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Data Kirby Hitboxes and Frame Data

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Credits to SuperDoodleMan for most of the frame data.
Images compiled by Stratocaster and Standardtoaster. Images edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.

Stub Punch 1

Total: 17
Hit: 3-4
IASA: 16

Window of Stub Punch 2: 3-25
Stub Punch 2 starts: 6
-------------------------------------
Stub Punch 2

Total: 20
Hit: 3-4
IASA: 17

window of Vulcan Jab: 1-20
Vulcan jab starts: 8
-------------------------------------
Vulcan Jab

intermediary animation: 7 frames

Total (minimum): 30
Hit: 2-3, 6-7, 10-11, 14-15, 18-19

if 1 is the 1st frame of the last hit
then the ending animation is over on
frame 14
-------------------------------------
F Tilt



Total: 32
Hit: 5-8
IASA: 28
-------------------------------------
D Tilt

Total: 29
Hit: 4-7
-------------------------------------
U Tilt

Total: 23
Hit: 4-7
-------------------------------------
D Smash

Total: 55
Charge frame: 5
Hit: 7-22
Legs invincible: 7-9
IASA: 50
-------------------------------------
U Smash

Total: 49
Charge frame: 9
Hit: 13-23
-------------------------------------
F Smash

Total: 49
Charge frame: 5
Hit: 13-21
-------------------------------------
Dash attack

Total: 63
Hit: 9-43
IASA: 60
-------------------------------------
N-Air

Total: 79
Hit: 10-34
IASA: 50
Auto cancel: <9 38>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air

Total: 39
Hit: 11-13
IASA: 36
Auto cancel: <10 17>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air

Total: 43
Hit: 6-20
IASA: 36
Auto cancel: <5 28>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air

Total: 59
Hit: 18-19, 21-22, 24-25, 27-28,
30-31, 33-34
IASA: 55
Auto cancel: <17 48>

--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
F-Air

Total: 49
Hit: 10-11, 17-18, 25-26
IASA: 40
Auto cancel: <9 38>

--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10
-------------------------------------
Ledge stand <100%

Total: 33
Invincible: 1-30
-------------------------------------
Ledge stand 100%>

Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%

Total: 49
Invincible: 1-28
-------------------------------------
Ledge roll 100%>

Total: 79
Invincible: 1-53
-------------------------------------
Ledge attack <100%

Total: 55
Invulnerable: 1-15
Hit: 19-23
-------------------------------------
Ledge attack 100%>

Total: 69
Invulnerable: 1-39
Hit: 43-59
-------------------------------------
Ledge jump <100%

Total: 37
Invincible: 1-14
Soonest FF: 41
-------------------------------------
Ledge jump 100%>

Total: 47
Invincible: 1-17
Soonest FF: 44
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running grab

Total: 40
Grab: 11-12
-------------------------------------
Swallow

Total (minimum): 79

Starts sucking: 17
minimum suck time: 43

--upon release--
sucking stops immediately
recovery animation: 20
-------------------------------------
Hammer

--GROUND--
Total: 59

Hit: 22-28

--AIR--
Total: 69
Hit: 7-46 (several hitboxes, follow
hammer)
Landlag: 16
-------------------------------------
Final Cutter

Hit: 23-24, 47-49, 54-56

You can choose to face backwards
from 2-15.

--hitting the ground--
Total: 34
Hit: 2-26

can grab edge as early as 44
-------------------------------------
Stone

Stony: 30-end
max stony time: 150 frames
min stony time: 17 frames (b on 18)

lag upon release or end: 31
-------------------------------------
Taunt

Total: 60
iiiIIIIIIIIiiiii!: 1
-------------------------------------

jump
airborne on frame 4

Air time: 51
Earliest FF: 27
FF air time: 38

SH air time: 38
Earliest FF: 21
SH FF air time: 27

Midair jumps are at least 28 frames
apart i.e. if you press and hold Y on
frame 1, you will do another jump on
frame 29.

To cancel the midair jump turnaround,
perform an attack within 1-4 frames
after jumping.


