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Beginnings of Frame Data

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,310
@Thinkaman did some dissecting of @Dantarion 's data disbursement


Here is a copy and paste of the info -


BEGIN szerosuit
**********
Jab1
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 1.5
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 92

Jab2
Hits on frame: 2.0
Hitboxes end: 4.0
Max Hitbox Damage: 1.5
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 45

Jab3
Hits on frame: 3.0
Hitboxes end: 5.0
Max Hitbox Damage: 3.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 180.0
Max Hitbox Angle: 45

Dash Attack
Hits on frame: 7.0
Hitboxes end: 20.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 40
Max Hitbox KBG * Damage: 800.0
Max Hitbox Angle: 70

F-tilt (high)
Hits on frame: 6.0
Hitboxes end: 9.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 240.0
Max Hitbox Angle: 361

F-tilt (normal)
Hits on frame: 6.0
Hitboxes end: 9.0
Max Hitbox Damage: 7.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 210.0
Max Hitbox Angle: 361

F-tilt (low)
Hits on frame: 6.0
Hitboxes end: 9.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 240.0
Max Hitbox Angle: 361

U-tilt
Hits on frame: 3.0
Hitboxes end: 11.0
Max Hitbox Damage: 7.0
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 490.0
Max Hitbox Angle: 90

D-tilt
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 85
Max Hitbox KBG * Damage: 480.0
Max Hitbox Angle: 60

F-smash release (normal)
Hits on frame: 16.0
Hitboxes end: 32.0
Max Hitbox Damage: 11.0
Max Hitbox BKB: 106
Max Hitbox KBG * Damage: 308.0
Max Hitbox Angle: 36

U-smash release
Hits on frame: 10.0
Hitboxes end: 30.0
Max Hitbox Damage: 4.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 110

D-smash release
Hits on frame: 20.0
Hitboxes end: 25.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 400.0
Max Hitbox Angle: 60

Nair
Hits on frame: 10.0
Hitboxes end: 17.0
Max Hitbox Damage: 10.0
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 400.0
Max Hitbox Angle: 55

Fair
Hits on frame: 6.0
Hitboxes end: 18.0
Max Hitbox Damage: 7.0
Max Hitbox BKB: 116
Max Hitbox KBG * Damage: 280.0
Max Hitbox Angle: 361

Bair
Hits on frame: 8.0
Hitboxes end: 10.0
Max Hitbox Damage: 12.0
Max Hitbox BKB: 98
Max Hitbox KBG * Damage: 504.0
Max Hitbox Angle: 361

Uair
Hits on frame: 6.0
Hitboxes end: 13.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 110
Max Hitbox KBG * Damage: 240.0
Max Hitbox Angle: 80

Dair
Hits on frame: 14.0
Hitboxes end: 50.0
Max Hitbox Damage: 6.0
Max Hitbox BKB: 90
Max Hitbox KBG * Damage: 210.0
Max Hitbox Angle: 278

Dair Landing
Hits on frame: 1.0
Hitboxes end: 3.0
Max Hitbox Damage: 5.5
Max Hitbox BKB: 110
Max Hitbox KBG * Damage: 385.0
Max Hitbox Angle: 60

Pummel
Hits on frame: 2.0
Hitboxes end: 3.0
Max Hitbox Damage: 2.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 361

F-throw
Hits on frame: 6.0
Hitboxes end: 8.0
Max Hitbox Damage: 7.0
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 0
Max Hitbox Angle: 45

B-throw
Hits on frame: 9.0
Hitboxes end: 11.0
Max Hitbox Damage: 4.0
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 0
Max Hitbox Angle: 45

U-throw
Hits on frame: 3.0
Hitboxes end: 5.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 60
Max Hitbox KBG * Damage: 0
Max Hitbox Angle: 73

