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Data Snake: 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 |22|3-4|16|6-22
Jab2 |24|4-5|-|7-24
Jab3 |44|8-10|41|-
Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-4| 0 |3.28|4/4.9|20°|5/30/60|1x|True|Normal|3|4| -9
3-4| 1 |2.87|4/4.9|80°|5/20/60|1x|True|Normal|3|4| -9
3-4| 2 |4.51|4/4.9|88°|5/20/60|1x|True|Normal|3|4| -9
3-4| 3 |2.87|4/4.9|80°|5/30/60|1x|True|Normal|3|4| -9
Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-5| [0-3] |[3.03, 2.87, 4.1, 2.87]|3/4.2|50°|0/20/100|1x|True|Normal|3|4| -17
Jab3
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-10|[ 0, 2-3 , 1 ]|[ 3.28 , 5.33 ]|8/9.1|361°|70/0/80|1x|True|Normal|5|5| -27

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Dash Attack |40|6-16
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-8| [0-1] |[3.33, 3.15]|11/14.7|65°|60/0/80|1x|True|Normal|6|6| -28
9-16| 0-1 |2.75|8/6.3|110°|40/0/100|1x|True|Normal|5|5| -26

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Forward Tilt|Right Leg Invincibility
Forward Tilt 1 |26|4-6|-|11-26|4-6
Forward Tilt 2 |46|5-7|39|-|-
Hitbox Data
Forward Tilt 1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
4-6| 0 |5|8/8.4|275°|50/25/90|1x|True|Normal|Grounded|5|3| -15
4-6| 1 |5|8/8.4|70°|30/0/45|1x|True|Normal|Aerial|-|3|-
Forward Tilt 2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-7| 0 |4.15|10/7|33°|35/0/90|1x|True|Normal|6|6| -27
5-7| 1 |3.75|10/7|25°|35/0/90|1x|True|Normal|6|6| -27

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Right Arm Intangibility
Up Tilt |42|5-9|35|5-6
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-7| 0 |2.95|12/15.4|86°|50/0/103|1x|True|Normal|7|7| -22
5-7| 1 |4.35|12/15.4|87°|50/0/103|1x|True|Normal|7|7| -22
5-7| 2 |3.15|12/15.4|90°|50/0/103|1x|True|Normal|7|7| -22
8-9| 0 |2.95|10/11.9|86°|40/0/103|1x|True|Normal|6|6| -20
8-9| 1 |4.28|10/11.9|87°|40/0/103|1x|True|Normal|6|6| -20
8-9| 2 |3.5|10/11.9|90°|40/0/103|1x|True|Normal|6|6| -20

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Down Tilt |30|8-13
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-9| 0 |3.5|11/7.7|80°|35/0/80|1x|True|Normal|6|6| -16
8-9| 1 |2.87|11/7.7|85°|35/0/80|1x|True|Normal|6|6| -16
8-9|[ 2 - 3 ]|[ 2.87 , 2.5 ]|11/7.7|90°|35/0/80|1x|True|Normal|6|6| -16
10-13| 0 |3.5|10/7|75°|40/0/75|1x|True|Normal|6|6| -14
10-13| 1 - 2 |2.87|10/7|80°|40/0/75|1x|True|Normal|6|6| -14
10-13| 3 |2.5|10/7|85°|40/0/75|1x|True|Normal|6|6| -14

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Crouch Tilt |27|6-8
Hitbox Data
Crouch Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-8| [0-2] |[3.5, 3, 2.75]|5/5.6|95°|45/0/45|1x|True|Slash|4|4| -17

Animation
1x|0.5x
|
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Forward Smash
Forward Smash 1 |93|13-15, 24-26|49|28-43
Forward Smash 2 |53|10-14|40|-
Hitbox Data
Forward Smash 1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
13-15| [0-2] |[3, 4, 4.8]|6/4.2|50°|55/0/0|1x|True|Slash|4|5| -31
24-26| [0-2] |[3, 4, 5]|8/5.6|361°|30/0/139|1x|True|Slash|5|5| -19
Forward Smash 2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10-14| [0-2] |[3, 4, 5]|12/11.2|37°|40/0/110|1x|True|Slash|7|7| -22

Animation
1x|0.5x
|
|
Overview
Name/Label|Duration|Active Hitboxes|Mortar Shell Launched
Up Smash |50|11-12|29
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
11-12| 0-1 |6.56|4/2.8|93°|0/120/100|1x|True|Normal|Grounded|3|4| -36
Mortar Shell
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
1-5| 0 |13|14/10.5|77°|75/0/45|1x|False|Flame|8|7

Animation
1x|0.5x
|
Timeline
Action|Duration
Setup |1-13
Planted, Unarmed |14-48
Armed |49-1,511/approx. 24.38 seconds
Detonation/Expired |1,512
Overview
Name/Label|Duration|IASA|Claymore Planted
Down Smash |50|35|34
Hitbox Data
Claymore
ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
[0-2] |[6, 10.5, 6]|14/9.8|88°|90/0/75|1x|False|Flame|8|8

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |57|6-9, 18-21, 28-31|50|16/8/4|1-3, 41-57
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
6-9| [0, 1, 3] |[3.28, 4.1, 4]|3/2.1|85°|0/48/100|1x|True|Normal|3|4| -13 / -5 / -32
18-21| [0, 1, 3] |[3.28, 4.1, 3]|5/3.5|65°|30/0/16|1x|True|Normal|4|4| -12 / -4 / -19
28-31| [0, 1, 3] |[3.3, 4, 3.5]|7/4.9|40°|40/0/118|1x|True|Normal|5|5| -11 / -3 / -9
*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 |66|20-23|44|25/12/4|1-3, 40-66
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
20-23| 0 |4.25|14/9.8|270°|20/0/100|1x|True|Normal|Aerial|-|7|-
20-23| 1 |4.25|14/13.3|361°|40/0/100|1x|True|Normal|Grounded|8|7| -17 / -4 / -12
20-22| 2 |3.75|15/10.5|300°|20/0/80|1x|True|Normal|Aerial|-|8|-
20-22| 3 |3.75|15/17.5|37°|42/0/98|1x|True|Normal|Grounded|8|8| -17 / -4/-13
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Back Air |39|8-24|23/11/4|1-2, 31-39
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
8-11| 0 |4|14/9.8|50°|20/0/100|1x|True|Normal|8|7| -15 / -3 / -15
8-11| 1 |4|13/9.1|50°|20/0/100|1x|True|Normal|7|7| -16 / -4 / -16
8-11| 2 |3.5|12/8.4|361°|20/0/100|1x|True|Normal|7|7| -16 / -4 / -16
12-24| 0 - 1 |3.5|10/7|50°|20/0/100|1x|True|Normal|6|6| -17 / -5 / -4
12-24| 2 |3|10/7|361°|20/0/100|1x|True|Normal|6|6| -17 / -5 / -4
*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 |47|10-23|43|21/10/4|1-4, 36-47
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
10-12| 0 |4.5|14/9.8|80°|35/0/100|1x|True|Normal|8|7| -13 / -2 / -19
10-12| 1 |4.5|13/9.1|80°|35/0/100|1x|True|Normal|7|7| -14 / -3 / -20
10-12| 2 |4|12/8.4|80°|35/0/100|1x|True|Normal|7|7| -14 / -3 / -20
13-23|[ 0 - 1 , 2 ]|[3.5, 3]|10/7|65°|10/0/100|1x|True|Normal|6|6| -15 / -4 / -10
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Down Air |56|3-6, 14-17, 23-26, 33-36|18/9/4|1, 44-56
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
3-6| [0-1] |[5.5, 4.5]|4/4.2|270°|50/0/50|1x|True|Normal|Grounded|3|4| -15 / -6 / -38
3-6| [2-3] |[5.5, 4.5]|4/4.2|365°|0/30/150|1x|True|Normal|Aerial|-|4|-
14-17| [0-1] |[5, 4]|4/4.2|270°|50/0/35|1x|True|Normal|Grounded|3|4| -15 / -6 / -27
14-17| [2-3] |[5, 4]|4/4.2|365°|0/30/63|1x|True|Normal|Aerial|-|4|-
23-26| [0-1] |[5, 4]|4/4.2|270°|50/0/35|1x|True|Normal|Grounded|3|4| -15 / -6 / -18
23-26| [2-3] |[5, 4]|4/4.2|365°|0/80/63|1x|True|Normal|Aerial|-|4|-
33-36| [0-1] |[5, 4]|4/6.3|270°|50/0/160|1x|True|Normal|Grounded|3|4| -15 / -6 / -8
33-36| [2-3] |[5, 4]|4/6.3|270°|50/0/125|1x|True|Normal|Aerial|-|4|-
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|IASA|Grenade Thrown
Throw Up |51|45|25
Throw Forward |47|45|28
Throw Down |45|45|25
Close to Explosion |139|-|-
Grenade (Article) |64|-|-

Animation
1x|0.5x
|
Overview
Name/Label|Duration|IASA|Tranq Dart Shot|Reload Window
Firing Tranq |58|54|19|1-6
Reloading Tranq |143|127|-|-
Hitbox Data
Tranquillizer Dart
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
1-20| 0 |5|1/1.4|30°|0/0/8|1x|False|Sleep|2|3
*Format is: Has Ammo/Out of Ammo

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Cancel Cypher
Cypher |146| 5-6* , 7-51|11-101
Hitbox Data
Cypher
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-6* | 0-1 |6|6/4.2|361°|67/0/55|1x|False| Electric |4|5/ 7 | -1
7-51| 0-2 |3.25|6/4.2|77°|55/0/85|1x|False| Electric |4|5/ 7 | +1
*Ground Only

Animation
1x|0.5x
|
Grounded Overview
Name/Label|Duration|IASA|Detection|Attach|Detonate
Attach to Ground |29|28|7-8|16|-
Attach to Enemy |32|24|7-8|12|-
Attach to Wall |24|-|7-8|12|-
Detonate |37|-|-|-|22
Aerial Overview
Name/Label|Duration|IASA|Detection|Attach|Detonate
Attach to Ground |32|23|7-8|16|-
Attach to Enemy |32|24|7-8|9|-
Attach to Wall |24|-|7-8|12|-
Detonate |37|-|-|-|22
Hitbox Data
Detonation
ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
0 |10|16/11.9|90°|40/0/84|1x|False|Flame|9|8

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|-|11-12
Pivot Grab |30|-|9-10
Grab Pummel |21|4|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4| 0 |4.1|3/2.1|361°|0/40/100|1x|False|Normal|3|4| -14

Overview
Name/Label|Duration|Thrown
Back Throw |31|17
Forward Throw |44|26
Up Throw |38|21
Down Throw |40|40
Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
17|9|40°|80/0/20|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
26|9|40°|80/0/20|True
Up Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
21|10|90°|45/0/105|True
Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
40|14|270°|75/0/30|False

Animation
1x|0.5x
|
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Taunt |243|194-202|223
Down Taunt |238|193-247|220
Hitbox Data
Cigarette
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
194-202| 0 |3|4/2.8|0°|50/0/30|1x|False|Flame|3|4| -25

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |29|2-18|28|-
Roll Dodge |31|4-19|-|-
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|1-27|1-40|-
Ledge Roll (>100%) |79|1-56|1-54|-
Ledge Attack (<100%) |55|1-21|1-42|25-27
Ledge Attack (>100%) |69|1-37|1-50|41-43
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
25-27| 0-1 |4.1|8/6.3|361°|70/0/50|1x|True|Normal|5|5| -25
25-27| [2-3] |[3.69, 2.46]|6/4.9|361°|70/0/50|1x|True|Normal|4|5| -26
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
41-43| [0-1] |[4.92, 4.1]|10/7.7|361°|70/0/50|1x|True|Normal|6|6| -22
41-43| 2 |3.69|9/7|361°|70/0/50|1x|True|Normal|6|6| -22
41-43| 3 |2.46|8/6.3|361°|70/0/50|1x|True|Normal|5|5| -23
Jump Squat
Frame Total: 5 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 34 frames
Earliest Fast fall: Frame 18
FF Air Time: 23 frames
Full Hop
Air Time: 51 frames
Earliest Fast fall: Frame 26
FF Air Time: 36 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Incorrect Data 1 [5/8/17]
* Down Air
 - Landing Lag: 25/12/* > 18/9/*
 - Shield Advantage: -22/-9/* > -15/-6/*

Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

Hitbox Data Overhaul 1 [9/26/15]
- 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.
 
Last edited:

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
Did you resize Snake's model to match his Size attribute? In the Attributes tab, there will be Size. Whatever that number is, you need to edit TopN(iirc) for each animation to match that Size. Otherwise, your gifs will not show how Snake actually is in game.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Did you resize Snake's model to match his Size attribute? In the Attributes tab, there will be Size. Whatever that number is, you need to edit TopN(iirc) for each animation to match that Size. Otherwise, your gifs will not show how Snake actually is in game.
Yes, TopN for all the animations are scaled to 1.02. I made sure before I made any of these animations because it's a pain to go back and re-record. If it looks off, it might be because I zoom in and out to show some animations differently, although the camera is straight on all .gifs as well.
 

Nausicaa

Smash Lord
Joined
Mar 7, 2013
Messages
1,485
Location
Here
This clears up why I always avoided/felt awkward with Dash-Attack.
Who needs it with DACUS and Grabs anyway.
Sexy character is sexy.
That anti-air F-Smash hit. My fave. Somehow it lacks the amazing reverse-hot-box that TL's F-Smash has though, even with similar range in similar areas.
Edit: U-Smash charge looks hilarious.
 

SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
One of the side special .gifs is wrongly put

Also if the collapse of the thing like "Foward tilt" has less than 3 .gifs you shouldn't collapse them within the collapse
 

lukifer

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Anyone know if forward air is a spike or a meteor? The trajectory makes it look like a spike but I feel like I've seen it meteor cancelled before.

On a side note, does Project M use Melee or Brawl angles to determine spikes vs. meteor smashes? I always assumed it uses Melee angles because moves like Falco's dair look similar to Melee and can't be meteor cancelled, but maybe this is coded in to specific moves.
 

Professor Pro

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Anyone know if forward air is a spike or a meteor? The trajectory makes it look like a spike but I feel like I've seen it meteor cancelled before.

On a side note, does Project M use Melee or Brawl angles to determine spikes vs. meteor smashes? I always assumed it uses Melee angles because moves like Falco's dair look similar to Melee and can't be meteor cancelled, but maybe this is coded in to specific moves.
The heel area of Fair is a spike, the thigh area isn't.
They actually make two different noises for whether it's a spike or meteor so you can use that to determine which one it is at first.
 

lukifer

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The heel area of Fair is a spike, the thigh area isn't.
They actually make two different noises for whether it's a spike or meteor so you can use that to determine which one it is at first.
Ah, that explains it. Sounds like the "nipple spike" on Falcon's dair, although it's probably easier to land. I thought that I had only seen the one knockback trajectory before but I guess the difference in the angle for the thigh hit is subtle enough that it still looks like a spike.
 

FlashingFire

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Idk if anyone noticed this before, but the Cypher gif seems to have been increased in speed instead of decreased. Makes it kinda hard to break down what it's doing.
 

FlashingFire

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Double post, but it's been a long time.

Is there any lag when you rise through a platform and do a Uair to platform cancel (landing on it immediately)? As far as I can tell, you can interrupt the landing animation instantaneously.
 

Sartron

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Double post, but it's been a long time.

Is there any lag when you rise through a platform and do a Uair to platform cancel (landing on it immediately)? As far as I can tell, you can interrupt the landing animation instantaneously.
Yes, there's 4 frames of lag.
 

Sartron

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Why in PM can he do it on non-moving platforms, and why only him?
I don't quite understand the question. Are you asking why only Snake in this game can perform it, in comparison to other characters in Brawl?
Unfortunately, I don't know much about Brawl mechanics, so I can't really answer that.

All I can really say is assume that an engine change regarding stage detection or something changed things around.
 
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FlashingFire

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Platform cancelling with an aerial isn't unique to Snake in PM. Samus can do it with her Uair when she jumps through a platform, Charizard can do it with his Dair, and there may be more.

Btw thanks @ Sartron Sartron
 
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TreK

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Here's a question about upB.
Suppose I do upB from the ground, right next to an opponent so they get hit on the first possible frame (frame 5, right ?), but they shield it. Assuming I cancel it on the first possible frame (frame 11 + hitlag), what's my shield advantage like ?
 

Sartron

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Here's a question about upB.
Suppose I do upB from the ground, right next to an opponent so they get hit on the first possible frame (frame 5, right ?), but they shield it. Assuming I cancel it on the first possible frame (frame 11 + hitlag), what's my shield advantage like ?
The shieldstun wears off on the 4th frame of SpecialAirHiHang. so on the next frame you'd be -1. So -1. the fastest aerial you can put out to protect yourself is down air.
 

TechMage299

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So his F-air uses a sakurai angle to spike/meteor smash? Please correct me if I'm wrong.
 

Sartron

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So his F-air uses a sakurai angle to spike/meteor smash? Please correct me if I'm wrong.
I've edited the f-air hitbox data to account for what the hitboxes will actually hit. The only hitbox angles that will hit aerial opponents are the 300° and 660° angles. The other angles will only hit opponents on the ground.

EDIT: so basically

Ground Opponents
361°
37°

Aerial Opponents
300°
660°
 
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BND

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Is there also any data regarding frame disadvantage on block?
EDIT: Never mind, didn't see the expanded hitbox data, but regarding sticky data, it claims that people are stickied on frame 1. Does this mean the sticky animation starts on frame 1 (and takes 6 frames to confirm a sticky as I've seen elsewhere on the forum), or is the sticky actually planted directly on frame 1? Also, is there frame data regarding the actual grenade (I.E. shieldstun, hitlag, and explosion duration)?
 
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cisyphus

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I'm PRETTY sure it's not frame one. SpecialLWStart indicates the frames that down b MUST use regardless of its situation. During frames 7 and 8 of those 8 frames of Startup, it detects an object. If that object is an enemy, it will plant the C4 on frame 1 or 3 (so frames 9 or 11 total). But now I have to ask, what determines if it's frame 1 or frame 3? Kind of a weird situation. I suppose if it doesn't detect an opponent for frame 7, but does for frame 8, it'll plant on frame 3, but that's just a guess.

Shield stun in Melee is based on the damage of the given move, and that holds true as well with Project M. So! Grenade damages are:
2% downward lob
3% neutral lob
3% upward lob
4% forward lob
4% item toss (i.e. after picked up with waveland/air dodge) [Inputting A]
5% smash toss [inputting a forward smash]
12% on explosion
15% on a well-timed explosion**

**I'm not entirely sure what causes this, but it seems like if the grenade collides with a hurtbox around the same time that it would explode, it does 15% instead of 12%. It registers as a single consecutive hit as well and is done through a smash toss, so I don't know. The smash toss doesn't increase the explosion damage, either, as you can still get the 12% explosion from the smash toss. I've also actually gotten it to register a 14% hit too, so I don't even know at this point. If it'll help someone else answer this, the 14% hitbox was done against a Marth that was lying on the ground

So therefore, shield stun (according to this thread) would be between 2 and 9 frames, depending on the type of throw and whether the explosion connects. More precisely, it can result in values of 2, 3, 4, 7, 8, and 9 frames, representing each type of throw (2-4), just an explosion (7), that 15% explosion mystery or a 12% explosion from the downward lob (8), or an explosion plus an item toss (9).
 
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Sartron

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I'm PRETTY sure it's not frame one. SpecialLWStart indicates the frames that down b MUST use regardless of its situation. During frames 7 and 8 of those 8 frames of Startup, it detects an object. If that object is an enemy, it will plant the C4 on frame 1 or 3 (so frames 9 or 11 total). But now I have to ask, what determines if it's frame 1 or frame 3? Kind of a weird situation. I suppose if it doesn't detect an opponent for frame 7, but does for frame 8, it'll plant on frame 3, but that's just a guess.

Shield stun in Melee is based on the damage of the given move, and that holds true as well with Project M. So! Grenade damages are:
2% downward lob
3% neutral lob
3% upward lob
4% forward lob
4% item toss (i.e. after picked up with waveland/air dodge) [Inputting A]
5% smash toss [inputting a forward smash]
12% on explosion
15% on a well-timed explosion**

**I'm not entirely sure what causes this, but it seems like if the grenade collides with a hurtbox around the same time that it would explode, it does 15% instead of 12%. It registers as a single consecutive hit as well and is done through a smash toss, so I don't know. The smash toss doesn't increase the explosion damage, either, as you can still get the 12% explosion from the smash toss. I've also actually gotten it to register a 14% hit too, so I don't even know at this point. If it'll help someone else answer this, the 14% hitbox was done against a Marth that was lying on the ground

So therefore, shield stun (according to this thread) would be between 2 and 9 frames, depending on the type of throw and whether the explosion connects. More precisely, it can result in values of 2, 3, 4, 7, 8, and 9 frames, representing each type of throw (2-4), just an explosion (7), that 15% explosion mystery or a 12% explosion from the downward lob (8), or an explosion plus an item toss (9).
The physical grenade hitting the opponent is what's doing 3%.
When it does 14%, it's because you've staled it down from 3% to 2%.
 

cisyphus

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But this was in training mode..? Nothing stales there. And wouldn't the damage be 17% if it were the grenade (because I smash threw it), and wouldn't it register as two hit combo for 15% instead of a one hit combo for 15%?

I'm uploading a short (19 sec) video that displays all three of these damage occurrences so that y'all can SEE what I'm talking about.

the first grenade to hit Lucas actually does 15% (from 35 to 50) but the Total Damage: 14 is inconsistent with that. The second grenade to hit Lucas actually does 17% (from 50 to 67) due to 5% from smash throw and 12% from the explosion. The third grenade to hit Lucas actually does 16%, but is reported as 15%, congruently with the first grenade (where a percent is mysteriously unaccounted for). All three times I smash threw the grenade, but they interacted with Lucas slightly differently each time and thus cause different damages. I suppose maybe the smash throw damage decays over time, but it's not like each throw was that much different in distance... That's the only thing I can make sense of so far as the damage variations, and maybe the total damage mismatch is just a bug?
 
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FlashingFire

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Last I checked, dash grab was active on frames 11 and 12. Try viewing it in debug mode, I don't have my Wii currently.
 

cisyphus

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JC grab isn't always better than boost grab, though, which is the main concern since boost grab uses the dash grab frame data. There's certain characters that you get way better tech coverage by boost grabbing as opposed to JC grabbing. Moreover, dash grab was designed with the ability to grab crouching characters in mind, so it kinda defeats the purpose by having it be so drastic (it's 50% slower than JC grab) a difference in frames.
 
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LupinX

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I mostly use JC grab and boost grabs (small a** characters). But I never really use dash grab cause boost is so much better
 

cisyphus

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(boost is a dash grab) Boosting also adds 1-2 frames onto the dash grab so it's actually suuuuuuper slow.
 
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FlashingFire

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Are other dash grabs really that much faster than Snake's? I thought being active on frames 11-12 was pretty standard.
 

cisyphus

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7-8 for Peach
8-9 for Lucario, Metaknight, Ness, Charizard, Squirtle, Sheik, and Icies
9-10 for Marth, Mewtwo, Pikachu, Rob, Roy, and Dedede
10-12 for Diddy, DK, G&W, and Zelda
10-11 for Kirby, Pit, Jigglypuff, Sonic, and Wario
11-25 for Olimar
11-22 for Yoshi
11-13 for Ike
11-12 for Falcon, Falco, Fox, Ganon, Snake, Luigi, and Wolf
12-19 for Link and Toon Link
12-14 for Ivysaur
12-13 for Bowser, Mario, and ZSS
15-23 for Lucas
17-30 for Samus

1 + 7 + 6 + 4 + 5 = 23 characters whose grab is faster than Snake's . Additionally, three characters' grabs start on the same frame but remain active for a longer duration. Snake's dash grab is definitely below average. If we remove tethers from the chart:

7-8 for Peach
8-9 for Lucario, Metaknight, Ness, Charizard, Squirtle, Sheik, and Icies
9-10 for Marth, Mewtwo, Pikachu, Rob, Roy, and Dedede
10-12 for Diddy, DK, G&W, and Zelda
10-11 for Kirby, Pit, Jigglypuff, Sonic, and Wario
11-13 for Ike
11-12 for Falcon, Falco, Fox, Ganon, Snake, Luigi, and Wolf
12-13 for Bowser, Mario, and ZSS

Snake is tied for 25th out of 34 grabs.
 
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FlashingFire

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Holy crap that Peach dash grab.

Also, that explains why so many ICs players just dash grab all the time. Thanks for the info - basically all the characters I play seriously or semi-seriously in friendlies (Snake, Wolf, Ganon, Falcon, Ike, Falco) have 11-frame dash grabs, except for Roy. I guess my sample sized was just unfortunately biased.
 

cisyphus

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Peach's dash grab is the reason she doesn't JC grab during chain grabs on spacies—JC is 1 frame slower lol.

I started as a Sheik main, so I just thought 8 frame dash grab was standard :)
 
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