
Videos you watch may be added to the TVs watch history and. So for throws with animations that are unaffected by weight, you would have the same amount of time to follow up on Bowser as you would against Pichu when the percents are the same.Īlso, since the launch speeds on 2 given characters will always be the same at the same percents, a character that falls faster like Pichu can survive something like Peach's F-Throw until higher percents than Samus would. Mew2King Analyzes Soras Hitboxes and Frame Data In Smash Ultimate If playback doesnt begin shortly, try restarting your device. Unlike attacks, throw launch power is unaffected by weight, and with it the stun time as well. Also, releases that are faster than around 10-12 or so (including the weight speed change if applicable) will be very difficult to impossible to DI a certain way in time if you throw immediately and they weren't expecting to be grabbed. The size of Ultimate Frame Data varies depending on the device and its version According to the number of downloads of Ultimate Frame Data is 22542 From the team at that is included in the brand we can assure that the current version of Ultimate Frame Data is 1. In this case it'd give you 18.75 -> 19, which is 1 frame off.ĭI on throws is read ON the frame immediately before release, so if it releases on frame 8 you would need to be holding it before frame 7 to then be read on frame 7. Notice how while you could use 25 x 0.75 to get a quick estimate for the difference, it won't always be accurate. So for Bowser's F-Throw which is normally. To find the times for throws that are affected by weight, simply multiply the number listed by the character's weight and round up to the next whole frame. The frame of animation on a smash attack that gets repeated when you charge the move. I'm not positive about the multipliers for PAL, but I'm guessing that this change list that I found. The release/total times include hitlag affecting the thrower, so if the animation were to release on 30 but has 3 additional freeze frames during it it'd be listed as 33.įor the actual amount it is changed, it's based on their weight multipliers which are the following: The more it is slowed down, the greater the total time between when they are released and when the throw ends becomes and will be harder to follow up, and the opposite is true for when it's sped up. With the throws that are affected, heavier characters will make the animation play through slower while lighter chars will be faster. If unaffected, the throw animations on all characters will be the same. This is a list of data for throws and how their speeds are affected by weight.
