Sartron
Smash Journeyman
• Up to date as of Project M 3.6.
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
• Images hosted on ssb.sartron.pro.
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Jab |29|11, 13, 15|24Hitbox Data
Jab
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
11, 13| 1 |3.5|2/1.4|350°|45/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 2 |3.75|2/1.4|350°|30/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 0 |5.67|2/1.4|185°|55/0/0|0.5x|False| Electric |2|2/ 3 | -9
15| [0-2] |[3.5, 3.75, 6.17]|3/2.1|361°|35/0/110|1x|False| Electric |3|4/ 6 | -5
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Dash Attack |37|6-17|36Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-8| 0 |3.91|13/9.1|88°|70/0/70|1x|True| Electric |7|7/ 10 | -22
6-8| 1 |5.67|9/6.3|361°|50/0/70|1x|False| Electric |6|6/ 9 | -23
9-17| 0 |2.74|8/5.6|88°|20/0/80|1x|True| Electric |5|5/ 7 | -21
9-17| 1 |3.91|7/4.9|361°|20/0/80|1x|False| Electric |5|5/ 7 | -21
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |34|10-16|32Hitbox Data
Forward Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10-16| 0 |3|13/15.4|110°|50/0/80|1x|True|Slash|7|7| -14
10-16| 1 |4.25|14/19.6|110°|65/0/60|1x|False|Slash|8|7| -13
10-16| 2 |2.34|10/7|361°|50/0/100|1x|True|Normal|6|6| -15
10-16| 3 |3.13|9/6.3|361°|50/0/100|1x|True|Normal|6|6| -15
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Right Arm Intangibility
Up Tilt |49|8-28|40|8-28Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-16| [0-2] |[4.5, 3.9, 3.3]|15/10.5|75°|40/0/110|1x|False| Electric |8|8/ 12 | -23
17-28| [0-2] |[4.5, 3.9, 3.3]|13/9.1|85°|30/0/120|1x|False| Electric |7|7/ 10 | -15
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |54|5-8|25/ 30*Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
**
5-7| 0 |2.34|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -13
5-7| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|6|-
5-7| 2-3 |3.13|11/7.7|270°|30/0/55|1x|True|Normal|Aerial|-|6|-
8| 0 |3.91|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -10
8| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|6|-
8| 2-3 |3.13|11/7.7|270°|30/0/55|1x|True|Normal|-|6|6| -10*IASA is frame 30 if previous action was Down Tilt
**Advantage is assuming IASA is frame 25
Animation
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Overview
Name/Label|Duration|Active Hitboxes
Forward Smash |39|16, 18, 20, 22, 24Hitbox Data
Forward Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
16, 18, 20, 22| 0 |1.5|1/0.7|350°|35/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 2 |3.13|1/0.7|350°|40/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 3 |3.52|1/0.7|350°|30/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 1 |4.3|1/0.7|185°|55/0/0|0.25x|False|Normal|2|2| -20
24|[ 0 - 2 ]|[5.73, 4.69, 4.16]|13/9.1|361°|35/0/120|1x|False| Electric |7|7/ 10 | -8
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Smash |56|5, 7, 9, 11, 13, 15, 24, 26, 28, 30, 32, 34|51Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5, 7, 9, 11, 13, 15| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 3-4 |3.5|1/0.7|180°|50/0/0|0.25x|False| Electric |2|2/ 3 | -42
24, 26, 28, 30, 32| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 3-4 |3.5|1/0.7|180°|50/0/0|0.25x|False| Electric |2|2/ 3 | -23
34| 0 |5.32|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 1 |4.42|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 2 - 3 |4.77|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Right Leg Intangibility
Down Smash |39|4-5, 11-14|32|4-14Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-5| [0-1] |[4.69, 3.52]|12/8.4|30°|20/0/90|1x|True|Normal|7|7| -20
11-14| [0-1] |[4.69, 3.52]|13/9.1|25°|20/0/90|1x|True|Normal|7|7| -13
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag
*
|Auto-cancel Window
Neutral Air |48|6-7, 10-11, 14-15, 18-19, 22-23, 26-27|42|17/8/4|1-5, 38-48
Landing |17/8 ** |1 *** |-|-|-Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
*
6-7, 10-11, 14-15, 18-19, 22-23| 0 |3.25|2/1.4|160°|55/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 1 |3.25|2/1.4|155°|55/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 2 |4.5|2/1.4|110°|64/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 3 |4.5|2/1.4|250°|50/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
26-27| 0 - 1 |4|5/3.5|361°|15/0/175|1x|True| Electric |4|4/ 6 | -13 / -4 / -10
26-27| 2 - 3 |5.5|5/3.5|361°|15/0/175|1x|True| Electric |4|4/ 6 | -13 / -4 / -10Landing***
