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Data I See Every Pixel --The Hitbox & Frame Data Thread--

Metmetm3t

Smash Lord
Joined
Mar 10, 2009
Messages
1,124
Location
Sunny Mobile, AL


\===========INTRODUCTION===========/


This is Mr. Game & Watch's ~mostly complete frame data sheet, with a breakdown of every attack and hitbox. I compiled this info by myself with a little special help from Cubelarooso, standardtoaster, and 1MachGO. I went frame-by-frame to capture these animations and test there properties, and spent hours scanning through PSA code. I tried to remain diligent, but I do not expect everything to be perfectly acurate, so quote me at your own risk and feel free to correct my flaws. As of right now there are still a few animations I have yet to capture and upload, but I will work on getting them up soon. The PM G&W boards have been waiting for this for a long time, so without further adieu lets see those pixels.

\----GENERAL ATRIBUTES----/
Weight | Fall Speed | Run Speed | Jump Squat | SHFF Speed
75 | 1.7 | 1.5 | 4 Frames | 21 + 4 = 25
• For a detailed comparison of all character atribues go to this thread.

Hitbox - This is an area that, when it comes into contact with an opponent will cause an attack to hit. Technically speaking, every character has a set of hitboxes (often called "hurtboxes") around them at all times that determines where they can be hit. It is when a hurtbox and a hitbox collide that the action happens. In this thread the hitboxes are drawn as red circles ("boxes" is a carryover from the days before games could make circles).

Frame - A frame is the smallest unit of time a video game can calculate. In Project M there are 60 frames per second. To put it another way, each frame is 1/60 of a second.

Knock Back - Knock back is the technical term for how far the opponent will travel when they get hit. It is calculated through a precise formula that takes several variables into account. Read more about it here: http://www.ssbwiki.com/Knockback

Damage - The amount an attack will increase the opponents % by when it hits. Damage also has an impact on knockback and is the key stat when attack shields.

BKB - Base Knock Back - This is the part of the moves knock back that DOES NOT scale up as the opponent takes damage. It is most impactful at low percents, but becomes less and less important as there percent goes up.

KBG - Knock Back Growth - The complement to BKB, this is the part of the moves knock back that DOES scale up as the opponent takes damage. It is negligible at low percents, but becomes the most critical stat as percents go up.

Angle - The angle the attack will send an opponent. 0 ° is straight forward, 90 ° is straight up, 180 ° is backwards, and 270 ° is down.

Sakurai Angle - Written as 361 ° this is a specially coded angle that is not always the same. When an opponent is in the air it always sends them at 45 ° but if they are on the ground it starts at 0 and grows towards 45 similar to KBG.

Active Frames - These are the frames during the attack animation that the hitboxes are present.

IASA - Interruptible As Soon As - This is the first possible frame you can interrupt the attack with a different action. It is often before the attacks cooldown animation fully completes.

Interpolation - Even though 60 frames per second is the speed limit, every frame the game makes an effort to estimate where a hitbox has traveled in the intermittent. This prevents hitbxoes from seemingly passing through opponents.

Hitlag - When an attack hits the oppoent both characters go through a few frames of stun depending on the damage of the move. This will make the move freeze and leave the hitbox out for longer. As a result, it will also delay the cooldown of the attack.


\=============ATTACKS=============/

Jab 1

Body (2 Hitboxes)
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | Set | 83 ° | 4-6 | 16
Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | Set | 85 ° | 4-6 | 16

Jab 2

Body (2 Hitboxes)
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 83 ° | 12-14 | 24
Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 85 ° | 12-14 | 24

Rapid Jab

First Hit Body (2 Hitboxes)
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 83 ° | 23-24 | 43
First Hit Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 85 ° | 23-24 | 43
Second Hit Body (2 Hitboxes)
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 83 ° | 31-32 | 43
Second Hit Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 85 ° | 31-32 | 43

• Window for Jab 2: Frames 3-16
• Window for Rapid Jab: Frames 9-24
• Pressing A 3 frames or more after the hitboxes will delay the next hit.

