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 Frame Data: Lucas

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plasmastar
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plasmastar


Number of posts : 80
Registration date : 2009-08-21

Frame Data: Lucas Empty
PostSubject: Frame Data: Lucas   Frame Data: Lucas I_icon_minitimeFri Aug 28, 2009 6:56 pm

If you've never seen frame data before, I list a bunch of numbers that represent the time or quantity for a certain value. Let's use the jab as an example:

jab:
hits:2 (this means that the jab hits on frame 2, or 1/30th of a second after you press A)

hitlag:6 (this means that both you and your opponent are frozen for 6 frames, or a tenth of a second after the move connects)

ends:24 (this means that the move finishes 24 frames after it starts, or four tenths of a second after it begins)


AA:
hits:2,15
hitlag:6,6
ends:44

AAA:
hits:2,15,30
hitlag:6,6,6
ends:58

Dtilt:
hits:3
hitlag:4
ends:14

Utilt:
hits:4
hitlag:3
ends:48

Ftilt:
hits:6
hitlag:6
ends:27

Usmash:
hits:32
hitlag:6-20 varies
ends:123

Dsmash:
hits:20,30,40 if all miss, add 16 frames after a hit
hitlag:16
ends:79 (one hit, add 16 per additional hit)

Fsmash:
hits:14
hitlag:12
ends:58

Dash attack:
hits:16
hitlag:14
ends:54

Nair:
hits:4 and then every 4 frames
hitlag:2

Fair:
hits:4
hitlag:6
landing lag:15 (lag experienced after landing while this move is in effect)

Bair:
hits:14 (earliest hit)
hitlag:12
landing lag:5

Uair:
hits:5
hitlag:9
landing lag:8

Dair:
hits:3,12,22,32
hitlag:4,4,4,4
landing lag:9

PK freeze:
hits: 55 (earliest possible hit)

PK thunder:
hits:21,renews every 48 frames for another bolt hit
hitlag(bolt):15

PK fire:
hits:18
ends:45


Psi Magnet:
hits:16 (earliest)
hitlag:11
ends:38
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