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Bowser: Hitboxes and Frame Data [3.6]

Discussion in 'Bowser' started by Sartron, Apr 11, 2014.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    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.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Next Jab Window
    1 Jab1 29 5-7 20 11-29
    2 Jab2 36 8-10 26 -

    Hitbox Data
    Jab1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-7 0 4.3 6/10.5 65° 0/45/91 1x True Slash 4 5 -10
    2 5-7 1 3.91 6/10.5 75° 0/45/91 1x True Slash 4 5 -10
    3 5-7 2 3.91 6/10.5 83° 0/20/91 1x True Slash 4 5 -10

    Jab2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-10 [0-2] [4.3, 3.91, 3.91] 5/7.7 361° 50/0/100 1x True Slash 4 4 -13


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Dash Attack 59 10-17 54 80: 1-12

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-12 0-1 6.25 12/9.1 70° 120/0/30 1x False Normal 7 7 -36
    2 13-17 [0-1] [6.15, 5.85] 8/6.3 55° 80/0/30 1x True Normal 5 5 -35


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Fist Intangibility
    1 Forward Tilt 47 10-17 35 10-11

    Hitbox Data
    Forward Tilt (Up)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-11 [0-2] [6, 4.4, 5] 17/22.4 361° 10/0/92 1x True Normal 9 8 -15
    2 12-17 [0-2] [6, 4.4, 5] 11/7.7 361° 0/0/100 1x True Normal 6 6 -16

    Forward Tilt (Forward)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-11 [0-2] [6, 4.4, 5] 16/21.7 361° 10/0/92 1x True Normal 9 8 -15
    2 12-17 [0-2] [6, 4.4, 5] 10/7 361° 0/0/100 1x True Normal 6 6 -16

    Forward Tilt (Down)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-11 [0-2] [6, 4.4, 5] 15/21 361° 10/0/92 1x True Normal 8 8 -16
    2 12-17 [0-2] [6, 4.4, 5] 9/6.3 361° 0/0/100 1x True Normal 6 6 -16


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Left Arm Intangibility
    1 Up Tilt 47 7-13 36 7-13

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-8 0 6.97 13/9.1 100° 50/0/112 1x True Slash 7 7 -21
    2 7-13 1 4.69 13/9.1 100° 50/0/112 1x True Slash 7 7 -21
    3 9-13 2-4 [5.49, 4.6, 4.45] 8/5.6 60° 50/0/90 1x True Slash 5 5 -21


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Arm Intangibility Next Down Tilt
    1 Down Tilt 1 35 10-13 30 80: 1-7 10-13 14-29
    2 Down Tilt 2 34 12-17 26 - 12-17 -

    Hitbox Data
    Down Tilt 1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-13 0-1 4.69 13/13.3 361° 15/0/100 1x True Normal 7 7 -12
    2 10-13 2 5.74 13/13.3 55° 15/0/100 1x True Slash 7 7 -12

    Down Tilt 2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 12-17 0-1 4.69 12/11.2 361° 12/0/100 1x True Normal 7 7 -6
    2 12-17 2 5.74 12/11.2 55° 12/0/100 1x True Slash 7 7 -6


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Charge 1-60 - - 80: 1-60
    2 Forward Smash 72 31-34 67 28-34

    Armor Charging Window
    1 Medium / 140 0-19
    2 Heavy / 200 20-38
    3 Super 39-60

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 31-34 0 7 26/39.2 361° 60/0/80 1x True Flame 13 16 -26
    2 32-34 1 7 26/39.2 60° 60/0/80 1x True Flame 13 16 -26


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Shell Invincibility
    1 Charge 1-60 - - 80: 1-60 -
    2 Up Smash 56 13-18, 28-32 46 13-18 11-24

    Armor Charging Window
    1 Light / 80 0-19
    2 Medium / 140 20-38
    3 Heavy / 200 39-57
    4 Super 58-60

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 13-18 [0-2] 9.2 20/14 90° 40/0/86 1x True Slash - 10 9 -22
    2 28-32 0, 3 7.784983 12/8.4 280° 54/0/85 1x False Normal Grounded 7 7 -10
    3 28-32 [1-2] [9.495, 7.875] 12/8.4 280° 54/0/85 1x False Normal - 7 7 -10


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Charge 1-60 - - 80: 1-60
    2 Down Smash 63 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26 57 8-26

    Armor Charging Window
    1 Light / 80 0-19
    2 Medium / 140 20-38
    3 Heavy / 200 39-57
    4 Super 58-60

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-9, 11-12, 14-15, 17-18, 20-21, 23-24 0-1 6 2/3.5 150° 40/0/50 1x True Slash 2 3 -46 [+3]
    2 8-9, 11-12, 14-15, 17-18, 20-21, 23-24 2-3 6 2/3.5 190° 40/0/50 1x True Slash 2 3 -46 [+3]
    3 26 0 12.5 6/4.2 125° 75/0/150 1x True Slash 4 5 -26


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Armor
    1 Neutral Air 52 5-28 45 26/13/6 1-4, 32-52 140: 5-8

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-10 0 9.77 13/9.1 361° 35/0/80 1x True Normal 7 7 -19/-6/-20
    2 11-14 0 9.77 13/9.1 361° 30/0/80 1x True Normal 7 7 -19/-6/-16
    3 15-28 0 9.77 13/9.1 361° 20/0/80 1x True Normal 7 7 -19/-6/-2

