Smash 4 runs at 60 frames per second (1 frame = 1/60th of a second). Basically, this means that everything you do happens within X frames after pressing buttons. Every action takes a certain amount of time to happen, which can be measured in frames.
Attacking frames are in yellow, invincibility frames are in green, super armor frames are in blue, and windboxes are in orange.
Active frames tell you both the earliest and latest frames a move does it's job. If a move hits multiple times, each hit will be separated by a comma.
The number you see under total frames essentially tells you how long it takes to complete the move. You can act freely starting from the next frame.
I haven't gotten around to doing some of the more obscure things like items/throws and will finish the custom move stuff when I can. If you see an xx, it's just a placeholder value to be filled in later. Any number marked with a question mark I haven't tested too thoroughly or at all.
Move | Active Frames | Total Frames | Effective Shieldstun | Notes
Jab | 8-9 | 34 | 7/6 |
Grab | 7-8 | 35 | Unblockable |
Move | Active Frames | Total Frames | Effective Shieldstun | Notes
Dash Atk | 10-19 | 41 | 10/7 | Weak hit 13-19
Dash Grab | 11-12 | 44 | Unblockable |
Pivot Grab | 10-11 | 41 | Unblockable |
Move | Active Frames | Total Frames | Effective Shieldstun | Notes
Ftilt | 10-12 | 39 | 9 |
Utilt | 6-70 , 81-84 | 114 | 18 |20 Bonus shield damage
Dtilt | 10-12 | 35 | 9 |
Move | Active Frames | Total Frames | Effective Shieldstun | Notes
Fsmash Up| 21-26 | 59 | 15 |
Fsmash Side | 21-26 | 59 | 15 | Charges on frame 10
Fsmash Down | 21-26 | 59 | 15 |
Usmash | 21-23 | 41 | 15/14 | Charges on frame 10
Dsmash | 15-18, 35-38 | 63 | 5, 10/9 | Charges on frame 5
Move | Active Frames | Total Frames | Landing Lag | Auto-Cancel Frames | Effective Shieldstun | Notes
Nair | 7-13, 17-29 | 41 | 17 | 1-3, 38+ | 6/4, 8/7 | Weak hit on frames 9-13, 19-29
Fair | 14-19 | 44 | 22 | 1-6, 55+ | 12/11 |
Bair | 10-12 | 35 | 19 | 1-6, 22+ | 11 |
Uair | 6-16 | 33 | 19 | 25+ | 9/8/7/6/5 | Weak semi-spike on frames 11-16
Dair | 16-18 | 44 | 26 | 1-3, 32+ | 13/11 | Transcendent priority
Move | Active Frames | Total Frames | Notes
*Warlock Punch | 70-71 | 117 | 11-65
*Warlock Punch (B-reverse) | 80-81 | 127? | 21-67
*Warlock Blade | 53-58 , 60-66 | 117 | 8-52 ... 20/50 Bonus shield damage ... Transcendent priority
*Warlock Blade (B-reverse) | 63-68 , 70-76 | 127? | 18-60 ... 20/50 Bonus shield damage ... Transcendent priority
Warlock Thrust | 40-41 | 106 | Transcendent priority on explosion
Warlock Thrust (B-reverse) | 50-51 | 116? | Transcendent priority on explosion
Move | Active Frames | Total Frames | Landing Lag | Notes
Flame Choke | 16-30 | 59 | |
Flame Choke (Air) | 19-31 | xx | 30 | Jump > Flame Choke lasts 73 frames
