elheber
Smash Lord
LATEST UPDTATE (9-Nov): Well this thing has so much info now that I'll have to figure out another way to organize everything. I added Fireball analysis and the methods I used to come up with the information (except Fireballs for now). If nothing else, read the NEW Conclusion below for good info.
CONCLUSIONS
FIREBALLS!! Luigi's Fireball Aerial Strings with the least lag are his fAir to Fireball, dAir to Fireball, and all others that start with a Fireball. If you're playing against short opponents, you might consider Low or Grounded Fireballs, but if you're playing against Short Hoppers, you might want to start Aerials with Fireballs or use fAir to Fireball.
If you want to make a barage of Aerials with the least amount of lag as possible, Stringing together fAir, dAir, and uAir is the best route as they will Autocancel. Landing with nAir is low in lag too. So use these if you want to stay fast. Strings that are more likely to connect with the opponent (or his Shield) is bbAir AND anything ending with nAir. If you're dealing with a Spot Dodger, use those.
RESULTS
Join me in calling strings of Aerial Attacks by first the directions, and then the "Air". For example FFAir instead of FAir->FAir, and DNAir instead of DAir->NAir. Autocancelable means if the Aerial String will Autocancel upon landing (Green=Yes, Red=No). LUL stands for Lag Upon Landing and displays how many frames of uninterruptable lag you will get when you land (Green=Great, Yellow=Fine, Red=Bad). Hitbox Frames shows the total number of Hitbox frames exist within the 51 frame Short Hop; the more the better.
nAir
nnAir: Autocancels = No, LUL: 10, Hitbox Frames = 33 (lands on hitbox)
nfAir: Autocancels = No, LUL: 22, Hitbox Frames = 29 (fAir hitbox never comes out)
ndAir: Autocancels = No, LUL: 12, Hitbox Frames = 29 (dAir hitbox never comes out)
nbAir: Autocancels = No, LUL: 12, Hitbox Frames = 30 (lands on hitbox)
nuAir: Autocancels = No, LUL: 13, Hitbox Frames = 31 (lands on hitbox)
nAir,Fireball: Autocancels = No, LUL: 80, Fireball Height: Grounded
fAir
fnAir: Autocancels = No, LUL: 10, Hitbox Frames = 30 (lands on hitbox)
ffAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 8
fdAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 13
fbAir: Autocancels = No, LUL: 12, Hitbox Frames = 15
fuAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 11
ffnAir: Autocancels = No, LUL: 10, Hitbox Frames = 11 (lands on hitbox)
ffuAir: Autocancels = No, LUL: 13, Hitbox Frames = 9 (lands on hitbox)
fAir,Fireball: Autocancels = No, LUL: 12, Fireball Height: High
dAir
dnAir: Autocancels = No, LUL: 10, Hitbox Frames = 32 (lands on hitbox)
dfAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 9
ddAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 10
dbAir: Autocancels = No, LUL: 12, Hitbox Frames = 16
duAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 12
dAir,Fireball: Autocancels = No, LUL: 17, Fireball Height: Low
bAir
bnAir: Autocancels = No, LUL: 10, Hitbox Frames = 24 (lands on hitbox)
bfAir: Autocancels = No, LUL: 22, Hitbox Frames = 15
bdAir: Autocancels = No, LUL: 12, Hitbox Frames = 16
bbAir: Autocancels = No, LUL: 12, Hitbox Frames = 21 (lands on hitbox)
buAir: Autocancels = No, LUL: 13, Hitbox Frames = 18
bAir,Fireball: Autocancels = No, LUL: 25, Fireball Height: Grounded
uAir
unAir: Autocancels = No, LUL: 10, Hitbox Frames = 27 (lands on hitbox)
ufAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 11
udAir: Autocancels = No, LUL: 12, Hitbox Frames = 12
ubAir: Autocancels = No, LUL: 12, Hitbox Frames = 18
uuAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 14
uAir,Fireball: Autocancels = No, LUL: 18, Fireball Height: Low
Fireball
Fireball,nAir: Autocancels = No, LUL: 10, Fireball Height: High
Fireball,fAir: Autocancels = No, LUL: 22, Fireball Height: High
Fireball,dAir: Autocancels = No, LUL: 12, Fireball Height: High
Fireball,bAir: Autocancels = No, LUL: 12, Fireball Height: High
Fireball,uAir: Autocancels = No, LUL: 13, Fireball Height: High
Fireball,Fireball: Autocancels = No, LUL: 29, Fireball Height: High/Grounded
METHOD
Autocancel: To figure out if an Aerial String will Autocancel, I just add the first Aerial's uninterruptable frames and the second Aerial's "autocancelable after" frames; if they add up to 51 or less, the Aerial String will Autocancel. Below are examples.
nnAir: 45 uninterruptable frames + 35 non-autocancelable frames = 80
dfAir: 28 uninterruptable frames + 20 non-autocancelable = 48
Lag Upon Landing (LUL): To figure out the Lag Upon Landing I just used the Landlag for Aerial Strings that don't Autocancel, and the SH Landing Lag for Aerial Strings that do. Both are listed below in in the Initial Data section.