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 45 8-11 36 30/15/6 1-7, 31-45

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 8-11 0, 2 4.69 13/14.7 361° 50/0/75 1x True Normal 7 7 -23/-8/-18
    2 8-11 1 6.25 16/16.8 361° 50/0/75 1x True Slash 9 8 -21/-6/-16

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window Shell Invincibility
    1 Back Air 49 9-30 35/17/6 1-8, 35-49 3-30

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 9-11 [0-1] [7.22, 8.59] 17/17.5 24° 25/0/65 1x True Slash 9 8 -26/-8/-20
    2 12-30 [0-1] [6.43, 7.8] 10/7 361° 20/0/90 1x True Slash 6 6 -29/-11/-4

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Head Invincibility
    1 Up Air 49 18-23 45 30/15/6 1-10, 42-49 11-23

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 18-23 0 8.59 23/21 80° 25/0/88 1x True Normal 12 10 -18/-3/-12

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 60 11-12, 14, 16, 18-21, 23, 25, 27-30, 32-34 59 40/20/6 1-10, 53-60
    2 Landing 40/20** 1-2/1** - - -

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 11-12, 14, 16, 18-21, 23, 25, 27-30 0-1 5.85 2/2.8 240° 0/50/100 1x True Slash 2 3 -38/-18/-26
    2 11-12, 14, 16, 18-21, 23, 25, 27-30 2 8.2 2/2.8 80° 0/25/100 1x True Slash 2 3 -38/-18/-26
    3 32-34 [0-2] [5.85, 5.85, 9.38] 3/4.9 270° 30/0/60 1x True Slash 3 4 -37/-17/-21

    Landing
    Duration** ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage**
    1 1-2/1 0-1 11 5/10.5 25° 60/0/30 1x False Slash 4 4 -35/-15

    *Format is: Normal/L-Cancel/Auto-cancel
    **Format is: Normal/L-Cancel


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Fire Breath 66 16-51, 43-45 64

    Fire Hitbox, Bite Hitbox

    Data above is assuming Fire Breath is held for the minimum amount of time.

    Each fire hitbox lasts for 18 frames.
    fire hitbox appears every 6 frames.

    Hitbox Data
    Fire
    ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag
    1 0 4 1/2.1 280° 40/0/50 1x False Flame Grounded 2 3
    2 0 4 1/2.1 65° 8/0/50 1x False Flame Aerial - 3
    3
    4 0 4 2/2.8 300° 40/0/50 1x False Flame Grounded 2 3
    5 0 4 2/2.8 65° 4/0/25 1x False Flame Aerial - 3
    6
    7 0 4 3/3.5 320° 45/0/50 1x False Flame Grounded 3 4
    8 0 4 3/3.5 65° 0/0/0 1x False Flame Aerial - 4

    Bite
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 43-45 0 6 3/2.1 65° 0/110/100 1x True Flame 3 4 -17


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes IASA Input Throw Direction Thrown
    1 Grab 43 13-14 12 - - -
    2 Caught 18 - - - 1-18 -
    3 Forward Throw 45 - - 35 - 14
    4 Back Throw 34 - - - - 14
    5 Grounded Down Throw 56 - - 40 - 24
    6 Aerial Down Throw 58 17-18 - 51 - 16

    Hitbox & Throw Data
    Grab
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 13-14 [0-1] [5.47, 5.08] 12/12.6 65° 55/0/90 1x True Slash 7 10 -23
    2 13-14 2 4.69 10/11.2 65° 55/0/90 1x True Slash 6 9 -24

    Forward Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 14 15 77° 90/0/40 False

    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 14 15 361° 60/0/75 False

    Grounded Down Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 24 15 280° 80/0/20 False

    Aerial Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 17-18 0 7 15/10.5 290° 40/0/66 1x True Normal 8 8 -33
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 16 0 10/0/0 False


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Grounded Whirling Fortress 79 5-39 1-4 -
    2 Aerial Whirling Fortress 49 5-46 - 10

    Hitbox Data
    Grounded Whirling Fortress
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 5-7 0 8.5 13/11.2 80° 70/0/85 1x True Slash - 7 7 -67
    2 8-11 [0-2] [6.3, 5.85, 5.85] 10/9.1 80° 90/0/65 1x True Slash - 6 6 -65
    3 12-23 0-1 6.003 8/5.6 70° 60/0/60 1x True Slash - 5 5 -62
    4 24-39 0-1 6.003 6/4.2 60° 40/0/50 1x True Slash Grounded 4 5 -51

    Aerial Whirling Fortress
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-6 0 9.45 10/9.1 80° 80/0/60 1x True Normal 6 6 -38
    2 7-26 0-1 6.3 2/1.4 365° 50/0/20 1x True Slash 2 3 -40
    3 27-46 [0-1] [6.14, 5.85] 1/0.7 365° 50/0/20 1x True Slash 2 3 -20


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes Armor Jump Cancel
    1 Jump 39 38-39 140: 1-5, 200: 38-39 11-22
    2 Fall >1 >1 200: >1 -
    3 Landing 60 1-4 140: 1-4 -

    Aerial Overview
    Name/Label Duration Active Hitboxes Armor
    1 Fall >1 >1 200: >1
    2 Landing 60 1-4 140: 1-4

