This is a work in progress.
I'm currently testing it all in Frame Advance, for you newcomers here's a short list of term explanations:
Hitbox Active: When the hitboxes are active. Frames before these are start up frames.
Shield Hitlag: When both you and the defender are "frozen" in place. The defender can ISSDI during these frames.
Shieldstun: The amount of frames directly after shield hitlag that the opponent cannot do anything.
Base Damage: Duh.
Minimum Duration: Basically this is Minimum Duration.
First Actionable Frame: Better known as IASA frames. Except IASA frames is a bit of a misnomer so we use this term now.
[collapse=Standard Ground Moves]Jab1
Hitbox Active - 12-13
Shield Hitlag - 7
Shieldstun - 2
Base Damage - 6%
Minimum Duration - 37
FAF - 38
Advantage on Shield: (Jump/Grab OoS) -23, (Normal Shield Drop) -16
Jab2
Hitboxes Active - 11-12
Shield Hitlag - 6
Shieldstun - 1
Base Damage - 5%
Minimum Duration - 49
FAF - 50
Advantage on Shield: (Jump/Grab OoS) -15, (Normal Shield Drop) -8
Jab3
Hitbox Active - 2, 5, 8, 11, 14, 17, 20, 23, 26, 29, 32, 35, 38, 41
Shield Hitlag - 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
Shieldstun - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Base Damage - 2% (All hits)
Minimum Duration - 105
FAF - 106
Advantage on Shield: (Jump/Grab OoS) -53, -50, -47, -44, -41, -38, -35, -32, -29, -26, -23, -20, -17, -14, (Normal Shield Drop) -46, -43, -40, -37, -34, -31, -28, -25, -22, -19, -16, -13, -10, -7 (lol)
Dash Attack
Hitboxes Active - 26-35
Shield Hitlag - 11
Shieldstun - 5
Base Damage - 16%, 14% (the weaker hitbox is behind Dedede)
Minimum Duration - 66
FAF - 67
Shield Damage - 3
Advantage on Shield: (Jump/Grab OoS) -35, (Normal Shield Drop) -28
Ftilt
Hitboxes Active - 12-15, 16-22
Shield Hitlag - 7, 6
Shieldstun - 2, 1
Base Damage - 6%, 4%
Minimum Duration - 42
FAF - 43
Advantage on Shield: (Jump/Grab OoS) -28, (Normal Shield Drop) -21
Dtilt
Hitboxes Active - 7-9, 10-18
Shield Hitlag - 8, 7
Shieldstun - 3, 2
Base Damage - 10%, 6%
Minimum Duration - 35
FAF - 36
Advantage on Shield: (Jump/Grab OoS) -26, (Normal Shield Drop) -19
Utilt
Intangibility - 7-8
Hitboxes Active - 7-15
Shield Hitlag - 9
Shieldstun - 4
Base Damage - 12%
Minimum Duration - 39
FAF - 40
Advantage on Shield: (Jump/Grab OoS) -28, (Normal Shield Drop) -21
Forward Smash
Hitboxes Active - 42-43, 44-46, 47-54
Shield Hitlag - 10, 14, 6
Shieldstun - 4, 8, 1
Base Damage - 13%, 24%, 5%
Minimum Duration - 81
FAF - 82
Advantage on Shield: (Jump/Grab OoS) -36, (Normal Shield Drop) -29
Up Smash
Hitboxes Active - 20-24
Shield Hitlag - 10
Shieldstun - 5
Base Damage - 14%, 9% (The 9% hit is the handle of the hammer, very unlikely to hit)
Minimum Duration - 67
FAF - 68
Advantage on Shield: (Jump/Grab OoS) -42, (Normal Shield Drop) -35
Down Smash
