Template:FrameData

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FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.

Use this template for displaying frame data for ARMS weapons.

Arguments

Argument Name Purpose
type Use this to signify special types of ARM behavior that end up taking more arguments than the standard. Will only take Arc, Beam, Bird, Curve, Head, Multi, Shield.
status Tells what status the ARM weapon gives, usually connected to its attribute.
statduration The maximum duration, in frames, of the status effect of the ARM.
cancel The duration it takes to reel back an already active ARM weapon manually. Exclusive to Beam and Shield types
Standard Data Arguments
ugroundextend Maximum duration, in frames, of the extension time of an uncharged punch on the ground.
ugroundretract Maximum duration, in frames, of the retraction time of an uncharged punch on the ground.
uairextend Maximum duration, in frames, of the extension time of an uncharged punch in midair.
uairretract Maximum duration, in frames, of the retraction time of an uncharged punch in midair.
cgroundextend Maximum duration, in frames, of the extension time of a charged punch on the ground.
cgroundretract Maximum duration, in frames, of the retraction time of a charged punch on the ground.
cairextend Maximum duration, in frames, of the extension time of a charged punch in midair.
cairretract Maximum duration, in frames, of the retraction time of a charged punch in midair.
ugrabgroundextend Maximum duration, in frames, of the extension time of an uncharged grab on the ground.
ugrabgroundretract Maximum duration, in frames, of the retraction time of an uncharged grab on the ground.
ugrabairextend Maximum duration, in frames, of the extension time of an uncharged grab in midair.
ugrabairretract Maximum duration, in frames, of the retraction time of an uncharged grab in midair.
cgrabgroundextend Maximum duration, in frames, of the extension time of a charged grab on the ground.
cgrabgroundretract Maximum duration, in frames, of the retraction time of a charged grab on the ground.
cgrabairextend Maximum duration, in frames, of the extension time of a charged grab in midair.
cgrabairretract Maximum duration, in frames, of the retraction time of a charged grab in midair.
rgroundextend Maximum duration, in frames, of the extension time of a singular rush attack on the ground.
rgroundretract Maximum duration, in frames, of the retraction time of a singular rush attack on the ground.
rairextend Maximum duration, in frames, of the extension time of a singular rush attack in midair.
rairretract Maximum duration, in frames, of the retraction time of a singular rush attack in midair.
Multi Exclusive Data Arguments
ugroundextend2 Maximum duration, in frames, of the extension time of an uncharged secondary hitbox on the ground.
ugroundextend3 Maximum duration, in frames, of the extension time of an uncharged tertiary hitbox on the ground.
uairextend2 Maximum duration, in frames, of the extension time of an uncharged secondary hitbox in midair.
uairextend3 Maximum duration, in frames, of the extension time of an uncharged tertiary hitbox in midair.
cgroundextend2 Maximum duration, in frames, of the extension time of a charged secondary hitbox on the ground.
cgroundextend3 Maximum duration, in frames, of the extension time of a charged tertiary hitbox on the ground.
cairextend2 Maximum duration, in frames, of the extension time of a charged secondary hitbox in midair.
cairextend3 Maximum duration, in frames, of the extension time of a charged tertiary hitbox in midair.
rgroundextend2 Maximum duration, in frames, of the extension time of a secondary hitbox of a singular rush attack on the ground.
rgroundextend3 Maximum duration, in frames, of the extension time of a tertiary hitbox of a singular rush attack on the ground.
rairextend2 Maximum duration, in frames, of the extension time of a secondary hitbox of a singular rush attack in midair.
rairextend3 Maximum duration, in frames, of the extension time of a tertiary hitbox of a singular rush attack in midair.
Head Exclusive Arguments
expground Maximum duration, in frames, of the explosion hitbox of a charged punch on the ground.
expair Maximum duration, in frames, of the explosion hitbox of a charged punch in midair.
Curve and Bird Only Data Arguments
uoutgroundextend Maximum duration, in frames, of the extension time of an uncharged punch curved outward on the ground.
uoutgroundretract Maximum duration, in frames, of the retraction time of an uncharged punch curved outward on the ground.
uoutairextend Maximum duration, in frames, of the extension time of an uncharged punch curved outward in midair.
uoutairretract Maximum duration, in frames, of the retraction time of an uncharged punch curved outward in midair.
coutgroundextend Maximum duration, in frames, of the extension time of a charged punch curved outward on the ground.
coutgroundretract Maximum duration, in frames, of the retraction time of a charged punch curved outward on the ground.
coutairextend Maximum duration, in frames, of the extension time of a charged punch curved outward in midair.
