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Yoshi 3.02 frame data (incomplete)

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
This is incomplete but I thought it'd be helpful to show what I have here so far. A blank cell for the IASA field means that the action can only be interrupted after the animation ends. If you have any frame data requests or suggestions to make this better/clearer please tell me (like how to make a line break in a table cell). I can't get the animation for egg lay in BrawlBox because several frames crash the program, and I'm not sure where to find projectile data. If anyone knows about either of these please let me know.

Terminology:
  • Autocancel: the frames at which if Yoshi touches the ground and enters his regular landing animation instead of the aerial's landing lag
  • Landing lag: the animation Yoshi goes through when he touches the ground from freefall, or from an aerial in the case of aerial landing lag
  • IASA frame: Interruptible as soon as frame, the earliest possible frame that an animation can be interrupted with another
  • Hit frames: the frames during which a hitbox(es) appear
  • Frame: the smallest unit of game time, equivalent to 1/60 of a second
  • Intangibility: the frames during which Yoshi (or a specified part of his body) cannot be damaged
  • Frame speed modifier: appears as a coefficient (eg. 1.5) that slows down the animation for a number of frames
  • Angle: for a right-facing Yoshi, the number of degrees counter-clockwise from east
  • Sakurai angle: denoted by a * in the angle column, Project M uses the same knockback behaviour as Melee
  • RDJ / RDJC: reverse double jump / reverse double jump cancel
  • Hitlag: AKA freeze frames, when an attack connects both the attacker and the attacked are frozen in place for a few frames (varies, not necessarily both characters experience hitlag (eg. projectiles))
  • First actionable frame (FAF): The first frame that a character can act, this can mean the IASA frame of an attack, the frame after an attack's animation ends (in the case of no IASA frame), or when an opponent can act after being attacked
  • Shield-stun: Frames after hitlag if the opponent shielded the attack, during which the opponent can't act or take down their shield, the frame after this is the opponent's FAF
  • Block advantage: Difference between the opponent's FAF and Yoshi's FAF when the opponent shields Yoshi's attack
A range x-y denotes the frames that a hitbox or set of hitboxes are present, commas are used to separate distinct sets of hitboxes in multi-hit attacks like D-air.

Smash attack animations are separated into the three animations: startup, charge, and release, in that order. The wording "x-y of release animation" refers to the hit frames of the release animation since the hit frames of a smash attack varies depending on its charge time. To get the actual hit frames of a smash attack, add the startup frames to this number plus the number of frames you intend to charge it for.

General info:
  • Jumpsquat: 5 frames
  • Free fall landing lag: 4
  • Wavedash landing lag: 10
  • Yoshi does have shield-stun (did not have shield-stun in melee)
Other frame information:
  • Aerials on frame 1-5 of a RDJ will keep the previous direction; aerials on frame 6 or later will change direction.
  • Crouching out of run is immediately actable by an attack, special, or jump; can dash 7 frames after crouching
  • Double jump land (DJL):
    • Yoshi's double jump makes him descend in the first few frames, he can use this to land on the ground
    • DJL has 0 frames of landing lag, so Yoshi can act on the same frame that he lands
    • DJ within first two frames of a jump results in a DJL
    • Yoshi can DJL onto platforms
    • A perfect DJL (DJ on the first frame he is airborne) is 6 frames total, makes him land on the frame after DJ
    • An imperfect DJL (DJ on the second frame he is airborne) is 9 frames total, makes him land 3 frames after DJ (4 frames airborne, last 3 frames have DJ armour)
  • Wavebouncing:
    • Wavebounce is a combination of b-turnaround and b-reverse
    • B-turnaround is done by doing a special move 1-19 frames after a backward directional (not the same as after you release the directional)
    • B-reverse is done by having a backward directional exactly 4 frames after inputting a special (doesn't matter if the directional is 1-3 frames after the special)
Attacks

Attack|Total # of frames|Hit frames|Hit %|IASA frame|Block adv.|Notes
Jab1|17|3-5|4|-11|Cancels into Jab2 on frame 9, intangibility on left toe from frames 3-5
Jab2|19|3-5|6||-12|Intangibility on right toe from frames 3-5
Dash attack|43|10-23|See notes|42|-25|Hits for 11% from frames 10-13, reduced to 7% from frames 14-23, head is intangible from frames 5-13
F-tilt|29|6-8|See notes||-17 (lower), -16 (middle), -16 (upper)|Has upper, middle, and lower possible directions: upper deals 13%, middle deals 12%, lower deals 11%
U-tilt|35|6-11|See notes|30|-17|Hits for 9% from frames 6-9, hits for 7% from frames 10-11
D-tilt|23|8-10|10||-9|Set knockback
F-smash|Startup: 7 Charge: 0-60 Release: 48|7-9 of release animation|17-23|37 of release animation|-20 (uncharged), -17 (fully charged)|Has upper, middle, and lower possible directions
U-smash|Startup: 7 Charge: 60 Release: 36|4-9 of release animation|16-21|33 of release animation|-19 (uncharged), -17 (fully charged)|Head intangible from frames 4-9 of release animation
D-smash|Startup: 4 Charge: 60 Release: 45|3-5 of release animation, 17-18 of release animation|14-19, 13-17||-34, -21 (uncharged); -32, -18 (fully charged)
Grab pummel|23|6|3

Aerials

Attack|Total # of frames|Hit frames|Hit %|IASA|Landing lag (l-cancelled)|Autocancel|Shield-stun|Notes
N-air|47|3-33|See notes|45|15 (7)|1-2, 35-47|8, 6|Hits for 14% from frames 3-6, hits for 10% from frames 7-33
F-air|46|16-18|17|44|21 (10)|1-7, 35-46|9
U-air|44|5-6|13|39|19 (9)|1-4, 32-44|8
D-air|59|16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40|4, 3, 4, 3, 4, 3, 4, 3, 4, 3, 4, 3, 4, 3|53|23 (11)|1-13, 48-59|4 (counting from the landing animation's hit)|D-air's landing animation (l-cancelled or not) also has a 3% damage hitbox on frame 1
B-air|39|10-12, 16-18, 23-25, 28-30|7, 6, 5, 4||30 (7)|1-9, 33-39|6, 5, 5, 4

Grabs

Attack|Total # of frames|Hit frames|IASA
Standing grab|50|11-21
Dash grab|49|11-22|63
Pivot grab|35|11-21

Throws

Attack|Total # of frames|Hit frames|Hit %
B-throw|43|20|7
F-throw|39|20|7
U-throw|43|15|5
D-throw|43|15|6
Notes on throws:
  • All throws have some kind of frame speed modifier applied dependent on the thrown character's weight; the animation is quickest for Jigglypuff and slowest for Bowser
Specials

Attack|Total # of frames|Hit frames|Hit %|Intangibility frames|Shield-stun|Notes
Neutral Special (egg lay)|39|See notes|See notes|||Hits from frames 17-21. A hit on frame 21 pulls the opponent close and deals 1% but does not cancel into the caught animation.
Neutral Special (caught opponent)|29|26|7|7-29||
Side Special startup|10|||||Land cancels laglessly into loop animation
Side Special loop|60|1-60|See notes||3 (at 4% egg roll), 7 (at 12% egg roll)|Hit % varies depending on speed, ranging from 4, 9, 10, 11, 12. If Yoshi has already landed after starting the egg roll, an airborne egg roll will hit for 7%. Otherwise, airborne egg roll will not hit an opponent.
Side Special end|19|7-8|5||4
Up Special|53|||||Projectile appears on frame 18. Yoshi can grab the ledge in any direction from frames 18 to 53
Up Special (projectile)|See notes||See notes|||Loops until the egg collides with a fighter or the stage/environment. Deals 1% on collision, with an 8% explosion hitbox on the next frame
Down Special (grounded)|27|See notes|See notes||7 (startup hitbox, Yoshi does not undergo hitlag so this includes freeze frames)|Hits for 4% from frames 3-7, and hits for 16% from frame 27 until Yoshi lands or is otherwise interrupted
Down Special (in air)|19|See notes|See notes||9|Hits for 16% from frame 20 until Yoshi lands or is otherwise interrupted
Down Special (landing)|39|||||When Yoshi touches the ground his model is invisible and intangible for 1 frame before this animation begins. Star projectiles appear on frame 1
Down Special (projectile)|16|1-16|4%||3 (8 including freeze frames)|The frame count is only how many frames the stars are visible for

Dodges

Dodge|Total # of frames|Intangibility frames|Notes
Air dodge|49|4-30|
Spot dodge|22|2-15|Several frame speed modifiers here.
Forward roll|34|4-19|
Back roll|37|4-22|

Techs & getup actions

Action|Total # of frames|Intangibility frames
Tech in place|26|1-20
Tech (either side)|40|1-20
Backward get-up roll (D)|35|1-29
Forward get-up roll (D)|35|1-14
Stand (D)|29|1-22
Backward get-up roll (U)|35|1-24
Forward get-up roll (U)|35|1-27
Stand (U)|29|1-22
Notes: Get-up options are different depending on whether Yoshi's lying on his back (U) or his stomach (D), get-up attacks are in misc section.

Ledge getup actions

Action|Total # of frames|Intangibility frames|Hit frames|Hit %|Notes
Ledge grab|20|1-20|||
Ledge attack <100%|55|1-18|20-24|7
Ledge climb|33|1-30|||
Ledge roll <100%|49|1-22|||
Ledge jump <100%|13|1-13||
Ledge attack >=100%|69|1-38|34-38|11
Ledge climb >=100%|59|1-55|||
Ledge roll >=100%|79|1-60|||
Ledge jump >=100%|25|1-25
Notes: Yoshi uses different ledge get-up options when his damage is <100% and >=100%. The ledge jump is only the part where Yoshi's not airborne yet.

Misc attacks

Attack|Total # of frames|Hit frames|Hit %|Intangibility frames
Get-up attack (on back)|49|13-14, 19-20|6, 6|1-20
Get-up attack (on stomach)|49|14-15, 25-26|6, 6|1-26
Ledge attack (<100%)|55|20-24|7|1-19
Ledge attack (>=100%)|69|34-38|11|1-38

*****
Hitbox data is done, here is the link to the complete hitbox data.
*****

*****
Animations are mostly done here, in 15fps, 30fps, 60fps, and frame-by-frame. If you have trouble viewing animations it's because most browsers slow down animations with high fps. Egg lay isn't there because viewing the animation crashes BrawlBox.

DISCLAIMER:
u-tilt and grab animations aren't indicative of how the animation looks ingame because portions of their animations are sped up.
*****

Thanks to Sartron for Jab corrections, aerial landing lag corrections, the egg lay animation, and catching a frame speed modifier, Aerodrome for hitbox data on Up B and Down B projectiles(!), and Kaysick for throw and special data.

edit: added block adv., shield stun for aerials
 
Last edited:

KuroganeHammer

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Here's the data for the Up B projectile! (I think)

Hitbox ID 0, 1% Damage, (+5 Shield Damage), Angle of 70, 20 BKB, 40 KBG, Size: 3.8, Weapon/Normal, 0.3x Hitlag Multiplier, Reflectable, Always Knocks Forward
Hitbox ID 0, 8% Damage, (+5 Shield Damage), Angle of 70, 40 BKB, 40 KBG, Size: 12, Weapon/Normal, 0.3x Hitlag Multiplier, Reflectable, Always Knocks Forward

The first hitbox is created on frame 18 and the second hitbox appears when the first hits something (the earliest is frame 19)
 

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
Jab1 cancels into Jab2 starting frame 8. Also the frame total for up tilt is 35, and the IASA is frame 31.
Thank you! I did get the Jab1 cancel wrong, but I was only able to cancel it as early as frame 9 when I buffered Jab2 from frame 3 of Jab1. I missed that frame speed modifier on up tilt, thank you. I hadn't noticed it before and am not entirely sure what to do with it. I imagine you're supposed to take the frames which the fsm is in effect and multiply them by 1/fsm so 1.5, and sum it with the non-fsm frames which gives 35. I see that the IASA of 30.5~=31 comes from doing the same thing with the Allow Interrupt, but I'm confused because using frame advance ingame I got an IASA of 28.

Here's the data for the Up B projectile! (I think)

Hitbox ID 0, 1% Damage, (+5 Shield Damage), Angle of 70, 20 BKB, 40 KBG, Size: 3.8, Weapon/Normal, 0.3x Hitlag Multiplier, Reflectable, Always Knocks Forward
Hitbox ID 0, 8% Damage, (+5 Shield Damage), Angle of 70, 40 BKB, 40 KBG, Size: 12, Weapon/Normal, 0.3x Hitlag Multiplier, Reflectable, Always Knocks Forward

The first hitbox is created on frame 18 and the second hitbox appears when the first hits something (the earliest is frame 19)
I was reading your Mewtwo hitbox thread while making this to see what I should be including and this is perfect, thank you! The damage part is completely true, I never considered that egg toss could be a multi-hit attack but it's exactly like that ingame.
 
Last edited:

KuroganeHammer

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I was reading your Mewtwo hitbox thread while making this to see what I should be including and this is perfect, thank you! The damage part is completely true, I never considered that egg toss could be a multi-hit attack but it's exactly like that ingame.
You're welcome! It's fantastic to see other people getting on board in spreading accurate information regarding frame data!

If you need any more assistance finding hitboxes (some of them can be VERY difficult to find) please don't hesitate to give me a yell using the forum tagging system (@<name>), @ TensenROB TensenROB ~
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Thank you! I did get the Jab1 cancel wrong, but I was only able to cancel it as early as frame 9 when I buffered Jab2 from frame 3 of Jab1. I missed that frame speed modifier on up tilt, thank you. I hadn't noticed it before and am not entirely sure what to do with it. I imagine you're supposed to take the frames which the fsm is in effect and multiply them by 1/fsm so 1.5, and sum it with the non-fsm frames which gives 35. I see that the IASA of 30.5~=31 comes from doing the same thing with the Allow Interrupt, but I'm confused because using frame advance ingame I got an IASA of 28.
Code:
Frame: 001 | Animation: 001
Frame: 002 | Animation: 002
Frame: 003 | Animation: 003
Frame: 004 | Animation: 004
Frame: 005 | Animation: 005
Frame: 006 | Animation: 006
Frame: 007 | Animation: 007
Frame: 008 | Animation: 008
Frame: 009 | Animation: 009
Frame: 010 | Animation: 010
Frame: 011 | Animation: 011
Frame: 012 | Animation: 011
Frame: 013 | Animation: 012
Frame: 014 | Animation: 013
Frame: 015 | Animation: 013
Frame: 016 | Animation: 014
Frame: 017 | Animation: 015
Frame: 018 | Animation: 015
Frame: 019 | Animation: 016
Frame: 020 | Animation: 017
Frame: 021 | Animation: 017
Frame: 022 | Animation: 018
Frame: 023 | Animation: 019
Frame: 024 | Animation: 019
Frame: 025 | Animation: 020
Frame: 026 | Animation: 021
Frame: 027 | Animation: 021
Frame: 028 | Animation: 022
Frame: 029 | Animation: 023
Frame: 030 | Animation: 023 | IASA
Frame: 031 | Animation: 024 | IASA
Frame: 032 | Animation: 025
Frame: 033 | Animation: 025
Frame: 034 | Animation: 026
Frame: 035 | Animation: 027
Frame speed modifiers alter the animation speed of moves by multipliers. It's better to just go ingame rather than just try and use math. In the end, I was wrong anyways. The actual IASA is frame 30 rather than frame 31. I buffered a shield this time.
 

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
Code:
Frame: 001 | Animation: 001
Frame: 002 | Animation: 002
Frame: 003 | Animation: 003
Frame: 004 | Animation: 004
Frame: 005 | Animation: 005
Frame: 006 | Animation: 006
Frame: 007 | Animation: 007
Frame: 008 | Animation: 008
Frame: 009 | Animation: 009
Frame: 010 | Animation: 010
Frame: 011 | Animation: 011
Frame: 012 | Animation: 011
Frame: 013 | Animation: 012
Frame: 014 | Animation: 013
Frame: 015 | Animation: 013
Frame: 016 | Animation: 014
Frame: 017 | Animation: 015
Frame: 018 | Animation: 015
Frame: 019 | Animation: 016
Frame: 020 | Animation: 017
Frame: 021 | Animation: 017
Frame: 022 | Animation: 018
Frame: 023 | Animation: 019
Frame: 024 | Animation: 019
Frame: 025 | Animation: 020
Frame: 026 | Animation: 021
Frame: 027 | Animation: 021
Frame: 028 | Animation: 022
Frame: 029 | Animation: 023
Frame: 030 | Animation: 023 | IASA
Frame: 031 | Animation: 024 | IASA
Frame: 032 | Animation: 025
Frame: 033 | Animation: 025
Frame: 034 | Animation: 026
Frame: 035 | Animation: 027
Frame speed modifiers alter the animation speed of moves by multipliers. It's better to just go ingame rather than just try and use math. In the end, I was wrong anyways. The actual IASA is frame 30 rather than frame 31. I buffered a shield this time.
Thank you for the detail! I buffered a shield and the IASA was 30 just as you said.

You're welcome! It's fantastic to see other people getting on board in spreading accurate information regarding frame data!

If you need any more assistance finding hitboxes (some of them can be VERY difficult to find) please don't hesitate to give me a yell using the forum tagging system (@<name>), @ TensenROB TensenROB ~
Actually @ KuroganeHammer KuroganeHammer there's two more projectile hitboxes (not very significant) that comes out of Yoshi's down special landing animation. In BrawlBox it's only an animation and doesn't show the hitboxes that come out so I think they're somewhere else.
 
Last edited:

KuroganeHammer

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Actually @ KuroganeHammer KuroganeHammer there's two more projectile hitboxes (not very significant) that comes out of Yoshi's down special landing animation. In BrawlBox it's only an animation and doesn't show the hitboxes that come out so I think they're somewhere else.
I found them!

Hitbox ID 0, 4% Damage, (+6 Shield Damage), Angle of 50, 50 BKB, 40 KBG, Size: 6, Typeless/Normal, Absorbable, Reflectable, Always Knocks Forward

Here's the data itself.

Subaction Main0x0
@171E8

-----------|START|--------------------------
Special Offensive Collision - 0x0, 0x4, 0x32, 0x28, 0x60032, 6.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x8030280, 0x0, 0x21CFFFC3,
Asynchronous Timer - Frames=17.00x,
Bit Variable Set - RA-Bit[0],
Terminate Collisions
----------------------------|END|-----------
 

TensenROB

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Jan 7, 2014
Messages
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Location
Ottawa
I found them!

Hitbox ID 0, 4% Damage, (+6 Shield Damage), Angle of 50, 50 BKB, 40 KBG, Size: 6, Typeless/Normal, Absorbable, Reflectable, Always Knocks Forward

Here's the data itself.

Subaction Main0x0
@171E8

-----------|START|--------------------------
Special Offensive Collision - 0x0, 0x4, 0x32, 0x28, 0x60032, 6.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x8030280, 0x0, 0x21CFFFC3,
Asynchronous Timer - Frames=17.00x,
Bit Variable Set - RA-Bit[0],
Terminate Collisions
----------------------------|END|-----------
Thank you for all of your help! I think this is the last bit I need to complete the frame data.
 

TensenROB

Smash Apprentice
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Messages
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Location
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Also don't forget that jab 1 and jab 2 also have intangibility somewhere. :happysheep:
Right again, the animation looks strange to me because I don't see any hurtboxes on his feet in the first place. Now that I think about it there are more bones than visible hurtboxes.
 

Deviljho

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Nov 11, 2013
Messages
208
This is helpful, I've gotta start trying to implement this into my game. Great stuff!
 

Kaysick

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Jan 7, 2014
Messages
343
Not able to specifically order the throws like your graph, but I'll give you the text straight from BrawlBox for em.

Back Throw (ThrowB)
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=40, KnockbackGrowth=66, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=19
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Reverse Direction

Forward Throw (ThrowF)
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=40, KnockbackGrowth=66, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=19
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions

Up Throw (ThrowHi)
Throw Specifier:ID=0, Bone?=0, Damage=5, Direction=90, KnockbackGrowth=43, WeightKnockback=0,BaseKnockback=65, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=14
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions
Asynchronous Timer: frames=32
Nop

Down Throw (ThrowLw)
Throw Specifier:ID=0, Bone?=0, Damage=6, Direction=80, KnockbackGrowth=25, WeightKnockback=0,BaseKnockback=90, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=14
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions
Asynchronous Timer: frames=36
Nop

Also have Specials

Neutral B (SpecialN1)
Asynchronous Timer: frames=16
Catch Collision 2: Value-0, Value-41, Scalar-3.28, Scalar-0, Scalar-0, Scalar--0.94, Value-235, Value-2, Value-2,
Catch Collision 2: Value-1, Value-41, Scalar-2.05, Scalar-0, Scalar-0, Scalar--3.29, Value-235, Value-1, Value-2,
Catch Collision 2: Value-2, Value-41, Scalar-4.92, Scalar-0, Scalar-0, Scalar--9.4, Value-235, Value-3, Value-2,
Throw Specifier:ID=1, Bone?=0, Damage=1, Direction=0, KnockbackGrowth=50, WeightKnockback=0,BaseKnockback=70, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Special Offensive Collision: Id=3, Bone=ChinNa, Damage=13, ShieldDamage=0, Direction=20, BaseKnockback=60, WeightKnockback=0, KnockbackGrowth=80, Size=7, Z Offset=0, Y Offset=0, X Offset=2, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=537071744
Asynchronous Timer: frames=18
Delete Catch Collision: 2
Asynchronous Timer: frames=21
Terminate Catch Collisions
Terminate Collisions

(Halfway through animation, when tongue is pulled back) SpecialN2
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=0, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=2, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Throw Specifier:ID=1, Bone?=0, Damage=4, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=0, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=0, SFX=2, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Asynchronous Timer: frames=6
Body Collision: status=Intangible
Bit Variable Set: RA-Bit[18] = true
Asynchronous Timer: frames=25
Bit Variable Set: RA-Bit[19] = true


(Miss)
Asynchronous Timer: frames=20
Bit Variable Set: RA-Bit[17] = true

Up B (SpecialHi)
Allow/Disallow Ledgegrab: Value-0,
Asynchronous Timer: frames=3
Bit Variable Set: RA-Bit[16] = true
Asynchronous Timer: frames=17
Bit Variable Set: RA-Bit[17] = true
Allow/Disallow Ledgegrab: Value-2,

Down B (SpecialLw)
Asynchronous Timer: frames=2
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=85, KnockbackGrowth=100, Size=6.64, Z Offset=0, Y Offset=6.64, X Offset=9.765, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=952176768
Asynchronous Timer: frames=7
Terminate Collisions
Asynchronous Timer: frames=8
Bit Variable Set: RA-Bit[16] = true
Allow/Disallow Ledgegrab: Value-2,
Asynchronous Timer: frames=26
Special Offensive Collision: Id=0, Bone=TopN, Damage=16, ShieldDamage=10, Direction=80, BaseKnockback=52, WeightKnockback=0, KnockbackGrowth=100, Size=5.576, Z Offset=0, Y Offset=9.4, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=952304768

Side B (SpecialSStart, SpecialSLoop, SpecialSEnd, SpecialAirSStart, SpecialAirSLoop, SpecialAirSEnd)
(SpecialSStart)
Terminate Collisions
Asynchronous Timer: frames=4
Nop
Bit Variable Set: RA-Bit[17] = true

(SpecialSLoop)
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=50, WeightKnockback=0, KnockbackGrowth=70, Size=6.747, Z Offset=0, Y Offset=6.764, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Nop
Nop

(SpecialSEnd)
Nop
Terminate Collisions
Asynchronous Timer: frames=6
Nop
Bit Variable Set: RA-Bit[18] = true
Special Offensive Collision: Id=1, Bone=TopN, Damage=5, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=54, Size=4.8052, Z Offset=0, Y Offset=5.264, X Offset=1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Synchronous Timer: frames=2
Terminate Collisions

(SpecialAirSStart)
Subroutine SubRoutine26 in the SubRoutines list
Terminate Collisions
Asynchronous Timer: frames=4
Nop
Nop
Bit Variable Set: RA-Bit[17] = true

(SpecialAirSLoop)
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=70, Size=6.747, Z Offset=0, Y Offset=6.764, X Offset=-1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Nop
Nop

(SpecialAirSEnd)
Nop
Terminate Collisions
Asynchronous Timer: frames=6
Nop
Bit Variable Set: RA-Bit[18] = true
Special Offensive Collision: Id=1, Bone=TopN, Damage=5, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=54, Size=4.8052, Z Offset=0, Y Offset=5.264, X Offset=1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Synchronous Timer: frames=2
Terminate Collisions
Nop

Hope this helps
 
Last edited:

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
Not able to specifically order the throws like your graph, but I'll give you the text straight from BrawlBox for em.

Back Throw (ThrowB)
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=40, KnockbackGrowth=66, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=19
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Reverse Direction

Forward Throw (ThrowF)
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=40, KnockbackGrowth=66, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=19
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions

Up Throw (ThrowHi)
Throw Specifier:ID=0, Bone?=0, Damage=5, Direction=90, KnockbackGrowth=43, WeightKnockback=0,BaseKnockback=65, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=14
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions
Asynchronous Timer: frames=32
Nop

Down Throw (ThrowLw)
Throw Specifier:ID=0, Bone?=0, Damage=6, Direction=80, KnockbackGrowth=25, WeightKnockback=0,BaseKnockback=90, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Throw Specifier:ID=1, Bone?=0, Damage=3, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=40, Element=0, UnknownA=0, UnknownB=1, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=8
Asynchronous Timer: frames=14
Throw Applier: Value-0, Value-77, Variable-RA-Basic[2], Variable-RA-Basic[3], Variable-RA-Basic[4],
Terminate Collisions
Asynchronous Timer: frames=36
Nop

Also have Specials

Neutral B (SpecialN1)
Asynchronous Timer: frames=16
Catch Collision 2: Value-0, Value-41, Scalar-3.28, Scalar-0, Scalar-0, Scalar--0.94, Value-235, Value-2, Value-2,
Catch Collision 2: Value-1, Value-41, Scalar-2.05, Scalar-0, Scalar-0, Scalar--3.29, Value-235, Value-1, Value-2,
Catch Collision 2: Value-2, Value-41, Scalar-4.92, Scalar-0, Scalar-0, Scalar--9.4, Value-235, Value-3, Value-2,
Throw Specifier:ID=1, Bone?=0, Damage=1, Direction=0, KnockbackGrowth=50, WeightKnockback=0,BaseKnockback=70, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=0, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Special Offensive Collision: Id=3, Bone=ChinNa, Damage=13, ShieldDamage=0, Direction=20, BaseKnockback=60, WeightKnockback=0, KnockbackGrowth=80, Size=7, Z Offset=0, Y Offset=0, X Offset=2, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=537071744
Asynchronous Timer: frames=18
Delete Catch Collision: 2
Asynchronous Timer: frames=21
Terminate Catch Collisions
Terminate Collisions

(Halfway through animation, when tongue is pulled back) SpecialN2
Throw Specifier:ID=0, Bone?=0, Damage=7, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=0, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=2, SFX=0, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Throw Specifier:ID=1, Bone?=0, Damage=4, Direction=45, KnockbackGrowth=100, WeightKnockback=0,BaseKnockback=0, Element=0, UnknownA=1, UnknownB=0, UnknownC=1, UnknownD=0, SFX=2, Direction?=3, UnknownE=true, UnknownF=true, UnknownG=0
Asynchronous Timer: frames=6
Body Collision: status=Intangible
Bit Variable Set: RA-Bit[18] = true
Asynchronous Timer: frames=25
Bit Variable Set: RA-Bit[19] = true


(Miss)
Asynchronous Timer: frames=20
Bit Variable Set: RA-Bit[17] = true

Up B (SpecialHi)
Allow/Disallow Ledgegrab: Value-0,
Asynchronous Timer: frames=3
Bit Variable Set: RA-Bit[16] = true
Asynchronous Timer: frames=17
Bit Variable Set: RA-Bit[17] = true
Allow/Disallow Ledgegrab: Value-2,

Down B (SpecialLw)
Asynchronous Timer: frames=2
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=85, KnockbackGrowth=100, Size=6.64, Z Offset=0, Y Offset=6.64, X Offset=9.765, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=952176768
Asynchronous Timer: frames=7
Terminate Collisions
Asynchronous Timer: frames=8
Bit Variable Set: RA-Bit[16] = true
Allow/Disallow Ledgegrab: Value-2,
Asynchronous Timer: frames=26
Special Offensive Collision: Id=0, Bone=TopN, Damage=16, ShieldDamage=10, Direction=80, BaseKnockback=52, WeightKnockback=0, KnockbackGrowth=100, Size=5.576, Z Offset=0, Y Offset=9.4, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=952304768

Side B (SpecialSStart, SpecialSLoop, SpecialSEnd, SpecialAirSStart, SpecialAirSLoop, SpecialAirSEnd)
(SpecialSStart)
Terminate Collisions
Asynchronous Timer: frames=4
Nop
Bit Variable Set: RA-Bit[17] = true

(SpecialSLoop)
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=50, WeightKnockback=0, KnockbackGrowth=70, Size=6.747, Z Offset=0, Y Offset=6.764, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Nop
Nop

(SpecialSEnd)
Nop
Terminate Collisions
Asynchronous Timer: frames=6
Nop
Bit Variable Set: RA-Bit[18] = true
Special Offensive Collision: Id=1, Bone=TopN, Damage=5, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=54, Size=4.8052, Z Offset=0, Y Offset=5.264, X Offset=1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Synchronous Timer: frames=2
Terminate Collisions

(SpecialAirSStart)
Subroutine SubRoutine26 in the SubRoutines list
Terminate Collisions
Asynchronous Timer: frames=4
Nop
Nop
Bit Variable Set: RA-Bit[17] = true

(SpecialAirSLoop)
Special Offensive Collision: Id=0, Bone=TopN, Damage=4, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=70, Size=6.747, Z Offset=0, Y Offset=6.764, X Offset=-1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Nop
Nop

(SpecialAirSEnd)
Nop
Terminate Collisions
Asynchronous Timer: frames=6
Nop
Bit Variable Set: RA-Bit[18] = true
Special Offensive Collision: Id=1, Bone=TopN, Damage=5, ShieldDamage=0, Direction=80, BaseKnockback=43, WeightKnockback=0, KnockbackGrowth=54, Size=4.8052, Z Offset=0, Y Offset=5.264, X Offset=1.88, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=994247808
Synchronous Timer: frames=2
Terminate Collisions
Nop

Hope this helps
Thank you! I'll get on this right now. ImageMagick is a pain to work with.
 

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
Here's some kill % data for throws (mostly up throws) against Yoshi. This is relevant even if it's only to show the throw trajectories.

First here's the angle on each throw measured counter-clockwise from the direction a character faces:
Lucas (u-throw): 90 degrees
Mewtwo (u-throw): 90 degrees
Ness (b-throw): 135 degrees
Charizard (u-throw): 60 degrees
ROB (u-throw): 80 degrees
Zelda (b-throw): 135 degrees
Peach (f-throw): 45 degrees

The perfect DI angle is perpendicular to the throw's initial trajectory, and the magnitude (how far the stick is in that direction) is usually all the way in the perfect DI angle. Throws that can kill at both the top and side blast zones (eg. Charizard's u-throw) don't necessarily follow this rule.

