Fox Frame Data [3.6β]

Joined
Oct 19, 2011
Messages
747
Location
New Jersey
#1
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

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

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Jab Jab 4 6 4 0/100 55 1 2 14 16 -11 -9
Straight Jab2 4 6 4 0/100 70 1 2 16 18 -13 -11
Rapid Kick Loop 1 [2,1] 3 [5/25,3/20] 40 7 --- 18 12 -15 [-16,-17]
Fox Kick F-Tilt 9 9 6 0/100 361 4 4 29 27 -26 -23
Back Kick U-Tilt [12,9] [23,20] [7,6] 18/140 [110,84,80] 5 7 12 24 [-11,-12] [5,2]
Fox Tail D-Tilt 10 22 6 25/125 [70,80,90] 6 3 21 28 -12 4
Jumping Side Kick Dash Attack [7(+1),5(+1)] [21,14] [5,4] [35,20]/90 72 3 14 23 36 [-31,32] [-15,-22]
Roundhouse Kick F-Smash [15,12] [19,12] [8,7] 10/105,2/100 361 12 7 28 36 [-26,-27] [-15,-22]
Flip Kick U-Smash [17,13] [28,16] [8,7] 26/108,10/100 [80,361] 7 10 26 40 [-27,-28] [-7,-19]
Fox Split D-Smash [15,12] [16,15] [8,7] 20/65 25,361 6 5 43 44 [-39,-40] [-31,-32]
Move Name Nickname Damage HitStun Blockstun Knockback Angle Startup Active Recovery Landing Recovery IASA Auto-Cancel On Block
Flying Kick N-Air [12,9] [15,9] [7,6] [10,0]/100 361 3 28 19 15/7/4 42 <3,>36 [-7/0/3]~[-9/-1/2]
Tornado Kick F-Air 7,5,5,4,3 [12,11,12,10,26] [5,4] 10/100,10/110,50/100 361 5 3[7]3[5]3[6]3[7]3 16 22/11/4 53 <4,>49 [-17/-6/1]~[-18/-7/0]
Reverse Spin Kick B-Air [15,9] [14,9] [8,6] 0/100 361 3 16 21 20/10/4 38 <3,>23 [-12/-2/4]~[-14/-4/2]
McCloud Flip U-Air [4,13] [19,30] [4,7] [0/30/120,40/116] [92,85] 6 2[1]4 25 18/9/4 37 <6,>26 [-14/-5/0]~[-11/-2/3]
Air Drill D-Air [3,2]*7 16 [4,3] 0/30/100 290 4 2[1]2[1]2[1]2[1]2[1]2[1]2 26 18/9/4 --- <4,>30 [-14/-5/0]~[-15/-6/-1]
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)
**Values (+n) denotes shield damage


Specials [SPC]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Blaster Neutral-B 3~1 0 4 0 361 11(4) --- 35(6) 23 -31 -35
Blaster (Air) 3~1 0 4 0 361 9(4) --- 28(6) 21 21 -28
Fox Illusion Side-B 7 31 5 68/60 80 20 4 40 --- -38 -12
Fire Fox Up-B 2*7,14(+5) 17,31 3,7 40/40,60/60 70,80 19 1[1]1[1]1[1]1[1]1[1]1[1]1[10]30 21 --- -43 -19
Reflector Down-B 5 32 4 0/80/100 360 --- 1 21 --- -17 11
Reflector (Air) 5 23 4 55/35 20 --- 1 21 --- -17 2
Blaster- (second set) of startup and recovery data represents Fox shooting while the blaster out.

Grab & Throws [GRB]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Grab Z --- --- --- --- --- 6 2 23 --- --- ---
Dash Grab --- --- --- --- --- 10 2 28 --- --- ---
Pivot Grab --- --- --- --- --- 8 2 26 --- --- ---
Knee Pummel 3 16 --- 0/30/100 80 4 1 20 --- --- ---
Elbow Smash F-Throw 4(+1) 49 --- 10/140/100 55 9 1 24 --- --- 25
Skeet Blaster B-Throw 2*4 37 --- 80/85 56 9 1[2]1[3]1[3]1 29 --- --- ---
Star Blaster U-Throw 2*4 37 --- 75/110 90 5 1[5]1[6]1[3]1 27 --- --- ---
Floor Blaster D-Throw 1*5 61 --- 150/40 270 23 1[2]1[2]1[3]1[3]1 21 --- --- ---


Wake Up & Ledge Attacks [LDG]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Double Kick F-Floor Attack 6(+1),6(+1) 35 5 80/50 361 18 2[4]2 24 --- -20 10
Punch n' Kick B-Floor Attack 6(+1),6(+1) 35 5 80/50 361 16 3[4]3 24 --- -21 9
Tail Spin Trip 5(+1),5(+1) 35 4 80/50 361 18 2[4]2 24 --- -21 10
Twirl Kick <100% [8,6](+1) 31 5 70/50 361 24 8 23 --- -25 1
Hammer Kick >100% 9(+1) 31 6 70/50 361 55 3 12 70 -8 17


Miscellaneous [MSC]
Move Name Intangible Recovery IASA
Ledge Climb 30 5 ---
Ledge Climb Slow 56 4 ---
Ledge Roll 34 16 50
Ledge Roll Slow 62 18 ---
Ledge Jump 15 39 ---
Ledge Jump Slow 20 34 ---
Trip 6 24(+22) ---
Ground Trip 6 36(+22) ---
Turning Trip 7 29(+22) ---
Dashing Trip 8 38(+22) ---
Trip Roll 10 19 ---

Move Name Startup Intangible Recovery IASA
Spot Dodge 1 14 8 ---
Air Dodge 3 26 21 ---
Forward Roll 3 16 13 ---
Back Roll 3 16 13 ---
Shield 7 --- 15 ---
(+22) Recovery represented by getting up from being tripped.

Move Name Startup Air Time
Full Hop 3 37
Short Hop 3 22


References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box
 
Last edited:

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
#5
Thanks for making and updating this!

I'm a bit unclear on some numbers. What do the slashes mean in "landing recovery" and "frame advantage"? Eg Nair has 15/7/4.

From my own testing, I guess the 15 is normal, and 7 is l-cancelled, but what about the 4?

And what does [-7/0/3]~[-9/-1/2] mean?
 
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
#6
Thanks for making and updating this!

I'm a bit unclear on some numbers. What do the slashes mean in "landing recovery" and "frame advantage"? Eg Nair has 15/7/4.

From my own testing, I guess the 15 is normal, and 7 is l-cancelled, but what about the 4?

And what does [-7/0/3]~[-9/-1/2] mean?
1) Normal/L-Cancel/Auto-Cancel
2) Depending on what hitbox you land with the advantage could range between those values
 

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
#7
Thanks for answering my last question. I got another one: what frames is Fox unable to act during his end-of-running animation? Sometimes I start running, try to stop and shine, and find I can't shine during frames 6-12 after letting go of a horizontal direction (other times it works fine - I don't get it).
 
Joined
Feb 7, 2014
Messages
655
Location
Seattle, WA
#8
Thanks for answering my last question. I got another one: what frames is Fox unable to act during his end-of-running animation? Sometimes I start running, try to stop and shine, and find I can't shine during frames 6-12 after letting go of a horizontal direction (other times it works fine - I don't get it).
I doubt that is due to you being at the end of his running frames though i could be wrong. I cant remember for sure but you might not be able to shine during the initial dash animation where as the times when it does work is when you've gone from the dash animation into the sprinting animation (which is when you'd be able to do things like crouch).
 

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
#9
I doubt that is due to you being at the end of his running frames though i could be wrong. I cant remember for sure but you might not be able to shine during the initial dash animation where as the times when it does work is when you've gone from the dash animation into the sprinting animation (which is when you'd be able to do things like crouch).
That makes a lot of sense. On testing, I found I couldn't shine for the first 21 frames of the dash. Can that be added to the OP as "dash animation" or the like?
 
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
#10
That makes a lot of sense. On testing, I found I couldn't shine for the first 21 frames of the dash. Can that be added to the OP as "dash animation" or the like?
If OpenSA2 isn't lying to me, then you should be able to interrupt your animation out of Run Break 15f in
 
Last edited:

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
#11
If OpenSA2 isn't lying to me, then you should be able to interrupt your animation out of Run Break 15f in and at anytime during a Pivot Run Break.
Um, I don't know what those words mean. Assuming you're talking about the dash animation, let me clarify that I could dash attack and up-smash, but not shine.
 
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