coutairretract Maximum duration, in frames, of the retraction time of a charged punch curved outward in midair.
routgroundextend Maximum duration, in frames, of the extension time of a singular rush attack curved outward on the ground.
routgroundretract Maximum duration, in frames, of the retraction time of a singular rush attack curved outward on the ground.
routairextend Maximum duration, in frames, of the extension time of a singular rush attack curved outward in midair.
routairretract Maximum duration, in frames, of the retraction time of a singular rush attack curved outward in midair.
uingroundextend Maximum duration, in frames, of the extension time of an uncharged punch curved inward on the ground.
uingroundretract Maximum duration, in frames, of the retraction time of an uncharged punch curved inward on the ground.
uinairextend Maximum duration, in frames, of the extension time of an uncharged punch curved inward in midair.
uinairretract Maximum duration, in frames, of the retraction time of an uncharged punch curved inward in midair.
cingroundextend Maximum duration, in frames, of the extension time of a charged punch curved inward on the ground.
cingroundretract Maximum duration, in frames, of the retraction time of a charged punch curved inward on the ground.
cinairextend Maximum duration, in frames, of the extension time of a charged punch curved inward in midair.
cinairretract Maximum duration, in frames, of the retraction time of a charged punch curved inward in midair.
ringroundextend Maximum duration, in frames, of the extension time of a singular rush attack curved inward on the ground.
ringroundretract Maximum duration, in frames, of the retraction time of a singular rush attack curved inward on the ground.
rinairextend Maximum duration, in frames, of the extension time of a singular rush attack curved inward in midair.
rinairretract Maximum duration, in frames, of the retraction time of a singular rush attack curved inward in midair.
Arc and Bird Only Data Arguments
uarcgroundextend Maximum duration, in frames, of the extension time of an uncharged arced punch on the ground.
uarcgroundretract Maximum duration, in frames, of the retraction time of an uncharged arced punch on the ground.
uarcairextend Maximum duration, in frames, of the extension time of an uncharged arced punch in midair.
uarcairretract Maximum duration, in frames, of the retraction time of an uncharged arced punch in midair.
carcgroundextend Maximum duration, in frames, of the extension time of a charged arced punch on the ground.
carcgroundretract Maximum duration, in frames, of the retraction time of a charged arced punch on the ground.
carcairextend Maximum duration, in frames, of the extension time of a charged arced punch in midair.
carcairretract Maximum duration, in frames, of the retraction time of a charged arced punch in midair.
rarcgroundextend Maximum duration, in frames, of the extension time of a singular arced rush attack on the ground.
rarcgroundretract Maximum duration, in frames, of the retraction time of a singular arced rush attack on the ground.
rarcairextend Maximum duration, in frames, of the extension time of a singular arced rush attack in midair.
rarcairretract Maximum duration, in frames, of the retraction time of a singular arced rush attack in midair.
Arc Exclusive Data Arguments
ugrabarcgroundextend Maximum duration, in frames, of the extension time of an uncharged arced grab on the ground.
ugrabarcgroundretract Maximum duration, in frames, of the retraction time of an uncharged arced grab on the ground.
ugrabarcairextend Maximum duration, in frames, of the extension time of an uncharged arced grab in midair.
ugrabarcairretract Maximum duration, in frames, of the retraction time of an uncharged arced grab in midair.
cgrabarcgroundextend Maximum duration, in frames, of the extension time of a charged arced grab on the ground.
cgrabarcgroundretract Maximum duration, in frames, of the retraction time of a charged arced grab on the ground.
cgrabarcairextend Maximum duration, in frames, of the extension time of a charged arced grab in midair.
cgrabarcairretract Maximum duration, in frames, of the retraction time of a charged arced grab in midair.
Shield Exclusive Data Arguments
uthrgroundextend Maximum duration, in frames, of the extension time of an uncharged shield thrust on the ground.
uthrgroundretract Maximum duration, in frames, of the retraction time of an uncharged shield thrust on the ground.
uthrairextend Maximum duration, in frames, of the extension time of an uncharged shield thrust in midair.
uthrairretract Maximum duration, in frames, of the retraction time of an uncharged shield thrust in midair.
cthrgroundextend Maximum duration, in frames, of the extension time of a charged shield thrust on the ground.
cthrgroundretract Maximum duration, in frames, of the retraction time of a charged shield thrust on the ground.
cthrairextend Maximum duration, in frames, of the extension time of a charged shield thrust in midair.
cthrairretract Maximum duration, in frames, of the retraction time of a charged shield thrust in midair.