    Hitbox Data
    Jump
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 38-39 0 7.81 25/28.7 80° 60/0/81 1x True Normal 13 12

    Fall
    Condition: Used from Ground
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 >1 0 8.2 25/28.7 80° 60/0/81 1x True Normal 13 12

    Fall
    Condition: Used from Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 >1 0 8.2 25/28.7 80° 0/0/100 1x True Normal 13 12

    Landing
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 1-4 0 11.72 10/7 270° 120/0/65 1x True Slash Grounded 6 6 -53
    2 1-4 1-2 8.1 7/4.9 270° 100/0/50 1x True Slash Grounded 5 5 -54
    3 1-4 3-4 6.3 4/2.8 270° 0/100/100 1x True Slash Grounded 3 4 -56


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes
    1 Standing Grab 35 - 9-10
    2 Dash Grab 51 - 12-13
    3 Pivot Grab 40 - 9-10
    4 Grab Pummel 26 12-15 -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 12-15 0 8.5 4/2.8 80° 0/30/100 1x True Slash 3 4 -11


    Overview
    Name/Label Duration Active Hitboxes Thrown Armor
    1 Back Throw 39 - 19 -
    2 Forward Throw 59 - 59 -
    3 Up Throw 69 21-52 53 80: 21-53
    4 Down Throw 79 45 56 -

    Hitbox & Throw Data
    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 19 10 45° 70/0/75 True

    Forward Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 59 10 45° 100/0/50 True

    Up Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 21-52 1 7.81 1/0.7 70° 0/0/100 1x False Slash 2 3
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 53 2 70° 62/0/110 False

    Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 44-45 0-1 7.81 16/11.2 0/0/100 1x False Normal 9 4
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 56 0 50° 75/0/30 False


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Side Taunt 139 34-35, 55-56, 86-87, 108-109 120

    Hitbox Data
    Side Taunt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 34-35, 55-56, 86-87, 108-109 0 5 4/2.8 83° 0/18/100 0.75x True Slash 3 4 -82


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 30 2-21 - -
    2 Roll Dodge 32 4-19 32 -
    3 Air Dodge 49 3-29 - 10
    4
    5 Tech 26 1-20 -
    6 Tech Roll 40 1-20 -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes
    1 Ledge Stand (<100%) 32 1-30 1-32 -
    2 Ledge Stand (>100%) 59 1-55 1-44 -
    3 Ledge Roll (<100%) 49 1-18 1-40 -
    4 Ledge Roll (>100%) 79 1-50 1-54 -
    5 Ledge Attack (<100%) 54 1-34 1-42 7-34
    6 Ledge Attack (>100%) 52 1-26 1-33 29-33
    7 Ledge Jump (<100%) 3 1-3 1-3 -
    8 Ledge Jump (>100%) 17 1-17 1-17 -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-34 0-1 7.03 8/6.3 361° 0/90/100 1x True Normal 5 5 -42

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 29-33 [0-3] [4.5, 4.95, 5.4, 5.4] 10/7.7 361° 70/0/50 1x True Normal 6 6 -17

    Code:
    Hitbox Data Overhaul 2 [11/27/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [8/27/15]
    - 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.
    - Added the full hitbox duration for hitboxes that just had an ellipses instead.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    3.6 Beta Update! [7/10/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    - GIFs remade to use Bowser's new size. Modified Bowser's position within the GIFs themselves to be better centered and aligned along the bottom.
    
     
    #1 Sartron, Apr 11, 2014
    Last edited: Aug 31, 2016
  2. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    Project M 3.5 Hitboxes and Frame Data​


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Next Jab Window
    1 Jab1 29 5-7 20 11-29
    2 Jab2 36 8-10 26 -

    Hitbox Data
    Jab1
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag Hit Advantage Shield Advantage
    1 5-7 0 5 6/10.5 65° 46.319 0/45/91 1x True Slash 18 4 5 +4 -10
    2 5-7 1 4.5 6/10.5 75° 46.319 0/45/91 1x True Slash 18 4 5 +4 -10
    3 5-7 2 4.5 6/10.5 83° 30.394 0/20/91 1x True Slash 12 4 5 -2 -10

    Jab2
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 8-10 0 5.7 5/7.7 361° 70.45/119.45 50/0/100 1x True Slash 28/47 4 4 +11/+30 -13
    2 8-10 1 5.2 5/7.7 361° 70.45/119.45 50/0/100 1x True Slash 28/47 4 4 +11/+30 -13
    3 8-10 2 4.7 5/7.7 361° 70.45/119.45 50/0/100 1x True Slash 28/47 4 4 +11/+30 -13


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Dash Attack 55 10-17 50 140: 1-13

    Hitbox Data
    Dash Attack
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 10-13 0 8 12/9.1 80° 132.7968/174.9368 120/0/43 1x False Normal 53/69 7 7 +14/+30 -32
    2 10-13 1 8 12/9.1 80° 132.7968/174.9368 120/0/43 1x False Normal 53/69 7 7 +14/+30 -32
    3 14-17 0 7.5 8/6.3 80° 87.08/108.08 80/0/30 1x True Normal 34/43 5 5 -1/+8 -30
    4 14-17 1 6.5 8/6.3 80° 87.08/108.08 80/0/30 1x True Normal 34/43 5 5 -1/+8 -30


