Ripple
ᗣᗣᗣᗣ ᗧ·····•·····
- Joined
- Sep 4, 2006
- Messages
- 9,633
Images compiled and edited by GuruKid.
Created using BrawlBox and PSA (Project Smash Attacks). Credit goes to Kryal/BlackJax96 for BrawlBox and Phantom Wings/Dantarion for PSA.
All GIF's are approximately 1/3 game speed.
Terminology:
- IASA (Interruptible As Soon As): Also known as First Actionable Frame. Allows you to interrupt the current move with an attack, jump, dash, turn, crouch, or shield on the IASA frame.
- Intangibility: Similar to invulnerability, however with intangibility the game does not register any connecting hits at all, causing no hitlag on either character's end.
- FF: Fastfall.
- Auto-Cancel: The period of a aerial in which you undergo normal lag upon landing as if you landed from a regular jump.
Reading the GIF's:
- Yellow circles and ovals on Dedede represent the character's Hurtboxes. If an opponent's hitboxes make contact with these hurtboxes, Dedede takes the hit.
- Red circles represent Dedede's hitboxes. Bold lines within these circles indicate the direction the hitbox sends the opponent. A star within the circle indicates the move has the Sakurai Angle.
- Purple circles represent grabboxes.
- Grey circles with cyan outlines represent windboxes.
- Due to BrawlBox's limitations with model changes and article display, some moves may show certain parts correctly. In Dedede's case this is evident with the Specials; Hammer Jet model does not change, Waddle Dees are not shown, Swallow's Wind is not visible, and DownB's stars cannot be shown. The hitboxes present are accurate, however.
- Animations in BrawlBox do not show interpolation (drag) of hitboxes, so the hitboxes do not stretch in these GIF's. They do indeed drag in Brawl, however (and thus in P:M); simply refer to the previous frame's hitbox to get a more accurate idea of how any specific frame's hitbox drags.
Lastly, though I've tried my utmost best in being as accurate as possible, please feel free to point out any discrepancies you may find or suggestions to improve the thread.
Jab 1
Total: 33
Hit: 9-11
IASA: 22
Window for Jab 2: 3
Jab 2
Total: 30
Hit: 9-10
IASA: 21
Window for Jab 3: 2
Jab 2 hitbox from Jab 1: 25
Jab 3
Minimum Duration: 60
Hit: 7, 10, 13, 16, 19, 22, 25, 28, 31, etc (2 frames between each hit)
Dash Attack
Medium Armor: 8-29
Hit: 26-35
IASA: 67
Forward Tilt
Hit: 12-22
IASA: 43
Up Tilt
Head Intangibility: 7-8
Hit: 7-17
IASA: 34
Down Tilt
IASA: 35
Strong hit: 7-9
Weak hit: 10-18
Forward Smash
Charge Frame: 36
Hit: 42-50
IASA: 82
Up Smash
Charge Frame: 9
Hit: 17-23
IASA: 54
Down Smash
Total: 57
Charge Frame: 9
Hit: 14-17 (strong), 18-23 weak
IASA: 47
Quote:
Neutral Air
Hit: 7-8 (strong), 9-29 weak
Auto Cancel: <3 34>
Landlag: 22
L-canceled Lag: 11
IASA: 38
Forward Air
Hit: 13-18
Auto Cancel: <5 41>
Landlag: 32
L-canceled Lag: 16
IASA: 40
Back Air
IASA: 33
Hit: 6-21
Auto Cancel: <5 25>
Landlag: 22
L-canceled Lag: 11
Up Air
Hit: 10-13 (strong), 14-24 (weak)
IASA: 45
Auto Cancel: <5 41>
Landlag: 20
L-canceled Lag: 10
Down Air
Hits: 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28
Auto Cancel: <7 39>
Landlag: 20
L-canceled Lag: 10
IASA: 38
Neutral B: Swallow
Minimum Duration: 77
Initial big Swallow Grabbox: 17-19
Windbox Starts: 20
Minimum Suck Time: 40
Sucking Stops Immediately After Release if held longer that the 40 frames
Side B: Waddle Toss
Waddle Dee/Doo/Gordo Hitbox Emerges: 18
Grounded toss IASA: 63
IASA from grounded Waddle Dashing: 21
IASA from aerial waddle dashing: 30
Odds of getting certain Waddles (Items off)
Waddle Dee 71.4%
Waddle Doo 20.4%
Gordo 8.2%
Up B: Super Dedede Jump
(UpB landing star hitboxes not shown due to Brawlbox limitations)
