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Flying instruction manual: Frame Data

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
Location
MO
Skyworld
Peacharning.jpg

It's got Pit(s)
Special Thanks goes to @BJN39 and @Hatsune Miku for Showing me how it's done

Pit is _____
  • Tied for 26th in weight
  • Tied for 20th in Running Speed
  • Tied for 15th in Walking Speed
  • Tied for 38th in air speed
  • Tied for 28th in both falling and fast falling speed
Here you will find all the terms found in the tables below. You will not find everyone of them on each table due to some of these terms being not applicable to the attack. Should you ever get confused what something is check here first or ask a question.

  • Charge Frame = the first frame in which you begin to charge your smash attack (not added yet)
  • Frame Starting = first frame at which a hitbox is active
  • Frame Ending = the frame when a hitbox finishes
  • Frame Refresh = the amount of frames required before a hitbox may land on the same opponent
  • Damage = % done to it's target
  • Traj Angle = short for the trajectory angle of a move
  • = Sakurai Angle
  • :4link: = the autolink angle
  • Kill % = approximate kill % for a move, rage is not a factor in these calculations and is meant to be a comparison to other moves
  • BKB* = this is the base knock back of the move
  • SKB* = this is the scaling knock back of the move, higher the number the faster the knock back of the move grows
  • WKB* = weight based knock back, this is similar to base knock back in the fact with more damage it doesn't knock back farther. It is simply the base knock back of a move based on an opponents weight
  • Air/Ground* = This indicates if hitboxes hit only air borne or grounded opponents, most times they will hit both.
  • Bone* = This is where the Hitbox is attached to on a character, each character is made up of a set of "bones" to which Hitboxes and Hurtboxes can be attached to. Attacks additionally don't have to connected to a bone
  • Element* = the attribute of an attack
  • Hitlag* = the amount of increased lag created after landing an attack
  • Size* = The size a of a move's hitbox, while I can't directly show you the Hitbox you can get a fair idea of the Hitbox by comparing it to other moves
  • X* = this is how many units a Hitbox is displaced on the X coordinate
  • Y* = this is how many units a Hitbox is displaced on the Y coordinate
  • Z* = this effects where a Hitbox is in relation to a bone, It's also complicated
*indicates something that only shows up in the complex frame data
Jab 1 | Hit Box 1 | Hit Box 2
Frame Starting | 5.0 | 5.0
Frame Ending | 7.0 | 7.0
Damage | 2.00 | 2.00
Traj Angle | 55 | 90
Jab 2 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.0 | 5.0 | 5.0
Frame Ending | 7.0 | 7.0 | 7.0
Damage | 2.00 | 2.00 | 2.00
Traj Angle | 60 | 90 | 120
Jab 3 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 3.0 | 3.0 | 3.0
Frame Ending | 5.0 | 5.0 | 5.0
Damage | 5.00 | 5.00 | 5.00
Traj Angle | 70 | 70 | 70
Kill % | 305.09 | 305.09 | 305.09
Dash Attack | Hit Box 1
Frame Starting | 7.0
Frame Ending | 10.0
Damage | 11.00
Traj Angle | 60
Kill % | 287.68
F Tilt | Hit Box 1 | Hit Box 2
Frame Starting | 10.0 | 10.0
Frame Ending | 15.0 | 15.0
Damage | 7.0 | 10.0
Traj Angle |
|

Kill % | 222.02 | 166.52
U Tilt | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 6.0 | 8.0 | 8.0 | 15.0
Frame Ending | 7.0 | 11.0 | 11.0 | 17.0
Damage | 2.00 | 3.00 | 3.00 | 5.00
Traj Angle | 100 | :4link: | 90 | 83
Kill % | N/A | N/A | N/A | 241.80
D Tilt | Hit Box 1
Frame Starting | 6.0
Frame Ending | 8.0
Damage | 6.00
Traj Angle | 55
F Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5
Charge Frame | 2.0
Frame Starting | 10.0 | 10.0 | 10.0 | 10.0 | 21.0
Frame Ending | 11.0 | 11.0 | 11.0 | 11.0 | 22.0
Damage | 5.00 | 5.00 | 5.00 | 5.00 | 10.0
Traj Angle | 70 | 70 | 35 | 0 |

