• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Data Roy: Hitboxes and Frame Data [3.6]

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
• 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.

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 throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- 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.​
Base Knockback (BKB): Base value used in knockback calculations
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)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
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)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
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
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Jab |30|4-7|26
Hitbox Data
Jab
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-7| [0-2] |[4.3, 3.13, 2.34]|8/5.6|361°|30/0/66|1x|True|Slash|5|5| -16
4-7| 3 |3.52|6/4.2|70°|30/0/66|1x|True|Normal|4|5| -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Dash Attack |56|13-17|40
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
13-17| [0-2] |[3.9, 3.9, 2.34]|14/9.8|110°|70/0/47|1x|True|Slash|8|7| -18
13-17| 3 |2.73|10/7|100°|70/0/60|1x|True|Normal|6|6| -20

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |38|8-12|38
Hitbox Data
Forward Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-12| [1-2] |[4.3, 3.13]|14/12.6|361°|60/0/70|1x|True|Slash|8|7| -21
8-12| 3 |2.34|14/9.8|361°|60/0/70|1x|True|Slash|8|7| -21
9-12| 0 |3.52|9/9.1|60°|60/0/70|1x|True|Normal|6|6| -22

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |40|6-13|34
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-10| [0-2] |[3.5, 2.73, 2.27]|12/8.4|110°|35/0/100|1x|True|Slash|7|7| -20
6-10| 3 |3.52|9/6.3|100°|35/0/67|1x|True|Normal|6|6| -21
11-13| [0-2] |[2.93, 2.54, 1.76]|12/8.4|85°|35/0/100|1x|True|Slash|7|7| -15
11-13| 3 |2.93|9/6.3|90°|35/0/67|1x|True|Normal|6|6| -16

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |56|8-10|20
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-10| 0 |4.3|10/7|80°|90/0/40|1x|True|Slash|6|6| -5
8-10| [1-2] |[2.73, 3.05]|12/8.4|80°|90/0/40|1x|True|Slash|7|7| -4
8-10| 3 |3.52|6/4.2|80°|70/0/40|1x|True|Normal|4|5| -7

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Smash |55|11-13|53
Hitbox Data
Forward Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
11-13| 0-2 |[4.3, 3.13, 3.52]|20/14|361°|80/0/65|1x|True|Slash|10|9| -31
11-13| 3 |3.52|13/9.1|361°|80/0/20|1x|True|Normal|7|7| -34

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Smash |60|14-23|45
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
14-21| 0-1 |6|2/1.4|98°|100/120/0|1x|True|Flame|2|3| -28
14-21| 2 |6|2/1.4|259°|100/120/0|1x|True|Flame|2|3| -28
22-23| 0-1 |6|12/8.4|90°|73/0/80|1x|True|Flame|7|7| -15
22-23| 2 |7|12/8.4|90°|73/0/80|1x|True|Flame|7|7| -15

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Smash |65|6-17|61
Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-9| [0-2] |[4.3, 3.13, 3.52]|18/12.6|75°|42/0/82|1x|True|Flame|10|9| -44
6-9| 3 |3.52|14/9.8|361°|15/0/100|1x|True|Normal|8|7| -46
10-17| [0-2] |[3.91, 3.13, 3.52]|14/9.8|75°|42/0/77|1x|True|Flame|8|7| -42
10-17| 3 |3.52|10/7|361°|15/0/100|1x|True|Normal|6|6| -44

