Smash ultimate frame data yoshi11/7/2022 ![]() ![]() Might have a few more active frames, or a bit more horizontal reach if we're lucky, but I wouldn't bet on it. It always seems to hit frame 5, even when that wouldn't make sense if it were an arcing hitbox like the animation is. After going frame by frame, for every instance of it hitting or whiffing I could find, I'm pretty sure it's just old up air's hitbox in a new skin. Knockback looks very similar to old up air. It'll probably be better once the game actually comes out and the people who seriously maintain the site get around to verifying information, but at the moment it's just anyone filling it with random unsourced speculation and stuff.Īside from that here's some stuff from my own analysis and two more matches to look through: The Smashwiki is actually really unreliable right now, particularly for character changes. This means if you get hit, your knockback gets reduced by a specific amount and if the knockback you receive is 0 or less you don't flinch at all! Landing Lag: 11-17 (later landing => less landing lag) Note: Not mentioning changes from Smash 4 because the whole system got an overhaulĭuration: You fall about 9 training mode boxes until you can move again Doesn't seem to slide anymore on slopes (or at least the slide is really weak in comparison to Smash 4)īreakout Invincibility: 7 Frames (was 10) Bounces of the floor if hit in a specific angle Hitbox is similar, looks bigger but might just be the animationīase Damage: 28% (1,3% per hit, Finisher: 2,7% ) a lot stronger and more active frames (useful to hit ledge get-ups) Slightly different animation but attributes seem similar If there is no paranthesis it's the same as in Smash 4 For example "Base Damage: 11% (was 9%)" means, it did 9% in Smash 4, but does 11% in Ultimate. Kuroganehammer uses FAF (first actionable frame) instead which is Duration Frames+1, so you need to convert those numbers depending on how they are labled.Ĭhanges from Smash 4: All changes from Smash 4 are labeled in parenthesis. The most important multipliers are:ĭuration: The number of a frames your move will last until you can move again. This is the basic time unit used in fighting games and it's very important to develop an understanding and feeling for this metric.īase Damage: The damage a move does without any modifier. This means if a move hits on frame 3, it hit's on 3/60 of a second. This is the actual frame data of Yoshi in Ultimate. This time, let's make Yoshi to his best possible version in this game. ![]() I will keep this thread as updated as possible and contribution in any form are appreciated! The goal is to have a location where everyone knows to find their important information without having to search for it every single time. This thread will compile all available Data and Information about Yoshi in Ultimate. I'll make the thread look better in the future, don't worry! I won't mention knockback changes except they are clearly evident. #Smash ultimate frame data yoshi update#I'll update it whenever I get new information. ![]()
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