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[1.0.4] Marth's Frame Data

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Locuan

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Statistic | Rank Run Speed | [14th - 16th]
Walk Speed | [1st - 2nd]
Air Speed | [22nd - 25th]
Fall Speed | [20th - 22nd]
Fast Fall Speed | [20th - 22nd]
Weight | [38th - 39th]
Hitboxes are separated by ID's. When differences in the values for hitboxes in one attack occur these are separated in order to have more accurate recording.

Terminology taken from here:
  • Active Frames: Frames during which the attack's hitboxes are active.
  • Damage: Base damage values for each hit.
  • Angle: Angle at which the opponent will be knocked away.
  • BKB: Base knockback of the move.
  • WKB: Knockback based on weight (used for fixed knockback moves)
  • KBG: Knockback growth of the move. Scaling is a designed number. For example a move does 15% and that has a scaling of 150, means it increases in power 50% faster than attacks that have a scaling of 100 and the same statistics otherwise.
  • Landing Lag: Aerials only. Number of frames Charizard lags when he hits the ground during the move.
  • Change On: Indicates if the move has any change in properties after a specific frame.
If you see a greater than symbol (>) it means that the damage of the move is changed after a specific frame indicated by the Change On column.

The final Hit-Box ID for attacks and specials correspond to tipper attacks.
Jabs | Hitbox ID | Active Frames | Change On | Damage | Angle | KBG | WKB | BKB | Misc | Jab Transition
Jab 1 | 0, 1 | 5-7 (3F) | - | 4% | 361° | 50 | 0 | 20 | Attribute: Slash, Hitlag: 0.7x | 20F
Jab 1 | 2 | 5-7 (3F) | - | 6% | 361° | 70 | 0 | 30 | Attribute: Slash, Hitlag: 1.25x | 20F
Jab 2 | 0, 1 | 3-5 (3F) | - | 4% | 361° | 50 | 0 | 20 | Attribute: Slash, Hitlag: 0.7x | -
Jab 2 | 2 | 3-5 (3F) | - | 6% | 361° | 70 | 0 | 30 | Attribute: Slash, Hitlag: 1.25x | -
Attacks | Hitbox ID | Active Frames | Change On | Damage | Angle | KBG | WKB | BKB | Tripping Modifier | Misc
Dash Attack | 0 | 13-16 (4F) | - | 10% | 45° | 55 | 0 | 70 | No | Attribute: Slash, Hitlag Modifer: 0.7x
Dash Attack | 1, 2 | 13-16 (4F) | - | 9% | 361° | 60 | 0 | 35 | No | Attribute: Hit, Hitlag Modifier: 0.7x
Dash Attack | 3 | 13-16 (4F) | - | 12% | 45° | 55 | 0 | 80 | No | Attribute: Slash, Hitlag Modifier: 1.25x
F-tilt | 0, 1 | 8-11 (4F) | - | 9% | 361° | 70 | 0 | 30 | No | Attribute: Slash, Hitlag Modifier: 0.7x
F-tilt | 2 | 8-11 (4F) | - | 12% | 361° | 85 | 0 | 55 | No | Attribute: Slash, Hitlag Modifier: 1.25x
U-tilt | 0 | 6-12 (7F) | F9 | 6% | 100° > 85° | 100 | 0 | 50 > 40 | No | Attribute: Slash, Hitlag Modifier: 0.7x
