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Ice Climbers Frame Data Thread (All moves listed!)

momochuu

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Momochuu
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Thanks to Kaylo! and K Prime, we now have the frame data for all of the Ice Climbers' moves.

Here they are:


Ground Moves

Jab
Startup: 1-3
Hitbox: 4-7 (1st hit), 22-24 (2nd hit)
Cooldown: 8-27 (1st hit only), 25-39 (both hits)

Ftilt
Startup: 1-8
Hitbox: 9-12
Cooldown: 13-32

Dtilt
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-30

Utilt
Startup: 1-7
Hitbox: 8-9, 11-12, 14-15, 17-18, 20-21, 23 (6 hits)
Cooldown: 24-48

Fsmash
Startup: 1-11
Hitbox: 12-13
Cooldown: 14-47

Dsmash
Startup: 1-8
Hitbox: 9-11 (back), 14-17 (front)
Cooldown: 18-44

Usmash
Startup: 1-12
Hitbox: 13-18
Cooldown: 19-49

Dash Attack
Startup: 1-10
Hitbox: 11-12
Cooldown: 13-41

Specials
Ice Shot
Startup: 1-16 (ice block appears on frame 8)
Hitbox: 17 (ice block lasts for ? frames)
Cooldown: 18-59

Squall Hammer (Shortest, Both Climbers)
Startup: 1-8
Hitbox: 9-?
Cooldown: ?-69

Squall Hammer (Shortest, Popo Only)
Startup: 1-11
Hitbox: 12-?
Cooldown: ?-89

Blizzard
Startup: 1-15
Hitbox: 16-?
Cooldown: ?-79

Belay
Startup: ?
Hitbox: ?
Landing Lag: 30 frames

Grabs/Throws
Standing Grab
Startup: 1-6
Active: 7-8
Cooldown: 9-29

Dash Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39

Pivot Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39

Grab Pummel
Startup: 1-10
Hitbox: 11
Cooldown: ?

Fthrow
Startup: 1-13
Hitbox: 24
Cooldown: 25-49

Bthrow
Startup: 1-14
Hitbox: 15
Cooldown: 16-31

Dthrow
Startup: 1-29
Hitbox: 30
Cooldown: 31-39

Uthrow
Startup: 1-24
Hitbox: 25
Cooldown: 26-53



Aerials

Nair
Startup: 1-5
Hitbox: 6-23
Cooldown: 24-45
Landing lag: 15

Fair
Startup: 1-18
Hitbox: 19-20
Cooldown: 21-56
Landing lag: 20

Bair
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-35
Landing lag: 15

Dair
Startup: 1-8
Hitbox: 9-51
Cooldown: 52-63
Landing lag: 42

Uair
Startup: 1-5
Hitbox: 6-23 (6-9 strong hit)
Cooldown: 24-29
Landing lag: 30


Dodges
Spot dodge
Start up: 1
Invincibility: 2-20
Cooldown: 21-25

Back roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31

Front roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31

Air dodge
Start up: 1-3
Invincibility: 4-29
Cooldown: 30-48



Wewt, finally redone the Throws. Wow that was so boring. xD

It seems KayLo and I were each half-right about the throws. Two throws are the same for every character (UThrow and FThrow), while the other two differ depending on the thrown character (BThrow and DThrow).

For the throws that differ, the speed depends on the weight1 values found in [thread=210557]this thread[/thread]. I cross-referenced that thread while I was doing the data, and it all checks out.

One thing that stuck out to me was that the FThrow is the same for all characters. This at least explained to me why I was so consistent in "passing back to the right climber with FThrow" when I screwed up. xD

I haven't done the regrab percentages yet. These will mostly be relevant to BThrow and DThrow, both because the timing differs per character, and because they have a mostly upward trajectory after the throw. I think I need a break from the monotony, so I'll be doing those after the rest of the frame data, which I will be doing tonight and will hopefully be much quicker on account of being about 7856326732x less boring.