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |49|6-11, 13-25|49|20/10/4|1-5, 35-49
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
6-11| [0-2] |[4.3, 3.13, 2.34]|4/2.8|100°|30/0/40|1x|True|Slash|3|4| -17 / -7 / -24
6-11| 3 |3.52|4/2.8|90°|30/0/40|1x|True|Normal|3|4| -17 / -7 / -24
13-25| [0 - 3 ] |[4.1, 3.13, 2.34, 3.52]|10/7|361°|50/0/80|1x|False|Flame|6|6| -14 / -4 / -7
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Forward Air |35|5-8|33|20/10/4|28-35
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-8| [0-2] |[4.3, 3.13, 2.34]|12/8.4|50°|40/0/50|1x|True|Slash|7|7| -13 / -3 / -16
5-8| 3 |3.52|9/6.3|45°|30/0/65|1x|True|Normal|6|6| -14 / -4 / -17
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Back Air |43|7-11|41|24/12/4|1-5, 34-43
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
7-11| [0-2] |[4.3, 3.13, 2.34]|16/11.2|361°|20/0/100|1x|True|Slash|9|8| -15 / -3 / -18
7-11| 3 |3.52|11/7.7|40°|20/0/70|1x|True|Normal|6|6| -18 / -6 / -21
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Up Air |55|5-10|49|18/9/4|1-4, 30-55
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-10| [1-3] |[4.3, 3.13, 2.34]|12/8.4|80°|45/0/40|1x|True|Slash|7|7| -11 / -2 / -16
5-10| 0 |3.52|8/5.6|80°|30/0/40|1x|True|Normal|5|5| -13 / -4 / -18
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Down Air |48|7-10|25/12/4|1-6
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
7-10| 0 |4.3|12/8.4|90°|30/0/60|1x|True|Slash|7|7| -18 / -5
7-10| [2-3] |[3.13, 2.34]|18/12.6|281°|40/0/60|1x|True|Flame|10|9| -15 / -2
7-10| 1 |3.52|9/6.3|37°|30/0/60|1x|True|Normal|6|6| -19 / -6
*Format is: Normal/L-Cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Charge |12-220|-
Flare Blade (Min) |43|16-21
Flare Blade (Max) |252|229-234
Level|Damage|Charging Window
1|10|12-39
2|15|40-69
3|20|70-99
4|25|100-129
5|30|130-159
6|35|160-189
7|40|190-219
8|45|220
9|50|>220
Hitbox Data
Flare Blade
Level|ID|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
1|0-3|10/7.7|361°|40/0/110|1x|False|Flame|6|6
2|0-3|15/11.2|361°|40/0/110|1x|False|Flame|8|8
3|0-3|20/14.7|361°|40/0/110|1x|False|Flame|10|9
4|0-3|25/18.2|361°|40/0/110|1x|False|Flame|13|11
5|0-3|30/21.7|361°|40/0/110|1x|False|Flame|15|13
6|0-3|35/25.2|361°|40/0/110|1x|False|Flame|17|14
7|0-3|40/28.7|361°|40/0/110|1x|False|Flame|19|16
8|0-3|45/32.2|361°|40/0/110|1x|False|Flame|22|18
9|0-3|50/56|361°|50/0/83|1x|False|Flame|24|19

