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148.41 - Solid Snake's Hitbox AND Frame Data

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
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EternalYoshi
3DS FC
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Hi. This was collected thanks to Phantom Wings' PSA and Brawlbox. Awesome programs.

Note that this is both frame and hitbox data.
Snake's data

Attacks
Grab and Throws
Specials
Movement
Dodges and Rolls
Etc.

Note: The values for Shield damage Weight Knockback, Knockback growth, and Knockback Base are in Hexadecimal.

Directional angle 361 is the Sakurai angle, the tripping angle. Basically, the higher the damage and knockback, the higher the angle.

Weight Knockback is the distance the target is launched proportinal to weight for fixed knockback hits. Basically if you wonder why Jab1 and Jab2 always hit you the same distance
close to Snake it's because they use this parameter at a small value.

If you see more than one value, it means that there is more than 1 hitbox.

Due to bandwith issues, the Gifs will now be in URL form. Click the URL for the full size gif.

[collapse=Attacks]Attacks


[collapse=Jab1]
Jab 1

Base Damage - 4
Base Knockback - 0
Knockback gain - 64
Weight Knockback – 1E/1E/14
Hitbox comes out at frame - 3
First IASA Frame – 6(for jab2 only)/16 (for everything else)
Direction -361/80/88
Total frames - 23
Miscellaneous – Despite Jab 2 coming out a frame faster, ftilt is more flexible and does more damage.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) – N/A
Hitlag multiplier – x1
SDI potential – x1(normal)
[/collapse]
[collapse=Jab2]
Jab 2(Not counting from the first)

Base Damage: - 3
Base Knockback - 0
Knockback gain - 64
Weight Knockback - 14
Hitbox comes out at frame - 4
First IASA Frame – 6(jab 3 only)
Direction - 361
Total frames - 25
Miscellaneous – You can’t interrupt this move with anything else. Pressing A will only result in Jab 3, regardless of whether you move the analog stick or not.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) - N/A
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Jab3]
Jab 3(Not counting from the other two)

Base Damage: - 7
Base Knockback – 3C
Knockback gain - 73
Weight Knockback - 0
Hitbox comes out at frame – 10
First IASA Frame – 47
Direction - 361
Total frames - 51
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Ftilt]
Forward Tilt(Knee hit)

Base Damage: - All 8
Base Knockback – 32/32/1E
Knockback gain – 4B/64/4B
Weight Knockback – 14(only the hitbox that launches you)
Hitbox comes out at frame - 4
First IASA Frame – 11(for ftilt 2 only)
Direction – 275(only the hitbox that launches you), 361
Total frames - 32
Miscellaneous – Only one of the hitboxes will launch you. That hitbox is IN one of the hitboxes that flinches you. Odd.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1[/collapse]
[collapse=Ftilt2]Forward Tilt 2

Base Damage: - 12/10/9/9
Base Knockback – All 37
Knockback gain – All 50
Weight Knockback - 0
Hitbox comes out at frame - 6
First IASA Frame - 31
Direction - 361
Total frames - 46
Miscellaneous –
Hitbox duration - 6
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1[/collapse]
[collapse=Utilt]Up Tilt

Base Damage: - 13 for strong hitboxes, 12 for weak hitboxes.
Base Knockback – 37 for strong hitboxes, 2D for soft hitboxes
Knockback gain – All 5F
Weight Knockback – All 0
Hitbox comes out at frame - 6
First IASA Frame – N/A
Direction – 95 for strong hitboxes, 84 for soft hitboxes
Total frames - 38
Miscellaneous – This has a lot of hitboxes.(6) No wonder it has a lot of range.
Hitbox duration – 8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1[/collapse]
[collapse=Dtilt]Down Tilt

Base Damage: - All 10
Base Knockback – All 32
Knockback gain - 64/6E/64/64
Weight Knockback – All 0
Hitbox comes out at frame - 6
First IASA Frame - 35
Direction – 80/75/70/70
Total frames - 43
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Dash Attack]
Dash Attack

Base Damage: - 11/9/8/6
Base Knockback – 32 for strong hitboxes, 28 for weak hitboxes
Knockback gain – All 55
Weight Knockback – All 0
Hitbox comes out at frame – 5 for strong hitboxes, 7 for soft hitboxes
First IASA Frame – 2 for Mortar only
Direction – 65 for strong hitboxes, 110 for soft hitboxes
Total frames - 42
Miscellaneous – Snake’s arms and shoulders are intangible when the hitboxes are out.
Hitbox duration -8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Fsmash]
Forward Smash