U-tilt | 1, 2 | 6-12 (7F) | F9 | 5% | 361° | 100 | 0 | 50 > 40 | No | Attribute: Slash, Hitlag Modifier: 0.7x
U-tilt | 3 | 6-12 (7F) | F9 | 9% | 100° > 85° | 100 | 0 | 50 > 40 | No | Attribute: Slash, Hitlag Modifier: 1.25x
D-tilt | 0 | 7-8 (2F) | - | 7% | 30° | 40 | 0 | 40 | Yes | Attribute: Pierce, Hitlag Modifier: 0.7x
D-tilt | 1 | 7-8 (2F) | - | 10% | 30° | 40 | 0 | 50 | Yes | Attribute: Pierce, Hitlag Modifier: 1.25x
F-Smash | 0, 1, 2 | 10-13 (4F) | - | 13% | 361° | 80 | 0 | 55 | No | Attribute: Slash, Hitlag Modifier: 0.7x
F-Smash | 3 | 10-13 (4F) | - | 18% | 361° | 80 | 0 | 80 | No | Attribute: Slash, Hitlag Modifier: 1.5x
U-Smash | 0 | 13-17 (5F) | - | 13% | 89° | 90 | 0 | 45 | No | Attribute: Pierce, Hitlag Modifier: 0.7x
U-Smash | 1 | 13-17 (5F) | - | 17% | 89° | 95 | 0 | 40 | No | Attribute: Pierce, Hitlag Modifier: 1.5x
U-Smash | 2 | 13-17 (5F) | - | 13% | 90° | 90 | 0 | 45 | No | Attribute: Pierce, Hitlag Modifier: 0.7x
U-Smash | 3 | 13-14 (2F) | - | 3% | 125° | 100 | 155 | 0 | No | Attribute: Hit, Hitlag Modifier: 0.0x
D-Smash | 0 | 6-7 (2F) > 21-23 (3F) | F21 | 8% > 12% | 75° > 60° | 88 | 0 | 70 | No | Attribute: Slash, Hitlag Modifier: 0.7x
D-Smash | 1, 2 | 6-7 (2F) > 21-23 (3F) | F21 | 8% > 12% | 361° | 88 | 0 | 50 | No | Attribute: Slash, Hitlag Modifier: 0.7x
D-Smash | 3 | 6-7 (2F) > 21-23 (3F) | F21 | 12% > 17% | 361° | 88 | 0 | 50 | No | Attribute: Slash, Hitlag Modifier: 1.5x
Grab Pummel | 0 | 6 (1F) | - | 2% | 80° | 100 | 30 | 0 | No | Attribute: Hit
Specials | Hitbox ID | Active Frames | Change On | Damage | Angle | KBG | WKB | BKB | Tripping Modifier | Misc
Shieldbreaker (Uncharged) | 0 | 8-9 (2F) | - | 8% | 361° | 90 | 0 | 30 | No | Hitlag Modifier: 1.0x, Attribute: Pierce
Shieldbreaker (Uncharged) | 1 | 8-9 (2F) | - | 9% | 361° | 100 | 0 | 60 | No | Hitlag Modifier: 1.6x, Attribute: Pierce
Shieldbreaker (Fully Charged) | 0 | 8-9 (2F) | - | 22% | 361° | 90 | 0 | 30 | No | Hitlag Modifier: 1.0x, Attribute: Pierce
Shieldbreaker (Fully Charged) | 1 | 8-9 (2F) | - | 24% | 361° | 100 | 0 | 60 | No | Hitlag Modifier: 1.6x, Attribute: Pierce
Aerials | Hitbox ID | Active Frames | Change On | Damage | Angle | KBG | WKB | BKB | Landing Lag | Misc
N-air | 0 | 6-7 (2F) > 15-21 (7F) | F15 | 2% > 6% | 80° > 361° | 50 > 90 | 0 | 30 > 50 | 15F | Attribute: Slash, Hitlag Modifier: 0.7x
N-air | 1 | 6-7 (2F) > 15-21 (7F) | F15 | 2% > 6% | 75° > 361° | 50 > 90 | 0 | 30 > 50 | 15F | Attribute: Slash, Hitlag Modifier: 0.7x
N-air | 2 | 6-7 (2F) > 15-21 (7F) | F15 | 2% > 6% | 65° > 361° | 50 > 90 | 0 | 30 > 50 | 15F | Attribute: Slash, Hitlag Modifier: 0.7x
N-air | 3 | 6-7 (2F) > 15-21 (7F) | F15 | 3% > 8% | 90° > 361° | 50 > 100 | 0 | 30 > 60 | 15F | Attribute: Slash, Hitlag Modifier: 1.25x