Flame Wave | 21-35 | 79 | |
Flame Wave (Air) | 24-35 | xx | 30 | Jump > Flame Wave lasts 78 frames
Flame Chain | 19-23 , 25-41, 43-45 | 93 | | The windbox is unblockable lol
Flame Chain (Air) | 27-38, 40-41 | xx | 30 | Jump > Flame Chain lasts 83 frames
Move | Active Frames | Total Frames | Landing Lag | Notes
Dark Dive | 14-28, 34-36 | xx | 30? | First hit is a grab
Dark Fists | 15-16, 42-44 | xx | 26? | 5-14
Dark Vault | 14, 40-42 | xx | 36? | Both hits are grabs
Move | Active Frames | Total Frames | Effective Shieldstun | Notes
Wizard's Foot | 16-35 | 76 | 8/7 | Can WKC during frames 40-50 (approx.) ... Ends on frame 68 offstage w/o WKC
Wizard's Foot (Air) | 16-38 | 57 | 10 | 10 Bonus shield damage
Wizard's Dropkick | 20-43 | 65 | 7/6 | Can WKC during frames 46-50 (approx.) ... Ends on frame 73 offstage w/o WKC
Wizard's Dropkick (Air) | 19-31 | 60 | 8/7/6 | 10 Bonus shield damage
Wizard's Assault | 29-46 | 87 | 7/6 | Can WKC during frames 51-62 (approx.) ... Ends on frame 78 offstage w/o WKC
Wizard's Assault (Air) | 32-44 | 73 | 10/8 | 10 Bonus shield damage
Move | Active Frames | Total Frames | Notes
Spot Dodge | 4-19 | 28
Front Roll | 4-19 |33 | Can cancel into item toss
Back Roll | 4-19 | 33 | Can cancel into item toss
Air Dodge | 4-29 | 34 | Landing Lag = 21
Move | Active Frames | Total Frames | Notes
Ledge Climb | 1-32 | 33 | Can't be buffered
Ledge Roll | 1-25 | 49 |
Ledge Jump | 1-12 | 12 | Can't buffer actions during jump
Ledge Attack | 24-26 | 54 | 1-21
Move | Active Frames | Total Frames | Notes
Fthrow | 9+ | 25 |
Bthrow | 8+ | 23 |
Uthrow | 8+ | 26 |
Dthrow | 8+ | 23 |
Dash Throw | 5+ | 39 |
Can DI while airborne
Changes to ground values upon landing
Move | Active Frames | Total Frames | Notes
Fthrow (Air) | 6+ | 21 |
Bthrow (Air) | 7+ | 23 |
Uthrow (Air) | 6+ | 23 |
Dthrow (Air) | 6+ | 23 |
Z-Drop | 1+ | 1 |
Extra Stuff
Jump Squat - 7 (Time it takes to go from ground to air/jump startup)
Full Hop - 44
Short Hop - 29
AC/Hard Landing Lag - 5 (Landing at high fall speed or with an AC'd aerial)
Attacking frames are in yellow, invincibility frames are in green, super armor frames are in blue, and windboxes are in orange.
Active frames tell you both the earliest and latest frames a move does it's job. If a move hits multiple times, each hit will be separated by a comma.
The number you see under total frames essentially tells you how long it takes to complete the move. You can act freely starting from the next frame.
I haven't gotten around to doing some of the more obscure things like items/throws and will finish the custom move stuff when I can. If you see an xx, it's just a placeholder value to be filled in later. Any number marked with a question mark I haven't tested too thoroughly or at all.