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
**
1| 0-4 |4.5|3/2.1|280°|0/40/100|1x|False| Electric |Grounded|3|4/ 6 | -13 / -4*Format is: Normal/L-Cancel/Auto-cancel
**Format is: Normal/L-Cancel
***Only occurs if you land during frames 6-27 of Neutral Air
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag
*
|Auto-cancel Window
Forward Air |38|8-11|36|18/9/4|1-7, 25-38Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
*
8-11| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -12
8| 2 |5.08|19/19.6|40°|25/0/100|1x|False| Electric |10|9/ 13 | -8 / +1 / -10
9-11| 2 |5.08|16/11.2|40°|25/0/100|1x|False| Electric |9|8/ 12 | -9 / ±0 / -8*Format is: Normal/L-Cancel/Auto-cancel
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag
*
|Auto-cancel Window
Back Air |34|5-8|33|18/9/4|1-4, 26-34Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
*
5-8| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -15
5| 2 |5.08|18/18.9|361°|30/0/105|1x|False| Electric |10|9/ 13 | -8 / +1 / -13
6-8| 2 |5.08|15/10.5|361°|30/0/105|1x|False| Electric |8|8/ 12 | -10 / -1 / -12*Format is: Normal/L-Cancel/Auto-cancel
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag
*
|Auto-cancel Window
Up Air |53|10-17|49|25/12/4|1-14, 38-53Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
*
10-13| 2 |3.25|5/3.5|75°|60/0/100|1x|True| Electric |4|4/ 6 | ±0 **
14-17| 0 |2.5|17/20.3|90°|32/0/105|1x|False|Flame|9|8| -16 / -3 / -15
14-17| 1 |7.5|14/16.1|85°|5/0/115|1x|False|Flame|8|7| -17 / -4 / -16*Format is: Normal/L-Cancel/Auto-cancel
**Auto-cancel only
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag
*
|Auto-cancel Window
Down Air |42|14-17|40|24/12/4|41-42Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
*
14| 0 |2.35|20/21|275°|30/0/100|1x|True| Electric |Aerial|-|9/ 13 |-
14| 1 |2.35|18/18.9|275°|50/0/117|1x|True| Electric |Grounded|10|9/ 13 | -14 / -2 / -20
14-17| 2 |4.69|9/6.3|275°|10/0/85|1x|True|Normal|12/38|6| -18 / -6 / -21
14-17| 3 |4.69|8/5.6|275°|0/0/80|1x|True|Normal|-|5|5| -19 / -7 / -22*Format is: Normal/L-Cancel/Auto-cancel
Animation
State|1x|0.5x
Ground |
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Air
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Overview
Name/Label|Duration|Active Hitboxes|Land Cancel|Landing Lag
Grounded Nayru's Love |56|9, 12, 15, 18, 21, 24|-|-
Aerial Nayru's Love |56|9, 12, 15, 18, 21, 24|28-56|4Hitbox Data
Grounded Nayru's Love
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
9, 12, 15, 18, 21| 0-1 |4.55|2/1.4|180°|32/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |3.2|1/0.7|180°|42/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |7|2/1.4|180°|24/0/0|0.5x|False|Slash|2|2| -45
24| 0-1 |3.5|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
24| 2 |8.15|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
24| 3 - 4 |5.3|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29Aerial Nayru's Love
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
9, 12, 15, 18, 21| 0-1 |3.91|1/0.7|180°|32/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |2.74|1/0.7|180°|42/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |6|2/1.4|180°|24/0/0|0.8x|False|Slash|2|2| -45
24| 0-1 |2.55|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
24| 2 |7.75|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
24| 3 - 4 |4.75|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 **Format is: Duration/Land Cancel
Timeline
Action|Duration
Stationary |1-203
Timed Detonation |204-208
Despawned Temporarily |209-219
Return to Owner |220++Overview
Name/Label|Duration|IASA
Aim |25-88|-
Aim Endlag |35|23
Recall |40|36Hitbox Data
Stationary
Level|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
Weakest |7/10.5|65°|15/0/90|1x|True|Flame|5|7
Strongest |12/14|65°|15/0/90|1x|True|Flame|7|10Return to Owner
Level|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
Weakest |4/7|65°|10/0/100|1x|True|Flame|3|4
Strongest |9/10.5|65°|10/0/100|1x|True|Flame|6|6Manual Detonation
Level|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
Weakest |6/9.8|80°|40/0/80|1x|False|Flame|4|7
Strongest |13/14.7|80°|40/0/80|1x|False|Flame|7|10Timed Detonation
Level|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
Weakest |10/15.4|80°|40/0/80|1x|False|Flame|6|9
Strongest |25/25.9|80°|40/0/80|1x|False|Flame|13|16
Animation
State|1x|0.5x
Ground |
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Air
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Grounded Overview
Name/Label|Duration|Active Hitboxes|IASA|Intangibility|Cancel Teleport
