I'll Organize more later on but for now it will be separated into Active and Inactive.
So Chell managed to Finish here. It was a Glorious Display of Fortitude. It would have been done a lot sooner if she lightened up. The weight seems to be slowing her down.
[COLLAPSE="Finished Testchambers"]
[COLLAPSE="TC1: Upsmash on the SV platform"]So Test Chamber 1 was really simple. It was just basic testing of the ability to Upsmash characters on the Smashville Platform. (as in when they're on it and we're just on the the stage.)
Some people are thinking that that was a pretty stupid thing to research but it may actually be a useful factor to consider on the stage.
To show how unchecked it was even Scatz was in the dark about it. He just thought we could hit everyone.
Fun Facts
- If your opponent shields while it is more or less full you will hit it and push them off.
- When you Upsmash a shielding Yoshi on the platform you can poke through his shield.
- You cannot hit peach while she is standing there but it is good to note that from that height on is where Upsmash begins to miss her while she is floating.
Who we can hit (while they are standing):
- (Difficult don't bother trying)
- (Pretty easily)
- (kinda difficult)
- (Maybe because you see skid marks but i can't seem to get much further even if you can don't bother)
- (pretty easily)
- (I only ever hit Popo. It may be due to hitlag causing enough difference in timing so the platform moves Nana out of range. The timing was pretty tight to begin with, and I found myself getting a lot of skid marks before actually connecting. Nana was frequently skid marked after hitting Popo.)
-
- (you hit him during some part of his idle animation so don't bother)
- (not worth it)
-
- (easy)
- (kinda hard)
- (she has some parts during her Idle stance where she jumps up a bit making it impossible to hit. Other wise you can)
- (easy)
- (don't bother)
If they aren't there they can't be hit while standing. Some can be hit while crouching and others can be hit while knocked down and possibly in shield break animation. Those are however tests for another day that you best believe might end up a future test chamber.
[/COLLAPSE]
[COLLAPSE="TC2: Strong Hit Nair Lock"]Some people may know that nair is one of (if not our only) move with Jab lock properties. Now while the weaker hitboxes can jablock at higher percents, we unfortunately have no legit setups for them atm
. However we DO have a setup for strong hit nair.
As you may have seen in one of the first few Metagame minute videos, There are a few characters who cannot tech a landing if they slip off of the edge of the lower Battlefield Platforms. This means that if we Upsmash them while they are shielding on those platforms and they slip off, we can get at least 1 Nair in forcing a jab lock animation which can be followed up with anything we want!
This is great and all, but the unfortunate part is this only works at low%'s and the percent varies by character. Below are the characters who cannot avoid this setup if they slip and the percentages that they can be jab locked by a (fresh) Strong hit nair.
- 10%
- 14/15%
- 10%
- 14%
- 13%
- 16%
- 18%
- 17%
- 16%
- 14%
- 17%
- 12%
- 12%
- 12%
- 14%
- 14%
- 12%
- 16%
- 16%
- 14%
- 16%
This test chamber may be revisited in the future to include all of the cast. But for now this is it. [/COLLAPSE]
[/COLLAPSE]
[COLLAPSE="Inactive"]
Double Jump Breaking Points
[collapse="How to Help"] DJ Frame Data
"Frame 1: Armor is activated
Frame 70: Armor has ended (this is as soon as he finishes pulling his head backwards).
THERE ARE NO INTERRUPTIONS WHERE THE ARMOR GOES AWAY!"
So what you guys are testing is what %'s do what moves Break Yoshis Double Jump.
Easiest way to Test
- Go to training mode
- Pick character to test and put Yoshi as the training dummy
- Pick Battle field or a custom stage
- Stand the character thats being tested on a platform and attack Yoshi when he's passing through the platform
You can adjust Yoshis % easier on training mode.
Now if you want to be a perfectionist and test it on regular multiplayer mode test it on training anyway to get your basic starting% down. For quicker speeds, if you go over 300%, you are to put in, "> 300%.
[/collapse]
[collapse="Information So far"]
Fresh Moves
Jab 1 -Never
Jab 2 - Never
Jab 3 - Never
Ftilt - 108
Dtilt - 194
Utilt - 80
Fsmash - (1st hit) >300 (2nd hit) 57
Usmash - (first few hits) >300 (last hit) 93
Dsmash - 61
Nair - 109
Fair - 74
Dair - 65
Bair - 88
Uair - 83
Neutral B - >300
Forward B - (forgot to do the kick)
Down B - Never
Up B - 77
(Handled by Airborne)
Fair N/A
Bair 80
Nair 144
Dair 74
Uair 73
Dsmash 89
Upsmash 60
Fsmash 45
Utilt1 300+
Utilt2 81
Dtilt 77
Ftilt 123
Jab1 300+
Jab2 300+
Flurry 300+
Dash Attack 87
DownB LOL does this need to be tested? I did anyways though; it doesn't.