Dash Attack

Early Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
10 % | 60 | 50 | 50 ° | 3-6 | 35
Late Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
9 % | 60 | 50 | 120 ° | 7-28 | 35

• For a more visual breakdown of the hitbox timings view http://i.imgur.com/ZWYQS3o.gif

\----------TILTS----------/

Forward Tilt

Normal Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
13 % | 10 | 100 | 361 ° | 10-27 | 35
Late Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
8 % | 10 | 100 | 65 ° | 28-34 | 35

Up Tilt

Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
12 % | 30 | 112 | 100 ° | 7-27 | 30
Middle
Damage | BKB | KBG | Angle | Active Frames | IASA
12 % | 30 | 110 | 100 ° | 7-27 | 30
Body
Damage | BKB | KBG | Angle | Active Frames | IASA
12 % | 30 | 108 | 100 ° | 7-27 | 30

Down Tilt

On Grounded Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
12 % | 65 | 100 | 85 ° | 6-13 | 26
On Airborne Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
10 % | 80 | 60 | 361 ° | 6-13 | 26

\-------SMASHES-------/


Forward Smash

Early Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
18 % | 50 | 100 | 55 ° | 13-16 | 41
Early Middle
Damage | BKB | KBG | Angle | Active Frames | IASA
18 % | 44 | 100 | 55 ° | 13-16 | 41
Early Body
Damage | BKB | KBG | Angle | Active Frames | IASA
15 % | 44 | 100 | 361 ° | 13-16 | 41

Late Tip
Damage | BKB | KBG | Angle | Active Frames | IASA
10 % | 40 | 100 | 55 ° | 17-32 | 41
Late Middle
Damage | BKB | KBG | Angle | Active Frames | IASA
10 % | 40 | 100 | 55 ° | 17-32 | 41
Late Body
Damage | BKB | KBG | Angle | Active Frames | IASA
8 % | 35 | 100 | 361 ° | 17-32 | 41

Up Smash

Damage | BKB | KBG | Angle | Active Frames | IASA
21 % | 40 | 100 | 83 ° | 24-28 | 44

Down Smash

Special Arm Collision (Not Pictured)
Damage | BKB | KBG | Angle | Active Frames | IASA
13 % | 60 | 68 | 20 ° | 15-19 | 34
Normal Hit On Grounded Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
17 % | 60 | 132 | 280 ° | 15-19 | 34
Normal Hit On Airborne Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
17 % | 60 | 100 | 80 ° | 15-19 | 34

• The Special Arm Collision takes priority over the Normal Hits. Meaning if any part of G&W's arm hits the opponent they will use those numbers
• The angle of the Normal HIt On Grounded Opponent means grounded opponents will react as though they have been meteored.

\-------AERIALS-------/

Neutral Aerial

Damage | BKB | KBG | Angle | Active Frames | IASA
17 % | 20 | 100 | 361 ° | 20-29 | 45
• Ideal landing frame advantage on shield: +1
Landing

Landing Lag | L Cancel Landing Lag | Early Auto Cancel Window | Late Auto Cancel Window
17 Frames | 8 Frames | 1-6 | 44

Forward Aerial

Hat Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
16 % | 10 | 100 | 50 ° | 9 | 45
• Ideal landing frame advantage on shield: -3
Early Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
16 % | 10 | 100 | 361 ° | 10-12 | 45
• Ideal landing frame advantage on shield: -3
Normal Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
7 % | 10 | 90 | 361 ° | 13-32 | 45
• Ideal landing frame advantage on shield: -7
Landing

Landing Lag | L Cancel Landing Lag | Early Auto Cancel Window | Late Auto Cancel Window
25 Frames | 12 Frames | 1-2 | 45

Back Aerial

Damage | BKB | KBG | Angle | Active Frames | IASA
4 % | 60 | 60 | 68 ° | 10-12, 13-15, 16-18, 17-19, 20-22 | 40
Landing

Landing Lag | L Cancel Landing Lag | Early Auto Cancel Window | Late Auto Cancel Window
20 Frames | 10 Frames | 1-9 | 40
Landing Hitbox
Damage | BKB | KBG | Angle | Active Frames | IASA
4 % | 60 | 60 | 68 ° | 1-2 | 21/11
• Ideal landing frame advantage on shield: -6