Startup / Visible |24|6-7|-|-|-
Teleport / Invisible |19|-|-|1-19|1-19
Endlag / Teleported |28/ 30 | 2-3 | 22 / 13 / 24 |-|-Aerial Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup / Visible |32|7-9|-|-
Teleport / Invisible |19|-|1-19|-
Endlag / Teleported |61| 2-3 |-| 30 / 4Hitbox Data
Ground Startup
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
6-7| 0 |9.6|4/2.8|75°|0/95/100|1x|True|Slash|3|4Aerial Startup
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
7-9| 0 |9.6|4/2.8|40°|30/0/120|1x|True|Slash|3|4Endlag
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
2-3| 0 |9.6|4/2.8|50°|40/0/120|1x|False|Slash|3|4*Uncanceled, Canceled
**Air to Ground cancel
***Land during animation/Land after the animation
Animation
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Overview
Name/Label|Duration|IASA
Transform |-|-
Endlag |35|8Transformation time varies by SD card as well as load method (Project M Launcher being the fastest currently)
Zelda actually gets unloaded from the match, meaning any of Snake's C4s attached to her are detached.
Animation
Name/Label|1x|0.5x
Standing Grab |
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Dash Grab
|
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Pivot Grab
|
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Grab Pummel
|
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Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes
Standing Grab |30|-|8-9
Dash Grab |39|-|10-12
Pivot Grab |35|-|13-14
Grab Pummel |24|7-9|-Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-9| 0 |6.25|3/2.1|80°|0/40/100|1x|False| Electric |3|4/ 6 | -14
Overview
Name/Label|Duration|Active Hitboxes|IASA|Thrown
Back Throw |49|-|-|28
Forward Throw |41|-|36|18
Up Throw |49|-|-|29
Down Throw |74|24-25, 30-31, 36-37, 42-43|65|49Hitbox & Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
28|11|45°|80/0/87|TrueForward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
18|10|60°|60/0/50|TrueUp Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
29|8|90°|80/0/66|TrueDown Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
24-25, 30-31, 36-37, 42-43| 0 |5.86|3/2.1|361°|80/0/100|1x|False| Electric |3|0/ 0 Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
49|2|60°|80/0/42|
Animation
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Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Taunt |89|41-79|80
Side Taunt |126|36-77|97Hitbox Data
Up Taunt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage|Rehit Rate
41-79| 0 |3.25|3/2.1|100°|15/0/50|1x|False| Electric |3|4/ 6 | -35 |6Side Taunt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage|Rehit Rate
36-77| 0 |4|4/2.8|30°|25/0/100|1x|True|Flame|3|4| -57 |13
Overview
Name/Label|Duration|Intangibility|Landing Lag
Spot Dodge |27|2-18|-
Roll Dodge |31|4-19|-
Air Dodge |49|4-19|10
Tech |26|1-20|-
Tech Roll |40|1-20|-
Overview
Name/Label|Duration|Intangibility|Occupancy|Active Hitboxes|IASA
Ledge Stand (<100%) |39|1-30|1-32|-|34
Ledge Stand (>100%) |59|1-55|1-44|-|-
Ledge Roll (<100%) |50|1-29|1-40|-|-
Ledge Roll (>100%) |79|1-52|1-54|-|-
Ledge Attack (<100%) |53|1-25|1-42|27-32|-
Ledge Attack (>100%) |61|1-31|1-42|34-39|-
Ledge Jump (<100%) |10|1-10|1-10|-|-
Ledge Jump (>100%) |20|1-20|1-10|-|-Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
27-32| [0-3] |[4.69, 3.91, 3.13, 3.91]|7/5.6|361°|70/0/50|1x|True|Normal|5|5| -21Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
34-39| 0 |5.08|11/8.4|361°|70/0/50|1x|True| Electric |6|6/ 9 | -21
34-39| 1-2 |3.13|8/6.3|361°|70/0/50|1x|True|Normal|5|5| -22
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
• Images hosted on ssb.sartron.pro.
Dictionary said:Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
• Angle: Direction in which the player is sent from an attack or throwHurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player• Base Knockback (BKB): Base value used in knockback calculations
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.
• Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
• Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
• Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
• Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
• Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)
• Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damageIASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
• Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
• Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action
Animation


