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Official Frame/Hitbox Data Repository

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May 3, 2009
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"Hey guys, in order to read this information and apply it correctly, you'll have to know that the frame a hitbox comes out counts towards its duration. Thus hitbox out F2 and duration 3F means hitbox out F2-F4."

Blahblahblahdatablah

Edit: Or

Hitbox out: F2
Duration: 3F
Gray= Startup, Green= Hitbox out, Red= Cooldown

[1][2][3][4][5]

Visuals are helpful too.
 
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Messages
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Honestly, adding "F" isn't increasing the complexity of it. The way you're putting it, these people wouldn't be reading frame data threads, they'd just be mashing random buttons.

Seriously SuSa. Now you're just exaggerating.
 

rPSIvysaur

[ɑɹsaɪ]
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Anybody that's interested in frame data will understand that F is frame. If they don't we'll simply say that F means frame in the OP.

IMO we should put the F. In science and practical life you don't say can you pass me 3 water. You say can you pass me 3oz, mL, L, etc. of water.
 

SuSa

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In practical life I actually will ask for 3 waters, not 3 water. But in a lab for example I would measure the amount.

But given this is frame data isn't "F" a bit redundant? That is what I was getting at by "worse".

:nifty::leek:
 

Luxor

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Frame data threads o.0
Rather than debating the various merits of formatting, I say we start collecting hitbox data somewhere. And finish all the characters' basic data, too.
 

rPSIvysaur

[ɑɹsaɪ]
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Yes. We still have to gather the non-attack frame data for the characters then move onto specials.
 

KayLo!

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Honestly, most of the general public don't understand frame data period..... so even if we change the format of the spreadsheet, they won't understand it.

Imo, we should leave the spreadsheets as they are for us and anyone who already understands game mechanics, then release a separate thread with the same data + explanations and a more user-friendly format. (I'm not sure if that was already the plan or what..... still fuzzy on what the actual result of this is supposed to be.)

Bottom line is: people who understand frame data will get it; people who don't understand frame data aren't gonna get it whether it's in duration format, start-end format, or whatever. If they need to be spoonfed, they're gonna need an entire 101 lesson from start to finish.
 

rPSIvysaur

[ɑɹsaɪ]
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Alright guys we're almost finished with phase 1. Let's get finishing!

Here's the todo list for the rest of phase 1:
Reformat every damage/HLM/electirc coloumn to match Sturds recomendation.
Add a Priority Column (like Sturds)
Finish these half-finished characters:
Bowser
Sheik
and get all the Jab stuff done
 

KayLo!

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I can do the first stuff for Pika/Zelda if they need it, but I have noooo idea how to read that jab100 stuff (for Pika).
 

Luxor

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Frame data threads o.0
I'm not 100% sure what conventions we're using for jab. Half of me just wants to list when which bit is set and include a small explanation (Veril's) somewhere.
 

hotgarbage

Smash Lord
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I finally got some free time so I finished up the chunky lizard. Someone changed the formatting on some of the moves but it still serves its purpose so whateva.
 

rPSIvysaur

[ɑɹsaɪ]
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Alright guys, come one. We just got to finish this up then we can get to phase 2!
 

KayLo!

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Not sure where to write this, so I'll put it here since it concerns general frame data.

Someone on the Zelda boards sent me to DMG's thread on ledge frames (http://www.smashboards.com/showthread.php?t=267257), but since I'm OCD, I decided to double check the data and found a couple of errors. I'm not sure if they were ever corrected somewhere publicly or back here, so I'm gonna post what I found.

- FAF from a ledge grab is actually frame 24 for ledge attacks, jumps, and rolls. These can be buffered.
- FAF from a ledge grab is frame 26 for a ledge drop (which DMG had correct), but it also applies to ledge climbs. These cannot be buffered.
- For Pikachu, his FAFs are 12 and 14. Didn't test tethers.

I tested with Zelda, Ike, and Pikachu. =X


[COLLAPSE=Zelda Ledge Attack <100% Test]
Code:
Time	Frame			
x:00	0
98	1
96	2
95	3
93	4
91	5
90	6
88	7
86	8
85	9
83	10
81	11
80	12
78	13
76	14
75	15
73	16
71	17
70	18
68	19
66	20
65	21 : input ledge attack E
63	22 : input ledge attack D
61	23 : input ledge attack C
60	24 : input ledge attack B
58	25 : input ledge attack A
56	26
55	27
53	28
51	29
50	30
48	31
46	32
45	33
43	34
41	35
40	36
38	37
36	38
35	39
33	40
31	41
30	42
28	43
26	44
25	45
23	46
21	47
20	48
18	49
16	50 : ledge attack C, D, E hit
15	51 : ledge attack B hits
13	52 : ledge attack A hits
11	53
10	54
8	55
6	56
5	57
3	58
1	59
x+1:00	60
[/COLLAPSE]If this was already corrected, my bad.
 
Joined
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The frame you input a command is the input frame, lol... inputting and holding the button, then pressing Z will take you to what I call the action frame, where the input is actually executed, and VFX usually take place.


And you can't really input something between frames, because there is no "between" frames. Unless you mean hit and hold A F23, advance to F24, action is executed, release A F24. Frame-talk is just really confusing when you get down to the roots of it.:c
 

KayLo!

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x.o Whatever, the point is that the action was executed on frame 24.

When I do frame advance stuff, I count the next frame as I hit Z + the inputs, so it makes sense to me. But I realize the way I write it down doesn't really make sense. =X I'll edit it so it's written correctly, but the data itself is still right. The FAF is definitely 24.
 

KayLo!

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I'm not ********..... I get that my notation isn't the "right" way lol. It's just how I do it. *shrug* I already edited it anyways.
 

KayLo!

Smarter than your average wabbit.
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The only trend I've ever followed was the :hamtaro: one the Pikas did last year. Most of them are cute but..... meh. Following Smashboards fads really isn't my thing.

& I love my current avatar. =X
 
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May 3, 2009
Messages
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Welp I already started ROB's specials, just trying to find a good format for them.

KayLo Stupid Fox isn't even a fad, he's just so inherently awesome. :p
 

Isatis

If specified, this will repl[0x00000000]ce the
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<embed src='http://fc06.deviantart.net/fs33/f/2008/240/3/a/StupidFox___Dance_by_SilentReaper.swf' width='430' height='350'></embed>


:stupidfox:
 

Isatis

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We're now starting Phase 2 of the data repository.

This includes:
- Ledge Grab [CliffCatch]
- Ledge Attack <100% [CliffAttackQuick, subaction D7]
- Ledge Attack >100% [CliffAttackSlow, subaction DC]
- Ledge Get-up <100% [CliffClimbQuick, subaction D8]
- Ledge Get-up >100% [CliffClimbSlow, subaction DD]
- Ledge Roll <100% [CliffEscapeQuick, subaction D9]
- Ledge Roll >100% [CliffEscapeSlow, subaction DE]
- Ledge Jump <100% [CliffJumpQuick2, subaction DA]
- Ledge Jump >100% [CliffJumpSlow2, subaction E0]
- Air Dodge [EscapeAir, subaction 46]
- Spotdodge [EscapeN, subaction 43]
- Forward Roll [EscapeF, subaction 44]
- Backward Roll [EscapeB, subaction 45]
- Get-up Stand (Facing Up) [DownStandU, subaction AF]
- Get-up Stand (Facing Down) [DownStandD, subaction B8]
- Get-up Attack (Facing Up) [DownAttackU, subaction B0]
- Get-up Attack (Facing Down) [DownAttackD, subaction B9]
- Get-up Forward Roll (Facing Up) [DownForwardU, subaction B1]
- Get-up Forward Roll (Facing Down) [DownForwardD, subaction BA]
- Get-up Backward Roll (Facing Up) [DownBackU, subaction B2]
- Get-up Backward Roll (Facing Down) [DownBackD, subaction BB]
- Trip Standing [SlipStand, subaction E6]
- Trip Attack [SlipAttack, subaction E7]
- Trip Escape (Trip Roll) [SlipEscapeF/B, subaction E8/E9]
- Jump Start (Jump Squat) [JumpSquat]
- Ground Release [CaptureCut]
- Air Release [CaptureJump]
- Grab Release [CatchCut]
- Zair Ledge Grab [AirCatchPose]

Some may need PSA/OSA2 and some may need BrawlBox. If you have any questions post up.

Credit to The Cape for finding half of the subactions for me. :stupidfox:
 
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