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Data Squirtle: Hitboxes and Frame Data [3.6]

Sartron

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• 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
 
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PlateProp

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Why'd you put Heavy armor when the highest he's supposed to have is Medium armor
 
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dirtboy345

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Is there a directory of some sort that you can look at to see what lightarmor heavyarmor, etc. can actually go through?
 

Daftatt

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so amazing! I was sure that nair was positive on shield, must have done the calculation wrong. -1 aint bad though, and if his spotdodge is frame 2 then he should be able to avoid a punish if they are fast enough to act immediately out of shieldstun.

Bair is also -1 on shield which is definitely a lot less dangerous, and you can L-cancel, dash away, shellshift, then hydrograb whatever option they do out of shield, or just wavesling away if they throw out hitboxes or try to punish.
 
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PlateProp

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@ Sartron Sartron So no matter what I do, Water Gun is only doing the "charged" amount of frames (19) in the SpecialNStart animation. There's no variation, even when I only press the b button for one frame using frame advance. Is this just an error in your frame data or a glitch?
 
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Sartron

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@ Sartron Sartron So no matter what I do, Water Gun is only doing the "charged" amount of frames (19) in the SpecialNStart animation. There's no variation, even when I only press the b button for one frame using frame advance. Is this just an error in your frame data or a glitch?
Sounds like a glitch or error on your part. There's a 1.3x FSM that should be reducing the duration from 19 to 15 when uncharged.
Make sure your squirtle pac is unedited.
 

PlateProp

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Sounds like a glitch or error on your part. There's a 1.3x FSM that should be reducing the duration from 19 to 15 when uncharged.
Make sure your squirtle pac is unedited.
Somehow fixed itself after a two restarts of the wii. Idk what happened :/
 
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Life

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
 
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Sartron

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
Yep, all of my frame data is separated by subaction which means getting timings requires adding stuff together.
 

PlateProp

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
Yo, remember how I told you to actually look at the frame data
 

TheGravyTrain

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3 questions for @ Sartron Sartron

Is it possible to calculate crouch cancel (true and fake) without testing in game? Something with finding vertical kb and if its higher/lower, it cc's? Or do I need to test all percents.

What frames do the second and third hitbox of neutral b get released (I assume they don't all get release on that frame 4). I can test this later, but I forgot.

Could there be a column in the specials saying whether you can b turn around and b reverse that move? I found out you can't b-turnaround bubble, making tech chasing much harder to incorporate.

Thanks in advance for any help.
 

Sartron

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3 questions for @ Sartron Sartron

Is it possible to calculate crouch cancel (true and fake) without testing in game? Something with finding vertical kb and if its higher/lower, it cc's? Or do I need to test all percents.

What frames do the second and third hitbox of neutral b get released (I assume they don't all get release on that frame 4). I can test this later, but I forgot.

Could there be a column in the specials saying whether you can b turn around and b reverse that move? I found out you can't b-turnaround bubble, making tech chasing much harder to incorporate.

Thanks in advance for any help.
It is possible to calculate crouch cancel KB mathematically but I don't think it reflects the exact percent ingame. I don't dabble with this too much.

The second and third water hitboxes are released on frames 6 and 9. (uncharged)

Sure I guess, I could probably start collecting this data for all specials from now on. I'll just incorporate it as a note or new column I guess.
 

PlateProp

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It is possible to calculate crouch cancel KB mathematically but I don't think it reflects the exact percent ingame. I don't dabble with this too much.

The second and third water hitboxes are released on frames 6 and 9. (uncharged)

Sure I guess, I could probably start collecting this data for all specials from now on. I'll just incorporate it as a note or new column I guess.
So why does PSA show the BKB of all of squirtle's aerials as 0
 

PlateProp

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I don't know. Your pac could be modified, corrupted, or your PSA needs to be restarted, updated, etc...
All of Squirtle's aerials except for nair have BKB.
The bkb shows up when you click to go into edit, but shows as 0 in the code box. It's not an edited pac
 

TheGravyTrain

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Could someone help me get a few questions answered about crouch canceling/asdi down as well as bubble? Maybe @Magus420 could give insight on the bubble things.
 

Narelex

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Clearly we also need the frames that Squitle can put his shades on.

This is very important information that is currently missing. :bubblebobble:
 
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