standardtoaster
Tubacabra
Credit to SuperDoodleMan for most of the frame data.
Credit to Jihnsius for the Judgement Mechanics Study.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Jab
Total: 17
Hit: 4-6
IASA: 16
Window for next blast: 3-16
__________
Rapid Jab
Total: 13
Hit: 5-7
__________
Forward Tilt
Total: 44
Hit: 13-30
IASA: 42
__________
Down Tilt
Total: 29
Hit: 6-13
IASA: 26
__________
Up Tilt
Total: 29
Hit: 9-29
__________
Dash Attack
Total: 37
Hit: 6-29
__________
Forward Smash
Total: 44
Charge Frame: 8
Hit: 13-33
IASA: 42
__________
Up Smash
Total: 44
Charge Frame: 18
Hit: 24-28
Head (but not nose) invincible: 24-28
IASA: 40
__________
Down Smash
Total: 34
Charge Frame: 8
Hit: 15-19
__________
Neutral Air
Total: 44
Hit: 20-29
Auto cancel: <2
Landlag: 15
L canceled: CAN’T
__________
Up Air
Total: 39
Hit: 7-16, 21-22
Auto cancel: <6
Landlag: 18
L canceled: CAN’T
__________
Back Air
Total: 39
Hit: 10-21
Auto cancel: <9
Landlag: 18
L canceled: CAN’T
Landing hit hits on frame 1
__________
Down Air
Total: 49
Hit: 12-38
Auto cancel: <5
Ground hit hits on first 2 frames
Landlag: 20
L canceled: 10
__________
Forward Air
Total: 44
Hit: 10-32
Auto cancel: <2
Landlag: 25
L canceled: 12
__________
Grab
Total: 30
Grab: 7-8
__________
Running Grab
Total: 40
Grab: 11-12
__________
Chef
1st sausage release: 18
Pan hits: 18-21
Window for next B hit: 20-34
B hit sets to frame 3
Last frame: 49
A Sausage lasts 80 frames or until it
lands.
__________
Judgement
X is hammer 1-8.
9 hammer (hitbox is smaller than 1-8)
Total: 49
Hit: 16-29
The first hammer in a match cannot be a 1 or 2.
The second hammer in a match cannot be a 2.
Any number the hammer displays cannot be obtained again until after 2 more hammers.
A death (fall or SD) will reset the rules currently applied to #3.
So long as the forward B animation starts, it will count as the next number. In other words: If you input forward B on frame 1 and are hit on frame 2, it'll still count as the number coming out.
Probabilities known of so far:
1/7 chance to see a nine on first throw.
1/7 chance to see it on the second throw if it was not on the first.
1/7 chance to see it on the third throw if it was not on the first or second.
1/7 chance to see it on the fourth throw if it was not on the second or third.
0 chance to see it on any throw if it's been seen in the past two throws.
__________
Oil Panic
Total (minimum): 49
Starts absorbing: 5
If you keep holding, it loops
from frames 5-37. When you release,
it keeps up until the loop runs out.
When it stops "catching", 12 frames
of lag
When a projectile is caught, 25
frames of invincibility, then the
loop starts again
Hit: 2-37
__________
Fire
Total: 39
Hit: 1-37
Landlag: 40
Landfallspeciallag: 6
__________
Ledge stand <100%
Total: 34
Invincible: 1-30
__________
Ledge stand 100%>
Total: 59
Invincible: 1-55
__________
Ledge roll <100%
Total: 49
Invincible: 1-27
__________
Ledge roll 100%>
Total: 79
Invincible: 1-56
__________
Ledge attack <100%
Total: 55
Invulnerable: 1-39
Hit: 42-47
__________
Ledge attack 100%>
Total: 69
Invulnerable: 1-53
Hit: 55-59
__________
Ledge jump <100%
Total: 37
Invulnerable: 1-12
Soonest FF: 44
__________
Ledge jump 100%>
Total: 47
Invincible: 1-17
Soonest FF: 49
__________
Air Dodge
Total: 49
Invulnerable: 4-29
__________
Spot Dodge
Total: 32
Invulnerable: 2-12
__________
Roll Dodge
Total: 35
Invulnerable: 4-19
__________
Landing lag: 4
Dash becomes run at frame 9
Turn-jump Threshold: 20
Run turnaround: 29
Credit to Jihnsius for the Judgement Mechanics Study.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Jab
Total: 17
Hit: 4-6
IASA: 16
Window for next blast: 3-16
__________
Rapid Jab
Total: 13
Hit: 5-7
__________
Forward Tilt
Total: 44
Hit: 13-30
IASA: 42
__________
Down Tilt
Total: 29
Hit: 6-13
IASA: 26
__________
Up Tilt
Total: 29
Hit: 9-29
__________
Dash Attack
Total: 37
Hit: 6-29
__________
Forward Smash
Total: 44
Charge Frame: 8
Hit: 13-33
IASA: 42
__________
Up Smash
Total: 44
Charge Frame: 18
Hit: 24-28
Head (but not nose) invincible: 24-28
IASA: 40
__________
Down Smash
Total: 34
Charge Frame: 8
Hit: 15-19
__________
Neutral Air
Total: 44
Hit: 20-29
Auto cancel: <2
Landlag: 15
L canceled: CAN’T
__________
Up Air
Total: 39
Hit: 7-16, 21-22
Auto cancel: <6
Landlag: 18
L canceled: CAN’T
__________
Back Air
Total: 39
Hit: 10-21
Auto cancel: <9
Landlag: 18
L canceled: CAN’T
Landing hit hits on frame 1
__________
Down Air
Total: 49
Hit: 12-38
Auto cancel: <5
Ground hit hits on first 2 frames
Landlag: 20
L canceled: 10
__________
Forward Air
Total: 44
Hit: 10-32
Auto cancel: <2
Landlag: 25
L canceled: 12
__________
Grab
Total: 30
Grab: 7-8
__________
Running Grab
Total: 40
Grab: 11-12
__________
Chef
1st sausage release: 18
Pan hits: 18-21
Window for next B hit: 20-34
B hit sets to frame 3
Last frame: 49
A Sausage lasts 80 frames or until it
lands.
__________
Judgement
X is hammer 1-8.
9 hammer (hitbox is smaller than 1-8)
Total: 49
Hit: 16-29
The first hammer in a match cannot be a 1 or 2.
The second hammer in a match cannot be a 2.
Any number the hammer displays cannot be obtained again until after 2 more hammers.
A death (fall or SD) will reset the rules currently applied to #3.
So long as the forward B animation starts, it will count as the next number. In other words: If you input forward B on frame 1 and are hit on frame 2, it'll still count as the number coming out.
Probabilities known of so far:
1/7 chance to see a nine on first throw.
1/7 chance to see it on the second throw if it was not on the first.
1/7 chance to see it on the third throw if it was not on the first or second.
1/7 chance to see it on the fourth throw if it was not on the second or third.
0 chance to see it on any throw if it's been seen in the past two throws.
__________
Oil Panic
Total (minimum): 49
Starts absorbing: 5
If you keep holding, it loops
from frames 5-37. When you release,
it keeps up until the loop runs out.
When it stops "catching", 12 frames
of lag
When a projectile is caught, 25
frames of invincibility, then the
loop starts again
Hit: 2-37
__________
Fire
Total: 39
Hit: 1-37
Landlag: 40
Landfallspeciallag: 6
__________
Ledge stand <100%
Total: 34
Invincible: 1-30
__________
Ledge stand 100%>
Total: 59
Invincible: 1-55
__________
Ledge roll <100%
Total: 49
Invincible: 1-27
__________
Ledge roll 100%>
Total: 79
Invincible: 1-56
__________
Ledge attack <100%
Total: 55
Invulnerable: 1-39
Hit: 42-47
__________
Ledge attack 100%>
Total: 69
Invulnerable: 1-53
Hit: 55-59
__________
Ledge jump <100%
Total: 37
Invulnerable: 1-12
Soonest FF: 44
__________
Ledge jump 100%>
Total: 47
Invincible: 1-17
Soonest FF: 49
__________
Air Dodge
Total: 49
Invulnerable: 4-29
__________
Spot Dodge
Total: 32
Invulnerable: 2-12
__________
Roll Dodge
Total: 35
Invulnerable: 4-19
__________
Landing lag: 4
Dash becomes run at frame 9
Turn-jump Threshold: 20
Run turnaround: 29