Kill % | N/A | N/A | N/A | N/A | 133.07
U Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8 | Hit Box 9 | Hit Box 10 | Hit Box 11
Charge Frame | 2.0
Frame Starting | 6.0 | 6.0 | 6.0 | 7.0 | 10.0 | 10.0 | 10.0 | 18.0 | 18.0 | 18.0 | 18.0
Frame Ending | 7.0 | 7.0 | 7.0 | 11.0 | 11.0 | 11.0 | 11.0 | 19.0 | 19.0 | 19.0 | 19.0
Damage | 3.00 | 3.00 | 3.00 | 3.00 | 2.00 | 2.00 | 2.00 | 8.00 | 8.00 | 8.00 | 8.00
Traj Angle | :4link: | :4link: | 105 | 110 | 100 | 120 | 120 | 89 | 89 | 89 | 89
Kill % | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 176.18 | 176.18 | 176.18 | 176.18
D Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6
Charge Frame | 2.0
Frame Starting | 5.0 | 5.0 | 5.0 | 18.0 | 18.0 | 18.0
Frame Ending | 7.0 | 7.0 | 7.0 | 21.0 | 21.0 | 21.0
Damage | 12.0 | 12.0 | 10.0 | 12.0 | 12.0 | 10.0
Traj Angle | 55 | 55 | 55 | 30 | 30 | 30
Kill % | 185.08 | 185.08 | 215.93 | 157.50 | 157.50 | 183.75
N Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5
Frame Starting | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 25.0
Frame Ending | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 26.0
Damage | .70 | .70 | .70 | .70 | 4.0
Traj Angle | 65 | 125 | 25 | 160 |

Kill % | N/A | N/A | N/A | N/A | 282.42
F Air | Hit Box 1 | Hit Box 2
Frame Starting | 11.0, 14.0 | 18.0
Frame Ending | 13.0, 16.0 | 20.0
Damage | 1.5 | 4.0
Traj Angle | :4link: |

Kill % | N/A | 208.47
B Air | Hit Box 1 | Hit Box 2
Frame Starting | 10.0 | 10.0
Frame Ending | 13.0 | 13.0
Damage | 12.0 | 8.0
Traj Angle | 36 | 66
Kill % | 149.47 | 258.38
U Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8
Frame Starting | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 24.0 | 24.0 | 24.0 | 24.0
Frame Ending | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 26.0 | 26.0 | 26.0 | 26.0
Damage | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0
Traj Angle | 90 | 270 | 165 | 165 | 68 | 68 | 68 | 68
Kill % | N/A | N/A | N/A | N/A | 256.79 | 256.79 | 256.79 | 256.79
D Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 10.0 | 10.0 | 11.0 | 11.0
Frame Ending | 11.0 | 13.0 | 13.0 | 13.0
Damage | 10.0 | 10.0 | 10.0 | 10.0
Traj Angle | 270 | 60 | 80 | 70Kill % | 357.38 | 253.74 | 213.72 | 237.72
Grabs | Standing | Dash | Pivot | Pummel
Frame Starting | 6.0 | 8.0 | 9.0 | 2.0
Frame Ending | 8.0 | 10.0 | 11.0 | 3.0
Damage | 0.0 | 0.0 | 0.0 | 2.0
Cool Aid Arrows | Hit Box 1
Charge Frame | 7.00
Frame Starting | 14.00
Damage | 3.0
Charged Cool Aid Arrows | Hit Box 1
Frame Starting | 7.00
Damage | 8.0
Traj Angle | 55
Raptor Boost Upperdash Arm | Hit Box 1 | Hit Box 2
Frame Starting | 16.0 | 18.0 - 37.0
Frame Ending | 36.0 | 20.0 - 39.0
Damage | 0.0 | 11.0
Traj Angle |
| 80
Aerial Upperdash | Hit Box 1 | Hit Box 2
Frame Starting | 19.0 | 21.0 - 37.0
Frame Ending | 36.0 | 23.0 - 39.0
Damage | 0.0 | 9.0
Traj Angle |
| 80
I Believe I can Fly | General
First Frame for forward ledge grab | 12.0
First Frame for any ledge grab | 28.0
Orbitals | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting |
Damage | 0.0 | 0.0 | 0.0 | 0.0
Traj Angle | 50 | 50 | 50 | 50
Floor Attack (missed tech) | Hit Box 1 | Hit Box 2
Frame Starting | 14.0 | 24.0
Frame Ending | 16.0 | 26.0
Damage | 7.0 | 7.0
Traj Angle | 48 | 48
Floor Attack (trip) | Hit Box 1 | Hit Box 2
Frame Starting | 19.0 | 29.0
Frame Ending | 21.0 | 31.0
Damage | 5.0 | 5.0
Traj Angle |
|
Get up Attack | Hit Box 1
Frame Starting | 25.0
Frame Ending | 28.0
Damage | 7.0
Traj Angle | 45
Jab 1 | Hit Box 1 | Hit Box 2
Frame Starting | 5.0 | 5.0
Frame Ending | 7.0 | 7.0
Damage | 2.00 | 2.00
Traj Angle | 55 | 90
BKB | 38 | 38
SKB | 30 | 30
WKB | 0 | 0
Element | Slash | Slash
Hitlag | 1.0 | 1.0
Size | 3.3 | 3.8
X | 9.0 | 18.0
Y | 7.5 | 7.5
Z | 0.0 | 0.0
Jab 2 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.0 | 5.0 | 5.0
Frame Ending | 7.0 | 7.0 | 7.0
Damage | 2.00 | 2.00 | 2.00
Traj Angle | 60 | 90 | 120
BKB | 30 | 30 | 30
SKB | 30 | 30 | 30
WKB | 0 | 0 | 0
Element | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0
Size | 3.0 | 3.0 | 3.0
X | 12.0 | 15.0 | 20.0
Y | 7.5 | 7.5 | 7.5
Z | 0.0 | 0.0 | 0.0
Jab 3 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 3.0 | 3.0 | 3.0
Frame Ending | 5.0 | 5.0 | 5.0
Damage | 5.00 | 5.00 | 5.00
Traj Angle | 70 | 70 | 70
BKB | 50 | 50 | 50
SKB | 100 | 100 | 100
WKB | 0 | 0 | 0
Element | Slash | Slash | Slash
Hitlag | 1.5 | 1.5 | 1.5
Size | 4.5 | 3.8 | 2.9
X | 8.4 | -2.0 | -2.0
Y | 9.5 | 6.0 | 2.2
Z | 0.0 | 0.0 | 0.0
Kill % | 305.09 | 305.09 | 305.09
Dash Attack | Hit Box 1
Frame Starting | 7.0
Frame Ending | 10.0
Damage | 11.00
Traj Angle | 60
BKB | 80
SKB | 50
WKB | 0
Element | Slash
Hitlag | 1.0
Size | 3.5
X | 16.0
Y | 4.5
Z | 0.0
Kill % | 287.68
F Tilt | Hit Box 1 | Hit Box 2
Frame Starting | 10.0 | 10.0
Frame Ending | 15.0 | 15.0
Damage | 7.0 | 10.0
Traj Angle |
|

