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Extensive Mario Frame Data

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
Had some free time.


STANDARD ATTACKS


First Jab
Hit: 2
End: 15
Shield hitlag difference: 0
Shield stun: 2
Advantage: -11

Second Jab
Begins: 8
Hit: 9
End: 24
Shield hitlag difference: 0
Shield stun: 1
Advantage: -14

Third Jab
Begins: 14
Hit: 20
End: 42
Shield hitlag difference: 0
Shield stun: 2
Advantage: -20

Up Tilt
Hit: 5
End: 29
Shield hitlag difference: 0
Shield stun: 3
Advantage: -21

Forward Tilt (same for all angles)
Hit: 5
End: 24
Shield hitlag difference: 0
Shield stun: 3
Advantage: -16

Down Tilt
Hit: 5
End: 34
Shield hitlag difference: 0
Shield stun: 2
Advantage: -27 (oh, dtilt)

Dash Attack
Hit: 6-23
End: 37
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 4
-Weak hit: 3
Advantage
-Strong hit: -27 to -24
(Strong hit switches to weak hit after frame 9.)
-Weak hit: -24 to -11

Up Smash
Hit: 9-13
End: 39
Shield hitlag difference: 0
Shield stun: 5
Advantage: -25 to -21
Discharge: 3-7

Forward Smash (same for all angles)
Hit: 15
End: 47
Shield hitlag difference: 0
Shield stun: 5 (6 tipped)
Advantage: -27 (-26 tipped)
Discharge: 10

Down Smash
Hit: 5, 14
End: 37
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 6
-Second hit: 5
Advantage
-First hit: -26
-Second hit: -18
Discharge: 3, 12


AERIALS
Landed advantages assume the attack hit on the last possible frame before landing (totally unrealistic, but possible nonetheless), while regular advantages assume you are still in the air.


Uair
Hit: 4-8
End: 29
Shield hitlag difference: 0
Shield stun: 4
Landing lag: 10
Autocancels: ~17+
Advantage: -21 to -17
Advantage (landed): -6

Fair
Hit: 16-~21
End: 59
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 5
-Weak hit: 4
Landing lag: 26
Autocancels: ~44+
Advantage
-Strong hit: -37 to ~-35
(I'm not totally sure where the strong hit switches to the weak hit. Going to guess 19.)
-Weak hit: -36 to ~-34
Advantage (landed)
-Strong hit: -21
-Weak hit: -22

Nair
Hit: 3-~28
End: 45
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 4
-Weak hit: 2
Landing lag: 10
Autocancels: ~34+
Advantage
-Strong hit: -38 to ~-34
(Again, not sure where strong switches to weak. Maybe 8?)
-Weak hit: ~-35 to ~-15
Advantage (landed)
-Strong hit: -6
-Weak hit: -8

Bair
Hit: 6-~12
End: 33
Shield hitlag difference
-Strong hit: 0
-Weak hit: 0
Shield stun
-Strong hit: 5
-Weak hit: 3
Landing lag: 10
Autocancels: ~20+
Advantage
-Strong hit: -22 to ~-20
(Strong/weak problem again. Let's say 9.)
-Weak hit: ~-21 to ~-18
Advantage (landed)
-Strong hit: -5
-Weak hit: -7

Dair
Hit: 5-25
End: 37
Shield hitlag difference
-First hit: 0
-Last hit: 0
-Landing hit: 0
Shield stun
-First hit: 1
-Last hit: 2
-Landing hit: 1
Landing lag: 19
Autocancels: ~33+
Advantage
-First hit: -31
-Last hit: -10
-Landing hit: -18
Advantage (landed)
First hit: -18
Last hit: -17


SPECIALS


Super Jump Punch
Hit: 3-14
End: 40-ish
Invincible: 3-6
Shield hitlag difference: 0
Shield stun: 3
Landing lag: 30
Advantage: Ha ha ha.

Cape
Hit: 12
End: 35
Shield hitlag difference: 0
Shield stun: 3
Advantage: -20

Fireball
Action: 14
End: 43
Shield hitlag difference: -5 (you don't get any)
Shield stun: 2
Advantage: -22

F.L.U.D.D.
Action: 20/21 (water comes out at 20 but begins to push away at 21)
End: 66 (same for all charges)
Time to fully charge: 108

You can hit B to release from no charge at 19 frames, but the water doesn't affect anything until 21 frames. (courtesy of Amazing Ampharos)

Mario Finale
First Hit: 26
End: 179
Shield hitlag/stun: Goes through shields. TRY AND SHIELDGRAB THIS, DEDEDE.
Advantage: If you hit with this you don't need an advantage.


