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SCOTU's Frame Data Q&A + Request Thread

SCOTU

Smash Hero
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Mar 16, 2007
Messages
6,636
Location
Northville, MI
I've made this thread in order to help clarify anyone's questions involving frame data. For any (playable) character, and (Tournament Legal) stage. Ask any Questions regarding frame data, like: Can Falco be shield grabbed out of his pillar if he's doing it right? (see second post for answers to popular/ significant questions). So whatever your question I'll try to give you (and the community) an answer, and (if applicable) a frame Analysis.

Also, here are a few links regarding this topic:
SuperDoodleMan's Frame Data
M2K's Stat List
Seanson's Hitbox System
Phanna's Hitlag/ Shieldstun
SCOTU's Shield Pressure Guide (fox)
Doraki's Guide to DI, Smash DI, C-Stick DI, Teching and Crouch Cancelling (everyone needs to read this in it's entirety)
Edge grab boxen and stages

You can also feel free to think of this thread as sort of an interactive version of the above threads/ sites, as I am familiar with them.
 

SCOTU

Smash Hero
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Messages
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Location
Northville, MI
Frame Analyses

Unless otherwise stated:
Green = Shield in Stun
Red = Shield not in Stun

Hitlag and Shieldstun
the hitlag and shieldstun time depend entirely on the damage of the attack

the formulas are :

hitlag = (2 + damage/3) frames ; half of it when crouch cancelled.
shieldstun = (4.45 + damage)/2.235 frames

when you use a move a lot, its damage is reduced and so are the hitlag and shieldstun, and this makes them a bit less efficient at pressuring.


Fox's Multishine Data:
Multishining:

1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8

9
10 Airborne, Shine, Hitlag
11 Hitlag
12 Hitlag
13 Hitlag
14
15
16 Land, Start Jump
17

18
19 Airborne, Shine
Falco's Pillar Data:
Early Pillar (dair asap out of shine):

1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10

11
12
13 Airborne (start Dair)
14
15
16

17 Dair Hits, Hitlag
18 Hitlag
19 Hitlag
20 Hitlag
21 Hitlag
22 Hitlag
23 Hitlag
24
25
26
27
28
29
30

31
32 Fast Fall
33
34
35
36 Land, LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 LC lag
43 LC lag
44 LC lag

45 Shine again

Ideal Pillar (Typical Pillar):

1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10

11
12
13 Airborne
14
15
16
17
18
19
20
21 Start Dair
22
23
24
25

26 Dair Hits, HitLag, Fast Fall
27 Hitlag
28 Hitlag
29 Hitlag
30 Hitlag
31 Hitlag
32 Hitlag
33
34
35
36 Land- LC lag
37 LC lag
38 LC lag
39 LC lag

40 LC lag
41 LC lag
42 LC lag
43 LC lag
44 LC lag

45 Shine again

Late Dair (Dair hits right before landing)

1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10

11
12
13 Airborne
14
15
16
17
18
19
20
21
22
23
24
25 Start Dair
26 Fast Fall
27
28

29 Dair Hits, Hitlag
30 Hitlag
31 Hitlag
32 Hitlag
33 Hitlag
34 Hitlag
35 Hitlag
36 Land, LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 LC lag

43 LC lag
44 LC lag

45 Shine Again
Falco's Multishine Data:

Multishining


1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10

11
12

13 Airborne, shine, Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18
19
20 Land, Start Jump for repeat
21
22

23
24

25 Airborne, Shine, Hitlag
Falco's Jab Cancel Data
Single Jab Cancels:

1 Jab starts
2 Jab Hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8

9
10
11
12
13
14
15
16
17
18
19 IASA w/ crouch
20 Start Next Jab

21 Next Jab Hits, Hitlag

Two Jab Cancel:

1 Start Jab

2 Jab hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8

9 Second punch starts
10

11 Second Punch hits, Hitlag
12 Hitlag
13 Hitlag
14 Hitlag
15
16
17

18
19
20
21
22
23
24
25
26
27
28
29
30 IASA w/ crouch
31 Start next series

32 Next jab hits, Hitlag
Peach's Pillar Data
Nair>Slap

1 Start Nair
2 Fast Fall

3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Slap
14 Slap Hits, Hitlag
15 Hitlag
16 Hitlag
17
18
19

