[intro paragraph.]
[COLLAPSE="Current Requests"]
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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1 / Standard Terms [TRMS]( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Techniques [TCHN]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
[Dunno what to put here yet since I don't have a complete list of terms.]
Section 2 / Frame & Hitbubble Data [FRME]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Roy's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Roy lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Roy can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Roy will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Roy's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Roy lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Roy can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Roy will take no damage.
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Jab 2 | 6-11 | 29 | 6 | -18
Dash Attack | 9-13, 14-20 | 39 | 10, 7 | -7
Dash Attack (Aerial) | 9-13, 14-20 | 39 | 10, 7 | -7
Ftilt | 8-11 | 34 | 11 | -19
Ftilt (Up) | 8-11 | 34 | 12 | -18
Ftilt (Down) | 8-11 | 34 | 10 | -19
Utilt | 6-11 | 36 | 9/10/11 | -23
Dtilt | 6-9 | 23| 9 | -10
Fsmash | 22-23 | 55 | 20/21/19/18 | -22
Usmash | 14-16 | 48 | 18/16 | -23
Dsmash | 10-13 | 55 | 17/17/16/16 | -35
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 8-9 | 31 | - | {colsp=6}Average.
Dash Grab | 10-12 | 50 | - | {colsp=6}Average.
Pivot Grab | 10-11 | 36 | - | {colsp=6}Average.
Grab Pummel | 9-10 | 27 | 3 | {colsp=6}
Miscellaneous | Intangibility | Duration | {colsp=7} Notes Spotdodge | 2-20 | 33 | {colsp=7}
Forward Roll | 4-19 | 32 | {colsp=7}
Back Roll | 4-19 | 32 | {colsp=7}
Up Taunt | - | 95 | {colsp=7}
Side Taunt | - | 80 | {colsp=7}
Down Taunt | - | 60 | {colsp=7}The best taunt in the game
2.2 Aerial Moves [AERL]
Fair | 23-24, 25-27 | 49 | 18 | 27/14 | -
Bair | 7-8, 9-20 | 32 | 14, 9 | 15/8 | 1-6, 20-31
Uair | 6-9 | 38 | 14 | 26/13 | 1-5, 14-37 |
Dair | 18-23 | 43 | 16/13/13 | 29/14 | 41-42
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 5 | 37 | 58 | 5 | {colsp=5}
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | | {colsp=8}
2.3 Specials [SPCL]
Megaton Punch (Uncharged, Grounded) | 17, 18-21 | 52 | Varies | Varies | Arm intangible: 4-21
Megaton Punch (Fully Charged, Grounded) | 17, 18-21 | 45 | 28, 30 | -13 | Body invincible: 17-19
Megaton Punch (Uncharged, Aerial) | 17, 18-21 | 52 | Varies | Varies | Arm intangible: 4-21
Megaton Punch (Fully Charged, Aerial) | 17, 18-21 | 45 | 25, 27 | -14 | Body invincible: 17-19
Head Smash (Ground) | 20-21 | 55 | 10/10/10/8 | -29 |
Head Smash (Air) | 20-21 | 49 | 14/14/8 | -20 | Cannot grab the ledge until frame 54
Whirlibird (Ground) | 3-5, 19-26, 27-34, 35-42, 43-50, 51-58 | 85 | 12, 8, 8, 3, 3, 3| -30 |
Whirlibird (Air) | 4-6, 12-19, 20-27, 28-35, 36-43, 44-51, 52-59, 60-67 | - | 10, 5, 5, 5, 5, 2, 2, 2 | - |
Earthquake! | 19-20, 30-31, 46-47, 57-58, 73-74... | 58 | 12 | -20 | The loop hits every 11, then 16 frames.
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | 38-41 | 1-34 | 70 | 10 | -25
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-18 | 50
Ledge Roll >100% | 1-51 | 80
Ledge Jump <100% | 1-11 | 12
Ledge Jump >100% | 1-22 | 23
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | 20-21, 24-25 | 1-25 | 50 | 6, 6 | -21
Trip Attack | 19-20, 23-24 | 1-8 | 50 | 5, 5 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 26 | Universal.
Tech Roll | 1-20 | 40 | Universal.
Stand (Back) | 1-23 | 30 |
Stand (Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-19 | 36 |
Get Up Roll Backward (Back) | 1-24 | 36 |
Get Up Roll Forward (Stomach) | 1-14 | 36 |
Get Up Roll Backward (Stomach) | 1-24 | 36 |
Trip | 1-6 | 30
Trip Get Up | 1-17 | 22
Trip Roll Forward | 1-10 | 29
Trip Roll Backward | 1-10 | 29
2.6 Item Moves [ITMM]
Back Toss (Ground) | 14 | 39
Up Toss (Ground) | 15 | 39
Down Toss (Ground) | 8 | 31 | Hitbox does not come out.
Dash Toss | 6 | 40
Forward Toss (Air) | 10 | 38
Back Toss (Air) | 14 | 35
Up Toss (Air) | 15 | 37
Down Toss (Air) | 8 | 29
Section 3 / Techniques [TCHN]
[Dunno what to put here yet since I don't have a complete list of techs.]
Section 4 / Credits [CRDT]
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