GET-UP OPTIONS


Get-up Attack 1 (fists)
Hit: 19, 25
End: 49
Invincible: 1-26
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 3
-Second hit: 3
Advantage
-First hit: -27
-Second hit: -21

Get-up Attack 2 (legs)
Hit: 20, 24
End: 49
Invincible: 1-33
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 3
-Second hit: 3
Advantage
-First hit: -26
-Second hit: -22

(Useless knowledge: which get-up attack is used depends on how Mario lands; if he's facing the sky after landing, he'll use his legs, and if he's facing the side, he'll use his fists.)

Get-up Attack (trip)
Hit: 19, 31
End: 49
Invincible: 1-8
Shield hitlag difference
-First hit: 0
-Second hit: 0
Shield stun
-First hit: 2
-Second hit: 2
Advantage
-First hit: -28
-Second hit: -16

Stand Up
Invincible: 1-22
End: 29

Forward Roll (facing side)
Invincible: 1-19
End: 35

Backward Roll (facing side)
Invincible: 1-24
End: 35

Forward Roll (facing up)
Invincible: 1-21
End: 35

Backward Roll (facing up)
Invincible: 1-22
End: 35


LEDGE OPTIONS


Ledge Attack -100%
Hit: 24
End: 55
Invincible: 1-23
Shield hitlag difference: 0
Shield stun: 4
Advantage: -34

Ledge Attack 100%+
Hit: 40
End: 69
Invincible: 1-44
Shield hitlag difference: 0
Shield stun: 4
Advantage: -25

Ledge Roll -100%
Invincible: 1-30
End: 50

Ledge Roll 100%+
Invincible: 1-55
End: 79

Ledge Stand-up -100%
Invincible: 1-30
End: 34

Ledge Stand-up 100%+
Invincible: 1-55
End: 59

Ledge Jump -100%
Invincible: 1-15
End: 19

Ledge Jump 100%+
Invincible: 1-20
End: 25


MISCELLANEOUS


Standing Grab
Action: 6
End: 29

Dash Grab
Action: 12
End: 39

Pivot Grab
Action: 11
End: 35

Grab Attack
Hit: 16
End: 23
Hitlag: 5

Up Throw
Action (heavy): 22
Action (light): 13
Average action: 17.5
End (heavy): 47
End (light): 27
Average end: 37

Forward Throw
Action (heavy): 16
Action (light): 10
Average action: 13
End (heavy): 33
End (light): 19
Average end: 26

Back Throw
Action (heavy): 53
Action (light): 31
Average action: 42
End (heavy): 80
End (light): 45
Average end: 62.5

Down Throw
Action (heavy): 22
Action (light): 13
Average action: 17.5
End (heavy): 47
End (light): 27
Average end: 37

