-11
End: 40
Landing Lag: 21
Shield Stun: 11
~Shield Hit Lag: 5
ADVANTAGE (SHFF): -15
Tipper Shield Stun: 13
~Shield Hit Lag: 12
ADVANTAGE (SHFF): -19
SHFF Bair Lag: 21
SH Bair Fast Falled Lag: 21
Up Air
Hit: 6-9
End: 45
Shield Stun: 10
~Shield Hit Lag: 5
ADVANTAGE (no FF): -4
ADVANTAGE (SHFF): -4 (a move finished before the auto cancel frames can come into play is calculated as a SHFF move.. or not-auto canceled)
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE (no FF): -7
ADVANTAGE (SHFF): -7
SHFF Uair Lag: 8
SH Uair Fast Falled Lag: 3
Dair
Hit: 6-10
End: 60
Lag: 32
Shield Stun: 12
~Shield Hit Lag: 5
ADVANTAGE (SHFF): -26
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE (SHFF): -31
SHFF Dair Lag: 32
SH Dair Fast Falled Lag: 32
B Moves:
Note: The (x)>> indicates when the dancing blade may continue into another attack of the combo
I was wondering the same thing when I looked at it. It doesn't make sense, right? Otherwise when you DS OoS, you'd have 5 frames of invincibility while you moved slightly up, followed by frame 6 where you're no longer invincible and both of you would hit each other at the same time in cases like R.O.B.'s dsmash. Basically, you both should have a hitbox and a hurtbox out at the same time on frame 6 so wouldn't that mean you both get hit? I think the hitbox comes out on frame 5.
...I think....
__________________
Marth General Discussion
Quote:
Originally Posted by Virgilijus
I come back from a final at school to see you guys talking about porn stars.
I'm beginning to wonder if there's even any meaning to IASA, since the frames seem to be interruptible by anything, unlike in Melee where it could only be interrupted by certain actions.