SCOTU
Smash Hero
Character Frame Data Project - Ground Attacks
BE SURE TO TEST ALL FRAME DATA FOR UNSTALE ATTACKS
What Needs to Be tested?
Hit Frame: This is the earliest frame the attack hits on. Simply stand next to another character, and perform the attack. Count the number of frames from when the attack started until the attack hits. The First frame of the attack is Frame 1, the second is frame 2, etc... For multihit attacks, Find the first frame each hit hits on. NOTE: rapid jabs just cycle through a pattern. Find the pattern and report one cycle as a multihit attack.
Hitlag: this can be done off the same footage as the Hit Frames, Simply count the number of frames the hitee is in freezeframe animation, starting with the frame they're hit, going until the frame before they start moving.
Duration: How long the attack lasts. Do the attack, and hold R. Subtract 1 from the frame # that you see the shield first appear.
BlockHitlag: Hit someone's shield with the attack. Count the number of frames that the shielder does not slide in their shield.
BlockStun: when the attack is hitting the shield, press A to buffer a shield grab. The blockstun is the number of frames between the blockhitlag and when the shield drops for the shield grab.
Invincibility: Use a Full charge mario flood, do the attack once in the flood. When you're invincible, the flood doesn't push you.
Super Armor: uh... any suggestions on how to do this?
Base Damage: This requires no vid equipment. Go into training mode and hit an opponent with the attack 10 times taking note of the damage dealt each time. Add those damages together, and divide by 10.
Launch Speed Base & Growth
Growth is found using this equation:
g = (f - m) / e
where g is the growth, m is the Launch Speed mario takes at 0% (before the hit), e is any percent, and f is the launch speed taken by mario at e% before the attack.
in a new VS game, hit a mario at 0% with a non-stale attack. End the game. In the mario's stats screen find "Max Launch Speed" this is m
start a new VS game using either a handicap or sudden death mode so a mario is at some % (this % is e). Hit him with the non-stale attack. End the game, check his launch speed, this is f.
subtract m from f, and then divide by e to get the growth.
now that you have the growth,
Base Launch Speed is found by taking m and subtracting d * g from it, where d is the damage the non-stale attack does (NOTE: this is NOT the base damage of the attack, it is 1.05 * Base Damage).
aka
base Launch Speed = m - d * g
FOR FIXED KNOCKBACK ATTACKS
(these are attacks that deal the same launch speed to a given character regardless of % or staleness)
Base Launch Speed is just how much launch speed Mario takes
and Variance is
V = (K - B) / R1
where V is variance, K is the launch speed that character takes, and R1 is that character's Launch Resistance 1
So find the launch speed the move does on Mario, then find it on some other character, subtract the Mario one from the other character one, and then divide by the other character's Launch Resistance 1
FOR SET KNOCKBACK ATTACKS
(these are attacks that always yield the same launch speed regardless of character, %, or stale)
Check the launch speed the attack does to any character. This is the base launch speed.
Vertical Strength:
(referred to as 'c')
Element
I'm not entirely sure what all the elements are, nor who has weaknesses/ resistances to what elements, but I do know that Ivysaur has a weakness to element "fire" and squirtle has a resistance to it. If an attack has a 1.1 multiplier to the expected knockback on either of these (1/1.1 in case of a resistance) then that attack has the element that the attackee is weak/strong against.
Knockback Angle
in training mode, set cpu = jiggs (pretty floaty so gravity has very little effect in the first frame after hitlag)
set the jiggs to 999%. set her standing on the edge of a platform and hit her while capturing video. In frame by frame, find the frame after hitlag. From that frame you can find the angle at which the opponent is sent. These angles are measured in degrees above forward, which means that if you draw a line from the hitter straight in front of him, that's 0 deg, straight up is 90, straight down is -90, and directly behind (for say, a bair) is 180. If the character turns around in the attack, "forward" refers to the direction prior to the attack. Pro Tip: DON'T have the jiggs DI.
Which Attacks Need testing
//Normals
//If the normal is under suspicion of behaving differently against aerial opponents, test both.
Jab, 2nd Jab, 3rd Jab, etc..., rapid jabs
Ftilt
Utilt
Dtilt
Dash Attack
Fsmash
Usmash
Dsmash
//Ground Specials
//NOTE: Specials should be tested against both standing opponents and airborne opponents
Neutral B
Side B
Down B
Up B
Wakeup Attack from face
Wakeup Attack from back
Edge Getup attack <100%
Edge Getup attack >=100%
BE SURE TO TEST ALL FRAME DATA FOR UNSTALE ATTACKS
What Needs to Be tested?
