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Data Sonic: 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|Next Jab Window
Jab1 |24|3|15|8-24
Jab2 |23|2-3|15|7-23
Jab3 |39|4-6|31|–
Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3| [0-1] |[3.28, 2.46]|3/4.9|83°|0/20/100|0.5x|True|Normal|3|4| -8
3| 2 |2.46|3/2.1|85°|0/20/100|0.5x|True|Normal|3|4| -8
Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| 0 |3.28|3/9.8|50°|47/10/5|0.75x|True|Normal|3|4| -9
2-3| 1-2 |3.28|3/2.1|50°|47/10/5|0.75x|True|Normal|3|4| -9
Jab3
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-6| [0-2] |[2.46, 2.87, 4.1]|4/2.8|30°|24/0/100|1x|True|Normal|3|4| -7

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Dash Attack |56|2-22|40
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-5| 0 |4.5|8/5.6|38°|70/0/56|1x|True|Normal|5|5| -32
6-22| 0 |2.26|4/2.8|70°|55/0/40|1x|True|Normal|3|4| -30

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |43|7-11|32
Hitbox Data
Forward Tilt (Up)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-11| 0 |4.1|12/8.4|361°|10/0/90|1x|True|Normal|7|7| -17
7-11| 1-2 |2.87|10/7|361°|10/0/90|1x|True|Normal|6|6| -18
Forward Tilt (Forward)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-11| 0 |4.1|11/7.7|361°|10/0/90|1x|True|Normal|6|6| -18
7-11| 1-2 |2.87|9/6.3|361°|10/0/90|1x|True|Normal|6|6| -18
Forward Tilt (Down)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-11| 0 |4.1|10/7|361°|10/0/90|1x|True|Normal|6|6| -18
7-11| 1-2 |2.87|8/5.6|361°|10/0/90|1x|True|Normal|5|5| -19

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |30|6-10|30
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 |3.4|11/7.7|80°|33/0/100|1x|True|Normal|6|6| -17
6-10| [1-2] |[3.2, 3]|9/6.3|60°|10/0/100|1x|True|Normal|6|6| -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |40|6-10|29
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-10| [0-1] |[2.46, 3.28]|6/4.2|100°|37/0/119|1x|True|Normal|4|5| -18
6-10| 2 |4.1|6/4.2|106°|37/0/119|1x|True|Normal|4|5| -18

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Smash |45|16-22|42
Hitbox Data
Forward Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
16-19|[ 0 , 2 ]|[ 4.1 , 3.28 ]|16/11.2|361°|30/0/100|1x|True|Normal|9|8| -16
16-19|[ 1 , 3 ]|[ 1.64 , 2.46 ]|16/11.2|70°|30/0/100|1x|True|Normal|9|8| -16
20-22|[ 0 , 2 ]|[ 3.075 , 2.46 ]|12/8.4|361°|10/0/85|1x|True|Normal|7|7| -14
20-22|[ 1 , 3 ]|[ 1.39 , 1.845 ]|12/8.4|70°|10/0/85|1x|True|Normal|7|7| -14

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Intangibility
Up Smash |49|18, 20-24|18-19
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
18| 0-1 |6|2/2.8|110°|0/80/100|0.5x|True|Normal|Grounded|2|2| -29
20-24| 0-3 |3.69|14/16.8|75°|37/0/102|1x|True|Slash|-|8|9| -21

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Smash |59|10-19, 24-30|51
Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10-19| [0-2] |[4, 4, 4.5]|15/10.5|361°|25/0/91|1x|True|Normal|8|8| -32
24-30| [0-2] |[4, 4, 4.5]|12/8.4|361°|20/0/91|1x|True|Normal|7|7| -19