Earliest fastfalls for midair jumps:

2nd jump: 26
3rd jump: 26
4th jump: 23
5th jump: 21


-------------------------------------

air dodge
invulnerable 4-29 out of 49

ground dodge
invincible 2-15 out of 22

Landing stun: 4 frames

roll
invulnerable 4-19 out of 31

dash becomes run at frame 13
Turn-jump Threshold: 29
Run turnaround: 31




HATS

Bowser


Total (min): 92
Fire emits: 23, 26, 29, 32, 35, 38,
41, 44, 47, 50, 53, 56, 59, 62 (etc)
Fire bits last: 21 frames to start
Fire lasts shorter as time goes on,
eventually lasting only 1 frame
14 fires from B tap

When releasing, 30 frames of lag

--NOTE!--
In version 1.0, if you start this in
the air and land before the flames
start coming out, when he lands, he
will skip right to when they do. This
is called "Flame cancelling"
-------------------------------------

Captain Falcon


Total: 99
Hit: 52-56
-------------------------------------

Donkey Kong


Total: X+51
Hit: X+10-(X+14)
Where X is the amount of frames you let DK swing his arm, minimum of 7 frames.

Full charge grants invincible 17-18
-------------------------------------

Doctor Mario


Total: 43
Pill comes out: 14
Pill lasts: 75 frames
Fastfall any time
-------------------------------------

Falco


--Ground--
Total (single shot): 57
Shot comes out: 23
Repeated shots, every: 24 frames

--Air--
Total (single shot): 42
Shot comes out: 13
Repeated shots, every: 16 frames
Auto cancels upon landing

Fastfall any time

Laser lasts 99 frames
--------------------------------------

Fox


--Ground--
Total (single shot): 23
Shot comes out: 12

--Air--
Total (single shot): 36
Shot comes out: 10

Repeated shots, every 10 frames
Laser lasts 34 frames
Auto cancels upon landing
---------------------------------------

Game and Watch


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.
---------------------------------------

Ganondorf


Total: 119
Hit: 70-72
---------------------------------------

Ice Climbers


Total: 59
Hammer hit: 15-20
Ice appears: 17
Ice lasts: 61 frames
---------------------------------------

Jigglypuff


Charging starts: 16
Hit (upon release): 1-106
Maximum power means charging for 45

When you turn, no damage for 27 frams
it shortens/lengthens the move???
somehow...
---------------------------------------

Link


Total (no charge): 42
Total (min full charge): 84

Starts charging/Earliest release: 18
Arrow lasts: 60 frames

Charge time to full: 42

Full charge arrow can be shot on 60

--Upon Release--
Total: 25
Shoots: right away

Arrow stays stuck in ground: 50
----------------------------------------

Luigi


Total: 46
Fireball comes out: 17
Fireball lasts: 50 frames
Fastfall anytime
----------------------------------------

Mario


Total: 43
Fireball comes out: 14
Fireball lasts: 75 frames
fastfall anytime
----------------------------------------

Marth


Time to start charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
----------------------------------------

Mewtwo


Starts charging: 18
think of that as 1 now
Full charge achieved at frame 119

When charging, does first 2 frames of
damage, then loops 2 no damage and 3
with damage

Rolling while charging starts ASAP

L/R to stop charging: 8 frames lag

--shot from charging--
Total: 24
comes out on frame 9

--shot from full--
Total: 41
comes out on frame 26

Shadow Ball lasts 69 frames
----------------------------------------

Ness


Total (minimum): 109
Hit: 64-77

Total (maximum): 217
Hit: 153-166

Minimum charge same as release on
frame 45

Maximum charge same as release on
frame 134

--upon release--
Total: 65
Hit: 20-33

Landfallspeciallag: 4
----------------------------------------

Peach


Total: 64
Toad: 10-30

When hit, invincible for 8 frames
1st spore released on 8th frame
Last spore is gone after frame 34-40
you can move on the 78th frame
----------------------------------------

Pichu



Total: 57
Shot comes out: 18
Projectile lasts: 99 frames

Fastfall anytime
----------------------------------------

Pikachu



Total: 57
Bolt comes out: 18
Projectile lasts: 99 frames

Fastfall anytime
----------------------------------------

Roy


Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames

41er: 210 frames of charge, or 221
frames holding B

Full charge hits only on 1 frame

Time of explosion from first B: 231
----------------------------------------

Samus


Total time to get full charge: 140

Starts charging: 14
Window for shooting charging shot:
14-132

--if you fire while charging--
Shot comes out on frame 2
30 frames of lag

--When you stop charging--
Shield: 8 frames of lag
Roll: happens immediately (frame 1)

--if you fire midair or full shot--
shot comes out on frame 15
29 frames of lag after that

Shot lasts 69 frames

Weakest shot shield stun: 6
Almost full shield stun: 20
Full shot shield stun: 23
----------------------------------------

Sheik


Holding 1st needle: 8
Set that frame as 1.
Another needle at 19
Set that as 1 (etc)
Releasing B at frame 1 counts with
new needle.