Hit Frame: This is the earliest frame the attack hits on. Simply stand next to another character, and perform the attack. Count the number of frames from when the attack started until the attack hits. The First frame of the attack is Frame 1, the second is frame 2, etc... For multihit attacks, Find the first frame each hit hits on. NOTE: rapid jabs just cycle through a pattern. Find the pattern and report one cycle as a multihit attack.
Hitlag: this can be done off the same footage as the Hit Frames, Simply count the number of frames the hitee is in freezeframe animation, starting with the frame they're hit, going until the frame before they start moving.
Duration: How long the attack lasts. Do the attack, and hold R. Subtract 1 from the frame # that you see the shield first appear.
BlockHitlag: Hit someone's shield with the attack. Count the number of frames that the shielder does not slide in their shield.
BlockStun: when the attack is hitting the shield, press A to buffer a shield grab. The blockstun is the number of frames between the blockhitlag and when the shield drops for the shield grab.
Invincibility: Use a Full charge mario flood, do the attack once in the flood. When you're invincible, the flood doesn't push you.
Super Armor: uh... any suggestions on how to do this?
Base Damage: This requires no vid equipment. Go into training mode and hit an opponent with the attack 10 times taking note of the damage dealt each time. Add those damages together, and divide by 10.
Launch Speed Base & Growth
Growth is found using this equation:
g = (f - m) / e
where g is the growth, m is the Launch Speed mario takes at 0% (before the hit), e is any percent, and f is the launch speed taken by mario at e% before the attack.
in a new VS game, hit a mario at 0% with a non-stale attack. End the game. In the mario's stats screen find "Max Launch Speed" this is m
start a new VS game using either a handicap or sudden death mode so a mario is at some % (this % is e). Hit him with the non-stale attack. End the game, check his launch speed, this is f.
subtract m from f, and then divide by e to get the growth.
now that you have the growth,
Base Launch Speed is found by taking m and subtracting d * g from it, where d is the damage the non-stale attack does (NOTE: this is NOT the base damage of the attack, it is 1.05 * Base Damage).
aka
base Launch Speed = m - d * g
FOR FIXED KNOCKBACK ATTACKS
(these are attacks that deal the same launch speed to a given character regardless of % or staleness)
Base Launch Speed is just how much launch speed Mario takes
and Variance is
V = (K - B) / R1
where V is variance, K is the launch speed that character takes, and R1 is that character's Launch Resistance 1
So find the launch speed the move does on Mario, then find it on some other character, subtract the Mario one from the other character one, and then divide by the other character's Launch Resistance 1
FOR SET KNOCKBACK ATTACKS
(these are attacks that always yield the same launch speed regardless of character, %, or stale)
Check the launch speed the attack does to any character. This is the base launch speed.
Vertical Strength:
(referred to as 'c')
NOTE: if a move would hit the opponent into the ground, make sure you set it up in a way that they don't hit the ground.To find c, hit a character other than Mario with the move at some percent e such that the hit causes a tumble and record the launch speed v. Then
c = -(b + (e + d * 1.05) * g / R1 - v) / R2
where b is the base launch speed, d is the base damage, g is the launch speed growth, and R1 and R2 are the Launch resistance values for the character you hit.
This can be a bit prone to error to do by hand, which is why I've been using this script http://colin.shoddybattle.com:81/gbc.php but there's nothing magical about the calculation and it can be done by hand if you want.
Element
I'm not entirely sure what all the elements are, nor who has weaknesses/ resistances to what elements, but I do know that Ivysaur has a weakness to element "fire" and squirtle has a resistance to it. If an attack has a 1.1 multiplier to the expected knockback on either of these (1/1.1 in case of a resistance) then that attack has the element that the attackee is weak/strong against.
Knockback Angle
in training mode, set cpu = jiggs (pretty floaty so gravity has very little effect in the first frame after hitlag)
set the jiggs to 999%. set her standing on the edge of a platform and hit her while capturing video. In frame by frame, find the frame after hitlag. From that frame you can find the angle at which the opponent is sent. These angles are measured in degrees above forward, which means that if you draw a line from the hitter straight in front of him, that's 0 deg, straight up is 90, straight down is -90, and directly behind (for say, a bair) is 180. If the character turns around in the attack, "forward" refers to the direction prior to the attack. Pro Tip: DON'T have the jiggs DI.
Which Attacks Need testing
//Normals
//If the normal is under suspicion of behaving differently against aerial opponents, test both.
Jab, 2nd Jab, 3rd Jab, etc..., rapid jabs
Ftilt
Utilt
Dtilt
Dash Attack
Fsmash
Usmash
Dsmash
//Ground Specials
//NOTE: Specials should be tested against both standing opponents and airborne opponents
Neutral B
Side B
Down B
Up B
Wakeup Attack from face
Wakeup Attack from back
Edge Getup attack <100%
Edge Getup attack >=100%