Animation
1x|0.5x
|
|
|
|
Individual DED GIFs

Overview
Tilted Up
Name/Label|Duration|Active Hitboxes|IASA|Next DED Window
Double Edge Dance 2 |40|12-15|-|17-32
Double Edge Dance 3 |45|13-17|-|18-38
Double Edge Dance 4 |55|15-19|51|-
Tilted Forward
Name/Label|Duration|Active Hitboxes|IASA|Next DED Window
Double Edge Dance 1 |29|6-8|-|8-26
Double Edge Dance 2 |39|14-16|-|17-33
Double Edge Dance 3 |46|11-13|-|15-36
Double Edge Dance 4 |51|20-25|51|-
Tilted Down
Name/Label|Duration|Active Hitboxes|IASA|Next DED Window
Double Edge Dance 3 |50|16, 18, 20, 22|47|23-35
Double Edge Dance 4 |60|13-15, 19-21, 25-27, 31-33, 37-38|-|-
Tilted Back
Name/Label|Duration|Active Hitboxes|IASA
Double Edge Dance 4 |55|18-20|47
Hitbox Data
Double Edge Dance 1
Forward |Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|6-8| 2 |3.91|5/5.6|96°|40/0/25|1x|True|Slash|4|4| -19
|6-8| 1 |3.13|5/5.6|80°|40/0/25|1x|True|Slash|4|4| -19
|6-8| 0 |2.34|5/5.6|60°|50/0/25|1x|True|Slash|4|4| -19
|6-8| 3 |3.91|4/4.9|85°|40/0/25|1x|True|Normal|3|4| -20
Double Edge Dance 2
Up |Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|12-15| [0-2] |[5.47, 3.91, 3.52]|6/4.2|96°|50/0/30|1x|True|Slash|4|5| -24
|12-15| 3 |5.08|4/2.8|96°|50/0/30|1x|True|Normal|3|4| -25 Forward | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 1 |3.91|6/4.9|80°|20/0/60|1x|True|Slash|4|5| -21
|14-16| 2 |3.91|6/4.9|56°|40/0/60|1x|True|Slash|4|5| -21
|14-16| 0 |3.13|6/4.9|35°|30/0/35|1x|True|Slash|4|5| -21
|14-16| 3 |4.69|4/3.5|105°|20/0/60|1x|True|Normal|3|4| -22
Double Edge Dance 3
Up |Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|13-15| [0-2] |[3.91, 3.91, 3.13]|9/7|280°|80/0/65|1x|True|Slash|6|6| -26
|13-15| 3 |4.69|7/5.6|270°|36/0/44|1x|True|Normal|5|5| -27
|16-17| [0-2] |[3.91, 3.91, 3.13]|6/4.9|60°|60/0/66|1x|True|Slash|4|5| -25
|16-17| 3 |4.69|4/3.5|60°|60/0/67|1x|True|Normal|3|4| -26 Forward | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|11-13| [0-2] |[3.91, 3.91, 3.13]|9/7|361°|50/0/119|1x|True|Slash|6|6| -29
|11-13| 3 |4.69|7/5.6|361°|50/0/120|1x|True|Normal|5|5| -30 Down | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|16, 18, 20| 0-1 |4.69|3/2.8|90°|0/30/100|1x|True|Flame|3|4| -27 , -25 , -23
|16, 18, 20| 2 |3.91|3/2.8|75°|0/30/100|1x|True|Flame|3|4| -27 , -25 , -23
|16, 18, 20| 3 |5.86|3/2.8|95°|30/30/100|1x|True|Flame|3|4| -27 , -25 , -23
|22| [0 - 3 ]|5.86|4/3.5|64°|70/0/111|1x|True|Flame|3|4| -21
Double Edge Dance 4
Up |Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|15-19| [0-2] |[3.13, 3.13, 2.34]|10/7.7|75°|35/0/140|1x|True|Flame|6|6| -29
|15-19| 3 |3.91|8/6.3|75°|35/0/141|1x|True|Flame|5|5| -30 Forward | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|20-25| [0-2] |[3.13, 3.13, 2.34]|12/9.8|361°|35/0/144|1x|True|Flame|7|7| -23
|20-25| 3 |3.91|9/7.7|361°|35/0/146|1x|True|Flame|6|6| -24 Down | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|13-15, 19-21, 25-27, 31-33| [0-2] |[3.91, 3.13, 3.13]|3/2.8|80°|2/0/40|1x|False|Flame|3|2| -41 , -35 , -29 , -23
|13-15, 19-21, 25-27, 31-33| 3 |4.69|3/2.8|110°|2/0/40|1x|False|Flame|3|2| -41 , -35 , -29 , -23
|37-38| [0 - 3 ]|[4.69, 3.91, 3.91, 5.86]|3/2.8|40°|50/0/172|1x|False|Flame|3|4| -19 Back | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|18-20| [0-2] |[3.91, 3.91, 3.13]|11/8.4|40°|30/0/118|1x|True|Flame|6|6| -22
|18-20| 3 |4.69|9/7|40°|30/0/119|1x|True|Flame|6|6| -22

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Blazer |48|9-19, 21|9|30
Hitbox Data
Blazer
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
9| 0-2 |4.25|5/3.5|84°|0/200/100|1x|False|Flame|4|6
9| 3 |4.25|3/2.1|361°|0/80/100|1x|False|Flame|3|6
10-15| 0-2 |5.5|2/1.4|84°|0/160/100|0.5x|False|Flame|2|3
16-19| 0-2 |5.5|2/1.4|84°|0/100/100|0.5x|False|Flame|2|3
21| 0-2 |5.5|4/2.8|60°|40/0/130|1x|False|Flame|3|4

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Counter Window
Counter |59|-|8-11|8-20
Counter Attack |36|4-7|1-6|-
Hitbox Data
Counter Attack
Duration|ID|Size|Damage|Angle|BKB/WDSK/KBG|Hitlag Multiplier|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
4-7|[0-4]|[5, 5, 5, 6, 5]|1.5x|35°|90/0/40|1.2x|1x|False|Flame|2|3

Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes|IASA
Standing Grab |30|-|7-8|-
Dash Grab |39|-|9-10|-
Pivot Grab |39|-|9-10|36
Grab Pummel |23|6|-|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6|0|5.76|3/2.1|80°|0/30/100|1x|False|Normal|3|4| -14

Overview
Name/Label|Duration|Thrown
Back Throw |44|12
Forward Throw |31|14
Up Throw |44|12
Down Throw |42|14
Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
12|5|45°|70/0/70|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
14|5|50°|70/0/45|True
Up Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
12|5|83°|60/0/130|True
Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
14|6|60°|65/0/60|True

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |27|2-18|-|-
Roll Dodge (F/B) | 31 / 34 |4-19| 32 |-
Air Dodge |49|4-29|-|10