THROWS

Character - Hitbox / Total / IASA

Up Throw
[Hits non-grabbed opponents]
All Characters - 25 / 53 / 54

Forward Throw
[Hits non-grabbed opponents]
All Characters - 24 / 54 / 50

Back Throw
Bowser - 22 / 57 / 48
Captain Falcon - 19 / 49 / 42
Charizard - 20 / 53 / 44
Diddy Kong - 17 / 43 / 38
Donkey Kong - 21 / 55 / 47
Falco - 15 / 38 / 33
Fox - 15 / 37 / 33
Ganondorf - 20 / 52 / 44
Ice Climbers - 17 / 43 / 37
Ike - 19 / 49 / 42
Ivysaur - 18 / 47 / 40
Jigglypuff - 13 / 32 / 28
King Dedede - 21 / 52 / 45
Kirby - 15 / 36 / 32
Link - 19 / 49 / 42
Lucario - 18 / 47 / 40
Lucas - 17 / 44 / 38
Luigi - 18 / 46 / 39
Mario - 18 / 46 / 40
Marth - 16 / 41 / 35
Meta Knight - 15 / 37 / 32
Mr. Game & Watch - 14 / 35 / 31
Ness - 17 / 44 / 38
Olimar - 15 / 38 / 33
Peach - 17 / 42 / 37
Pikachu - 15 / 37 / 32
Pit - 17 / 44 / 38
R.O.B. - 20 / 50 / 43
Samus - 20 / 50 / 44
Sheik - 16 / 40 / 35
Snake - 21 / 53 / 46
Sonic - 18 / 45 / 39
Squirtle - 14 / 35 / 31
Toon Link - 17 / 43 / IASA
Wario - 20 / 50 / 43
Wolf - 19 / 48 / 41
Yoshi - 20 / 50 / 43
Zelda - 16 / 40 / 35
Zero Suit Samus - 15 / 38 / 33

Down Throw
Bowser - 45 / 69 / 60
Captain Falcon - 39 / 60 / 52
Charizard - 41 / 63 / 55
Diddy Kong - 35 / 53 / 47
Donkey Kong - 43 / 66 / 58
Falco - 31 / 47 / 42
Fox - 30 / 46 / 41
Ganondorf - 41 / 63 / 55
Ice Climbers - 35 / 53 / 47
Ike - 39 / 60 / 53
Ivysaur - 37 / 57 / 50
Jigglypuff - 26 / 39 / 35
King Dedede - 42 / 65 / 56
Kirby - 30 / 45 / 40
Link - 39 / 60 / 52
Lucario - 37 / 57 / 50
Lucas - 35 / 54 / 48
Luigi - 36 / 56 / 49
Mario - 37 / 56 / 50
Marth - 33 / 50 / 44
Meta Knight - 30 / 45 / 40
Mr. Game & Watch - 28 / 43 / 38
Ness - 35 / 54 / 48
Olimar - 31 / 47 / 42
Peach - 34 / 52 / 46
Pikachu - 30 / 45 / 40
Pit - 35 / 54 / 48
R.O.B. - 40 / 61 / 53
Samus - 40 / 62 / 54
Sheik - 32 / 49 / 43
Snake - 42 / 65 / 57
Sonic - 36 / 55 / 48
Squirtle - 28 / 43 / 38
Toon Link - 35 / 53 / 47
Wario - 40 / 61 / 54
Wolf - 38 / 58 / 51
Yoshi - 40 / 61 / 54
Zelda - 32 / 49 / 43
Zero Suit Samus - 31 / 47 / 41
Revived thread is revived. Procrastinating EA is procrastinating. Wow I'm so lazy...

Excluding anything I posted previously in this thread, here's everything I can think of that's both relevant and not in the OP...



RUNNING

Initial Dash
Total - 21
F-Roll Cancel: 1-6
Dashdance: 2-7

Reverse Initial Dash
[Must hold back for 2 frames or will not dash]
Total - 22
B-Roll Cancel - 1-2
F-Roll Cancel - 3-7
Dashdance: 3-8


JUMPING

"Duration" refers to how long it takes to jump and land, excluding landing lag, and doing no other actions.

Jump
Startup - 1-4
IASA - 4
Short Hop Duration - 47
Full Jump Duration - 71

Ledge Jump
Startup - 40
Invincibility - 1-15
IASA - 16
Duration - 84

Ledge Jump (100%)
Startup - 49
Invincibility - 1-19
IASA - 20
Duration - 88

Double Jump
Startup - 1
IASA - 1 (Will not double jump if canceled on frame 1)
Duration - 68 (Used on first IASA frame of the jump)

Soft Fall Lag - 15
Soft Fall IASA - 3
Hard Fall Lag - 30
Hard Fall IASA - 5
[A Soft Fall landing happens when the distance between the jump's peak and the ground landed on is very slightly shorter than the height of one Stage Builder block or less]


