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Mewtwo Frame data

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iRJi

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How it was tested: Frame by frame using recording software. 60 FPS (100% confirmed) (Adobe Premiere Pro).

Note 1: I tested the moves two times using 2 different videos I have recorded. However, I am still going to retest this this weekend.

Note 2: If you have any other additional data that you have properly tested, please inform me and I will update this.

Note 3: It would be the most ideal to wait until we get a file dump of the character, but this should suffice until that time.

Note 4: If you like things like this, or would like to find out more information about tournaments and competitive play, please give me a follow or a like:

EDIT 1: Let me apologize for what happened when I originally posted this. The 2 videos I used to record happened to be BOTH in 30 FPS despite me changing the settings on my capture device. This lead the results to be inaccurate. I have now fixed the issue, and retested it with 2 different videos. Both videos are 60 FPS (I confirmed twice to make sure). All available data has been updated, as well as some minor additional information. I will still add more information this Sunday.

Cheers!


Facebook: https://facebook.com/smashleaguegaming
Twitter: https://twitter.com/_iRJi



----- Aerials -----


Forward Air:
Damage: 13
Starts on/Active through Frame(s): 7-8
Ends on Frame: 52


Back Air:
Damage: 11
Starts on/Active through Frame(s): 13-18
Ends on Frame: 48
IASA: 39


Neutral Air:
Damage: 12 (Total)
Starts on/Active through Frame(s): 7, 11, 15, 19, 23, 27, 31, 35, 39
Ends on Frame: 56
IASA: 46


Up Air:
Damage: 11
Starts on/Active through Frame(s): 10-20
Ends on Frame: 56
IASA: 50


Down Air:
Damage: 15
Starts on/Active through Frame(s): 15-16
Ends on Frame: 56
IASA: 50


----- Special Moves -----


Neutral B:
Damage: 25 (Fully Charged)
Starts on/Active through Frame(s): Both small and large Shadowball release time: 23
Ends on Frame: 48


Down B:
Damage: 1
Starts on/Active through Frame(s): 16-22
Ends on Frame: 47


Up B:
Damage: 0
Starts on/Active through Frame(s): 8
Ends on Frame: 52
Intangable through frames: 11-19


Forward B:
Damage: 9
Starts on/Active through Frame(s): 12
Ends on Frame: 41


----- Smash Attacks (A-Button moves): -----


Forward Smash:
Damage: 19
Starts on/Active through Frame(s): 19
Ends on Frame: 51


Down Smash:
Damage: 15
Starts on/Active through Frame(s): 21
Ends on Frame: 43


Up Smash:
Damage: 16
Starts on/Active through Frame(s): 9, 14, 18, 22, 26, 30, 33
Ends on Frame: 73


Jab 1:
Damage: 4
Starts on/Active through Frame(s): 6
Ends on Frame: 22
IASA: 14


Jab 2:
Damage: 8
Starts on/Active through Frame(s): 16, 21, 26, 31, 36, 41, 46,
Ends on Frame: 64


Dash Attack:
Damage: 10
Starts on/Active through Frame(s): 10-19
Ends on Frame: 38


----- Tilts -----

Down Tilt:
Damage: 5
Starts on/Active through Frame(s): 6-11
Ends on Frame: 20


Up Tilt
Damage: 6
Starts on/Active through Frame(s): 8-15
Ends on Frame: 29


Forward Tilt:
Damage: 10
Starts on/Active through Frame(s): 10-15
Ends on Frame: 35


----- Miscellaneous -----


Grab (Standing):
Damage: 0 (Pummel: 2)
Starts on/Active through Frame(s): 7


Grab (Pivot/Dash):
Damage: 0 (Pummel: 2)
Starts on/Active through Frame(s): 9
 
Last edited:

Chiroz

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Mewtwo Frame Data:

How it was tested: Frame by frame using recording software (Adobe Premiere Pro).

Note 1: I tested the moves two times using 2 different videos I have recorded. However, I am still going to retest this this weekend.
Note 2: If you have any other additional data that you have properly tested, please inform me and I will update this.
Note 3: It would be the most ideal to wait until we get a file dump of the character, but this should suffice until that time.


----- Aerials -----

Forward Air:
Damage: 13
Starts on/Active through Frame(s): 4-8
Ends on Frame: 23

Back Air:
Damage: 11
Starts on/Active through Frame(s): 7-11
Ends on Frame: 24

Neutral Air:
Damage: 12 (Total)
Starts on/Active through Frame(s): 3, 7, 10, 14,17, 21
Ends on Frame: 26

Up Air:
Damage: 11
Starts on/Active through Frame(s): 5-9
Ends on Frame: 25

Down Air:
Damage: 15
Starts on/Active through Frame(s): 8-13
Ends on Frame: 26

----- Special Moves -----

Neutral B:
Damage: 25 (Fully Charged)
Starts on/Active through Frame(s): Both small and large Shadowball release time: 13
Ends on Frame: 26