Jab |29|11, 13, 15|24
Jab
11, 13| 1 |3.5|2/1.4|350°|45/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 2 |3.75|2/1.4|350°|30/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 0 |5.67|2/1.4|185°|55/0/0|0.5x|False| Electric |2|2/ 3 | -9
15| [0-2] |[3.5, 3.75, 6.17]|3/2.1|361°|35/0/110|1x|False| Electric |3|4/ 6 | -5
Animation


Dash Attack |37|6-17|36
Dash Attack
6-8| 0 |3.91|13/9.1|88°|70/0/70|1x|True| Electric |7|7/ 10 | -22
6-8| 1 |5.67|9/6.3|361°|50/0/70|1x|False| Electric |6|6/ 9 | -23
9-17| 0 |2.74|8/5.6|88°|20/0/80|1x|True| Electric |5|5/ 7 | -21
9-17| 1 |3.91|7/4.9|361°|20/0/80|1x|False| Electric |5|5/ 7 | -21
Animation


Forward Tilt |34|10-16|32
Forward Tilt
10-16| 0 |3|13/15.4|110°|50/0/80|1x|True|Slash|7|7| -14
10-16| 1 |4.25|14/19.6|110°|65/0/60|1x|False|Slash|8|7| -13
10-16| 2 |2.34|10/7|361°|50/0/100|1x|True|Normal|6|6| -15
10-16| 3 |3.13|9/6.3|361°|50/0/100|1x|True|Normal|6|6| -15
Animation


Up Tilt |49|8-28|40|8-28
Up Tilt
8-16| [0-2] |[4.5, 3.9, 3.3]|15/10.5|75°|40/0/110|1x|False| Electric |8|8/ 12 | -23
17-28| [0-2] |[4.5, 3.9, 3.3]|13/9.1|85°|30/0/120|1x|False| Electric |7|7/ 10 | -15
Animation


Down Tilt |54|5-8|25/ 30*
Down Tilt
5-7| 0 |2.34|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -13
5-7| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|6|-
5-7| 2-3 |3.13|11/7.7|270°|30/0/55|1x|True|Normal|Aerial|-|6|-
8| 0 |3.91|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -10
8| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|6|-
8| 2-3 |3.13|11/7.7|270°|30/0/55|1x|True|Normal|-|6|6| -10
**Advantage is assuming IASA is frame 25
Animation


Forward Smash |39|16, 18, 20, 22, 24
Forward Smash
16, 18, 20, 22| 0 |1.5|1/0.7|350°|35/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 2 |3.13|1/0.7|350°|40/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 3 |3.52|1/0.7|350°|30/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 1 |4.3|1/0.7|185°|55/0/0|0.25x|False|Normal|2|2| -20
24|[ 0 - 2 ]|[5.73, 4.69, 4.16]|13/9.1|361°|35/0/120|1x|False| Electric |7|7/ 10 | -8
Animation


Up Smash |56|5, 7, 9, 11, 13, 15, 24, 26, 28, 30, 32, 34|51
Up Smash
5, 7, 9, 11, 13, 15| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 3-4 |3.5|1/0.7|180°|50/0/0|0.25x|False| Electric |2|2/ 3 | -42
24, 26, 28, 30, 32| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 3-4 |3.5|1/0.7|180°|50/0/0|0.25x|False| Electric |2|2/ 3 | -23
34| 0 |5.32|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 1 |4.42|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 2 - 3 |4.77|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
Animation


Down Smash |39|4-5, 11-14|32|4-14
Down Smash
4-5| [0-1] |[4.69, 3.52]|12/8.4|30°|20/0/90|1x|True|Normal|7|7| -20
11-14| [0-1] |[4.69, 3.52]|13/9.1|25°|20/0/90|1x|True|Normal|7|7| -13
Animation


Neutral Air |48|6-7, 10-11, 14-15, 18-19, 22-23, 26-27|42|17/8/4|1-5, 38-48
Landing |17/8 ** |1 *** |-|-|-
Neutral Air
6-7, 10-11, 14-15, 18-19, 22-23| 0 |3.25|2/1.4|160°|55/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 1 |3.25|2/1.4|155°|55/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 2 |4.5|2/1.4|110°|64/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
6-7, 10-11, 14-15, 18-19, 22-23| 3 |4.5|2/1.4|250°|50/0/0|0.5x|False|Normal|2|3| -15 / -6 / -16
26-27| 0 - 1 |4|5/3.5|361°|15/0/175|1x|True| Electric |4|4/ 6 | -13 / -4 / -10
26-27| 2 - 3 |5.5|5/3.5|361°|15/0/175|1x|True| Electric |4|4/ 6 | -13 / -4 / -10
1| 0-4 |4.5|3/2.1|280°|0/40/100|1x|False| Electric |Grounded|3|4/ 6 | -13 / -4
**Format is: Normal/L-Cancel
***Only occurs if you land during frames 6-27 of Neutral Air
Animation


Forward Air |38|8-11|36|18/9/4|1-7, 25-38
Forward Air
8-11| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -12
8| 2 |5.08|19/19.6|40°|25/0/100|1x|False| Electric |10|9/ 13 | -8 / +1 / -10
9-11| 2 |5.08|16/11.2|40°|25/0/100|1x|False| Electric |9|8/ 12 | -9 / ±0 / -8
Animation


Back Air |34|5-8|33|18/9/4|1-4, 26-34
Back Air
5-8| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -15
5| 2 |5.08|18/18.9|361°|30/0/105|1x|False| Electric |10|9/ 13 | -8 / +1 / -13
6-8| 2 |5.08|15/10.5|361°|30/0/105|1x|False| Electric |8|8/ 12 | -10 / -1 / -12
Animation


Up Air |53|10-17|49|25/12/4|1-14, 38-53
Up Air
10-13| 2 |3.25|5/3.5|75°|60/0/100|1x|True| Electric |4|4/ 6 | ±0 **
14-17| 0 |2.5|17/20.3|90°|32/0/105|1x|False|Flame|9|8| -16 / -3 / -15
14-17| 1 |7.5|14/16.1|85°|5/0/115|1x|False|Flame|8|7| -17 / -4 / -16
**Auto-cancel only
Animation


Down Air |42|14-17|40|24/12/4|41-42
Down Air
14| 0 |2.35|20/21|275°|30/0/100|1x|True| Electric |Aerial|-|9/ 13 |-
14| 1 |2.35|18/18.9|275°|50/0/117|1x|True| Electric |Grounded|10|9/ 13 | -14 / -2 / -20
14-17| 2 |4.69|9/6.3|275°|10/0/85|1x|True|Normal|12/38|6| -18 / -6 / -21
14-17| 3 |4.69|8/5.6|275°|0/0/80|1x|True|Normal|-|5|5| -19 / -7 / -22
Animation
Ground |




Grounded Nayru's Love |56|9, 12, 15, 18, 21, 24|-|-
Aerial Nayru's Love |56|9, 12, 15, 18, 21, 24|28-56|4
Grounded Nayru's Love
9, 12, 15, 18, 21| 0-1 |4.55|2/1.4|180°|32/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |3.2|1/0.7|180°|42/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |7|2/1.4|180°|24/0/0|0.5x|False|Slash|2|2| -45
24| 0-1 |3.5|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
24| 2 |8.15|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
24| 3 - 4 |5.3|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
9, 12, 15, 18, 21| 0-1 |3.91|1/0.7|180°|32/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |2.74|1/0.7|180°|42/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |6|2/1.4|180°|24/0/0|0.8x|False|Slash|2|2| -45
24| 0-1 |2.55|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
24| 2 |7.75|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
24| 3 - 4 |4.75|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
Timeline
Stationary |1-203
Timed Detonation |204-208
Despawned Temporarily |209-219
Return to Owner |220++
Aim |25-88|-
Aim Endlag |35|23
Recall |40|36
Stationary
Weakest |7/10.5|65°|15/0/90|1x|True|Flame|5|7
Strongest |12/14|65°|15/0/90|1x|True|Flame|7|10
Weakest |4/7|65°|10/0/100|1x|True|Flame|3|4
Strongest |9/10.5|65°|10/0/100|1x|True|Flame|6|6
Weakest |6/9.8|80°|40/0/80|1x|False|Flame|4|7
Strongest |13/14.7|80°|40/0/80|1x|False|Flame|7|10
Weakest |10/15.4|80°|40/0/80|1x|False|Flame|6|9
Strongest |25/25.9|80°|40/0/80|1x|False|Flame|13|16
Animation
Ground |