Tech |26|1-20|-|-
Tech Roll |40|1-20|-|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Hitboxes|IASA
Ledge Stand (<100%) |37|1-30|1-32|-|33
Ledge Stand (>100%) |64|1-55|1-44|-|60
Ledge Roll (<100%) |49|1-26|1-40|-|-
Ledge Roll (>100%) |84|1-57|1-54|-|80
Ledge Attack (<100%) |55|1-21|1-42|23-29|-
Ledge Attack (>100%) |74|1-43|1-50|37-43|70
Ledge Jump (<100%) |11|1-11|1-11|-|-
Ledge Jump (>100%) |21|1-21|1-21|-|-
Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
23-29| 0-1 |4|8/6.3|361°|0/90/100|1x|True|Slash|5|4| -26
23-29| [2-3] |[3.8, 3.5]|6/4.9|361°|0/90/100|1x|True|Slash|4|5| -28
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
37-43| [0-3] |[4, 4, 3.8, 3.5]|10/7.7|361°|0/90/100|1x|True|Slash|6|6| -26
Jump Squat
Frame Total: 4 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 30 frames
Earliest Fast fall: Frame 16
FF Air Time: 20 frames
Full Hop
Air Time: 49 frames
Earliest Fast fall: Frame 25
FF Air Time: 36 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

DED Update [8/20/15]
- Added DED4 tilted back.
- Link to individual DED gifs.

3.6 Update! [8/16/15]
- Includes all 3.6 changes.
 
Last edited:

Sethlon

Smash Champion
BRoomer
Joined
Apr 20, 2004
Messages
2,551
Location
Dallas, Texas
Hitbox GIFs
GIF files created by @ Sethlon Sethlon

(Click on the images to enlarge them)

[collapse=Jab1]
[/collapse]
[collapse=Dash Attack]
[/collapse]
[collapse=Ftilt]
[/collapse]
[collapse=Utilt]
[/collapse]
[collapse=Dtilt]
[/collapse]
[collapse=Standing Grab]
[/collapse]
[collapse=Dash Grab]
[/collapse]
[collapse=Fsmash]
[/collapse]
[collapse=Usmash]
[/collapse]
[collapse=Dsmash]
[/collapse]
[collapse=Nair]
[/collapse]
[collapse=Fair]
[/collapse]
[collapse=Bair]
[/collapse]
[collapse=Uair]
[/collapse]
[collapse=Dair]
[/collapse]
[collapse=Grounded Flare Blade]
[/collapse]
[collapse=Aerial Flare Blade]
[/collapse]
[collapse=Double Edge Dance 1]
[/collapse]
[collapse=Double Edge Dance 2]
[/collapse]
[collapse=Double Edge Dance 2 (Up)]
[/collapse]
[collapse=Double Edge Dance 3]
[/collapse]
[collapse=Double Edge Dance 3 (Up)]
[/collapse]
[collapse=Double Edge Dance 3 (Down)]
[/collapse]
[collapse=Double Edge Dance 4]
[/collapse]
[collapse=Double Edge Dance 4 (Up)]
[/collapse]
[collapse=Double Edge Dance 4 (Down)]
[/collapse]
[collapse=Double Edge Dance 4 (Back)]
[/collapse]
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Ok, I might as well open this now. Gonna reserve this post for things I find that are weird or unusual, or other move attributes.

First things first, dat ftilt has a LOT of range.

Second thing I've noticed is that dtilt has selective IASA frames, meaning you can dash, jump, attack out of it faster than you can shield. I saw this and my jaw dropped thinking it actually was -42 on shield, but then I read the data properly and was like, lolk.

Thirdly when lying on your back, Roy has basically no intangibility when rolling forward if you miss a tech meaning people can tech chase even easier than they already can. I honestly think that 6-19 was an oversight since it doesn't match up with any of the other get up rolls I've seen.

D-smash feels poorly written. Hitboxes stay on Roy himself even when his sword is in the Z-axis. Not that it matters, move is hilariously punishable, I'd never use it unless I was desperately looking for a kill.

double edge blade plz

Edit: Flare Blade is like Melee, there is a certain frame that will do 45% damage and have more knockback than fully charged Flare Blade. I'll see if I can pull up the data on this (no guarantees)

Also reserving this post. Have fun. I will continue editing this post tonight. Some things are subject to change obvs.

