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Data Fox Frame Data [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
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:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Changelog
5|20

Corrected Empty Jump Recovery value, adjusted frame advantage​

6|25
Applied 3.6β update​
 
Last edited:

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
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?
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
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
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).
 

Taytertot

Smash Ace
Joined
Feb 7, 2014
Messages
658
Location
Seattle, WA
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
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?
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
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
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.
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
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.
My bad. You have a 3f window at the end of your Dash if that makes more sense.
 
Last edited:

Miryafa

Smash Apprentice
Joined
Jun 19, 2014
Messages
142
Yes, that makes sense. But then how long is the dash? 24 frames?
 
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