Great Fairy Fountain
A Research Thread
Thanks to Fumbles
Frame Data
[collapse=Click to show Frame Data:]Smashes
DSmash
Usmash
Tilts
Dtilt
Utilt
Other Ground Moves
Aerials
Specials
Misc.
Specific Moves
[collapse=Dtilt:]Everything discovered about Dtilt so far!
This move has 3 common situations.
Stun is when the opponent flinches. The higher their percent, the higher their stun. Other factors include the decay of Dtilt itself - the fresher it is, the more stun it gives.
50% here is an average amongst the overall cast. The lighter the character, the earlier the percent will be that starts to make Dtilt more effective. The opposite applies for heavier characters:
If you're followups do 10% damage or more, the next Dtilt you land should always provide a frame advantage for a guaranteed followup every single time beyond the opponent's 50% mark of their stock.
- Followups from Dtilt Frame Advantages:
- So if I followup with another Dtilt around 50+%, can I lock the opponent?
Yes! This is because your Dtilt is giving damage as it stales, but the damage it does give allows the next Dtilt enough advantage to combo, same with the next one after that, and after that one etc... so a lock is form. The opponent can only SDI in this situation; they can do nothing else.
Samus and DK cannot be locked due to their flinch animations.
TRIP / TECH CHASE
Dtilt can trip the opponent. The trip rate is 40%. Tripping provides a fixed advantage of 19 frames. You can followup with a variety of options:
* Dtilt tripping also provides tech chasing opportunities. A character generally won't roll behind you - they can be caught in another Dtilt. A getup attack can be shielded and countered. Therefore the opponent may choose to roll away - depending on height, you may choose to anticipate this, run up to them, and attempt to lightning kick them.
Here are character roll lengths:
On trip, SH Fair sweetspots are guaranteed on these characters:
On trip, SH Bair sweetspots are guaranteed on these characters:
On trip, turnaround dropthrough Bair sweetspots are guaranteed on everyone on a platform:
POP-UP
This situation is weight dependent. Lighter characters will pop up from Dtilt earlier than heavies. Characters can pop up from as early as 70%. Percent and Dtilt Decay affect pop-ups.
Dtilt > Usmash/Utilt are legitimate KO setups. Dtilt > Dash Attacks chases the opponent if they DI the Dtilt to the left or right when popped up. The weaker Dtilt is and if the opponent pops up, the lesser the distance they are able to DI the hit, meaning hyphen Usmashes are viable to chase them. Stale Dtilts also have better 'tumbling' effects on the opponents, restricting them from counter-attacking or popping up.
[/collapse][collapse=Nair:]Interesting mechanics of Nair!
There are 5 hits to the move, with the 5th one having knockback. The first 4 hits have no knockback growth and cannot be DI'd or SDI'd. As such any follow-ups are guaranteed based on these 4 prior hits. This is known as following up on an autocancelled Nair. A number of trajectories have been found:
Low trajectories can be forced. This video demonstrates low trajectories and followups:
Forcing such a trajectory is done in the way you drag your grounded opponent. The ideal positioning is to hit the opponent so that they are launched through and behind you in a more horizontal trajectory parallel to the ground. This forces a hard landing. The advantage here is +32.
A more vertical trajectory can be seen in the video. It is currently uknown how this is achieved though it is suspected to be done by hitting with 2 hits of the nair. Done ideally your opponent ends up traveling at a low trajectory right above your head. This doesn't force a hard laning and the opponent can airdodge just before they touch the ground. The advantage here is +28.
- The following is guaranteed if the trajectory is read:
Nair can spike. This is a very rare occurrence and a research topic!
[/collapse][collapse=Nayru's Love:]Unusual mechanics of Nayru's Love include:
Nayru's has momentum changing properties that have given Zelda the tool to immediately brake and slightly reverse the knockback she receives from an attack. This allows her to save the second jump for recovery.