20
21
22
23
24
25
26
27
28
29
30 IASA w/ Jump
31
32
33
34
35 Airborne
36 Float
37 Start Nair (repeat from beginning)


Nair>Nair


1 Start Nair
2 Fast Fall

3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Jump
14
15
16

17
18 Airborne
19 Float
20 Start Nair (repeat from beginning)
Marth's Dtilt Pressure Data

Marth's Dtilt Shield Pressure

1 start Dtilt
2
3
4
5
6

7 Dtilt Hits, Hitlag
8 Hitlag
9 Hitlag
10 Hitlag
11Hitlag
12Hitlag
13
14
15
16
17
18

19
20
21
22
23
24
25 IASA w/ another Dtilt (repeat from beginning)
Fox's Shine-Grab
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8 Start Grab

9
10
11
12
13
14 Grab


ICs Desynched Shield Pressure Data (so far)
Perfect ICs Desynched Bairs. Note, i did not check to see if it's possible or not to input the commands or not.

1 Popo starts jump
2
3
4
5 Popo Airborne, Start's Bair
6
7
8
9
10
11

12 Bair Hits, Hitlag
13 Hitlag
14 Hitlag
15 Hitlag, Nana Starts Jump
16 Hitlag
17 Hitlag
18 Hitlag
19 Nana Airborne, Starts Bair
20
21
22
23
24
25

26 Popo Fast Fall, Nana Bair Hits, Hitlag
27 Nana Hitlag
28 Nana Hitlag
29 Nana Hitlag
30 Nana Hitlag
31 Popo Lands, Auto Cancelling, Landlag, Nana Hitlag
32 LandLag, Nana Hitlag
33 Landlag
34 Landlag
35 Popo Start's Next Jump
36
37
38
39 Popo Airborne, Starts Bair

40 Nana Fast Falls
41
42
43
44
45 Nana Lands, Auto Cacelling, Landlag

46 Landlag, Popo's Bair Hits, Hitlag
47 Landlag
48 Landlag
Frame Perfect Pillar Video Demonstration
OK. Just made it. Please forgive my rotoscoping. It's the first time i've done this kind of video capture, and i'm no SDM.

This clip goes by twice. Once in Frame time, and once in Real Time (since Digital video only has 30 fps, and the signal is 60 fps to account for interlacing).

In each clip, the first iteration is the "Ideal Pillar" which is the usual pillar, and cannot be shield grabbed before the shine (and after the Dair). The second Iteration is the "Early Pillar" which is a variety having the Dair come out asap in order to prevent shield grabbing before the dair.

http://video.google.com/videoplay?docid=-4461023502456785346&hl=en
Falco's SHDL?!?!
Guess what? He can't.
The first laser comes out 13 frames into his airborneness. The second laser would come out 16 frames later, or frame 29. Falco's SH Air time (w/o FF) is only 25 frames. So no. Once and for all, Falco cannot SHDL (on level ground).
Grabs: JC vs Dash
The following characters have dash grabs that come out faster than their JC'd grabs:
(character - minimum # of frames faster: assumes perfect JC)
Peach - 1
ICs - 1
Yoshi - 8
Zelda - 1
Samus - 1

The following characters have dash grabs that get put away faster than their JC'd grabs:
(character - # of frames faster: assumes perfect JC)
Yoshi - 10
Link - 11
Y. Link - 11
Samus - 21

The following characters have dash grabs that come out at the same time as their JC'd grabs:
(assuming perfect JC)
Sheik
Bowser
Link
Shield Release Vs Waveshield
More random stuff on jabs out of shield using a waveshield vs unshielding.

Faster to WD:
Fox, Pichu, Pikachu, Sheik, Young Link, Falcon, Marth, G&W, Samus
(1 frame difference, except samus - 2 frames).

Everyone else: it's tied/ faster to release shield.

Note, it's also significantly easier to just let go of L/R while being hit than try to do a perfect wavedash w/ a 1 frame margin of being out of shield stun.