No hitbox images. I don't do that stuff. Other people are more qualified than I am at it. based sethlon has provided these

Move Properties

Attacks | Shield Damage | Unable to Clank? | SDI Multiplier | Hitlag Multiplier | Trajectory | BKB | KBG | Knocks Forward? Jab 1 | - | N | 1.0x | 1.0x | 361/361/361/70 | 30 | 66 | -
Dash Attack | - | N | 1.0x | 1.0x | 110/110/110/100 | 70 | 47/47/47/60 | -
Ftilt | 4/4/0/4 | N | 1.0x | 1.0x | 60/361/361/361 | 60 | 70 | -
Utilt (1st Half) | - | N | 1.0x | 1.0x | 110/110/110/100 | 35 | 100/100/100/67 | -
Utilt (2nd Half) | - | N | 1.0x | 1.0x | 85/85/85/90 | 35 | 100/100/100/67 | -
Dtilt | - | N | 1.0x | 1.0x | 80 | 90 | 40 | -
Fsmash | - | N | 1.0x | 1.0x | 361 | 80 | 65/65/65/20 | -
Usmash (Hits 1-4)* | - | N | 1.0x | 1.0x | 98/98/619 | 100 | 0 | -
Usmash (Hit 5) | - | N | 1.0x | 1.0x | 90 | 73 | 80 | -
Dsmash (1st hit) | - | N | 1.0x | 1.0x | 75/75/75/361 | 42/42/42/15 | 82/82/82/100 | -
Dsmash (2nd hit) | - | N | 1.0x | 1.0x | 75/75/75/361 | 42/42/42/15 | 77/77/77/100 | -
Nair (1st hit) | - | N | 1.0x | 1.0x | 100/100/100/90 | 30 | 40 | -
Nair (2nd hit) | - | Y | 1.0x | 1.0x | 361 | 50 | 80 | -
Fair | - | N | 1.0x | 1.0x | 50/50/50/45 | 40/40/40/30 | 50/50/50/65 | -
Bair | - | N | 1.0x | 1.0x | 50/50/50/40 | 20 | 100/100/100/70 | -
Uair | - | N | 1.0x | 1.0x | 80 | 30/45/45/45 | 40 | -
Dair | - | N | 1.0x | 1.0x | 90/37/270/270 | 30/40/40/40 | 60/70/100/100 | -
Pummel* | - | Y | 1.0x | 1.0x | 80 | 30 | 100 | Y
Flare Blade | 1 | Y | 1.0x | 1.0x | 361 | 40 | 110 | -
Flare Blade (Fully Charged) | 30 | Y | 1.0x | 1.0x | 361 | 50 | 83 | -
Blazer (Hit 1)* | - | Y | 1.0x | 1.5x | 84/84/84/361 | 200/200/200/80 | 100 | -
Blazer (Hit 2-4)* | - | Y | 0.5x | 1.0x | 84 | 160 | 100 | -
Blazer (Hit 5-6)* | - | Y | 0.5x | 1.0x | 84 | 100 | 100 | -
Blazer (Hit 7) | - | Y | 1.0x | 1.0x | 60 | 40 | 130 | Y
Counter Attack | - | Y | 1.0x | 1.2x | 35 | 90 | 40 | -
Double Edge Dance 1 | 3 | Y | 1.0x | 1.0x | 60/80/96/85 | 50/40/40/40 | 25 | Y
Double Edge Dance 2 | 1 | Y | 1.0x | 1.0x | 35/56/80/80 | 40/40/20/20 | 35/60/60/60 | Y
Double Edge Dance 2 (Up) | - | Y | 1.0x | 1.0x | 96 | 50 | 30 | Y
Double Edge Dance 3 | 1 | Y | 1.0x | 1.0x | 361 | 50 | 110 | Y
Double Edge Dance 3 (Up) | 1 | Y | 1.0x | 1.0x | 280 | 80 | 60 | Y
Double Edge Dance 3 (Down) (Hits 1-3)* | 1 | N | 1.0x | 1.0x | 90/90/75/95 | 30 | 100 | Y
Double Edge Dance 3 (Down) (Hit 4) | 1 | N | 1.0x | 1.0x | 30 | 70 | 100 | Y
Double Edge Dance 4 | 2 | Y | 1.0x | 1.0x | 361 | 35 | 135 | Y
Double Edge Dance 4 (Up) | 1 | Y | 1.0x | 1.0x | 75 | 35 | 135 | Y
Double Edge Dance 4 (Down) (Hits 1-3) | 1 | Y | 1.0x | 0.5x | 80/80/110 | 2 | 40 | Y
Double Edge Dance 4 (Down) (Hit 4) | 1 | Y | 1.0x | 1.0x | 361 | 50 | 135 | Y
Double Edge Dance 4 (Behind) | 1 | N | 1.0x | 1.0x | 40 | 30 | 110 | Y


Anything with an *asterisk* is FIXED knockback​

[Changelog]
11/3/2014 - Added basic frame data
12/3/2014 - Added lots of stuff, most of DED & added base damage to most things
13/3/2014 - Move properties done
14/3/2014 - Thread completed... Mostly~
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
I get this a lot.

