1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 225,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

  3. Use the Smashboards Store to get awesome Smash stuff and support the site, like a Nintendo Controller or the Wii U - Gamecube adaptor ! Check out the inventory in our store and support Smashboards with your purchase today!

Link Frame Data Thread [3.6]

Discussion in 'Link' started by AuraMaudeGone, Jan 27, 2015.

  1. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    [​IMG]
    Table of Contents
    1 Intro
    1.1 Glossary [GLS]​
    2 Frame Data
    2.1 Normals [NRM]
    2.2 Specials [SPC]
    2.3 Grabs [GRB]
    2.4 Ledge Attacks [LDG]
    2.5 Item Throws [ITM]
    2.6 Miscellaneous [MSC]​
    3 References & Resources [RFR]

    Glossary [GLS]
    Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

    Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

    Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
    *Values in brackets denote different values present in multiple hit bubbles.

    Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

    Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

    Active - the amount of frames that actively hits the opponent

    Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

    IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

    Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
    On Block = Block Stun-(Active+Recovery)
    On Block (Air) = Block Stun-(Landing Recovery)
    On Hit = Hit Stun -(Active+Recovery)
    *All values are based on the target's damage percent being 0%.

    Normals [NRM]
    Move Name Nickname Damage HitStun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
    1 Jab Combo Jab 5 8 4 16/37 361 5 3 20 18 -18 -14
    2 Jab2 3 16 4 40/20 [100,78,60,50] 4 3 22 17 -20 -8
    3 Jab3 6 19 5 40/50 30 5 5 40 32 -39 -25
    4 Loop [2,1] [4,5] 3 5/[50,60] 30 2 --- 10 --- -7 [-6,-5]
    5 Arc Swing F-Tilt [13, 14, 13, 12] [17, 15, 14] 7 [15, 10]/90 35 13 4 22 37 -18 [-8, -10, -11]
    6 Half Moon Swipe U-Tilt 9 23 6 30/[122,130,124,123] 85 8 7 18 31 -18 -1
    7 Sword Sweep D-Tilt 11 40 6 90/50 [80,280] 9 4 25 30 -19 12
    8 Running Slash Dash Attack [10,12,13,14] 19,20,21,22 6,7 25/100 [90,85,75,65] 6 6 36 40 [-35,-34] [-22,-21,-20,-19]
    9 Double Crescent Slash F-Smash [15,16] [22,24] 8 25/[91, 93] 361 14 4 33 49 -28 [-14, -12]
    10 Second Swing [18,20] [28,30] 9 30/100 65 8 5 46 49 -41 [-22,-21]
    11 Triple Arc Swing U-Smash 4, 3, [10,9] 36 6 0/55/100, 47/20, 70/90 [95,98], [93,90], [80,90] 10 6[6]5[8]6 34 58 -33 [-3,-4]
    12 Grass Cutter D-Smash [13,16,17,16],[11,16,17,18] [17,20,21,22] [6,8,9] [26/95],[20/90] 75 7 3[5]3 27 42 [-23,-21,-20] [-12,-9,-8,-7]
    Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery Landing Recovery IASA Auto-Cancel On Block
    1 Dropping Kick N-Air [10, 12, 9, 7] [15, 16, 14, 11] [6, 7, 5] [15,10]/100 361 3 28 9 15/7/4 36 <3, >31 [-5/0/3]~[-10/-2/1]
    2 Spinning Sword F-Air 14, 10 23 6 20/105,46/60 361,80 13 3[11]4 19 15/7/4 --- >48 -9/-1/2
    3 Double Reverse Kick B-Air 7(+2), 7(+2) 13 5 0/25/100, 15/100 361,40 5 4[6]6 25 15/7/4 28 >25 -10/-2/1
    4 Ceiling Stab U-Air [16,12] [21,19] [8,7] 25/85 80 4 45 15 28/14/4 57 <4, >49 ---
    5 Floor Stab D-Air [22,20,19] 36,30,29 10,9 [50,40]/80 65 12 52 26 40/20/4 80 <12, >79 [-30/-10/6]~[-31/-11/5]
    6 Clawshot Z-Air 4(+1), 9(+3) 35 6 [60,45]/30, 80/50 361,100 9 8[3]3 37 15 --- --- -9
    *Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)
    **Values (+n) denotes shield damage
    Ceiling Stab - Damage changes to 12 after 3f active
    Floor Stab - damage becomes 19 after 3f active


