SuSa
Banned via Administration
I would like to thank Eternal Yoshi for his first frame data thread. I have borrowed the hitbox and hitbox duration frames for this thread - so that I will not have to redo them as they take a painstakingly long time. However I would like to mention something as to prevent confusion.the most awesome guy in the world said:Before reading, you MUST read this.
I can see whats happening.
And they don't have a clue.
They'll fall in love, and here's the bottom line
Our trio's down to two (Oh)
The sweet caress of twilight.
There's magic everywhere.
And with all this romantic atmosphere
Disasters in the air!
Snake Frame Data
Hey guys, I want to make 1 clear distinction. The knockback in the two sections, 1st and 4th, are no equal. This is because one is dealing with base knockback and the other is dealing with initial knockback. Initial knockback is the amount of launcher speed a move has on Mario at 0%, which is in my knockback guide. However, this is only useful for relationships on the character in questions because using only initial knockback, you cannot convert the knockback to another character. However, if you use base, which is very directly related to the initial (ask me if you want more complicated information), you can find the knockback for the entire roster.
Key Terms
Hits On
This is the first frame the attack starts to hit on.
Duration
This is the total number of frames the attack lasts until the first IASA frame.
Hitlag
This is the number of frames of freezeframe animation when an attack connects.
BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.
Base Damage
How much the attack does at 0% in a Versus Battle (%'s in parenthesis is when move is fully charged)
Knockback Angle
The angle which the opponent is sent before directional influence.
Other Knockback Stuff
Base is the speed at which the opponent is sent in a versus Battle. Growth is how this increases per % of damage.
When saying the first IASA frames and the full duration - he lacked to mention he counted the IASA frames starting from the ending hitbox or something. Because some of his data "seems" wrong when plainly looked at (some of it is). Also - some of his data was hard to understand. (A Hitbox going away on frame 5 meant it last hit on frame 4)
Here is Eternal Yoshi's thread if you are interested to see:
http://www.smashboards.com/showthread.php?t=225125
Multi-Hit moves such as Jab "start counting" when the animation for the next part begins. (EG: Jab 2 starts after Jab 1, but does not include Jab 1 frames. Only the frames starting from the animation of Jab 2). This does not apply to moves such as Dair or Nair
General Information
Landing Lag:
Soft: 2
Hard (fast falled): 6
JabEternal Yoshi said:Grab
8
29
Dash Grab
12
29
Pivot Grab
9
29
Edge attack(under 100%)
25
27
63
Edge attack(over 100%)
41
44
70
Edge Roll(under 100%)
Invincibility starts at 7
ends at 32
50
Edge Roll(over 100%)
Invincibility starts at 7
Ends at 52
80
Jump
leaves ground at frame 11
Dash
15 until first step
3
Skid
4
24
Shield
Guard animation finishes at frame 8
2
Shield Drop
8
16
Crouch
3
8
Exit Crouch
4
10
Roll from floor
Invincibility starts at 7
ends at 21
36(Both front and back)
Forward Roll dodge
Invincibility starts at frame 9
ends at frame 19
36
Backward roll dodge
Invincibility starts at frame 9
Ends at frame 19
34
Air Dodge
Invincibility starts at 4
Ends at 31
40
Spot Dodge
Invincibility starts at 2
Ends at 22
26
34
Tech
Invincibilty starts at 7
ends at 22
28
Tech Roll
Invincibility starts at 6
ends at 21
41
Get up attack( I don't know the name of this move)
Invincibilty starts at frame 7
ends at frame 23
15 (back)
19 (Front)
16
21
50
Get up attack over 100%(why is there two?)
Invincibilty starts at frame 7
ends at frame 23
16 (front)
26 (back)
18
28
50
Input: A
Hits on Frame: 3-4
Duration: 15
Hitlag: 4
Blockstun: 1
Blockhitlag: 4
Base Damage: 4%
Knockback:
Angle (degrees above forward): 45
Base: 1308
Growth Rate/ variance: 0
2nd Jab
Input: A-->A
Hits on Frame: #F
Duration: 22
Hitlag: 5
Blockstun: #F
Blockhitlag: 5
Base Damage: 3%
Knockback:
Angle (degrees above forward): # [range = -180<x<=180]
Base: 1080
Growth Rate/ variance: 0
3rd Jab
Input: A-->A-->A
Hits on Frame: #F
Duration: 46
Hitlag: 6
Blockstun: #F
Blockhitlag: 6
Base Damage: 7%
Knockback:
Angle (degrees above forward): # [range = -180<x<=180]
Base: 2607.57
Growth Rate/ variance: 24.49
Forward Tilt
Input: Forward or Back --> A
Hits on Frame: 4-5
Duration: 31
Hitlag: 6
Blockstun: 2
Blockhitlag: 6
Base Damage:
First Hit: 8%
Knockback:
Angle (degrees above forward): 45
Base: 211
Growth Rate/ variance: 0
Forward Tilt 2
Input: Forward or Back --> A
Hits on Frame: #F
Duration: 30
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage:
Second Hit: 12%
Total: 21%
Knockback:]
Angle (degrees above forward): 45
Base: 2250.8
Growth Rate/ variance: 26.6
Up Tilt
Input: Up --> A
Hits on Frame: 6-13
Duration: 37
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Base Damage: 13%
Knockback:
Angle (degrees above forward): 88
Base: 2341.22
Growth Rate/ variance: 34.06
Down Tilt
Input: Down --> A
Hits on Frame: 6-8
Duration: 34
Hitlag: 8
Blockstun: 4
Blockhitlag: 8
Base Damage: 10%
Knockback:
Angle (degrees above forward): 105
Base: 2289.7
Growth Rate/ variance: 28.73
Forward Smash
Input: Forward/Back + A
Hits on Frame: 41-43
Duration: 79
Hitlag: 11
Blockstun: 8
Blockhitlag: 11
Base Damage: 23% (32%)
Knockback:
Angle (degrees above forward): 40
Base: 3565.66
Growth Rate/ variance: 34.58
Up Smash
Input: Up+A
Hits on Frame: It varies so go by this:
Duration: 51Eternal Yoshi said:Hits with Mortar mechanism at frame 11
Mortar Shell comes out at frame 29
Hitlag: 1 (0 for mortar)
Blockstun: #F
Blockhitlag: 1 (0 for mortar)
Base Damage: 4% with mortar shooter 10% (10%)
*when hitting with the part that does 4%, it stales up smash!
Knockback:
Angle (degrees above forward):70
Base: 3289
Growth Rate/ variance: 19.08
Down Smash
Input: Down+A
Hits on Frame: 130 (soonest)
Duration: 76
Hitlag: 10
Blockstun: 0
Blockhitlag: 10
Base Damage: 14% (20%)
Knockback:
Angle (degrees above forward): 90
Base: 3250.16
Growth Rate/ variance: 22.06
Neutral Air
Input: A while airborne
Hits on Frame:
First Kick: 10
Second Kick: 28 (if first connects)
Third Kick: 46 (if second and first connect)
Fourth Kick: 61 (if third, second, and first connect)
Duration: 67
Landing Lag: #F (30) - second #F is non-IASA landing lag
Hitlag:
First Kick: 6
Second Kick: 6
Third Kick: 5
Fourth Kick: 9
Blockstun: #F
Blockhitlag:
First Kick: 6
Second Kick: 6
Third Kick: 5
Fourth Kick: 9
Base Damage:
First Kick: 6%
Second Kick: 5%
Third Kick: 5%
Fourth Kick: 12%
Total: 29%
Knockback:
First Kick:
Angle (degrees above forward): N/A
Base: 1536
Growth Rate/ variance: 0
Second Kick:
Angle (degrees above forward): N/A
Base: 1536
Growth Rate/ variance: 0
Third Kick:
Angle (degrees above forward): N/A
Base: 2219
Growth Rate/ variance: 0
Fourth Kick:
Angle (degrees above forward): 45
Base: 1733.22
Growth Rate/ variance: 56.06
Forward Air
Input: Forward+A while airborne
Hits on Frame: 23-26
Duration: 69
Landing Lag: #F (30) - second #F is non-IASA landing lag
Hitlag: 9
Blockstun: #F
Blockhitlag: 9
Base Damage: 14% (15% when sweetspotted)
Knockback:
Angle (degrees above forward): 85 (90 when sweetspotted)
Base: -736.25
Growth Rate/ variance: 51.95
Back Air
Input: Back+A while airborne
Hits on Frame: 7-26
Duration: 42
Landing Lag: #F (30) - second #F is non-IASA landing lag
Hitlag: 9
Blockstun: #F
Blockhitlag: 9