Hitboxes Active - 14-23
Shield Hitlag - 10
Shieldstun - 5
Base Damage - 15%
Minimum Duration - 52
FAF - 53
Advantage on Shield: (Jump/Grab OoS) -34, (Normal Shield Drop) -27 [/collapse]
[collapse=Standard Aerial Moves]Nair
Autocancel Frames - 1-2, 34-40
Hitboxes Active - 7-8, 9-29
Shield Hitlag - 9, 7
Shieldstun - 4, 2
Base Damage - 12%, 7%
Minimum Duration - 39
FAF - 40
Landing Lag: 15
Advantage on Shield: (Jump/Grab OoS) -28, (Normal Shield Drop) -21
Fair
Autocancel Frames - 1-4, 34-37
Hitboxes Active - 16-18
Shield Hitlag - 10
Shieldstun - 5
Base Damage - 15%
Minimum Duration - 36
FAF - 37
Landing Lag: 30
Advantage on Shield: (Jump/Grab OoS) -16, (Normal Shield Drop) -9
Bair
Autocancel Frames - 1-4, 25-33
Hitboxes Active - 6-8, 9-25
Shield Hitlag - 10, 8
Shieldstun - 4, 3
Base Damage - 13%, 9%
Minimum Duration - 32
FAF - 33
Landing Lag: 21
Advantage on Shield: (Jump/Grab OoS) -22, (Normal Shield Drop) -15
Dair
Autocancel Frames - 1-6, 43-48
Hitboxes Active - 9, 12, 15, 18, 21, 24, 27
Shield Hitlag - 5, 5, 5, 5, 5, 5, 6
Shieldstun - 0, 0, 0, 0, 0, 0, 1
Base Damage - 2% (first 6 hits), 5%
Minimum Duration - 47
FAF - 48
Landing Lag: 30
Advantage on Shield: (Jump/Grab OoS) -37, -34, -31, -28, -25, -22, -19, (Normal Shield Drop) -30, -27, -24, -21, -18, -15, -12,
Uair
Autocancel Frames - 1-4, 41-44
Hitboxes Active - 10, 12, 14, 16, 18, 20, 22, 24-25
Shield Hitlag - 5, 5, 5, 5, 5, 5, 5, 6
Shieldstun - 0, 0, 0, 0, 0, 0, 0, 1
Base Damage - 2% (first 7 hits), 5%
Minimum Duration - 44
FAF - 45
Landing Lag: 22
Advantage on Shield: (Jump/Grab OoS) -33, -31, -29, -27, -25, -23, -21, -19, (Normal Shield Drop) -26, -24, -22, -20, -18, -16, -14, -12 [/collapse]
[collapse=Special Moves]Swallow
Hitboxes Active - 17-53?
Shield Hitlag - N/A
Shieldstun - N/A
Minimum Duration - 77
FAF - 78
Advantage on Shield: (Jump/Grab OoS) lol, (Normal Shield Drop) lol
Super Dedede Jump
Intangibility - 22-25 <--- I don't even understand the point of a meager 4 frames intangibility
Super Armor Frames - 26-45
Hitboxes Active - 73-87, 90-91, 92-109
Shield Hitlag -
Shieldstun -
Minimum Duration - 147
FAF - 148
Advantage on Shield: (Jump/Grab OoS) -70, -55, -34, (Normal Shield Drop) -63, -48, -27
Waddle Toss
Hitboxes Active - 18-??
Shield Hitlag -
Shieldstun -
Minimum Duration - 63
FAF - 64
Advantage on Shield: (Jump/Grab OoS) -39, (Normal Shield Drop) -32
Jet Hammer
Hitboxes Active - 29-31
Shield Hitlag -
Shieldstun -
Minimum Duration - 76
FAF - 77
Advantage on Shield: (Jump/Grab OoS) -44, (Normal Shield Drop) -37 [/collapse]
[collapse=Grabs]Standing Grab
Hitbox Active - 6-7
Minimum Duration - 28
FAF - 29
Running Grab
Hitbox Active - 9-10
Minimum Duration - 11-39
FAF - 40
Pivot Grab
Hitbox Active - 7-8
Minimum Duration - 35
FAF - 36[/collapse]
[collapse=Down Throw]... gets its own section!
