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Smash ultimate frame data spreadsheet
Smash ultimate frame data spreadsheet





The ultimate frame data website is excellent, and does incorporate my charts, but my hope is that with future smash games I can play a more active role in making a complete resource like that. When this game came out, I just assumed a website would be created based entirely on accurate data interpreted from the game's code, so these charts were just a resource for people that wanted practical numbers quickly for each character. For the sake of accuracy, I should have reached out to get more eyes on this stuff for double checking. That's sort of my one regret with these charts. I do know quite a bit about the 78 characters in this game, and still play the game on a fairly regular basis, but nobody knows everything, and I'm still just the one guy. The only thing I don't document is knockback, since it's not quantifiable within the game itself. Yeah if it seems I'm missing details like this about a character's frame data, be sure to let me know. Though in my defense I'm pretty sure that wasn't there in Smash 4. Speaking of didn't know, I found that Mii Brawler's Feint Jump does have an automatic meteor kick like ZSS' Down B.

smash ultimate frame data spreadsheet

Because I just genuinely didn't know that was there until dash attacking into him for the 10th time and noticing he didn't flinch. Popo will experience an additional 3 frames of falling before landing, but both climbers will strike the shield and Popo can move on the same frame the blocker can begin an OoS option.Īdded information about Sephiroth's super armor on smash attacks when he has One Wing. Input F-air on frame 40 of their air time (or 43 if you prefer to count jumpsquat frames), and don't fast fall. I played around for a minute and found a consistent scenario in which F-air is +0 on block since that's what this whole discussion is about. He's also fast falling, which exacerbates the discrepancy in attack timing between Climbers. Dunno why this would be news to somebody like GIMR. Short hop attacks have less damage, thus less shieldstun. Nana acts seven frames after Popo, but the hitlag delay on F-air isn't that much, so that creates a discrepancy in the altitude in which they can strike the same shield. And GIMR makes a good point that such a scenario is not always possible, at least not in the case of F-air when both Climbers are synced.

smash ultimate frame data spreadsheet

My charts assume that a best case scenario exists in which Popo can land a frame after contact but also Nana's attack strikes the shield as well. Click to expand.Ice Climbers have a lot of odd stipulations that come up when talking about their advantage state on aerials.







Smash ultimate frame data spreadsheet