SITUATIONAL ATTACKS

Wakeup Attack Face-Up
Total - 49
IASA - 50
Hitbox 1 - 6-11
Hitbox 2 - 22-27
Invincibility - 1-27

Wakeup Attack Face-Down
Total - 49
IASA - 50
Hitbox 1 - 19-20
Hitbox 2 - 25-26
Invincibility - 1-26

Ledge Attack
Total - 54
IASA - 55
Hitbox - 27-30
Invincibility - 1-25

Ledge Attack (100%)
Total - 69
IASA - 70
Hitbox - 39-42
Invincibility - 1-42


Dash Attack
Total - 45
IASA - 42
Hitbox - 11-12






Also, here's some redone stuff. Updated Grabs and Jab, and added other grab stuff like grab releases.







GRABS

Grab
Total - 29
IASA - 30
Hitbox - 6-7

Dash Grab
Total - 39
IASA - 40
Hitbox - 8-9

Pivot Grab
Total - 39
IASA - 40
Hitbox - 8-9

Grab Landed
Total - 13
IASA - 2

Grab Attack
[Hits non-grabbed opponents]
Total - 27
IASA - 19
Hitbox - 11

Grab Release
Total - 29
IASA - 30

Grab Release (Recieved)
Total - 30
IASA - 31

Aerial Grab Release
Total - 29
IASA - 30

Aerial Grab Release (Recieved)
Total - 50
IASA - 51


NORMAL ATTACKS

Jab
Total - 30
IASA - 28
Hitbox - 4-7
Jab-2 Cancel - 11-30
Auto Jab-2 - 19

Jab-2
Total - 31
IASA - 21
Hitbox - 3-5






Frame-perfect, you could powershield with both climbers if you press shield one frame before the MK starts the DSmash.

Icies shield frame 0 (1 frame before DSmash starts), Powershield frame 5, MK can act on frame 42.

Powershielding IASA is on frame 4+shieldstun+1. So in MK DSmash's case, frame 9.
 

Bnzaaa

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I've been so busy lately :urg:.

Hopefully I'll let everyone know what I know tomorrow. I don't have any actual way of testing frame data though.
 

Pikabunz

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I did all the aerials. I think Klo is doing the rest.

Aerials
hitbox / total frames / landing lag
*the IASA frame is the total frames + 1.

Nair - 6-23 / 45 / 15
Fair - 19-20 / 56 / 20
Bair - 8-11 / 35/ 15
Dair - 9-51 / 63 / 42
Uair - 6-23 (6-9 strong) / 29 / 30

Dodges
invincibility / total frames
*the IASA frame is the total frames + 1.

Spot dodge - 2-20 / 25
Back roll - 4-19 / 31
Front roll - 4-19 / 31
Air dodge - 4-29 / 48
 

momochuu

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<3 Primes.

I'll go ahead and add this to the thing. :x
 

KayLo!

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ICs Frame Data -- Ground Moves, Grabs, Throws COMPLETE; Specials & Grab Pummel WIP

I'm about to head out for the night, but I'll finish this sometime tomorrow (unless Prime wants to do it tonight).

Note #1: On average, Nana is ~5 frames behind Popo when they're fully synced.
Note #2: IASA frame is the last cooldown frame +1.


Ground Moves
Jab
Startup: 1-3
Hitbox: 4-7 (1st hit), 22-24 (2nd hit)
Cooldown: 8-27 (1st hit only), 25-39 (both hits)

Ftilt
Startup: 1-8
Hitbox: 9-12
Cooldown: 13-32

Dtilt
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-30

Utilt
Startup: 1-7
Hitbox: 8-9, 11-12, 14-15, 17-18, 20-21, 23 (6 hits)
Cooldown: 24-48

Fsmash
Startup: 1-11
Hitbox: 12-13
Cooldown: 14-47

Dsmash
Startup: 1-8
Hitbox: 9-11 (back), 14-17 (front)
Cooldown: 18-44

Usmash
Startup: 1-12
Hitbox: 13-18
Cooldown: 19-49

Dash Attack
Startup: 1-10
Hitbox: 11-12
Cooldown: 13-41

Specials
Ice Shot
Startup: 1-16 (ice block appears on frame 8)
Hitbox: 17 (ice block lasts for ? frames)
Cooldown: 18-59

Squall Hammer (Shortest, Both Climbers)
Startup: 1-8
Hitbox: 9-?
Cooldown: ?-69

Squall Hammer (Shortest, Popo Only)
Startup: 1-11
Hitbox: 12-?
Cooldown: ?-89

Blizzard
Startup: 1-15
Hitbox: 16-?
Cooldown: ?-79

Belay
Startup: ?
Hitbox: ?
Landing Lag: 30 frames

Grabs/Throws
Standing Grab
Startup: 1-6
Active: 7-8
Cooldown: 9-29

Dash Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39

Pivot Grab
Startup: 1-8
Active: 9-10
Cooldown: 11-39

Grab Pummel
Startup: 1-10
Hitbox: 11
Cooldown: ?