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Fist Intangibility
    1 Forward Tilt 49 12-16 41 12-16

    Hitbox Data
    Forward Tilt (Up)
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 12-16 0 4 15/20.3 361° 49.435/180.335 10/0/110 1x True Normal 19/72 8 8 -9/+44 -20
    2 12-16 1 5 15/20.3 361° 49.435/180.335 10/0/110 1x True Normal 19/72 8 8 -9/+44 -20
    3 12-16 2 6.7 15/20.3 361° 49.435/180.335 10/0/110 1x True Normal 19/72 8 8 -9/+44 -20

    Forward Tilt (Forward)
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 12-16 0 4 14/19.6 361° 47.048/170.248 10/0/110 1x True Normal 18/68 8 7 -10/+40 -20
    2 12-16 1 5 14/19.6 361° 47.048/170.248 10/0/110 1x True Normal 18/68 8 7 -10/+40 -20
    3 12-16 2 6.7 14/19.6 361° 47.048/170.248 10/0/110 1x True Normal 18/68 8 7 -10/+40 -20

    Forward Tilt (Down)
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 12-16 0 4 13/18.9 361° 44.815/160.315 10/0/110 1x True Normal 17/64 7 7 -11/+36 -21
    2 12-16 1 5 13/18.9 361° 44.815/160.315 10/0/110 1x True Normal 17/64 7 7 -11/+36 -21
    3 12-16 2 6.7 13/18.9 361° 44.815/160.315 10/0/110 1x True Normal 17/64 7 7 -11/+36 -21


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Left Arm Intangibility
    1 Up Tilt 45 7-14 37 7-14

    Hitbox Data
    Up Tilt
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 7-9 0 8.1 13/9.1 100° 77.98/203.98 40/0/120 1x True Slash 31/81 7 7 +2/+52 -22
    2 7-9 1 6.2 13/9.1 100° 77.98/203.98 40/0/120 1x True Slash 31/81 7 7 +2/+52 -22
    3 10-14 0 6.1 11/7.7 85° 81.6095/168.0595 55/0/95 1x True Slash 32/67 6 6 +6/+41 -20
    4 10-14 1 6.64 11/7.7 85° 81.6095/168.0595 55/0/95 1x True Slash 32/67 6 6 +6/+41 -20


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Arm Intangibility Next Down Tilt
    1 Down Tilt 1 35 10-13 30 80: 1-7 10-13 14-29
    2 Down Tilt 2 34 12-17 26 - 12-17 -

    Hitbox Data
    Down Tilt 1
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 10-13 0 4.7 13/13.3 361° 46.65/151.65 15/0/100 1x True Normal 18/60 7 7 -1/+41 -12
    2 10-13 1 6 13/13.3 361° 46.65/151.65 15/0/100 1x True Normal 18/60 7 7 -1/+41 -12
    3 10-13 2 7.5 13/13.3 55° 46.65/151.65 15/0/100 1x True Slash 18/60 7 7 -1/+41 -12

    Down Tilt 2
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 12-17 0 4.7 12/11.2 361° 41.76/139.76 12/0/100 1x True Normal 16/55 7 7 +3/+42 -6
    2 12-17 1 6 12/11.2 361° 41.76/139.76 12/0/100 1x True Normal 16/55 7 7 +3/+42 -6
    3 12-17 2 7.5 12/11.2 55° 41.76/139.76 12/0/100 1x True Slash 16/55 7 7 +3/+42 -6


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Forward Smash 75 35-39 72 200: 34-39

    Hitbox Data
    Forward Smash
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 35-39 0 7.75 26/39.2 361° 118.96/314.96 50/0/100 1x True Flame 47/125 13 16 +11/+89 -28
    2 35-39 1 7.5 26/39.2 60° 118.96/314.96 50/0/100 1x True Flame 47/125 13 16 +11/+89 -28


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Shell Invincibility Intangibility
    1 Up Smash 59 16-21, 31-35 53 140: 18-21 14-27 16-17

    Hitbox Data
    Up Smash
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Target Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 16-21 0 10 20/14 90° 81.968/214.408 40/0/86 1x True Slash - 32/85 10 9 -4/+49 -26
    2 16-21 1 7.5 17/11.9 90° 74.9246/189.3046 40/0/86 1x True Slash - 29/75 9 8 -7/+39 -27
    3 16-21 2 7.5 17/11.9 90° 74.9246/189.3046 40/0/86 1x True Slash - 29/75 9 8 -7/+39 -27
    4 31-35 0 8.649983 12/8.4 280° 79.296/162.596 54/0/85 1x False Normal Grounded 31/65 7 7 +10/+44 -14
    5 31-35 1 10.55 12/8.4 280° 79.296/162.596 54/0/85 1x False Normal - 31/65 7 7 +10/+44 -14
    6 31-35 2 8.75 12/8.4 280° 79.296/162.596 54/0/85 1x False Normal - 31/65 7 7 +10/+44 -14
    7 31-35 3 8.649983 12/8.4 280° 79.296/162.596 54/0/85 1x False Normal Grounded 31/65 7 7 +10/+44 -14


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor
    1 Down Smash 69 14-16, 18-19, 21-22, 24-25, 27-28, 30-31, 33 68 140: 14-33