Eventually.
Characters that have +0 advantages for the first 5 throws in the Stale Move Negation queue, -1 for any throw after that
[collapse=+0/-1]Meta Knight, Falco, Olimar, Pikachu, ZSS, G&W, Fox, Kirby, Sheik, Squirtle, Jigglypuff, Zelda[/collapse]
Characters that have +19 advantages for the first 5 throws in the Stale Move Negation queue, +18 for any throw after that
[collapse=+19/+18]Snake, Wario, Wolf, DK, ROB, Ike, Yoshi, Samus, Captain Falcon[/collapse]
Characters that have +20 advantages for the first 5 throws in the Stale Move Negation queue, +19 for any throw after that
[collapse=+20/+19]Diddy Kong, Lucario, King Dedede, Sonic, Luigi, Ness, Charizard, Ivysaur, Mario, Bowser, Link, Ganondorf[/collapse]
Characters that have +21 advantages for the first 5 throws in the Stale Move Negation queue, +20 for any throw after that
[collapse=+21/+20]Marth, Ice Climbers, Toon Link, Peach, Pit, Lucas[/collapse]
Grab Releases:
Lucas: +11
Ness: +11
Donkey Kong: ??[/collapse]
[collapse=Advantages on hit][/collapse]
[collapse=Jigglypuff][/collapse]
[collapse=Lucario][/collapse]
[collapse=Bowser][/collapse]
[collapse=Complete damage values for all moves for all levels of staleness][/collapse]
Feel free to post any suggestions about layout/whatever.
[collapse=Changelog]
Saturday, 26th November, 2011 - 7:00 pm - Basic frame data complete. Almost all attacks have start up frames, active hitbox frames and FAF frames.
Sunday, 27th November, 2011 - 2:00 am - All basic frame data complete on grounded and aerial moves. Special's are a bit trickier, but these'll get done.
Monday, 28th November, 2011 - 1:25 am - All hitbox frame data, Minimum Duration frame data, FAF frames confirmed to be correct. Fixed a couple of frame disadvantages that were wrong (they're all correct now, but make a note that all of them are from the first frame that hitbox comes out so the frame disadvantages are absolute worst case scenarios (like hitting with the first hit of utilt/dash attack/what have you). Added intangibility frames to utilt and Up B. Found and added super armor frames to Up B. Begun frame advantage on dthrow.
Wednesday, 30th November, 2011 - 1:55 am - Well this was fun. Basically added damage values for Dedede's attacks, and found autocancel frames on all his aerials. This involved a tedious amount of counting for something quite trivial imo (Though Dedede basically autocancels his bair as soon as the hitboxes end, so it seems to me that with autocancelling, even horribly misspaced bairs can potentially be somewhat safe depending on how long the shield stun on the weak hit is). Also his full hop is like, 57 frames and short hop is like, 40. /themoreyouknow. Also finished quite a few high tiers on dthrow's frame advantage, will attempt to finish the rest later. Beginning to notice a huge pattern though, namely that after the 5th throw, the hitstun is always one less than previously. Will continue to test every throw as I've been doing though.
Wednesday, 30th November, 2011 - 6:00 pm - Added more dthrow data. Some surprising stuff in there, but getting sick of testing every throw, when it's following such a predictable pattern. Might do something else tomorrow.
Friday, 1st December, 2011 - 10:20 am - Finished dthrow frame advantages.
Wednesday, 1st February, 2012 - 10:20 am - Primed thread for an update.
To do list:
add hit advantage (NO IDEA if I'll do this. Too much to test since weight is a huge factor on how much hitstun is dealt, so... eh.)
do rolls and spotdodges (basically just a check of Buuman's)
Other throw information <-------- UP THROW TO UP B IS LEGIT I SWEAR
item throw frames <--- Might be helpful for banana's? Unless you like playing with Pokemon Ball's on high...
trip attacks
ledge attacks
down attacks
[/collapse]
Dthrow Standing Infinite Buffering Range: