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Ganondorf: Hitboxes and Frame Data [3.6]

Discussion in 'Ganondorf' started by Sartron, Aug 21, 2013.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Jab 21 3-5 19

    Hitbox Data
    Jab
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-5 0 3.91 7/4.9 361° 30/0/100 1x True Electric 5 5/7 -10
    2 3-5 [1-2] [3.52, 2.73] 8/5.6 361° 30/0/100 1x True Electric 5 5/7 -10


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Dash Attack 41 7-18 38

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-9 0 5.86 15/11.2 105° 60/0/80 1x True Normal 8 8 -22
    2 10-15 0 3.13 10/7.7 100° 45/0/60 1x True Normal 6 6 -21
    3 16-18 0 3.13 8/6.3 100° 45/0/60 1x True Normal 5 5 -16


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Tilt 33 9-11 30

    Hitbox Data
    Forward Tilt (Up)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 9-11 0 5.08 14/9.8 361° 20/0/100 1x True Normal 8 7 -12
    2 9-11 1 3.52 13/9.1 32° 20/0/100 1x True Normal 7 7 -13
    3 9-11 2 3.52 12/8.4 32° 20/0/100 1x True Normal 7 7 -13

    Forward Tilt (Forward)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 9-11 0 5.08 13/9.1 361° 20/0/100 1x True Normal 7 7 -13
    2 9-11 1 3.52 12/8.4 32° 20/0/100 1x True Normal 7 7 -13
    3 9-11 2 3.52 11/7.7 32° 20/0/100 1x True Normal 6 6 -14

    Forward Tilt (Down)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 9-11 0 5.08 12/8.4 361° 20/0/100 1x True Normal 7 7 -13
    2 9-11 1 3.52 11/7.7 32° 20/0/100 1x True Normal 6 6 -14
    3 9-11 2 3.52 10/7 32° 20/0/100 1x True Normal 6 6 -14


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Left Arm & Leg Intangibility
    1 Up Tilt 76 5-11, 25-28 62 23-28

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-11 0 3.91 8/5.6 70° 40/0/60 1x True Normal 5 5 -51
    2 5-11 1 3.91 8/5.6 115° 40/0/60 1x True Normal 5 5 -51
    3 5-11 2 3.75 8/5.6 120° 40/0/60 1x True Normal 5 5 -51
    4 25-28 0 7 22/21 361° 50/0/78 1x True Electric 11 10/15 -25
    5 25-28 1 4 20/19.6 361° 75/0/60 1x True Normal 10 9 -26


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 34 10-12 34

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-12 0 3.91 12/8.4 80° 30/0/100 1x True Normal 7 7 -16
    2 10-12 1 3.91 12/8.4 70° 30/0/100 1x True Normal 7 7 -16
    3 10-12 2 3.91 12/8.4 60° 30/0/100 1x True Normal 7 7 -16


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Smash 66 19-24 59

    Hitbox Data
    Forward Smash (Up)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 19-24 [0-1] [4.25, 3.52] 24/16.8 80° 40/0/85 1x True Darkness 12 11 -27

    Forward Smash (Forward)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 19-24 [0-1] [4.25, 3.52] 22/15.4 65° 40/0/90 1x True Darkness 11 10 -28

    Forward Smash (Down)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 19-24 [0-1] [4.25, 3.52] 20/14 50° 40/0/90 1x True Darkness 10 9 -29


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Smash 62 21-23, 26-29 45

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 21-23 0 5.86 22/15.4 90° 50/0/80 1x True Normal 11 10 -12
    2 21-23 1 3.91 22/15.4 80° 50/0/80 1x True Normal 11 10 -12
    3 21-23 2 4.69 22/15.4 361° 50/0/80 1x True Normal 11 10 -12
    4 26-29 0 5.86 19/13.3 90° 40/0/80 1x True Normal 10 9 -8
    5 26-29 1 3.91 19/13.3 80° 40/0/80 1x True Normal 10 9 -8
    6 26-29 2 3.91 19/13.3 361° 40/0/80 1x True Normal 10 9 -8


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Smash 61 18-21, 28-31 46

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 18-21 1 4.3 8/5.6 160° 115/0/0 0.5x True Normal 5 5 -22
    2 18-21 2 4.3 8/5.6 160° 130/0/0 0.5x True Normal 5 5 -22
    3 28-31 0-1 4.3 14/9.8 120° 60/0/110 1x True Normal 8 7 -9
    4 28-31 2 4.3 12/8.4 120° 60/0/110 1x True Normal 7 7 -10


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 57 5-6, 18-19 38 25/12/5 1-2, 20-57

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-6 0 3.52 10/7 60° 20/0/100 1x True Normal 6 6 -19/-6/-12
    2 5-6 1 4.69 10/7 65° 20/0/100 1x True Normal 6 6 -19/-6/-12
    3 5-6 2 5.08 10/7 70° 20/0/100 1x True Normal 6 6 -19/-6/-12
    4 18-19 [0-2] [3.52, 4.69, 5.08] 12/8.4 55° 50/0/100 1x True Normal 7 7 -18/-5/+1

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window Left Arm Intangibility
    1 Forward Air 59 14-19 35 25/12/5 1-6, 34-59 1-19

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 14-19 0 5 17/11.9 361° 60/0/80 1x True Darkness 9 8 -16/-3/-10
    2 14-19 [1-2] [3.4, 2.5] 17/11.9 361° 60/0/80 1x True Normal 9 8 -16/-3/-10

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Back Air 45 10-15 29 25/12/5 1-6, 19-45

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 10-15 0 5.47 16/11.2 361° 30/0/100 1x True Electric 9 8/12 -16/-3/+1
    2 10-15 [1-2] [4.69, 3.91] 16/11.2 361° 10/0/100 1x True Electric 9 8/12 -16/-3/+1

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Up Air 32 6-16 30 20/10/5 20-32

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 6-10 0 3.91 13/9.1 361° 35/0/100 1x True Normal 7 7 -13/-3/-7
    2 6-10 1 4.69 12/8.4 361° 35/0/100 1x True Normal 7 7 -13/-3/-7
    3 11-13 0 3.91 12/8.4 30° 30/0/80 1x True Normal 7 7 -13/-3/-4
    4 11-13 1 4.69 10/7 30° 30/0/80 1x True Normal 6 6 -14/-4/-5
    5 14-16 0 3.91 8/5.6 -360° 20/0/70 1x True Normal 5 5 -15/-5/-3
    6 14-16 1 4.69 6/4.2 -360° 20/0/70 1x True Normal 4 5 -16/-6/-4

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 54 16-20 38 31/15/5 1-3, 32-54

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 16-20 [0-2] [6.64, 5.86, 5.47] 22/15.4 270° 50/0/100 1x True Electric 11 10/15 -20/-4/-5

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Reflect Left Arm Intangibility
    1 Dead Man’s Drift 1-70 - 14 - -
    2 Volley 42 14-17 37 3-20 3-18

    Hitbox Data
    Volley
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-20 - 4.25 - - - - - - - - -
    2 14-17 [0-2] [4.5, 5, 2] 5/3.5 361° 0/20/100 1x False Normal 4 4 -18

    *Reflective collisions do not display in BrawlBox

    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes IASA Active Grab Boxes Armor Thrown
    1 Grab 59 - 56 16-31 - -
    2 Grabbed Opponent 39 30 - - Super: 17-30 27
    3 Stage to Ledge 29 - - - - -

    Aerial Overview
    Name/Label Duration Active Hitboxes IASA Active Grab Boxes Landing Lag Thrown
    1 Grab 59 - - 16-31 30 -
    2 Grabbed Opponent 18 - - - - -
    3 Freefall 20 - - - - -
    4 Landing 38 4, 6, 8, 10, 12, 16-17 35 - - 1

    Hitbox & Throw Data
    Grounded Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 30 0 4 1/0.7 270° 80/0/0 0x True Darkness 2 0
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 27 12 40° 60/0/90 False

    Landing (Aerial Throw)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 4, 6, 8, 10, 12 0 6 1/0.7 270° 60/0/0 0x True Darkness 2 0
    2 16-17 1 6 7/4.9 280° 80/0/0 0x True Darkness 5 0
    3 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    4 1 1 270° 2/0/0 False


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes Thrown Landing Lag
    1 Grab 62 32-34 11-31 - 30
    2 Grabbed Opponent 75 4, 8, 12, 16 - 17 -

    Hitbox & Throw Data
    Startup
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 32-34 0-1 3 7/4.9 70° 45/0/120 1x True Darkness 5 5 -25

    Grabbed Opponent
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 4, 8, 12, 16 0 7 2/1.4 361° 50/0/100 1x True Electric 2 3/4
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 17 10 361° 40/0/115 False


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes IASA
    1 Ground to Ground Kick 79 14-34 78
    2 Ground to Air Kick 68 14-34 -
    3 Kicked a Wall 59 - 41

    Aerial Overview
    Name/Label Duration Active Hitboxes
    1 Air to Air Kick 57 15-38
    2 Landing 30 2

    Hitbox Data
    Ground to Ground Kick
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 14-34 [0-3] [3.91, 2.73, 4.69, 3.5] 17/18.9 361° 60/0/76 1x True Darkness 9 8 -54

    Air to Air Kick
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 15-38 [0-1] [3.91, 2.73] 17/18.9 290° 50/0/67 1x True Darkness 9 8 -33

    Landing
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 2 [0-2] [4.5, 4.8, 4.8] 8/5.6 80° 80/0/35 1x False Normal Grounded 5 5 -23


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes
    1 Standing Grab 30 - 7-8
    2 Dash Grab 39 - 11-12
    3 Pivot Grab 35 - 10-11
    4 Grab Pummel 23 4 -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4 0 5.08 3/2.1 80° 0/30/100 1x False Normal 3 4 -16


    Overview
    Name/Label Duration Active Hitboxes IASA Thrown
    1 Back Throw 36 12-17 34 18
    2 Forward Throw 40 14 36 15
    3 Up Throw 37 11-24 - 12
    4 Down Throw 39 - - 19

    Hitbox & Throw Data
    Back Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 12-17 [0-2] [3.91, 3.52, 2.73] 5/3.5 70° 70/0/100 1x False Normal 4 4
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 18 4 58° 30/0/130 False

    Forward Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 14 [0-2] [3.91, 1.95, 1.95] 5/3.5 80° 70/0/100 1x False Darkness 4 3
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 15 8 45° 45/0/105 False

    Up Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 11-24 [0-2] [3.52, 3.13, 2.73] 4/2.8 80° 60/0/100 1x False Normal 3 4
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 12 3 90° 70/0/120 False

    Down Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 19 7 80° 75/0/45 True


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    2 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Armor Transition to Sword Slash
    1 Down Taunt 139 - 125 - 56
    2 Sword Slash 148 95-97 - 80: 85-97 -

    Hitbox Data
    Sword Slash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 95 4 13 24/25.9 55° 40/0/75 1x True Slash 12 13 -43
    2 95-97 0 5 31/30.8 361° 40/0/100 1x True Flame 15 19 -44
    3 95-97 1 5 33/32.2 361° 40/0/100 1x True Flame 16 21 -44
    4 95-97 2 4.25 35/33.6 361° 40/0/100 1x True Flame 17 21 -43
    5 95-97 3 4.25 37/35 361° 40/0/100 1x True Flame 18 22 -42


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 24 2-15 - -
    2 Roll Dodge 31 4-19 31 -
    3 Air Dodge 49 4-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes
    1 Ledge Stand (<100%) 33 1-22 1-33 -
    2 Ledge Stand (>100%) 58 1-49 1-44 -
    3 Ledge Roll (<100%) 48 1-25 1-40 -
    4 Ledge Roll (>100%) 78 1-60 1-54 -
    5 Ledge Attack (<100%) 54 1-20 1-42 24-29
    6 Ledge Attack (>100%) 69 1-33 1-50 37-39
    7 Ledge Jump (<100%) 11 1-11 1-11 -
    8 Ledge Jump (>100%) 18 1-18 1-18 -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 24-29 [0-2] [4.69, 6.25, 4.69] 10/7.7 361° 70/0/50 1x True Normal 6 6 -24

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 37-39 0-2 5 10/7.7 361° 70/0/50 1x True Normal 6 6 -26

    Code:
    Incorrect Data [4/11/17]
    - Down Special - Ground to Ground Kick
     * Duration: 68 > 79
     * IASA: 67 > 78
     * Shield Advantage > -43 > -54
     
    Hitbox Data Overhaul 2 [11/27/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [8/23/15]
    - Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
    - Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
    - Added the full hitbox duration for hitboxes that just had an ellipses instead.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    Typo Fix #1 [7/10/15]
    - Corrected Up Special GIF inaccuracies.
    
    3.6 Beta Update! [6/24/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    - All GIFs remade with texture 'Gold_mask' disabled so you can actually see his colors instead of black.
    - Also adjusted Ganon's size and positioning within the GIF so he is not an awkwardly centered midget.
    - Added the landing lag for side special.
    
     
    #1 Sartron, Aug 21, 2013
    Last edited: Apr 11, 2017
  2. RKM

    RKM
    Expand Collapse
    Smash Cadet

    Joined:
    Jan 1, 2013
    Messages:
    57
    Untilted fsmash and nair gifs are mixed up.
     
  3. teluoborg

    teluoborg
    Expand Collapse
    Smash Otter

    • Premium
    Joined:
    Mar 12, 2008
    Messages:
    4,032
    Location:
    Paris, France
    NNID:
    teloutre
    Superb work ! Thanks a lot !
     
  4. Hungry Headcrab

    Hungry Headcrab
    Expand Collapse
    Smash Ace

    Joined:
    Jul 6, 2013
    Messages:
    541
    Location:
    Washington
    Nice work, good information here. Any chance we could get the frame data for aerial Flame Choke?
     
  5. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    I had a feeling I may have been forgetting something. Hopefully the Flame Choke section is really complete now.
     
    Hungry Headcrab likes this.
  6. Magus420

    Magus420
    Expand Collapse
    Smash Master

    Joined:
    Dec 13, 2003
    Messages:
    4,541
    Location:
    Close to Trenton, NJ Posts: 4,071
    The side and up special gifs are showing the hitboxes that only hit targets and ungrabbable things, and not the grab collisions on the moves. Only the small arm hitboxes on up-b hit other players. Not sure if that's a limitation of the newer versions of BBox or not, as I've always used v0.64d B-γ instead.

    Also, Dash attack hits 7-16, and IASA on 38 like melee (there is a frame speed modifier in the subaction that removes 3 frames during startup). A FSM between the kicks on d-smash removes 10 frames there, and another after the 2nd kick removes 3 endlag, making it match melee with Hit: 19-22, 29-32; IASA: 47. There are FSMs in the pac as well as in the codeset on some throws and side-b throws. Would be easier to just look at those in game with the frame advance code added to the gct (on d-throw Mario who is 100 weight would give 1x throw speed).

    Aerial landing lags are (N/F/B/U/D): 12/25 . 12/25 . 12/25 . 10/20 . 15/31
    You get the aerial's landing lag during these windows (autocancel with 5 landing lag when not): 4-21 . 7-33 . 7-18 . 1-19 . 4-31
     
  7. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    Thanks for the info. I really should start to take FSMs into account so I can have more accurate data. As for the Frame Advance Code, is it any different that Dolphin's Frame Advance function? I am currently using Dolphin for my stuff. I'll also look into some Brawlbox differences.
     
  8. Magus420

    Magus420
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    Smash Master

    Joined:
    Dec 13, 2003
    Messages:
    4,541
    Location:
    Close to Trenton, NJ Posts: 4,071
    Should be the same for getting frame data. Technically would be a bit better in general since it stops the entire game while the code just stops animation stuff, but that doesn't matter for that. C-stick presses don't work right with the code for example since the c-stick inputs something for a single frame only and then inputs nothing, so you can't hold it while 'stopped' to get its button effect when advancing a frame since the game was still running the whole time.
     
  9. lukifer

    lukifer
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    Mmm yeah, them f-air hitboxes are sexy. ;) I approve of this thread.

    Would be nice if there was a slider or something to advance the animations frame by frame, but that's probably more advanced then the forum will allow. There always Brawl Box for that I suppose.

    On the topic of b-air, can anyone confirm/deny that it has a disjointed hitbox? I can't really tell from the images posted here. I have a friend who plays Ness and I'm often able to interrupt his recovery with bair without getting hit myself, which suggests to me that it has a disjointed hitbox given the massive priority that PK Thunder 2 has compared to most other recovery moves.
     
  10. Sartron

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    This is possible but I'm not a web designer and don't own a domain. There's already an equivalent of this concept for Melee I believe.

    You can't really just decide if something is disjointed. Disjointed just means that it is large for it's respective polygon or completely seperated from the player's body. In regards to bair, you can see that the fist hitbox is quite large. It is a little disjointed, maybe to the point where it's allowing you to edgeguard Ness.
     
  11. lukifer

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    Well, I guess I was wondering if he had a hitbox on his fist during bair but not a hurtbox, or "invincibility" on his fist as some people like to put it. But perhaps it's simply a good tool for edge-guarding most recoveries by virtue of it having a large hitbox.
     
  12. Mr.Random

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    Are you planning on doing most of the characters?
     
  13. MrButterFuzz

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    So I just got done watching [Melee] In the Lab with GimR - Dissecting how to hit Sheik out of Up-B, and at 46:20 GimR starts talking about Ganon's cliffcatch fame data. He says that Ganon as the longest intangible cliffcatch in melee like 29 frames to grab on the ledge and be intangible. So that's cool. I wanna check this out in brawlbox for PM3.0. I found out that its 21 frames for PM3.0 though. Is this PMBR's doing, to just make everyone in the cast cliffcatch 21 frames?
     
  14. teluoborg

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    21 frames is the same as Brawl, so I guess that's where it comes from.
    And yes in Brawl everyone has 21 frames of intangibility, even if some character have to stay longer on the edge than others.
     
  15. Alter Requiem

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    Good lord I wish his foot didn't make contact before the hitbox of aerial Wizard Foot. That explains so much BS that happens with that move.
     
  16. CORY

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    wut

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    a couple questions:

    1) why isn't this stickied? seriously, this is too useful to have flounder to the back pages on accident!

    2) what's the calculation for shield stun? i'm trying to do some theorycrafting on just how safe some of his moves are on shield.
     
  17. Sartron

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    To answer your questions...
    1. The Project M forums don't appear to be actively moderated in terms of managing stickies or relevant information, atleast outside of the general discussion forum.

    2. The calculation for shieldstun is the following: FLOOR((Damage + 4.45)/2.235))

    Calculating move advantages and the like are something I plan to do further along the road.
     
    #17 Sartron, Feb 24, 2014
    Last edited: Feb 24, 2014
    Bazkip and CORY like this.
  18. CORY

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    thanks! what's FLOOR, if i may ask?

    and i'm assuming the answer you get is in frames? will it round up or down?
     
  19. Sartron

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    Flooring is rounding the number downwards into an integer from a decimal. So for example, we have a number like 4.9999999. That number would round down to 4.

    The answer you get will be in frames, yes.
     
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  20. teluoborg

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    Dayum that's some very good information, thanks a lot !
     
  21. Bazkip

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    Ganon's jump start is 6 frames, btw

     
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  22. CORY

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    interesting, i thought it was higher than that (like, 7 frame startup ;x). i also thought bowser had a 9frame jumpsquat, so i guess i misremembered a lot of stuff.

    edit: also, looks like reporting the thread to request a sticky worked : p
     
    #22 CORY, Feb 27, 2014
    Last edited: Feb 27, 2014
  23. Yanoss1313

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    hehe, good job =D

    also, i've always wished ganon's jump startup with 1 or 2 frames faster >.<
    can't have it all though.
     
  24. Bazkip

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    Gives him a pretty easy DACUS, at least
     
  25. CORY

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    it's true, his dacus is super easy. too bad it's not all that useful : (

    another question about frame safety: when you land a hit, moves have varying amounts of "hit stop" (i think that's the phrase. that little laggy animation where they don't move, that allows for sdi). does this exist on shields as well?

    for example, ganon's fair, if landed at the last frame before you land, is -4 on block, correct? is there any hit stop counted into that? or is hitstop just thrown in with the hit/shield stun frames?
     
  26. teluoborg

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    Yes hitlag (or hitstop, call it as you like) exists on shields too. I don't know about melee and pm, but in brawl you can actually SDI in shield during shield hitlag, to reduce the knockback and have a slightly better grab.

    Now seeing that Ganon has a 6 frames jumpsquat explains why I find it so hard to wavedash with him when I have no trouble at all with other charachers. Meh.
     
  27. CORY

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    so, does the hit stop on shields factor in "under" the shield stun? or is it an additional factor that you account for when calculating shield safety?
     
  28. standardtoaster

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    The hitlag on shield is not factored into shieldstun at all. The amount of damage a move does along with how much landing lag is all that's used for shield safety.
     
  29. CORY

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    awesome, thanks, toaster! now that i know all the variables i can theorycraft (mostly) properly!
     
  30. KuroganeHammer

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    I'm looking at this data and some of it is incomplete (example Dash Attack)

    Maybe I have the wrong files or something also but from what I can tell Jab has hitboxes on 3-4 not 3-5.

    idk I'll look into this later in more depth. I would like to assist in creating accurate frame data for Project M.
     
  31. Sartron

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    This is basically jab...
    Code:
    Asynchronous Timer: frames=2
    Offensive Collision: Id=0, Bone=0, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=30, WeightKnockback=0, KnockbackGrowth=100, Size=3.91, Z Offset=0, Y Offset=12.02, X Offset=12.23, TripRate=0%, HitlagMultiplier=x1.2, SDIMultiplier=x1, Flags=956498563
    Offensive Collision: Id=1, Bone=0, Damage=8, ShieldDamage=0, Direction=361, BaseKnockback=30, WeightKnockback=0, KnockbackGrowth=100, Size=3.52, Z Offset=0, Y Offset=13.5, X Offset=6.75, TripRate=0%, HitlagMultiplier=x1.2, SDIMultiplier=x1, Flags=956498563
    Offensive Collision: Id=2, Bone=0, Damage=8, ShieldDamage=0, Direction=361, BaseKnockback=30, WeightKnockback=0, KnockbackGrowth=100, Size=2.73, Z Offset=0, Y Offset=12.02, X Offset=2.109983, TripRate=0%, HitlagMultiplier=x1.2, SDIMultiplier=x1, Flags=956498563
    Synchronous Timer: frames=3
    Terminate Collisions
    
    Asynchronous timer starts it on frame 3.
    Synchronous timer has to count 3 frames starting on frame 3.
    So: 3, 4, 5... then execute the Terminate Collision. If you're seeing something different you may have the wrong files or miscalculated. The reason Dash Attack is incomplete is because I'm still working on everything. Everything takes work and I've been in the process of updating my 4 frame threads up until this one, being the last one in my "queue." Now I want to take things a step further and list hitbox data. tl;dr work
     
  32. KuroganeHammer

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    Ohhhhhhhh, ok I'm used to most things in Brawl being Asynchronous timers, I didn't even notice that that it was Synchronous.

    My frame advance code is bugging with Project M. How weird.

    I haven't used OpenSA2 for a very long time.

    Edit: By the way, personally I think that total frames and IASA frames are unneeded data. I would use FAF (First actionable frame) and scrap the total frames since it isn't needed.
     
    #32 KuroganeHammer, Mar 1, 2014
    Last edited: Mar 1, 2014
  33. ShadowGanon

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    There doesn't seem to be a thing that shows the hitboxes for the landing aerial wiz kick...
     
  34. Sartron

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    I don't understand what you mean by thing. If you mean animation (gif) it's listed under "Aerial Wizard's Foot" and the hitbox data and hit frames is listed under SpecialAirLwEnd.
     
  35. ShadowGanon

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    Oh...... I feel dumb......
     
  36. ShadowGanon

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    Hey, @Sartron, would you happen to know if there is any hit-box/grab-box difference between reversed and non-reversed specials?
     
  37. Sartron

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    If you turn around Ganondorf's Warlock Punch, it's stronger. That's the exception, as reversing a special does not actually change any of its properties.
     
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  38. BladeOFLucas

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    Just wanted to say, thanks for assembling the frame data. Also, why would Warlock Punch be stronger on the turn around?
     
  39. CORY

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    programmed as such. it gets stronger on each turn around, up to 5 (?), both damage and knockback (i'm sure on the damage, making an assumption on knockback).
     
  40. ShadowGanon

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    Hey, @Sartron, is shield stun measured in frames? For example, if one of the hitbox info things says that a move has 7 shield stun, does that mean that the guy in the shield cannot act out of his shield for 7 frames?
     

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