Hitbox Frames: For Aerial Strings who's hitbox isn't interrupted, I just add both Hitbox Frames together.
ffAir: 4 Hitbox + 4 Hitbox = 8
For Aerial Strings who's hitbox is interrupted (lands on hitbox), I just add both hitboxes together again, minus whatever get's cut off from landing.
bbAir: 11 Hitbox + 11 Hitbox - 1 Interrupted = 21
INITIAL DATA
For reference, I used frame data from Magus420's Extensive Frame Data listing for Luigi. That thread should be stickied BTW.
NEXT UPDATE: Next update will probably have some changes to how the info is organized, to make it easier to read. Plus, I'll add some sort of Award thingy where I award strings with "Most Hitbox Time," "Worst Lag," etc. Again, as always, probably some fixes.
ver 0.1 Nov4: Created
ver 0.2 Nov4: Changed how Autocancelable frames are counted.
ver 0.3 Nov5: Added short Autocancel description. Added both of Luigi's Triple Aerials.
ver 0.4 Nov5: Removed statement that decribed the results as "plausible".
ver 0.5 Nov5: Added "Lag Upon Landing" and new conclusions on them.
ver 0.6 Nov6: Vastly cleaned and organized. Added Hitbox Frame data.
ver 0.7 Nov9: Added Fireball data and analysis in SH strings. Color coded Hitbox Frame data. Added Methods for LUL and Hitbox.
CONCLUSIONS
FIREBALLS!! Luigi's Fireball Aerial Strings with the least lag are his fAir to Fireball, dAir to Fireball, and all others that start with a Fireball. If you're playing against short opponents, you might consider Low or Grounded Fireballs, but if you're playing against Short Hoppers, you might want to start Aerials with Fireballs or use fAir to Fireball.
If you want to make a barage of Aerials with the least amount of lag as possible, Stringing together fAir, dAir, and uAir is the best route as they will Autocancel. Landing with nAir is low in lag too. So use these if you want to stay fast. Strings that are more likely to connect with the opponent (or his Shield) is bbAir AND anything ending with nAir. If you're dealing with a Spot Dodger, use those.
RESULTS
Join me in calling strings of Aerial Attacks by first the directions, and then the "Air". For example FFAir instead of FAir->FAir, and DNAir instead of DAir->NAir. Autocancelable means if the Aerial String will Autocancel upon landing (Green=Yes, Red=No). LUL stands for Lag Upon Landing and displays how many frames of uninterruptable lag you will get when you land (Green=Great, Yellow=Fine, Red=Bad). Hitbox Frames shows the total number of Hitbox frames exist within the 51 frame Short Hop; the more the better.
nAir
nnAir: Autocancels = No, LUL: 10, Hitbox Frames = 33 (lands on hitbox)
nfAir: Autocancels = No, LUL: 22, Hitbox Frames = 29 (fAir hitbox never comes out)
ndAir: Autocancels = No, LUL: 12, Hitbox Frames = 29 (dAir hitbox never comes out)
nbAir: Autocancels = No, LUL: 12, Hitbox Frames = 30 (lands on hitbox)
nuAir: Autocancels = No, LUL: 13, Hitbox Frames = 31 (lands on hitbox)
nAir,Fireball: Autocancels = No, LUL: 80, Fireball Height: Grounded
fAir
fnAir: Autocancels = No, LUL: 10, Hitbox Frames = 30 (lands on hitbox)
ffAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 8
fdAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 13
fbAir: Autocancels = No, LUL: 12, Hitbox Frames = 15
fuAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 11
ffnAir: Autocancels = No, LUL: 10, Hitbox Frames = 11 (lands on hitbox)
ffuAir: Autocancels = No, LUL: 13, Hitbox Frames = 9 (lands on hitbox)
fAir,Fireball: Autocancels = No, LUL: 12, Fireball Height: High
dAir
dnAir: Autocancels = No, LUL: 10, Hitbox Frames = 32 (lands on hitbox)
dfAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 9
ddAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 10
dbAir: Autocancels = No, LUL: 12, Hitbox Frames = 16
duAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 12
dAir,Fireball: Autocancels = No, LUL: 17, Fireball Height: Low
bAir
bnAir: Autocancels = No, LUL: 10, Hitbox Frames = 24 (lands on hitbox)
