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Data Mario: Hitboxes and Frame Data [3.6]

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
• Up to date as of Project M 3.6.
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
• Images hosted on ssb.sartron.pro.

Dictionary said:
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.​
Base Knockback (BKB): Base value used in knockback calculations
Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Jab Window
Jab1 |15|2-3|-|6-15
Jab2 |17|2-3|-|6-17
Jab3 |39|7-11|22|–
Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| [0-1] |[3.52, 2.34]|3/2.1|83°|0/20/100|1x|True|Normal|3|4| -10
2-3|2|2.73|3/2.1|85°|0/20/100|1x|True|Normal|3|4| -10
Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| [0-1] |[3.52, 2.34]|2/1.4|83°|0/20/100|1x|True|Normal|2|3| -13
2-3|2|2.73|2/1.4|85°|0/20/100|1x|True|Normal|2|3| -13
Jab3
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-11| [0-1] |[4.3, 1.56]|5/3.5|361°|10/0/100|1x|True|Normal|4|4| -10

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Dash Attack |53|6-25|38
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-9| 0 |3.52|9/7|80°|70/0/30|1x|True|Normal|6|6| -25
6-25| 1 |3.52|9/7|80°|70/0/30|1x|True|Normal|6|6| -25
10-25| 0 |3.52|8/6.3|85°|60/0/50|1x|True|Normal|5|5| -22

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |32|5-7|25
Hitbox Data
Forward Tilt (Up)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-7| [0-1] |[3.91, 3.13, 2.73]|10/7|361°|6/0/100|1x|True|Normal|6|6| -13
Forward Tilt (Forward)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-7| [0-1] |[3.91, 3.13, 2.73]|9/6.3|361°|6/0/100|1x|True|Normal|6|6| -13
Forward Tilt (Down)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-7| [0-1] |[3.91, 3.13, 2.73]|8/5.6|361°|13/0/100|1x|True|Normal|5|5| -14

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |30|5-11|30
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-11| 0 |2.73|8/5.6|96°|26/0/125|1x|True|Normal|5|5| -19
5-11| 1 |3.52|8/5.6|96°|26/0/122|1x|True|Normal|5|5| -19
5-11| 2 |4.69|8/5.6|96°|26/0/120|1x|True|Normal|5|5| -19

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |29|5-8|25
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-8| 2 |3.91|8/5.6|80°|30/0/80|1x|True|Normal|5|5| -14
5-8| [0-1] |[2.34, 3.13]|9/6.3|80°|30/0/80|1x|True|Normal|6|6| -13

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Smash |49|13-17|43
Hitbox Data
Forward Smash (Up)
|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|13-17| 2 |1.95|11/7.7|361°|25/0/96|1x|True|Normal|6|6| -23
|13-17| 0 |3.52|15/10.5|361°|25/0/96|1x|True|Normal|8|8| -21
:mario2:|13-17| 1 |3.94|20/14|361°|30/0/97|1x|False|Flame|10|9| -19
|13-17| 1 |3.94|20/14|361°|30/0/97|1x|False| Electric |10|9/ 13 | -19
Forward Smash (Forward)
|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|13-17|2|1.95|10/7|361°|25/0/96|1x|True|Normal|6|6| -23
|13-17|0|3.52|14/9.8|361°|25/0/96|1x|True|Normal|8|7| -21
:mario2:|13-17| 1 |3.94|19/13.3|361°|30/0/97|1x|False|Flame|10|9| -19
|13-17| 1 |3.94|19/13.3|361°|30/0/97|1x|False| Electric |10|9/ 13 | -19
Forward Smash (Down)
|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|13-17| 2 |1.95|9/6.3|361°|25/0/96|1x|True|Normal|6|6| -23
|13-17| 0 |3.52|13/9.1|361°|25/0/96|1x|True|Normal|7|7| -22
:mario2:|13-17| 1 |3.94|18/12.6|361°|30/0/97|1x|False|Flame|10|9| -19
|13-17| 1 |3.94|18/12.6|361°|30/0/97|1x|False| Electric |10|9/ 13 | -19

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Up Smash |37|9-12
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
9-10| 0-1 |3.52|15/10.5|83°|32/0/97|1x|True|Normal|-|8|8| -20
11-12| 0-1 |3.52|15/10.5|83°|32/0/97|1x|True|Normal|Aerial|-|8|-
11-12| 2-3 |3.52|16/11.2|259°|35/0/95|1x|True|Normal|Grounded|9|8| -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Down Smash |37|5-6, 14-15
Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-6| [0-1] |[3.91, 3.13]|16/11.2|361°|45/0/75|1x|True|Normal|9|8| -23
14-15| 0 |3.91|12/8.4|361°|40/0/75|1x|True|Normal|7|7| -16
14-15| 1 |3.13|10/7|361°|40/0/75|1x|True|Normal|6|6| -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Neutral Air |45|3-30|15/7/4|1-2, 36-45
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
3-6| 0-1 |2.73|12/8.4|361°|20/0/100|1x|True|Normal|7|7| -8 / ±0 / -26
7-30| 0-1 |2.73|9/6.3|361°|20/0/100|1x|True|Normal|6|6| -9 / -1 / -3
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Forward Air |74|16-22|45|21/10/4|1-2, 34-74
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
16-17| 0 |3.13|17/11.9|60°|50/0/100|1x|True|Normal|9|8| -12 / -1 / -11
16-17| 1 |4.49|16/11.2|60°|40/0/100|1x|True|Normal|9|8| -12 / -1 / -11
18-22|[ 0 - 1 ]|[3.13, 3.91]|15/10.5|280°|30/0/70|1x|True|Normal|8|8| -13 / -2 / -7
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Back Air |28|6-17|15/7/4|1-5, 19-28
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
6-8| [0-1] |[4.69, 3.52]|11/7.7|28°|43/0/65|1x|True|Normal|6|6| -9 / -1 / -8
9-17| [0-1] |[4.69, 3.52]|9/6.3|361°|20/0/100|1x|True|Normal|6|6| -9 / -1 / +1
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Up Air |33|4-9|28|15/7/4|1, 16-33
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
4-5| [0-1] |[3.52, 4.69]|11/7.7|55°|0/0/100|1x|True|Normal|6|6| -9 / -1 / -8
6-9| [0-1] |[3.52, 4.69]|10/7|55°|0/0/100|1x|True|Normal|6|6| -9 / -1 / -4
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Down Air |34|7-27|21/10/4|1-6, 30-34
Landing |21/10 ** |1-2/1 ** |-|-
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
7-15| 0 |4.75|3/2.1|85°|0/55/160|1x|True|Normal|Grounded|3|4| -18 / -7 / -15
7-15| 1 |5|3/2.1|85°|0/55/160|1x|True|Normal|Grounded|3|4| -18 / -7 / -15
7-15| 2 |4.75|3/2.1|85°|0/40/125|1x|True|Normal|Aerial|-|4|-
7-15| 3 |5|3/2.1|85°|0/30/100|1x|True|Normal|Aerial|-|4|-
16-27|[ 0 - 1 ]|[4.75, 5]|2/1.4|85°|0/30/100|1x|True|Normal|-|2|3| -19 / -8 / -4
Landing
Duration ** |ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage **
1-2/1| 0 |4.32|2/1.4|361°|75/0/0|1x|True|Normal|2|3| -18 / -7
1-2/1| 1 |4.32|2/1.4|361°|75/0/4|1x|True|Normal|2|3| -18 / -7
*Format is: Normal/L-Cancel/Auto-cancel
**Format is: Normal/L-Cancel


Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Fireball Thrown
Fireball (Animation) |48|-|41|14
Fireball (Article) |73|1-73|-|-
Hitbox Data
Fireball (Article)
Duration|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Absorbability|Reflectability
1-73|3.5|7/4.9|361°|22/0/20|1x|True|Flame|5|5|True|True

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Reflect
Cape |35|12-14|6-33
Hitbox Data
Cape
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
12-14| 0-1 |6|10/7|110°|30/0/80|1x|False|Reverse|6|6
12-14| 2 |7|9/6.3|110°|30/0/80|1x|False|Reverse|6|6

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Wall Jump Window|Landing Lag
Super Jump Punch |37|3-15|3-9|17-20|20
Wall Jumping requires contact with a wall on frame 1, effectively making it a frame 1 maneuver contrary to the 17-20 window seen above.

Hitbox Data
Super Jump Punch
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
3-6| 0 |7.42|5/3.5|70°|0/130/100|1x|True|Coin|4|4
3-6| 1 |5.08|5/3.5|90°|0/130/100|1x|True|Coin|4|4
7-9| 0 |6.25|1/0.7|74°|0/110/100|0x|True|Coin|2|0
7-9| 1 |5.08|1/0.7|78°|0/150/100|0x|True|Coin|2|0
10-13| 0 |6.25|1/0.7|72°|0/90/100|0x|True|Coin|2|0
10-13| 1 |5.08|1/0.7|78°|0/120/100|0x|True|Coin|2|0
14-15|[ 0 - 1 ]|[8.79, 3.91]|3/2.1|50°|40/0/140|1x|True|Coin|3|4

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Mario Tornado |80|8-9, 12-33, 44-45
Hitbox Data
Mario Tornado
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage|Rehit Rate
8-9| 0-1 |5|2/1.4|140°|1/40/0|1x|True|Normal|2|3| -70 |-
12-33| 0-1 |5|1/0.7|170°|40/1/0|1x|True|Normal|2|3| -66 |4
12-33| 2 |7|1/0.7|90°|40/1/0|1x|True|Normal|2|3| -66 |4
44-45| 0 |9|5/3.5|80°|60/0/115|1x|True|Normal|4|4| -32 |-

Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes
Standing Grab |30|-|7-8
Dash Grab |39|-|12-13
Pivot Grab |35|-|10-11
Grab Pummel |23|16|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
16| 0 |6.25|3/2.1|80°|0/30/100|1x|False|Normal|3|4| -4

Overview
Name/Label|Duration|Thrown
Back Throw |66|44
Forward Throw |27|12
Up Throw |39|18
Down Throw |39|17
Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
44|12|45°|80/0/72|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
12|9|45°|60/0/72|True
Up Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
18|8|90°|70/0/80|True
Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
17|6|90°|75/0/50|True

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Down Taunt |84|7-56
Hitbox Data
Down Taunt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-56|0|1.2|3/2.1|66°|37/0/0|0x|True|Flame|3|2| -74

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |24|2-15|-|-
Roll Dodge (F/B) | 35 / 33 |4-19|32|-
Air Dodge |49|4-29|-|10

Tech |26|1-20|-|-
Tech Roll |40|1-20|-|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Hitboxes
Ledge Stand (<100%) |34|1-30|1-34|-
Ledge Stand (>100%) |59|1-55|1-44|-
Ledge Roll (<100%) |49|1-30|1-40|-
Ledge Roll (>100%) |79|1-54|1-54|-
Ledge Attack (<100%) |55|1-20|1-42|24-26
Ledge Attack (>100%) |69|1-36|1-50|40-44
Ledge Jump (<100%) |15|1-15|1-15|-
Ledge Jump (>100%) |19|1-19|1-19|-
Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
24-26| 0-1 |4.69|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -26
24-26| 2 |4.69|6/4.9|361°|70/0/50|1x|False|Normal|4|5| -27
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
40-44| [0-1] |[4.69, 5.84]|10/7.7|361°|70/0/50|1x|False|Normal|6|6| -23
Jump Squat
Frame Total: 4 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 33 frames
Earliest Fast fall: Frame 17
FF Air Time: 22 frames
Full Hop
Air Time: 53 frames
Earliest Fast fall: Frame 27
FF Air Time: 40 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
- Added Absorbability and Reflectability to Fireball.

Cape Reflect [10/3/15]
- Added reflect window for cape.

Hitbox Data Overhaul 1 [8/29/15]
- Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
- Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.

3.6 Update! [8/16/15]
- Includes all 3.6 changes.

3.6 Beta Update! [6/24/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
- Down Taunt GIF updated to actually be 572x400 px instead of old crappy 774x480 px.
- Updated Up Smash GIF to 3.6 animation. No gameplay changes.
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
I can learn a lot from something like this, especially formatting wise.

What tools do you use anyway?

Also I've been meaning to tell you that an angle of 365 (aka above Sakurai Angle) is not a spike, it's called an auto link angle, but I don't think you'll find it much in Project M. Game is still Brawl so I assume it's still working like that (though I don't know any moves that use it...)

Also did you know that some characters have different shield drop data!? I was very excited to learn this; I haven't added it to any of my threads but I thought I'd share this info with you!
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
I can learn a lot from something like this, especially formatting wise.

What tools do you use anyway?

Also I've been meaning to tell you that an angle of 365 (aka above Sakurai Angle) is not a spike, it's called an auto link angle, but I don't think you'll find it much in Project M. Game is still Brawl so I assume it's still working like that (though I don't know any moves that use it...)

Also did you know that some characters have different shield drop data!? I was very excited to learn this; I haven't added it to any of my threads but I thought I'd share this info with you!
The tools I use is Dolphin, OpenSA2, PSA 1.3, a modified BrawlBox 0.68b (Rev 20), Ikarus, Camtasia Studio 8, and a program I made that I called InfoSmash (clever.)

Is there any special qualities of an auto link angle?

And regarding shield drop data, I don't even really know how to record that. I just assume that shield dropping is just a combination of shielding and falling through.
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
The tools I use is Dolphin, OpenSA2, PSA 1.3, a modified BrawlBox 0.68b (Rev 20), Ikarus, Camtasia Studio 8, and a program I made that I called InfoSmash (clever.)

Is there any special qualities of an auto link angle?

And regarding shield drop data, I don't even really know how to record that. I just assume that shield dropping is just a combination of shielding and falling through.
I can't say I've heard of Ikarus and definitely not InfoSmash. Seems like our BrawlBox's are different too. I use Toomai's Version 0.64d B-γ.

Auto link angle is a very special angle which knocks people in the direction that the attacker is moving. It's very rare, the only move I know of in Brawl that had it was Wolf's Up B (basically where I first learned of the angle).

Regarding shield drop, I believe it's between 14-16 for all the characters. I can probably find this information for you within the next few days if you want.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
@ Sartron Sartron , what is InfoSmash and what does it do?
InfoSmash is a specific tool(s) I made to make these threads. It really has just two (relevant) functions, the first is to auto calculate the hitbox's data and format it. The second function accompanies Dolphin and lets me frame advance and measure things with flash overlays. The other semi-relevant function just lets me save text as an image.

Also, I really love the formatting of your GIFs.
Thanks. :]
 
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MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
That sounds like a fantastic application. Does InfoSmash automatically add flash overlays via PSA or something? Would you mind sharing that application? It sounds like something a lot of people would like.
 

Mr.Random

Smash Ace
Joined
Nov 12, 2013
Messages
802
Location
Tallahassee Florida
Really helpful. Thank you. Mario's grab range is absolute **** btw. They need to buff that. I think that's all he needed in Melee besides extra kill power.
 
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EmptySky00

Banned via Warnings
Joined
Apr 15, 2012
Messages
804
3DS FC
1263-6981-9999
Does Mario still have intangibility on his head during Usmash? I can't tell from the data. Was it removed?
 

EmptySky00

Banned via Warnings
Joined
Apr 15, 2012
Messages
804
3DS FC
1263-6981-9999
No, he no longer has intangibility. It activates and terminates on the same frame, making it nonexistent.
Thanks. That was to settle a bet. I lose I guess. But I have the excuse of not keeping up with Mario changes. I was right at one point damn it.
 

Shenmue

Smash Rookie
Joined
Feb 1, 2015
Messages
4
didnt think Mario's kit was so fast, def gotta be careful on the ledge and mix-up the recovery
 
D

Deleted member

Guest
Would you mind If I used this thread for collecting information when I write my guide for PM Mario? (If I end up doing it?) I wanted to ask because I would imagine that this took a long amount of time to rip out and I don't want to steal images or precious data I didn't entirely find out myself. -.- You can say no If you don't feel comfortable with it. It's all good...
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Would you mind If I used this thread for collecting information when I write my guide for PM Mario? (If I end up doing it?) I wanted to ask because I would imagine that this took a long amount of time to rip out and I don't want to steal images or precious data I didn't entirely find out myself. -.- You can say no If you don't feel comfortable with it. It's all good...
Sure, feel free. I appreciate that you respect the work I put into this. :)
 
D

Deleted member

Guest
Sure, feel free. I appreciate that you respect the work I put into this. :)
^u^ Thanks! I will be sure to give credit if or when the guide is made. I don't know how to rip out the frame data and hit-box pictures so this is a huge help!
 

Bazkip

Smash Master
Joined
Dec 15, 2013
Messages
3,136
Location
Canada
Wait, what's up with Doc fsmash being electric? I thought that got changed a while back?
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Any reason why they changed it back?
Different elements/effects produce different GFX on contact of an enemy, it's really for aesthetic purposes. This means that their is electric hitlag again, but it does not make the attack safer on shield.
 

Bazkip

Smash Master
Joined
Dec 15, 2013
Messages
3,136
Location
Canada
In the 3.5 patch notes it said the window for the UpB walljump was increased to 6 frames, but here it states it's a 4 frame window. Which is correct?
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
In the 3.5 patch notes it said the window for the UpB walljump was increased to 6 frames, but here it states it's a 4 frame window. Which is correct?
4 frames is correct, I've manually re-checked it and tested it ingame. Perhaps the change was reverted sometime but not reflected within the changelog. It happens.
 
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