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Luigi smash ultimate frame data
Luigi smash ultimate frame data






Throws have an interesting property where the amount of frames a throw takes to complete will depend on the weight of the character being thrown. This thread goes into detail about each character's best out of shield options Useful for characters to act quickly out of shield (except Yoshi, who can not jump out of shield), or to use a standing grab instead of a dash grab (to avoid extra frames of lag). Jump Canceling refers to inputting an up smash, up special, grab, or item throw during a character's jump squat animation to cancel the jump and perform said move. Jumping and grabbing out of shield does not incur shield drop Power shielding projectiles reflects them back at the opponent, but reduces their damage by half and lowers knockback.ĭropping Shield takes 15 frames. Powershielding is useful because it will not deplete a character's shield and will decrease the amount of shieldstun a character receives (ONLY IF USING GROUNDED ATTACKS). To power shield normal attacks, start shielding 4 frames before the attack hits you. To Power Shield projectiles, start shielding 2 frames before the projectile hits you. Numbers provided on this site refer to the base damage and shieldstun a move will do if it is not stale Staling Moves is a mechanic that will change the damage and shieldstun a move will deal when that move is used multiple times. PLA Intangibility Frames stands for Perfect Ledgedash Angle, and it describes the amount of intangibility frames a character will have to act with if a perfect ledgedash was performed (on Final Destination ledges) 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 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. 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.








Luigi smash ultimate frame data