I want frame data

Thor

Well-Known Member
After rereading the thread discussing if ROB is too good, I noticed that Glyph and Kien had a bunch of frame data I'd never seen. Then I realized that since they're devs or whatever, they probably have all the frame data for characters stashed somewhere.

I want to see the frame data myself, and make it public for others to look at. I'd like to know various things, like Falco/Pikachu/MK's spotdodge timing, roll duration/invincibility, duration on certain moves, because I play those characters, and I'd like to be able to look at those things on others too since I may want to play them more and knowing that stuff when I have to fight against them would be helpful, instead of just guessing endlag.

Specifically I'd like: 1st frame it hits on (frame 0 being the input timing, since one frame attacks come out the very next frame), last frame it hits on, IASA frames, and total move duration frames (Can skip this one if you just want to put 1st/last/IASA frames). For rolls/spotdodges/airdodges, I would like first frame of invincibility-last frame of invincibility/total duration of the roll/dodge.

Is this doable for our devs?

P.S: Endlag on aerials that are not finished before hitting the ground (i.e., you don't finish the aerial and have landing lag from landing) would also be appreciated.
 

Doqtor Kirby

Resident Design Nitpicker
Minus Backroom
Unless you're M2K. ;)
 

Kien

A Meaningless Circle
Minus Backroom
Just saw this thread. I'll get you some frame data. I'm evidently the only dev who cares about the stuff. Just know that with our changes every so often some frame data may not be accurate. Everything I list will be from 3.Q
 

Thor

Well-Known Member
3.Q frame data is greatly appreciated - and won't it really only change when moves are changed? I figure, for instance, that all of Falco's frame data (except utilt) is the same as it was in 3.5, and just having an idea on current movesets will still be very valuable, since some moves are not likely to change any time soon (Falco dair, for instance, or Captain Falcon's knee, are both in perfect spots as Minus-y moves, so I would hardly expect those to change).
 

Kien

A Meaningless Circle
Minus Backroom
Adding frame speed modifiers will affect them. Because it speeds up or slows down the moves in certain times. Instead of giving you frame speed estimates I'll be giving you actual modifiers and letting you do the math on the numbers yourself if you want.
 

Kien

A Meaningless Circle
Minus Backroom
I'll be updating this post as I add to it. I may end up making a thread when it's all compiled. For those who don't know, Brawl runs at 60 frames per second. So frame data is just a way of measuring speed. The way I have it set up... first number is the starting frame and the second is the moment the hitbox terminates. The comma separates hitboxes. So multihit will have 2 numbers, a comma, and more numbers following.

Captain Falcon
Spot Dodge- Start 1, End 20, Interrupt- 25
Forward Dodge- Start 3, End 19, Interrupt- 31
Back Dodge- Start 3, End 19, Interrupt- 31
Air Dodge- Start 3, End 29, Interrupt- animation end (uncertain)

Jab 1- 2 5, Interrupt 15
Jab 2- 4 7, Interrupt 18
Jab 3- 5 7, Interrupt 25
Atk100- 9, hit every 6 frames, Interrupt 9 (after releasing)

Dash Attack- 6 16, Interrupt 37 [1.3 fsm speeding up after hitboxes terminate]

Side Tilt Hi- 8 11, Interrupt 31 [1.3 fsm speeding up after hitboxes terminate]
Side Tilt- 8 11, Interrupt 36 [1.3 fsm speeding up after hitboxes terminate]
Side Tilt Lw- 8 11, Interrupt 31 [1.3 fsm speeding up after hitboxes terminate]
Up Tilt-16 22, Interrupt 39
Down Tilt-10 15 Interrupt animation end (uncertain) [1.3 fsm speeding up entire move]

Side Smash- 18 24, Interrupt 48

Up Smash- 22 24, 28 30, Interrupt 43 [1.5 fsm speeding up move until hitboxes come out]

Down Smash-19 22, 29 32, Interrupt 37

Nair- 6 8, 19 21, Interrupt 44 [2 fsm speeding up move after first hitbox comes out. Stops when second hitbox comes out]

Fair- 13 14(sweetspot) sourspot til 30, Interrupt 39

Bair- 9 11(sweetspot) sourspot til 21, Interrupt 35

Uair- 5 10 (sweetspot)10 12 (mid hit)Interrupt 24

Dair- 15 18, Interrupt 44 [2x fsm after frame 35.]

Grab- 6 8, Interrupt (animation end) frame 30
Dash Grab- 10 12, Interrupt (animation end) frame 40 1.2x fsm speeding up entire move
Pivot Grab- 15 17, Interrupt (animation end) frame 36 3x fsm speeding up move until grab collisions terminate
Neutral B- 51 54, Interrupt (animation end) frame 100

[Grounded
Side B Start- Invincibility 10- 30, Hitbox 15 35, Interrupt (animation end) frame 80 without transition
Side B Uppercut- 3 5, (connecting hit) 6 12, (launching hit) Interrupt (animation end) frame 25]

[Aerial
Side B Start- 45 frames total, 1.3x fsm after frame 35
Side B Slam- 3- 8, 1.8 fsm after frame 8. Interrupt (animation end) frame 45]

Up B- total Catch collisions 12 30, Interrupt (animation end) frame 65

Down B- 12 17,(start hit) 17 31, (Hits every 2 frames up to 7 times) 33 35, (final hit) Interrupt (animation end) frame 70 total, ending has only 30. Ending sped up with 2x fsm for entire animation. Aerial ending sped up with 2.5x fsm for entire animation. Has 31 frames.

[Aerial Down B- 15 27, (Hits every 2 frames up to 6 times) 27 29, (final hit) Interrupt (animation end aerial) 46 frames. 2x FSM speeding up animation. (landing)]
 
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