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Frame Data + Moveset Observations

PKBeam

Smash Lord
Joined
Jul 2, 2013
Messages
1,819
Location
Wyong, NSW, Australia
NNID
PKBeam64
Switch FC
SW 0386 4264 7224
This is some rough frame data I got by using the frame-by-frame advance in training mode. So there may be a few counting errors but this should be mostly accurate.

Launch angles were roughly calculated by viewing trajectory in training mode, taking the straightest interval near the start and using the inverse tangent function on the dimensions of the interval.

Note: FAF means First Actionable Frame. It's the first frame when you can do something out of your endlag.

The durations on these hitboxes may not be correct. If they are wrong, it is usually the case that the hitboxes last for longer than this data indicates.

Jab combo
Damage: 3.0, 1.8, 4.2
Hits: 2, 7, 14-15 (fastest possible jab combo)
FAF: 38 (fastest possible jab combo)

–– Jab1
Damage: 3.0
Hits: 2
FAF: 20 (from start of Jab1 animation)

Cancels into Jab2 on frame 5 (earliest)

–– Jab2
Damage: 1.8
Hits: 3
FAF: 20 (from start of Jab2 animation)

Cancels into Jab3 on frame 5 (earliest)

–– Jab3
Damage: 4.2
Hits: 6-7
Launch Angle: ~37°
FAF: 30 (from start of Jab3 animation)

Ftilt
Damage: 9.0/13.2
Hits: 7-9
Launch Angle: ~27° (weak), ~37° (strong)
FAF: 26

Utilt
Damage: 1.8, 6.0/9.6
Hits: 4, 7-15
Launch Angle: ~85° (strong), ~90° (weak)
FAF: 34

Dtilt
Damage: 6.0
Hits: 3-4
Launch Angle: ~85° (inner), ~45° (tip)
FAF: 16

Dash Attack
Damage: 10.8/15.6
Hits: 13-15
Launch Angle: ~75° (weak), ~45° (strong)
FAF: 38

Fsmash
Damage: 16.8/18.0
Hits: 14-15
Launch Angle: ~37°
FAF: 46

Usmash
Damage: 2.4, 25.2/24.0/21.6/16.8
Hits: 28, 30-54
Launch Angle: ~96°
FAF: 99

Note: Invincibility on frames 1-4, intangibility on upper body on frames 15-29.

Dsmash
Damage: 20.4, 16.8, 13.2
Hits: 20-22, 29-31, 39-31
Launch Angle: ~37°
FAF: 60

Nair
Damage: 2.4, 2.4, 2.4, 4.8
Hits: 7, 12, 17, 26
Launch Angle: ~60° away from Lucas
FAF: 45
Landing lag: 12

Fair
Damage: 12.7/15.0
Hits: 9-12
Launch Angle: ~37° (weak), ~40° (strong)
FAF: 42
Landing lag: 7

Bair
Damage: 8.4/10.8/14.4 (the last hitbox spikes)
Hits: 15-22
Launch Angle: ~16° (weak late), ~37° (weak), ~77° (spike) - all away from Lucas
FAF: 40
Landing lag: 9

Uair
Damage: 13.2
Hits: 7-10
Launch Angle: ~80° away from Lucas
FAF: 34
Landing lag: 7

Dair
Damage: 4.2, 4.2, 4.2, 6.0
Hits: 10-12, 18-20, 26-28, 34-36
Launch Angle: ~37° (weak last hit), ~270° (strong last hit)
FAF: 57
Landing lag: 16

Zair
Damage: 3.6/6.0
Hits: 9-21
Launch Angle: ~45°
FAF: 52
Landing lag: 8

Neutral-B (PK Freeze)
Damage: 12.0-27.6
Hits: 5-8 (on release)
Launch Angle: ~34°
FAF: 32 (on release)

Side-B (PK Fire)
Damage: 8.4/12.0 (flame burst/inital) (6.0% if frozen)
Hits: 21-38 (from first input)
Launch Angle: ~40°
FAF: 53
Landing Lag: 22

Note: If you use PKF in the air and then land, triggering landing lag (e.g. SHPKF) you may be able to act slightly sooner than the FAF indicates.

Up-B (PK Thunder)

–– PKT1
Damage: 0.9/3.0 (tail/head)
Launch Angle: ~35° (head)
FAF: 45 (from when PKT1 disappears)

Note: Hits every 6 frames.

–– PKT2
Damage: 6.0, 2.4 (x5), 1.8 (x5), 12.0
Launch Angle: ~50° (last hit)
Landing lag: 30 (high landing), 16 (low landing)

Down-B (PSI Magnet)
Damage: 9.6
Hits: 19 (from first input to release)
Launch Angle: ~22°
FAF: 10 (on release)

Note: First absorbs on frame 7 - this is the earliest you can perform a magnet cancel.

Pummel
Damage: 1.6
FAF: 6
(each pummel is 19 frames including hitlag, which is ~5.1% per second without staling)

Grab
Hits: 12-15
FAF: 47

Dash Grab
Hits: 14-18
FAF: 55

Pivot Grab
Hits: 15-16
FAF: 50

Uthrow
Damage: 12.0
Launch Angle: ~90°
FAF: 32 (after thrown)

Dthrow
Damage: 13.2
Launch Angle: ~74°
FAF: 18 (after thrown)

Bthrow
Damage: 12.0
Launch Angle: ~140°
FAF: 34 (after thrown)

Fthrow
Damage: 12.0
Launch Angle: ~50°
FAF: 31 (after thrown)

Some changes from Smash 4 (and other noteworthy observations):
  • Jab1 is now capable of locking/resetting prone opponents.
  • Usmash's KO power was reduced somewhat (but its invincibility frames remain).
  • Dsmash's three hits are no longer treated as a "sex kick" - you can now connect two or more hits on the same character/hurtbox.
  • Fsmash's tipper hitbox has more hitlag.
  • Fair is a lot stronger (enough to become a viable KO move) and it's landing lag is significantly reduced.
  • Bair can now spike characters on the ground. Landing the spike hitbox(es) seem to be easier.
  • Nair is shorter in duration. In addition, it now sends opponents in the direction away from Lucas, regardless of which way Lucas is facing/
  • Uair's hitbox is improved in range and duration, and it's KO power is substantially reduced (overall, very similar to Brawl Uair)
  • Zair's hitbox has less reach.
  • Uthrow KOs later.
  • (Neutral-B) PK Freeze now sends characters at a low horizontal trajectory. Because it also immobilises on hit, it's much harder to act out of knockback, so this can very easily KO offstage.
  • Frozen characters appear to be virtually unaffected by air resistance. Because Ultimate relies on very strong air resistance to stop characters even when launched at an incredibly high speeds, this means mashing out is absolutely essential otherwise you can be KO'd (or gimped) incredibly early from a charged PK Freeze (like 70% or earlier), because there is almost no air resistance to stop you from passing the blast line.
  • PK Freeze always sends opponents in the direction away from Lucas (like Nair), regardless of which way Lucas is facing or where the projectile hits.
  • PK Freeze no longer puts you in helpless when used in the air.
  • PK Freeze does not cancel on hitting the ground - it stays there for the remainder of its duration and then explodes.
  • PK Freeze will not apply the freeze effect again if the character was just frozen (you can freeze them again after a very short period of time)
  • PK Freeze now goes through platforms.
  • (Side-B) PK Fire has stronger knockback (like, enough to KO from the stage).
  • (Up-B) PKT1's endlag and PKT2's landing lag are significantly reduced.
  • (Up-B) PKT2's duration is shorter if you're in contact with the ground.
  • (Down-B) PSI Magnet has a vaccum windbox on it now (I don't believe it was there in Smash 4).
 
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