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Data Pit Frame Data Thread [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

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

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|Hit Stun|Block stun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Cutting Wing Edge|Jab|3|6|4|10/40|80|4|2|18|20|-15|-13
|Jab2|3|[9,11]|4|0/[70,85]/40|[90,145,60,361]|4|2|21|21|-18|[-13,-11]
|Jab3|5|24|4|50/70|361|2|5|28|32|-28|-8
|Loop*|1|18|3|[25,30]/[130,100]|[10,110,361]|5|---|12||-9|6
Knockoff Slash|F-Tilt|[14,11]|[26,22]|[7,6]|[45,40]/70|361|9|4|23|31|[-19,-20]|[0,-4]
|F-Tilt (Low)|[12, 9]|[25,21]|[7,6]|[45,40]/70|361|9|4|23|31|[-19,-20]|[-1,-5]
Martial Swordplay|U-Tilt|6,7|23|5|[0/90/75,5/50], 40/100|[100,90]|4|3[4]4|16|28|-14|4
Underhand Thrust|D-Tilt|[12,10]|[27,17]|[7,6]|[45,22]/[90,95]|[280,80]|8|3|22|30|[-17,-18]|[3,-7]
Breaking Slash|DashAttack|[12,9,7]|[18,17]|[7,6,5]|20/[100,115]|[80,70,60,80]|6|3|36|34|[-31,-32,-33]|[-20,-21]
Clearing Wing|F-Smash|[9,7]|16|[6,5]|[40,41]/[12,13]|[75,90,100,110]|8|6|37|30|[-36,-37]|-26
|Second Swing|[12,10]|[25,24]|[7,6]|30/125|361|4|4|33|---|[-29,-30]|[-11,-12]
Heavenly Cuts|U-Smash|3,3,10|33|6|0/25/100, 50/40, 55/120|260,100,80|7|20|23|---|-36|-9
Covering Wings|D-Smash|[13,12,10]*2|[19,18,17]|[7,6]|[40,35,28]/100, 20/100|361,75|6|3[10]3|30|40|[-25,-26]|[-13,-14,-15]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
Spinning Flight|N-Air|[3,2],3|22|4|0/100,40/100|361|4|18|18|16/8/4|---|>34|-12/-4/0
Split Wings|F-Air|[15,13]|[11,10]|[8,7]|0/90|361|9|2|25|17/8/4|33|>27|[-11/0/4]~[-10/-1/3]
Piercing Wings|B-Air|[14,12,8,6]|[22,20,13,12]|[7,5]|[25,15]/[100,85]|[37,361]|9|13|17|19/9/4|---|<8,>31|[-12/-2/3]~[-14/-4/1]
Propelling Flight|U-Air|[14,11,8]|[18,16,10]|[7,6,5]|[15,5]/100|75|8|12|18|20/10/4|36|<8,>30|[-13/-3/3]~[-15/-5/1]
Falling Reaper|D-Air|[10,12]|[23,24,14,20]|[6,7]|[35/99,20/75,40/50]|[75,300]|8|5|24|21/10/4|---|<8,>32|[-14/-3/3]~[-15/-4/2]
Glide Attack||[12,9]|[16,14]|[7,6]|20/80|63|6|8|21|4|---|---|[3~2]

Specials [SPC]
Move Name|Nickname|Damage|HitStun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Palutena's Arrows|Neutral-B|3~7|12~14 (5~6)|4~5|10/125 (5/65)|80 (361)|15|---|30|40|-26~-25|-16~-18 (-25~-24)
Wings of Icarus|Side-B|---|---|---|---|---|22|75|20(30)|---|---|---
Shield Bash|Up-B|9|41|6|85/90|70|4|1[2]9|32|---|-34|1
Mirror Shield|Down-B|1.5x Reflected|---|---|---|---|6|---|15|5|---|---
Palutena's Arrow - Fresh Arrow (Stale Arrow); Fresh Arrow has 1.25x Hitlag and SDI multipliers
Wings of Icarus - 30f Landing


Grabs & Throws [GRB]
Move Name|Nickname|Damage|Hit Stun|Block stun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Angel's Hand|Z|---|---|---|---|---|6|2|23|---|---|---
Dash Grab||---|---|---|---|---|9|2|29|---|---|---
Pivot Grab||---|---|---|---|---|8|2|26|---|---|---
Knee|Pummel|3|6|---|0/100|361|1|1|16|---|---|---
Cut Away|F-Throw|6, 4|24|---|10/100, 30/150|361,45|11|2|22|32|---|---
One-Arm Slam|B-Throw|8|24|---|50/60|45|23|1|21|---|---|---
Kick Into The Sky|U-Throw|1, 7|19|---|70/65, 30/100|80|11|2|30|---|---|---
Finish Chop|D-Throw|4, 4|32|---|80/40, 65/70|270,67|12|3|30|42|---|---

Ledge & Wake Up Attacks [LDG]
Move Name|Nickname|Damage|Hit Stun|Block stun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Recovering Blow|F-Floor Attack|6(+1),6(+1)|35|5|80/50|361|15|2[9]2|22|---|-18|12
Recovering Blade|B-Floor Attack|6(+1),6(+1)|35|5|80/50|361|15|2[7]2|23|---|-19|11
Tripping Blade|Trip|5(+1),5(+1)|35|4|80/50|361|18|6[5]6|15|---|-16|15
Saving Slide|<100%|8(+1)|31|5|70/50|361|24|5|29|---|-28|-2
Hop-Up Jab|>100%|10(+1)|32|6|70/50|361|37|5|28|---|-26|0

Miscellaneous [MSC]
Move Name|Intangible|Recovery
Ledge Climb|26|9
Ledge Climb Slow|55|5
Ledge Roll|27|23
Ledge Roll Slow|50|30
Ledge Jump|16|30
Ledge Jump Slow|20|21
Trip|6|24(+22)
Ground Trip|6|36(+22)
Turning Trip|7|29(+22)
Dashing Trip|8|38(+22)
Trip Roll|10|24
(+22) Recovery represented by getting up from being tripped.

Move Name|Startup|Intangible|Recovery
Spot Dodge|1|13|8
Air Dodge|3|29|21
Forward Roll|3|19|14
Back Roll|3|19|14
Shield|8|---|16
References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
OpenSA2
Brawl Box
 
Last edited:

DrugsM2

Smash Apprentice
Joined
Feb 9, 2015
Messages
81
This may be a ******** question that can be answered with basic understanding of stale moves but how would a player go about insuring that no arrow is stale

since the hitstun is significantly reduced making it unsafe close up im assuming no matter how charged 12~14 (5~6)

the last thing is can that stale arrow be used to hit players AWAY from the stage rather then straight up since its a sakurai angle instead of an 80 degree angle?

Palutena's Arrow - Fresh Arrow (Stale Arrow); Fresh Arrow has 1.25x Hitlag and SDI multipliers
What exactly is the hitlag and SDI multipliers on non stale arrows?
 
Last edited:

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
@ AuraMaudeGone AuraMaudeGone what does stale even mean in that context, arrows stale in two ways, based on time they've been active, for each arrow, or arrows as a whole stale based on the number of them in the stale-moves que. And at what point is it *stale*, because for both of those, it's a gradient afaik
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
The questions aren't dumb :p I failed to explain myself clearly again. I used the word stale to relate the active duration the arrow. Non stale arrow's modifiers are 1x iirc. I'll come back and report exact numbers.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
The questions aren't dumb :p I failed to explain myself clearly again. I used the word stale to relate the active duration the arrow. Non stale arrow's modifiers are 1x iirc. I'll come back and report exact numbers.
we're talking about angle though not the modifiers sdi modifiers, though you did clear that up some in saying it's arrow duration not number of usages
 
Last edited:

Downdraft

Smash Ace
Joined
Mar 16, 2014
Messages
556
Location
Huntsville, AL
Could hitbox priority be added? Are any hitboxes transcendent?
From the silence, I take it that Pit doesn't have transcendent priority on any hitboxes and that hitbox priority is too troublesome to add? Where could I find that information easily without downloading programs?
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
From the silence, I take it that Pit doesn't have transcendent priority on any hitboxes and that hitbox priority is too troublesome to add? Where could I find that information easily without downloading programs?
It's gonna take a bit for me to check all of his moves for this, but I don't believe there any mentions of transcendent priority on his moves. You're gonna have to download some things to check this for yourself regardless. Ask a Dev member, they may find your answers you're looking for a lot faster than I would.

This may be a ******** question that can be answered with basic understanding of stale moves but how would a player go about insuring that no arrow is stale

since the hitstun is significantly reduced making it unsafe close up im assuming no matter how charged 12~14 (5~6)

the last thing is can that stale arrow be used to hit players AWAY from the stage rather then straight up since its a sakurai angle instead of an 80 degree angle?
The arrow's properties change @ 5f of it being active after you release the arrow.
 

DrugsM2

Smash Apprentice
Joined
Feb 9, 2015
Messages
81
It's gonna take a bit for me to check all of his moves for this, but I don't believe there any mentions of transcendent priority on his moves. You're gonna have to download some things to check this for yourself regardless. Ask a Dev member, they may find your answers you're looking for a lot faster than I would.



The arrow's properties change @ 5f of it being active after you release the arrow.
so basically this is for getting a grab or kill move off that 80 degree angle
 

TheBlaziking524

Smash Rookie
Joined
Jul 1, 2015
Messages
8
Um... maybe I'm wrong but I think you might have switched up the Wings of Icarus and Shield bash's nicknames. and thank you so much either way this helps me a lot as a pit main thank you so much.
 

Kipcom

Smash Journeyman
Joined
Apr 16, 2014
Messages
409
Location
Georgia
NNID
Kipcom
3DS FC
4725-7977-1418
Pit's arrow hitbox first appears on frame 14, from what I'm getting in Frame Advance. How come the startup says 15 frames?
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Pit's arrow hitbox first appears on frame 14, from what I'm getting in Frame Advance. How come the startup says 15 frames?
I don't quite remember, but I did count the frames in Frame Advance also. A dev member could probably correct me on this, but the animation itself is 15f. From that point on you can hold the arrow and/or change directions before releasing it.
 
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