    Specials [SPC]
    Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
    1 Hero's Bow Neutral-B 5~15 6~9 4~8 8/50 30 18~60 --- 30 --- -26~-22 -24~-21
    2 Boomerang Side-B 4,[11,6]/[0,3] [13,14]/[0,10] [4,6]/[3,4] 16/100, [55,30]/42, [0,25/26] 361,[70,65],70 27 2 14(20) (6) [-11,-9] [-2,-1]/[-15,-5]
    3 Spin Attack Up-B [15,5] 31 4 [32/95,60/100] [361,360] 7 40 33 --- -68 -41
    4 Spin Attack (Air) 4,2,2,2,6 25 5 0/[90,100,78,50]/100*2, 0/[88,100,78,50]/100, 0/[77,90,55,40]/100, 0/[60,70,43,40]/100, 40/123 [92,75,70,38]*2, [92,75,70,361], [92,75,70,45], 45 7 6[2]5[1]6[3]7[9]5 29 --- --- ---
    5 Bomb Down-B (6) 8~10 22~23 5~6 40/80 70 40 ~270(~4.5s) See [ITM] --- --- ---
    Boomerang - Link's hand possesses a hitbox for 2f. 2nd set of data is understood as (Outgoing/Incoming). Second set of Recovery data is Link catching the boomerang. IASA is only present when the boomerang is caught.
    Bomb - (Base Damage Represented), increases by regular throwing. I have high suspicion you cannot Smash Throw Link's Bombs.

    Grabs & Throws [GRB]
    Move Name Nickname Damage HitStun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
    1 Clawshot Z --- --- --- --- --- 10 9 66 --- --- ---
    2 Dash Grab --- --- --- --- --- 12 8 75 --- --- ---
    3 Pivot Grab --- --- --- --- --- 12 9 74 --- --- ---
    4 Hilt Strike Pummel 3 6 --- 0/100 361 8 1 15 --- --- ---
    5 High Kick F-Throw 3(+1), 4 0 --- 0/120/0, 35/110 361, 55 11 2 21 --- --- ---
    6 Reverse High Kick B-Throw 3(+1), 4 0 --- 0/120/0, 35/110 361, 50 10 2 22 --- --- ---
    7 Sword Launch U-Throw 4, 8 30 --- 50/100, 30/125 20, 90 25 4 20 43 --- ---
    8 Body Slam D-Throw 2(+1), 4 0 --- 0/120/0, 60/50 361, 90 20 2 23 --- --- ---


    Ledge & Wake Up Attacks [LDG]
    Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
    1 Quick Swing F-Floor Attack 6(+1), 6(+1) 35 5 80/50 361 20 2[5]2 21 --- -17 13
    2 Standing Swipe B-Floor Attack 6(+1), 6(+1) 35 5 80/50 361 14 2[8]3 23 --- -20 10
    3 Standing Swing Trip 5(+1), 5(+1) 35 4 80/50 361 18 2[8]2 21 --- -18 13
    4 Flip Swipe <100% 8(+1) 31 5 70/50 361 26 3 27 --- -24 2
    5 Slow Stab >100% 10(+1) 32 6 70/50 361 50 4 16 --- -13 13


    Item Throws [ITM]
    Move Name Startup Active Recovery IASA
    1 Item Throw 6 1 18 20
    2 Back Throw 7 1 18 20
    3 Up Throw 9 1 18 20
    4 Down Throw 5 1 18 20
    5 Dash Throw 7 1 38 40
    6 Item Throw (Air) 5 1 18 20
    7 Back Throw (Air) 7 1 18 20
    8 Up Throw (Air) 5 1 18 20
    9 Down Throw (Air) 5 1 18 20


    Miscellaneous [MSC]
    Move Name Intangible Recovery IASA
    1 Ledge Climb 30 5 ---
    2 Ledge Climb Slow 55 5 ---
    3 Ledge Roll 25 25 ---
    4 Ledge Roll Slow 63 17 ---
    5 Ledge Jump 16 28 ---
    6 Ledge Jump Slow 22 37 ---
    7 Trip 6 24(+22) ---
    8 Ground Trip 6 34(+22) ---
    9 Turning Trip 7 33(+22) ---
    10 Dashing Trip 8 42(+22) ---
    11 Trip Roll 10 19(+22) ---
    (+22) Recovery represented by getting up from being tripped.

    Move Name Startup Intangible Recovery IASA
    1 Spot Dodge 1 14 8 23
    2 Air Dodge 3 26 21 ---
    3 Forward Roll 3 16 29 38
    4 BackRoll 3 16 29 38
    5 Shield 8 --- 16 ---


    References & Resources [RFR]
    Table Editor
    Glossary of Fighting Games
    SSBWiki
    Japanese Smash Calculator
    OpenSA2
    Brawl Box
     
    #1 AuraMaudeGone, Jan 27, 2015
    Last edited: Jun 27, 2015
    aVerySneakyBox likes this.
  2. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    Changelog
    1|27
    Corrected Startup of Double Crescent Slash (F-Smash) & Triple Arc Swing (U-Smash)
    Thanks @Thor
    5|16
    Corrected Frame Advantage on Sword Sweep (D-Tilt)
    Added missing Knockback and Angle Data to Throw & Grabs
    Thanks @Titanium, @Beorn
    5|20
    Corrected Empty Jump Recovery value, adjusted frame advantage
    6|5
    Corrected F-Smash, U-Smash and D-Smash IASA
    Thanks @Titanium
    6|27
    Applied 3.6β Update​
     
    #2 AuraMaudeGone, Jan 27, 2015
    Last edited: Jun 27, 2015
  3. Thor

    Thor
    Expand Collapse
    Smash Champion

    Joined:
    Sep 26, 2013
    Messages:
    2,009
    Location:
    UIUC [school year]. MN [summer]
    Fsmash is not frame 4 and you can smash throw Link's bombs.

    EDIT: ^Is now obsolete because it was fixed.
     
    #3 Thor, Jan 27, 2015
    Last edited: Jan 28, 2015
  4. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    You missed the Glossary, huh?
     
  5. Thor

    Thor
    Expand Collapse
    Smash Champion

    Joined:
    Sep 26, 2013
    Messages:
    2,009
    Location:
    UIUC [school year]. MN [summer]
    No, I read the glossary, and I'll quote you here:

    Capture.PNG

    You've stated that fsmash has less startup than jab. That's just factually inaccurate.

    Fsmash is not frame 5 (that is, it does not have 4 frames of startup, frame 4 being what I stated). I may have accidentally implied that I meant fsmash hit frame 4, but in any case, it is slower than jab. Perhaps you meant 14 and mistyped 4?

    Smash throwing Link's bombs makes them go farther, hence, you can smash throw them. I don't know if that increases the damage output, but it does definitely make them fly farther.
     
    #5 Thor, Jan 27, 2015
    Last edited: Jan 28, 2015
    AuraMaudeGone likes this.
  6. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    Lmao! I double checked and I did miss that. Thanks for the response. I'll correct that ASAP.
     
    Thor likes this.
  7. Thor

    Thor
    Expand Collapse
    Smash Champion

    Joined:
    Sep 26, 2013
    Messages:
    2,009
    Location:
    UIUC [school year]. MN [summer]
    This is definitely helpful to have, since the old one was outdated and not going to be fixed [and I don't have PM on me, but I play in local tournaments so I can't just test stuff with debug mode myself...]. Thanks for putting it up.

    Also no problem, I was reading stuff and realized it said jab startup > fsmash startup and I knew that was wrong XD. If it's 14 (or whatever), that's still not bad (and ftilt is barely any faster... I want a somewhat faster ftilt now, since so many ftilts are faster and do similar things... even Roy's is faster I'm pretty sure, and I think longer-range....)
     
    AuraMaudeGone likes this.
  8. Titanium

    Titanium
    Expand Collapse
    Smash Rookie

    Joined:
    Mar 5, 2015
    Messages:
    20
    Location:
    Ontario, Canada
    First off, thank you for creating this, I have pretty much used it every day for months without giving you props so here's to you. On a less great note, I think there's something wrong with the throws. I'm not sure what you meant by a knockback of 0/120/0, since I wasn't sure what the last 0 meant. More importantly the angles are mostly 361 with the exclusion of up-throw which is 20. I know down throw is effectively sending the opponent at 90, and up throw is close to that as well. The best I could figure is you meant the hit dealt to people who weren't grabbed when the throw was performed (not tested myself), but I thought I should point it out in case it was just a mistake.
     
  9. Beorn

    Beorn
    Expand Collapse
    Smash Journeyman

    Joined:
    Mar 2, 2011
    Messages:
    256
    Location:
    Nashville TN
    Thank you for this, this is something that was really needed.

    This is no way dtlit is 22 on block. You may have forgotten the -. To anyone reading this thread: Link, as with other characters moves, has a frame or 2 of animation on some attacks before for the hitbubble is actually in front of him where it can hit the opponent. Ftilt, dtilt, and jab take an extra frame or two before the move is in a position that can threaten the space in front of him.

    For instance, Jab is frame 5. This frame is above links head and pretty useless. frame 6 is when you will be hitting someone in front of him.

    Also we all must have been adding an extra frame to everything in these threads, because I'm pretty sure jab has never been frame 5. We always counted it as frame 6. Guess this was wrong.
     
    #9 Beorn, May 15, 2015
    Last edited: May 15, 2015
  10. Titanium

    Titanium
    Expand Collapse
    Smash Rookie

    Joined:
    Mar 5, 2015
    Messages:
    20
    Location:
    Ontario, Canada
    It's actually not bad on block, only -11 if he hits with the last available hitbox. Which leads me to another question, is advantage/disadvantage done in an ideal situation like that or during the far more likely 2nd or 3rd frame of the hitbox being active? I know for aerials it's ideal.

    Also, with regards to f-tilt, the early hitbox is useful if they're above you and you want to send them to the side as opposed to up with up-tilt. Most of the others are as annoyingly useless as you said ;_;
     
  11. AuraMaudeGone

    AuraMaudeGone
    Expand Collapse
    Smash Ace

    Joined:
    Oct 19, 2011
    Messages:
    747
    Location:
    New Jersey
    For one reason or another I didn't add the actual throw data in. Corrected. Thanks for reporting this!
    0/120/0 would be 0 BKB, 120 WKB, and 0 KBG, which would result in no hitstun. I apologize for not making this clear enough.

    You're right, it's actually -19. I had the wrong blockstun value up there (50f, lmfao). Thanks.
    The rest of you post is interesting also. Maybe the animations could be changed in the future so that the effective attack range can be more efficient. Additionally, you're not wrong about Jab being active on the 6th frame. The chart says that, you kinda misread it. It happens.

    The frame advantage assumes you hit them with the first hitbox, you can adjust your calculation for later hitboxes just like you did.
     
  12. Smash_Senpai

    Smash_Senpai
    Expand Collapse
    Smash Journeyman

    Joined:
    Apr 9, 2015
    Messages:
    359
    Any of u know if there's a Link Skype group?
     
  13. Beorn

    Beorn
    Expand Collapse
    Smash Journeyman

    Joined:
    Mar 2, 2011
    Messages:
    256
    Location:
    Nashville TN
    Oh, I was misinterpreting the way you did this. Startup isn't including the actual frame the hit bubble is out on. They aren't going to change his animations to help with that.

    So the startup of jab is frame 5. The hitbox is out on frame 6 and the move is actually a real attack on frame 7 when the hit bubble is finally in front of him.
     
    Thor and AuraMaudeGone like this.
  14. Titanium

    Titanium
    Expand Collapse
    Smash Rookie

    Joined:
    Mar 5, 2015
    Messages:
    20
    Location:
    Ontario, Canada
    Sorry, to seem nitpicky, but I noticed another small issue. The forward smash's first hit's IASA is 49, same as the second swing.
     
    AuraMaudeGone likes this.
  15. EmptySky00

    EmptySky00
    Expand Collapse
    Smash Ace

    Joined:
    Apr 15, 2012
    Messages:
    802
    Location:
    Erie
    3DS FC:
    1263-6981-9999
    So I just want to question the merit of having an "on hit" column when frame advantage on hit is a result of like 4 different factors in any practical sense. For example, this says that Spin is -41 on hit whilst boomerang is -2. You might be using some random standard to find this, like Mario at 0% during a specific lunar phase, but that still doesn't come across as practical information and is overall just misleading.

    I normally wouldn't care, but my friend is being a ******* telling me that his X combo doesn't actually work and everyone else is just stupid because the frame data thread said his move was -2 on hit. And his autism is *actually* pissing me the **** off.

    This also irks me about a lot of the frame data threads. It's far more practical to denote the frame the hitbox comes out rather than telling me how much startup it has then making me add 1 to get to the relevant information. It really confused me at first because I didn't realize he was denoting startup so I was getting wrong information until I looked at it closer. It's just a nuisance.
     
    #15 EmptySky00, Oct 2, 2015
    Last edited: Oct 3, 2015
  16. TheGravyTrain

    TheGravyTrain
    Expand Collapse
    Smash Ace

    Joined:
    Apr 5, 2014
    Messages:
    866
    Location:
    Ferndale, WA
    NNID:
    Theboyingreen
    Can you double check jab 2? It could be the format of the thread messing with me (definitely used to Sartron's way of formatting it), but I definitely just tested jab 2 in debug mode. It has 10 frames of endlag (iasa included since frame advance). That also throws off advantage on hit and block. On block it is -7 and on hit it is +8 on Marth at 0. Should be the same on Mario as well.
     
  17. TurboLink

    TurboLink
    Expand Collapse
    Smash Lord

    Joined:
    Nov 3, 2014
    Messages:
    1,120
    3DS FC:
    4725-8278-5467
    Is any of this frame data outdated?
     

Share This Page

Users Viewing Thread (Users: 0, Guests: 0)

We know you don't like ads
Why not buy Premium?