How to do:
Failure to execute this properly can have life-threatening consequences. Make sure you learn how to momentum-cancel properly.
RIDING MOMENTUM
There are instances when using Nayru's whilst in knockback momentum where she can fall incredibly fast and travel distances in the air by 'riding' this momentum.
- Directions known to be buffered:
The application of these techniques are very limited,
An example of buffered Nayru's is right here at around 1:00: http://www.youtube.com/watch?v=LraLkK3wyPs
[/collapse][collapse=Jab:]Jab Facts!
Jab has a -8 disadvantage on shields. This means:
Jab in this instance can place wear and tear on shields with small risk of being punished. It doesn't push as far back as Fsmash so it keeps the opponent in place. It can act as a tool in setting up pokes, namely from Dtilt or Dsmash if the opponent does not roll away. Parts of the shield can be exposed and exploited by moves with poking qualities.
ON HIT
Jab has a large amount of hitstun regardless of how stale it is.
- A followup needs to be quick:
Mixing up at this point could be useful. Remember: you never have to follow up if you know it's too dangerous. You are in control before the opponent by a moderate amount of frames, so you can attempt to space on your terms here.
MISC.
Extra information will go here. Other ideas:
DTHROW SPIKE
This is a very situational spike. The requirements are:
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A Research Thread
Thanks to Fumbles
LISTING:
Frame Data
Frame Data
- Smashes
- Tilts
- Other Ground Moves
- Aerials
- Specials
- Misc.
- Dtilt
- Nair
- Nayru's Love
- Dthrow
- Jab
[collapse=Click to show Frame Data:]Smashes
FSmash
- Startup: 1 - 15
- Hitbox: 16, 18, 20, 22, 24 (5 hits)
- Cooldown / IASA: 25 - 39, 40 (IASA)
- Knockback: 0% = 49 (non-charged) - 55km/h (charged) / 100% = 119 - 157km/h
- Growth Rate: Non-charged = 35.26 (2468 - 5994) / Charged = 51.38 (2770 - 7908)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
DSmash
- Startup: 1 - 3
- Hitbox: 4 - 5 (Front Hit) / 12 - 14 9 (Back Hit)
- Cooldown / IASA: 15 - 39, 40 (IASA)
- Knockback: 0% = 32 (non-charged) - 39km/h (charged) / 100% = 95 - 124km/h
- Growth Rate: Non-charged = 31.73 (1612 - 4785) / Charged = 42.81 (1964 - 6245)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 5
- Hitbox: 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 (11 hits)
- Cooldown / IASA: 32 - 56, 57 (IASA)
- Knockback: 0% = 47 (non-charged) - 56km/h (charged) / 100% = 117 - 146km/h
- Growth Rate: Non-charged = 35.26 (2367 - 5893) / Charged = 45.33 (2821 - 7354)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
Ftilt
- Startup: 1 - 11
- Hitbox: 12 - 14
- Cooldown / IASA: 15 - 39, 40 (IASA)
- Knockback: 0% = 51 / 100% = 114 km/h (mid to tipper range for all angles) // 0% = 48 - 50 / 100% = 103 - 109 km/h (Normal & Downward / Upward angle for the respective 1st and 2nd numbers).
- Growth Rate: 27.7 (2418 - 5188)
- Hitlag: 10
- Shield Hitlag: 10
- Shield Stun: 5
- Disadvantage: -16
Dtilt
- Startup: 1 - 4
- Hitbox: 5 - 11
- Cooldown / IASA: 12 - 24, 25 (IASA)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 9
- Hitbox: 10 - 24
- Cooldown / IASA: 25 - 47, 48 (IASA)
- Hitlag: 14
- Shield Hitlag: 14
- Shield Stun: 6
- Disadvantage: -29 (from front)
Other Ground Moves
Jab
Dash Attack
Standard Grab
Dash Grab
Pivot Grab
Pummel
Fthrow
Bthrow
Dthrow
Uthrow
- Startup: 1 - 10
- Hitbox: 11, 13, 15 (3 hits)
- Cooldown / IASA: 16 - 24, 25 (IASA)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage: -8
Dash Attack
- Startup: 1 - 5
- Hitbox: 6 - ??
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 11
- Hitbox: 12 - 13
- Cooldown / IASA: 14 - 29, 30 (IASA)
Dash Grab
- Startup: 1 - 10
- Hitbox: 11 - 12
- Cooldown / IASA: 13 - 39, 40 (IASA)
Pivot Grab
- Startup: 1 - 13
- Hitbox: 14 - 15
- Cooldown / IASA: 16 - 35, 36 (IASA)
Pummel
- Startup: 1 - 6
- Hitbox: 7
- Cooldown / IASA: 8 - 31, 32 (IASA)
Fthrow
- Startup: 1 - 26
- Hitbox: 27
- Cooldown / IASA: 28 - 39, 40 (IASA)
Bthrow
- Startup: 1 - 23
- Hitbox: 24
- Cooldown / IASA: 25 - 39, 40 (IASA)
Dthrow
- Startup: 1 - 24
- Hitbox: 25, 34, 43, 52, 63 (5 hits)
- Cooldown / IASA: 64 - 81, 82 (IASA)
Uthrow
- Startup: 1 - 23
- Hitbox: 24
- Cooldown / IASA: 25 - 39, 40 (IASA)
Aerials
Nair
Fair
Bair
Dair
Uair
- Startup: 1 - 5
- Hitbox: 6, ??, ??, ??, ?? (5 hits)
- Cooldown / IASA: 12 - 24, 25 (IASA)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage: -11 (AC Nair on shield and landing straight after)
- Startup: 1 - 7
- Hitbox: 8
- Cooldown / IASA:
- Knockback: 0% = 53 / 100% = 153 km/h
- Growth Rate: 50.37 (2669 - 7706)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 4
- Hitbox: 5
- Cooldown / IASA:
- Knockback: 0% = 57 / 100% = 158 km/h
- Growth Rate: 50.87 (2871 - 7958)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 14
- Hitbox: 15 - 24
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 13
- Hitbox: 14
- Cooldown / IASA:
- Knockback: 0% = 46 / 100% = 136 km/h
- Growth Rate: 45.33 (2317 - 6850)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
Specials
Nayru's Love
Din's Fire
Transformation
Farore's Wind
- Startup: 1 - 4
- Hitbox: 13, 16, 19, 22, 25, 28 (6 hits)
- Cooldown / IASA: 29 - 59, 60 (IASA)
- Invincibility: 5 - 11
- Reflection: 5 - 44
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 30
- Hitbox: 31 - 32 (Instant Detonation)
- Cooldown / IASA: 33 - 56, 57 (IASA)
- Solo Fireball: 1 - 8 (startup), 9 (hitbox)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup:
- Hitbox:
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Part 1 Startup: 1 - 10
- Hitbox: 11 - 12
- Cooldown / IASA: 13 - 33
- Part 2 Startup: 0
- Hitbox: 1 - 2
- Cooldown / IASA: 3 - 29, 30 (IASA)
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
Misc.
Ledge Attack < 100%
Ledge Attack > 100%
Tech Roll Attack
Shield / Shield Drop
Roll Forward / Backward
Spotdodge
[/collapse]- Startup: 1 - 26
- Hitbox: 27
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 - 33
- Hitbox: 34
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup:
- Hitbox:
- Cooldown / IASA:
- Hitlag:
- Shield Hitlag:
- Shield Stun:
- Disadvantage:
- Startup: 1 (to shield) / 7 (to drop)
Roll Forward / Backward
- Startup: 1 - 3
- Invincibility: 4 - 19
- Cooldown / IASA: 20 - 31, 32 (IASA)
Spotdodge
- Startup: 1
- Invincibility: 2 - 20
- Cooldown / IASA: 21 - 25, 26 (IASA)
- Startup: 1 - 3
- Invincibility: 4 - 29
- Cooldown / IASA: 30 - 49, 50 (IASA)
[collapse=Dtilt:]Everything discovered about Dtilt so far!
