Player-1
Smash Legend
I decided to make a new thread because the last one never got updated. Soooo...yeah same stuff from the last thread in here so I'll go ahead give credit to shaya, ingulit, and illinialex24.
Notice: Hey guys, I will have this up for a day but the blockstun data was wrong because I tetsed it on Jigglypuff, and not Captain Falcon, and I had forgotten she doesn't crouch for her jump until the second frame, so everything had 1 frame too many.
Hey guys, I decided I will be contributing a little bit to this board since you guys could use some very thorough frame data, if you wanna see what I did for the Jigglypuff boards, just go here:
http://www.smashboards.com/showthread.php?t=216922
I will not be starting knockback data until everything else is finished if I choose to start it, pictures of these moves in question would be appreciated .
The duration assumes the attack hits. To calculate it, just remove the hitlag properly, to do this just take the duration, minus the hitlag and add one (there's a frame layover on where the attack hits and the hitlag starts).
Here is the guide:
Diddy Kong Frame Data
Thanks to Teneban for the snapshots.
Key Terms
Hits On
This is the first frame the attack starts to hit on.
Duration
This is the total number of frames the attack lasts.
Hitlag
This is the number of frames of freezeframe animation when an attack connects.
BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.
Base Damage
How much the attack does to the opponent at 0% in training.
Jab:
Neutral A
Hits on Frame: 3-4
Duration: 22
Hitlag: 6
Blockstun: 0
Blockhitlag: 6
Base Damage: 3%
2nd Jab:
Neutral A
Hits on Frame: 6-7*
Frames you can interrupt jab for second jab:**
With Jab Hitting: 11-35Without Jab Hitting: 6-30Duration: 25*
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%
*This is the number of frames after pressing A, IE, frame 1 is the frame you first press A.
**This is the number of frames after the original jab was pressed.
3rd Jab:
Neutral A
Hits on Frame: 10-11*
Frames you can interrupt 2nd jab for 3rd jab:**
With 2nd Jab hitting: 14-35Without 2nd jab hitting: 10-31Duration Fastest: 79***
Hitlag: 6
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%
*This is the number of frames after pressing A, IE, frame 1 is the frame you first press A.
**This is the number of frames after the second jab was pressed.
***This includes some of the continuous jab, so there is not nearly that much supposed ending lag.
Continuous Jab:
Neutral A
Hits on Frame (Continuous):24, 34, 43, 49, 58, 65, 74...., IE, 24+(10+9+6+9+7+9)+(.10+...)*
Duration After last A pressed: 11-25**
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%
*This is based off the time the third attack starts, and since each once is based off each attack hitting, it also doesn't know how long each wave can attack for, just remember that since each has a hitlag of 5, what the attack would be like without hitting the opponent.
**The minimum number is right and it is by releasing A right after you hit the opponent, however, you seem to get 25 frames right before you hit the opponent or a few frames before, this might be slightly off but as an almost certain rule its correct.
Dash Attack:
Dash Attack
Duration: 37
(First Hit)
Hits on Frame: 9-13(Second Hit)
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%
Hits on Frame: 14-18*(Third Hit)
Hitlag: 5
Blockstun: 0
Blockhitlag: 5
Base Damage: 2%
Hits on Frame: 20-23**
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 4%
*This is based off the first attack not hitting, since this has too many pats for it to be effectively shown with it both hitting and without, so I am going to make every move based off the previous attack missing, and since it is a multihit move, it shouldn't matter much.
**This is based off the first and second hit not hitting.
Up Tilt:
Up Tilt
Hits on Frame: 6-12
Duration: 30
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Base Damage: 7%
Down Tilt:
Down Tilt
Hits on Frame: 4-6
Duration: 24
Hitlag: 7
Blockstun: 2
Blockhitlag: 7
Base Damage: 7%
Front Tilt:
Front Tilt
(Sweetspot)
Hits on Frame: 10-13(Sourspot)
Duration: 45
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%
Hits on Frame: 10-13
Duration: 44
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%
Up Smash:
Up Smash
Duration: 66
(First Hit)
Hits on Frame: 5-7(Second Hit)
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 5%
Hits on Frame: 11-14*(Third Hit)
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 5%
Hits on Frame: 18-22**
Hitlag: 7
Blockstun: 3
Blockhitlag: 7
Base Damage: 6%
*This is based off the first attack not hitting, since this has too many pats for it to be effectively shown with it both hitting and without, so I am going to make every move based off the previous attack missing, and since it is a multihit move, it shouldn't matter much.