If the position on the stage like on a platform isn't listed then you can assume the throw is from the middle of the stage on the ground (eg. under the top platform on Yoshi's Story). I might add data for other positions but right now it's already tedious with the one position.

Up-throws are the easiest to do so I did those first. Ness and Charizard will be next.

Mewtwo:

Stage|Kill % (no DI)|Kill % (perfect DI)
Yoshi's Story|95|104
Battlefield|115|125
Pokemon Stadium 2|103|113
Final Destination|108|118
Smashville|112|122
Dreamland|144|155
Fountain of Dreams|117|127

Lucas

Stage|Kill % (no DI)|Kill % (perfect DI)
Yoshi's Story|97|105
Battlefield|113|121
Pokemon Stadium 2|104|111
Final Destination|107|114
Smashville|111|119
Dreamland|137|145
Fountain of Dreams|115|123
 

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
Anyone know which ledge getup option gives the longest intangibility?
Here's Yoshi's ledge getup actions (I'm assuming there aren't any FSM's because I don't see any in the script):


Action|Total # of frames|Intangibility frames|Hit frames|Hit %|Notes
CliffCatch|20|1-20|||*when Yoshi grabs the ledge
CliffAttackQuick|55|1-18|20-24|7
CliffClimbQuick|33|1-30|||*analog stick toward the stage
CliffEscapeQuick|49|1-22|||*trigger (L or R)
CliffJumpQuick1|13|1-13||
CliffAttackSlow|69|1-38|34-38|11
CliffClimbSlow|59|1-55|||*analog stick toward the stage
CliffEscapeSlow|79|1-60|||*trigger (L or R)
CliffJumpSlow1|25|1-25

"Jump" refers only to the part of the animation where Yoshi is not airborne.

CliffEscapeSlow has the longest intangibility but with 19 frames of endlag. The options with the least endlag are ledge jumps which are actionable immediately after the intangibility ends. Both cliff escapes look poor except when the opponent uses a laggy move to edgeguard. CliffAttackQuick is especially bad because the hitboxes come out after the intangibility ends so Yoshi can be hit before he attacks. If you want to attack from a ledge grab you might as well use the 20 frames of intangibility from grabbing the ledge to ledge release and double jump back to the stage with rising nair. Or ledge jump into a nair which has less vulnerable frames and is less prone to shieldgrab.
 
Last edited:

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
When will the .gifs be up?
The gifs are hosted on the mediafire link at the end of the post, a lot is included so I think it's simpler this way. Editing a disclaimer about fsm's though, forgot about that...

There's no animation for egg lay because viewing it crashes BrawlBox.
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
The gifs are hosted on the mediafire link at the end of the post, a lot is included so I think it's simpler this way. Editing a disclaimer about fsm's though, forgot about that...

There's no animation for egg lay because viewing it crashes BrawlBox.
There's some issues with your L-cancel timings. L-cancel timings are as follows.
Nair: 7/15 / Fair: 10/21 / Bair: 7/15 / Uair: 9/19 / Dair: 12/24

I've also gone ahead and dumped the frames for Yoshi's neutral special. You can get it here. http://taerk.net/sartron/Yoshi/

EDIT: I should also mention that I have included two verisons of the animation, one with a hitbox and one without the hitbox. The hitbox only hits SSE enemies and not actual players, so the version you wish to use is up to your choice. I personally choose not to show these types of hitboxes as it can be useless to the viewer and even misleading if not specified as to what type of hitbox it is.
 
Last edited:

TensenROB

Smash Apprentice
Joined
Jan 7, 2014
Messages
142
Location
Ottawa
There's some issues with your L-cancel timings. L-cancel timings are as follows.
Nair: 7/15 / Fair: 10/21 / Bair: 7/15 / Uair: 9/19 / Dair: 12/24

I've also gone ahead and dumped the frames for Yoshi's neutral special. You can get it here. http://taerk.net/sartron/Yoshi/

EDIT: I should also mention that I have included two verisons of the animation, one with a hitbox and one without the hitbox. The hitbox only hits SSE enemies and not actual players, so the version you wish to use is up to your choice. I personally choose not to show these types of hitboxes as it can be useless to the viewer and even misleading if not specified as to what type of hitbox it is.
Thank you, I assumed they were all 30 frames because the landing animation was 30 frames in BrawlBox, and I messed up l-cancels for some reason. D-air ingame seems to cancel at 11/23 in multiple tests but I'll try it again later since I messed up before. Thank you for the egg lay frames! I will show it with a note because I like seeing the grabboxes.
 
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