Also feel free to make any frame data specific requests in this thread.
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
This is awesome, thank ya for the data. Think you can find out the FAF and Active Hitboxes on the first hit of Double-Edge Blade?
I'll probably be doing that next actually :D

I set them all up in the OP last night, each hit will be from when they started obvs, not linking on from the hit prior if that makes sense
 

FreeVelocity

Smash Rookie
Joined
Oct 31, 2013
Messages
13
Location
The Mitten State.
I'll probably be doing that next actually :D

I set them all up in the OP last night, each hit will be from when they started obvs, not linking on from the hit prior if that makes sense
Yup, makes sense. That D-Tilt being able to go into a new move on frame 20 is scary as hell. Going to make sure to abuse that. >:D
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
ya, dtilt > dash away is unpunishable by characters without projectiles

Grab/usmash OoS is -5, any other out of shield option is +2
 

Sethlon

Smash Champion
BRoomer
Joined
Apr 20, 2004
Messages
2,551
Location
Dallas, Texas
Amazing! Thanks for putting all of this together!

If I snag a buncha gifs for hitboxes, is there somewhere up in that post where we could put them?

Second thing I've noticed is that dtilt has selective IASA frames, meaning you can dash, jump, attack out of it faster than you can shield. I saw this and my jaw dropped thinking it actually was -42 on shield, but then I read the data properly and was like, lolk.
Fun tech; you can walk during the IASA frames of dtilt, so if you ever want to dtilt -> shield, you can simply hold forward on the control stick + shield button; Roy will IASA into the first frame of walking, and then immediately go into shielding from that.
 

SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
If it's not too much of a burden, I feel you should really include the full animation frames and IASA rather just the IASA.

Fun tech; you can walk during the IASA frames of dtilt, so if you ever want to dtilt -> shield, you can simply hold forward on the control stick + shield button; Roy will IASA into the first frame of walking, and then immediately go into shielding from that.
So shield doesn't buffer through IASA but walk does? What about if you press shield when you're in the IASA frames?
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Amazing! Thanks for putting all of this together!

If I snag a buncha gifs for hitboxes, is there somewhere up in that post where we could put them?


Fun tech; you can walk during the IASA frames of dtilt, so if you ever want to dtilt -> shield, you can simply hold forward on the control stick + shield button; Roy will IASA into the first frame of walking, and then immediately go into shielding from that.
If you did that I would totally 100% put them into the OP.

Also I totally was going to mention that about walking + shield but I forgot when I was doing double edge dance data.

A-also... a Sethlon post... am I dreaming

(calm down Aero, don't fanboy plz)

I uh, yeah that's kinda cool I guess.

If it's not too much of a burden, I feel you should really include the full animation frames and IASA rather just the IASA.


So shield doesn't buffer through IASA but walk does? What about if you press shield when you're in the IASA frames?
animation frames is a burden because no one cares if an animation goes for 40 seconds when you can cancel it at 30.

The only thing that matters is when you're able to do something else. FAF of 47 means that on the 47th frame you can do things like shield etc.

Re: dtilt, you have to cancel the dtilt animation with walk before you can shield or you'll shield at the very end of the animation (it was like this in melee)

I'll merge my double post at home because mod tools on phone are lol
 
Last edited:

SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
If it were paired with accompanying .gifs, it'd be even more necessary. Knowing how drastic the IASA off the full animation gauges it for yourself to actually get the idea of when it's active; we derive off comparison to recognize and use the IASA.
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
If Sethlon delivers on hitbox gifs, I would be more than willing to add the animation length under each one. :)
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Not the prettiest gifs ever, but here ya go; http://imgur.com/a/xtBEA
Thank you!

Also I'm not really sure what to do with Flare Blade, I know how the move works now (the hitbox damage increases by 5% each time; I believe that the 45% hit is a completely different hitbox (it has to have more BKB and KBG because it does more knockback than the 50% hit) but I can't find the specific hitboxes in the Pac file.)