Fthrow
Startup: 1-13
Hitbox: 24
Cooldown: 25-49

Bthrow
Startup: 1-14
Hitbox: 15
Cooldown: 16-31

Dthrow
Startup: 1-29
Hitbox: 30
Cooldown: 31-39

Uthrow
Startup: 1-24
Hitbox: 25
Cooldown: 26-53
 

Pikabunz

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Reposting the same stuff but in Klo's layout.


Aerials
Nair
Startup: 1-5
Hitbox: 6-23
Cooldown: 24-45
Landing lag: 15

Fair
Startup: 1-18
Hitbox: 19-20
Cooldown: 21-56
Landing lag: 20

Bair
Startup: 1-7
Hitbox: 8-11
Cooldown: 12-35
Landing lag: 15

Dair
Startup: 1-8
Hitbox: 9-51
Cooldown: 52-63
Landing lag: 42

Uair
Startup: 1-5
Hitbox: 6-23 (6-9 strong hit)
Cooldown: 24-29
Landing lag: 30


Dodges
Spot dodge
Start up: 1
Invincibility: 2-20
Cooldown: 21-25

Back roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31

Front roll
Start up: 1-3
Invincibility: 4-19
Cooldown: 20-31

Air dodge
Start up: 1-3
Invincibility: 4-29
Cooldown: 30-48
 

EverAlert

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Good stuff. I was actually collecting frame data myself, partly to satiate my own curiosity, partly because this board is too silly; that was about a month ago, for some reason I just stopped doing it halfway through so it never got completed. xD

Anyway, I have the incomplete parts done. There's more in addition to this (what's currently up is by no means complete; there's still the ledge stuff, wakeup stuff, among others), but I'll post the rest of it later when it's done.




Grab Attack
Total - 25
IASA - 19
Hitbox - 11


SPECIALS

All specials can be B-Reversed once, except Belay, which can be B-Reversed twice.

Ice Shot
Startup - 1-16 (Block will disappear if Climber is hit during this period)
Total - 59
IASA - 60
Landing Lag - 16 (Works the same as Aerials)
Block Life - 8-265 (4.3s, 258f)
Block Hitbox - 17-265

Squall Hammer
Total - 69
IASA - 70
Hitbox 1 - 9
Hitbox 2 - 13
Hitbox 3 - 18
Hitbox 4 - 22
Hitbox 5 - 27
Hitbox 6 - 32
Hitbox 7 - 40
Hitbox 8 - 53

Squall Hammer (Solo)
Total - 89
IASA - 90
Hitbox 1 - 12
Hitbox 2 - 15
Hitbox 3 - 18
Hitbox 4 - 21
Hitbox 5 - 24
Hitbox 6 - 28
Hitbox 7 - 32
Hitbox 8 - 36
Hitbox 9 - 42
Hitbox 10 - 49
Hitbox 11 - 56

Belay
Startup - 1-15
Hitbox - 16-57

Blizzard
Total - 79
IASA - 80
Hitbox 1 - 16-24
Hitbox 2 - 21-29
Hitbox 3 - 26-34
Hitbox 4 - 31-39
Hitbox 5 - 36-44
Hitbox 6 - 41-49
Hitbox 7 - 46-54
Hitbox 8 - 51-59
Hitbox 9 - 56-64
[All Ice Shards shoot in random directions and have random sizes, not sure if the hitbox size/damage changes with it though, also not sure what the max angle of the random direction is but it's around 45° with the middle exactly horizontal]

Freefall Landing Lag - 30




A couple of other things.

Firstly, the hitboxes on the grabs are wrong. Grab is 6-7, and Pivot Grab is 8-9 and Dash Grab is 8-9.

I tested this both by having Marth's FSmash hit on frames 6, 8 and 8 respectively (super armour = Popo takes damage but still grabs = it's a grab frame), and by inputting a DThrow on frames 7, 9 and 9 respectively (the actual grab animation is IASA on frame 2, i.e. throw frame - 1 = grab frame).

Secondly, which character/s are the throws performed on? I don't think that the frame data for these is any use if we don't know that.
 

KayLo!

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Firstly, the hitboxes on the grabs are wrong. Grab is 6-7, and Pivot Grab is 8-9 and Dash Grab is 8-9.

I tested this both by having Marth's FSmash hit on frames 6, 8 and 8 respectively (super armour = Popo takes damage but still grabs = it's a grab frame), and by inputting a DThrow on frames 7, 9 and 9 respectively (the actual grab animation is IASA on frame 2, i.e. throw frame - 1 = grab frame).

Secondly, which character/s are the throws performed on? I don't think that the frame data for these is any use if we don't know that.
Tested the grab stuff on Pikachu.

To find the first active frame, I just had them grab, and the first frame they grabbed on was frame 7 (or frame 9 or whatever it was for dash grabbing, etc.).

To find the last active frame, I had Pikachu come out of his spotdodge (using K Prime's spotdodge data) on each frame afterwards, and if they successfully grabbed him, it counted as an active frame. Ex: the standing grab was successful on frame 8 and failed on frame 9.

I'm pretty sure the length of each throw will be the same no matter which character you're throwing, but if you found differently, *shrug*.

EDIT: I tested the grabs with the ICs together, fully synced. If they need to be tested with Popo only, I can do that.... another time.
 

EverAlert

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I quickly tested the throw thing before posting that just to make sure I wasn't ****ing up something really bad. Bowser is barely past 3/4 of his startup by the time Marth is taking damage from a DThrow, so they are definitely different.

To test grabs I initially did the same thing as you did, but with Marth (using [thread=204825]this frame data[/thread] as a reference). I then added the super armor/throw IASA tests to double check. To note, I did the test Solo Climber (mainly because having Nana in the background during frame data collection bugs me), if you got different results with two Climbers/a different test subject then maybe it changes depending? I somehow doubt that, but it's something to test.

EDIT: I just did my tests on Pikachu, Bowser and Jigglypuff, with both solo and two Climbers, and the results were all identical to my Marth tests. Pikachu's looked a little weird to me at first, but it all checked out right down to the frames that visual/sound effects came out.
 

KayLo!

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Interesting. I don't have time atm, but I'll double double check tomorrow morning. I'll try a different character since you said Pikachu's looks weird.

The throw thing.... I mean, unless you're doing doubles, I don't really think the hitbox data for those really matter since once they're thrown, there's nothing they can do about it. If you wanna redo them, be my guest.
 

EverAlert

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To clarify Pikachu, because of his getting-grabbed animation it doesn't look like he's being grabbed on frame 6. That's why it looked weird to me.

I think throw data would be very useful for CGing. Most Climbers mains have a good handle on the timing for most throws on most characters these days, but in my opinion it could be helpful to people just picking up Icies, and also to push the envelope for finding new grab possibilities. That's my flawed reasoning, at least.

Anyway, I think I'll take you up on redoing them. I actually had an idea for a guide explaining the exact frames you can regrab at what percentages for all characters, so this works well for me as motivation.
 

EverAlert

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Wewt, finally redone the Throws. Wow that was so boring. xD

It seems KayLo and I were each half-right about the throws. Two throws are the same for every character (UThrow and FThrow), while the other two differ depending on the thrown character (BThrow and DThrow).

For the throws that differ, the speed depends on the weight1 values found in [thread=210557]this thread[/thread]. I cross-referenced that thread while I was doing the data, and it all checks out.

One thing that stuck out to me was that the FThrow is the same for all characters. This at least explained to me why I was so consistent in "passing back to the right climber with FThrow" when I screwed up. xD

I haven't done the regrab percentages yet. These will mostly be relevant to BThrow and DThrow, both because the timing differs per character, and because they have a mostly upward trajectory after the throw. I think I need a break from the monotony, so I'll be doing those after the rest of the frame data, which I will be doing tonight and will hopefully be much quicker on account of being about 7856326732x less boring.