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |49|4-21|34|15/7/4|1-3, 31-49
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
4-8| 0 |2.75|15/10.5|361°|15/0/100|1x|True|Slash|8|8| -7 / +1 / -18
4-8| 1 |5.85|11/7.7|361°|15/0/105|1x|True|Normal|6|6| -9 / -1 / -20
9-14| 0 |3.9|8/5.6|361°|15/0/105|1x|True|Normal|5|5| -10 / -2 / -15
15-21| 0 |3.4|5/3.5|361°|15/0/105|1x|True|Normal|4|4| -11 / -3 / -9
*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 |40|8-13|38|22/11/4|1-2, 31-40
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
8-9| 1 |4.8|11/7.7|361°|45/0/90|1x|True|Normal|6|6| -16 / -5 / -19
8-13| 0 |3.76|9/6.3|55°|30/0/100|1x|True|Normal|6|6| -16 / -5 / -15
10-13| 1 |4.8|11/7.7|280°|50/0/76|1x|True|Normal|6|6| -16 / -5 / -15
*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 |37|13-21|34|18/9/4|1-4, 33-37
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
13-15| 0 |4.1|12/8.4|361°|40/0/90|1x|True|Normal|7|7| -11 / -2 / -14
13-15| 1-2 |4.1|16/11.2|361°|40/0/90|1x|True|Normal|9|8| -9 / ±0 / -12
16-21| 0 |3.28|6/4.2|361°|40/0/90|1x|True|Normal|4|5| -14 / -5 / -11
16-21| [1-2] |[3.69, 4.1]|9/6.3|361°|40/0/90|1x|True|Normal|6|6| -12 / -3 / -9
*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 |41|5-7, 10-14|38|22/11/4|1-2, 32-41
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-7| [0-3] |[4.1, 3.28, 4.1, 3.28]|4/2.8|92°|0/30/120|1x|True|Normal|3|4| -19 / -8 / -25
10-14| [0-3] |[4.1, 3.5, 4.1, 3.5]|13/9.1|90°|25/0/100|1x|True|Normal|7|7| -15 / -4 / -14
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Down Air |36|9-24|36|28/14/4|1-3, 36
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
9-11| 0 |4.5|10/7|287°|30/0/92|1x|True|Normal|6|6| -22 / -8 / -22
9-11| 1 |4|10/7|37°|45/0/88|1x|True|Normal|6|6| -22 / -8 / -22
12-24| 0 |4.5|9/6.3|60°|30/0/92|1x|True|Normal|6|6| -22 / -8 / -9
12-14| 1 |4|9/6.3|361°|45/0/88|1x|True|Normal|6|6| -22 / -8 / -19
*Format is: Normal/L-Cancel/Auto-cancel

Flowchart (click to view)


Overview
Name/Label|Duration|Aim|IASA
Aim |25|15-25|-
Home |-|-|-
Missed Target |59|-|14
No Target |29|-|-
Hit Surface |39|-|-
Hit Target |49|-|30/15 *
Hitbox Data
Home
Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3.76|8/5.6|72°|15/0/120|1x|True|Normal|5|5| -24
*Blast Attack

Animation
1x|0.5x
|
Flowchart (click to view)


Grounded Overview
Name/Label|Duration|Active Hitboxes|IASA|Jump Cancel
Startup |5|5|-|-
Hop |1-60|4-60|-|-
Slide |51|1-4, 6-9, 11-14, 16-19|-|7
Sliding Kick |52|6-25|-|-
Edge Slide (No Kick) |29|-|14|-
Edge Slide (Kick) |15|-|-|-
Aerial Overview
Name/Label|Duration|Active Hitboxes|IASA
Startup |5|5|-
Spin |1-60|4-60|-
Endlag |29|-|14
Hitbox Data
Startup
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
5| 1 |6|4/2.8|361°|45/0/100|1x|False|Normal|3|6
Hop/Spin
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
4-60| 1 |2.95|8/5.6|30°|40/0/75|1x|False|Normal|5|7
Slide
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
1-4, 6-9, 11-14, 16-19| 0 |5|1/0.7|25°|50/0/120|1x|False|Normal|2|3| -48 , -43 , -38 , -33
Sliding Kick
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-10| [0-2] |[2.46, 2.87, 3.5]|9/6.3|40°|65/0/85|1x|True|Normal|6|6| -40
11-25| [0-2] |[2.46, 2.87, 2.8]|6/4.2|55°|24/0/100|1x|True|Normal|4|5| -37

Overview
Name/Label|Duration|Spring Spawned
Spring Jump |49|6

Flowchart (click to view)


Grounded Overview
Name/Label|Duration|Active Hitboxes
Startup |11|7-9
Charge |1-60|:GCB:
Spin |>1|>11
Turnaround |35|-
Jump |60|11-34/1-34
Endlag |29|-
Aerial Overview
Name/Label|Duration|Active Hitboxes
Startup |11|-
Charge |1-60|:GCB:
Spin |>1|>11
Endlag |29|-
Hitbox Data
Startup
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
7-9| 0 |5.3|1/0.7|365°|58/0/0|1.5x|False|Normal|2|3
Charge
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
:GCB:| 0 |5.3|1/0.7|365°|58/0/0|1.5x|False|Normal|2|3
Spin
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
>11| 0 |3.12|7/4.9|55°|65/0/46|1x|False|Normal|5|6|10
Jump
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
11-34/1-34| 0 |2.79|4/2.8|65°|55/0/110|1x|False|Normal|3|4

Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes
Standing Grab |30|-|7-8
Dash Grab |39|-|10-11
Pivot Grab |35|-|10-11
Grab Pummel |23|4-5|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-5| 0 |3|3/2.1|80°|0/30/100|1x|False|Normal|3|4| -16

Overview
Name/Label|Duration|Active Hitboxes|Thrown|IASA
Back Throw |66|-|43|-
Forward Throw |37|10|11|31
Up Throw |42|21-24|25|-
Down Throw |68|18-41|42|62
Hitbox & Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
43|8|45°|70/0/60|False
Forward Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10| [0-1] |[2.05, 1.64]|3/2.1|80°|0/30/100|1x|False|Normal|3|4| -17 Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
11|6|45°|65/0/65|False
Up Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
21-24| 0 |3.28|3/2.1|95°|60/0/120|1x|False|Slash|3|4| -18 Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
25|5|76°|95/0/60|True
Down Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage|Rehit Rate
18-41| 0 |4.1|1/0.7|10°|0/0/0|1x|False|Normal|2|3| -41 |8
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
42|5|40°|80/0/30|True

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |24|2-15|-|-
Roll Dodge |35|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%) |39|1-30|1-39|-|35
Ledge Stand (>100%) |59|1-55|1-59|-|-
Ledge Roll (<100%) |49|1-31|1-54|-|-
Ledge Roll (>100%) |79|1-59|1-79|-|-
Ledge Attack (<100%) |45|1-8|1-28|10-18|42
Ledge Attack (>100%) |69|1-37|1-69|41-44, 50-51|-
Ledge Jump (<100%) |15|1-15|1-15|-|-
Ledge Jump (>100%) |19|1-19|1-19|-|-
Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10-18| 0 |4.51|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -26
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
41-44| [0-3] |[3, 3.28, 3.28, 3.15]|4/3.5|120°|45/0/0|1x|False|Normal|3|4| -25
50-51| [0-3] |[3, 3.15, 3.69, 3.15]|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -14
Jump Squat
Frame Total: 3 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 36 frames
Earliest Fast fall: Frame 18
Full Hop
Air Time: 56 frames
Earliest Fast fall: Frame 28
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

Hitbox Data Overhaul 1 [9/30/15]
- 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.

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

3.6 Beta Update! [7/14/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
- Overall polish to all special sections.
- Redid flowcharts.
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Sonic Specials Overview

Neutral Special Flowchart


Side Special Flowchart


Down Special Flowchart
 
Last edited:

GabPR

Smash Lord
Joined
Nov 20, 2013
Messages
1,356
Location
Puerto Rico
I have a question, I want to know more about shield stun and advantage, and what the numbers represent.
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
I have a question, I want to know more about shield stun and advantage, and what the numbers represent.
As an example, I'll be using Jab1.
Code:
Hitbox ID=0, Size=3.28, Damage=3, Shield Damage=4.9, Angle=83°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
Hitbox ID=1, Size=2.46, Damage=3, Shield Damage=4.9, Angle=83°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
Hitbox ID=2, Size=2.46, Damage=3, Shield Damage=2.1, Angle=85°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
When calculating shield advantage, I need to know the shieldstun. In this case, it's 3 frames. All the numbers after the clang section are measured in frames. That means the victim will be in shieldstun for 3 frames, in which they will be trapped in their shield.
The formula I use to calculate the shield advantage is (Hit Frame) + (Shieldstun) - (Move Duration). Jab1 hits frame 3, does 3 frames of shieldstun, and lasts 24 frames. But when calculating block advantage, if the move has an IASA, you would use that -1 in place of the move duration. This is because you can act immediately on the frame of IASA. So put it all together (3) + (3) - (14) = -8. The victim has a -8 advantage on you. Here's a visual method of showing block advantages.
 

GabPR

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Thanks, I will definitively will use this info to gain an edge in my game. I had another question, is there something here that could help me see the hitstun of a move when it is crouch canceled? (Or if it beats a crouch cancel). Maybe you included it but I have not noticed it, just to make sure.
 