Ground Attacks
Jab | 8-9 | 34 | 7/6 |
Grab | 7-8 | 35 | Unblockable |
Dash Atk | 10-19 | 41 | 10/7 | Weak hit 13-19
Dash Grab | 11-12 | 44 | Unblockable |
Pivot Grab | 10-11 | 41 | Unblockable |
Ftilt | 10-12 | 39 | 9 |
Utilt | 6-70 , 81-84 | 114 | 18 |20 Bonus shield damage
Dtilt | 10-12 | 35 | 9 |
Fsmash Up| 21-26 | 59 | 15 |
Fsmash Side | 21-26 | 59 | 15 | Charges on frame 10
Fsmash Down | 21-26 | 59 | 15 |
Usmash | 21-23 | 41 | 15/14 | Charges on frame 10
Dsmash | 15-18, 35-38 | 63 | 5, 10/9 | Charges on frame 5
Aerials
Nair | 7-13, 17-29 | 41 | 17 | 1-3, 38+ | 6/4, 8/7 | Weak hit on frames 9-13, 19-29
Fair | 14-19 | 44 | 22 | 1-6, 55+ | 12/11 |
Bair | 10-12 | 35 | 19 | 1-6, 22+ | 11 |
Uair | 6-16 | 33 | 19 | 25+ | 9/8/7/6/5 | Weak semi-spike on frames 11-16
Dair | 16-18 | 44 | 26 | 1-3, 32+ | 13/11 | Transcendent priority
Neutral B
*No Super Armor in the air
*Warlock Punch | 70-71 | 117 | 11-65
*Warlock Punch (B-reverse) | 80-81 | 127? | 21-67
*Warlock Blade | 53-58 , 60-66 | 117 | 8-52 ... 20/50 Bonus shield damage ... Transcendent priority
*Warlock Blade (B-reverse) | 63-68 , 70-76 | 127? | 18-60 ... 20/50 Bonus shield damage ... Transcendent priority
Warlock Thrust | 40-41 | 106 | Transcendent priority on explosion
Warlock Thrust (B-reverse) | 50-51 | 116? | Transcendent priority on explosion
Side B
Flame Choke | 16-30 | 59 | |
Flame Choke (Air) | 19-31 | xx | 30 | Jump > Flame Choke lasts 73 frames
Flame Wave | 21-35 | 79 | |
Flame Wave (Air) | 24-35 | xx | 30 | Jump > Flame Wave lasts 78 frames
Flame Chain | 19-23 , 25-41, 43-45 | 93 | | The windbox is unblockable lol
Flame Chain (Air) | 27-38, 40-41 | xx | 30 | Jump > Flame Chain lasts 83 frames
Up B
Dark Dive | 14-28, 34-36 | xx | 30? | First hit is a grab
Dark Fists | 15-16, 42-44 | xx | 26? | 5-14
Dark Vault | 14, 40-42 | xx | 36? | Both hits are grabs
Down B
Wizard's Foot | 16-35 | 76 | 8/7 | Can WKC during frames 40-50 (approx.) ... Ends on frame 68 offstage w/o WKC
Wizard's Foot (Air) | 16-38 | 57 | 10 | 10 Bonus shield damage
Wizard's Dropkick | 20-43 | 65 | 7/6 | Can WKC during frames 46-50 (approx.) ... Ends on frame 73 offstage w/o WKC
Wizard's Dropkick (Air) | 19-31 | 60 | 8/7/6 | 10 Bonus shield damage
Wizard's Assault | 29-46 | 87 | 7/6 | Can WKC during frames 51-62 (approx.) ... Ends on frame 78 offstage w/o WKC
Wizard's Assault (Air) | 32-44 | 73 | 10/8 | 10 Bonus shield damage
Dodge Data
Spot Dodge | 4-19 | 28
Front Roll | 4-19 |33 | Can cancel into item toss
Back Roll | 4-19 | 33 | Can cancel into item toss
Air Dodge | 4-29 | 34 | Landing Lag = 21
Ledge Data
Ledge Climb | 1-32 | 33 | Can't be buffered
Ledge Roll | 1-25 | 49 |
Ledge Jump | 1-12 | 12 | Can't buffer actions during jump
Ledge Attack | 24-26 | 54 | 1-21
Item Data
Tested using banana's
Hitbox is active as long as the item is airborne
Tested using banana's
Hitbox is active as long as the item is airborne
Fthrow | 9+ | 25 |
Bthrow | 8+ | 23 |
Uthrow | 8+ | 26 |
Dthrow | 8+ | 23 |
Dash Throw | 5+ | 39 |
Can DI while airborne
Changes to ground values upon landing
Fthrow (Air) | 6+ | 21 |
Bthrow (Air) | 7+ | 23 |
Uthrow (Air) | 6+ | 23 |
Dthrow (Air) | 6+ | 23 |
Z-Drop | 1+ | 1 |
Extra Stuff
Jump Squat - 7 (Time it takes to go from ground to air/jump startup)
Full Hop - 44
Short Hop - 29
AC/Hard Landing Lag - 5 (Landing at high fall speed or with an AC'd aerial)
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