Differing Types

Arc format:

FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (uncharged) [Arc] TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Max duration (charged) [Arc] TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (uncharged) [Arc] TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Max duration (charged) [Arc] TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD
Max duration [Arc] TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.


Beam format:

FrameData
Standard Grounded Aerial
Extension speed Beam duration Retraction speed Extension speed Beam duration Retraction speed
Max duration (uncharged) TBD TBD TBD TBD TBD TBD
Max duration (uncharged) [Outer Curve] TBD TBD TBD TBD TBD TBD
Max duration (uncharged) [Inner Curve] TBD TBD TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD TBD TBD
Max duration (charged) [Outer Curve] TBD TBD TBD TBD TBD TBD
Max duration (charged) [Inner Curve] TBD TBD TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Beam duration Retraction speed Extension speed Beam duration Retraction speed
Max duration TBD TBD TBD TBD TBD TBD
Max duration [Outer Curve] TBD TBD TBD TBD TBD TBD
Max duration [Inner Curve] TBD TBD TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.


Bird format:

FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (uncharged) [Outer Curve] TBD TBD TBD TBD
Max duration (uncharged) [Inner Curve] TBD TBD TBD TBD
Max duration (uncharged) [Arc] TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Max duration (charged) [Outer Curve] TBD TBD TBD TBD
Max duration (charged) [Inner Curve] TBD TBD TBD TBD
Max duration (charged) [Arc] TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD
Max duration [Outer Curve] TBD TBD TBD TBD
Max duration [Inner Curve] TBD TBD TBD TBD
Max duration [Arc] TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.


Curve format:

FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (uncharged) [Outer Curve] TBD TBD TBD TBD
Max duration (uncharged) [Inner Curve] TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Max duration (charged) [Outer Curve] TBD TBD TBD TBD
Max duration (charged) [Inner Curve] TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD
Max duration [Outer Curve] TBD TBD TBD TBD
Max duration [Inner Curve] TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.


Head format:

FrameData
Standard Grounded Aerial
Extension speed Explosion duration Retraction speed Extension speed Explosion duration Retraction speed
Max duration (uncharged) TBD N/A TBD TBD N/A TBD
Max duration (charged) TBD TBD TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands.


Multi format:

FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands. Note: Retraction time for multi-shot ARMS start only when the last projectile starts retracting

Shield format:

FrameData
Standard Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (uncharged) [Thrust] TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Max duration (charged) [Thrust] TBD TBD TBD TBD
Grab Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration (uncharged) TBD TBD TBD TBD
Max duration (charged) TBD TBD TBD TBD
Rush Grounded Aerial
Extension speed Retraction speed Extension speed Retraction speed
Max duration TBD TBD TBD TBD

Note: ARMS runs at 30 fps when in three or four player split screen, meaning all frame counts are halved.

Note: All frame data shown is tested using Spring Man.

Note: All frame data shown are from punches/grabs that do not contact the opponent and are started at the maximum range possible.

Note: All frame data is used consisting of the ARMS weapon being in both hands. Note: The retraction speeds for the thrusts are the minimum amount.
This documentation is transcluded from Template:FrameData/doc.