kupo15
Smash Hero
In this game, speed is very important. Pit may be fast but he is not that fast especially when Metaknights roam and a lot of other characters are faster than Pit. This thread is made to show a rough estimate of each attacks start up and cool down lag. The object is to know which moves are good for instant retaliation and which ones aren't. All comments appreciated. Its about time someone attempted to make this thread and Im open to discussion on my wrong numbers.
All frame numbers are done in 1/4 speed in training mode.For start up lag, I clocked the time from the button pressed to Pit hitting Snake, multiplied by 60 divided by 4. For the post lag, I clocked from the sound of the last hitbox to a buffered shield. No contact made.
The actual duration of the entire move is NOT included yet
Red is Start up lag
Blue is post lag
Green is during the move
Yellow is total move frames
Ground moves
AAA(IASA)-4 frames/17 frames/16 frames/37 frames
Ftilt-9 frames/16 frames/25 frames
Dtilt(starting from crouch)- 4 frames/14 frames /18 frames
Utilt-2 frames/7 frames/12 frames/21 frames
Fsmash-4 frames/9 frames/17 frames/30 frames
Dsmash-4 frames/9 frames/12 frames/25 frames
Usmash- 4 frames/7 frames/17 frames/28 frames
Dash attack- 5 frames/20 frames/25 frames
Grab- 4 frames/14 frames/19 frames (total with missed grab)
Running grab- 8 frames/19 frames/26 frames(total with missed grab)
Charged Usmash- 4 frames
Charged Dsmash- 4 frames
Charged Fsmash- 4 frames
Order from fastest to slowest
Start up lag:
Utilt
AAA
Dtilt
Usmash/Dsmash
Fsmash
Grab
Running grab
Ftilt
Aerials
Nair-2 frames
Fair- 7 frames
Bair- 5 frames
Dair-7 frames
Uair- 5 frames
Glair- 4 frames
Order from fastest to slowest:
Start up lag:
Nair
Glair
Bair
Uair
Fair/Dair
So yea, almost all of Pits moves are fast but at higher levels of play, it usually comes down to the frame whether or not you will hit or be hit. So maybe one tactic is to lure them with a missed move and use the fastest start up move you have to start your string of hits.
All frame numbers are done in 1/4 speed in training mode.For start up lag, I clocked the time from the button pressed to Pit hitting Snake, multiplied by 60 divided by 4. For the post lag, I clocked from the sound of the last hitbox to a buffered shield. No contact made.
The actual duration of the entire move is NOT included yet
Red is Start up lag
Blue is post lag
Green is during the move
Yellow is total move frames
Ground moves
AAA(IASA)-4 frames/17 frames/16 frames/37 frames
Ftilt-9 frames/16 frames/25 frames
Dtilt(starting from crouch)- 4 frames/14 frames /18 frames
Utilt-2 frames/7 frames/12 frames/21 frames
Fsmash-4 frames/9 frames/17 frames/30 frames
Dsmash-4 frames/9 frames/12 frames/25 frames
Usmash- 4 frames/7 frames/17 frames/28 frames
Dash attack- 5 frames/20 frames/25 frames
Grab- 4 frames/14 frames/19 frames (total with missed grab)
Running grab- 8 frames/19 frames/26 frames(total with missed grab)
Charged Usmash- 4 frames
Charged Dsmash- 4 frames
Charged Fsmash- 4 frames
Order from fastest to slowest
Start up lag:
Utilt
AAA
Dtilt
Usmash/Dsmash
Fsmash
Grab
Running grab
Ftilt
Aerials
Nair-2 frames
Fair- 7 frames
Bair- 5 frames
Dair-7 frames
Uair- 5 frames
Glair- 4 frames
Order from fastest to slowest:
Start up lag:
Nair
Glair
Bair
Uair
Fair/Dair
So yea, almost all of Pits moves are fast but at higher levels of play, it usually comes down to the frame whether or not you will hit or be hit. So maybe one tactic is to lure them with a missed move and use the fastest start up move you have to start your string of hits.