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No, I have not looked at perfect shields yet.Artwork of Lucario in Super Smash Bros.I thought perhaps all dash attacks have some unique formula, but I have not found another one with an abnormal amount of shieldstun There may be something special about certain attacks. I don't know why Mario's Dash attack has so much shieldstun.Projectiles may also be slightly reduced but I only have one point of comparison. But aerial shieldstun is drastically reduced. Comparing directly to Smash 4, shieldstun for grounded moves appears slightly higher than Smash 4.The 1v1 damage modifier is applied after calculations, thus shieldlag and shieldstun in a 1v1 setting is identical to matches with more than two players.And I wouldn't expect shield stats to come with the same speed as last month's updates since I won't be spending as much time on these charts. Moving forward I don't think I'll collect the numbers for short hop aerials. And I got shield data for Mario just to see how the formatting would look - it looks pretty ugly. I also added more helpful notes to the Glossary page. Even if I lined up kill percents between games all I could say is the knockback is improved in some way, not its growth or base.Īnyway, that's all that's on my mind. I've considered the possibility of Damage and knockback just to have more comprehensive lists of how these moves have changed, but I have no way to get knockback in units or reasonably compare it to the last game. If I do do shieldstun, Chrom, Lucina, and I suppose Dark Pit will need to be separated since they have obvious damage differences. Shieldstun and block advantage are how I got my start with frame counting, so maybe that. I still don't know what I should do as far as adding data points to the charts. It was just easier to have a separate chart. I think that Ken not only has a notable number of unique moves and properities, but also it would look especially ugly to stick his moves in with Ryus given the format of the charts. I've coupled all the echo fighters with their original counterparts, with the exception of Ken. Having these charts to refer back to should help quite a bit for confirming changes with precise numbers.
#Lucario smash ultimate frame data Patch#
Especially for the first balance patch which I anticipate could arrive as early as January. It took somewhere over 100 hours to count out all these numbers, and I hope people can find use for all of it. Well it looks like I'm finished with the frame data. I make copies of the previous patches which you can see below: And the first link of this post will always be the current patch of the game. Of course I will also add new charts for any newly released characters.
#Lucario smash ultimate frame data free#
Also you are free to use or repurpose this data as you like. Please let me know if you have any questions or want clarifications. Smash 4's lack of patch notes really had us struggling for the first few months because nobody had the numbers to compare to until about a year after release. The goal of having these charts so early was to be prepared for the first balance patch. Most of the data was initially collected from version 1.1 but is updated with the release of new patches and characters. This game actually has some new features to make the process far quicker than in Smash 4. I did what I could to get some data from footage of the E3 demo, but having the game in my hands allows me to get more data, and in more accurate ways. Hey everyone, I decided to manually test and write up the frame data for all the characters in the game.
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