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Data Bowser: Hitboxes and Frame Data [3.6]

Sartron

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• 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
 
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Sartron

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Project M 3.5 Hitboxes and Frame Data​

 
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KuroganeHammer

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*uses sticky magic*

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

 
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Sartron

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

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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.
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.
Oh my

I like it, I like it a lot.
Thanks. :)
 

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?
 

Sartron

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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?
Here's what I define invincibility and intangibility as...
Dictionary said:
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
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.
 

Abeebo

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Can you be grabbed out of invincibility? I doubt it. I can't think of a better reason though.
 
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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.
 

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.
 

Sartron

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

Actually works?
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.
 

Jacob29

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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.
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
 

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?
 

Abeebo

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Bowser is in the air for a single frame on frame 2, then stays in the air starting frame 4.
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?
 
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Sartron

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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?
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.
 
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Frost | Odds

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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.
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.
 

Abeebo

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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.
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.
 

OnFullTilt

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

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?
 

OnFullTilt

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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?
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.
 

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?
 

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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