    Hitbox Data
    Down Smash
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 14-16... 0 6.6 2/3.5 150° 49.28/63.28 40/0/50 1x True Slash 19/25 2 3 -34/-28 -51
    2 14-16... 1 6.6 2/3.5 150° 49.28/63.28 40/0/50 1x True Slash 19/25 2 3 -34/-28 -51
    3 14-16... 2 6.6 2/3.5 190° 49.28/63.28 40/0/50 1x True Slash 19/25 2 3 -34/-28 -51
    4 14-16... 3 6.6 2/3.5 190° 49.28/63.28 40/0/50 1x True Slash 19/25 2 3 -34/-28 -51
    5 33 0 15 10/7 90° 76.96/194.56 40/0/140 1x True Slash 30/77 6 6 -4/+43 -28


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Armor
    1 Neutral Air 52 5-28 45 26/13/6 1-4, 32-52 200: 3-8

    Hitbox Data
    Neutral Air
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage*
    1 5-10 0 11 13/9.1 361° 60.32/144.32 35/0/80 1x True Normal 24/57 7 7 -19/-6/-20
    2 11-14 0 11 13/9.1 361° 55.32/139.32 30/0/80 1x True Normal 22/55 7 7 -19/-6/-16
    3 15-28 0 11 13/9.1 361° 45.32/129.32 20/0/80 1x True Normal 18/51 7 7 -19/-6/-2

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 45 8-11 36 30/15/6 1-7, 31-45

    Hitbox Data
    Forward Air
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage*
    1 8-11 0 6 13/14.7 361° 56.3335/160.2835 25/0/99 1x True Normal 22/64 7 7 -23/-8/-18
    2 8-11 2 6.5 13/14.7 361° 56.3335/160.2835 25/0/99 1x True Normal 22/64 7 7 -23/-8/-18
    3 8-11 1 7 16/16.8 361° 70.1072/186.0272 35/0/92 1x True Slash 28/74 9 8 -21/-6/-16

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window Shell Invincibility
    1 Back Air 49 9-30 35/17/6 1-8, 35-49 3-30

    Hitbox Data
    Back Air
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage*
    1 9-11 0 9.25 17/17.5 24° 51.3965/137.8465 25/0/65 1x True Slash 20/55 9 8 -26/-8/-20
    2 9-11 1 11 17/17.5 24° 51.3965/137.8465 25/0/65 1x True Slash 20/55 9 8 -26/-8/-20
    3 12-30 0 8.25 10/7 361° 43.76/119.36 20/0/90 1x True Slash 17/47 6 6 -29/-11/-4
    4 12-30 1 10 10/7 361° 43.76/119.36 20/0/90 1x True Slash 17/47 6 6 -29/-11/-4

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Head Invincibility
    1 Up Air 49 18-23 45 30/15/6 1-10, 42-49 11-23

    Hitbox Data
    Up Air
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage*
    1 18-23 0 9 18/21 80° 91.472/225.872 50/0/96 1x True Normal 36/90 10 9 -20/-5/-14

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 60 11-12, 14, 16, 18-21, 23, 25, 27-30, 32-34 59 40/20/6 1-10, 53-60
    2 Landing 40/20** 1-2/1** - - -

    Hitbox Data
    Down Air
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage*
    1 11-12, 14... 0 6.5 2/2.8 240° 54.4 0/50/100 1x True Slash 21 2 3 -38/-18/-26
    2 11-12, 14... 1 6.5 2/2.8 240° 54.4 0/50/100 1x True Slash 21 2 3 -38/-18/-26
    3 11-12, 14... 2 11.5 2/2.8 80° 36.9 0/25/100 1x True Slash 14 2 3 -38/-18/-26
    4 32-34 0 6.5 3/4.9 270° 41.43/62.43 30/0/60 1x True Slash 16/24 3 4 -37/-17/-21
    5 32-34 1 6.5 3/4.9 270° 41.43/62.43 30/0/60 1x True Slash 16/24 3 4 -37/-17/-21
    6 32-34 2 11.5 3/4.9 270° 41.43/62.43 30/0/60 1x True Slash 16/24 3 4 -37/-17/-21

    Landing
    Hitbox Duration** ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage**
    1 1-2/1 0 11 5/10.5 25° 66.135/80.835 60/0/30 1x False Slash 26/32 4 4 -35/-15
    2 1-2/1 1 11 5/10.5 25° 66.135/80.835 60/0/30 1x False Slash 26/32 4 4 -35/-15

    *Format is: Normal/L-Cancel/Auto-cancel
    **Format is: Normal/L-Cancel


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Flame Cancel
    1 Fire Breath 76 22-46, 53-55 1-21*

    Data is assuming fire breath is held for the minimum amount of time.

    Hitbox Data
    Endlag
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag Hit Advantage Shield Advantage
    1 53-55 0 6 3/2.1 65° 96.4 0/110/100 1x True Flame 38 3 4 +15 -20

    *Air only

    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes Armor Input Throw Direction Thrown
    1 Grounded Grab 47 17-18 16 200: 4-12 - -
    2 Aerial Grab 56 17-18 16 - - -
    3 Caught 18 - - - 1-18 -
    4 Forward Throw 44 - - - - 19
    5 Back Throw 34 - - - - 14

    Hitbox & Throw Data
    Grounded Grab
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 17-18 0 6.67 11/11.9 70° 105.209/187.109 80/0/90 1x True Slash 42/74 6 9 +12/+44 -27
    2 17-18 1 6.2 12/12.6 70° 106.784/194.984 80/0/90 1x True Slash 42/77 7 10 +12/+47 -26
    3 17-18 2 5.72 12/12.6 70° 106.784/194.984 80/0/90 1x True Slash 42/77 7 10 +12/+47 -26

    Aerial Grab
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 17-18 0 6.64 11/11.9 70° 105.209/187.109 80/0/90 1x True Slash 42/74 6 9 +3/+35 -36
    2 17-18 1 6.62 12/12.6 70° 106.784/194.984 80/0/90 1x True Slash 42/77 7 10 +3/+38 -35
    3 17-18 2 5.72 12/12.6 70° 106.784/194.984 80/0/90 1x True Slash 42/77 7 10 +3/+38 -35

    Forward Throw
    Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    1 19 20 80° 106.152/150.812 92/0/29 False

    Back Throw
    Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    1 14 15 361° 86.8875/176.1375 60/0/75 False


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Grounded Whirling Fortress 79 5-39 1-4 -
    2 Aerial Whirling Fortress 49 5-46 - 10

    Hitbox Data
    Grounded Whirling Fortress
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Target Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 5-7 0 9 13/11.2 80° 115.32/199.32 90/0/80 1x True Slash - 46/79 7 7 -28/+5 -67
    2 8-11 0 7 10/9.1 80° 107.16/161.76 90/0/65 1x True Slash - 42/64 6 6 -29/-7 -65
    3 8-11 1 6.5 10/9.1 80° 107.16/161.76 90/0/65 1x True Slash - 42/64 6 6 -29/-7 -65
    4 8-11 2 6.5 10/9.1 80° 107.16/161.76 90/0/65 1x True Slash - 42/64 6 6 -29/-7 -65
    5 12-23 0 6.67 8/5.6 70° 74.16/116.16 60/0/60 1x True Slash - 29/46 5 5 -38/-21 -62
    6 12-23 1 6.67 8/5.6 70° 74.16/116.16 60/0/60 1x True Slash - 29/46 5 5 -38/-21 -62
    7 24-39 0 6.67 6/4.2 60° 50.68/78.68 40/0/50 1x True Slash Grounded 20/31 4 5 -35/-24 -51
    8 24-39 1 6.67 6/4.2 60° 50.68/78.68 40/0/50 1x True Slash Grounded 20/31 4 5 -35/-24 -51

    Aerial Whirling Fortress
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 5-6 0 10 10/9.1 80° 95.84/146.24 80/0/60 1x True Normal 38/58 6 6 -6/+14 -38
    2 7-26 0 7 3/2.1 365° 53.81/60.81 50/0/20 1x True Slash 21/24 3 4 -21/-18 -39
    3 7-26 1 7 3/2.1 365° 53.81/60.81 50/0/20 1x True Slash 21/24 3 4 -21/-18 -39
    4 27-46 0 6.5 2/1.4 365° 53.712/59.312 50/0/20 1x True Slash 21/23 2 3 -1/+1 -20
    5 27-46 1 6.5 2/1.4 365° 53.712/59.312 50/0/20 1x True Slash 21/23 2 3 -1/+1 -20


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes Armor Jump Cancel
    1 Startup 39 38-39 140: 1-5, 200: 38-39 11-22
    2 Attack >32 >1 200: >1 -
    3 Endlag/Landing 60 1-4 140: 1-4 -

    Aerial Overview
    Name/Label Duration Active Hitboxes Armor
    1 Attack >32 >1 200: >1
    2 Endlag/Landing 60 1-4 140: 1-4

    Hitbox Data
    Startup
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Target Shieldstun Hitlag
    1 38-39 0 9.7 25/28.7 80° 112.8525/265.9425 60/0/81 1x True Normal 45/106 13 12

    Attack
    Condition: Previous subaction was SpecialLw
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Target Shieldstun Hitlag
    1 >1 0 9.7 25/28.7 80° 112.8525/265.9425 60/0/81 1x True Normal 45/106 13 12

    Attack
    Condition: Previous subaction was not SpecialLw
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Target Shieldstun Hitlag
    1 >1 0 9.7 25/28.7 80° 65.25/254.25 0/0/100 1x True Normal 26/101 13 12

    Endlag/Landing
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Target Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 1-4 0 12 10/7 270° 137.16/191.76 120/0/65 1x True Slash Grounded 54/76 6 6 -5/+17 -53
    2 1-4 1 9 7/4.9 270° 111.205/142.705 100/0/50 1x True Slash Grounded 44/57 5 5 -15/-2 -54
    3 1-4 2 9 7/4.9 270° 111.205/142.705 100/0/50 1x True Slash Grounded 44/57 5 5 -15/-2 -54
    4 1-4 3 7 4/2.8 270° 89.4 0/100/100 1x True Slash Grounded 35 3 4 -24 -56
    5 1-4 4 7 4/2.8 270° 89.4 0/100/100 1x True Slash Grounded 35 3 4 -24 -56


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes
    1 Standing Grab 35 - 9-10
    2 Dash Grab 51 - 12-13
    3 Pivot Grab 40 - 9-10
    4 Grab Pummel 26 12-15 -

    Hitbox Data
    Grab Pummel
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag Hit Advantage Shield Advantage
    1 12-15 0 8.5 4/2.8 80° 40.4 0/30/100 1x True Slash 16 3 4 +2 -11