**This is based off the first and second hit not hitting.
Down Smash:
Down Smash
(Front)
Hits on Frame: 6-7(Back)
Duration: 62
Hitlag: 11
Blockstun: 6
Blockhitlag: 11
Base Damage: 16%
Hits on Frame: 15-17
Duration: 60
Hitlag: 9
Blockstun: 5
Blockhitlag: 9
Base Damage: 12%
Front Smash:
Forward Smash
Duration: 61
(First Hit)
Hits on Frame: 12-13(Second Hit)
Hitlag: 6
Blockstun: 2
Blockhitlag: 6
Base Damage: 5%
Hits on Frame: 21-23 (26-28)*
Hitlag: 10
Blockstun: 5
Blockhitlag: 10
Base Damage: 13%
*The 21-23 is based off if the first hit doesn't hit, and the 26-28 is if the first hit does hit. Obviously, the duration will be based off both hitting.
Back Air:
Backward Aerial
Hits on Frame: 5-8
Duration: 37
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Landing Lag: 12
Base Damage: 9%
Front Air:
Forward Aerial
Landing Lag: 30
(Sweetspot)
Hits on Frame: 6-9(Sourspot)
Duration: 56
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Base Damage: 14%
Hits on Frame: 10-16
Duration: 55
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%
Neutral Air:
Neutral Aerial
Hits on Frame: 7-8, 10-20
Duration: 55
Hitlag: 7
Blockstun: 1
Blockhitlag: 7
Landing Lag: 13
Base Damage: 6%
Up Air:
Upward Aerial
Hits on Frame: 3-7
Duration: 49
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Landing Lag: 21
Base Damage: 11%
Down Air:
Down Aerial
Hits on Frame: 13-15
Duration: 57
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Landing Lag: 30 (4)*
Base Damage: 12%
*This is a very weird move, almost unique in a way. It has much different landing lags for before the hitbox comes out, IE, if you land on frame 12 or before, you get 4 frames of landing lag, but if you land on frame 13 or later (IE, when the hitbox has or would have come out), you get 30 frames of landing lag, which is very significant.
Side Special:
Side Special
Diddy Hump:
Grabs On: 19-32Monkey Kick: ***
Duration Without Grab: 43
Jump Attack: *
Duration: 46Bash Attack: **
(First Hit)
Hits On: 18(Second Hit)
Hitlag: 1
Base Damage: 5%
Hits On: 27
Hitlag: 1
Base Damage: 5%
Duration: 41
(First Hit)
Hits On: 12(Second Hit)
Hitlag: 6
Base Damage: 5%
Hits On: 26
Hitlag: 1
Base Damage: 10%
Can Interrupt Diddy Hump for Monkey Kick on: 12-43
Hits on Frame: 4-25
(Sweetspot)
Duration: 41(Medium Spot)
Hitlag: 10
Blockstun: 4
Blockhitlag: 10
Base Damage: 14%
Duration: 40(Sourspot)
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Base Damage: 12%
Duration: 39
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%
*This is based off the frame you press a jump as the first frame.
**This is based off the frame you press an attack button as the first frame.
***Everything in here but the information on when you can interrupt the Diddy Hump for Monkey Kick is based on the frame you press A to start the monkey kick. The interruption data is based on when the Diddy Hump started.
Banana Pull:
Side Special
Duration: 39
Banana Smash:
Sweetspot
Banana Hits On: 20
Hitlag: 7*
Base Damage: 6%Midspot
Banana Hits On: 21-22
Hitlag: 6*
Base Damage: 5%SourspotBanana Tilt:
Banana Hits On: 23-Landing
Hitlag: 6*
Base Damage: 4%**
Sweetspot
Banana Hits On: 20-21 (or 22-Landing with good spottinga true sweetspot
Hitlag: 6*
Base Damage: 4%Sourspot
Banana Hits On: 22-Landing (With true sourspot)**
Hitlag: 6*
Base Damage: 3%
*Indicates only the opponent is affected by the hitlag. For some weird reason, neither you nor the banana is affected.
**Indicates possible source of error, I did a lot of testing but for some of this stuff there could be issues with it.
Throw Data
(I'll upload a video later)
The frame is the first frame the Banana is active after the throw animation starts. I'd love it if someone else backed me up on this.
Ground Throws:
(Regular and Smash throws are the same)
Down Throw: 6
Forward Throw: 7
Back Throw: 9
Up Throw: 11
Air Throws:
Down Throw Air: 6
Forward Throw Air: 7
Back Throw Air: 9
Up Throw Air: 11
Misc:
Glide Toss: Add 1 Frame to whichever throw you are using
JC Throw: Add 1 Frame to whichever throw you are using
OoS Standing Throw: 7
TRIPPING FRAME DATA
For most characters:
When slipping on a Banana: 29 Frames
When hit by a Banana: 44 Frames
NOTE: This means that the character can Roll, get up, or get up attack on frame 30 or 45, respectively
Exceptions:
28 / 43
33 / 44
31 / 46
32 / 46
Things to note:
Pikachu's trip animation is normal length.
Jigglypuff has the worst tripping animations.
Donkey Kong has shorter tripping animations than anybody.
Charizard has the longest "slipping on a grounded Banana" animation.
Diddy Kong Up B:
Landing Lag: 30 Frames
Hit: 8-?
Total Stun: 10 (on shield)