• When L-Canceled the Landing Hitbox becomes only active for 1 Frame

Up Aerial

Damage | BKB | KBG | Angle | Active Frames | IASA
9 % | 45 | 95 | 80 ° | 3-8 | 18
Landing

Landing Lag | L Cancel Landing Lag | Early Auto Cancel Window | Late Auto Cancel Window
18 Frames | 9 Frames | 1-2 | 26
Landing Hitbox
Damage | BKB | KBG | Angle | Active Frames | IASA
6 % | 45 | 100 | 80 ° | 1-2 | 19/10
• Ideal landing frame advantage on shield: -4

• When L-Canceled the Landing Hitbox becomes only active for 1 Frame

Down Aerial

Early Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
15 % | 20 | 100 | 270 ° | 12 | 42
Normal Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
14 % | 20 | 100 | 60 ° | 13-38 | 42
Landing

Landing Lag | L Cancel Landing Lag | Early Auto Cancel Window | Late Auto Cancel Window
20 Frames | 10 Frames | 1-5 | 50
Landing Hitbox On Grounded Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
6 % | 60 | 90 | 270 ° | 1-2 | 21/11
• Ideal landing frame advantage on shield: -5
Landing Hitbox On Airborne Opponents
Damage | BKB | KBG | Angle | Active Frames | IASA
6 % | 50 | 30 | 361 ° | 1-2 | 21/11

• When L-Canceled the Landing Hitbox becomes only active for 1 Frame

\-------SPECIALS-------/

Neutral B (Chef)

Pan Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
9 % | 40 | 55 | 10 ° | 8 | 39
Ideal landing frame advantage on shield: +2
Normal Meat
Damage | BKB | KBG | Angle | Active Frames | IASA
5 % | 20 | Set | 70 ° | 8-40 | 39
Mini Meat
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 0 | 70 ° | 8-40 | 39

• When landing this move will immediately cancel into 4 frames of landing lag.
• Mini Meat is completely non-flinching and will not put opponents in hitstun.

Side B (Judgement)

Number 1
Damage | BKB | KBG | Angle | Active Frames | IASA
1 % | 0 | 0 | 361 ° | 16-29 | 50

• Number 1 does 10 % damage to G&W regardless of whether or not he hits.

Number 2
Damage | BKB | KBG | Angle | Active Frames | IASA
7 % | 32 | 64 | 315 ° | 16-29 | 50

• Number 2 puts a poison flower on the opponent which can do up to 10 % damage.
• Number 2 dazes grounded opponents.

Number 3
Damage | BKB | KBG | Angle | Active Frames | IASA
15 % | 20 | 80 | 140 ° | 16-29 | 50
Number 4
Damage | BKB | KBG | Angle | Active Frames | IASA
10 % | 0 | 100 | -1 ° | 16-29 | 50
Number 5
Damage | BKB | KBG | Angle | Active Frames | IASA
6 % | 50 | 100 | 80 ° | 16-18, 19-21, 22-24, 25-27, 28-30 | 50
Number 6
Damage | BKB | KBG | Angle | Active Frames | IASA
14 % | 30 | 100 | 20 ° | 16-29 | 50
Number 7
Damage | BKB | KBG | Angle | Active Frames | IASA
16 % | 0 | 140 | 361 ° | 16-29 | 50

• Number 7 heals 10 % from G&W regardless of whether it hits or not.
• Number 7 drops an apple that can heal 10 % on hit.

Number 8
Damage | BKB | KBG | Angle | Active Frames | IASA
20 % | 0 | 100 | 80 ° | 16-29 | 50

• Number 8 freezes the opponent on hit.

Number 9
Damage | BKB | KBG | Angle | Active Frames | IASA
32 % | 70 | 80 | 361 ° | 16-29 | 50

Up B (Fire)

Early Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
8 % | 60 | 100 | 80 ° | 1-10 | 32
Normal Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
6 % | 60 | 80 | 80 ° | 11-20 | 32
Late Hit
Damage | BKB | KBG | Angle | Active Frames | IASA
4 % | 60 | 80 | 80 ° | 21-29 | 32

• This move automatically puts G&W into fast fall.
• For a more visual breakdown of the hitbox timings view http://i.imgur.com/Mo0GBAN.gif

Down B (Oil Panic)