bfAir: Autocancels = No, LUL: 22, Hitbox Frames = 15
bdAir: Autocancels = No, LUL: 12, Hitbox Frames = 16
bbAir: Autocancels = No, LUL: 12, Hitbox Frames = 21 (lands on hitbox)
buAir: Autocancels = No, LUL: 13, Hitbox Frames = 18
bAir,Fireball: Autocancels = No, LUL: 25, Fireball Height: Grounded
uAir
unAir: Autocancels = No, LUL: 10, Hitbox Frames = 27 (lands on hitbox)
ufAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 11
udAir: Autocancels = No, LUL: 12, Hitbox Frames = 12
ubAir: Autocancels = No, LUL: 12, Hitbox Frames = 18
uuAir: Autocancels = Yes, LUL: 2, Hitbox Frames = 14
uAir,Fireball: Autocancels = No, LUL: 18, Fireball Height: Low
Fireball
Fireball,nAir: Autocancels = No, LUL: 10, Fireball Height: High
Fireball,fAir: Autocancels = No, LUL: 22, Fireball Height: High
Fireball,dAir: Autocancels = No, LUL: 12, Fireball Height: High
Fireball,bAir: Autocancels = No, LUL: 12, Fireball Height: High
Fireball,uAir: Autocancels = No, LUL: 13, Fireball Height: High
Fireball,Fireball: Autocancels = No, LUL: 29, Fireball Height: High/Grounded
METHOD
Autocancel: To figure out if an Aerial String will Autocancel, I just add the first Aerial's uninterruptable frames and the second Aerial's "autocancelable after" frames; if they add up to 51 or less, the Aerial String will Autocancel. Below are examples.
nnAir: 45 uninterruptable frames + 35 non-autocancelable frames = 80
dfAir: 28 uninterruptable frames + 20 non-autocancelable = 48
Lag Upon Landing (LUL): To figure out the Lag Upon Landing I just used the Landlag for Aerial Strings that don't Autocancel, and the SH Landing Lag for Aerial Strings that do. Both are listed below in in the Initial Data section.
Hitbox Frames: For Aerial Strings who's hitbox isn't interrupted, I just add both Hitbox Frames together.
ffAir: 4 Hitbox + 4 Hitbox = 8
For Aerial Strings who's hitbox is interrupted (lands on hitbox), I just add both hitboxes together again, minus whatever get's cut off from landing.
bbAir: 11 Hitbox + 11 Hitbox - 1 Interrupted = 21
INITIAL DATA
For reference, I used frame data from Magus420's Extensive Frame Data listing for Luigi. That thread should be stickied BTW.
- nAir = 45 frames
Hitbox Frames = 2 Startup + 29 Hitbox + 14 Lag
Interruptable After: None (45th)
AutoCancelable After: 35th
Landlag Interruptable After: 10th - fAir = 35 frames
Hibox Frames = 6 Startup + 4 Hitbox + 13 Lag
Interruptable After: 23rd
AutoCancelable After: 20th
Landlag Interruptable After: 22nd - dAir = 32 frames
Hitbox Frames = 9 Startup + 5 Hitbox + 14 Lag
Interruptable After: : 28th
AutoCancelable After: 23rd
Landlag Interruptable After: 12th - bAir = 46 frames
Hitbox Frames = 5 Startup + 11 Hitbox + 20 Lag
Interruptable After: 36th
AutoCancelable After: 32nd
Landlag Interruptable After: 12th - uAir = 33 frames
Hitbox Frames = 4 Startup + 7 Hitbox + 18 Lag
Interruptable After: 29th
AutoCancelable After: 18th
Landlag Interruptable After: 13th - Fireball = 46 frames
Fireball Created: 17th, Lasts: 48 Frames
Interruptable After: 40th
AutoCancelable After: N/A
Landlag Interruptable After: N/A - Short Hop = 51 frames
Landing Lag Interruptable After = 2nd (slow fall)
NEXT UPDATE: Next update will probably have some changes to how the info is organized, to make it easier to read. Plus, I'll add some sort of Award thingy where I award strings with "Most Hitbox Time," "Worst Lag," etc. Again, as always, probably some fixes.
ver 0.1 Nov4: Created
ver 0.2 Nov4: Changed how Autocancelable frames are counted.
ver 0.3 Nov5: Added short Autocancel description. Added both of Luigi's Triple Aerials.
ver 0.4 Nov5: Removed statement that decribed the results as "plausible".
ver 0.5 Nov5: Added "Lag Upon Landing" and new conclusions on them.
ver 0.6 Nov6: Vastly cleaned and organized. Added Hitbox Frame data.
ver 0.7 Nov9: Added Fireball data and analysis in SH strings. Color coded Hitbox Frame data. Added Methods for LUL and Hitbox.