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PunPunch — Today at 7:34 AM
So using the hitbox viewer and going frame by frame I counted Chipp's active frames (I left out his supers). I'll just paste it all in one post
[7:34 AM]
Chipp Active Frames (plus some extra notes):
Normals:
5P: 2 active
2P: 2 active
5K: 5 active
2K: 4 active
cS: 6 active
fS: 2 active
2S: 4 active
5H: 7 active
2H: 9 active (hits once but hitbox changes twice on active frames 3 and 6)
6P: 5 active (Chipp's upper body hurtbox shrinks on frame 1 of start-up and shrinks further on frame 3)
6K: 5 active (airborne on frame 6)
6H: 6 active
5D: 5 active (same with 5[D])
2D: 2 active
jP: 5 start-up, 4 active
jK: 6 start-up, hits twice. 2 active frames, 3 frame gap, 2 more active frames
jS: 9 start-up, 4 active
jH: 8 start-up, 12 active (Hits twice but has 4 different hitboxes, 2 for each hit. Changing after every 3rd active frame)
jD: 8 start-up, 4 active
j2K 16 start-up, active frames: until Chipp hits the ground
Special Active Frames:
All Alpha Blades, both inputs, air or ground: 3 active
236H: 10 active
236S: 5 active
236S -> 236S: 8 start-up, 2 active
236S -> 236K: 25 start-up, 6 active
623S: 20 active frames (first 2 are fully invincible, rest are upper body invincible, air 623S is identical)
63214S: 11 active frames (only has 16 recovery frames)