Base Damage: 14% sweetspot, 10% sourspot
Knockback:
Angle (degrees above forward): 45
Base: 1997.94
Growth Rate/ variance: 32.79
Up Air
Input: Up+A while airborne
Hits on Frame: 10-22
Duration: 47
Landing Lag: #F (22) - second #F is non-IASA landing lag
Hitlag: 9
Blockstun: #F
Blockhitlag: 9
Base Damage: 14% sweetspotted, 10% sourspotted
Knockback:
Angle (degrees above forward): 85
Base: 1864.18
Growth Rate/ variance: 36.13
Down Air
Input: Down+A while airborne
Hits on Frame:
First Kick: 6
Second Kick: 23 (if first kick connects)
Third Kick: 40 (if second and first kicks connect)
Fourth Kick: 57 (if third, second, and first kicks connect)
Duration: 59
Landing Lag: #F (30) - second #F is non-IASA landing lag
Hitlag:
First Kick: 6
Second Kick: 6
Third Kick: 6
Fourth Kick: 8
Blockstun: #F
Blockhitlag:
First Kick: 6
Second Kick: 6
Third Kick: 6
Fourth Kick: 8
Base Damage:
First Kick: 6%
Second Kick: 5%
Third Kick: 5%
Fourth Kick: 12%
Total: 29%
Knockback:
First Kick:
Angle (degrees above forward): 90
Base: 123
Growth Rate/ variance: 0
Second Kick:
Angle (degrees above forward): 90
Base: 138
Growth Rate/ variance: 0
Third Kick:
Angle (degrees above forward): 90
Base: 170
Growth Rate/ variance: 0
Fourth Kick:
Angle (degrees above forward): 50
Base: 2270.04
Growth Rate/ variance: 36.58
Dash Attack
Input: A or C-stick left/right/down while dashing
Hits on Frame: 5-12
Duration: 42
Hitlag: 7
Blockstun: #F
Blockhitlag: 7
Base Damage: 11% sweetspotted, 9% sourspotted (with sweetspot), 8% Sourspotted, 6% Sourspotted Sourspot... oo
Knockback:
Angle (degrees above forward): 65-70
Base: 2117.43
Growth Rate/ variance: 26.23
Neutral B
Move Name: Grenade
Input: B
Hits on Frame: 2 after detonation
Duration: 24
Hitlag: 0
Blockstun: #F
Blockhitlag: 0
Base Damage: 2-5% when thrown, 12% explosion. Can do 15-18% total.
Knockback:
Angle (degrees above forward): 90
Base: 2090.64
Growth Rate/ variance: 23.28
Forward B
Move Name: Nikita
Input: Forward/Back+B
Hits on Frame:
Duration: 82 is soonest, longest is a variable
Hitlag: 0
Blockstun: #F
Blockhitlag: 0
Base Damage: 7% dropped, 14% while under control
Knockback:
Angle (degrees above forward): 50
Base: 2840.32
Growth Rate/ variance: 26.62
Up B
Move Name: Cypher
Input: Up+B
Hits on Frame:
Duration: 47-105
Hitlag: 1
Blockstun: #F
Blockhitlag: 1
Base Damage: 6%
Knockback:
Angle (degrees above forward): N/A (it's weird)
Base: 2675
Growth Rate/ variance: 0
Down B
Move Name: C4
Input: Down+B to place, Down+B to detonate after placement
Hits on Frame: 29-31 (starting from when you press Down+B to detonate)
Duration: 5
Hitlag: #F
Blockstun: #F
Blockhitlag: 5
Base Damage: 17%
Knockback:
Angle (degrees above forward): 90
Base: 1844.27
Growth Rate/ variance: 40.69
Forward Throw
Move Name: Flip
Input: Forward during Grab
Duration: Varies by character
Base Damage: 9%
Knockback:
Angle (degrees above forward): 45
Base: 2262.45
Growth Rate/ variance: 16.95
Back Throw
Move Name: Over Shoulder Flip
Input: Back during Grab
Duration: Varies by character
Base Damage: 9%
Knockback:
Angle (degrees above forward): 45
Base: 2423.45
Growth Rate/ variance: 16.95
Up Throw
Move Name: Body Slam
Input: Up during Grab
Duration: Varies by character
Base Damage: 10%
Knockback:
Angle (degrees above forward): 90
Base: 2491.1
Growth Rate/ variance: 17.09
Down Throw
Move Name: Sleeper
Input: Down during Grab
Duration: Varies by character (but we are always at a -1 frame advantage)
Base Damage: 12%
Knockback:
Angle (degrees above forward): N/A
Base: 0
Growth Rate/ variance: 0
Pummel
Input: A during Grab
Duration: #F
Base Damage 2%
Knockback:
Angle (degrees above forward): N/A
Base: 0
Growth Rate/ variance: 0
Taunt's Info
Base Damage: 2%
Knockback:
Angle (degrees above forward): 25
Base: 2193.14
Growth Rate/ variance: 10.43