Down B:
Damage: 1
Starts on/Active through Frame(s): 9-12
Ends on Frame: 30

Up B:
Damage: 0
Starts on/Active through Frame(s): 6
Ends on Frame: 30 (Note: Your are vulnerable by frame 26. This applies if you are not auto-snapping the ledge, etc etc)

Forward B:
Damage: 9
Starts on/Active through Frame(s): 6-13
Ends on Frame: 22

----- Smash Attacks (A-Button moves): -----

Forward Smash:
Damage: 19
Starts on/Active through Frame(s): 10-18
Ends on Frame: 36

Down Smash:
Damage: 15
Starts on/Active through Frame(s): 11-17
Ends on Frame: 28

Up Smash:
Damage: 16
Starts on/Active through Frame(s): 6,10,14, 18, 22, 26, 31
Ends on Frame: 54

Jab 1:
Damage: 4
Starts on/Active through Frame(s): 4
Ends on Frame: 14

Jab 2:
Damage: 8
Starts on/Active through Frame(s): 16, 21, 26, 31, 36, 41, 46,
Ends on Frame: 64

Dash Attack:
Damage: 16
Starts on/Active through Frame(s): 5-14
Ends on Frame: 26

----- Tilts -----

Down Tilt:
Damage: 5
Starts on/Active through Frame(s): 4-9
Ends on Frame: 15

Up Tilt
Damage: 6
Starts on/Active through Frame(s): 4-11
Ends on Frame: 21

Forward Tilt:
Damage: 10
Starts on/Active through Frame(s): 6-13
Ends on Frame: 24

----- Miscellaneous -----

Grab:
Damage: 0 (Pummel: 2)
Starts on/Active through Frame(s): 4 (Wtf o_o. I tested this 4 times to be sure everyone because that’s crazy.)
Ends on Frame: Null

Get Up Attack:
Damage: 7
Starts on/Active through Frame(s): 11-16
Ends on Frame: 28

Nice work!

Is it possible for you to also calculate how many frames the opponent is in hit stun during Side-Special? It doesn't scale so it's always the same amount of stun frames.
 
Last edited:

iRJi

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I should be able to, but I will have to try and do it this Sunday. :)
 

---

鉄腕
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Will leave this open for now, however, as it is a duplicate it may be merged with the other thread. Should work together with @ Indigo Jeans Indigo Jeans on this. :bee:
 

iRJi

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Chiroz

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DavemanCozy

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I don't have any equipment to test the following accurately. Could you test the following on Sunday to assure my doubts?

Last night I did my best comparing Mewtwo's rolls vs using Teleport and re-appearing grounded onstage (ie, appearing with feet on the ground, not in free fall).

From what I saw, it seems like grounded Teleport -> appearing in the ground is faster than rolling with Mewtwo. What I mean by grounded teleport:
Standing on the ground -> :GCU::GCB: > (input teleport direction) :GCR: or :GCDR:

Mewtwo should re-appear with his feet on the ground (not in freefall). From the comparison I made last night, he could act out faster from this than from the end of his roll. i.e., I was putting up my shield faster than after rolling, or so it seemed to me.

Could you confirm this? I'd feel more comfortable knowing with numbers backing this up.
 
Last edited:

iRJi

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I think you're recording in 29 FPS
I did one recording in 30 and one in 60. However, this Sunday I am going to re test EVERYTHING from scratch to make sure it is as accurate as possible. Everyone reading this, please keep in mind that some info is subject to change due to re testing.

I don't have any equipment to test the following accurately. Could you test the following on Sunday to assure my doubts?

Last night I did my best comparing Mewtwo's rolls vs using Teleport and re-appearing grounded onstage (ie, appearing with feet on the ground, not in free fall).

From what I saw, it seems like grounded Teleport -> appearing in the ground is faster than rolling with Mewtwo. What I mean by grounded teleport:
Standing on the ground -> :GCU::GCB: > (input teleport direction) :GCR: or :GCDR:

Mewtwo should re-appear with his feet on the ground (not in freefall). From the comparison I made last night, he could act out faster from this than from the end of his roll. i.e., I was putting up my shield faster than after rolling, or so it seemed to me.

Could you confirm this? I'd feel more comfortable knowing with numbers backing this up.
Sure. :)
 
Last edited:

Peppa

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That grab speed would be insane, but seems high.
I constantly beat out Mewtwo's grab yesterday with Shulk's jab though, and if I recall correctly his jab starts on frame 5.
 
Last edited:
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Those smash hit-on frames are way too low... I'm gathering frame data by initiating Mewtwo's attacks on the same frame as other attacks with known hit-on frames (ensured by using 1/4 speed hold L). If Mewtwo is hit, his attack hits later. If the attacks trade or clank, then they hit on the same frame.

For example, FSmash is F19 (clanks with Captain Falcon's FSmash), USmash is F9 (clanks with Vilager's DTilt, beats Marth's FSmash, loses to Rosalina's jab), and DSmash is F21 (trades with Ganondorf's FSmash). By the way, how did you get total active frames?
 