THROWS

Character - Hitbox / Total / IASA

Up Throw
[Hits non-grabbed opponents]
All Characters - 25 / 53 / 54

Forward Throw
[Hits non-grabbed opponents]
All Characters - 24 / 54 / 50

Back Throw
Bowser - 22 / 57 / 48
Captain Falcon - 19 / 49 / 42
Charizard - 20 / 53 / 44
Diddy Kong - 17 / 43 / 38
Donkey Kong - 21 / 55 / 47
Falco - 15 / 38 / 33
Fox - 15 / 37 / 33
Ganondorf - 20 / 52 / 44
Ice Climbers - 17 / 43 / 37
Ike - 19 / 49 / 42
Ivysaur - 18 / 47 / 40
Jigglypuff - 13 / 32 / 28
King Dedede - 21 / 52 / 45
Kirby - 15 / 36 / 32
Link - 19 / 49 / 42
Lucario - 18 / 47 / 40
Lucas - 17 / 44 / 38
Luigi - 18 / 46 / 39
Mario - 18 / 46 / 40
Marth - 16 / 41 / 35
Meta Knight - 15 / 37 / 32
Mr. Game & Watch - 14 / 35 / 31
Ness - 17 / 44 / 38
Olimar - 15 / 38 / 33
Peach - 17 / 42 / 37
Pikachu - 15 / 37 / 32
Pit - 17 / 44 / 38
R.O.B. - 20 / 50 / 43
Samus - 20 / 50 / 44
Sheik - 16 / 40 / 35
Snake - 21 / 53 / 46
Sonic - 18 / 45 / 39
Squirtle - 14 / 35 / 31
Toon Link - 17 / 43 / 37
Wario - 20 / 50 / 43
Wolf - 19 / 48 / 41
Yoshi - 20 / 50 / 43
Zelda - 16 / 40 / 35
Zero Suit Samus - 15 / 38 / 33

Down Throw
Bowser - 45 / 69 / 60
Captain Falcon - 39 / 60 / 52
Charizard - 41 / 63 / 55
Diddy Kong - 35 / 53 / 47
Donkey Kong - 43 / 66 / 58
Falco - 31 / 47 / 42
Fox - 30 / 46 / 41
Ganondorf - 41 / 63 / 55
Ice Climbers - 35 / 53 / 47
Ike - 39 / 60 / 53
Ivysaur - 37 / 57 / 50
Jigglypuff - 26 / 39 / 35
King Dedede - 42 / 65 / 56
Kirby - 30 / 45 / 40
Link - 39 / 60 / 52
Lucario - 37 / 57 / 50
Lucas - 35 / 54 / 48
Luigi - 36 / 56 / 49
Mario - 37 / 56 / 50
Marth - 33 / 50 / 44
Meta Knight - 30 / 45 / 40
Mr. Game & Watch - 28 / 43 / 38
Ness - 35 / 54 / 48
Olimar - 31 / 47 / 42
Peach - 34 / 52 / 46
Pikachu - 30 / 45 / 40
Pit - 35 / 54 / 48
R.O.B. - 40 / 61 / 53
Samus - 40 / 62 / 54
Sheik - 32 / 49 / 43
Snake - 42 / 65 / 57
Sonic - 36 / 55 / 48
Squirtle - 28 / 43 / 38
Toon Link - 35 / 53 / 47
Wario - 40 / 61 / 54
Wolf - 38 / 58 / 51
Yoshi - 40 / 61 / 54
Zelda - 32 / 49 / 43
Zero Suit Samus - 31 / 47 / 41
 

momochuu

Smash Legend
Joined
May 8, 2008
Messages
12,868
NNID
Momochuu
3DS FC
2380-3247-9039
I'm going to update this when I have time. The OP needs some work.
 

Smasher89

Smash Lord
Joined
Nov 4, 2005
Messages
1,936
Location
Sweden
Metaknigt's DSMASH

frame breakdown:
1-4 startup
5-6 hitbox out
7-9
10-11 hitbox out
12-34 cooldown

frame summary:
hits on frame 5 front and frame 10 back
IASA frame: 35
Cooldown front: 28
Cooldown back: 23
Shield hitlag differential: 0
Shield stun front: 4
Shield stun back: 4
Shield advantage front: -25
Shield drop advantage front: -18
Shield advantage back: -20
Shield drop advantage back: -13





With that data in mind, could anyone answer if it´s possible (meaning frameperfect) to powershieldgrab a MK's DSmash. How many frames do we have from the powershield until the MK can dsmash again/dodge if it´s possible?

How many frames does a powershield take to shieldgrab with or release the shield?
 

