Link Hitboxes and Frame Data

standardtoaster

Tubacabra
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#1
Frame data from SuperDoodleMan.
Images compiled and created by standardtoaster.


Slash 1

Total: 24
Hit: 6-8
IASA: 20 (not by shield)

Shield Stun: 7
Shield hit lag: 3
Advantage: -9
2nd slash Advantage: +1

Window of the second slash: 3-25
Second slash starts: 10
Window of the illusion stab: 3-24
-------------------------------------
Slash 2

Total: 22
Hit: 7-8
IASA: 18 (not by shield)

Shield Stun: 6
Shield hit lag: 3
Advantage: -7
(Illusion) Stab Advantage: 0

Window of the stab: 3-25
Stab starts: 11 (or later)
Window of the Illusion stab: 1-10
Illusion stab starts: 11
-------------------------------------
Stab

Total: 50
Hit: 7-11
IASA: 33

Shield stun: 8
Shield hit lag: 4
Advantage: -21
-------------------------------------
Illusion stab (minimum repetitions)

Total: 57
Hit: 10-11, 17-18, 24-25, 31-32,
38-39, 45-46

Shield stun: 4
Shield hit lag: 2
Advantage (last hit): -10

-------------------------------------
F Tilt

Total: 39
Hit: 16-19

Shield stun: 13-14
shield hit lag: 6
Advantage: -16 to -13
-------------------------------------
D Tilt

Total: 39
Hit: 14-16
IASA: 32 (not with shield)

Shield stun: 11
shield hit lag: 5
Advantage: -11

For those that need help spacing the meteor hit:

The hitboxes that are pointed to meteor.
-------------------------------------
U Tilt

Total: 29
Hit: 9-15

Shield stun: 11
shield hit lag: 5
Advantage: -14_-9
-------------------------------------
Dash attack

Total: 53
Hit: 7-12
IASA: 40
-------------------------------------
D Smash

Total: 49
Hit: 9-11, 21-23
Charge frame: 4
IASA: 42

Shield Stun (front hit): 13
Shield stun (rear hit): 11
Shield hit lag: 6
Advantage (front swing): -25
Advantage (back swing): -14
-------------------------------------
F Smash

Total: 49
Hit: 15-18
Charge frame: 10

Shield stun: 14
Shield hit lag: 6
Advantage: -26
Second smash advantage: +5

Window of the second smash: 19-49
-------------------------------------
F Smash 2

Total: 59
Hit: 10-13
IASA: 50

Shield stun: 18
shield hit lag: 8
Advantage: -28
-------------------------------------
U Smash

Total: 60
Hit: 11-15, 26-28, 41-43
Charge frame: 4
IASA: 52

Shield stun (hit 1): 6
shield stun (hit 2): 4
Shield stun (hit 3): 11
shield hit lag (hit 1): 3
Shield hit lag (hit 2): 2
Shield hit lag (hit 3): 5
Advantage (3rd hit): -4_-2
-------------------------------------
N-Air

Total: 39
Hit: 4-39
IASA: 36
Auto cancel: <3 32>
Landlag: 15
Lcanceled: 7

--Initial hit--
shield stun: 11
shield hit stun: 5
Advantage: -1

--Sex kick--
Shield stun: 9
Shield hit lag: 4
-------------------------------------
U-Air

Total: 69
Hit: 5-49
IASA: 60
Auto cancel: <4 56>
Landlag: 30
Lcanceled: 15

--Initial hit--
Shield stun: 16
Shield hit lag: 7
Advantage: -6

--Blade drawn--
Shield stun: 13
Shield hit lag: 6
-------------------------------------
B-Air

Total: 39
Hit: 6-9, 18-23
IASA: 30
Auto cancel: 29>
Landlag: 15
Lcanceled: 7

--1st hit--
Shield stun: 9
Shield hit lag: 4
Advantage: -2

--2nd hit--
Shield stun: 9
Shield hit lag: 4
Advantage: -2
-------------------------------------
D-Air

Total: 89
Hit: 13-64
IASA: 80
Auto cancel: <12 65>
Landlag: 50
Lcanceled: 25
-------------------------------------
F-Air

Total: 55
Hit: 14-16, 30-33
Auto cancel: 51>
Landlag: 15
Lcanceled: 7

--First hit--
Shield stun: 13
Shield hit lag: 6
Advantage: 0
-------------------------------------
Ledge stand <100%

Total: 32
Invincible: 1-30
-------------------------------------
Ledge stand 100%>

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

Total: 48
Invincible: 1-38
-------------------------------------
Ledge roll 100%>

Total: 79
Invincible: 1-56
-------------------------------------
Ledge attack <100%

Total: 55
Hit: 27-29
Invincible: 1-23
-------------------------------------
Ledge attack 100%>

Total: 69
Hit: 50-55
Invulnerable: 1-46
-------------------------------------
Ledge jump <100%

Total: 42
Invincible: 1-15
Soonest FF: 41
-------------------------------------
Ledge jump 100%>

Total: 57
Invincible: 1-21
Soonest FF: 47
-------------------------------------
Hookshot

Total: 59
Hit: 11-18

Hook to a wall: 11-19
Jumping from hookwall: 1-8 (depending
on how far from the point of hooking
you are, or if you're dangling)
Jump duration: 36

Fastfall anytime (unless you air
dodged upward)

Landlag: 30
Landfallspeciallag: 4
-------------------------------------
Hylian Shield

Link's shield is "active" when he's
standing or crouching. Here are the
durations of various things that
stop his shield from "happening".

