phi1ny3
Not the Mama
K, do you know how many other character boards have an official "frame thread"? Also, do you know how many people have asked "how much is roll in invincibility frames"? Well, I've decided that the Lucario boards should take the initiative and make one! Post in data for frames, and I'll add it on if it's correct.
Here are some notes/miscellaneous things you should know before reading:
I'm now doing this the right way, via Project Smash Attacks!Unfortunately, I had to use some of my old data on the "chargeable" attacks, since they don't record those in PSA Got another system that works yeeeeee.
Also, there's a large misunderstanding about the word "Autocancel". Aerials like Ike/Lucario nair actually don't autocancel like we thought it did. It just has very low landing lag. Autocancel is in nearly every aerial at the beginning and end, unless it has IASA frames like Peach's.
Now how was this tested? RJ actually had the right idea, so I followed suit with his method:
All moves have been tested on equal stocks on opponent, at 0 percent. It should be stated that Lucario depending on his percent, will either have more or less hitstun/shieldstun to his opponent, therefore having a less advantage, or an increased advantage. This test is to determine the least amount of hit stun possible while having the same stock count as your opponent.
Also, keep in mind that this isn't the only determining factor in move's being safe. Shield push takes into account as well.
Hitstun tested by: Marth Using Up-B on each frame after Lucario initiated a move. (Debug code)
Shieldstun test by: Debug code and Frame Advance w/ D-Pad code (to move the attack frame by frame)
(Dis)Advantage tested by: Debug code and Frame Advance w/ D-Pad code (to move the attack frame by frame)
**Attack Moves (A-Moves)**
Jabs
Jab1
Hitbox on frame: 6
Hitbox ends on frame: 9
IASA: 10
Complete on frame: 20
(Dis)Advantage: -8
Shieldstun: 5
Hitstun: 18
Jab2
Hitbox on frame: 9
Hitbox ends on frame: 12
IASA: 13
Complete on frame: 22
(Dis)Advantage: -7
Shieldstun: 6
Hitstun: 21
Jab3
Hitbox on frame: 9
Hitbox ends on frame: 14
Complete on frame: 40
(Dis)Advantage: -24
Shieldstun: 8
Hitstun: 35
Tilts
Ftilt
1st Hit Box on frame: 12
1st Hit Box ends on frame: 14
2nd Hit Box on frame: 15
2nd Hit Box ends on frame: 19
Completes on frame: 29
(Dis)Advantage: -6
Shieldstun: 17
Hitstun: 24
Utilt
Hit Box on frame: 5
Hit Box ends on frame: 15
Completes on frame: 32
(Dis)Advantage: (Front)-14 Back (-22)
Shieldstun: 8
Hitstun: 29
Dtilt
Hit Box on frame: 9
Hit Box ends on frame: 15
Completes on frame: 25
(Dis)Advantage: -8
Shieldstun: 8
Hitstun: 28
Smashes
Fsmash
Minimum Charge delay: +2
Hit Box on frame: 21
Hit Box ends on frame: 30
IASA: 36
Complete on frame: 43
(Dis)Advantage: -13
Shieldstun: 12
Hitstun: 27
Usmash
Minimum Charge Delay: +13
Hit Box 1 on frame: 12
Hit Box 2 on frame: 17
Hit Box ends on frame: 35
Completes on frame: 56
(Dis)Advantage: -36
Shieldstun: 11
Hitstun: 30
Dsmash
Minimum Charge Delay: +2
Hit Box on frame: 17
Hit Box ends on frame: 23
Completes on frame: 48
(Dis)Advantage: -22
Shieldstun: 12
Hitstun: 29
**Special Moves (B-moves)**
Aura Sphere
time for ASC hitbox to appear (assuming it's charged to the point to have a hitbox):
tick "activates" on frame: 52
fully charged AS on: 120
Hit Box on frame: 20 (if shot at the earliest possible, hitting B twice)
Hitbox on (from charge stance): 7
Shoot lag ends on frame: 49
AS (Full)
(Dis)Advantage: -11
Shieldstun: 15
Hitstun: 33
BAS
(Dis)Advantage: -15
Shieldstun: 8
Hitstun: 16
Extreme Speed
Starts on frame: 30
total time (ground to ground): 68
total time (ground to air): 78
time to go into fallspecial: 4
Force Palm
Grab Starts On frame: 9
Grab hits on frame: 28
Grab ends on frame: 43
Hit Box on frame: 24
Hit Box ends on frame: 25
Completes on frame: 40
FP Flame
(Dis)Advantage: -27
Note: If you prime this within 8 frames of landing, you will get the grab hitbox to come out on frame 1. I thought that this wasn't the case, but you literally have a FRAME 1 FORCE PALM. AWESOME