Sartron

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Thanks, I will definitively will use this info to gain an edge in my game. I had another question, is there something here that could help me see the hitstun of a move when it is crouch canceled? (Or if it beats a crouch cancel). Maybe you included it but I have not noticed it, just to make sure.
I can tell you the formulas to calculate this yourself, or calculate it for you if you want. I don't include this, but everything you need to calculate it is provided in the hitbox data.

If you wanna do it yourself, here's how.
1. Multiply knockback by 0.66.
2. Multiply knockback by 0.4.
3. Floor value.

The resulting number is measured in frames.

If you need a specific knockback percent, or character (which affects weight), I can calculate that for you as well.
 
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GabPR

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For example, I do a front tilt on Roy (Lightweight, 85) and he crouch cancels. The info provided says that there are 2 knockback datas: raw knock back (35.209) and base knockback (10). Could you give me an example on how to calculate it using this?
 

Sartron

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For example, I do a front tilt on Roy (Lightweight, 85) and he crouch cancels. The info provided says that there are 2 knockback datas: raw knock back (35.209) and base knockback (10). Could you give me an example on how to calculate it using this?
Raw knockback already has weight and base knockback calculated into it. That means you would need to recalculate the knockback.
 

DireDrop

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PMDT, can we please not have negatively disjointed tilts?

Edit: WAIT A SECOND! Are they negatively disjointed? Looking at the gifs on this post they look negative. But I just went into debug mode and checked myself and F tilt is not? Are the gifs wrong? I must do more exploring.

Edit 2: Ok, F-tilt and U-tilt don't have a negative disjoint. They do not, however, have any sort of positive disjoint. D-tilt has a pretty serious negative disjoint. That's a shame.

Edit 3: Wait, I'm an idiot. You can't see hurtboxes in debug mode. D-tilt has a negative disjoint with the character model.
 
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Vultron

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PMDT, can we please not have negatively disjointed tilts?

Edit: WAIT A SECOND! Are they negatively disjointed? Looking at the gifs on this post they look negative. But I just went into debug mode and checked myself and F tilt is not? Are the gifs wrong? I must do more exploring.

Edit 2: Ok, F-tilt and U-tilt don't have a negative disjoint. They do not, however, have any sort of positive disjoint. D-tilt has a pretty serious negative disjoint. That's a shame.

Edit 3: Wait, I'm an idiot. You can't see hurtboxes in debug mode. D-tilt has a negative disjoint with the character model.
Yeah, D-tilt really needs a tipper.
 

DrugsM2

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Feb 9, 2015
Messages
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nah sonics shoes thankfully dont have hurtboxes up to about 1/4th of the way through them, ftilt has no hurtbox on his shoes because he extends them out horizontally intead of them staying the same position he would be standing
 

DireDrop

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I wish both F-tilt and D-tilt had a positive disjoint with the character model. That would increase the range of both moves and give Sonic more distance from his hurtbox to work with. F-tilt doesn't bother me as much as d-tilt though... d-tilt just looks "stubby" right now.
 

666blaziken

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so I don't think it's shown here, but sonic's 2nd jab does about 20 frames of hitstun... And sonic can act out of it on frame 16; vs mario's jabs which do 16 frames of hitstun and he can't act out of it until frame 18. So under perfect timing/bad DI, no moves that come out frame 3 or higher (keep in mind, he send you in the air as well) can beat out jab 2 to grab (in which anything frame 3 would trade with a grab and lose to grab priority). How do I deal with this? I have a friend who uses sonic and always does jab jab grab and kills me at semi- high percents. I would guess shielding and sheild DIing in would be good, but against a quick character like sonic, that's never a scenario that is going to happen often.
 

GabPR

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so I don't think it's shown here, but sonic's 2nd jab does about 20 frames of hitstun... And sonic can act out of it on frame 16; vs mario's jabs which do 16 frames of hitstun and he can't act out of it until frame 18. So under perfect timing/bad DI, no moves that come out frame 3 or higher (keep in mind, he send you in the air as well) can beat out jab 2 to grab (in which anything frame 3 would trade with a grab and lose to grab priority). How do I deal with this? I have a friend who uses sonic and always does jab jab grab and kills me at semi- high percents. I would guess shielding and sheild DIing in would be good, but against a quick character like sonic, that's never a scenario that is going to happen often.
You can Crouch Cancel them, works pretty well and it puts Sonic on the disadvantage frame wise, if you get hit in the air you have two options, DI and SDI to the ground in hopes of getting into CC position, the other is to try the same but up and away in hopes that the grab follow up might miss or the second hit of jab misses. The latter no one has attempted this vs me yet but its worth a shot.
 
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