Squatting: 7
Standing from squatting: 8
Turning from standing: 11
Stopping from walking: 0
Stopping from running: 25

Stun from a projectile hitting the
shield varies by the power of the
projectile, and are less when
crouching.

Samus full shot does this much stun:

Standing shield: 10
Squatting shield: 6
L or R shield: 23
-------------------------------------
Grab

Total: 85
Grab: 11-13 (close), 11-17 (hook)
-------------------------------------
Running grab

Total: 95
Grab (close): 12
Grab (hookshot): 12-17
-------------------------------------
Bomb

Pull: 39
Bomb duration (from end of pull): 277
(explodes on 278)
Explosion damage: 1-5
-------------------------------------
Boomerang

Throw duration: 45
Comes out: 27
Catch duration: 19

Time to aim verticality: 27

Boomerang duration: 141-171 frames
-------------------------------------
Spin Slash

--GROUND--
Total: 79
Hit: 8-41
Link spins 5 times, his sword has the
hitboxes

--AIR--
Total: 79
Hit: 8-13, 16-20, 22-27, 31-37, 46-50
Can grab edge as early as 42

Landlag: 24
Landfallspeciallag: 24
-------------------------------------
Arrow

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

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

Jump: airborne on frame 7

Air time: 49
Earliest FF: 25
FF air time: 36

SH air time: 32
Earliest FF: 16
SH FF air time: 20

2nd jump earliest FF: 21
-------------------------------------

air dodge
Invulnerable 4-29 out of 49

ground dodge
invulnerable 2-15 out of 22

Roll
invulnerable 4-19 out of 37

Landing lag: 4 frames

Dash becomes run at frame 13
Turn-jump Threshold: 12
Run turnaround: 32

NOTE: When Link grabs the edge, his
animation for doing so lasts only
3 frames, compared to everyone else's
7. He is still invincible for 30
frames once it ends, though, like
everyone else.
 

IYM!

Smash Lord
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#3
Wooo!! link isnt fast as i though, but he stll move like a ninja if you use it right.

i am disapointed with the arrow hitbox, is only the tip, for god!!! this must have hiboxes arround all the arrow.

the jabs dont suprise me, i already know how bad they are
 

Problem2

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Problem0
#4
6 frame jab.. :sad:
8 frame up-b oos.. :c
11 frame grab.... :urg:

...but then he has that godly 4 frame nair that is active until frame 39, but can be cancelled quite early thanks to his IASA frames. lmao! :laugh:
 

standardtoaster

Tubacabra
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#8
I think so? I'm not too sure on that. The hitbox size parameter is different between melee and brawl. It doesn't really matter as the size of the hitbox in another game doesn't mean anything to this thread.
 

IYM!

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#9
oh well, i was just wondering XD

any way, this frame data is good, i already knew the pig par of this information. but is usefull for those one that want learn them.

in my opinion, Link is a prety fast character, just need some stroger finish moves.


and a last question,,, what mean IASA frames?, i never understood it very well
 

Problem2

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Problem0
#12
right. Frame 30 and onward, you can cancel your b-air with any other action including an attack, dodge, or jump. The 9 frames are cancelled, they never happen.

This actually creates an unique situation for Link. His n-air is actually active (meaning it will hit someone) even through the very last frame, but if you want, you can cancel the move at frame 36 with another action such as jumping in order to throw off your opponent. A lot of times, your opponent might get scared and hold shield. This allows you to create some nice mixups with your pressure game. Link's full hop n-air is so good if you time them to hit your opponent with the end of the move.
 

MALVM MALVM

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#14
personally, I find that the bair to double jump interruption to whatever thingymadoo to be pretty dang useful in a lot of circumstances. Canceling the nair off the stage is helpful when returning after an edgeguard.
It looks like Link's running grab comes out only one frame later than his standing grab. Should I still jump cancel grab or does that add lag? This is under the assumption that one knows that one's opponent can punish Link regardless of wether he's a sitting duck for 85 frames or 95.
 

-tRiNiTy-

Smash Apprentice
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#16
Very good stuff in here, thanks for sharing =)

Also, sorry for bringing this question up again, but what is the faster move OoS? Up-B or NAir? I still have trouble figuring this out lol...
 

Problem2

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Problem0
#18
"Jump: airborne on frame 7" Don't you have to wait 7 frames before Link is airborne after he starts jumping? Then you have to wait 4 more frames to throw out nair. That's 11 frames.
 