When you release B…
Needles released at 4, 7, 10, 13, 16,
19
Total: 40

When fired from the air…
Needles released at 11, 14, 17, 20,
23, 26
Auto cancels upon landing
Last frame: 39

Needles last 30 frames
----------------------------------------

Yoshi


Total: 39
Grab: 17-21
----------------------------------------

Young Link

Total (no charge): 38
Total (min full charge): 70

Starts charging/earliest release: 14
Arrow lasts: 55 frames

Charge time to full: 32

Full charge arrow can be shot on 46

--Upon Release--
Total: 25
Shoots: right away

Arrow stays stuck in ground: 50
----------------------------------------

Zelda

Total: 59
Invincible: 4-11
Hit: 12, 15, 18, 21, 24, 27,
Reflects: 4-41
 

Krynxe

I can't pronounce it either
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Shtickied.

Very nice work, your contributions are much appreciated Adam. :)
 

standardtoaster

Tubacabra
Joined
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Messages
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Location
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Thanks. I know I forgot to do the young link and zelda hats. I'm just tired of working with hitboxes and nobody really plays those characters, so I decided to just not include them, haha. If someone really wants those hitbox pics, they're free to make a gif themselves and I'll put it in the op. :3
 

Krynxe

I can't pronounce it either
Joined
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Messages
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Location
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3DS FC
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Thanks. I know I forgot to do the young link and zelda hats. I'm just tired of working with hitboxes and nobody really plays those characters, so I decided to just not include them, haha. If someone really wants those hitbox pics, they're free to make a gif themselves and I'll put it in the op. :3
Post their frame data without GIFs, maybe?
 

Pink Reaper

Real Name No Gimmicks
BRoomer
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Messages
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Location
In the Air, Using Up b as an offensive move
10/10 would read again.

Also i know you've done way more than necessary for this what with all the hat data, but there's a special hitbox on Fair if you land while using it(the 4th kick) and it would be cool to see a gif of that to see how the last hitbox looks.
 

DRGN

Technowizard
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Messages
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Location
Sacramento, CA
Good job.

What are the two different inhale animations? At first I thought one was aerial, but it looks like he's standing in both.
 

DRGN

Technowizard
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Premium
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Messages
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Yeah. And in fact I originally thought inhale in the air and on the ground had the same hitbox. In the image he's standing to begin with though.

So did you just make a new .gif for that, toaster? I swear I didn't see it varying by time before, lol.
 

Massive

Smash Champion
Joined
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Messages
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Location
Kansas City, MO
You only get the big inhale hit(suck)box the whole time while grounded.

If I'm not mistaken, while airborne the first 2 frames of the suckbox are full sized then it goes to only the small one on his mouth.

I'm pretty sure the image files I gave you had the frames for airborne and grounded already, didn't they standardtoaster?
 

standardtoaster

Tubacabra
Joined
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Messages
9,253
Location
Eau Claire, Wisconsin
Yeah, they did. They were almost exactly the same for air and ground though. The only difference between the air and ground version was that in the aerial one his feet were angled a bit more to look better in the air. lol
 

RaphaelRobo

Smash Champion
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Messages
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This is excellent. Now everybody will be afraid of Kirby's amazing hitboxes.
 

bubbaking

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If I'm not mistaken, while airborne the first 2 frames of the suckbox are full sized then it goes to only the small one on his mouth.
So while airborne, if Kirby doesn't nab his opponent immediately with Inhale, he might as well stop trying unless he's about to hit the ground. Well, it wouldn't really matter, I guess, what with Kirby still falling and all that...
 

DRGN

Technowizard
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So while airborne, if Kirby doesn't nab his opponent immediately with Inhale, he might as well stop trying unless he's about to hit the ground. Well, it wouldn't really matter, I guess, what with Kirby still falling and all that...
standardtoaster is saying the aerial and ground versions are nearly identical (besides the positions of his feet).

