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FRAME DATA! FRAME DATA! GET YOUR FRAME DATA HERE!

RPK

Smash Lord
Joined
Aug 28, 2005
Messages
1,710
Location
Santa Clara, California
http://pastebin.com/PzTjdtx8

  1. Jab1
  2. Hits on frame: 2.0
  3. Hitboxes end: 5.0
  4. Max Hitbox Damage: 3.0
  5. Max Hitbox BKB: 30
  6. Max Hitbox KBG * Damage: 90.0
  7. Max Hitbox Angle: 80

  8. Jab2
  9. Hits on frame: 3.0
  10. Hitboxes end: 6.0
  11. Max Hitbox Damage: 2.0
  12. Max Hitbox BKB: 30
  13. Max Hitbox KBG * Damage: 60.0
  14. Max Hitbox Angle: 80

  15. unknown substate 0x55
  16. Hits on frame: 5.0
  17. Hitboxes end: 7.0
  18. Max Hitbox Damage: 3.0
  19. Max Hitbox BKB: 100
  20. Max Hitbox KBG * Damage: 180.0
  21. Max Hitbox Angle: 45

  22. Dash Attack
  23. Hits on frame: 8.0
  24. Hitboxes end: 19.0
  25. Max Hitbox Damage: 9.0
  26. Extra Shield Damage: 1
  27. Max Hitbox BKB: 70
  28. Max Hitbox KBG * Damage: 720.0
  29. Max Hitbox Angle: 65

  30. F-tilt (normal)
  31. Hits on frame: 6.0
  32. Hitboxes end: 9.0
  33. Max Hitbox Damage: 9.0
  34. Max Hitbox BKB: 100
  35. Max Hitbox KBG * Damage: 0.0
  36. Max Hitbox Angle: 361

  37. U-tilt
  38. Hits on frame: 5.0
  39. Hitboxes end: 17.0
  40. Max Hitbox Damage: 5.0
  41. Max Hitbox BKB: 150
  42. Max Hitbox KBG * Damage: 150.0
  43. Max Hitbox Angle: 90

  44. D-tilt
  45. Hits on frame: 7.0
  46. Hitboxes end: 10.0
  47. Max Hitbox Damage: 12.0
  48. Max Hitbox BKB: 90
  49. Max Hitbox KBG * Damage: 600.0
  50. Max Hitbox Angle: 75

  51. F-smash release (normal)
  52. Hits on frame: 17.0
  53. Hitboxes end: 21.0
  54. Max Hitbox Damage: 15.0
  55. Max Hitbox BKB: 90
  56. Max Hitbox KBG * Damage: 630.0
  57. Max Hitbox Angle: 361

  58. U-smash release
  59. Hits on frame: 8.0
  60. Hitboxes end: 20.0
  61. Max Hitbox Damage: 12.0
  62. Max Hitbox BKB: 98
  63. Max Hitbox KBG * Damage: 360.0
  64. Max Hitbox Angle: 80

  65. D-smash release
  66. Hits on frame: 7.0
  67. Hitboxes end: 10.0
  68. Max Hitbox Damage: 15.0
  69. Max Hitbox BKB: 76
  70. Max Hitbox KBG * Damage: 300.0
  71. Max Hitbox Angle: 25

  72. Nair
  73. Hits on frame: 3.0
  74. Hitboxes end: 25.0
  75. Max Hitbox Damage: 4.0
  76. Max Hitbox BKB: 130
  77. Max Hitbox KBG * Damage: 160.0
  78. Max Hitbox Angle: 361

  79. Fair
  80. Hits on frame: 12.0
  81. Hitboxes end: 37.0
  82. Max Hitbox Damage: 4.0
  83. Max Hitbox BKB: 145
  84. Max Hitbox KBG * Damage: 220.0
  85. Max Hitbox Angle: 361

  86. Bair
  87. Hits on frame: 4.0
  88. Hitboxes end: 12.0
  89. Max Hitbox Damage: 13.0
  90. Max Hitbox BKB: 130
  91. Max Hitbox KBG * Damage: 0.0
  92. Max Hitbox Angle: 361

  93. Uair
  94. Hits on frame: 10.0
  95. Hitboxes end: 15.0
  96. Max Hitbox Damage: 11.0
  97. Max Hitbox BKB: 100
  98. Max Hitbox KBG * Damage: 297.0
  99. Max Hitbox Angle: 68

  100. Dair
  101. Hits on frame: 16.0
  102. Hitboxes end: 31.0
  103. Max Hitbox Damage: 13.0
  104. Max Hitbox BKB: 80
  105. Max Hitbox KBG * Damage: 130.0
  106. Max Hitbox Angle: 285

  107. Fair Landing
  108. Hits on frame: 1.0
  109. Hitboxes end: 2.0
  110. Max Hitbox Damage: 5.0
  111. Max Hitbox BKB: 160
  112. Max Hitbox KBG * Damage: 150.0
  113. Max Hitbox Angle: 45

  114. Pummel
  115. Hits on frame: 5.0
  116. Hitboxes end: 6.0
  117. Max Hitbox Damage: 2.0
  118. Max Hitbox BKB: 100
  119. Max Hitbox KBG * Damage: 0.0
  120. Max Hitbox Angle: 80

  121. F-throw
  122. Hits on frame: 10.0
  123. Hitboxes end: 12.0
  124. Max Hitbox Damage: 4.0
  125. Extra Shield Damage: 1
  126. Max Hitbox BKB: 100
  127. Max Hitbox KBG * Damage: 40.0
  128. Max Hitbox Angle: 55

  129. B-throw
  130. Hits on frame: 0.0
  131. Hitboxes end: 0.0
  132. Max Hitbox Damage: 6.0
  133. Max Hitbox BKB: 60
  134. Max Hitbox KBG * Damage: 0
  135. Max Hitbox Angle: 35

  136. U-throw
  137. Hits on frame: 0.0
  138. Hitboxes end: 0.0
  139. Max Hitbox Damage: 4.0
  140. Max Hitbox BKB: 100
  141. Max Hitbox KBG * Damage: 0
  142. Max Hitbox Angle: 94

  143. D-throw
  144. Hits on frame: 0.0
  145. Hitboxes end: 0.0
  146. Max Hitbox Damage: 3.0
  147. Max Hitbox BKB: 110
  148. Max Hitbox KBG * Damage: 0
  149. Max Hitbox Angle: 50





  150. unknown substate 0x229
  151. Hits on frame: 16.0
  152. Hitboxes end: 0.0
  153. Max Hitbox Damage: 12.0
  154. Max Hitbox BKB: 60
  155. Max Hitbox KBG * Damage: 1020.0
  156. Max Hitbox Angle: 40

  157. unknown substate 0x243
  158. Hits on frame: 20.0
  159. Hitboxes end: 21.0
  160. Max Hitbox Damage: 2.0
  161. Max Hitbox BKB: 40
  162. Max Hitbox KBG * Damage: 80.0
  163. Max Hitbox Angle: 70

  164. unknown substate 0x24b
  165. Hits on frame: 1.0
  166. Hitboxes end: 8.0
  167. Max Hitbox Damage: 3.0
  168. Max Hitbox BKB: 50
  169. Max Hitbox KBG * Damage: 90.0
  170. Max Hitbox Angle: 361

  171. unknown substate 0x24c
  172. Hits on frame: 0.0
  173. Hitboxes end: 0.0
  174. Max Hitbox Damage: 2.0
  175. Max Hitbox BKB: 40
  176. Max Hitbox KBG * Damage: 136.0
  177. Max Hitbox Angle: 80

  178. unknown substate 0x24d
  179. Hits on frame: 1.0
  180. Hitboxes end: 32.0
  181. Max Hitbox Damage: 8.0
  182. Max Hitbox BKB: 45
  183. Max Hitbox KBG * Damage: 520.0
  184. Max Hitbox Angle: 361
 

Maniak

Smash Apprentice
Joined
Sep 25, 2014
Messages
107
Location
Houston, TX
NNID
xoxMANIAKxox
Not used to smash frame data more SF series. Do you guys not use the negative/poitive frames on block or positive frames on hit etc?
 

RPK

Smash Lord
Joined
Aug 28, 2005
Messages
1,710
Location
Santa Clara, California
I'm not sure about a lot of people since most don't look at frame data, but I did. It was good to know the start up, and ending lag of your moves, but mostly those of other people. For example in Brawl Metaknight's D-smash had about 11 frames of lag. Most people thought the move was completely unpunishable considering how fast it was. Well, looking at the frame data showed that it was certainly possible to punish it considering the wide window after looking at frame data. And knowing the frame data on buffing a dash upsmash from a drop shield...Well you get the idea. So yeah, frame data is extremely helpful
 

Maniak

Smash Apprentice
Joined
Sep 25, 2014
Messages
107
Location
Houston, TX
NNID
xoxMANIAKxox
Yes I know it is just trying to understand the smash frame data. We call laggy moves negative framed moves which are unsafe moves. Which part of this is the lag/negative frames part? Sorry
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Anyone know how to figure out frame advantages on block? I think these are the most important. Fox bair for example looks suspiciously safe on block to the point where you might be able to have a hitbox out by the time the opponent has just dropped his shield. Would like to know stuff like that for sure.

:059:
 

elmike

Smash Apprentice
Joined
Oct 8, 2014
Messages
130
Can someone please elaborate on the definition of each one? Not really sure what it means...
For example, what is "max hitbox BKB"? (What is BKB?) or what does exactly "max hitbox angle" means?

  1. Hits on frame
  2. Hitboxes end
  3. Max Hitbox Damage
  4. Max Hitbox BKB
  5. Max Hitbox KBG * Damage:
  6. Max Hitbox Angle:
 
Last edited:

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Can someone please elaborate on the definition of each one? Not really sure what it means...
For example, what is "max hitbox BKB"? (What is BKB?) or what does exactly "max hitbox angle" means?

  1. Hits on frame
  2. Hitboxes end
  3. Max Hitbox Damage
  4. Max Hitbox BKB
  5. Max Hitbox KBG * Damage:
  6. Max Hitbox Angle:
1.) Kind of self-explanatory but it tells you at which frame a move's hitbox activates.
2.) Tells you when a moves hitbox stops being active. The difference between 2 - 1 also tells you the duration of the hitbox
3.) This is the maximum amount of damage a move can do at max. Some moves do different damage depending on how you angle them
4.) BKB means base knockback. It tells you how much knockback a move does at 0%. Max Hitbox BKB tells you the highest amount of knockback a move can possibly inflict
5.) KBG means knock back growth. It tells you how much a move's knockback increases as your opponent's % gets higher.
6.) Not 100% what max hitbox angle refers to. Not a very important value I think.

:059:
 

luke_atyeo

Smash Hero
Joined
May 10, 2008
Messages
7,215
Anyone know how to figure out frame advantages on block? I think these are the most important. Fox bair for example looks suspiciously safe on block to the point where you might be able to have a hitbox out by the time the opponent has just dropped his shield. Would like to know stuff like that for sure.

:059:

worth looking into but I can tell you (with an almost 100% certainty) that if you bair a shield, and autocancel that bair into a move (Say a dmash) and they drop shield to punish or shield grab, the dsmash/insert other move with similar startup will hit them before they can do anything (havent seen it against rolls, stepdodges but I would imagine you have time to hit someone out of the start of roll/stepdodge)
 
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