NOTE: The first number is frames of hitlag. The second number is frames of total shield stun.
NOTE 2: I'm calculating these on my Version 1.1 disc. The hitlags for Samus' Up-B and Ice Climbers Up Tilt will be longer on 1.2 and NTSC, but the same for version 1.0. Starting with Version 1.2, moves that deal less than 1% damage incur more hitlag than they used to. If anyone is aware of any other moves like this, let me know.
Click the character or item to be taken to it's statistics post:
Hello, I'm determining the hitlag and shield stun of every attack in the game. Hitlag refers to the stopping of motion for both the attacking players and any victims for a brief moment when the attack hits. Shield Stun refers to the inability to perform any actions from your shield following an attack, such as jump, spot-dodge, roll, or grab.
I'll be starting with all of the playable characters, then I'll also do level hazards, items, and unplayable characters. As I finish each entity, I'll post its details, and update this first post with a link to jump you to the new post. I'll be going through in the order the items appear in Action Replay, but I'll be organizing this post by type, and then alphabetically.
You will find posts in the following format:
#1 #2 DESCRIPTION
Some notes:
NOTE 2: I'm calculating these on my Version 1.1 disc. The hitlags for Samus' Up-B and Ice Climbers Up Tilt will be longer on 1.2 and NTSC, but the same for version 1.0. Starting with Version 1.2, moves that deal less than 1% damage incur more hitlag than they used to. If anyone is aware of any other moves like this, let me know.
Click the character or item to be taken to it's statistics post:
- Playable Characters
- Stage Hazards
- Items
- Unplayable Characters
Hello, I'm determining the hitlag and shield stun of every attack in the game. Hitlag refers to the stopping of motion for both the attacking players and any victims for a brief moment when the attack hits. Shield Stun refers to the inability to perform any actions from your shield following an attack, such as jump, spot-dodge, roll, or grab.
I'll be starting with all of the playable characters, then I'll also do level hazards, items, and unplayable characters. As I finish each entity, I'll post its details, and update this first post with a link to jump you to the new post. I'll be going through in the order the items appear in Action Replay, but I'll be organizing this post by type, and then alphabetically.
You will find posts in the following format:
#1 #2 DESCRIPTION
where #1 is the number of frames of hitlag for the given attack, #2 is the number of frames of total shield stun for the given attack, and DESCRIPTION identifies the attack. If the Shield Stun number reads "na" then it's Not Available because the victim cannot be in their shield following the attack.
Some notes:
- Both the attacker and the atackee stop moving for the time of the hitlag (except for SDI or ASDI).
- Phantom hits still affect the normal amount of hitlag, and accordingly can be smash DI'd.
- The atackee can smash DI in a different diagonal direction every frame of hitlag with the control stick. You can ASDI once per attack with the c-stick (for noticeably less distance). For more information, read A Guide to DI, Smash DI, C-stick DI, Teching and Crouch Cancelling.
- Shield stun time is frequently just slightly more than double the hitlag time, and involves rounding to the nearest frame.
- If an attack hits (and is not shielded), then the hitbox stays out an additional (HITLAG - 1) frames.
- Getups from the edge change when your character reaches 100% damage (I refer to them as "fast" and "slow" since that's usually the main change, but the attacks are also subtly different as well).
- Getups from the ground are different from face-down (faceplant) or face-up (pratfall) positions. Damage % doesn't impact the type or speed of ground getups.
- If you get hit by someone thrown at you, there is 5 frames of Hitlag, or 9 frames of Shield Stun.
- Powershield stun times are the same as shield stun, the advantage lies in the option of not still being in your shield after blocking the attack:
Shield Release Recovery Time - this rates how much of a lag there is after you release the shield button (R, L, and sometimes used is Z).
Group A
---14 frames recovery time
---3 characters: Jigglypuff / Peach / Zelda
Group B
---15 frames recovery time
---14 characters: DK / Dr. Mario / Falco / Fox / Ice Climbers / Kirby / Link / Luigi / Mario / Ness / Pichu / Pikachu / Sheik / Young Link
Group C
---16 frames recovery time
---8 characters: Bowser / Captain Falcon / Ganondorf / Marth / Mewtwo / Mr. Game & Watch / Roy / Samus
Group D
---17 frames recovery time
---1 character: Yoshi