BKB | 40 | 40
SKB | 100 | 100
WKB | 0 | 0
Size | 3.5 | 3.5
Element | Slash | Slash
Hitlag | 1.0 | 1.2
X | 8.0 | 8.0
Y | 7.5 | 7.5
Z | 0.0 | 0.0
Kill % | 222.02 | 166.52
U Tilt | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 6.0 | 8.0 | 8.0 | 15.0
Frame Ending | 7.0 | 11.0 | 11.0 | 17.0
Damage | 2.00 | 3.00 | 3.00 | 5.00
Traj Angle | 100 | :4link: | 90 | 83
BKB | 100 | 100 | 100 | 50
SKB | 0 | 0 | 0 | 120
WKB | 110 | 60 | 80 | 0
Element | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.2 | 1.2 | 1.2
Size | 4.5 | 3.0 | 3.0 | 7.5
X | 8.5 | -3.2 | -3.2 | 3.5
Y | 7.0 | 26.0 | 19.0 | 25.0
Z | 0.0 | 0.0 | 0.0 | 0.0
Kill % | N/A | N/A | N/A | 241.80
D Tilt | Hit Box 1
Frame Starting | 6.0
Frame Ending | 8.0
Damage | 6.00
Traj Angle | 55
BKB | 70
SKB | 50
WKB | 0
Element | Slash
Hitlag | 1.0
Size | 2.5
X | 16.0
Y | 3.0
Z | 0.0
F Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5
Charge Frame | 2.0
Frame Starting | 10.0 | 10.0 | 10.0 | 10.0 | 21.0
Frame Ending | 11.0 | 11.0 | 11.0 | 11.0 | 22.0
Damage | 5.00 | 5.00 | 5.00 | 5.00 | 10.0
Traj Angle | 70 | 70 | 35 | 0 |

BKB | 100 | 100 | 100 | 100 | 42
SKB | 0 | 0 | 0 | 0 | 122
WKB | 43 | 5 | 53 | 15 | 0
Element | Slash | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0 | 1.0
Size | 6.0 | 6.0 | 6.0 | 6.0 | 6.0
X | 12.0 | 12.0 | 12.0 | 12.0 | 13.5
Y | 7.0 | 7.0 | 7.0 | 7.0 | 7.5
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Kill % | N/A | N/A | N/A | N/A | 133.07
U Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8 | Hit Box 9 | Hit Box 10 | Hit Box 11
Charge Frame | 2.0
Frame Starting | 6.0 | 6.0 | 6.0 | 7.0 | 10.0 | 10.0 | 10.0 | 18.0 | 18.0 | 18.0 | 18.0
Frame Ending | 7.0 | 7.0 | 7.0 | 11.0 | 11.0 | 11.0 | 11.0 | 19.0 | 19.0 | 19.0 | 19.0
Damage | 3.00 | 3.00 | 3.00 | 3.00 | 2.00 | 2.00 | 2.00 | 8.00 | 8.00 | 8.00 | 8.00
Traj Angle | :4link: | :4link: | 105 | 110 | 100 | 120 | 120 | 89 | 89 | 89 | 89
BKB | 40 | 40 | 40 | 100 | 100 | 100 | 100 | 66 | 66 | 66 | 66
SKB | 100 | 100 | 100 | 0 | 0 | 0 | 0 | 102 | 102 | 102 | 102
WKB | 20 | 33 | 33 | 140 | 20 | 50 | 50 | 0 | 0 | 0 | 0
Element | Slash | Slash | Slash | Slash | Slash | Slash | Slash | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | 1.2 | 1.2 | 1.2 | 1.2
Size | 4.0 | 4.5 | 4.5 | 4.0 | 4.0 | 5.2 | 5.2 | 5.8 | 5.0 | 5.0 | 5.0
X | 0.0 | 7.0 | 7.0 | 10.0 | 0.0 | 7.0 | - 7.0 | 0.0 | 0.0 | 7.0 | - 8.0
Y | 28.0 | 24.0 | 24.0 | 14.0 | 28.0 | 24.0 | 24.0 | 34.0 | 24.0 | 31.0 | 31.0
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Kill % | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 176.18 | 176.18 | 176.18 | 176.18
D Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6
Charge Frame | 2.0
Frame Starting | 5.0 | 5.0 | 5.0 | 18.0 | 18.0 | 18.0
Frame Ending | 7.0 | 7.0 | 7.0 | 21.0 | 21.0 | 21.0
Damage | 12.0 | 12.0 | 10.0 | 12.0 | 12.0 | 10.0
Traj Angle | 55 | 55 | 55 | 30 | 30 | 30
BKB | 35 | 35 | 35 | 25 | 25 | 25
SKB | 93 | 93 | 93 | 93 | 93 | 93
WKB | 0 | 0 | 0 | 0 | 0 | 0
Element | Slash | Slash | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0
Size | 3.7 | 3.6 | 3.4 | 3.7 | 3.6 | 3.4
X | 6.4 | 12.4 | 17.4 | -6.0 | -12.0 | 17.0
Y | 3.3 | 2.8 | 2.0 | 3.3 | 2.8 | 2.0
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Kill % | 185.08 | 185.08 | 215.93 | 157.50 | 157.50 | 183.75
N Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5
Frame Starting | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 4.0, 7.0, 10.0, 13.0, 16.0, 19.0, 22.0 | 25.0
Frame Ending | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 5.0, 8.0, 11.0, 14.0, 17.0, 20.0, 23.0 | 26.0
Damage | .70 | .70 | .70 | .70 | 4.0
Traj Angle | 65 | 125 | 25 | 160 |

BKB | 100 | 100 | 100 | 100 | 60
SKB | 0 | 0 | 0 | 0 | 100
WKB | 68 | 68 | 20 | 20 | 0
Element | Slash | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0 | 1.8
Size | 3.0 | 3.0 | 2.0 | 2.5 | 9.2
X | 1.0 | 7.8 | 1.2 | 7.8 | 2.0
Y | 5.3 | 5.3 | 12.5 | 12.5 | 8.0
Z | 1.6 | 1.6 | 1.6 | 1.6 | 0.0
Kill % | N/A | N/A | N/A | N/A | 282.42
F Air | Hit Box 1 | Hit Box 2
Frame Starting | 11.0, 14.0 | 18.0
Frame Ending | 13.0, 16.0 | 20.0
Damage | 1.5 | 4.0
Traj Angle | :4link: |

BKB | 20 | 20
SKB | 48 | 180
WKB | 0 | 0
Element | Slash | Slash
Hitlag | 1.0 | 2.2
Size | 1.5 | 4.0
X | 11.0 | 11.0
Y | 5.0 | 5.0
Z | 0.0 | 0.0
Kill % | N/A | 208.47
B Air | Hit Box 1 | Hit Box 2
Frame Starting | 10.0 | 10.0
Frame Ending | 13.0 | 13.0
Damage | 12.0 | 8.0
Traj Angle | 36 | 66
BKB | 30 | 30
SKB | 96 | 96
WKB | 0 | 0
Element | Pierce | Pierce
Hitlag | 1.0 | 1.0
Size | 3.4 | 3.2
X | 18.4 | 18.4
Y | 6.0 | 6.0
Z | 0.0 | 0.0
Kill % | 149.47 | 258.38
U Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8
Frame Starting | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 12.0, 15.0, 18.0, 21.0 | 24.0 | 24.0 | 24.0 | 24.0
Frame Ending | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 14.0, 17.0, 20.0, 23.0 | 26.0 | 26.0 | 26.0 | 26.0
Damage | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0 | 2.0
Traj Angle | 90 | 270 | 165 | 165 | 68 | 68 | 68 | 68
BKB | 100 | 100 | 100 | 100 | 5 | 5 | 5 | 5
SKB | 0 | 0 | 0 | 0 | 270 | 270 | 270 | 270
WKB | 80 | 20 | 60 | 60 | 0 | 0 | 0 | 0
Element | Slash | Slash | Slash | Slash | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0 | 2.0 | 2.0 | 2.0 | 2.0
Size | 2.8 | 3.8 | 3.8 | 3.8 | 4.0 | 5.6 | 5.6 | 5.6
X | 0.0 | 0.0 | -8.0 | 8.0 | 0.0 | -8.0 | 8.0 | 0.0
Y | 9.6 | 19.0 | 16.8 | 16.8 | 9.6 | 16.8 | 16.8 | 17.0
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Kill % | N/A | N/A | N/A | N/A | 256.79 | 256.79 | 256.79 | 256.79
D Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 10.0 | 10.0 | 11.0 | 11.0
Frame Ending | 11.0 | 13.0 | 13.0 | 13.0
Damage | 10.0 | 10.0 | 10.0 | 10.0
Traj Angle | 270 | 60 | 80 | 70
BKB | 0 | 40 | 50 | 40
SKB | 80 | 80 | 80 | 80
WKB | 0 | 0 | 0 | 0
Element | Slash | Slash | Slash | Slash
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
Size | 3.0 | 6.0 | 6.0 | 6.0
X | 0.0 | -8.8 | 0.0 | 8.8
Y | -4.0 | 0.0 | -2.4 | 0.0
Z | 0.0 | 0.0 | 0.0 | 0.0
Kill % | 357.38 | 253.74 | 213.72 | 237.72
Grabs | Standing | Dash | Pivot | Pummel
Frame Starting | 6.0 | 8.0 | 9.0 | 2.0
Frame Ending | 8.0 | 10.0 | 11.0 | 3.0
Damage | 0.0 | 0.0 | 0.0 | 2.0
Cool Aid Arrows | Hit Box 1
Charge Frame | 7.0
Frame Starting | 14.0
Damage | 3.0
Charged Cool Aid Arrows | Hit Box 1
Frame Starting | 7.00
Damage | 8.0
Traj Angle | 55
BKB | 55
SKB | 85
WKB | 0
Size | 6.0
X | 0.0
Y | 0.0
Z | 0.0
Raptor Boost Upperdash Arm | Hit Box 1 | Hit Box 2
Frame Starting | 16.0 | 18.0 - 37.0
Frame Ending | 36.0 | 20.0 - 39.0
Damage | 0.0 | 11.0
Traj Angle |
| 80
BKB | 0 | 100
SKB | 0 | 60
WKB | 0 | 0
Element | Push | Hit
Hitlag | 1.0 | 2.0
Size | 2.0 | 8.5
X | 9.0 | 9.0
Y | 12.0 | 4.0
Z | 0.0 | 0.0
Aerial Upperdash | Hit Box 1 | Hit Box 2
Frame Starting | 19.0 | 21.0 - 37.0
Frame Ending | 36.0 | 23.0 - 39.0
Damage | 0.0 | 9.0
Traj Angle |
| 80
BKB | 0 | 90
SKB | 0 | 60
WKB | 0 | 0
Element | Push | Hit
Hitlag | 1.0 | 2.0
Size | 2.0 | 6.2
X | 10.0 | 9.0
Y | 14.0 | 4.0
Z | 0.0 | 0.0
I Believe I can Fly | General
First Frame for forward ledge grab | 12.0
First Frame for any ledge grab | 28.0
Orbitals | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting |
Damage | 0.0 | 0.0 | 0.0 | 0.0
Traj Angle | 50 | 50 | 50 | 50
BKB | 100 | 100 | 100 | 100
SKB | 0 | 0 | 0 | 0
WKB | 60 | 60 | 60 | 60
Element | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
Size | 3.0 | 3.0 | 3.0 | 3.0
X | 8.0 | -8.0 | 8.0 | -8.0
Y | 10.0 | 10.0 | 10.0 | 10.0
Z | 0.0 | 0.0 | 0.0 | 0.0
Floor Attack (missed tech) | Hit Box 1 | Hit Box 2
Frame Starting | 14.0 | 24.0
Frame Ending | 16.0 | 26.0
Damage | 7.0 | 7.0
Traj Angle | 48 | 48
BKB | 80 | 80
SKB | 48 | 48
WKB | 0 | 0
Element | Slash | Slash
Hitlag | 1.0 | 1.0
Size | 5.0 | 5.0
X | 15.0 | 16.0
Y | 5.0 | 5.0
Z | 0.0 | 0.0
Floor Attack (trip) | Hit Box 1 | Hit Box 2
Frame Starting | 19.0 | 29.0
Frame Ending | 21.0 | 31.0
Damage | 5.0 | 5.0
Traj Angle |
|

BKB | 60 | 60
SKB | 50 | 50
WKB | 0 | 0
Element | Slash | Slash
Hitlag | 1.0 | 1.0
Size | 5.0 | 5.0
X | -12.0 | 14.0
Y | 5.0 | 5.0
Z | 0.0 | 0.0
Get up Attack | Hit Box 1
Frame Starting | 25.0
Frame Ending | 28.0
Damage | 7.0
Traj Angle | 45
BKB | 90
SKB | 20
WKB | 0
Element | Slash
Hitlag | 1.0
Size | 4.5
X | 11.0
Y | 5.0
Z | 0.0
There are some obvious holes in specials I want to address the most important one when I can, but my current to do list
  • obtain recordings for orbitals to get concise frame data
  • add a misc section for air/ground, bone, tripping, shield damage. Small things that I could say in complex frame data but would be a waste of space to do so as most attacks don't have increased tripping or shield damage, most attacks hit both air and ground and almost all of Pit's hitboxes are placed on bone 0
  • version 1.0.5 (this is 1.0.4, however I doubt much if anything has changed)
  • Custom Special (depending on tournament rulings)
  • Updated kill %s
Updates:
1/23/15 - created thread, label corrections
1/24/15 - specials added, label corrections, misc. attacks added
1/25/15 - grabs added, KB values added, corrections to specials, throws added, spoilers added for ease of navigation
1/28/15 - improper throw angles fixed, Kill %'s added
1/31/15 - busy with class work, created the simple and complex frame data, added hit box size, added hitbox x,y,z
2/9/15 - Hitlag and Element added
2/21/2015 - General stats added, updates section added
2/23/2015 - minor corrections, throws deleted until correct values can be found
 
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Furret

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Hi there!
If you have any questions about anything feel free to post them
I'll try to get to them with in a day

notes to self : 278 DS, 264 US, 260-262?, 25C/258 AFS, 254/250 GFS, 228 NS, FAS 0DB/0E5, GA 106, FAW 10E
 
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ShadowSlashX

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This is good info! Can't wait to see it completed!

Btw, awesome avatar. Colm is my favorite FE character ever.
 

Furret

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This is good info! Can't wait to see it completed!

Btw, awesome avatar. Colm is my favorite FE character ever.
nice too see there are cool people chillin' here too.
Btw after I finish Pit I should be able to just adjust the numbers a bit for dark bit, oh sakurai and his clones
 

Sora66

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THANKS so much for this, you guys were right about the dair and the frames of it short :D
 

CHOMPY

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I don't understand how Pits Fthrow kills only at 314%, when in most games, Pit's fthrow kills at 120-150% (if fresh).

Is this a reference to if Pit were to kill someone with a throw at that percentage, he would be in the center of the stage?
 

Furret

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I don't understand how Pits Fthrow kills only at 314%, when in most games, Pit's fthrow kills at 120-150% (if fresh).

Is this a reference to if Pit were to kill someone with a throw at that percentage, he would be in the center of the stage?
calculations are set for center stage
and I've been checking his throws they seem very off
Edit: I may have set the damage value too low on his throws due to them dealing damage twice, haven't even posted his kill % on special numbers yet cause they don't make a lick of sense. Next update should be tomorrow
 
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Furret

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Is there frame data for the down special?
Short answer, no sorry
long answer
I only have part of the file on his Dspecial, I don't think I'll be able to identify the files that go with the move. Which means I would need a 60 frames per second recording. Something I don't have access to
 

Yong Dekonk

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It would be useful to know the difference in startup between upperdash and the orbitars. Maybe someone else can help?
 

Furret

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It would be useful to know the difference in startup between upperdash and the orbitars. Maybe someone else can help?
I might be able to try someone for a recording, although I always feel like I'm asking too much when I do so,
upperdash while being two different files in the code is still easy to find, I should be able to find most of what you want to know about it. You'll have to be specific on what you want to know about it, if you want me to find it for you
 

Furret

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Double posting because reasons and questions to be answer
Is there frame data for the down special?
so I finally got my hands on a recording of Down special

using a gif split. It appears the move comes in about 8~10 frames (something I would have never found in the frame data) some other notable things is, it has 4 windboxes but places those 4 windboxes into only 2 places causing the windboxes to be placed on top of each other. Lastly and most importantly this move uses an article for super armor and I can not find where it is set only where it is removed. So even if the reflectors come out in 8~10 frames I'm not sure if that's when the invulnerability comes out
 

Yong Dekonk

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Although upperdash has inferior reflective qualities, I find myself using it to reflect because It feels faster. It may just be because I'm slow at inputting b-down. (Something about b-down just feels slow and awkward to me) but I'm wondering specifically about which move arrives at reflective frames sooner.

Thanks for your research!
 
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redblade

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Thanks for the detailed research!

Out of curiosity, I see there's data for when hitboxes finish, but is there data on move cooldown times (after hitboxes finish until you can move again)?
 

Furret

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Thanks for the detailed research!

Out of curiosity, I see there's data for when hitboxes finish, but is there data on move cooldown times (after hitboxes finish until you can move again)?
unfortunately there is not and my source (you really don't have to read this, most people can't) for this information doesn't include ending lag. so i'd have to get a recording of nearly all of Pit's moves to be able to find that. The closets thing I can find to that is Pit's auto cancel frames which I'll add to the frame data at a later date

Sorry about getting to your question late, it didn't show up in my notifications, that or it got berried by the daily 5 million notifications from the zelda social
 

Attila_

The artist formerly known as 'shmot'
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Do we have super armour windows for grounded/aerial upperdash arm? I couldn't see it in the data.
 

Furret

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Do we have super armour windows for grounded/aerial upperdash arm? I couldn't see it in the data.
just haven't added them yet, but if you want them now
here's a post from another thread
Grounded upperdash arm thing
super armor activates on frame 11.0
hit box activates on frame 16.0
super armor finishes on frame 27.0
hit box finishes on frame 36.0
these numbers are the same for the aerial version even though pit takes longer to start up his dash
edit : with the exception that the hitboxes activate/deactivate 3 seconds later
 
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Attila_

The artist formerly known as 'shmot'
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just haven't added them yet, but if you want them now
here's a post from another thread

these numbers are the same for the aerial version even though pit takes longer to start up his dash
edit : with the exception that the hitboxes activate/deactivate 3 seconds later
I definitely feel like the aerial upperdash arm has way less super armour. Surely this isn't just misperception.
 

Furret

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I definitely feel like the aerial upperdash arm has way less super armour. Surely this isn't just misperception.
well I'll compare files right now just to be on the safe side
files for (the dash of) upperdash
grounded
def game_250():
AsynchronousTimer_0D0(Frame=11.000000, )
unk_170(0x11, 0x2100, )
unk_16E(0x1, 0x0, )
AsynchronousTimer_0D0(Frame=16.000000, )
Hitbox_02D(ID=0x0, GID=0x0, Bone=0x0, Damage=0.000000, Angle=0x169, KBG=0x0, WKB=0x0, BKB=0x0, Size=2.000000, Z=0.000000, Y=12.000000, X=9.000000, 0x1, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x4, 0x1F, 0x0, 0xF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 4.000000, 9.000000, )
unk_170(0xE, 0x2100, )
unk_1C8(0x3, 0x0, 0x3, )
unk_170(0xF, 0x2100, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_16E(0x0, 0x0, )
AsynchronousTimer_0D0(Frame=31.000000, )
unk_170(0x10, 0x2100, )
AsynchronousTimer_0D0(Frame=36.000000, )
unk_170(0x13, 0x2100, )
RemoveAllHitboxes_014()
unk_16F(0xE, 0x2100, )
unk_1C7(0x3, 0x0, 0x3, )
unk_16F(0xF, 0x2100, )
End_196()
aerial
def game_258():
unk_170(0x11, 0x2100, )
AsynchronousTimer_0D0(Frame=11.000000, )
unk_16E(0x1, 0x0, )
AsynchronousTimer_0D0(Frame=19.000000, )
Hitbox_02D(ID=0x0, GID=0x0, Bone=0x0, Damage=0.000000, Angle=0x169, KBG=0x0, WKB=0x0, BKB=0x0, Size=2.000000, Z=0.000000, Y=14.000000, X=9.000000, 0x1, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x4, 0x1F, 0x0, 0xF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 4.000000, 9.000000, )
unk_170(0xE, 0x2100, )
unk_1C8(0x3, 0x0, 0x3, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_16E(0x0, 0x0, )
AsynchronousTimer_0D0(Frame=31.000000, )
unk_170(0x10, 0x2100, )
AsynchronousTimer_0D0(Frame=36.000000, )
unk_16F(0xE, 0x2100, )
unk_1C7(0x3, 0x0, 0x3, )
RemoveAllHitboxes_014()
End_196()
so if you read what is in the above spoiler it might be a tad confusing, but I'm just gonna single out the important bits so they become this
unk_16E is a file used for super armor
unk_16E(0x1, 0x0, ) sets armor on a character
unk_16E(0x0, 0x0, ) removes super armor

grounded
def game_250():
AsynchronousTimer_0D0(Frame=11.000000, )
unk_16E(0x1, 0x0, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_16E(0x0, 0x0, )
End_196()
aerial
def game_258():
AsynchronousTimer_0D0(Frame=11.000000, )
unk_16E(0x1, 0x0, )
AsynchronousTimer_0D0(Frame=27.000000, )
unk_16E(0x0, 0x0, )
End_196()
so whether or not my description helped this is when super armor is set (frame 11) and removed (frame 27) on pit. The major difference is when the hitboxes start which suggests pit may take longer to being the dash in the air. This may appear to make the super armor have less frames active when it's just the same amount
 
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LancerStaff

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Double posting because reasons and questions to be answer

so I finally got my hands on a recording of Down special

using a gif split. It appears the move comes in about 8~10 frames (something I would have never found in the frame data) some other notable things is, it has 4 windboxes but places those 4 windboxes into only 2 places causing the windboxes to be placed on top of each other. Lastly and most importantly this move uses an article for super armor and I can not find where it is set only where it is removed. So even if the reflectors come out in 8~10 frames I'm not sure if that's when the invulnerability comes out
People around here might remember me... Long story.

But anyway, I know for a fact that the move had Super Armor in the Smash Direct and the Invitational demo. Must of been removed because of noobs who can't grab. :c
 

Furret

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People around here might remember me... Long story.

But anyway, I know for a fact that the move had Super Armor in the Smash Direct and the Invitational demo. Must of been removed because of noobs who can't grab. :c
ya the move is really bad at everything atm xD, cept gimping like 4-5 characters. impacts still has an easily found super armor frame it's frame 4 if I remember correctly
 

LancerStaff

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Would it be possible to find how much lag Pit has on shooting arrows? Kinda a noob at this frame data stuff. But I do know that there's less lag on his arrows if he shoots up, and I've been wondering if shooting in the air has any differences. His wings animate differently if he's in the air or on the ground, so it might be worth looking into.
 

Furret

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Would it be possible to find how much lag Pit has on shooting arrows? Kinda a noob at this frame data stuff. But I do know that there's less lag on his arrows if he shoots up, and I've been wondering if shooting in the air has any differences. His wings animate differently if he's in the air or on the ground, so it might be worth looking into.
if you are talking about ending I can't find that for ya (with out a recording). The best I can do is the starting frames and when projectile spawns, sorry
 

Kibzu~

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So, I'm doing a huge project on making a video on pits frame data, going frame by frame and such litrally all 59 frames per second. had a problem but i got it nevermind.
 
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Furret

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So, I'm doing a huge project on making a video on pits frame data, going frame by frame and such litrally all 59 frames per second. had a problem but i got it nevermind.
kinda curious as to what your problem was xD. anyways once you make that video would you mind I took it and compressed it into a bunch of gifs for the charts?
 

Kibzu~

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kinda curious as to what your problem was xD. anyways once you make that video would you mind I took it and compressed it into a bunch of gifs for the charts?
You could add me on skype and i could give it to you simpler or you can do that.
 

Kibzu~

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Oh btw, May i screen shot some of the complex data and use them? Would be helpful as i cba doing all that myself ahahah
 

Furret

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Oh btw, May i screen shot some of the complex data and use them? Would be helpful as i cba doing all that myself ahahah
knock yourself out, also if anything seems off feel free to inform me
 

BaPr

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Does the element of the attack affect anything important?
 

Furret

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Does the element of the attack affect anything important?
usually it does not. most times it will only effect visual effects
in pit's case nothing effected to my knowledge
in dark pit's case because his forward special is an electric element it has more hitlag
 

Strider_123

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excuse me but can someone answer my question? i figure here is the best place to ask about it.
How do you "read" frame data?
i see it everywhere but don't really know who's fast or slow? are higher numbers good or bad?
 

Furret

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excuse me but can someone answer my question? i figure here is the best place to ask about it.
How do you "read" frame data?
i see it everywhere but don't really know who's fast or slow? are higher numbers good or bad?
I wish you were a bit more specific with the term numbers, but I'll try my best
  • hitbox frame as a number tells you what frame a move comes out on, to my knowledge all fighting games run at 60 frames per second, so if you have a move that is frame 6 it comes out on frame 6/60 which accordingly is one tenth of a second. So if a move is 60 frames it takes a full second from when you hit the input till the move comes out.
  • angle simply is the trajectory a move launches if you are standing left of your opponent and you hit them with a 0 degree move it will launch them straight left where as if the move launches at a 20 degree angle it will launch left and slightly upwards. 90 degrees is straight up, 270 is straight down.
  • Knock back values are a little more tricky and the best way to gauge those is too check the KB value of other moves and compare it to a move you are familiar what the knockback is to.
  • x,y,z has to do with where the hit box is placed. it's rather trivial unless you want to find out why a move isn't connecting even though visually it does
 

Strider_123

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I wish you were a bit more specific with the term numbers, but I'll try my best
  • hitbox frame as a number tells you what frame a move comes out on, to my knowledge all fighting games run at 60 frames per second, so if you have a move that is frame 6 it comes out on frame 6/60 which accordingly is one tenth of a second. So if a move is 60 frames it takes a full second from when you hit the input till the move comes out.
  • angle simply is the trajectory a move launches if you are standing left of your opponent and you hit them with a 0 degree move it will launch them straight left where as if the move launches at a 20 degree angle it will launch left and slightly upwards. 90 degrees is straight up, 270 is straight down.
  • Knock back values are a little more tricky and the best way to gauge those is too check the KB value of other moves and compare it to a move you are familiar what the knockback is to.
  • x,y,z has to do with where the hit box is placed. it's rather trivial unless you want to find out why a move isn't connecting even though visually it does
thanks!
 
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