F-air | 0, 1 | 6-8 (3F) | - | 7% | 361° | 80 | 0 | 40 | 18F | Attribute: Slash, Hitlag Modifier: 0.7x
F-air | 2 | 6-8 (3F) | - | 10% | 361° | 90 | 0 | 40 | 18F | Attribute: Slash, Hitlag Modifier: 1.25x
B-air | 0, 1 | 7-11 (5F) | - | 9% | 361° | 85 | 0 | 40 | 19F | Attribute: Slash, Hitlag Modifier: 0.7x
B-air | 2 | 7-11 (5F) | - | 12% | 361° | 94 | 0 | 40 | 19F | Attribute: Slash, Hitlag Modifier: 1.25x
U-air | 0, 1, 2 | 5-9 (5F) | - | 9% | 80° | 80 | 0 | 40 | 16F | Attribute: Slash, Hitlag Modifier: 0.7x
U-air | 3 | 5-9 (5F) | - | 12% | 90° | 84 | 0 | 40 | 16F | Attribute: Slash, Hitlag Modifier: 1.25x
D-air | 0 | 11 (1F) | - | 14% | 270° | 80 | 0 | 20 | 28F | Attribute: Slash, Hitlag Modifier: 1.0x
D-air | 1 | 9-13 (5F) | - | 11% | 361° | 70 | 0 | 30 | 28F | Attribute: Slash, Hitlag Modifier: 0.7x
D-air | 2 | 9-13 (5F) | - | 11% | 80° | 70 | 0 | 40 | 28F | Attribute: Slash, Hitlag Modifier: 0.7x
D-air | 3 | 9-13 (5F) | - | 13% | 361° | 80 | 0 | 20 | 28F | Attribute: Slash, Hitlag Modifier: 1.25x
Grabs | Active Frames
Grab | 7-8 (2F)
Dash Grab | 8-9 (2F)
Pivot Grab | 9-10 (2F)
Throws | Hitbox ID | Damage | Angle | KBG |WKB | BKB | Misc
F-throw | 0 | 4% | 50° | 50 | 0 | 100 | Attribute: Hit
F-throw | 1 | 3% | 361° | 100 | 0 | 40 | Attribute: Hit
B-throw | 0 | 4% | 140° | 60 | 0 | 80 | Attribute: Hit
B-throw | 1 | 3% | 361° | 100 | 0 | 40 | Attribute: Hit
U-throw | 0 | 4% | 93° | 120 | 0 | 70 | Attribute: Hit
U-throw | 1 | 3% | 361° | 100 | 0 | 40 | Attribute: Hit
D-throw | 0 | 5% | 100° | 50 | 0 | 95 | Attribute: Hit
D-throw | 1 | 3% | 361° | 100 | 0 | 40 | Attribute: Hit
Action | Active Frames
Spot Dodge | 3-19 (17F)
Roll | 4-20 (17F)
Get-Up Attacks | Hitbox ID | Active Frames | Change On | Damage | Angle | KBG | WKB | BKB | Misc
Get-up 1 | 0 | 16-17 (2F) > 23-24 (2F) | F23 | 7% | 48° | 48 | 0 | 80 | Attribute: Slash, Hitlag Modifier: 1.0x
Get-up 2 | 0 | 16-17 (2F) > 22-23 (2F) | F22 | 7% | 48° | 48 | 0 | 80 | Attribute: Slash, Hitlag Modifier: 1.0x
Get-up 3 | 0 | 20-21 (2F) > 29-30 (2F) | F29 | 5% | 361° | 50 | 0 | 60 | Attribute: Slash, Hitlag Modifier: 1.0x
From Ledge | 0 | 23-25 (3F) | - | 7% | 45° | 20 | 0 | 90 | Attribute: Slash, Hitlag Modifier: 1.0x
Notes:
  • Thanks to @Shaya, @KuroganeHammer and @ Indigo Jeans Indigo Jeans for helping me out during this process!
  • Missing Special moves due to the difficulty of finding them in Dantarion's info dump. Will add them in due time.
  • If there are any mistakes, please let me know and I will fix it as soon as I can. This was my first time doing this and although I have checked the data multiple times, who knows what could happen :p.
  • Also missing rolls, dodges, air dodge. Will finish in due time.
 
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Locuan

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Observations:
  • Hit-lag modifiers on Smash attacks are 1.5x for tippers.
  • Hit-lag modifier on D-air spike hit-box is 1.0x.
Reserved for any future info.
 

CURRY

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Coolcool
Question, what is the end lag on these though? I thought it was the (2F) (3F) things, but when I interpret it that way, our dsmash lasts 26 frames... and that's definitely not it lol.
Also, dang, utilt has 100 knockback growth... I've never really used it to kill, lol. Is it a kill move? 50 base knockback + that knockback growth seems like it's a pretty good move when contrasting them to some of our other ones.
So there are four rows of data for some moves, and two rows for some others. So there's definitely a mix between the frames of the different parts of the arc of the sword and then tippers, but the THROWS...???

Also, I assume this is outdated now, since you mentioned not being able to get the frame data for specials?
 
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Locuan

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Question, what is the end lag on these though? I thought it was the (2F) (3F) things, but when I interpret it that way, our dsmash lasts 26 frames... and that's definitely not it lol.
The (2F) (3F) means the total amount of frames where the hitbox is active. The column that information appears is on the Active Frames column. In terms of "end lag" it normally means the amount frames the animation for a specific move has to go through for that move to end after the hitbox was active if I'm not mistaken. I do not have the total amount of frames for particular moves recorded on these tables but it is something I can add. I have had it mentioned before.
So there are four rows of data for some moves, and two rows for some others. So there's definitely a mix between the frames of the different parts of the arc of the sword and then tippers, but the THROWS...???
Throws have their own damage and knockback as well as other properties as you can see by the table. What is your specific question regarding throws? The multiple hitbox ID's?
Also, I assume this is outdated now, since you mentioned not being able to get the frame data for specials?
That's data for patch 1.0.3 if I'm not mistaken, right @Shaya? Also, it's not that I can't get the data for specials, it's that it is complex to look for them since those moves have not been identified in the data dump. So it is something that will take me a bit more time.
 
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CURRY

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The (2F) (3F) means the total amount of frames where the hitbox is active. The column that information appears is on the Active Frames column. In terms of "end lag" it normally means the amount frames the animation for a specific move has to go through for that move to end after the hitbox was active if I'm not mistaken. I do not have the total amount of frames for particular moves recorded on these tables but it is something I can add. I have had it mentioned before.

Throws have their own damage and knockback as well as other properties as you can see by the table. What is your specific question regarding throws? The multiple hitbox ID's?

That's data for patch 1.0.3 if I'm not mistaken, right @Shaya? Also, it's not that I can't get the data for specials, it's that it is complex to look for them since those moves have not been identified in the data dump. So it is something that will take me a bit more time.
Yeah, my question was about why the throws had multiple hitbox IDs.
Also, dang, moves aren't identified? That's... really hard... holy crap
So I'm assuming that the specification of each hitbox ID is still being worked on? Because that would be really helpful. (Why does dash attack have three?)
 
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Locuan

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So I'm assuming that the specification of each hitbox ID is still being worked on? Because that would be really helpful. (Why does dash attack have three?)
So let me make this a bit easier to understand since when I started learning how to do this I also had a similar question regarding hit-box ID's. Open the spoiler tag for @ Indigo Jeans Indigo Jeans image explanation awesomeness.
This is definitely not to scale! Keep that in mind. Anyways, see those three circles? Each circle would be an individual hit-box. So the hit-box ID's would represent one of those three circles. In Marth's case the last hit-box ID is always the tipper. One can then infer that the first hit-box ID is the hit-box closest to the sword, while the others are the ones above. As you can see having multiple hit-boxes on the sword is more beneficial from a design perspective since the would cover the swords length and width more accurately. Now if you open the image on the next spoiler tag, you will notice why having one hit-box for the whole sword would be a problem :p
Yep, that sword would be crazy good if that was the case :)
 
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Also of note is that hitboxes are also separated into groups by GIDs (Group IDs). I'll just copypaste my explanation from the Villager frame data thread

Anyway, that's right, though not in the sense that I feel TR33 thinks. That doesn't mean UTilt hits 5 separate times. Moves oftentimes have mutliple hitboxes. Since hitboxes are actually spherical, single hitboxes would give moves ridiculous range. Consider FTilt; it has four hitboxes spread out along the umbrella. If it only had one big hitbox, then not only would it have good lateral range, but it would be able to hit targets a significant distance above and below the umbrella.

For this reason, htiboxes are often separated into groups. If two hitboxes belong to the same group and are active concurrently, then only one hitbox will hit, and when this happens, the other will become inert to the same target. So if hitbox 1 hits target 1, then hitbox 2 cannot hit target 1. However, hitbox 2 can hit a target 2. Of course, hitbox 1 can do that too, and if that happens, then hitbox 2 will be inert for that target as well, and so on and so forth. In general, hitboxes can only hit once. For a hitbox to hit again, it either has to have a frame-refresh flag, or simply be destroyed and regenerated.

