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Data Captain Falcon Hitboxes and Frame Data

Stratocaster

Smash Ace
Joined
Oct 6, 2007
Messages
672
Location
Knoxville, TN
Yeah, Magus's Throws Frame Data

Throw Name: (effected by wait, YES/NO) *
released frame, first actionable frame [lag/ difference between released and actionable]

D-Throw: YES*
20, 40 [20]

U-Throw: NO
18, 47 [29]

*If the throw is effected by weight, then you multiply the first 2 numbers by the Weight Multiplier found at the link, then find the difference. In general, it just means that d-throw is faster (sooner iasa) on lighter characters than heavier characters.
 

Scar

#HarveyDent
Joined
Feb 11, 2007
Messages
6,066
Location
Sunnyvale, CA
what's the first/second number? first is your throw lag, second is their hitstun?

this is awesome btw. should have guessed that magus did something awesome :p
 

Stratocaster

Smash Ace
Joined
Oct 6, 2007
Messages
672
Location
Knoxville, TN
I tried to make this clear by typing the format above, but again:

First number: frame that the grabbed opponent is actually thrown, airborne, released
Second number: frame that you are actionable, the throw animation is finished
[Third number]: Just the difference between the first two numbers, and therefore a measurement of the lag between when the opponent is thrown and you are actionable

You can't put a definite frame number on hitstun because it depends on %
 

Scar

#HarveyDent
Joined
Feb 11, 2007
Messages
6,066
Location
Sunnyvale, CA
ok you right. so if i'm looking for iasa / first actionable frame, idc about the first number, i only care about the second

cool.
 

Mizar

Smash Ace
Joined
Mar 10, 2008
Messages
735
Location
Netherlands
what's the first/second number? first is your throw lag, second is their hitstun?

this is awesome btw. should have guessed that magus did something awesome :p
Throws don't have hitstun.

/splitting hairs
 

Mizar

Smash Ace
Joined
Mar 10, 2008
Messages
735
Location
Netherlands
Wrong.

Hitlag is the state in which you can SDI.
Hitstun is the state in which you cannot do anything yet.
Beat me to it! EpicEasy will be mad at me for mixing it up for the millionth time.

You're right, I meant hitlag, the time when you're frozen in the air in which you can SDI.
Throws are just hitstun, non-DIable. I recall EpicEasy telling me that there's 1 or 2 throws in the game that do have hitlag though.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
Beat me to it! EpicEasy will be mad at me for mixing it up for the millionth time.

You're right, I meant hitlag, the time when you're frozen in the air in which you can SDI.
Throws are just hitstun, non-DIable. I recall EpicEasy telling me that there's 1 or 2 throws in the game that do have hitlag though.
I remember Jiggly's fThrow, but the other? No idea. Maybe Mewtwo's fThrow if you count the shadow balls? :bee:
 

kyaputenfarukon07

Smash Journeyman
Joined
Aug 20, 2011
Messages
267
auto cancels values for the knee
total frames 39
<6 35>
so the knee auto cancels
if it is less than 6 frames (starting animation)
or if it is more than 35 frames (ending animation)

this is how i interpret the values
 

6VI6

Smash Apprentice
Joined
Sep 29, 2011
Messages
121
Up angled ftilt and dash attack aren't working for me, anyone else have this problem?
 

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
There's missing stuff, and I'm getting around to doing it.

What do you use to record Dolphin and make gifs? I just got it set setup on my roommates computer (my Laptop can't handle it) and I want to help finish/improve (Falcon's) frame data project for the sake of completion. If nobody can supply me an answer I find something to use.

Here is what has missing:
[collapse=Throws]
Up throw is not effected by weight and ends on 43.
Forward Throw is not effected by weight and ends on 39.
Back Throw is not effected by weight and ends on 49.
[collapse= Down Throw: (There's a thread by Magus I think that talks about calculating this based on weight)]
Fox: 40
Marth: 39.08
Peach: 40
Falco: 38.75
Bowser: 39.32
Sheik: 40[/collapse][/collapse]
[collapse=Ledge Frame Data]
[collapse=Ledge Jump]
Ledge Jump | % < 100
ID: CLIFFJUMPQUICK1 (Not affected by DI)
[IMAGE NEEDED]
Total: 11
Transitions into
ID: CLIFFJUMPQUICK2 (Affected by DI)
Total: 32

Ledge Jump | % > 100%
ID: CLIFFJUMPSLOW1
[IMAGE NEEDED]
Total: 18
Transitions into
ID: CLIFFJUMPSLOW2
Total: 35
[/collapse]
[collapse=Ledge Attack]
Ledge Attack | % < 100%
ID: CLIFFATTACKQUICK
[IMAGE NEEDED]
Total: 54

Ledge Attack | % > 100%
ID: CLIFFATTACKSLOW
[IMAGE NEEDED]
Total: 68
[/collapse]
[collapse=Ledge Roll]
Ledge Roll | % < 100%
ID: CLIFFESCAPEQUICK
[IMAGE NEEDED]
Total: 48

Ledge Roll | % > 100%
ID: CLIFFESCAPESLOW
[IMAGE NEEDED]
Total: 78
[/collapse]
[collapse=Ledge Climb]
Ledge Climb | % < 100%
ID: CLIFFCLIMBQUICK
[IMAGE NEEDED]
Total: 32