Not Really Frame Data, but still Important
Peach falls to Fox's nair when CCed at:
Strong Nair: 83%
Weak Nair: 121%

(%s are before the nair)
 

Adi

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Hey I'm just curious Scotu how many frames of shield not being in stun would there be if you did dair-shine-JC grab
 

Binx

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Any advice on using seansons hitbox system? it wont load for me at all, do I need to dowload some type of codec?
 

Zankoku

Never Knows Best
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Do you have Java installed? It runs almost entirely on Java.
 

1048576

Smash Master
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Messages
3,417
Which method shoots more lazers per second with Falco, pressing B sixty times per second, or a series of perfect SHL's. I can never seem to get my SHL's to shoot as fast as the ground lazers, but I'm guessing that's just due to ******** fingers.
 

SCOTU

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Shooting on the ground: First laser comes out on 23, shots are 24 frames apart, 34 frames of lag to put gun away.
SHLing (perfectly): First laser comes out on frame 19. One itteration is 27 frames. and you have 4 frames of landing lag.

Answer: The standing laser has a faster rate of fire (24 frames, vs 27 frames), but it has a longer start up time, a longer lag time, and you can't move while doing it, making the SHL far better.
 

Adi

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Hey scotu another quick question, how many frames will a shield not be in hit lag if a falco is doing jab cancels (both single and double, wanna see if there's a difference) thanks ahead of time ^^.
 

SCOTU

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Single Jab Cancels:

1 Jab starts
2 Jab Hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8

9
10
11
12
13
14
15
16
17
18
19 IASA w/ crouch
20 Start Next Jab

21 Next Jab Hits, Hitlag

Two Jab Cancel:

1 Start Jab

2 Jab hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8

9 Second punch starts
10

11 Second Punch hits, Hitlag
12 Hitlag
13 Hitlag
14 Hitlag
15
16
17

18
19
20
21
22
23
24
25
26
27
28
29
30 IASA w/ crouch
31 Start next series

32 Next jab hits, Hitlag
 

SCOTU

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Peach Pillar

Nair>Slap

1 Start Nair
2 Fast Fall

3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Slap
14 Slap Hits, Hitlag
15 Hitlag
16 Hitlag
17
18
19

20
21
22
23
24
25
26
27
28
29
30 IASA w/ Jump
31
32
33
34
35 Airborne
36 Float
37 Start Nair (repeat from beginning)


Nair>Nair


1 Start Nair
2 Fast Fall

3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Jump
14
15
16

17
18 Airborne
19 Float
20 Start Nair (repeat from beginning)
 

knightpraetor

Smash Champion
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Oct 20, 2005
Messages
2,321
what's the frame data on marth's dtilt if he interrupts the first hit on your shield (tipped) with a second one.

also, can any character grab marth out of repeated dtilts or just those with long grab ranges like marth and sheik. I mean i hear people say that you can...but they seem to miss it a lot in matches so it can't be that easy with a short grab range...i certainly don't see pichu grabbing marth out of double dtilts much:p
 

SCOTU

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Marth's Dtilt Shield Pressure

1 start Dtilt
2
3
4
5
6

7 Dtilt Hits, Hitlag
8 Hitlag
9 Hitlag
10 Hitlag
11Hitlag
12Hitlag
13
14
15
16
17
18

19
20
21
22
23
24
25 IASA w/ another Dtilt (repeat from beginning)
 

SCOTU

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Probably tomorrow I'll be adding info on desynched ICs Shield pressure, since some ICs players brought it up, and it sounds feasible to have a perfect pressure through desynchs.
 

knightpraetor

Smash Champion
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Messages
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hate to waste this thread on this..but what's the difference between a tipped fsmash on shield and untipped in terms of stun time...i just find that sometimes i mistime the wavedash afterwards and either end up rolling or just look stupid by wd too slow and then giving the opponent time to spot dodge..

i'm guessing the frames change based on tipper vs untipped
 

Emblem Lord

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3DS FC
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Switch FC
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It took 6 years, but finally SWF has frame data for frame traps.

scotu for president.

scotu: I have a request. What options does Marth have after a shielded d-tilt that will beat a shield grab? Anything viable that will stuff a shield grab is what I'm looking for.
 

SCOTU

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Marth's Fsmash Tip vs No Tip:
No Tip: 7 hitlag, 14 shieldstun
Tip: 9 hitlag, 19 shieldstun

@ Emblem Lord: Anything that comes out in one frame, and isn't a shield. I don't think marth has anything like that. EXCEPT THE SECRET MARTH SHINE! oh, wait nevermind. Non-existent broken-tech.


Perfect ICs Desynched Bairs. Note, i did not check to see if it's possible or not to input the commands or not.

1 Popo starts jump
2
3
4
5 Popo Airborne, Start's Bair
6
7
8
9
10
11

12 Bair Hits, Hitlag
13 Hitlag
14 Hitlag
15 Hitlag, Nana Starts Jump
16 Hitlag
17 Hitlag
18 Hitlag
19 Nana Airborne, Starts Bair
20
21
22
23
24
25

26 Popo Fast Fall, Nana Bair Hits, Hitlag
27 Nana Hitlag
28 Nana Hitlag
29 Nana Hitlag
30 Nana Hitlag
31 Popo Lands, Auto Cancelling, Landlag, Nana Hitlag
32 LandLag, Nana Hitlag
33 Landlag
34 Landlag
35 Popo Start's Next Jump
36
37
38
39 Popo Airborne, Starts Bair

40 Nana Fast Falls
41
42
43
44
45 Nana Lands, Auto Cacelling, Landlag

46 Landlag, Popo's Bair Hits, Hitlag
47 Landlag
48 Landlag
 

Adi

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No..the red frames are all frames in which the opponent can move? BTW Scotu, did you ever make a video of a frame perfect pillar?
 

SCOTU

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OK. Just made it. Please forgive my rotoscoping. It's the first time i've done this kind of video capture, and i'm no SDM.

This clip goes by twice. Once in Frame time, and once in Real Time (since Digital video only has 30 fps, and the signal is 60 fps to account for interlacing).

In each clip, the first iteration is the "Ideal Pillar" which is the usual pillar, and cannot be shield grabbed before the shine (and after the Dair). The second Iteration is the "Early Pillar" which is a variety having the Dair come out asap in order to prevent shield grabbing before the dair.

http://video.google.com/videoplay?docid=-4461023502456785346&hl=en
 

Adi

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Hmm cool stuff Scotu, hey I haveg another question for you, I heard this crazy rumor that falco can do 2 lasers in one SH if he lasers one frame after jumping, is this true? Also if it is could you get a video of it too? <<
 

cyberdemon

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Hmm cool stuff Scotu, hey I haveg another question for you, I heard this crazy rumor that falco can do 2 lasers in one SH if he lasers one frame after jumping, is this true? Also if it is could you get a video of it too? <<
I would like to know too. Is it theoretically possible to SHDL with falco if your fingers were fast enough?
(I'm guessing "No")
 

SCOTU

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Well, I'm assuming not, since many fox players do frame perfect shdls (there's only a 3 frame window anyway...). But i'll check.

Checked:

Guess what? He can't.
The first laser comes out 13 frames into his airborneness. The second laser would come out 16 frames later, or frame 29. Falco's SH Air time (w/o FF) is only 25 frames. So no. Once and for all, Falco cannot SHDL (on level ground).
 

AltF4

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(on level ground).
Hmmm... got me thinking. I wonder how much of an incline you'd need. Wonder if you could SHDL on the edges of PS and stuff, or maybe YS? (Shooting away at someone who is recovering. It would be a double shot forward, then a single shot back, repeat) You say he's only 4 frames away from being able to do the SHDL, so maybe it's possible there.

Also, on the "Idea" pillar data, the fastfall input is during a shield stun frame. I thought pressing fast fall doesn't register during shield stun.
 

SCOTU

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I'm pretty sure falco can shdl down the slope of corneria. Dunno about YS. I'll have to try that when i get home. What slopes on stadium are you talking about? He can also SHDL on GG fromt the center to the sides. I'd bet he could from Jape's sides to center. Where else are there slopes/ un even stage? About the FF, it's the first frame, the Dair is just hitting. I'm pretty sure i did it like that. Else, it was right after the hitlag. Either way, it didn't affect the frame count (cause else i'd've noticed).
 