D-throw
Hits on frame: 26.0
Hitboxes end: 28.0
Max Hitbox Damage: 5.0
Max Hitbox BKB: 25
Max Hitbox KBG * Damage: 0
Max Hitbox Angle: 75






unknown substate 0x22b
Hits on frame: 15.0
Hitboxes end: 20.0
Max Hitbox Damage: 2.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 50

unknown substate 0x22f
Hits on frame: 21.0
Hitboxes end: 0.0
Max Hitbox Damage: 2.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 50

unknown substate 0x236
Hits on frame: 4.0
Hitboxes end: 38.0
Max Hitbox Damage: 5.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 90

unknown substate 0x237
Hits on frame: 8.0
Hitboxes end: 39.0
Max Hitbox Damage: 14.0
Max Hitbox BKB: 75
Max Hitbox KBG * Damage: 1120.0
Max Hitbox Angle: 70

unknown substate 0x238
Hits on frame: 4.0
Hitboxes end: 40.0
Max Hitbox Damage: 5.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 0.0
Max Hitbox Angle: 70

unknown substate 0x246
Hits on frame: 9.0
Hitboxes end: 15.0
Max Hitbox Damage: 14.0
Max Hitbox BKB: 100
Max Hitbox KBG * Damage: 420.0
Max Hitbox Angle: 48

unknown substate 0x247
Hits on frame: 9.0
Hitboxes end: 15.0
Max Hitbox Damage: 17.0
Max Hitbox BKB: 70
Max Hitbox KBG * Damage: 1190.0
Max Hitbox Angle: 20

unknown substate 0x248
Hits on frame: 9.0
Hitboxes end: 15.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 65
Max Hitbox KBG * Damage: 640.0
Max Hitbox Angle: 60

unknown substate 0x24e
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 80.0
Max Hitbox Angle: 270

unknown substate 0x24f
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 8.0
Max Hitbox BKB: 80
Max Hitbox KBG * Damage: 80.0
Max Hitbox Angle: 270

unknown substate 0x250
Hits on frame: 0.0
Hitboxes end: 2.0
Max Hitbox Damage: 4.0
Max Hitbox BKB: 50
Max Hitbox KBG * Damage: 40.0
Max Hitbox Angle: 270

**********
END szerosuit
 

hiROI

Smash Lord
Joined
Nov 20, 2008
Messages
1,602
Location
Washington, D.C.
Not really sure if I am reading the data correctly, but the information doesn't have the frame data on cool down of the moves, correct?

Thanks for posting!
 

Demna

Smash Lord
Joined
May 5, 2013
Messages
1,356
Location
Kuwait
3DS FC
1478-4225-1103
Are you sure that Jab1 comes out on frame 0? Good job regardless.
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,310
asynchronous timers on frama data equate to +1 on everything iirc
 

Demna

Smash Lord
Joined
May 5, 2013
Messages
1,356
Location
Kuwait
3DS FC
1478-4225-1103
That makes sense, so we have the usual Frame 1 jab. Making Jab2-3 come out on frame 3-4 respectively.
Any frame data on special moves? I think we're all skeptical on how her DownB functions in terms of invincibility frames, the exact startup frames that makes ZSS' DownB Attack a spike etc.
 

David Viran

Smash Lord
Joined
Oct 13, 2014
Messages
1,500
asynchronous timers on frama data equate to +1 on everything iirc
Are you sure that everything is one frame off because some of it seems correct while others are one frame off. Also I tested invincibility frames on down b with jabs and I think it has two frames of vulnerability just like airdodge.
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,310
I actually have no idea for certain since I didn't collect the data or write the script for it. I just copy and pasted from the pastebin. Admittedly I was hoping for something super concrete and comprehensive by now, but we just gotta keep shining on in the dark until we can really disenchant the game.
 

Dr. Tuen

Smash Lord
Joined
Apr 26, 2009
Messages
1,396
3DS FC
0559-7294-8323
I've been regularly lurking the threads that discuss this data parsing. I believe the timing and coverage of invincibility is a bit complicated right now. Here's a candidate for Flip Kick (just the flip, I'm guessing the kick is considered another move) -


def game_23E():
AsynchronousTimer_0D0(Frame=3.000000, )
unk_170(0x12, 0x2100, )
AsynchronousTimer_0D0(Frame=13.000000, )
unk_0C4(0x1, )
SetBoneIntangibility_0F0(0x13, 0x2, )
SetBoneIntangibility_0F0(0x3, 0x2, )
SetBoneIntangibility_0F0(0x9, 0x2, )
SetBoneIntangibility_0F0(0x5, 0x2, )
SetBoneIntangibility_0F0(0x8, 0x2, )
SetBoneIntangibility_0F0(0x4, 0x2, )
AsynchronousTimer_0D0(Frame=19.000000, )
unk_0C4(0x2, )
unk_170(0xD, 0x2100, )
unk_170(0xE, 0x2100, )
unk_170(0x11, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_170(0x10, 0x2100, )
AsynchronousTimer_0D0(Frame=31.000000, )
End_196()


A couple of things - we might not be completely invincible, I can guess that it starts on asynchronous frame 13, but I'm not entirely sure when it ends (A-Frame 19? A-Frame 27? I'm guessing A-Frame 31 is the end). The commands unk_[stuff] need to be parsed in order for the code to be appropriately understood, and that's being worked on.