Minimum Aerial Duration: 31 (frame 32 onwards you can cancel the move by pressing down on the control stick)
Aerial Hit: 74 onwards (until landing)
Feet Hurtbox Invincibility: 55 onwards (until landing)
Landing Total Duration: 60
Landing Hit: 3-4
Stars Emerge: 5
Down B: Jet Hammer
Startup: 2-7 (Depending on "B" Button release)
Max Charge Time: 118
Uncharged/Partially Charged
Hit: 9-11
IASA: 57
Fully Charged
Hit: 9-33
IASA: 70
Grab
Total: 30
Grab: 7-8
Dash Grab
Total: 39
Grab: 9-10
Pivot Grab
Total: 35
Grab: 9-10
Roll (Forwards)
Total: 34
Intangibility: 4-19
IASA: 33
Roll (Backwards)
Total: 35
Intangibility: 4-19
IASA: 33
Spot Dodge
IASA: 31
Intangibility: 2-20
Air Dodge
Total: 49
Intangibility: 4-29
First Jump (Full Hop)
Airborne On: 7
Air Time: 53
Earliest FF: 36
FF Air Time: 38
First Jump (Short Hop)
Airborne On: 7
Air Time: 32
Earliest FF: 25
FF Air Time: 27
Midair Jumps
Earliest FF for 2nd Jump: 26
Earliest FF for 3rd Jump: 24
Earliest FF for 4th Jump: 23
Frames Between Each Jump: 24
Ledge Grab
Intangibility: 1-20
Ledge Stand (<100%)
Total: 34
Intangibility: 1-30
Ledge Stand (>100%)
Total: 59
Intangibility: 1-55
Ledge Occupancy: 1-44
Ledge Roll (<100%)
Total: 49
Intangibility: 1-33
Ledge Occupancy: 1-40
Ledge Roll (>100%)
Total: 79
Intangibility: 1-64
Ledge Occupancy: 1-54
Ledge Attack (<100%)
Total: 55
Intangibility: 1-22
Hit: 24-26
Ledge Occupancy: 1-42
Ledge Attack (>100%)
Total: 69
Intangibility: 1-51
Hit: 47-51
Ledge Occupancy: 1-51
Ledge Jump (<100%)
Total: 39
Intangibility: 1-15
Earliest FF: 40
Ledge Occupancy: 1-15
Ledge Jump (>100%)
Total: 49
Intangibility: 1-19
Earliest FF: 48
Ledge Occupancy: 1-19
Miscellaneous
Landing Lag: 6
Dash Becomes Run: 12
Run Turnaround: 30
B-Reversal: 5 (must be holding stick in opposite direction by frame 4)
Created using BrawlBox and PSA (Project Smash Attacks). Credit goes to Kryal/BlackJax96 for BrawlBox and Phantom Wings/Dantarion for PSA.
All GIF's are approximately 1/3 game speed.
Terminology:
- IASA (Interruptible As Soon As): Also known as First Actionable Frame. Allows you to interrupt the current move with an attack, jump, dash, turn, crouch, or shield on the IASA frame.
- Intangibility: Similar to invulnerability, however with intangibility the game does not register any connecting hits at all, causing no hitlag on either character's end.
- FF: Fastfall.
- Auto-Cancel: The period of a aerial in which you undergo normal lag upon landing as if you landed from a regular jump.
Reading the GIF's:
- Yellow circles and ovals on Dedede represent the character's Hurtboxes. If an opponent's hitboxes make contact with these hurtboxes, Dedede takes the hit.
- Red circles represent Dedede's hitboxes. Bold lines within these circles indicate the direction the hitbox sends the opponent. A star within the circle indicates the move has the Sakurai Angle.
- Purple circles represent grabboxes.
- Grey circles with cyan outlines represent windboxes.
- Due to BrawlBox's limitations with model changes and article display, some moves may show certain parts correctly. In Dedede's case this is evident with the Specials; Hammer Jet model does not change, Waddle Dees are not shown, Swallow's Wind is not visible, and DownB's stars cannot be shown. The hitboxes present are accurate, however.
- Animations in BrawlBox do not show interpolation (drag) of hitboxes, so the hitboxes do not stretch in these GIF's. They do indeed drag in Brawl, however (and thus in P:M); simply refer to the previous frame's hitbox to get a more accurate idea of how any specific frame's hitbox drags.
Lastly, though I've tried my utmost best in being as accurate as possible, please feel free to point out any discrepancies you may find or suggestions to improve the thread.
Jab 1