Double Team
Hit Box on frame: 6
Completes on frame: 81
Invincibility Frame(s): 6-36
Actual slide starts (after activation): 26
**Aerial Moves**
Nair
Hit Box 1 out on: 6
Hit Box 2 out on: 8
Hit Box 2 in on: 24
Complete on: 68
Fair
Hit Box on frame: 7
Hit Box in on:21
Completes on frame: 27
Bair
Hit Box out on frame: 15
Hit Box 2 out on frame: 18
Hit Box 2 in on frame: 29
IASA: 33
Completes on frame: 49
Uair
Hit Box on frame: 10
Hitbox in on frame: 22
IASA: 26
Completes on frame: 38
Dair
Hit Box 1 out on: 4
Hit Box 1 in on: 7
Hit Box 2 out on: 11
Hit Box 2 in on: 14
IASA: 24
Complete on: 29
**Misc Moves**
Jump
Starts on frame: 6
Roll Forward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Roll Backward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Air Dodge
Invulnerable on: 4
Vulnerable on: 29
Complete on: 39
Spot Dodge
Invulnerable on: 2
Vulnerable on: 20
Complete on: 25
Dash Attack
1st Hit Box on frame: 7
2nd Hitbox on frame: 10
Hitbox ends on frame: 18
Complete on frame: 35
(Dis)Advantage: -18
Shieldstun:
Hitstun: 28
Grab (standing)
Hit Box on frame: 6
Hit Box ends on: 8
Complete on: 29
Grab (dash)
Hit Box on frame: 8
Hit Box ends on: 10
Complete on: 29
Grab (Pivot)
Hit Box on frame: 9
Hit Box ends on: 11
Complete on: 30
Grab Pummel
Hit Box on frame:2
Hit Box ends on frame: 2
Complete on frame: 8?
Note: I'm having issues with this merely b/c PSA doesn't account for hitlag, so it might be shorter/longer, but will get this soon
Fthrow
Hit Box on frame: 4
Completes on frame: 22
Bthrow
Hit Box on frame: 14
Completes on frame: 36
Uthrow
Hit Box on frame: 16
Hit Box 2 on frame: 17
Hit Box ends on frame: 18
Completes on frame: 38
(Dis)Advantage: +9
Shieldstun:
Hitstun: 31
Dthrow
Hit Box on frame: 36
Completes on frame: 37
Ledge getup < 100% (incomplete)
Invincible frames throughout until frame: 30
Able to input a move on frame: 36
Ledge getup > 100% (incomplete)
Invincible frames throughout until frame: 56
Able to input a move on frame: 60
Ledge attack < 100%
Invincible frames start on: 13
Invincible frames end on: 17
Hitbox on frame: 17
Completes on frame: 56
Ledge attack > 100%
Invincible frames throughout until frame: 40
Hitbox on frame: 35
Hitbox leaves on frame: 40
Completes on frame: 70
Ledge roll < 100%
Invincible frames throughout until frame: 30
Able to input a different move/Completes on frame: 50
Ledge roll > 100%
Invincible frames until frame: 65
able to input a move on frame: 80
Note: Item toss data is the same for ground and air, unless an exception is noted.
Item Drop
Item dropped on frame: 6
IASA: 24 (25 in the air)
Light Item Forward Toss
Item Thrown on frame: 8
IASA: 24
Light Item Backward Toss
Turns around on frame: 4
Item thrown on frame: 10
IASA: 24 (25 in the air)
Light Item Upward Toss
Item thrown on frame: 12
IASA: 24
Light Item Downward Toss
Item thrown on frame: 7
IASA: 20
Light Item Dash Toss
Item thrown on frame: 5
IASA: 27
"Heavy" Item Forward Toss
Item thrown on frame: 20
"Heavy" Item Backward Toss
Item thrown on frame: 20
"Heavy" Item Upward Toss
Item thrown on frame: 14
"Heavy" Item Downward Toss
Item thrown on frame: 13
"Downed" Stand Up
Intangible until frame: 22
"Downed" Attack
Invincible on frame: 16
Attack 1 begins on frame: 16
Attack 1 ends on frame: 18
Attack 2 begins on frame: 20
Attack 2 ends on frame: 22
Invincibility ends on frame: 22
"Downed" Forward Roll
Intangible until frame: 22
"Downed" Backward Roll
Intangible until frame: 22
"Trip" Get Up
Intangible until frame: 18
"Trip" Attack
Invincible until frame: 8
Attack 1 begins on frame: 19
Attack 1 ends on frame: 21
Attack 2 begins on frame: 28
Attack 2 ends on frame: 30
IASA: 50
"Trip" Forward Roll
Intangible until frame: 10
IASA: 29
"Trip" Backward Roll
Intangible until frame: 10
IASA: 29
Utaunt
Completes on frame: 80
Ftaunt
Completes on frame: 110
Dtaunt
Completes on frame: 100
Now for the sake of SCIENCE!, iirc, the human eye processes at about 24-30 fps, so that gives you a good indicator of what's going on. The average Joe can react at about frame 10, although usually higher than so.
Here are some notes/miscellaneous things you should know before reading:
I'm now doing this the right way, via Project Smash Attacks!
Also, there's a large misunderstanding about the word "Autocancel". Aerials like Ike/Lucario nair actually don't autocancel like we thought it did. It just has very low landing lag. Autocancel is in nearly every aerial at the beginning and end, unless it has IASA frames like Peach's.
Now how was this tested? RJ actually had the right idea, so I followed suit with his method:
All moves have been tested on equal stocks on opponent, at 0 percent. It should be stated that Lucario depending on his percent, will either have more or less hitstun/shieldstun to his opponent, therefore having a less advantage, or an increased advantage. This test is to determine the least amount of hit stun possible while having the same stock count as your opponent.
Also, keep in mind that this isn't the only determining factor in move's being safe. Shield push takes into account as well.
Hitstun tested by: Marth Using Up-B on each frame after Lucario initiated a move. (Debug code)
Shieldstun test by: Debug code and Frame Advance w/ D-Pad code (to move the attack frame by frame)
(Dis)Advantage tested by: Debug code and Frame Advance w/ D-Pad code (to move the attack frame by frame)
**Attack Moves (A-Moves)**
Jabs
Jab1
Hitbox on frame: 6
Hitbox ends on frame: 9
IASA: 10
Complete on frame: 20
(Dis)Advantage: -8
Shieldstun: 5
Hitstun: 18
Jab2
Hitbox on frame: 9
Hitbox ends on frame: 12
IASA: 13
Complete on frame: 22
(Dis)Advantage: -7
Shieldstun: 6
Hitstun: 21
Jab3
Hitbox on frame: 9
Hitbox ends on frame: 14
Complete on frame: 40
(Dis)Advantage: -24
Shieldstun: 8
Hitstun: 35
Tilts
Ftilt
1st Hit Box on frame: 12
1st Hit Box ends on frame: 14
2nd Hit Box on frame: 15
2nd Hit Box ends on frame: 19
Completes on frame: 29
(Dis)Advantage: -6
Shieldstun: 17
Hitstun: 24
Utilt
Hit Box on frame: 5
Hit Box ends on frame: 15
Completes on frame: 32
(Dis)Advantage: (Front)-14 Back (-22)
Shieldstun: 8
Hitstun: 29
Dtilt
Hit Box on frame: 9
Hit Box ends on frame: 15
Completes on frame: 25
(Dis)Advantage: -8
Shieldstun: 8
Hitstun: 28
Smashes
Fsmash
Minimum Charge delay: +2
Hit Box on frame: 21
Hit Box ends on frame: 30
IASA: 36
Complete on frame: 43
(Dis)Advantage: -13
Shieldstun: 12
Hitstun: 27
Usmash
Minimum Charge Delay: +13
Hit Box 1 on frame: 12
Hit Box 2 on frame: 17
Hit Box ends on frame: 35
Completes on frame: 56
(Dis)Advantage: -36
Shieldstun: 11
Hitstun: 30
Dsmash
Minimum Charge Delay: +2
Hit Box on frame: 17
Hit Box ends on frame: 23
Completes on frame: 48
(Dis)Advantage: -22
Shieldstun: 12
Hitstun: 29
**Special Moves (B-moves)**
Aura Sphere
time for ASC hitbox to appear (assuming it's charged to the point to have a hitbox):
tick "activates" on frame: 52
fully charged AS on: 120
Hit Box on frame: 20 (if shot at the earliest possible, hitting B twice)
Hitbox on (from charge stance): 7
Shoot lag ends on frame: 49
AS (Full)
(Dis)Advantage: -11
Shieldstun: 15
Hitstun: 33
BAS
(Dis)Advantage: -15
Shieldstun: 8
Hitstun: 16
Extreme Speed
Starts on frame: 30
total time (ground to ground): 68
total time (ground to air): 78
time to go into fallspecial: 4
Force Palm
Grab Starts On frame: 9
Grab hits on frame: 28
Grab ends on frame: 43
Hit Box on frame: 24
Hit Box ends on frame: 25
Completes on frame: 40
FP Flame
(Dis)Advantage: -27
Note: If you prime this within 8 frames of landing, you will get the grab hitbox to come out on frame 1. I thought that this wasn't the case, but you literally have a FRAME 1 FORCE PALM. AWESOME
Double Team
Hit Box on frame: 6
Completes on frame: 81
Invincibility Frame(s): 6-36
Actual slide starts (after activation): 26
**Aerial Moves**
Nair
Hit Box 1 out on: 6
Hit Box 2 out on: 8
Hit Box 2 in on: 24
Complete on: 68
Fair
Hit Box on frame: 7
Hit Box in on:21
Completes on frame: 27
Bair
Hit Box out on frame: 15
Hit Box 2 out on frame: 18
Hit Box 2 in on frame: 29
IASA: 33
Completes on frame: 49
Uair
Hit Box on frame: 10
Hitbox in on frame: 22
IASA: 26
Completes on frame: 38
Dair
Hit Box 1 out on: 4
Hit Box 1 in on: 7
Hit Box 2 out on: 11
Hit Box 2 in on: 14
IASA: 24
Complete on: 29
**Misc Moves**
Jump
Starts on frame: 6
Roll Forward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Roll Backward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Air Dodge
Invulnerable on: 4
Vulnerable on: 29
Complete on: 39
Spot Dodge
Invulnerable on: 2
Vulnerable on: 20
Complete on: 25
Dash Attack
1st Hit Box on frame: 7
2nd Hitbox on frame: 10
Hitbox ends on frame: 18
Complete on frame: 35
(Dis)Advantage: -18
Shieldstun:
Hitstun: 28
Grab (standing)
Hit Box on frame: 6
Hit Box ends on: 8
Complete on: 29
Grab (dash)
Hit Box on frame: 8
Hit Box ends on: 10
Complete on: 29
Grab (Pivot)
Hit Box on frame: 9
Hit Box ends on: 11
Complete on: 30
Grab Pummel
Hit Box on frame:2
Hit Box ends on frame: 2
Complete on frame: 8?
Note: I'm having issues with this merely b/c PSA doesn't account for hitlag, so it might be shorter/longer, but will get this soon
Fthrow
Hit Box on frame: 4
Completes on frame: 22
Bthrow
Hit Box on frame: 14
Completes on frame: 36
Uthrow
Hit Box on frame: 16
Hit Box 2 on frame: 17
Hit Box ends on frame: 18
Completes on frame: 38
(Dis)Advantage: +9
Shieldstun:
Hitstun: 31
Dthrow
Hit Box on frame: 36
Completes on frame: 37
Ledge getup < 100% (incomplete)
Invincible frames throughout until frame: 30
Able to input a move on frame: 36
Ledge getup > 100% (incomplete)
Invincible frames throughout until frame: 56
Able to input a move on frame: 60
Ledge attack < 100%
Invincible frames start on: 13
Invincible frames end on: 17
Hitbox on frame: 17
Completes on frame: 56
Ledge attack > 100%
Invincible frames throughout until frame: 40
Hitbox on frame: 35
Hitbox leaves on frame: 40
Completes on frame: 70
Ledge roll < 100%
Invincible frames throughout until frame: 30
Able to input a different move/Completes on frame: 50
Ledge roll > 100%
Invincible frames until frame: 65
able to input a move on frame: 80
Note: Item toss data is the same for ground and air, unless an exception is noted.
Item Drop
Item dropped on frame: 6
IASA: 24 (25 in the air)
Light Item Forward Toss
Item Thrown on frame: 8
IASA: 24
Light Item Backward Toss
Turns around on frame: 4
Item thrown on frame: 10
IASA: 24 (25 in the air)
Light Item Upward Toss
Item thrown on frame: 12
IASA: 24
Light Item Downward Toss
Item thrown on frame: 7
IASA: 20
Light Item Dash Toss
Item thrown on frame: 5
IASA: 27
"Heavy" Item Forward Toss
Item thrown on frame: 20
"Heavy" Item Backward Toss
Item thrown on frame: 20
"Heavy" Item Upward Toss
Item thrown on frame: 14
"Heavy" Item Downward Toss
Item thrown on frame: 13
"Downed" Stand Up
Intangible until frame: 22
"Downed" Attack
Invincible on frame: 16
Attack 1 begins on frame: 16
Attack 1 ends on frame: 18
Attack 2 begins on frame: 20
Attack 2 ends on frame: 22
Invincibility ends on frame: 22
"Downed" Forward Roll
Intangible until frame: 22
"Downed" Backward Roll
Intangible until frame: 22
"Trip" Get Up
Intangible until frame: 18
"Trip" Attack
Invincible until frame: 8
Attack 1 begins on frame: 19
Attack 1 ends on frame: 21
Attack 2 begins on frame: 28
Attack 2 ends on frame: 30
IASA: 50
"Trip" Forward Roll
Intangible until frame: 10
IASA: 29
"Trip" Backward Roll
Intangible until frame: 10
IASA: 29
Utaunt
Completes on frame: 80
Ftaunt
Completes on frame: 110
Dtaunt
Completes on frame: 100
Now for the sake of SCIENCE!, iirc, the human eye processes at about 24-30 fps, so that gives you a good indicator of what's going on. The average Joe can react at about frame 10, although usually higher than so.