NeutralB NEVA!!!
Upb N/A
SideB 247 .___.
Jabs (1st/2nd/3rd) - >300
Ftilt - 107%
Dtilt - 297%
Utilt - 57%
Dash Attack - 79%
Fsmash - 57%
Usmash - 60%
Dsmash - 107%
Nair - 105%
Nair (soft) - 251%
Fair - 57%
Fair (soft) - 246%
Dair - Sporadic. It's >300 for single hits, but if all hits connect, it can break through as soon as 110%. I'll test more in the future.
Bair - 99%
Uair - 82%
Neutral B - 36% (Assuming a fully-charged Rollout)
Forward B - 72% (No difference between aerial and grounded)
Down B - 0%
Up B - N/A
(Handled by Frown)
Jabs (1st/2nd/3rd) -
Ftilt - 114%
Dtilt - 209%
Utilt - 64%
Fsmash -
Usmash -
Dsmash -
Nair - 62%
Fair - 107%
Dair - 83%
Bair - 84%
Uair - 92%
Neutral B - Over 300%
Forward B - (fully charged) 31% / (uncharged)
Down B - Over 300% / (last hit) 75%
Up B - (sweetspotted) 3% !!!
Jabs (1st/2nd/3rd) - Over 300%
Ftilt - 131%
Dtilt - 222%
Utilt - 80%
Fsmash - 52%
Usmash - 60%
Dsmash - 65%
Nair - 93%
Fair - 101%
Dair - 46%
Bair - 92%
Uair - 95%
Neutral B - Over 300%
Forward B - N/A
Down B - N/A
Up B - Over 300%
(tipper in parentheses)
All moves fresh and done in training mode. All smashes uncharged. Thanks to Scott! for helping me get this data.
Jab (1st hit): >250% (199%)
Ftilt: 146% (75%)
Utilt: 57% (59%) *
Dtilt: 245% (184%)
Fsmash: 49% (9%)
Usmash (foot): 0%
Usmash (sword): (58%) **
Dsmash (1st hit): 51% (38%)
Dsmash (2nd hit): 40% (42%) *
Nair (1st hit): >250% (>250%)
Nair (2nd hit): 86% (43%)
Nair (both hits): 82% (37%)
Fair: 109% (68%)
Uair: 107% (68%) ***
Bair: 89% (62%)
Dair: 101% (62%)
B (fully charged): 21% (6%)
B (uncharged): 99% (69%)
Side-B (1st hit): >250% (>250%)
Up-B: 42% ****
Dash Attack: 80% (46%)
Jab----300%<
Ftilt--249%/300%</88%
Dtilt--175%~246% (Feet/Cape~Swordtip)
Utilt--60%~80% (Swordtip~Feet)
FSmash-56%-*32%
DSmash-54%-*34%/46%-*26%
USmash-300%<-*300%</300%<-*300%/51%-*38%
Nair: Strong Hitbox-65%, Week Hitbox-130%
Fair: Hit 1-300+, Hit 2-300+, Hit 3-73%
Dair: 103%
Bair: Hit 1-300+, Hit 2-300+, Hit 3-73%
Uair: 80%
B------>300% other hits 91%(Last Hit)
SideB - >300% other hits 77%(last hit)
DownB -79%
UpB -35
Glide - 60%
Dash attack - 120%
Jab1: never
Jab2: 179
Dash attack: 93
Ftilt: 111
Utilt (all hits connect): 89
Dtilt: 106
Fsmash:
red: 70
blue: 70
yellow: 83
purple: 47
white: 152
Fsmash (falling):
red: 117
blue: 167
yellow: 167
purple: 74
white: 332
Usmash:
red: 37
blue: 37
yellow: 42
purple: 27
white: 72
Dsmash (front and back have same knockback):
red: 61
blue: 65
yellow: 71
purple: 48
white: 128
Nair (all hits connect): 94
Fair:
red: 64
blue: 74
yellow: 81
purple: 67
white: 180
Bair:
red: 78
blue: 78
yellow: 86
purple: 78
white: 190
Uair (all hits connect):
red: 46
blue: 46
yellow: 52
purple: 46
white: 126
Dair:
red: 44
blue: 53
yellow: 65
purple: 53
white: 99
Side-B:
purple: 183
Up-B:
red: 73
blue: 84
yellow: 84
purple: 67
white: 84
Jab: Will never break DJ.
(All smashes are uncharged)
F-smash sweet (Near pikas face): 24
F-smash sour (tip of the lightning) 47
U-smash first frame: 52
D-smash (Every hit but the last) >300
D-smash (Last hit) 21
B-down Thunder1 (The thunder above pikachu) 18
B -downThunder2 (The attack that hits if your right next to pikachu) 0. This move is unbelievably strong. ._.