Base Damage: - 22
Base Knockback - 64
Knockback gain – 3C
Weight Knockback - 0
Hitbox comes out at frame - 41
First IASA Frame – N/A
Direction - 361
Total frames - 81
Miscellaneous – The rocket launcher appears at frame 6.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1[/collapse]
[collapse=Usmash]Up Smash

Base Damage: - 4(The Mortar Launcher),10(Mortar Shell)
Base Knockback – 0(The Mortar Launcher),5A(Mortar Shell)
Knockback gain – 64(The Mortar Launcher),43(Mortar Shell)
Weight Knockback – 78(The Mortar Launcher),0(Mortar Shell)
Hitbox comes out at frame – 11(The Mortar Launcher), 29, (The Mortar Shell)
First IASA Frame -
Direction – 96(The Mortar Launcher),65(Mortar Shell)
Total frames - 53
Miscellaneous – Thanks to Kirk for the offset data for Snake’s Mortar Shell.
A lot of Weight Knockback on the mechanism. It only hits foes on the ground.
Hitbox duration – 2(The Mortar Launcher),1(Mortar Shell)
Tripping rate(If any) – 0%
Hitlag multiplier – x1 Both
SDI potential – x1 Both[/collapse]
[collapse=Dsmash]Down Smash
Base Damage: - All 14
Base Knockback – All 5A
Knockback gain – All 3A
Weight Knockback – All 0
Hitbox comes out at frame – minimum of 55 frames after planting
First IASA Frame – N/A
Direction – All 58
Total frames – 78 for Planting
Miscellaneous – There are 3 hitboxes that are located at 3 different places that have the same parameters.
The click sounds is at frame 34.
Hitbox duration - All 1
Tripping rate(If any) – All 0%
Hitlag multiplier – All x1
SDI potential – All x1
[/collapse]
[collapse=Nair]
Neutral Aerial

Base Damage: -
1st kick 6
2nd kick 5
3rd kick 4
Last kick 13
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 2D
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 5F
Weight Knockback –
1st kick 5/28
2nd kick 5/28
3rd kick A/46
Last kick 0
Hitbox comes out at frame –
1st kick 10
2nd kick 22
3rd kick 34
Last kick 44
First IASA Frame – N/A
Direction –
1st kick 120/60/100/75
2nd kick 120/60/100/75
3rd kick 260/280/100/75
Last kick 361
Total frames - 68
Miscellaneous -
Hitbox duration – All except the last kick 4, the last kick 3
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel window – Frame 50[/collapse]
[collapse=Fair]Forward Aerial

Base Damage: - 14/15
Base Knockback – All 28
Knockback gain – All 64
Weight Knockback –All 0
Hitbox comes out at frame - 23
First IASA Frame – N/A
Direction – 80/269
Total frames - 70
Miscellaneous – 269 = spike
Hitbox duration - 4
Landing Lag - 30
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 63[/collapse]
[collapse=Uair]Up Aerial

Base Damage: - 14 for strong hitboxes, 10 for soft hitboxes
Base Knockback – 28 for strong hitboxes, 10 for soft hitboxes
Knockback gain – 5f for strong hitboxes, 64 for soft hitboxes
Weight Knockback – All 0
Hitbox comes out at frame - 10
First IASA Frame – N/A
Direction – 80 for strong hitboxes , 70 for soft hitboxes
Total frames - 48
Miscellaneous -
Hitbox duration -14 for strong hitboxes, 11 for soft hitboxes
Landing Lag - 22
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 36[/collapse]
[collapse=Dair]Down Aerial

Base Damage:
1st kick 6
2nd kick 5
3rd kick 5
Last kick 12
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 32
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 6E
Weight Knockback –
1st kick 32
2nd kick 3C
3rd kick 50
Last kick 0
Hitbox comes out at frame –
1st kick 3
2nd kick 14
3rd kick 25
Last kick 36
First IASA Frame – N/A
Direction –
1st kick 266/80/80
2nd kick 266/80/80
3rd kick 266/80/80
Last kick 361
Total frames - 60
Miscellaneous - This can't be Auto-cancelled due to a programming oversight.
Hitbox duration – All kicks 2
Landing Lag - 30
Tripping rate(If any) – 0
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel Window – Frame 63[/collapse]
[collapse=Bair]Back Aerial

Base Damage: - 16/14 for strong hitboxes 10 for weak hitboxes
Base Knockback – 28 for strong hitboxes, 19 for weak hitboxes
Knockback gain – 5A for strong hitboxes, 64 for weak hitboxes
Weight Knockback - 0
Hitbox comes out at frame - 7
First IASA Frame – N/A
Direction – All 361
Total frames - 43
Miscellaneous – Strange how the auto-cancel window is specified at frame 63 even though the attack is over before that. Sakurai Failed.
Hitbox duration - 20
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
Auto Cancel Window – N/A
[/collapse][/collapse][collapse=Grab & Throws]
Grab & Throws
[collapse=Grab]
Grab

Grab hitbox appears at – Frame - 8
Duration - 2
Total Frames - 30[/collapse]
[collapse=Dash Grab]
Dash Grab

Grab hitbox appears at – Frame - 11
Duration – 2
Total Frames – 40[/collapse]
[collapse=Pivot Grab]
Pivot Grab

Grab hitbox appears at – Frame - 9
Duration – 2
Total Frames – 30
[/collapse]
[collapse=Grab Attack/Choke]
Grab Attack/Choke
Base Damage: - 2
Base Knockback – 0
Knockback gain – 64
Weight Knockback - 28
Hitbox comes out at frame -
First IASA Frame – N/A
Direction – 361
Total frames - Depends on your opponent.
Miscellaneous – Lighter characters = faster choking.
Hitbox duration - 1
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Throws]
Down Throw
Base Damage - 12
Direction -270
Base Knockback – 4B
Knockback Gain – 1E
Total Frames – 60
Miscellaneous – The opponent is free at Frame 59.

Up Throw
Base Damage - 10
Direction – 90
Base Knockback - 44
Knockback Gain – 3C
Total Frames – Varies by victim
Miscellaneous –

Back Throw
Base Damage - 9
Direction - 40
Base Knockback - 41
Knockback Gain – 41
Total Frames – Varies by victim
Miscellaneous – Will make you change direction.

Forward Throw
Base Damage - 9
Direction - 40
Base Knockback – 3C
Knockback Gain – 41
Total Frames – Varies by Victim
Miscellaneous –
[/collapse]
[/collapse]
 

Eternal Yoshi

I've covered ban wars, you know
Joined
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Part 2

[collapse=Specials]
Specials

This is a problem. All of Snake’s specials use articles(props), and PSA has issues with those. Thanks to Kirk, the Nikita,C4,Mine, and Cypher’s hitbox data were found.

Grenade
Total Frames
Pulls Pin at 10
Duration
Finishes Pin Pulling animation at 24
Duration of throws
Close Grenade Throw - 26
Normal Grenade throw - 28
Far Grenade Throw - 32
Miscellaneous – The grenade data is not in FitSnake.pac. I think it’s in the common3.pac file.
Maybe I can use Kirby Snake’s file.

Cypher
Pulls out Cypher at frame 4
Becomes a projectile at frame - 110
Base Damage: - 6
Base Knockback – 0
Knockback gain – 64
Weight Knockback– 5A
Hitbox comes out at frame - 29
First IASA Frame – 47
Direction – 361(the tripping angle)
Total frames - 119
Miscellaneous – The cypher appears to be an active hitbox until it explodes or disappears.
Hitbox duration – See above.
Landing Lag – No change. Just a different sound effect when landing.
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1


Nikita Missile
Total Frames
Missile Comes out at - 43
Launching Nikita - 48 frames
Canceling Nikita - 34 frames
Base Damage: - 7(Weak Missile)/14(Strong Missile)
Base Knockback – 2D(Weak Missile)/4B(Strong Missile)
Knockback gain – 5A(Weak Missile)/46(Strong Missile)
Weight Knockback– Both 0
Hitbox comes out at frame – When the Missile makes contact.
First IASA Frame – N/A
Direction – Both 50
Total frames - Variable
Miscellaneous – There isn’t any specification in PSA stating how long the hitbox lasts.
Hitbox duration – See above.
Tripping rate(If any) – Both 0
Hitlag multiplier – Both x1
SDI potential – Both x1


C4(planting)
Total Frames
On the ground - 44
In the air - 33
Ground Sticky 32
Air Sticky 33
Click Sound at frame 22 on ground
Click Sound at Frame 12 in the air
C4 comes out at frame 15 in the air
C4 comes out at frame 9 for air sticky
C4 comes out at frame 21 on the ground
C4 comes out at frame 11 for ground sticky

C4(Detonation)
Base Damage: - 17
Base Knockback – 28
Knockback gain – 5A
Weight Knockback - 0
Hitbox comes out at frame - 29
First IASA Frame – 40
Direction – 80
Total frames - 45
Miscellaneous –
Hitbox duration - 3
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1
[/collapse]
[collapse=Movement]
Movement


Dash
15 until first step

Skid
Total frames 24
First IASA frame at frame 13

Crouch
IASA Frame at frame 3
Total Frames 8

Exit Crouch
First IASA Frame 3
Total Frames 10
[/collapse]
[collapse=Rolls and Dodges(Blue = Intangible)]
Rolls and Dodges


[collapse=Dodges]
Spot Dodge
http://img217.imageshack.us/img217/7005/spotdodge.gif
Invincibility Frames begin at frame 2
Duration – 19
Total Frames – 26

Front Roll dodge
http://img228.imageshack.us/img228/6697/frontrolldodge.gif
Invincibility Frames begin at frame - 4
Duration – 14
Total Frames - 36
Note: Will make you face backwards.

Back Roll dodge
http://img594.imageshack.us/img594/6250/backrolldodge.gif
Invincibility Frames begin at frame - 4
Duration - 16
Total Frames - 34

Air Dodge
http://img299.imageshack.us/img299/9809/airdodge.gif
Invincibility Frames begin at frame - 4
Duration - 26
Total Frames - 40
[/collapse]

[collapse=Techs]
Tech
http://img29.imageshack.us/img29/3770/tech.gif
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames - 27

Front Tech Roll
http://img526.imageshack.us/img526/1371/techfrontroll.gif
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames – 41

Back Tech Roll
http://img171.imageshack.us/img171/2696/backrolltech.gif
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames - 41

Wall Tech
http://img704.imageshack.us/img704/7281/walltech.gif
Invincibility Frames begin at frame - 1
Duration - 19
Total Frames - 27
Note: Wall Jumping does NOT provide invincibility frames.

Ceiling Tech
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames – 27
[/collapse]

Get up
Invincibility Frames begin at frame - 1
Duration - 19

Get up Roll front
Invincibility Frames begin at frame - 1
Duration – 19

Get up Roll Back
Invincibility Frames begin at frame - 1
Duration - 19

Get up attack up
http://img62.imageshack.us/img62/5315/getupattackup.gif
Invincibility Frames begin at frame - 1
Duration - 21
Bone – Pivot Point
Base Damage: - All 6
Base Knockback – All 50
Knockback gain – All 32
Weight Knockback – All 0
Hitbox comes out at frame – 15/19
First IASA Frame – N/A
Direction – All 169
Total frames - 50
Miscellaneous – Hits on the back first, then the front.
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Get up attack down
http://img62.imageshack.us/img62/6003/getupattackdown.gif
Invincibility Frames begin at frame - 1
Duration - 26
Bone – Pivot Point
Base Damage: - All 6
Base Knockback – All 50
Knockback gain – All 32
Weight Knockback – All 0
Hitbox comes out at frame – 16/26
First IASA Frame – N/A
Direction – All 361
Total frames - 50
Miscellaneous – Snake hits the front first, then the back.
Hitbox duration – 2/1
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1

[collapse=Edge Actions]
Ledge Attack(under 100%)
http://img13.imageshack.us/img13/976/cliffattackquick.gif
Invincibility Frames begin at frame - 1
Duration - 21
Bone – Pivot Point
Base Damage: - 8/6
Base Knockback – All 0
Knockback gain – All 64
Weight Knockback– 6E
Hitbox comes out at frame – All 24
First IASA Frame – N/A
Direction – All 361
Total frames - 56
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Ledge Attack(over 100%)
http://img696.imageshack.us/img696/3691/cliffattackslow.gif
Invincibility Frames begin at frame - 1
Duration - 43
Bone – Pivot Point
Base Damage: - 10/9/8
Base Knockback – All 0
Knockback gain – All 64
Weight Knockback – All 6E
Hitbox comes out at frame – All 41
First IASA Frame – N/A
Direction – All 361
Total frames - 70
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Edge Roll(under 100%)
http://img14.imageshack.us/img14/7347/cliffrollquick.gif
Invincibility Frames begin at frame - 1
Duration – 27
Total Frames – 50

Edge Roll(Over 100%)
http://img203.imageshack.us/img203/1349/cliffrollslow.gif
Invincibility Frames begin at frame - 1
Duration - 56
Total Frames – 80

Edge Jump(Under 100%)
http://img52.imageshack.us/img52/5224/cliffjumpquick.gif
Invincibility Frames begin at frame - 1
Duration – 16
Total Frames – 45

Edge Jump(Over 100%)
http://img203.imageshack.us/img203/1349/cliffrollslow.gif
Invincibility Frames begin at frame - 1
Duration – 19
Total Frames – 51
[/collapse]
[/collapse]

[collapse=Etc.]
Etc.


Item Throw(Front)
Total frames - 21

Item Throw(Back)
Total Frames – 23
Will reverse direction.

Item Throw(Up)
Total Frames – 24

Item Throw(Down)
Total Frames – 24

Item Throw(Dash)
Total Frames – 36

The frame count for the directional item throws is the same if Snake is in the air.

[collapse=Trip Actions]
Trip(Standing)
http://img100.imageshack.us/img100/9572/standingtrip.gif
Invincibility Frames begin at frame - 1
Duration - 5
Total Frames – 30

Trip(Run)
http://img196.imageshack.us/img196/6425/runningtrip.gif
Invincibility Frames begin at frame - 1
Duration - 7
Total Frames – 46

Trip(Down)
Invincibility Frames begin at frame - 1
Duration – 5
Total Frames – 40

Trip(Turn)
Invincibility Frames begin at frame - 1
Duration - 6
Total Frames – 36

Trip(Get up)
Invincibility Frames begin at frame - 1
Duration - 16
Total Frames – 22

Trip(Get up Front Roll)
http://img200.imageshack.us/img200/7574/fronttriproll.gif
Invincibility Frames begin at frame - 1
Duration - 9
Total Frames – 29

Trip(Get up Back Roll)
Invincibility Frames begin at frame - 1
Duration - 9
Total Frames – 29

Trip(Attack)
Invincibility Frames begin at frame - 1
Duration - 6
Base Damage: - All 5
Base Knockback – All 3C
Knockback gain – All 32
Weight Knockback – All 0
Hitbox comes out at frame – First 4 hits 17, and the next 4 hits, 23.
First IASA Frame – N/A
Direction – 361
Total frames - 50
Hitbox duration – All 2
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
[/collapse]

The Cardboard Box

Up taunt
Entry – 40

Side Taunt
Entry – 54

Down Taunt
Entry – 45

Exiting the box
Total Frames - 85 frames
The box is a hitbox at frame 66
Duration – lasts until it disappears at frame 91.
The Hitbox data of the Box is not in FitSnake.pac.
I’ll assume that the box is in the common3 file.
[/collapse]
How does it look now?

Thanks to:
Kyral
Phantom Wings
Kirk
Dantarion and whoever made Wiki2PSA.
 
Joined
Aug 6, 2008
Messages
19,345
Perfect. The frame data we have needed to complete the whole Jab -> Ftilt legality thing is near completion hahahaha xD

So a perfectly done Jab -> Tilt has 20 frames between the two :( And add on 4 more for grabbing... I really would like to know the hitstun on the first hit of jab. I mean, depending upon where you hit with it seems to dictate the amount of hitstun you give it.
 

Dekar173

Justice Man
Joined
Jun 25, 2008
Messages
3,126
Location
Albuquerque, NM
I'd like to know exactly what you mean by

Base knockback
knockback gain

is it that measured in mph as indicated on the winner screen?

also, I'd like to know what the angle of knockback is, its measured in degrees relative to where Snake is facing, right? From what I know of how to DI Snake's utilt, I'd assume so, but I don't know =P


One last thing I'd like cleared up a bit is what exactly do "hitlag multiplier" and "SDI potential" mean? >.>



Excellent source of frame data.
 

6Mizu

Smash Champion
Joined
Aug 28, 2009
Messages
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Location
Somewhere in the SubspaceEmissary(NC, Morrisville)
<3 this thread. We have on,like this on the R.O.B. Boards. It's awesome. :)
Very cool stuff, especially since it completely accurate. We had an old one but I never wanted to trust it since it wasn't from PSA. And I never made this cause I don't have PSA. :)
 

Eternal Yoshi

I've covered ban wars, you know
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I'd like to know exactly what you mean by

Base knockback
knockback gain

is it that measured in mph as indicated on the winner screen?

also, I'd like to know what the angle of knockback is, its measured in degrees relative to where Snake is facing, right? From what I know of how to DI Snake's utilt, I'd assume so, but I don't know =P


One last thing I'd like cleared up a bit is what exactly do "hitlag multiplier" and "SDI potential" mean? >.>



Excellent source of frame data.
SDI Potential is the amount of influence or power your DI has over moves.
If a move has 0 SDI potential, like Zelda's Lightning Kicks, you cannot DI it at all.

Base Knockback is the distance that the foe gets knocked back regardless of damage.

Knockback gain is the distance that gets added proportionate to the foe's damage.

The angles are in hex as of now, and I will convert them to non hex in my next update.

The grab pictures will be replace with gifs another time.

About Jab 1's hitstun....
I have frame data on ALL damage animations.
I think Jab 1 puts foes in DamageN or AirDamageN which has a total of 12 frames for EVERYONE.
If Jab's hitstun is only 10 frames, you would have 23 frames to act when the hitbox connects.

I'll chack another time.

Thanks for the feedback.
 

Tristan_win

Not dead.
Joined
Aug 7, 2006
Messages
3,845
Location
Currently Japan
It's pretty impressive you have all this data but still nothing on how much advantage or rather should I say disadvantage Snake has hitting shields with his attacks.
 

Corrupted

Smash Journeyman
Joined
Dec 14, 2008
Messages
446
It's pretty impressive you have all this data but still nothing on how much advantage or rather should I say disadvantage Snake has hitting shields with his attacks.
Total frames - Frame move comes out + (Shield hitlag - shield stun)

Shield hitlag - shield stun is normally 1 or 2 (disadvantage)
 

Epic Kovumon

Smash Journeyman
Joined
Mar 24, 2008
Messages
386
Location
Fort Worth, TX
Ftilt(Knee hit)
[...]
Tripping rate(If any) – 0%


Are you sure about this? I've cause opponents to trip with the first hit which allowed me to follow up with an uptilt.
 

Yumewomiteru

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good catch, maybe when EY did the datas he only looked at the tripping rate of the outer hitbox, if so then only the inner hitbox have a chance to trip, thats interesting.
 

Eternal Yoshi

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All the hitboxes of ftilt have a tripping rate of 0%. The tripping has to with the hex angle 169, aka the Sakurai angle.
The Sakurai angle causes moves to induce tripping regardless of rate.

Shield stun and hit stun aren't specified at all in Brawlbox or PSA, just the animations. If there's a formula for finding hitstun for a move, please post here so I can include it in my update.
 

rPSIvysaur

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This thread is very messy, and still doesn't have frame advantage. Tsk, tsk. (*pst*Get frame advantage */pst*)
 

A2ZOMG

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This thread is very messy, and still doesn't have frame advantage. Tsk, tsk. (*pst*Get frame advantage */pst*)
^Agrees with this.

I do know that you can technically shieldgrab Snake between hits of F-tilt, but exact numbers would be helpful.
 

Underload

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I always recommend that Snake newcomers be aware of Snake's frame data and hitboxes. Problem is, they can never find this thread. I'm stickying this so I can:

1. Have a super awesome frame data thread to show off
2. Have a convenient resource for newcomers to skim over.
 

Turazrok

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Bandwith exceeded :(

Excellent job though. I got to see some of it.
 

Eternal Yoshi

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I've been stuck working back and forth on this, Gray Fox, and something else.
I have more gifs on my imageshack account now.
I'll edit the OP when I can upload all of them.

OK. Can you see the thumbnail?



\
How would I go about finding frame advantage?
 

Turazrok

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I can see the gif and the img. Although my favorite one is jpg
Pronounced jay-peg :D
 

Eternal Yoshi

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OK. Meanwhile, I'll finish uploading the gifs.

[collapse=Test]
So this is how it's done.
Also, standing grab is bad.


[/collapse]
 
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