This is excellent. Now everybody will be afraid of Kirby's amazing hitboxes.
lol, or not.
 

Triple R

Smash Lord
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Messages
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Location
Hopkins, MN
So Kirby's dashing grab has a grab box behind him. That explains all those time people seem to teleport in front of you. Do other characters have similar dash grabs?
 

ryuu seika

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Messages
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I'd like to point out that there's an issue with the hats obscuring hurtboxes from view. It's not a big deal but you may want to look into making things clearer. I'm not sure if it's just this or if G&W Kirby's hurtbox really does cut off flat at his forehead. If it does, I'd like to see if this carries over to Kirby's regular moves as that could make a big difference to the power level of G&W hat.

Also, either something's up with the hitbox animation on the Bowser hat or Bowser's hurtboxes are seriously wack cause I know full well I can juggle Bowser on the back of my head with the move (even after Kirby starts just puffing). Since the hitsparks align with Bowser's position rather than Kirby's mouth, I'd bet on it being the former.
 

Massive

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Location
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I'd like to point out that there's an issue with the hats obscuring hurtboxes from view. It's not a big deal but you may want to look into making things clearer. I'm not sure if it's just this or if G&W Kirby's hurtbox really does cut off flat at his forehead. If it does, I'd like to see if this carries over to Kirby's regular moves as that could make a big difference to the power level of G&W hat.
The hurtbox is still there, it is not reduced in any way, it's just being occluded by the character model.

Honestly there really didn't need to be any hat data posted since it surmises such a small part of playing Kirby to begin with.
 

Kwyk

Kirby main since NES!
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This frame and hitbox data is invaluable! Not only that, but it must've taken a lot of time and effort, especially going over the top with hatboxes. Thank you!!
 

Dizzymoon

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Damn for being the "worst" character he sure has some hella good hitboxes
Ya know Im starting to think that Kirby's spot on the tier list isnt deserved, I think hes just super underplayed (dont get me wrong tho hes pretty bad)
Time to pick up a pocket kirby
 

Massive

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Kirby's spot on the tier list is mostly due to under-representation.
His true power is somewhere 2 or 3 slots higher, almost tied with Ness in the "worst in the game" tier.
 

Malkasaur

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Kirby's spot on the tier list is mostly due to under-representation.
His true power is somewhere 2 or 3 slots higher, almost tied with Ness in the "worst in the game" tier.
Oh, soon you'll see a change in that. Just you wait...
 

Massive

Smash Champion
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Oh, soon you'll see a change in that. Just you wait...
It is very, very difficult to win a match if someone is playing a upper tier and aware of your gimmicks.
I attribute almost any wins I have with Kirby to matchup familiarity problems.

I have played him against M2K, Arc, Darkrain and several other reasonably well-known people and squeaked out some narrow/almost wins. Kirby does not have an infinite combo like ICs and he is almost completely reliant on spacing to win matchups. Melee kirby is, for all intents and purposes, a worse version of jigglypuff.

I am a puff main, but any puff main will tell you it is VERY hard to be great with puff. Only 2-3 people have ever done it. To be great with kirby requires the same level and set of abilities as puff as well as some additional ability/luck over your opponent to make up for the tragic lack of rest and recovery options.

That being said, I'd love to see it. Good luck, you will need every bit of it.
 
Last edited:

Dodger

Smash Ace
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Feb 25, 2005
Messages
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Holy crap, you've had some (limited) success vs. m2k? That boggles my mind.
 

EddyBearr

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Melee kirby is, for all intents and purposes, a worse version of jigglypuff.
Proper Kirby is better compared to Sheik. Kirby's a very heavily grounded character and grab / tilt heavy character. But yeah, Kirby is better than Bowser, Pichu, and Ness imo. Kirby wins against Bowser, Roy, Pichu, Zelda, and probably Mewtwo in terms of matchups.

What does IASA mean?
Interruptible As Soon As, so with Kirby's up-tilt, even though the move technically ends on frame 32, you can actually do something else starting at frame 28 and cancel the animation earlier. For aerial attacks, you can either land on frame 35 with back-air and have to L-cancel for 7 frames of lag (or not for 15 frames of lag) OR you can land on frame 36 and land with 4 frames of lag, which is the same amount of lag you'd have if you had done anything at all; you can also do another aerial starting at frame 36.
 
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