Kage Me

Smash Ace
Joined
Nov 22, 2008
Messages
537
Location
The Netherlands
Ice Climbers can't really powershield to begin with, unless Nana has already been KO'd.

Though on a similar note, what's the frame date on rolls and dodges?
 

EverAlert

Smash Master
Joined
Mar 4, 2008
Messages
3,433
Location
Australia
NNID
EVAL89
3DS FC
2664-2214-3431
Revived thread is revived. Procrastinating EA is procrastinating. Wow I'm so lazy...

Excluding anything I posted previously in this thread, here's everything I can think of that's both relevant and not in the OP...



RUNNING

Initial Dash
Total - 21
F-Roll Cancel: 1-6
Dashdance: 2-7

Reverse Initial Dash
[Must hold back for 2 frames or will not dash]
Total - 22
B-Roll Cancel - 1-2
F-Roll Cancel - 3-7
Dashdance: 3-8


JUMPING

"Duration" refers to how long it takes to jump and land, excluding landing lag, and doing no other actions.

Jump
Startup - 1-4
IASA - 4
Short Hop Duration - 47
Full Jump Duration - 71

Ledge Jump
Startup - 40
Invincibility - 1-15
IASA - 16
Duration - 84

Ledge Jump (100%)
Startup - 49
Invincibility - 1-19
IASA - 20
Duration - 88

Double Jump
Startup - 1
IASA - 1 (Will not double jump if canceled on frame 1)
Duration - 68 (Used on first IASA frame of the jump)

Soft Fall Lag - 15
Soft Fall IASA - 3
Hard Fall Lag - 30
Hard Fall IASA - 5
[A Soft Fall landing happens when the distance between the jump's peak and the ground landed on is very slightly shorter than the height of one Stage Builder block or less]


SITUATIONAL ATTACKS

Wakeup Attack Face-Up
Total - 49
IASA - 50
Hitbox 1 - 6-11
Hitbox 2 - 22-27
Invincibility - 1-27

Wakeup Attack Face-Down
Total - 49
IASA - 50
Hitbox 1 - 19-20
Hitbox 2 - 25-26
Invincibility - 1-26

Ledge Attack
Total - 54
IASA - 55
Hitbox - 27-30
Invincibility - 1-25

Ledge Attack (100%)
Total - 69
IASA - 70
Hitbox - 39-42
Invincibility - 1-42


Dash Attack
Total - 45
IASA - 42
Hitbox - 11-12






Also, here's some redone stuff. Updated Grabs and Jab, and added other grab stuff like grab releases.







GRABS

Grab
Total - 29
IASA - 30
Hitbox - 6-7

Dash Grab
Total - 39
IASA - 40
Hitbox - 8-9

Pivot Grab
Total - 39
IASA - 40
Hitbox - 8-9

Grab Landed
Total - 13
IASA - 2

Grab Attack
[Hits non-grabbed opponents]
Total - 27
IASA - 19
Hitbox - 11

Grab Release
Total - 29
IASA - 30

Grab Release (Recieved)
Total - 30
IASA - 31

Aerial Grab Release
Total - 29
IASA - 30

Aerial Grab Release (Recieved)
Total - 50
IASA - 51


NORMAL ATTACKS

Jab
Total - 30
IASA - 28
Hitbox - 4-7
Jab-2 Cancel - 11-30
Auto Jab-2 - 19

Jab-2
Total - 31
IASA - 21
Hitbox - 3-5




With that data in mind, could anyone answer if it´s possible (meaning frameperfect) to powershieldgrab a MK's DSmash. How many frames do we have from the powershield until the MK can dsmash again/dodge if it´s possible?

How many frames does a powershield take to shieldgrab with or release the shield?
Frame-perfect, you could powershield with both climbers if you press shield one frame before the MK starts the DSmash.

Icies shield frame 0 (1 frame before DSmash starts), Powershield frame 5, MK can act on frame 42.

Powershielding IASA is on frame 4+shieldstun+1. So in MK DSmash's case, frame 9.
 

momochuu

Smash Legend
Joined
May 8, 2008
Messages
12,868
NNID
Momochuu
3DS FC
2380-3247-9039
OP updated...I think that's everything.
 

ninjablah

Smash Cadet
Joined
Jul 1, 2009
Messages
46
this thread was really cool but could you make GROUND MOVES and AERIALS a little darker cause i totaly missed them when i was reading this
 
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