Total: 33
Hit: 9-11
IASA: 22
Window for Jab 2: 3
Jab 2


Total: 30
Hit: 9-10
IASA: 21
Window for Jab 3: 2
Jab 2 hitbox from Jab 1: 25
Jab 3


Minimum Duration: 60
Hit: 7, 10, 13, 16, 19, 22, 25, 28, 31, etc (2 frames between each hit)
Dash Attack

Medium Armor: 8-29
Hit: 26-35
IASA: 67
Forward Tilt


Hit: 12-22
IASA: 43
Up Tilt


Head Intangibility: 7-8
Hit: 7-17
IASA: 34
Down Tilt


IASA: 35
Strong hit: 7-9
Weak hit: 10-18
Forward Smash


Charge Frame: 36
Hit: 42-50
IASA: 82
Up Smash


Charge Frame: 9
Hit: 17-23
IASA: 54
Down Smash


Total: 57
Charge Frame: 9
Hit: 14-17 (strong), 18-23 weak
IASA: 47
Quote:
Neutral Air


Hit: 7-8 (strong), 9-29 weak
Auto Cancel: <3 34>
Landlag: 22
L-canceled Lag: 11
IASA: 38
Forward Air


Hit: 13-18
Auto Cancel: <5 41>
Landlag: 32
L-canceled Lag: 16
IASA: 40
Back Air


IASA: 33
Hit: 6-21
Auto Cancel: <5 25>
Landlag: 22
L-canceled Lag: 11
Up Air


Hit: 10-13 (strong), 14-24 (weak)
IASA: 45
Auto Cancel: <5 41>
Landlag: 20
L-canceled Lag: 10
Down Air


Hits: 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28
Auto Cancel: <7 39>
Landlag: 20
L-canceled Lag: 10
IASA: 38
Neutral B: Swallow


Minimum Duration: 77
Initial big Swallow Grabbox: 17-19
Windbox Starts: 20
Minimum Suck Time: 40
Sucking Stops Immediately After Release if held longer that the 40 frames
Side B: Waddle Toss
Waddle Dee/Doo/Gordo Hitbox Emerges: 18
Grounded toss IASA: 63
IASA from grounded Waddle Dashing: 21
IASA from aerial waddle dashing: 30
Odds of getting certain Waddles (Items off)
Waddle Dee 71.4%
Waddle Doo 20.4%
Gordo 8.2%
Up B: Super Dedede Jump

(UpB landing star hitboxes not shown due to Brawlbox limitations)
Minimum Aerial Duration: 31 (frame 32 onwards you can cancel the move by pressing down on the control stick)
Aerial Hit: 74 onwards (until landing)
Feet Hurtbox Invincibility: 55 onwards (until landing)
Landing Total Duration: 60
Landing Hit: 3-4
Stars Emerge: 5
Down B: Jet Hammer
Startup: 2-7 (Depending on "B" Button release)
Max Charge Time: 118
Uncharged/Partially Charged


Hit: 9-11
IASA: 57
Fully Charged


Hit: 9-33
IASA: 70
Grab

Total: 30
Grab: 7-8
Dash Grab

Total: 39
Grab: 9-10
Pivot Grab

Total: 35
Grab: 9-10
Roll (Forwards)
Total: 34
Intangibility: 4-19
IASA: 33
Roll (Backwards)
Total: 35
Intangibility: 4-19
IASA: 33
Spot Dodge
IASA: 31
Intangibility: 2-20
Air Dodge
Total: 49
Intangibility: 4-29
First Jump (Full Hop)
Airborne On: 7
Air Time: 53
Earliest FF: 36
FF Air Time: 38
First Jump (Short Hop)
Airborne On: 7
Air Time: 32
Earliest FF: 25
FF Air Time: 27
Midair Jumps
Earliest FF for 2nd Jump: 26
Earliest FF for 3rd Jump: 24
Earliest FF for 4th Jump: 23
Frames Between Each Jump: 24
Ledge Grab
Intangibility: 1-20
Ledge Stand (<100%)
Total: 34
Intangibility: 1-30
Ledge Stand (>100%)
Total: 59
Intangibility: 1-55
Ledge Occupancy: 1-44
Ledge Roll (<100%)
Total: 49
Intangibility: 1-33
Ledge Occupancy: 1-40
Ledge Roll (>100%)
Total: 79
Intangibility: 1-64
Ledge Occupancy: 1-54
Ledge Attack (<100%)
Total: 55
Intangibility: 1-22
Hit: 24-26
Ledge Occupancy: 1-42
Ledge Attack (>100%)
Total: 69
Intangibility: 1-51
Hit: 47-51
Ledge Occupancy: 1-51
Ledge Jump (<100%)
Total: 39
Intangibility: 1-15
Earliest FF: 40
Ledge Occupancy: 1-15
Ledge Jump (>100%)
Total: 49
Intangibility: 1-19
Earliest FF: 48
Ledge Occupancy: 1-19
Miscellaneous
Landing Lag: 6
Dash Becomes Run: 12
Run Turnaround: 30
B-Reversal: 5 (must be holding stick in opposite direction by frame 4)
Last edited: