Just needed these again, so bumping to first page because I will reference this a lot..haha.
What frame does spot dodge come OUT on?
What frame does spot dodge come OUT on?
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That's good to know... I usually do a shield dash because I can't really tell the difference between the two. But I thought the shield drop animation was only 7 frames. Why is it that it's the same as just stopping?Just a little tid-bit:
Canceling a dash by shielding or just stopping takes 15 frames. Doing so by floating, autofloating, and then falling takes 9 frames (that's the best I've gotten).
Not sure how useful that actually is, but eh
The shield drop animation is 7 frames, but activating the shield and dropping it put together is 15...... though now that you mention it I think I'll test that again, I may have been holding the shield button a split second too long.That's good to know... I usually do a shield dash because I can't really tell the difference between the two. But I thought the shield drop animation was only 7 frames. Why is it that it's the same as just stopping?
It's kinda funny you mentioned that, since I just did a search for MK's frame data and came across this old post:Pausing for frame data collection is rather INACCURATE, don't you think?
Someone asked him how he came across these results and he said...Uair - 2
Nair - 3
Dair - 4
Up B - 5
Glide attack - 5
Fair - 6
Bair - 7
Dash attack - 5
Grab - 6
Dash Grab - 9
Jab - 7
F tilt - 3
Down tilt - 3
Up tilt - 8
Down Smash - 5
Up Smash - 8
F Smash - too slow to test
Down Smash released from charged position - 4
F Smash released from charged position - 4
Up smash released from charged position - 5
a lot of pausing, repetition, and retests. I don't feel like explaining it, but just really boring method of standing 2 characters next to each other, pausing, then holding A on both controllers (or whatever is needed) and seeing if the 2 moves collide at the same time, then it's the same speed (lots of retests to assure accuracy). And if it's one frame apart, for 2 moves of close, but not exact speed, (I can do up to a few frames if I wanna be really tricky but that's really frustrating to test) I just press A on one controller, then pause immediately, and on the other controller I hold A, and then unpause, and they will collide on the same time. Lots of retests.
However, Brawl made it really hard for me since I can no longer hold a C stick direction with pause. In melee if I did that I'll just smash attack as soon as possible (when it's unpaused), as expected, but in Brawl it doesn't let you do that for some STUPID reason, making these tests way more boring.
Btw, for a comparison, Snake's Jab is 3, F tilt is 4, Up tilt is 6 and Down tilt is 6
Wait a second though. You're saying that:As for my method, I pause the game, hold the button down for the attack, and unpause. The game automatically uses the move as fast as it'll come out. Fox's Reflector (which is obviously different from Falco's and Wolf's), as far as I know, comes out on frame 1, and has invincibility for that frame (and that frame only). The next fastest moves I've found this way are ZSS's jab and Squirtle's jab. They tie eachother (they trade at point blank due to hitboxes, but they clank with a slight bit of space between them). For the next fastest moves, I've found that Lucas, Luigi, Fox, Falcon (who only clanks at range due to his crappy priority, he loses at point blank), and PEACH, tie with their jabs. For the record, I have to say here that there's more moves that might tie this, as well as Pit's Utilt which I've already tested, but at the very least, these are all at the same speed.
Now think about it. If Reflector is the fastest, and ZSS and Squirtle's jabs come out faster, and THEN Peach's jab is tied with many moves for the next fastest, even if Fox's Reflector was the fastest move in the game, Peach's jab has to come out AT THE FASTEST on frame 3.
DURRRRRN RIGHTYou're the hottest piece of garbage in the world!
Metaknight's Nair = Frame 5
Oh yes, video capture is a MUCH more efficient way of doing this . The pause thing is very useful for figuring out invincibility frames though (as TheRealBobMan has already pointed out).This is an awesome thread! Makes me want to go compile one for my mains.
About the frame testing using pause: While that is useful in determining speed comparisons and priority, isn't it a bit cumbersome when trying to determine moves with longer durations? Not to mention the hassle with smashes that M2K described. Video capture seems like it would be much more efficient.
Though admittedly that does require having the ability to capture video.
No worries . That's very interesting about bullet seed though.Yeah, I did more testing and it looks like Reflector has invincibility from frames 1-3, and that the attack does come out on frame 3. Sorry about that guys. : (
Anyway, the best way would be if someone could develop a hack to make hitboxes visible, to highlight parts of the body that are invincible/disjointed, and run it at the same time as a hack that lets you run the game at 1 frame per second (and I know that it should be possible to make that hack because of what that guy used to make the video "perfect control". I just wish someone would get on this for us instead of having all of these people trying to change the game before knowing exactly what they're changing).
I found some interesting stuff with this method. I've stopped doing it lately because I've been practicing for a tourny that's tomorrow, but I before I stopped I found that Bullet Seed has invincibility from frames 1-3 as well. Also, I've determined that Wolf's reflector has invincibility for at least frames 1-5 (if you go by Dolphin Slash coming out on frame 5). Also, I don't know if anyone has frame data on the fart already (I haven't seen any), but it should be known that a charged fart (the one that jumps, but not a full charge) comes out faster than a full charge... and that when tested with this method, you'll see that it hits before a Dedede grab. : )
If Dedede ever messes up a chain, he gets a face full of ***.
Yeah, this is a very tedious way of doing things...
I got your PM a while back, but I've been quite busy lately. Anyway, in regard to this picture, it seems to me that there are 7 frames of shield stun and 6 frames of shield hit lag. Perhaps it's a difference of what we define as shield stun. The way I test shield stun is as follows:Anyways, I'm posting here because I've been getting different results for shield stun than what's listed. For an example, the first post lists shield stun for peach's slap as 5, while I'm getting 1:
Or am I missing something here?