This move has 3 common situations.
- Stun
- Trip / Tech Chase
- Pop-Up
Stun is when the opponent flinches. The higher their percent, the higher their stun. Other factors include the decay of Dtilt itself - the fresher it is, the more stun it gives.
At earlier percents, Dtilt doesn't offer many advantages. It shines at 50% and later. The stun at this point gives Zelda the frame advantages to follow up accordingly.Dtilt hit advantage on Pit:
10%: - 4
20%: - 2
30%: +1
40%: +3
50%: + 6
60%: + 8
70%: +10
80%: pops Pit up.
Stun that is weakened due to decaying your Dtilt can be restored by damaging the opponent with a followup. This is because the opponent's percentage is increasing from followups (stun increase) whilst Dtilt is staling to provide such followups (stun decrease) - there is a balance.Dtilt Advantage at 50%
+4: Bowser; Donkey Kong
+5: Mario; Luigi; Yoshi; Wario; Link; Ganon; Samus; ROB; Dedede; Wolf; Lucario; Ike; Snake; Captain Falcon
+6: Peach; Diddy Kong; Zelda; Sheik; Toon Link; Ice Climbers; Pit; Olimar; Falco; Marth; Ness; Lucas; Sonic
+7: ZZS; Kirby; Meta Knight; Fox; Pikachu; G&W;
+8: Jigglypuff
- Followups from Dtilt Frame Advantages:
- Dsmash
- Dtilt... (Dtilt... Dtilt... )
- Dash Attack
- Usmash (when close)
- So if I followup with another Dtilt around 50+%, can I lock the opponent?
Yes! This is because your Dtilt is giving damage as it stales, but the damage it does give allows the next Dtilt enough advantage to combo, same with the next one after that, and after that one etc... so a lock is form. The opponent can only SDI in this situation; they can do nothing else.
TRIP / TECH CHASE
Dtilt can trip the opponent. The trip rate is 40%. Tripping provides a fixed advantage of 19 frames. You can followup with a variety of options:
- Dsmash / Fsmash / Usmash
- Jab / Dash Attack / Dtilt / Ftilt / Utilt (Opponent must be DDD large or higher)
- Grab
- Farore's Part 1 / Nayru's Love
- Lightning Kick (Requirements for this followup are discussed later)
- Tech Chasing *
Here are character roll lengths:
- Landing a sweetspotted Lightning kick from a trip:List of rolls from shortest to longest:
Very Short Rolls
Short Rolls
Mid Rolls
:shiek:
Mid-Long Rolls
Long Rolls
On trip, SH Fair sweetspots are guaranteed on these characters:
On trip, SH Bair sweetspots are guaranteed on these characters:
On trip, turnaround dropthrough Bair sweetspots are guaranteed on everyone on a platform:
POP-UP
This situation is weight dependent. Lighter characters will pop up from Dtilt earlier than heavies. Characters can pop up from as early as 70%. Percent and Dtilt Decay affect pop-ups.
The opponent has 6 frames to act before Zelda can catch them with an attack. Zelda has a number of moves that can catch out airdodgers in this situation:Fresh Dtilt on Mario
80%+: -6 *at approx. 80%, a fresh dtilt pops Mario into the air.
- Usmash
- Dash Attack
- Utilt
[/collapse][collapse=Nair:]Interesting mechanics of Nair!
There are 5 hits to the move, with the 5th one having knockback. The first 4 hits have no knockback growth and cannot be DI'd or SDI'd. As such any follow-ups are guaranteed based on these 4 prior hits. This is known as following up on an autocancelled Nair. A number of trajectories have been found:
- Low trajectory A
- Low trajectory B (from a higher position off the ground)
- Straight up trajectory
- Straight down trajectory
Low trajectories can be forced. This video demonstrates low trajectories and followups:
Forcing such a trajectory is done in the way you drag your grounded opponent. The ideal positioning is to hit the opponent so that they are launched through and behind you in a more horizontal trajectory parallel to the ground. This forces a hard landing. The advantage here is +32.
- The following is guaranteed if the trajectory is read:
- Grab
- Dash Attack
- Usmash (hyphen)
- Dsmash
- Dtilt
- Ftilt
- Fsmash
- Buffered SH Fair / Bair
Nair can spike. This is a very rare occurrence and a research topic!
[/collapse][collapse=Nayru's Love:]Unusual mechanics of Nayru's Love include:
- Momentum Cancelling
- Riding Momentum
Nayru's has momentum changing properties that have given Zelda the tool to immediately brake and slightly reverse the knockback she receives from an attack. This allows her to save the second jump for recovery.
How to do:
- Once hit, immediately fast-fall bair.
- Upon using the bair, press neutral B and reverse it.
RIDING MOMENTUM
There are instances when using Nayru's whilst in knockback momentum where she can fall incredibly fast and travel distances in the air by 'riding' this momentum.
Sorry for the lack of posts guys. I'm confirming the method for the descending Nayrus. Its just when ur in hitstun u fast fall a NL and it descends fast. U can aerial before it also, just have to buffer an NL right after.
- Directions known to be buffered:
- Straight down - simply press Nayru's from knockback momentum.
- Diagonally (down-forward) - buffer this direction just at the end of your momentum and then press Nayru's.
- Reversed Diagonal (down-backward) - simply use a b-reversed Nayru's and during momentum and instead of going forward you'll go backwards but down.
- Straight up - this is known as "the lovejump" in which you press jump from the momentum and then immediately use Nayru's to jump very high.
- Diagonally (up-forward) - a b-reversed "lovejump" that will make you go diagonally up.
An example of buffered Nayru's is right here at around 1:00: http://www.youtube.com/watch?v=LraLkK3wyPs
[/collapse][collapse=Jab:]Jab Facts!
- On Shield
- On Hit
- Misc.
Jab has a -8 disadvantage on shields. This means:
- When spaced it cannot be countered by normal grabs.
- The average tether grab is 10-11 frames. Jab is relatively safe from tethers.
ON HIT
Jab has a large amount of hitstun regardless of how stale it is.
Unfortunately due to jab's pushback and Zelda's lack of speed, following up on the move can be tricky. Therefore decaying jab a lot is somewhat useful in keeping the opponent in a range so that you can capitalise on its hitstun.
Fresh, on Mario
0%: +8
10%: +10
20%: +12
30%: +14
40%: +20
*at approx. 40%, a fresh jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
50%: +21
60%: +23
70%: +25
80%: +27
90%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 90%, Mario has enough time to airdodge or tech the ground upon landing.
Stalest, on Mario
0%: +7
10%: +9
20%: +10
30%: +11
40%: +13
50%: +14
60%: +15
70%: +21
*at approx. 70%, a stale jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
80%: +22
90%: +23
100%: +25
110%: +26
120%: +27
130%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 130%, Mario has enough time to airdodge or tech the ground upon landing.
- A followup needs to be quick:
- Dash Attack
- Dash Grab
MISC.
Extra information will go here. Other ideas:
- Jab's stun when it hits an opponent off the ledge.
- Jab > Dtilt on a shield - a guaranteed poke?
- Jab > Fair on heavies?
DTHROW SPIKE
This is a very situational spike. The requirements are:
- Battlefield as the arena
- Grab someone so you hold them over the ledge. Then Dthrow. They will spike.
Confirmed to work on 4 characters.
- Grab someone so you hold them over the ledge. Then Dthrow. They will spike.
- (Both ledges) / (Right ledge only)
- Other stages are known but are not officially listed. For more info, go here
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