Last edited:

Trifroze

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All this frame data is on 30 fps, frame datas should be 60fps. That means all the frame values are roughly, but not necessarily, half of what they should be.
 

DavemanCozy

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I made a big, big mistake.

It's Teleport that is slower than rolling, and it's teleport that covers more distance.

I completely messed up my notes in this regard. I apologize for mixing these two up.
 

iRJi

Smash Champion
Joined
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Messages
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All Frame data has been updated DRASTICALLY.

Let me apologize for what happened when I originally posted this. The 2 videos I used to record happened to be BOTH in 30 FPS despite me changing the settings on my capture device. This lead the results to be inaccurate. I have now fixed the issue, and retested it with 2 different videos. Both videos are 60 FPS (I confirmed twice to make sure). All available data has been updated, as well as some minor additional information. I will still add more information this Sunday.

Cheers!
 

Chiroz

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Waiting on The Hero
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How it was tested: Frame by frame using recording software. 60 FPS (100% confirmed) (Adobe Premiere Pro).

Note 1: I tested the moves two times using 2 different videos I have recorded. However, I am still going to retest this this weekend.

Note 2: If you have any other additional data that you have properly tested, please inform me and I will update this.

Note 3: It would be the most ideal to wait until we get a file dump of the character, but this should suffice until that time.

Note 4: If you like things like this, or would like to find out more information about tournaments and competitive play, please give me a follow or a like:

EDIT 1: Let me apologize for what happened when I originally posted this. The 2 videos I used to record happened to be BOTH in 30 FPS despite me changing the settings on my capture device. This lead the results to be inaccurate. I have now fixed the issue, and retested it with 2 different videos. Both videos are 60 FPS (I confirmed twice to make sure). All available data has been updated, as well as some minor additional information. I will still add more information this Sunday.

Cheers!


Facebook: https://facebook.com/smashleaguegaming
Twitter: https://twitter.com/_iRJi



----- Aerials -----


Forward Air:
Damage: 13
Starts on/Active through Frame(s): 7-8
Ends on Frame: 52


Back Air:
Damage: 11
Starts on/Active through Frame(s): 13-18
Ends on Frame: 48
IASA: 39


Neutral Air:
Damage: 12 (Total)
Starts on/Active through Frame(s): 7, 11, 15, 19, 23, 27, 31, 35, 39
Ends on Frame: 56
IASA: 46


Up Air:
Damage: 11
Starts on/Active through Frame(s): 10-20
Ends on Frame: 56
IASA: 50


Down Air:
Damage: 15
Starts on/Active through Frame(s): 15-16
Ends on Frame: 56
IASA: 50


----- Special Moves -----


Neutral B:
Damage: 25 (Fully Charged)
Starts on/Active through Frame(s): Both small and large Shadowball release time: 23
Ends on Frame: 48


Down B:
Damage: 1
Starts on/Active through Frame(s): 16-22
Ends on Frame: 47


Up B:
Damage: 0
Starts on/Active through Frame(s): 8
Ends on Frame: 52
Intangable through frames: 11-19


Forward B:
Damage: 9
Starts on/Active through Frame(s): 12
Ends on Frame: 41


----- Smash Attacks (A-Button moves): -----


Forward Smash:
Damage: 19
Starts on/Active through Frame(s): 19
Ends on Frame: 51


Down Smash:
Damage: 15
Starts on/Active through Frame(s): 21
Ends on Frame: 43


Up Smash:
Damage: 16
Starts on/Active through Frame(s): 9, 14, 18, 22, 26, 30, 33
Ends on Frame: 73


Jab 1:
Damage: 4
Starts on/Active through Frame(s): 6
Ends on Frame: 22
IASA: 14


Jab 2:
Damage: 8
Starts on/Active through Frame(s): 16, 21, 26, 31, 36, 41, 46,
Ends on Frame: 64


Dash Attack:
Damage: 10
Starts on/Active through Frame(s): 10-19
Ends on Frame: 38


----- Tilts -----

Down Tilt:
Damage: 5
Starts on/Active through Frame(s): 6-11
Ends on Frame: 20


Up Tilt
Damage: 6
Starts on/Active through Frame(s): 8-15
Ends on Frame: 29


Forward Tilt:
Damage: 10
Starts on/Active through Frame(s): 10-15
Ends on Frame: 35


----- Miscellaneous -----


Grab (Standing):
Damage: 0 (Pummel: 2)
Starts on/Active through Frame(s): 7


Grab (Pivot/Dash):
Damage: 0 (Pummel: 2)
Starts on/Active through Frame(s): 9



Forward Air ends on Frame 52? What? That must be a mistake. It's definitely Mewtwo's fastest aerial.
 
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He probably means that as the FAF/frame right before the FAF. Or I dunno, but I'll be able to pitch in on video analysis too on Monday.
 
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