Airdodge
Invincible: 4-29
End: 49

Spotdodge
Invincible: 2-20
End: 25

Forward Roll
Invincible: 4-19
End: 32

Backward Roll
Invincible: 4-19
End: 32

Short Hop
Begin: 6
End: 46
Landing lag: 2

Short Hop Fast Fall
Begin: 6
End: 35
Landing lag: 4

Full Hop
Begin: 6
End: 68
Landing lag: 4

Full Hop Fast Fall
Begin: 6
End: 53
Landing lag: 4

Up Taunt
End: 179

Forward Taunt
End: 79

Down Taunt
End: 89

Notes:
1. Advantage is the difference between when you can react and when your opponent can react after one of your attacks hits their shield. A negative advantage means your opponent has that many frames to retaliate after shielding your attack before you can do anything. Brawl has precious little attacks that are actually safe on the block, so advantages function more as a gauge of how punishable attacks are (although they don't take into account spacing or sliding while in shield).
2. Shield hitlag difference is the difference between your hitlag and the opponent's after your attack hits their shield. This is rarely different.
3. The amount of frames it takes for an attack's animation to end is purely visual, so all "end" values are calculated as the final frame before the attack is interruptible by another action. Add 1 to get the first IASA frame.
4. Anything with a tilde in front of it should be considered a close approximation pending further testing as laziness subsides.
5. The more obnoxious values to find like how long non-obvious hitboxes stay out or when strong hits switch to weak hits will be calculated when I feel like it (never) or if someone does it for me.
6. Shield drop lag is 7 frames. If the frame disadvantage is under that, they can only punish you with a grab or an up-B out-of-shield.
7. Discharge is the term I made up for the frames it takes for a smash attack to connect out of the charging animation. It takes 59 frames to fully charge an attack, by the way.
8. For throws, the heavy figure is based on Bowser and the light figure is based on Jigglypuff.

Thanks go to GCC for the incredibly helpful frame-by-frame code which I only discovered after I was 3/4ths finished and to 3GOD for helpful reassurance that calculating invincibility frames is supposed to be a pain and that I wasn't just missing something.


You ever get that feeling that you could be doing something better with your time?
 

Oblique

Smash Apprentice
Joined
Aug 11, 2008
Messages
109
Nice update to the previous frame data we had. I not sure if that up taunt is necessary but still funny.
 

fromundaman

Henshin a go-go Baby!
Joined
Sep 26, 2008
Messages
6,416
Location
Miamisburg, OH
NNID
Fromundaman
3DS FC
2105-9186-1496
Nice job on getting this put together! I knew those aerials were fast but ****, seeing the frame data makes it seem even more impressive.

Also, is SJP actually faster than SL on startup?
 

Kataefi

*smoke machine*
Joined
Oct 12, 2008
Messages
3,377
Location
igloo
At least you guys get frame data! I've been asking everywhere to get data for Zelda but no one wants to do it =(
 

Matt07

Smash Master
Joined
May 21, 2008
Messages
3,379
Location
Ontario, Canada
Katefi, hopefully some Zelda mains provide frame data soon.

So it seems u-air is better for DI, compare the two;

Starting frames:
U-air;
Starts-Frame 4
D-air;
Starts-Frame 5

Ending frames:
U-air;
Ends-Frame 29
D-air;
Ends-Frame 37

If we add the two starts and ends faster in 9 frames, right?
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
Also, is SJP actually faster than SL on startup?
Yup, by 6 frames. Our dsmash also comes out as fast as Metaknight's.
Mario is top tier.

At least you guys get frame data! I've been asking everywhere to get data for Zelda but no one wants to do it =(
Zelda has annoying long-lasting hitboxes that make the job a real pain to do accurately.

So it seems u-air is better for DI, compare the two;
Why would the hitbox frames have anything to do with DI? I thought IASA/end frames were all that mattered.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Hey, sorry to bump this, but I know from experience that D-air has IASA frames exactly on frame 35.

The reason why I know this is (assuming this data is correct) is because you have exactly a 4 frame window to do an action from a SHD-air before you land on the ground. You can N-air or U-air before you hit the ground.
 

JUDGE

Smash Lord
Joined
May 24, 2009
Messages
1,015
woow this is exactly what we needed
finally someone who had "a little" freetime

this has to be stickied^^ (or at least apply in the marioguides)
 

waterfall6464

Smash Cadet
Joined
Aug 5, 2008
Messages
48
Location
Norway
I just noticed up taunt takes exactly the same time as Mario Finale, lol

(First post FTW, I had some troubles joining in..)
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
Hey, sorry to bump this, but I know from experience that D-air has IASA frames exactly on frame 35.

The reason why I know this is (assuming this data is correct) is because you have exactly a 4 frame window to do an action from a SHD-air before you land on the ground. You can N-air or U-air before you hit the ground.
I plan on updating this with exact frames taken from PSA as soon as I get enough time (which may or may not be never, given how long my constrained time has gone on now), so all the aerials' exact autocancel and IASA frames will be handled.
 

LawofDeath

Smash Apprentice
Joined
Aug 1, 2014
Messages
130
NNID
LawofDe4th
3DS FC
3480-3867-8012
Discharge represents start-up frames? I also ponder whether or not this can be compared to Mario in Smash Bros. 4. A friend of mine who's always main'd Mario claims Mario is just as good as he was in Brawl. But I feel like Mario has gotten buffed tons.
 
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