Eternal Yoshi
I've covered ban wars, you know
- Joined
- Mar 3, 2007
- Messages
- 5,450
- Location
- Playing different games
- NNID
- EternalYoshi
- 3DS FC
- 3394-4459-7089
Hi. This was collected thanks to Phantom Wings' PSA and Brawlbox. Awesome programs.
Note that this is both frame and hitbox data.
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 forShield damageWeight 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]