Thanks very much to Brad/Arma for helping with some Javascript things! Thanks to DigitalNinjaGraphics for the Shulk Monado Art and Pokemon Trainer and Mii Character Images. Hitbox pausing/framestep via Buzzfeed libgif-js and Featherlight.
Fox smash ultimate frame data code#
I farmed no data myself, so be sure to thank those folks for all their hard work! Code Stuff Additional data/information thanks to Struggleton, Lattie, EyeDonuts, Invy, Foxyjoe, Plague von Karma, aaronlink127, and Zeckemyro. Out of Shield options are from this Google Sheet. Thanks to Drafix570, Gengar6tomo, and Meshima for this spreadsheet source where most of the active frames came from-and thanks to Yikarur for translating. Hitbox images from Zeckemyro and EyeDonuts. Zapp Branniglenn's Google Sheet, Zeckemyro, Smash Wiki, and Kurogane Hammer. The regular lines indicate the angles like they are. It goes over a lot of these concepts!įOR ANGLES - 0 is horizontal, 90 is vertical. Check out this video, "Understanding Frame Data," from Izaw.Stale Moves affect advantage/disadvantage and occur when hitting a character as well as when hitting a shield.This includes projectiles which are active for a very long time and thus become much more advantaged the later they hit. On Shield advantage/disadvantage data assumes the move hits on its first Active Frame (hitting on a later active frame would be a meaty and can gain additional advantage relative to the later active frames).So a 6 frame grab would be 10 frames out of shield. Grabs used to happen instantly out of shield as well, but Ultimate added 4 frames to Grabs done after a hit connects with a shield. Aerials have 3 frames added to them because it takes 3 frames to leave the ground, so a 3 frame aerial would be 6 frames out of shield. can grab edge after moving once hitbox is inactive. can grab edge before moving as early as frame 16. So, since some characters have a 3 frame Up B, -3 would be unsafe against those characters. Notes - 7 hits frames 20-32 of 2 each, then strong hit frames 43-72. HUGE EXCEPTION: Jump, Up B, and Up Smash out of shield ignore Shield Drop frames. So if all else was equal, you could be as disadvantaged as -11 on an attack and still be "neutral".
However, in Smash there is Shield Drop which takes 11 frames in Ultimate. In most games, being negative means you can't apply pressure since the defending opponent would be able to act before you as the attacker. Negative meaning the defender can act before the attacker.