Catch
Damage | BKB | KBG | Angle | Active Frames | IASA
0 % | 0 | 0 | 0 ° | 6-30 | 44
Level 1

Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
6-11 | 12 % | 30 | 80 | 361 ° | 7-31 | 44
Level 2

Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
6-11 | 24 % | 30 | 80 | 361 ° | 7-31 | 44
Level 3

Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-6 | 36 % | 30 | 80 | 361 ° | 2-26 | 39

\===========MISC===========/


Standing Grab

Active Frames | IASA
7-8 | 31
Dash Grab

Active Frames | IASA
10-12 | 40
Pivot Grab

Active Frames | IASA
10-12 | 35
Pummel
Damage | BKB | KBG | Angle | Active Frames | IASA
3 % | 0 | 100 | 80 ° | 12-15 | 33
Forward Throw
Damage | BKB | KBG | Angle | IASA - Throw
8 % | 100 | 40 | 68 ° | 10
Back Throw
Damage | BKB | KBG | Angle | IASA - Throw
8 % | 100 | 40 | 112 ° | 10
Up Throw
Invincibility | Damage | BKB | KBG | Angle | IASA - Throw
1-8 | 8 % | 65 | 75 | 88 ° | 10
Down Throw
Invincibility | Damage | BKB | KBG | Angle | IASA - Throw
1-8 | 10 % | 80 | 20 | 271 ° | 6

• Throws speeds are dependent on the weight of the oppoent and will vary.
• "IASA - Throw" is the amount of frames from when the opponent is thrown until G&W can act (numbers are based on a 90 weight opponent).

Side Step

Invulnerability | IASA
2-20 | 33
Roll

Invulnerability | IASA
4-19 | 36
Air Dodge

Invulnerability | Fast Fall Allowed On | Ledge Grab Allowed On
4-29 | 30 | 51

Tech Stand
Invulnerability | IASA
1-20 | 27
Tech Roll
Invulnerability | IASA
1-20 | 41
Wake Up Stand
Invulnerability | IASA
1-22 | 30
Wake Up Roll
Invulnerability | IASA
1-20 | 36
Wake Up Attack
Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-34 | 6 % | 80 | 50 | 361 ° | 20-21. 33-34 | 50

0-99%
Stand
Invulnerability | IASA
1-30 | 35
Roll
Invulnerability | IASA
1-27 | 50
Jump
Invulnerability | Fast Fall Allowed On | IASA
1-12 | 44 | 13
Attack Front (2 Hitboxes)
Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-21 | 8 % | 70 | 50 | 361 ° | 24-28 | 56
Attack Behind
Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-21 | 6 % | 70 | 50 | 361 ° | 24-28 | 56
100%+
Stand
Invulnerability | IASA
1-55 | 60
Roll
Invulnerability | IASA
1-60 | 80
Jump
Invulnerability | Fast Fall Allowed On | IASA
1-17 | 49 | 18
Attack Front (2 Hitboxes)
Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-53 | 9 % | 70 | 50 | 361 ° | 55-59 | 70
Attack Behind
Invulnerability | Damage | BKB | KBG | Angle | Active Frames | IASA
1-53 | 8 % | 70 | 50 | 361 ° | 55-59 | 70

-----------------------------------------------------------------------------------
To view or download an album of all gifs created for this thread click here.
Thanks for reading!
 
Last edited:

cruised

Smash Rookie
Joined
Dec 30, 2014
Messages
22
Location
NY
Nice work, Met! Thank you for creating this list.

KBG of throws showing that Uthrow towards higher percentages becomes a bit harder to follow up without using upB than side throws. It's interesting to see that F-throw and B-throw have the same ending time although F-throw is much easier to follow up on. The launch location of the throw really matters, I guess. GW could really mix up his throws/chaingrabs if B-throw mirrored F-throw's launch location.
 

Metmetm3t

Smash Lord
Joined
Mar 10, 2009
Messages
1,124
Location
Sunny Mobile, AL
Nice work, Met! Thank you for creating this list.

KBG of throws showing that Uthrow towards higher percentages becomes a bit harder to follow up without using upB than side throws. It's interesting to see that F-throw and B-throw have the same ending time although F-throw is much easier to follow up on. The launch location of the throw really matters, I guess. GW could really mix up his throws/chaingrabs if B-throw mirrored F-throw's launch location.
That's just the part of the risk of using the mixup. It's one more thing you have to think about when deciding which way to throw, but even with it, if you have read their DI correctly and chose your throw right then the follow up should be there. I think it's complements the mixup's design that you really have to be in the opponent's head to get your combo.
 

cruised

Smash Rookie
Joined
Dec 30, 2014
Messages
22
Location
NY
Are the uptilt angles really 361 degrees? That would make it the same as forward tilt's initial hitbox which seems off.
 

Shockbound

Smash Apprentice
Joined
Nov 19, 2014
Messages
100
Location
Sammamish, WA
I think you may have the BKB and KBG for Judge 8 mixed up. I tried this on Fox at 0% then at 999% and he went no further than usual. Judge 4 also seems to have those mixed up too.

Fox at 999% dies when he gets hit with one big meat, so it probably has at least some KBG to it.

Flub hit of F-Air probably has a lot less than 90 KBG. I can kill Fox with an early F-Air at 88%, but I can't kill with flub F-Air until about 200%.

Also, BKB and KBG for Oil Panic looks a little odd; all levels of bucket fullness are labeled to have the exact same BKB and KBG.
 
Last edited:

Metmetm3t

Smash Lord
Joined
Mar 10, 2009
Messages
1,124
Location
Sunny Mobile, AL
All those numbers are correct.

8's ice effect ignores all knockback and put the opponent in a custom ice animation, so the stats make no difference.

As for Fair and Oil Panic, you have to take into account how influential damage is to the knockback calculations.



notice how d (damage) is at the front of the formula. It gets multiplied several times before s (knockback growth) or b (base knockback) even show up.
 
Last edited:

Shockbound

Smash Apprentice
Joined
Nov 19, 2014
Messages
100
Location
Sammamish, WA
I see. I knew that there was something special about the way 8 worked, but I'm not sure if its special knockback actually considers the target's weight or fallspeed. The most I know about 8 is that it can be crouch canceled by any character at any % and that the freeze duration is dependent on how powerful the freezing hit was.

What's up with Judge 4, then? I've never seen it scale before. It looks like it would have some pretty unique qualities judging by the fact that it sends at an angle of -1 °. It is anything like the Sakurai angle?
 

Metmetm3t

Smash Lord
Joined
Mar 10, 2009
Messages
1,124
Location
Sunny Mobile, AL
I don't really know the properties of the -1° angle, and there isn't a lot of information available about it out there. It's mentioned in the 2.5 changelog that it's used on Zelda's fsmash to "prevent landing animations from being triggered on very slightly sloped areas."

Maybe a wizard like @ Magus420 Magus420 can shed some light on it.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
4 hammer has a -360 angle instead of 0 because 0 has an additional property of never knocking down vs a grounded opponent. Fully charged eruption uses 0 so you can't always ground tech it and survive. Other 0 angle attacks like Fox's shine, Pikachu's u-air, and Ganon's u-air use -360 as well, and it has no special properties. They all use -360 instead of 360 because when converted to radians 360 results in a slightly above horizontal angle (2.0000something pi) which makes it cause instant landings on flat ground when it doesn't knock down while -360 is slightly below horizontal (-2.0000something pi) which gives grounded hitstun.

4 hammer doesn't have growth because it has 120 for weight dependent set KB. When WDSK is >0, their total damage after the hit 'p' is replaced with 10, and the damage of the hitbox 'd' is replaced with the WDSK amount. The KBG is then just scaling an amount that doesn't change with their damage, so no growth.

http://www.ssbwiki.com/Knockback#Formula
 
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Shockbound

Smash Apprentice
Joined
Nov 19, 2014
Messages
100
Location
Sammamish, WA
What exact value does "Set" represent for Chef's normal projectile? I assume it's a placeholder for the WDSK value, sort of like how Judge 4 has 0 for its BKB even though it uses set-knockback... but that really doesn't make much sense to me since Chef's normal projectile has a defined BKB of 20 and it's the KBG that says "Set". What's going on here?

Also, is there an easy way to look at WDSK values?
 
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