Ledge Climb | % > 100%
ID: CLIFFCLIMBSLOW
[IMAGE NEEDED]
Total: 58
[/collapse]
[/collapse]
[collapse=Teching Frame Data]
[collapse=Tech in place]
Tech in Place
ID: PASSIVE
[IMAGE NEEDED]
Total: 25
Invincible: 0-19
Vulnerable: 20-25 (-5 Frame Disadvantage)
[/collapse]
[collapse=Tech Roll Forwards]
Tech Roll Forwards
ID: PASSIVESTANDF
[IMAGE NEEDED]
Invincible: 0-19
Vulnerable: 20-39 (-19 Frame Disadvantage)
[/collapse]
[collapse=Tech Roll Backwards]
Tech Roll Backwards
ID: PASSIVESTANDB
[IMAGE NEEDED]
Invincible: 0-19
Vulnerable: 20-39 (-19 Frame Disadvantage)
[/collapse]
[/collapse]
[collapse=Missed Tech Stuff]
[collapse=Missed Tech]
Missed Tech (Bounces facing Up) (Can be Jab Reset)
ID: DOUNBOUNDU
[IMAGE NEEDED]
Total: 25
Transitions into DOWNWAITU

Missed Tech (Bounces facing down) (Can be Jab Reset)
ID: DOUNBOUNDD
[IMAGE NEEDED]
Total: 25
Transitions into DOWNWAITD
[/collapse]
[collapse=Knocked Down]
Knocked Down (Laying on back)
ID: DOWNWAITU
IASA: 0
Total: 217
Transitions into DOWNSTANDU

Knocked Down (Laying on chest)
ID: DOWNWAITD
[IMAGE NEEDED]
IASA: 0
Total: 217
Transitions into DOWNSTANDD
[/collapse]
[collapse=Getup Options]
[collapse=Getup Attacks]
Getup Spin Kick (Facing Up)
ID: DOWNATTACKU
[IMAGE NEEDED]
Invincible: 1 - 29
Vulnerable: 30 - 49
Hits: 19 - 20, 28 - 29
Total: 49

Getup Back Kick (Facing Down)
ID: DOWNATTACKD
[IMAGE NEEDED]
Invincible: 1 - 27
Vulnerable: 28 - 49
Hits: 20 - 21, 26 - 27
Total: 49
[/collapse]
[collapse=Standing Getup]
Standing Getup
ID: DOWNSTANDU
[IMAGE NEEDED]
Invincible: 0-22
Vulnerable: 23-29

Standing Getup
DOWNSTANDU
ID: DOWNSTANDD
[IMAGE NEEDED]
Invincible: 0-22
Vulnerable: 23-29
[/collapse]
[/collapse]
[/collapse]

I've tried to organize this as much as I can, would you be so kind as to add this to the OP for others to easily find?

Also, one thing I want to eventually do is measure Falcons distance traveled per frame for every option of travel that he has. With this you could calculate when and where you should do which move based on percent ranges and opponent's DI. Combos that have the most frame advantage would be easiest to preform while frame perfect ones would be most optimal. (hurr duur)
 

Stratocaster

Smash Ace
Joined
Oct 6, 2007
Messages
672
Location
Knoxville, TN
Up-keeping these things can be annoying because the image hosting sites drop the file sometimes. I can fix it soon.

Edit:
Only took further pestering and a month to get around to it.
Thought I only had images and was going to have to redo the gifs, but I found where I put them.
Up-keeping these is a pain, stupid image hosting sites.
 
D

Deleted member

Guest
This is really helping me out, thanks for the frame data. I dunno why I haven't noticed this thread since I started playing.
 

Sleepy

Smash Ace
Joined
Jul 6, 2006
Messages
651
Location
Pasadena, CA (626)
A question, to get the rear hitbox of falcon's bair you need to hit inside his forward facing elbow? (the one that isn't extended)
 

Deg

Smash Cadet
Joined
Aug 11, 2013
Messages
38
Can someone please link me to a gif of falcons upB and specifically frame 13... the img here is broken. :) ty
 

victra♥

crystal skies
Joined
Jan 20, 2007
Messages
14,275
Location
Edmonton
Slippi.gg
victra#0
Does anyone know how Falcon's gentleman works and why it even works in the first place?

I've heard a lot of different methods, but does anyone have the actual frame data behind it?
 

kyaputenfarukon07

Smash Journeyman
Joined
Aug 20, 2011
Messages
267
Jab
Total: 21
Hit: 3-5
Window of the second punch: 3-25
Second punch starts: 9
-------------------------------------
Jab 2
Total: 20
Hit: 5-7
Window of the knee: 2-25
Knee starts: 8
-------------------------------------
Jab 3 (Knee/gentleman)
Total: 32
Hit: 6-12
IASA: 23
Rapid Jabs Start: 13

NOTE: to get the knee without the
jabs, don't interrupt either punch
animation; instead, hit A after it's
over.


^ This Description

then press A or Z and you have 23 frame window ~ 1/3 of a second to press one of the buttons

so basically you can mix this timing a lot
 
Last edited:

Coyle

Smash Cadet
Joined
Aug 14, 2014
Messages
52
Location
South East PA
UsurperKingZant on YouTube combined all of the gifs together to make frame videos for each of the characters. You can play/pause to see individual frames, but I like to change the speed to 1/4 or 1/2 on YouTube while I watch the moves.
Here's Falcon's
Here's the playlist
 
Last edited:
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