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Super smash bros melee iso data dump
Super smash bros melee iso data dump








super smash bros melee iso data dump

Frames stands for invulnerable frames, where a character can not be damaged/interacted with L-Cancel Lag refers to the lag you experience if you perform a successful L Cancel while landing with a move (7 frame window before landing) Landing Lag refers to the lag you experience if you land during the middle of a move that is not in the auto cancel window If not, they will go through normal landing lag Many up b's will incur this lag IF they end high above the stage and fall long enough to enter special fall. LFS stands for Landing Fall Special, and refers to the amount of frames a character will occur of landing lag if put into special fall by a particular move. This is usually only a problem on moves with many hits, but unfortunately, I have not been able to find any data on the exact percentages these moves do, so all %'s listed are rounded to the nearest whole numberĪuto Cancel refers to landing with an aerial at a certain time such that no excess landing lag will occur from said aerial

super smash bros melee iso data dump

This means that sometimes, the % for multiple moves won't add up exactly to what will be listed. So be careful reading these, as the total % damage a move is meant to do may not be the same as what is listed.Īlso, although there are no decimals in your percent in this game (like in ultimate), moves will still do those tenths of % damage. Since multi-hit moves are unreliable in this game, I decided to list damage as so: the first number is the amount of damage the strongest hitbox will do, while the second number is the amount of damage the weakest hit will do. Every character will incur shield stun except for Yoshiīase Damage refers to the amount of damage the move will do unstale. Shield Stun refers to the amount of time an opponent will be stuck in shield if a character attacks their shield with said move. IASA stands for Interruptible As Soon As, which means you can cancel the animation if you input another action at said frame Just know that once the frame listed is hit, your character will be able to act again Sometimes, with projectile moves, this number will be lower than the active end.

super smash bros melee iso data dump

Total Frames refers to the amount of frames a move has from the beginning of its activation to its final frame of endlag. If it is inactive for any significant amount of time inside the frame window listed, that will be explained in the notes section This will refer to multiple hitboxes in multi-hit moves. Startup refers to the frame the hitbox will begin to be activeĪctive Frames refers to the frames of which a hitbox is out.










Super smash bros melee iso data dump