MALVM MALVM

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#19
It's still overall better to just JC grab with Link. You'll have less endlag than running grab.
But is there more startup lag when jump canceling? Do you get the six frames of jump before you cancel it, or does your grab interrupt those frames at the beginning so there's no difference? Could it be that you interrupt those frames halfway through, so jump canceling adds 1-6 frames of lag before the 12 frames or whatever of lag from the actual grab start?
 

Problem2

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#20
But is there more startup lag when jump canceling? Do you get the six frames of jump before you cancel it, or does your grab interrupt those frames at the beginning so there's no difference? Could it be that you interrupt those frames halfway through, so jump canceling adds 1-6 frames of lag before the 12 frames or whatever of lag from the actual grab start?
When you jump cancel, you're cancelling the start up lag of the jump. If you waited until the actual jump to try and cancel, it won't work. So the extra frames of lag you get is based on how long it takes you to press grab after jump.
 

MALVM MALVM

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#21
So if you did a frame perfect JC grab, the attack would come out on the exact same frame the running grab would. If I know I'm going to get kneed if I miss a grab, why not just dash grab? It's more likely to be faster and therefore more likely to hit and therefore more likely to keep me from getting kneed, right? I've been hit in the first few frames of a grab way too many times. Link's in the air on the seventh frame, so that's why I said 1-6 frames of added lag.
 

Skler

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#25
If your nair isn't stale you're doing it wrong!

Stale moves isn't important for the nair, you aren't using it for knockback and the difference in damage isn't even that much.

Spin attack staleness matters if you want to bomb jump!
 

squirrels4ev

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#28
I tried searching Advantage, and came up with too many threads to look at, and I'm fairly sure it's just the official word for priority, but I need to be sure...

So the advantage value... is that just priority? Lower advantage means that a move is going to have bad priority? Or am I wrong in this...?
 

MALVM MALVM

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#29
Hey-o.
How exactly does the bomb jump work?
I talked to a friend of mine and they said that the bomb has a certain hp and all you need to do is overcome its hp to make it explode. The first frame of the final slash of Link's aerial Upb is 6 for the inner three hitboxes and 4 for the outer. This makes me think that the bomb has 5 hp. If it does, one would think that it would break with two penultimate slashes, which do something like four damage each on the first frame.
Similarly, does the upb on the ground count for staleness, or is it only aerial upbs that decrease damage?
 

Problem2

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#31
Hey-o.
How exactly does the bomb jump work?
I talked to a friend of mine and they said that the bomb has a certain hp and all you need to do is overcome its hp to make it explode. The first frame of the final slash of Link's aerial Upb is 6 for the inner three hitboxes and 4 for the outer. This makes me think that the bomb has 5 hp. If it does, one would think that it would break with two penultimate slashes, which do something like four damage each on the first frame.
Similarly, does the upb on the ground count for staleness, or is it only aerial upbs that decrease damage?
grounded and aerial up-bs share the same staleness. As for the bomb's "HP", it's not exactly HP. It's more like a resistance or breaking point. You have to use a move that does at least a certain magical percentage for the bomb to explode. Any number of little damage won't accumulate.
 
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dansalvato
#32
Anyone notice nair auto cancels long before the hitbox even ends? That might be an advantageous mixup with full-hop nairs, hehe.

Also: Bair auto cancels if you don't fastfall it.
 

Winston

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#37
So apparently you can autocancel Link's nair in a short hop if you are FRAME PERFECT. How amazing is that??

Questions to consider:

1). Am I the first to discover this?? (This is very important to me.)

2). How incredibly useless is this?

3). Does this make Link the most technical character?
 
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#38
Incredibly useful*, that would help my playstylse tremendously, I'm already exploiting autocancels to get more sheild pokes. Thinking of more SH crossover nairs vs marth, would be wonderful. :D
 
Joined
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#39
this is almost certainly a programming bug. links nair is one of the most interesting attacks in the game, as it is the only attack that can be:

- autocancelled while the hitboxes are still out (peach can do this too with floating cancelling, but whatever)
- interrupted (IASA) while the hitboxes are still out (no one else has this)

looking at the frame data, its almost certainly that there *should* be a frame where the hitboxes disappear and you go into cooldown. this isn't present, causing the hilarity that is his nair having hitboxes during cooldown. random thought: is is possible that the frame where the hitboxes *should* disappear gets skipped due to frame skipping? will have to look at links nair with the full frame counters on
 

Thor

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#40
I'm not going to pretend I'm positive, but since Link's late nair above has 9 frames of shieldstun and 4 of shield hitlag, if we managed to space the very late frames of nair [frames 33-39] so that we landed the very next frame, wouldn't nair be +1 on shield at perfect spacing because you'd have 4 frames of landing lag and 5 frames of shieldstun? I'm not saying this is particularly useful but it does leave me curious if there's some way to apply this if my math is correct...
 
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