Startup / Visible |24|6-7|-|-|-
Teleport / Invisible |19|-|-|1-19|1-19
Endlag / Teleported |28/ 30 | 2-3 | 22 / 13 / 24 |-|-
Startup / Visible |32|7-9|-|-
Teleport / Invisible |19|-|1-19|-
Endlag / Teleported |61| 2-3 |-| 30 / 4
Ground Startup
6-7| 0 |9.6|4/2.8|75°|0/95/100|1x|True|Slash|3|4
7-9| 0 |9.6|4/2.8|40°|30/0/120|1x|True|Slash|3|4
2-3| 0 |9.6|4/2.8|50°|40/0/120|1x|False|Slash|3|4
**Air to Ground cancel
***Land during animation/Land after the animation
Animation


Transform |-|-
Endlag |35|8
Zelda actually gets unloaded from the match, meaning any of Snake's C4s attached to her are detached.
Animation
Standing Grab |








Standing Grab |30|-|8-9
Dash Grab |39|-|10-12
Pivot Grab |35|-|13-14
Grab Pummel |24|7-9|-
Grab Pummel
7-9| 0 |6.25|3/2.1|80°|0/40/100|1x|False| Electric |3|4/ 6 | -14
Overview
Back Throw |49|-|-|28
Forward Throw |41|-|36|18
Up Throw |49|-|-|29
Down Throw |74|24-25, 30-31, 36-37, 42-43|65|49
Back Throw
28|11|45°|80/0/87|True
18|10|60°|60/0/50|True
29|8|90°|80/0/66|True
24-25, 30-31, 36-37, 42-43| 0 |5.86|3/2.1|361°|80/0/100|1x|False| Electric |3|0/ 0 Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
49|2|60°|80/0/42|
Animation




Up Taunt |89|41-79|80
Side Taunt |126|36-77|97
Up Taunt
41-79| 0 |3.25|3/2.1|100°|15/0/50|1x|False| Electric |3|4/ 6 | -35 |6
36-77| 0 |4|4/2.8|30°|25/0/100|1x|True|Flame|3|4| -57 |13
Overview
Spot Dodge |27|2-18|-
Roll Dodge |31|4-19|-
Air Dodge |49|4-19|10
Tech |26|1-20|-
Tech Roll |40|1-20|-
Overview
Ledge Stand (<100%) |39|1-30|1-32|-|34
Ledge Stand (>100%) |59|1-55|1-44|-|-
Ledge Roll (<100%) |50|1-29|1-40|-|-
Ledge Roll (>100%) |79|1-52|1-54|-|-
Ledge Attack (<100%) |53|1-25|1-42|27-32|-
Ledge Attack (>100%) |61|1-31|1-42|34-39|-
Ledge Jump (<100%) |10|1-10|1-10|-|-
Ledge Jump (>100%) |20|1-20|1-10|-|-
Ledge Attack (<100%)
27-32| [0-3] |[4.69, 3.91, 3.13, 3.91]|7/5.6|361°|70/0/50|1x|True|Normal|5|5| -21
34-39| 0 |5.08|11/8.4|361°|70/0/50|1x|True| Electric |6|6/ 9 | -21
34-39| 1-2 |3.13|8/6.3|361°|70/0/50|1x|True|Normal|5|5| -22
Jump Squat
Frame Total: 5 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 46 frames
Earliest Fast fall: Frame 23
FF Air Time: 31 frames
Full Hop
Air Time: 64 frames
Earliest Fast fall: Frame 31
FF Air Time: 46 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.
Nayru Land Cancel [5/14/16]
- Land Cancel Advantage: -1 -> -4
Down Tilt Fix [1/1/16]
- Edited Down Tilt IASA condition
Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
Hitbox Data Overhaul 1 [10/7/15]
- Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
- Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
Misc. Update [8/20/15]
- Added the 4 frame landing lag to up special.
- Added the data for the scenario in which Zelda teleports from the air to the ground and cancels it.
3.6 Update! [8/16/15]
- Includes all 3.6 changes.
3.6 Beta Update! [7/28/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
Last edited: