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Drill Rush: frame 21
Mach tornado: frame 8 totally meant 9 IDC: frame 7 (view Sartron's post). Btw, the input window is a relatively new addition in the frame data thread and it might be that the frame 7 misinformation has spread somehow far already
Full DC: frame 37
@Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
@Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
@Sartron
, do you have the glide attack frame data in here? I couldn't find it anywhere. Also, were both of MK's dimensional cape attacks homogenized, or do they simply have the same hitbox and frame data?
There's still a strong and quick down special. They share the same frame data, they just have different hitbox damages. Although technically the difference is that the strong one appears frame 37 and the weaker one is as early as frame 11.
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.
TLDR Jab isn't safe on shield.
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.
TLDR Jab isn't safe on shield.
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.
TLDR Jab isn't safe on shield.
Those advantages are actually leftovers I seem to have skimmed over back when I used to organize data by subaction. I've updated it to be accurate now, my apologies and thanks for noticing.
• Up to date as of Project M 3.6.
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• All hitbox/throw calculations are done on the assumption of hitting/throwing a weight of 100 at 0 damage.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
Hitbox Data Overhaul 1 [9/16/15]
- Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
- Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
3.6 Update! [8/16/15]
- Includes all 3.6 changes.
Glide Attack Update [8/2/15]
- Added Glide Attack in the Up Special section.
Misc. Update [7/31/15]
- Edge slide added to up special section.
3.6 Beta Update! [6/24/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.