    Overview
    Name/Label Duration Active Hitboxes Thrown Armor
    1 Back Throw 39 - 19 -
    2 Forward Throw 59 - 59 -
    3 Up Throw 69 21-52 53 80: 21-53
    4 Down Throw 84 44-45 56 -

    Hitbox & Throw Data
    Back Throw
    Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    1 19 10 45° 89.8/152.8 70/0/75 True

    Forward Throw
    Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    1 59 10 45° 113.2/155.2 100/0/50 True

    Up Throw
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag
    1 21-52 1 9.6 1/0.7 70° 18.21/39.21 0/0/100 1x False Slash 7/15 2 3
    2 Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    3 53 2 70° 82.416/113.216 62/0/110 False

    Down Throw
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag
    1 44-45 0 9.6 16/11.2 38.16/164.16 0/0/100 1x False Normal 15/65 9 4
    2 44-45 1 9.6 16/11.2 38.16/164.16 0/0/100 1x False Normal 15/65 9 4
    3 Thrown Damage Angle KB Units (0%/100%) BKB/WDSK/KBG Weight Dependent
    4 56 0 50° 80.4/84.6 75/0/30 True


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Side Taunt 139 34-35, 55-56, 86-87, 108-109 120

    Hitbox Data
    Side Taunt
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag Hit Advantage Shield Advantage
    1 34-35, 55-56... 0 5 4/2.8 83° 32 0/18/100 0.75x True Slash 12 3 4 -73 -82


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 32 3-20 - -
    2 Roll Dodge 39 5-20 39 -
    3 Air Dodge 49 3-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes
    1 Ledge Stand (<100%) 32 1-30 1-32 -
    2 Ledge Stand (>100%) 59 1-55 1-44 -
    3 Ledge Roll (<100%) 49 1-18 1-40 -
    4 Ledge Roll (>100%) 79 1-50 1-54 -
    5 Ledge Attack (<100%) 54 1-34 1-42 7-34
    6 Ledge Attack (>100%) 52 1-26 1-33 29-33
    7 Ledge Jump (<100%) 3 1-3 1-3 -
    8 Ledge Jump (>100%) 17 1-17 1-17 -

    Hitbox Data
    Ledge Attack (<100%)
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun Shieldstun Hitlag Hit Advantage Shield Advantage
    1 7-34 0 8.45 8/6.3 361° 82.4 0/90/100 1x True Normal 32 5 5 -15 -42
    2 7-34 1 8.45 8/6.3 361° 82.4 0/90/100 1x True Normal 32 5 5 -15 -42

    Ledge Attack (>100%)
    Hitbox Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Hit Advantage (0%/100%) Shield Advantage
    1 29-33 0 5 10/7.7 361° 83.2/125.2 70/0/50 1x True Normal 33/50 6 6 +10/+27 -17
    2 29-33 1 5.5 10/7.7 361° 83.2/125.2 70/0/50 1x True Normal 33/50 6 6 +10/+27 -17
    3 29-33 2 6 10/7.7 361° 83.2/125.2 70/0/50 1x True Normal 33/50 6 6 +10/+27 -17
    4 29-33 3 6 10/7.7 361° 83.2/125.2 70/0/50 1x True Normal 33/50 6 6 +10/+27 -17

     
    #2 Sartron, Apr 11, 2014
    Last edited: Aug 31, 2016
  3. Chesstiger2612

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    Woohoo frame data
     
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  4. KuroganeHammer

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    It's ya boy.

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    *uses sticky magic*

    I wish Bowser's rolls and stuff didn't suck.

    [​IMG]
     
    #4 KuroganeHammer, Apr 12, 2014
    Last edited: Apr 16, 2014
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  5. Chaos_Blasta

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    Would it be possible to remove the hurtboxes for the animations?
     
  6. Sartron

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    It's possible but I'm not willing to do it, especially considering I just finished this up. It would involve redumping every single frame again and re-rendering the animations. Sorry.
     
    #6 Sartron, Apr 16, 2014
    Last edited: Apr 16, 2014
  7. Mr.Random

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  8. Abeebo

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    Sartron, this is phenomenal. A genuine thanks to you.

    I thought Bowser had the 1st longest dash grab in the game. Who has the longest? Why not Bowser? Also, grounded Whirling Fortress has some weird hitbubbles going on. It's cool looking. LOL at the generally high frame numbers this character has. No wonder he's still a punching bag.
     
    #8 Abeebo, Apr 29, 2014
    Last edited: Apr 29, 2014
  9. KuroganeHammer

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    Oh my

    I like it, I like it a lot.
     
  10. Sartron

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    Thanks and good catch on the dash grab. I had it confused with standing grabs. Also, Whirling Fortress is weird because there's a 10% hitbox that just sits there. I thought I was looking at something wrong at first, but nope, that's what it really looks like ingame.
    Thanks. :)
     
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  11. Abeebo

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    Wait. Bowser has 2nd longest standing grab? That's weird, but interesting. That leftover red bubble at the end of Whirling Fortress does 10%? Interesting. What are the differences between intangibility and invincibility?
     
  12. Sartron

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    Here's what I define invincibility and intangibility as...
    When a player is invincible, they can still be physically hit by hurtboxes but do not receive damage. The person who attacks them, however, still suffers from hitlag for attacking.
    In intangibility, this does not happen. Attacks pass through the hurtboxes and make no contact whatsoever, which is certainly more fortunate for the attacker as they do not suffer hitlag.
     
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  13. Abeebo

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    Fantastic. Thanks.
     
    #13 Abeebo, Apr 29, 2014
    Last edited: Apr 29, 2014
  14. KuroganeHammer

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    I remember saying invincibility is weaker than intangibility but I don't remember why.
     
  15. Abeebo

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    Can you be grabbed out of invincibility? I doubt it. I can't think of a better reason though.
     
    #15 Abeebo, Apr 29, 2014
    Last edited: Apr 29, 2014
  16. Matthew

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    I don't think anyone mentioned this, or the guide mentioned it, but Bowser gets crouch armor while he is charging up-smash.
     
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  17. Abeebo

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    Very true, and useful against a laser-approaching falco.
     
  18. KuroganeHammer

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    or you could just powershield them lol
     
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  19. Abeebo

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    You could powershield it, but then your're both back in neutral. Guess who wins that one? I won't give you a hint, cuz i'm sure you'll get it. It's super situational; I understand that. Given Bowser's current iteration though, you have to take advantage of ANY and ALL situations.
     
  20. Jacob29

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    Can someone explain to me how " Light Armor (80)"

    Actually works?
     
  21. Sartron

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    Project M's armor system follows a standardized system of 3 categories: light, medium, and heavy armor.
    Each type of armor covers a certain threshold of knockback. Light is 80, medium is 140, and heavy is 200.
    Anyways, the way armor works is that it subtracts a hitbox's knockback from itself until it runs out.

    So armor of 80 will sustain up to 80 units of KB and then disappear.
     
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  22. Jacob29

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    Cheers thank you I couldn't find that information readibly available on here.

    Now I just need to be a readily available source on alp attacks and their knock back.

    You seem to have done a good job of listing Bowser's
     
  23. Frost | Odds

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    How long is the jumpsquat on downb?
     
  24. Sartron

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    JumpSquat never occurs during down special.
     
  25. Frost | Odds

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    Allow me to rephrase: how long til Bowser's in the air?

    It appears to be 11 frames by implication of "SpecialLw: Frames 11-22", but maybe he leaves the ground sooner than that?
     
  26. Sartron

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    Bowser is in the air for a single frame on frame 2, then stays in the air starting frame 4.
     
  27. Frost | Odds

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    Jesus. Thanks, that's good to know.
     
  28. Abeebo

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    Not sure I follow. You're saying he's technically airborne, then grounded, then airborne again? Or what do you mean by 'a single frame on frame 2'? Why do I doubt that he's in the air at frame 4 when the red armor disappears before he jumps, yet lasts from frame 1-5? Going aerial with grounded downB feels just as slow as a standard jumpsquat for sure.

    Also, the armor on grounded downB's squat is red which I was lead to believe it always indicated heavy armor. Sartron recently stated that medium armor has KB resistance of up to 140, which is the maximum that the red-armored squat resists according to the frame data. Is some red armor not heavy armor? Someone clear this up for me?
     
    #28 Abeebo, Jul 19, 2014
    Last edited: Jul 19, 2014
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  29. Sartron

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    I was giving the technical definition of airborne, as in, this is what the game's memory dictated. In reality, he visually leaves the floor frame 10.

    All of Bowser's armor ingame is red. Armor color varies by character, and the opacity of it reflects upon its strength. Deeper shades of red mean stronger armor, lighter shades mean weaker armor.

    EDIT: Also, my GIFs don't reflect upon the specific shading of the red. All armor is just the same shade of red.
     
    #29 Sartron, Jul 19, 2014
    Last edited: Jul 19, 2014
  30. Frost | Odds

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    I can't fathom why you didn't offer that information in the first place. :/

    Thanks for all the hard work on the frame data though.
     
  31. Abeebo

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    So was I correct in assuming Bowser goes air/ground/air before lifting off the ground, yes? What's the significance of this being so? I figured downB squat was 8 frames like his jump, but I guess its longer by 2 frames.
     
  32. Frost | Odds

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    what's the IASA on jab1?
     
  33. Sartron

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    Frame 20
     
  34. Frost | Odds

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    Holy hell, that was fast. Thanks!
     
  35. OnFullTilt

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    Wow, looks like this was just updated to look extremely convenient- thanks for all the hard work Sartron!
     
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  36. Taytertot

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    I tried to post this before but it looks to have not made it due to login issues (so hopefully its not a double post). Can a multi-hit move beat bowser out of his crawl armor if each individual hit doesnt do 80 KB but all hits together do over 80 KB?
     
  37. OnFullTilt

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    Nope, there has to be an individual hit with enough knock back to exceed the armor. A multi hit move will only break through if 1 of the hits is strong enough to break the armor by itself.
     
  38. Taytertot

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    great thanks, thats awesome!!!
     
  39. Electric Tuba

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    The new format is super convenient and looks good! However, do we have numbers for charged smash attack damage/knockback as opposed to uncharged?
     
  40. Zigludo

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    This is a strange request, but when you finish compiling the guide for the 3.6 frame data, could you host this old frame data somewhere else? I'm convinced that Bowser has been heavily nerfed from 3.5 to 3.6 and being able to use this guide as a reference would be very helpful in further studies
     

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