In this case, the first hit of UTilt has three hitboxes distributed along the length of the stick; one near the base, and two situated at the same spot closer to the top of the stick. One of these tip hitboxes has lower weight-based set knockback though. This is probably to make up for the fact that it only hits aerial targets (if it had the same WBSKB as the other two hits, it wouldn't be as effective as setting up for the second hit since they'd be popped up too far into the air). However, all three of these hitboxes have the same group ID, so you're only going to hit any one opponent with one of them. After a certain amount of frames, the hitboxes are destroyed so that they can be brought back to hit for the second part. On the second hit of UTilt, the base hitbox and the "stronger" tip hitbox are regenerated, though they change to deal less damage and scaling knockback. The weaker, air-target-only hitbox is not brought back.
 

Xisin

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Is there anyway I can convince someone to give me frame data on dancing blade or where to find frame data on dancing blade?
 

Locuan

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Is there anyway I can convince someone to give me frame data on dancing blade or where to find frame data on dancing blade?
It's difficult. Especially due to the transition states. It will take me some time but do know that I'm working on it.
 

Quickhero

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I'm guessing you're going to update this to include 1.07 notes now instead of 1.04, so I'm just going to notify you that both jab 1 and jab 2 now are 26 frames and f-tilt is now 35. :) The rest is the same but we seriously need Dancing Blade. D: Is there anyway I can do to help with Dancing Blade that won't be too strenuous?
 
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Locuan

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I'm guessing you're going to update this to include 1.07 notes now instead of 1.04, so I'm just going to notify you that both jab 1 and jab 2 now are 26 frames and f-tilt is now 35. :) The rest is the same but we seriously need Dancing Blade. D: Is there anyway I can do to help with Dancing Blade that won't be too strenuous?
As for updating the thread, I'm waiting on Dantarion's data to come. And Dancing Blade is just so complex. Granted I've also been lazy :p

As for help, I don't know how to read the data for Dancing Blade itself which is the reason I haven't tackled it. So I can't guide you there sadly. In fact I should just stop being lazy and work on the specials tonight.

EDIT: Added data for Shieldbreaker.

:227:
 
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Vipermoon

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@ Locuan Locuan I have a correction for Usmash. Only the ground hitbox is frame 13-14. The actual sword is 13-17.

U-smash
Frame 13-14: 3% 100f/155w 125° 0.0-Hitlag Ground-Target-Only
Frame 13-17: 17% 40b/95g (KO@ 103%) 89° 1.5-Hitlag Pierce
Frame 13-17: 13% 45b/90g (KO@ 142%) 89° 0.7-Hitlag Pierce
Frame 13-17: 13% 45b/90g (KO@ 142%) 90° 0.7-Hitlag Pierce
Max Damage: 17%
Smash charge window on real frame 5


From the link below. Yes I know, vertical KO percents are too high so if you keep that in mind as you look through whatever you'll be good.

Is there anyway I can convince someone to give me frame data on dancing blade or where to find frame data on dancing blade?
I'm guessing you're going to update this to include 1.07 notes now instead of 1.04, so I'm just going to notify you that both jab 1 and jab 2 now are 26 frames and f-tilt is now 35. :) The rest is the same but we seriously need Dancing Blade. D: Is there anyway I can do to help with Dancing Blade that won't be too strenuous?
As for updating the thread, I'm waiting on Dantarion's data to come. And Dancing Blade is just so complex. Granted I've also been lazy :p

As for help, I don't know how to read the data for Dancing Blade itself which is the reason I haven't tackled it. So I can't guide you there sadly. In fact I should just stop being lazy and work on the specials tonight.

EDIT: Added data for Shieldbreaker.

:227:
http://pastebin.com/PzTjdtx8

This has been around for while (thanks to Thinkaman). It simplifies the data dump and most specials are in here (all of Marth's anyway, which I know you guys want). Shaya has the rest of the dancing blade frame data (like when to input the next attack and end lags in the Lucina forum (there's a link to it in the competitive resource thread in this forum). But just from memory (aside from the hitbox info in the link), DB1 aerial ends at frame 33 (unless you land before it ends, then you'd get DB1 ground lag), DB1 ends at 42 (buffed, used to end at 45 according to Shaya), DB2 ends at 38, DB3 is 43, DB4 Up is 50, 4 Forward is 55 frames, and 4 Down is 72. All according to Shaya and I'm pretty sure I have this memorized reliably lol.
 
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Locuan

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@ Vipermoon Vipermoon remind me tonight. I've been busy with work and other projects here so I've had to divide my attention the past few days. Regardless, thanks for the info. I'll get to it as soon as I can.
 
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