Also, to complicate things further, full body invulnerability seems not to be assessed in this data parsing. It may be in the animation files? But it's not here, as far as I am aware.
 

David Viran

Smash Lord
Joined
Oct 13, 2014
Messages
1,500
I've been regularly lurking the threads that discuss this data parsing. I believe the timing and coverage of invincibility is a bit complicated right now. Here's a candidate for Flip Kick (just the flip, I'm guessing the kick is considered another move) -


def game_23E():
AsynchronousTimer_0D0(Frame=3.000000, )
unk_170(0x12, 0x2100, )
AsynchronousTimer_0D0(Frame=13.000000, )
unk_0C4(0x1, )
SetBoneIntangibility_0F0(0x13, 0x2, )
SetBoneIntangibility_0F0(0x3, 0x2, )
SetBoneIntangibility_0F0(0x9, 0x2, )
SetBoneIntangibility_0F0(0x5, 0x2, )
SetBoneIntangibility_0F0(0x8, 0x2, )
SetBoneIntangibility_0F0(0x4, 0x2, )
AsynchronousTimer_0D0(Frame=19.000000, )
unk_0C4(0x2, )
unk_170(0xD, 0x2100, )
unk_170(0xE, 0x2100, )
unk_170(0x11, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_170(0x10, 0x2100, )
AsynchronousTimer_0D0(Frame=31.000000, )
End_196()


A couple of things - we might not be completely invincible, I can guess that it starts on asynchronous frame 13, but I'm not entirely sure when it ends (A-Frame 19? A-Frame 27? I'm guessing A-Frame 31 is the end). The commands unk_[stuff] need to be parsed in order for the code to be appropriately understood, and that's being worked on.

Also, to complicate things further, full body invulnerability seems not to be assessed in this data parsing. It may be in the animation files? But it's not here, as far as I am aware.
Yeah I saw that to but I think it's likely that we have full body invincibility of some sort because I've seen the invincibility frames go through nesses fair which covers her entire body.
 

Tobi_Whatever

あんたバカァ~!?
Joined
Oct 30, 2014
Messages
2,647
Location
Germany
NNID
Tobi_whatever
I've been regularly lurking the threads that discuss this data parsing. I believe the timing and coverage of invincibility is a bit complicated right now. Here's a candidate for Flip Kick (just the flip, I'm guessing the kick is considered another move) -


def game_23E():
AsynchronousTimer_0D0(Frame=3.000000, )
unk_170(0x12, 0x2100, )
AsynchronousTimer_0D0(Frame=13.000000, )
unk_0C4(0x1, )
SetBoneIntangibility_0F0(0x13, 0x2, )
SetBoneIntangibility_0F0(0x3, 0x2, )
SetBoneIntangibility_0F0(0x9, 0x2, )
SetBoneIntangibility_0F0(0x5, 0x2, )
SetBoneIntangibility_0F0(0x8, 0x2, )
SetBoneIntangibility_0F0(0x4, 0x2, )
AsynchronousTimer_0D0(Frame=19.000000, )
unk_0C4(0x2, )
unk_170(0xD, 0x2100, )
unk_170(0xE, 0x2100, )
unk_170(0x11, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_170(0x10, 0x2100, )
AsynchronousTimer_0D0(Frame=31.000000, )
End_196()


A couple of things - we might not be completely invincible, I can guess that it starts on asynchronous frame 13, but I'm not entirely sure when it ends (A-Frame 19? A-Frame 27? I'm guessing A-Frame 31 is the end). The commands unk_[stuff] need to be parsed in order for the code to be appropriately understood, and that's being worked on.

Also, to complicate things further, full body invulnerability seems not to be assessed in this data parsing. It may be in the animation files? But it's not here, as far as I am aware.
Those Intangibility frames sound awfully late for what I've experienced. Frame 13 if I read that correct.
Also what @ David Viran David Viran said
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
Do we know what dSmash charge release frame data is? As in, the start-up from releasing the charge until hitbox is out. Also, any chance we're getting cooldowns soon (and shield hitstun etc data so we can calc frame advantages)? @ DeLux DeLux @ Dr. Tuen Dr. Tuen
 
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