AltF4

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Oh, on Pokemon Stadium, I mean the little edges on the sides. You know, how you can't roll up over them. It might be too shallow though. Also, there's the ramp on the left side under the windmill when it comes up.

About the pillar again: Is it generally advisable to D-Air then fast fall, or the other way around. I mean in a realistic sense, not frame by frame.

Also, shouldn't the pillar data depend on who you're attacking? I mean some characters have bigger shields. I know I have to change up my timing when I play Taj's Mewtwo, because I naturally hit higher on his shield.
 

SCOTU

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ah, thanks for pointing out the slopes in Stadium. The idea is to FF as fast as possible. The Diar timing is just when you want to be invulnerable to shieldgrabbing.
No, shield size doesn't really have much to do with the timing. Since it's completely a time, not space, based thing.
 

AltF4

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Hmm...

Hey, you've been really helpful, thanks. Just another question or two:

Does having horizontal movement affect the times? Like if I try to run and shuffle attacks against shields, I seem to get shield-grabbed more than if I were just standing still and doing it straight up and down. That might just be me messing up the timing though...
The Diar timing is just when you want to be invulnerable to shieldgrabbing.
But shouldn't you be invulnerable to shield grabbing completely? You make it sound like the timing of the D-air just moves around the "window" where you can be grabbed.

Ooooh, also if I pillar into a JC grab, does my grab beat their shieldgrab? I mean, which has more time: Shield stun from the shine hitting, or the time it takes to JC out of a shine into a grab.
 

Zankoku

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But shouldn't you be invulnerable to shield grabbing completely? You make it sound like the timing of the D-air just moves around the "window" where you can be grabbed.
Correct. There will always be a small window in which you can shieldgrab. The ideal pillar has the smallest one, after the dair and before the Shine, allowing, I think, six frames to shieldgrab with any of the characters that have 7-frame grabs. The early and late ones have larger windows but different timings, so mixing up which pillar to use can mess up someone with amazing timing who didn't notice the change.
 

SCOTU

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Hmm...

Hey, you've been really helpful, thanks. Just another question or two:

Does having horizontal movement affect the times? Like if I try to run and shuffle attacks against shields, I seem to get shield-grabbed more than if I were just standing still and doing it straight up and down. That might just be me messing up the timing though...

But shouldn't you be invulnerable to shield grabbing completely? You make it sound like the timing of the D-air just moves around the "window" where you can be grabbed.

Ooooh, also if I pillar into a JC grab, does my grab beat their shieldgrab? I mean, which has more time: Shield stun from the shine hitting, or the time it takes to JC out of a shine into a grab.
Yes, you can be grabbed out of a pillar no matter what. It does just move that window around.

If you'll notice the frame data posted (either throughout the thread, or in the 2nd post), you'll see that all pillars have 7 red frames somewhere.

Yes, shinegrabbing does indeed beat shield grabbing, as stated above.

Correct. There will always be a small window in which you can shieldgrab. The ideal pillar has the smallest one, after the dair and before the Shine, allowing, I think, six frames to shieldgrab with any of the characters that have 7-frame grabs. The early and late ones have larger windows but different timings, so mixing up which pillar to use can mess up someone with amazing timing who didn't notice the change.
Actually, the ideal pillar doesn't allow shieldgrabbing between the dair and the shine. You actually need 7 frames, else, you'll be hit.
 

Dark Sonic

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If Marth where to attempt to lightshield edgehog Marth what is the earliest frame he can fastfall after the up B hits his shield? Is it fast enough to succesfully edgehog him?
 

SCOTU

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How about Waveshines as Sheildpressure?
For Fox? See fox shield pressure link in first post. For falco? it's a lot the same with completely different frame counts (same results basically. They can hit you with pretty much anything.).

If Marth where to attempt to lightshield edgehog Marth what is the earliest frame he can fastfall after the up B hits his shield? Is it fast enough to succesfully edgehog him?
Interesting. I'll have to check. I doubt he can edgehog himself, but it's worth looking into.
 

GamerGuitarist7

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it's probably not a set amount of time between each individual item but i may be wrong.

Anyways, hey Scotu. this thread is looking very informative, LOTS of shield pressure stuff i like it. But uh, on Doraki's DI guide, this part confuses me.

"Now, if you learn to press L and do a Smash DI around 15-20 frames later, the tech will be guaranteed :
Instead of waiting for hitlag to end and use ASDI to touch the wall, the hitlag will transfer into teching the moment you did the smash DI.
This is very easy : Press L, then slam the stick towards the stage. Regardless of what your opponent is doing, it'll most likely work."

It says earlier that L must be pushed 20 frames before hitting a wall, and hitlag is reduced from it. now this part says push L, then 15-20 frames later thart the SDI. wouldn't that mean that the L probably wouldn't be in the 20 frame window to tech? i dunno, just please reword or try to explain that as good as you can lol. thanks


PS. I REALLY liked your Fox combo video. i thought the second half was better with all the technical stuff (multishines, drill shining, and all the edgetechs, PS do you use Cstick to ASDI your edgetechs?) But yeah, really cool stuff.

*subscribes*
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
@ The Fifth man: i wouldn't even know where to start looking into that. Is it different based on what items are on? is it different based on stage? is it a randomly generated list of items to appear, and each item takes a set ammount of time before or after to appear? is it just a weighted random system? there are an incredibly large number of possibilities, that i can't think of a method to even test which method the game uses, let alone figure out an answer to your question. I'm sorry i'm unable to give you a solid answer, but in all honesty, i can't really give you anymore than: "More than on Low, less than on high".

@ Game Guitarist:
You know how tech windows work, right? it's just that you have to press R/L within 20 frames of the end of hitlag. If you press L/R during hitlag, the tech will miss (the exception being if you SDI/ ASDI into a wall/edge/ground that frame). What he's saying is that if you tech during hitlag (as in with an SDI), you'll no longer be in the hitlag animation, but go into the teching animation (with invincibility frames). Hope this helps.
Thanks for the compliments, I agree, the second half of the vid is better, and i don't really like that vid anymore, so i'll be making a new one in a few months (to be released shortly before brawl).
 

Jihnsius

Smash Lord
Joined
Jun 17, 2004
Messages
1,301
Location
Austin, TX
A few requests:
With Peach's frame perfect nair pillar hitting a shield, would it be possible for an opponent to roll or jump out, or would it only be possible to grab to escape?

The timing for continuing Roy's DED depends on whether it hits or not (or so it feels like, it might just be the hitlag affecting my judgment.) If so, I think the frame data that's currently out is only for non-hitting.

And last but not least: Mr. Game & Watch's Judgment Hammer in terms of the match timer. I've always wanted to test a theory that the number shown has a corrolation to the match timer, but haven't had the frame perfect data to test it against. Would it be possible to get a few hammers done at different specific times in a match?

Thanks in advance.
 

Doraki

Smash Lord
Joined
Jul 19, 2004
Messages
1,094
Location
Paris - France
the hitlag and shieldstun time depend entirely on the damage of the attack

the formulas are :

hitlag = (2 + damage/3) frames ; half of it when crouch cancelled.
shieldstun = (4.45 + damage)/2.235 frames

when you use a move a lot, its damage is reduced and so are the hitlag and shieldstun, and this makes them a bit less efficient at pressuring.
 

Jihnsius

Smash Lord
Joined
Jun 17, 2004
Messages
1,301
Location
Austin, TX
Got an idea, probably been thought of before and proven impossible, however.
Dr. Mario's BTT lowest possible time is believed to be 13.40, but I'm wondering if it would be at all possible using frame perfection to get to the end of the run with enough time left as the platform is at the height (or around there) of it's path and use a frame-perfect down B to raise all the way up to meet it (or at least get on it before it's at the bottom of it's path) and then, if needed for extra height if the platform isn't at the correct height, full jump and use another frame-perfect down B to gain the rest of the height.
 
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