standardtoaster
Tubacabra
Credits to SuperDoodleMan for most of the frame data.
Images compiled by Stratocaster and Standardtoaster. Images edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Stub Punch 1
Total: 17
Hit: 3-4
IASA: 16
Window of Stub Punch 2: 3-25
Stub Punch 2 starts: 6
-------------------------------------
Stub Punch 2
Total: 20
Hit: 3-4
IASA: 17
window of Vulcan Jab: 1-20
Vulcan jab starts: 8
-------------------------------------
Vulcan Jab
intermediary animation: 7 frames
Total (minimum): 30
Hit: 2-3, 6-7, 10-11, 14-15, 18-19
if 1 is the 1st frame of the last hit
then the ending animation is over on
frame 14
-------------------------------------
F Tilt
Total: 32
Hit: 5-8
IASA: 28
-------------------------------------
D Tilt
Total: 29
Hit: 4-7
-------------------------------------
U Tilt
Total: 23
Hit: 4-7
-------------------------------------
D Smash
Total: 55
Charge frame: 5
Hit: 7-22
Legs invincible: 7-9
IASA: 50
-------------------------------------
U Smash
Total: 49
Charge frame: 9
Hit: 13-23
-------------------------------------
F Smash
Total: 49
Charge frame: 5
Hit: 13-21
-------------------------------------
Dash attack
Total: 63
Hit: 9-43
IASA: 60
-------------------------------------
N-Air
Total: 79
Hit: 10-34
IASA: 50
Auto cancel: <9 38>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air
Total: 39
Hit: 11-13
IASA: 36
Auto cancel: <10 17>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air
Total: 43
Hit: 6-20
IASA: 36
Auto cancel: <5 28>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air
Total: 59
Hit: 18-19, 21-22, 24-25, 27-28,
30-31, 33-34
IASA: 55
Auto cancel: <17 48>
--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
F-Air
Total: 49
Hit: 10-11, 17-18, 25-26
IASA: 40
Auto cancel: <9 38>
--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
Ledge stand <100%
Total: 33
Invincible: 1-30
-------------------------------------
Ledge stand 100%>
Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%
Total: 49
Invincible: 1-28
-------------------------------------
Ledge roll 100%>
Total: 79
Invincible: 1-53
-------------------------------------
Ledge attack <100%
Total: 55
Invulnerable: 1-15
Hit: 19-23
-------------------------------------
Ledge attack 100%>
Total: 69
Invulnerable: 1-39
Hit: 43-59
-------------------------------------
Ledge jump <100%
Total: 37
Invincible: 1-14
Soonest FF: 41
-------------------------------------
Ledge jump 100%>
Total: 47
Invincible: 1-17
Soonest FF: 44
-------------------------------------
Grab
Total: 30
Grab: 7-8
-------------------------------------
Running grab
Total: 40
Grab: 11-12
-------------------------------------
Swallow
Total (minimum): 79
Starts sucking: 17
minimum suck time: 43
--upon release--
sucking stops immediately
recovery animation: 20
-------------------------------------
Hammer
--GROUND--
Total: 59
Hit: 22-28
--AIR--
Total: 69
Hit: 7-46 (several hitboxes, follow
hammer)
Landlag: 16
-------------------------------------
Final Cutter
Hit: 23-24, 47-49, 54-56
You can choose to face backwards
from 2-15.
--hitting the ground--
Total: 34
Hit: 2-26
can grab edge as early as 44
-------------------------------------
Stone
Stony: 30-end
max stony time: 150 frames
min stony time: 17 frames (b on 18)
lag upon release or end: 31
-------------------------------------
Taunt
Total: 60
iiiIIIIIIIIiiiii!: 1
-------------------------------------
jump
airborne on frame 4
Air time: 51
Earliest FF: 27
FF air time: 38
SH air time: 38
Earliest FF: 21
SH FF air time: 27
Midair jumps are at least 28 frames
apart i.e. if you press and hold Y on
frame 1, you will do another jump on
frame 29.
To cancel the midair jump turnaround,
perform an attack within 1-4 frames
after jumping.
Earliest fastfalls for midair jumps:
2nd jump: 26
3rd jump: 26
4th jump: 23
5th jump: 21
-------------------------------------
air dodge
invulnerable 4-29 out of 49
ground dodge
invincible 2-15 out of 22
Landing stun: 4 frames
roll
invulnerable 4-19 out of 31
dash becomes run at frame 13
Turn-jump Threshold: 29
Run turnaround: 31
HATS
Bowser
Total (min): 92
Fire emits: 23, 26, 29, 32, 35, 38,
41, 44, 47, 50, 53, 56, 59, 62 (etc)
Fire bits last: 21 frames to start
Fire lasts shorter as time goes on,
eventually lasting only 1 frame
14 fires from B tap
When releasing, 30 frames of lag
--NOTE!--
In version 1.0, if you start this in
the air and land before the flames
start coming out, when he lands, he
will skip right to when they do. This
is called "Flame cancelling"
-------------------------------------
Captain Falcon
Total: 99
Hit: 52-56
-------------------------------------
Donkey Kong
Total: X+51
Hit: X+10-(X+14)
Where X is the amount of frames you let DK swing his arm, minimum of 7 frames.
Full charge grants invincible 17-18
-------------------------------------
Doctor Mario
Total: 43
Pill comes out: 14
Pill lasts: 75 frames
Fastfall any time
-------------------------------------
Falco
--Ground--
Total (single shot): 57
Shot comes out: 23
Repeated shots, every: 24 frames
--Air--
Total (single shot): 42
Shot comes out: 13
Repeated shots, every: 16 frames
Auto cancels upon landing
Fastfall any time
Laser lasts 99 frames
--------------------------------------
Fox
--Ground--
Total (single shot): 23
Shot comes out: 12
--Air--
Total (single shot): 36
Shot comes out: 10
Repeated shots, every 10 frames
Laser lasts 34 frames
Auto cancels upon landing
---------------------------------------
Game and Watch
1st sausage release: 18
Pan hits: 18-21
Window for next B hit: 20-34
B hit sets to frame 3
Last frame: 49
A Sausage lasts 80 frames or until it
lands.
---------------------------------------
Ganondorf
Total: 119
Hit: 70-72
---------------------------------------
Ice Climbers
Total: 59
Hammer hit: 15-20
Ice appears: 17
Ice lasts: 61 frames
---------------------------------------
Jigglypuff
Charging starts: 16
Hit (upon release): 1-106
Maximum power means charging for 45
When you turn, no damage for 27 frams
it shortens/lengthens the move???
somehow...
---------------------------------------
Link
Total (no charge): 42
Total (min full charge): 84
Starts charging/Earliest release: 18
Arrow lasts: 60 frames
Charge time to full: 42
Full charge arrow can be shot on 60
--Upon Release--
Total: 25
Shoots: right away
Arrow stays stuck in ground: 50
----------------------------------------
Luigi
Total: 46
Fireball comes out: 17
Fireball lasts: 50 frames
Fastfall anytime
----------------------------------------
Mario
Total: 43
Fireball comes out: 14
Fireball lasts: 75 frames
fastfall anytime
----------------------------------------
Marth
Time to start charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
----------------------------------------
Mewtwo
Starts charging: 18
think of that as 1 now
Full charge achieved at frame 119
When charging, does first 2 frames of
damage, then loops 2 no damage and 3
with damage
Rolling while charging starts ASAP
L/R to stop charging: 8 frames lag
--shot from charging--
Total: 24
comes out on frame 9
--shot from full--
Total: 41
comes out on frame 26
Shadow Ball lasts 69 frames
----------------------------------------
Ness
Total (minimum): 109
Hit: 64-77
Total (maximum): 217
Hit: 153-166
Minimum charge same as release on
frame 45
Maximum charge same as release on
frame 134
--upon release--
Total: 65
Hit: 20-33
Landfallspeciallag: 4
----------------------------------------
Peach
Total: 64
Toad: 10-30
When hit, invincible for 8 frames
1st spore released on 8th frame
Last spore is gone after frame 34-40
you can move on the 78th frame
----------------------------------------
Pichu
Total: 57
Shot comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
----------------------------------------
Pikachu
Total: 57
Bolt comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
----------------------------------------
Roy
Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames
41er: 210 frames of charge, or 221
frames holding B
Full charge hits only on 1 frame
Time of explosion from first B: 231
----------------------------------------
Samus
Total time to get full charge: 140
Starts charging: 14
Window for shooting charging shot:
14-132
--if you fire while charging--
Shot comes out on frame 2
30 frames of lag
--When you stop charging--
Shield: 8 frames of lag
Roll: happens immediately (frame 1)
--if you fire midair or full shot--
shot comes out on frame 15
29 frames of lag after that
Shot lasts 69 frames
Weakest shot shield stun: 6
Almost full shield stun: 20
Full shot shield stun: 23
----------------------------------------
Sheik
Holding 1st needle: 8
Set that frame as 1.
Another needle at 19
Set that as 1 (etc)
Releasing B at frame 1 counts with
new needle.
When you release B…
Needles released at 4, 7, 10, 13, 16,
19
Total: 40
When fired from the air…
Needles released at 11, 14, 17, 20,
23, 26
Auto cancels upon landing
Last frame: 39
Needles last 30 frames
----------------------------------------
Yoshi
Total: 39
Grab: 17-21
----------------------------------------
Young Link
Total (no charge): 38
Total (min full charge): 70
Starts charging/earliest release: 14
Arrow lasts: 55 frames
Charge time to full: 32
Full charge arrow can be shot on 46
--Upon Release--
Total: 25
Shoots: right away
Arrow stays stuck in ground: 50
----------------------------------------
Zelda
Total: 59
Invincible: 4-11
Hit: 12, 15, 18, 21, 24, 27,
Reflects: 4-41
Images compiled by Stratocaster and Standardtoaster. Images edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Stub Punch 1
Total: 17
Hit: 3-4
IASA: 16
Window of Stub Punch 2: 3-25
Stub Punch 2 starts: 6
-------------------------------------
Stub Punch 2
Total: 20
Hit: 3-4
IASA: 17
window of Vulcan Jab: 1-20
Vulcan jab starts: 8
-------------------------------------
Vulcan Jab
intermediary animation: 7 frames
Total (minimum): 30
Hit: 2-3, 6-7, 10-11, 14-15, 18-19
if 1 is the 1st frame of the last hit
then the ending animation is over on
frame 14
-------------------------------------
F Tilt
Total: 32
Hit: 5-8
IASA: 28
-------------------------------------
D Tilt
Total: 29
Hit: 4-7
-------------------------------------
U Tilt
Total: 23
Hit: 4-7
-------------------------------------
D Smash
Total: 55
Charge frame: 5
Hit: 7-22
Legs invincible: 7-9
IASA: 50
-------------------------------------
U Smash
Total: 49
Charge frame: 9
Hit: 13-23
-------------------------------------
F Smash
Total: 49
Charge frame: 5
Hit: 13-21
-------------------------------------
Dash attack
Total: 63
Hit: 9-43
IASA: 60
-------------------------------------
N-Air
Total: 79
Hit: 10-34
IASA: 50
Auto cancel: <9 38>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air
Total: 39
Hit: 11-13
IASA: 36
Auto cancel: <10 17>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air
Total: 43
Hit: 6-20
IASA: 36
Auto cancel: <5 28>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air
Total: 59
Hit: 18-19, 21-22, 24-25, 27-28,
30-31, 33-34
IASA: 55
Auto cancel: <17 48>
--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
F-Air
Total: 49
Hit: 10-11, 17-18, 25-26
IASA: 40
Auto cancel: <9 38>
--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
Ledge stand <100%
Total: 33
Invincible: 1-30
-------------------------------------
Ledge stand 100%>
Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%
Total: 49
Invincible: 1-28
-------------------------------------
Ledge roll 100%>
Total: 79
Invincible: 1-53
-------------------------------------
Ledge attack <100%
Total: 55
Invulnerable: 1-15
Hit: 19-23
-------------------------------------
Ledge attack 100%>
Total: 69
Invulnerable: 1-39
Hit: 43-59
-------------------------------------
Ledge jump <100%
Total: 37
Invincible: 1-14
Soonest FF: 41
-------------------------------------
Ledge jump 100%>
Total: 47
Invincible: 1-17
Soonest FF: 44
-------------------------------------
Grab
Total: 30
Grab: 7-8
-------------------------------------
Running grab
Total: 40
Grab: 11-12
-------------------------------------
Swallow
Total (minimum): 79
Starts sucking: 17
minimum suck time: 43
--upon release--
sucking stops immediately
recovery animation: 20
-------------------------------------
Hammer
--GROUND--
Total: 59
Hit: 22-28
--AIR--
Total: 69
Hit: 7-46 (several hitboxes, follow
hammer)
Landlag: 16
-------------------------------------
Final Cutter
Hit: 23-24, 47-49, 54-56
You can choose to face backwards
from 2-15.
--hitting the ground--
Total: 34
Hit: 2-26
can grab edge as early as 44
-------------------------------------
Stone
Stony: 30-end
max stony time: 150 frames
min stony time: 17 frames (b on 18)
lag upon release or end: 31
-------------------------------------
Taunt
Total: 60
iiiIIIIIIIIiiiii!: 1
-------------------------------------
jump
airborne on frame 4
Air time: 51
Earliest FF: 27
FF air time: 38
SH air time: 38
Earliest FF: 21
SH FF air time: 27
Midair jumps are at least 28 frames
apart i.e. if you press and hold Y on
frame 1, you will do another jump on
frame 29.
To cancel the midair jump turnaround,
perform an attack within 1-4 frames
after jumping.
Earliest fastfalls for midair jumps:
2nd jump: 26
3rd jump: 26
4th jump: 23
5th jump: 21
-------------------------------------
air dodge
invulnerable 4-29 out of 49
ground dodge
invincible 2-15 out of 22
Landing stun: 4 frames
roll
invulnerable 4-19 out of 31
dash becomes run at frame 13
Turn-jump Threshold: 29
Run turnaround: 31
HATS
Bowser
Total (min): 92
Fire emits: 23, 26, 29, 32, 35, 38,
41, 44, 47, 50, 53, 56, 59, 62 (etc)
Fire bits last: 21 frames to start
Fire lasts shorter as time goes on,
eventually lasting only 1 frame
14 fires from B tap
When releasing, 30 frames of lag
--NOTE!--
In version 1.0, if you start this in
the air and land before the flames
start coming out, when he lands, he
will skip right to when they do. This
is called "Flame cancelling"
-------------------------------------
Captain Falcon
Total: 99
Hit: 52-56
-------------------------------------
Donkey Kong
Total: X+51
Hit: X+10-(X+14)
Where X is the amount of frames you let DK swing his arm, minimum of 7 frames.
Full charge grants invincible 17-18
-------------------------------------
Doctor Mario
Total: 43
Pill comes out: 14
Pill lasts: 75 frames
Fastfall any time
-------------------------------------
Falco
--Ground--
Total (single shot): 57
Shot comes out: 23
Repeated shots, every: 24 frames
--Air--
Total (single shot): 42
Shot comes out: 13
Repeated shots, every: 16 frames
Auto cancels upon landing
Fastfall any time
Laser lasts 99 frames
--------------------------------------
Fox
--Ground--
Total (single shot): 23
Shot comes out: 12
--Air--
Total (single shot): 36
Shot comes out: 10
Repeated shots, every 10 frames
Laser lasts 34 frames
Auto cancels upon landing
---------------------------------------
Game and Watch
1st sausage release: 18
Pan hits: 18-21
Window for next B hit: 20-34
B hit sets to frame 3
Last frame: 49
A Sausage lasts 80 frames or until it
lands.
---------------------------------------
Ganondorf
Total: 119
Hit: 70-72
---------------------------------------
Ice Climbers
Total: 59
Hammer hit: 15-20
Ice appears: 17
Ice lasts: 61 frames
---------------------------------------
Jigglypuff
Charging starts: 16
Hit (upon release): 1-106
Maximum power means charging for 45
When you turn, no damage for 27 frams
it shortens/lengthens the move???
somehow...
---------------------------------------
Link
Total (no charge): 42
Total (min full charge): 84
Starts charging/Earliest release: 18
Arrow lasts: 60 frames
Charge time to full: 42
Full charge arrow can be shot on 60
--Upon Release--
Total: 25
Shoots: right away
Arrow stays stuck in ground: 50
----------------------------------------
Luigi
Total: 46
Fireball comes out: 17
Fireball lasts: 50 frames
Fastfall anytime
----------------------------------------
Mario
Total: 43
Fireball comes out: 14
Fireball lasts: 75 frames
fastfall anytime
----------------------------------------
Marth
Time to start charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
----------------------------------------
Mewtwo
Starts charging: 18
think of that as 1 now
Full charge achieved at frame 119
When charging, does first 2 frames of
damage, then loops 2 no damage and 3
with damage
Rolling while charging starts ASAP
L/R to stop charging: 8 frames lag
--shot from charging--
Total: 24
comes out on frame 9
--shot from full--
Total: 41
comes out on frame 26
Shadow Ball lasts 69 frames
----------------------------------------
Ness
Total (minimum): 109
Hit: 64-77
Total (maximum): 217
Hit: 153-166
Minimum charge same as release on
frame 45
Maximum charge same as release on
frame 134
--upon release--
Total: 65
Hit: 20-33
Landfallspeciallag: 4
----------------------------------------
Peach
Total: 64
Toad: 10-30
When hit, invincible for 8 frames
1st spore released on 8th frame
Last spore is gone after frame 34-40
you can move on the 78th frame
----------------------------------------
Pichu
Total: 57
Shot comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
----------------------------------------
Pikachu
Total: 57
Bolt comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
----------------------------------------
Roy
Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames
41er: 210 frames of charge, or 221
frames holding B
Full charge hits only on 1 frame
Time of explosion from first B: 231
----------------------------------------
Samus
Total time to get full charge: 140
Starts charging: 14
Window for shooting charging shot:
14-132
--if you fire while charging--
Shot comes out on frame 2
30 frames of lag
--When you stop charging--
Shield: 8 frames of lag
Roll: happens immediately (frame 1)
--if you fire midair or full shot--
shot comes out on frame 15
29 frames of lag after that
Shot lasts 69 frames
Weakest shot shield stun: 6
Almost full shield stun: 20
Full shot shield stun: 23
----------------------------------------
Sheik
Holding 1st needle: 8
Set that frame as 1.
Another needle at 19
Set that as 1 (etc)
Releasing B at frame 1 counts with
new needle.
When you release B…
Needles released at 4, 7, 10, 13, 16,
19
Total: 40
When fired from the air…
Needles released at 11, 14, 17, 20,
23, 26
Auto cancels upon landing
Last frame: 39
Needles last 30 frames
----------------------------------------
Yoshi
Total: 39
Grab: 17-21
----------------------------------------
Young Link
Total (no charge): 38
Total (min full charge): 70
Starts charging/earliest release: 14
Arrow lasts: 55 frames
Charge time to full: 32
Full charge arrow can be shot on 46
--Upon Release--
Total: 25
Shoots: right away
Arrow stays stuck in ground: 50
----------------------------------------
Zelda
Total: 59
Invincible: 4-11
Hit: 12, 15, 18, 21, 24, 27,
Reflects: 4-41