B-T-jolt: Will never break DJ.
Up-b: Quick attack: Will never break DJ
Side-b uncharged: 125
Side-b fully charged: 20
F-tilt mid: 108
F-tilt high: 98
F-tilt low: 121
D-tilt: 141
U-tilt sweet (Infront and above pika): 70
U-tilt week: (Behind pika last frame) 85
N-air: (first frame) 73
U-air: 208
B-air (Every hit besides the last): >300
B-air (Last hit) 116
F-air (Every hit besides the last) >300
F-air (Last hit) 109
D-air: 102
Jab - Never
Jab 2 - Never
Jab 3 - 50%
Ftilt 1 - 69%
Ftilt 2 - 68%
Dtilt - 49%
Utilt(sweet spot) - 37%!
Utilt(sour spot) - 53%
All Smashes are uncharged.
Forward Smash - 0%!
Up Smash - 23%
Down Smash - 18%!
Dash attack - 68%
Grenades - 60%
C4 - 39%
Nikita - strong - 29%
Nikita - weak - 101%
Cypher - Never
Nair 1 - Never
Nair 2 - Never
Nair 3 - Never
Nair 4 - 48%
Dair 1 - Never
Dair 2 - Never
Dair 3 - Never
Dair 4- 47%
Fresh/Fatigued
Jab 1: never
Jab 2: never
Jab 3: 116/148
Dash 102/140
Ftilt: 168/220
Utilt: 128/168
Dtilt (all hits): 79/108
Fsmash: 64/96
Usmash: 26/44
Dsmash: 101/143
Nair: 102/140
Fair: 71/103
Bair: 95/133
Uair: 78/111
Dair (all hits): 53/73
B: never
Side-B: 186/208*
Up-B: 92/119
*Take with a grain of salt, as I was having trouble repeating this measurement. Sometimes, it would break the armor at 208, but it usually wouldn't. I didn't get it to break the armor at 207, but it's possible that this is because I just never got the right hitbox while testing at 207.
Jab 1 - Never
Jab 2 - Never
Jab 3 - 148
Ftilt - 108
Dtilt - 120
Utilt - 60
Dash attack - Didn't do
Fsmash - (1st hit) Never (2nd hit) 52
Usmash - 54
Dsmash - (Front)95 (back)65
Nair - 92
Fair - 56
Dair - 52(strong)
Bair - 76
Uair - 62(strong)
Zair - <300
Neutral B - 206 charged fully
Forward B - >173
Down B - About 170?
Up B - Last hit grounded 120 (other hits never)
[/collapse]
Ledge Grab Release Options
[collapse="How to help"]Project Leader - Scatz
For now we have all stationary Ledge Grab release options. What we do not have is precise frame data on the options(as in how large the window is to get said options). We also do not have ledge release options on stages with slopes(situational) and we also lack the options on Moving platforms.
You don't need Frame Hacks to help get the Moving Stage and the Slope Related options, but we still do need Frame Testers to confirm everything that's found.[/collapse]
[collapse="Information So far"]
When you Jump from the ledge the initial 6 frames before Yoshi leaves the ground are cancel'd. The backfire is that you can only full hop but you still get 6 extra frames which gives us some new Grab release options on a few characters.
- Fair
- Fair, Nair
- Uair
- Egglay
- Egglay
- Egglay
- Egglay
- Egglay
- Egglay
- Egglay
- Egglay
Yoshi's Grab Release: Ledge Recoveries. This shows if a character can land onstage out of a grab release. If they can't that means once you are on the ledge they are forced to land on stage and use a special to do so. This is more of a reference.
Yes = Gets on Stage (29)
No = Gets on Ledge (10)
LOL= Neither (0)
= Yes
= Yes
= Yes
= No
= Yes
= No
= Yes
= Yes
= No
= Yes
= No
= No
= Yes
= Yes
= Yes
= Yes (Multi-Jump X1)
= Yes
= Yes
= Yes (Multi-Jump X1)
= Yes (Multi-Jump X2)
= Yes (Multi-Jump X3)
= Yes
= No
= No
= No
= No
= Yes
= Yes
= Yes
= Yes (Multi-Jump X2)
= Yes
= Yes (Multi-Jump X0)
= Yes
= No
= Yes
= Yes
= Yes
= Yes
= Yes[/collapse]
Smashville Moving Platform Grab Release Options
[collapse="How to help"][/collapse]
[collapse="Information So far"][/collapse]
Rainbow Cruise Grab Release Options
[collapse="How to help"][/collapse]
[collapse="Information So far"][/collapse]
Dair Tripping Combos
[collapse="How to help"]Well to help with this what we need is the exact % that Dairs Tripping rate starts to get really crazy (its in the 100's somewhere). You can test that pretty easily. Just turn on the handicap and set it to 100.
Now what else we need falls probably under the realm of Frame Data but you can also just play around to see what you can get out of a trip with Dair. [/collapse]
[collapse="Information So far"][/collapse]
Shield Advantage Data
[collapse="How to help"]
Use the frame advance code!
Firstly, you're going to have Yoshi shield during an opponent's attack. You'll be taking down how much frame advantage we have in relation to said attack on our shield. You'll need to use these to gather information:
Frame advance data from other character boards
And to get the actual amount of frame advantage Yoshi has, you'll need this equation:
For mostly all cases, you can assume Hitlag to be one more than blockhitlag + blockstun. If you don't have the information from character boards to come up with the frame data information, then do this with frame advance.
First, you'll initiate the attack on Yoshi's shield (Hold Yoshi's shield while doing this). Count how many frames it takes to hit the shield and record the number it actually hits. Then, both characters will be frozen for a set amount of time. During this, you can let go of Yoshi's shield, and count how many frame they are frozen. When you see the opponent beginning to move, you can then write down the duration as blockhitlag. Now begin counting the amount of frames it takes for Yoshi to begin unshielding (the opponent if finishing his attack during this). When Yoshi begins to unshield, write down the number as blockstun. Hitlag will be one more than the numbers you've just gotten. From there, all you do is write down how long it takes for the move to go from start to finish (include the startup) without hitting a shield. That is the duration of the move and you subtract the startup (hit)from duration.
An example would be something like this: (these numbers are fake)
This means that we have 32 frames to do something vs Mario's Fsmash (if shielded).
Now, to make stuff slightly easier to read, subtract that amount with 17 (Yoshi's unshield animation), and write that down in parenthesis. After you've done all of that, you can move on to the next move/character. THIS METHOD IS EXTREMELY TEDIOUS, BUT IT FAIRLY SIMPLISTIC TO DO. [/collapse]
[collapse="Information So far"][/collapse]
Eggroll Priority (<3)
[collapse="How to help"]Project Leader - None
Okay, this one is probably not important at all, but hey eggroll is a move, i like it, some other Yoshis like it, why not know a little more about it eh? What we need here is every character's moves (minus Fair, Bair, Nair, Uair and Dair) tested to see if it beats, clanks with or loses to eggroll. No real experience or tech skill needed.
If you only have one person to test with make a really big stage and eggroll from one side to the other.
Be sure to test a move 3 times at least, to leave room for errors.[/collapse]
[collapse="Information So far"][/collapse]
Footstool Combos
[collapse="How to help"]Project Leader - Celes
What we really need here is creativity. I found some really silly footstool combos just by playing with it. Footstools are inclusive of Aerial Footstools and Grounded Footstools.
What I'm looking for here is guaranteed things, but if you find something that isn't guaranteed but still seems possible, that would also help as a mix-up so post it anyway!
A silly but guaranteed Footstool combo that i found last night is a good example.
If you Footstool DK while he's grounded you can instantly DJC egglay him.
So if you choose to help with this, just play around with footstools and things you can do after them.[/collapse]
[collapse="Information So far"]We have a Guaranteed Aerial Footstool to Nair on these Characters.
- ZSS
- Samus
- Ice Climbers
- Squirtle
- Charizard
- DK
- Bowser
- ROB
- Mario
- Luigi
- Yoshi
- Toonlink
- Olimar
- Fox
- Falco
- Wolf
- Lucario
- Ness
- Lucas
- GnW
- Sonic
We have a Grounded Footstool to Nair on these characters
- Mario
- Link
- Fox
- Marth
- Game&Watch
- Luigi
- Yoshi
- Sheik
- Ice Climbers
- Sonic
- Toonlink
- Wario
- D3
Grounded Footstool to DJC Egglay (Works Both Directions)
- Peach
- Diddy
- Yoshi
- Wario
- Zelda
- Ganondorf
- Pit
- Kirby
- D3
- Pikachu
- Squirtle
- Ivysaur
- Charizard
- Jigglypuff
- Marth
- Game&Watch
- Sonic
Grounded Footstool to DJC Egglay (Only Works when facing Eachother)
- Mario
- DK
- Link
- Samus
- ZSS
- Fox
- Luigi
- Sheik
- Metaknight
- Falco
- Ike
- Snake
- Ice Climbers
- Lucario
- Wolf
- Lucas
- Falcon
- Olimar
- ROB
- Toonlink
- Bowser
- Ness
[/collapse]
Down B Teching
Rainbow Cruise Grab Release Options
Rainbow Cruise Falling Block thing
[/COLLAPSE]
Test chamber 2 is completed. Test Chamber 3 coming soon.