I've just put uncharged and fully charged for now

WAIT I THINK I FOUND IT

I think that the game uses a base 9% hitbox (things with channel times often use hitboxes like this and increase in damage over time (think zelda's dins fire in brawl: i dont remember the specifics but im pretty sure it's hitbox was like... 7% or something) and base 50% hitbox for the charged hit; the game only increases in inccrements of 5 though, so there's a 10,15,20,25,30,35,40 and 45% hitbox

these hitboxes have a whopping 110 KBG (compared to 83 KBG on the 50% hit), that knockback growth is high enough that when most characters are at killable percentages, the 40% hit will do just as much knockback (if not more) than a fully charged Flare Blade. Don't expect to hit people with a 45% hit, I'm pretty sure it only has a 1 frame window

Double Edge Dance 4 angled downward is absorbable by G&W/Ness/Lucas. lol. Also the sound effects are off by like, a frame. But that doesn't really mean anything

Blazer has pretty decent horizontal reach (for those who don't know you can hold forward while using Up B and you'll move more horizontally but you'll sacrifice some vertical distance)

idk I'm just throwing out things that are interesting about the hitboxes I've been looking at.

I'm gonna put Sethlon's gifs in the OP somewhere. @ Sethlon Sethlon would you like me to rehost them or? I just don't want them randomly disappearing one day. =P
 
Last edited:

Sethlon

Smash Champion
BRoomer
Joined
Apr 20, 2004
Messages
2,551
Location
Dallas, Texas
Double Edge Dance 4 angled downward is absorbable by G&W/Ness/Lucas. lol.
Lmao Wat

@ rehosting; ehh, up to you. I'm perfectly content to leave that album as it is for the next couple of forevers, if you're worried about me eventually taking it down or something.
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Lmao Wat

@ rehosting; ehh, up to you. I'm perfectly content to leave that album as it is for the next couple of forevers, if you're worried about me eventually taking it down or something.
yeah that was basically my reaction too rofl; i guess whoever did roy's hitboxes thought it would be more interesting to make it be absorbable or something. I disagree since it's most definitely a sword attack and you cant absorb sword stabs, but iunno

also saankyuuuuu, I'll put them probs in the second post

Edit: actually i just decided to make you post owner of the post with the gifs in it because that looks better and gives credit where due
 
Last edited:

Sethlon

Smash Champion
BRoomer
Joined
Apr 20, 2004
Messages
2,551
Location
Dallas, Texas
Interesting things to note;
That dash grab range, hnnnnnnng
I've been assuming that bair is really good on shield since it does a ton of damage, but I didn't take into account its higher landing lag. Its the same as fair at -3. Dair is technically better at -2 with the sweetspot, but thats annoying to land consistently on shield. Uair, however, is -0! Very good to know.
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
why am i surprised that you have this information

Trying to figure out how to tackle counter atm... Might go check out the Marth/Ike forums.
 

\Apples

Smash Journeyman
Joined
Jan 3, 2013
Messages
488
Location
Kirkland, Washington
This is how every character's frame data pages should be structured. Including block advantage data is perhaps the most useful column in the thread. I'm sure you're planning on it anyways, but just to cover my bases, I request that the rest of his moveset have this information hashed out as well.

Another request: throws. I see grabs, but no throw information. Similar to the block advantage column, it'd be nice to have FAF info on the throws, and perhaps the difference between the FAF and the release frame of each throw, so that we can know just how quickly Roy can move after each throw.
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
I have begun to dump move properties into the third post.

Man, Roy's moves aren't really that interesting.

The hitboxes will correspond with the data in the first post.

Example: here's the base damage for the late hit of ftilt: 9/14/14/14

so if you look at ftilt you'll notice that only 3 hitboxes of the 9/14/14/14 have 4 extra shield damage. I'll mark em in red:
9/14/14/14
4/4 / 0 /4

ok that should make sense

its the same with trajectory too

60/361/361/361
4/4/0/4
9/14/14/14

basically just follow the lines

idk why I'm explaining this like you're all 5 year olds, i didn't have a problem with this in my Wolf thread.

if there are no backslashes in a section it means all the hitboxes on that instance are the same

I'll answer any questions about that though (it's not all done, still gotta do ledge/trip/getup attacks and specials OMG DED WHY U EXIST)
 
Last edited:

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
Please refer to Transcendence as "Clank" (transcendent means no clank).

Please refer to Freeze Frame as the Hitlag Multiplier as displays in PSA.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
What's the timing to do that really weird backwards-traveling Blazer? Not the plain turn around, but the one where he actually zips up at an angle opposite the direction he's facing the whole time. When do I have to press backwards, or even do I, do I press up and backwards maybe?
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
What's the timing to do that really weird backwards-traveling Blazer? Not the plain turn around, but the one where he actually zips up at an angle opposite the direction he's facing the whole time. When do I have to press backwards, or even do I, do I press up and backwards maybe?
I might be doing this thread but I sure as hell ain't no Roy player. Are you talking about b-reversed Blazer?
 

Nail.exe

Smash Cadet
Joined
Apr 24, 2013
Messages
61
Location
Arkansas
He's talking about what can be seen at the 20-25 second mark in this video:


I thiiiiiink this is a wavebounced Blazer, but I'm not positive.

B-reversal versus wavebouncing, just to be clear:

I think this would have to be a wavebounced blazer, because if it were simply b-reversed, Roy would just do a turnaround blazer (like when he dies offstage at 30s).

I haven't gotten my hands dirty in seeing how the angle mechanic works in conjunction with the these AT's, but just thinking about it OH GOD MY BRAIN
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
wow, a retreating blazer

I don't... see the uses of a retreating blazer, but I'll look into it.

Edit: yeah it's a wavebounced blazer, not that useful since the first hit knocks them away from you and you move backwards.

The input time is about 8 frames
 
Last edited:
D

Deleted member

Guest
This thread is literally like the best thing ever
Thank you so much <333333
 

Pitzer

The Young Lion
Joined
Oct 1, 2007
Messages
3,548
Location
Newport News, Virginia.
NNID
Pitzer757
Well since you say the first hit comes out it could be good vs lightweights possibly a gimmicky way to kill jiggs and etc.
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Well since you say the first hit comes out it could be good vs lightweights possibly a gimmicky way to kill jiggs and etc.
B-reverse does the same thing though and is more reliable =P

I tried it on jiggs and she just got linked into the second hit of the wavebounced Blazer, so.... I'm trying to figure out wtf is even happening

Edit: it seems to be linking in now. I guess it was probably just a weird anomaly because I didn't know the behaviour of the move at first. B-reverse is more consistant but with the retreating hitboxes it's not a terrible option against airborne light weights (it actually is, don't do it bros!)

What's the timing to do that really weird backwards-traveling Blazer? Not the plain turn around, but the one where he actually zips up at an angle opposite the direction he's facing the whole time. When do I have to press backwards, or even do I, do I press up and backwards maybe?
8 frames

I do my up b and then half circle back from the forward position. idk if there's an easier way to do it, but my way is effective too
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
@\Apples <----- lol doesn't tag

I forgot to mention that throw frame data is weight dependent. I did my data in the OP on Snake and was like... why isn't this matching the data in the files!? and then I REMEMBERED that throwing people is dependant on their weight. For example, Snake gets thrown on frame 16 with forward throw, but on frame 10(!!!) when throwing Jigglypuff.

I am not sure how I will proceed.

For now though, this thread is pretty much completed.

The <100% ledge attack and get up roll forward (back) are currently bugged slightly so hopefully these are tweaked in 3.03.

Strong Bad suggested that I add block advantage ranges, this will require more work, but for now I'll leave it since I want to create some more frame data threads elsewhere. (I will still be here for individual requests should any of you need me)

/blatant double post. Wakatte kudasai!
 
Last edited:

Spralwers

Smash Ace
Joined
Dec 5, 2011
Messages
517
Location
MA
Roy has intangibility on the first hit of Blazer? Wonder if this can be used at all.
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Updated.

x-post from the ike boards

replace ike with roy:

I want someone good at Ike to write this up to add into the introduction; a short but sweet overview of a character in this format:

CHARACTER STATS

Difficulty:

Style:

Defensive power:

Offensive power:

Approach strength:

Combo ability:

Key techniques:

Doubles partner options:
For example, difficulty would be how hard the character is to use, easy/intermediate/hard/very hard. Defensive power would probably mention above average weight, counter etc. Approach strength would probably say something about how few characters have an answer to a well spaced fair. idk I'm throwing things out there. For reference: http://iplaywinner.com/roll-tvc/

I'm not sold on key techniques or doubles partner options yet, but see what happens.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
@ KuroganeHammer KuroganeHammer Dair is actually off, in terms of IASA. The animation is only 48 frames long, so he can automatically act out of it after that, regardless of what it says in PSA.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Not sure, honestly. Generally I try and make things match up (This one slipped honestly) but there's bound to be a few.
 
Top Bottom