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Credits to SuperDoodleMan for most of the frame data.
Images compiled and edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Credit to Magus420 for info on...
Started by standardtoaster on
, 15 posts
by 10 people.
Answer Snippets (Read the full thread at smashboards):
Damn, I thought Up B hitbox....
It's the reason Kirby can duck underneath it without getting hit even though that hitbox clearly: Added.
Landlag: 25
L canceled: 12
The large foot hitbox on grounded wizard foot can only hit stage version.
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Credits to SuperDoodleMan for most of the frame data.
Images compiled and edited by Stratocaster and standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Kick 1
Total:...
Started by standardtoaster on
, 7 posts
by 6 people.
Answer Snippets (Read the full thread at smashboards):
For a frame or two, or before/after the roll during lag? After the invincibility, when he's still.
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Hey everyone, major updates will be coming to this post soon.
For starters I just want to include the download link for the frames.
DOWNLOAD
Images Compiled
Thread finished! Linked
Bowser- Seikend
CFalcon- Stratocaster
Donkey Kong- Strong Bad
Doc - standardtoaster...
Started by Stratocaster on
, 15 posts
by 7 people.
Answer Snippets (Read the full thread at smashboards):
H*** I know pichu's frame data and no one esle cares about feel free, or we could split the work....
Of this is just to have the hitbox images high quality all here on smashboards so you can see where and i'm looking forward to a new project.
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Ask your Facebook Friends
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SALUTE TO THE FLAGS
THE HITBOX FLAG DIRECTORY
[/cheesy]
DISCLAIMER
(read this you maggots)
While I've documented all the hitboxes of every character and item, I haven't yet done things like ATs and Pokémon, while stage and enemy attacks may be their own...
Started by Toomai on
, 15 posts
by 6 people.
Answer Snippets (Read the full thread at smashboards):
Looked at various other things and found the following:
Items use the same hitbox system hitbox system, although I've been unable to confirm this, and I think the community as a whole is having.
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'Sup fellow Jigglypuffians.
Here's pretty much every bit of Jigglypuff's frame data, much of it with illustrations.
Raw image data courtesy of Stratocaster.
Numerical data courtesy of SuperDoodleMan.
Animation/Labor/Thread courtesy of me.
All numbers ...
Started by Massive on
, 12 posts
by 8 people.
Answer Snippets (Read the full thread at smashboards):
Updated, thank you Magus.
Pull off the meteor cancel at worst you would have around 10 frames to get inside of his hitbox and pop.
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Frame Data (for people that want to learn it) What is Frame Data
Here's the gist of it:
Start up/Execution frames = Speed of the attack
Active frames = Duration of the attack
Recovery frames = Cool down before you can move, attack or block again
Stun ...
Started by Vulcan Hades on
, 20 posts
by 13 people.
Answer Snippets (Read the full thread at trmk):
I suggest you watchRe: Frame Data....
I suggest you watch the first A move with "6 start up" means the hitbox starts being active on the 6th frame.
With "6 start up" means the hitbox starts being active on the 6th frame.
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You can figure this out based on the frame data that has been posted already, but I made a spreadsheet to show what Natsu's frame +/- is when transitioning to PO from attacks on both block and hit. Additionally, it shows each PO option and its effective...
Started by guttinboy on
, 20 posts
by 6 people.
Answer Snippets (Read the full thread at 8wayrun):
I'm thinking it's at ....
In other news, I think I'm narrowing in on the frame that PO 8's TJ frames starts.
I made this at work so I'll investigating to do .
Taxi tests all the frame data to see how accurate the info in the guide is.
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I don't have the frame data and I'm currently looking for a way to get +0 on hit or block for testing. Findings so far
CH 1K is now neg frames
6K and 3K now + on hit
6(B) NSS K is no longer a frametrap, it's awful
4A and CE are + on guard
FOUND IT. WR...
Started by Tiamat on
, 20 posts
by 12 people.
Answer Snippets (Read the full thread at 8wayrun):
His 66k for some stupid reason is unsafe: ↑ I can't wait to we have a frame....
Anyway it goes NM is safer than in 4.
His 66k for some stupid have a frame data sheet.
Anyway it goes NM is safer than in 4.
Wait to we have a frame data sheet.
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Post all Frame Data findings/research here.
Please post any testing methods or assumptions along with your data so it can be verified by the SA mods and added to the wiki!
Started by IdleMind on
, 5 posts
by 4 people.
Answer Snippets (Read the full thread at 8wayrun):
Most are difficult to identify ....
In previous games, clashing could occur if the speed of two moves were within 1 frame of each other.
Hi all, i've done some preliminary frame data testing using the existing frame data for mitsu.
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Have fun.
Started by KayEff on
, 7 posts
by 5 people.
Answer Snippets (Read the full thread at dustloop):
And I will keeping a much harsher watch on this thread.... .
Also that the hitbox displays are CS2.
Afaik there hasnt been any gatling changes for bang okay .
Just be aware.
hitbox data is CS2.
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