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Data Lucario Frame Data 3.6 Beta (Currently Updating)

TheGravyTrain

Smash Ace
Joined
Apr 5, 2014
Messages
866
Location
Ferndale, WA
NNID
Theboyingreen
Hello, welcome to Lucario's frame data thread. Enjoy as I wrap this up soon.
Overview
Name|Subaction|Active Hitboxes|FAF|Next Jab Window
Jab1|Attack 11|6-7|19|1-29
Jab2|Attack 12|8-9|23|1-29
Jab3|Attack 13|8-11|41|-

Hitbox Data
Jab1
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage|Shield Advantage
6-7|0|4|3/0|70|34.8|0/22/100|x1.0|x1.0|True|Aura|12|3|4|+0|-9
6-7|1|3|3/0|60|40.4|0/30/100|x1.0|x1.0|True|Aura|15|3|4|+3|-9
6-7|2|2.5|3/0|30|46|0/38/100|x1.0|x1.0|True|Aura|17|3|4|+5|-9
Jab2
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage|Shield Advantage
8-9|0|4|2/0|60|40.4|0/30/100|x1.0|x0.7|True|Aura|15|2|2|+1|-11
8-9|1|3|2/0|50|44.6|0/36/100|x1.0|x0.7|True|Aura|16|2|2|+2|-11
8-9|2|2.5|2/0|30|51.6|0/46/100|x1.0|x0.7|True|Aura|19|2|2|+5|-11
Jab3
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
8-11|0|4|5/0|55|54.54/113.34|30/0/120|x1.0|x0.6|True|Aura|20/44|4|2|-12/+12|-26
8-11|1|3|5/0|55|54.54/113.34|30/0/120|x1.0|x0.6|True|Aura|20/44|4|2|-12/+12|-26
8-11|2|3|5/0|55|54.54/113.34|30/0/120|x1.0|x0.6|True|Aura|20/44|4|2|-12/+12|-26
Overview
Name|Subaction|Active Hitboxes|FAF
Dash Attack|AttackDash|6-15|38

Hitbox Data
Dash Attack
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage (Early/Late)
6|0|3.5|10/1|55|59.52/105.72|45/0/55|x1.0|x1.2|True|Aura|22/41|6|7|-9/+10|-26
6|1|3.5|10/1|55|59.52/105.72|45/0/55|x1.0|x1.2|True|Aura|22/41|6|7|-9/+10|-26
6|2|4.25|10/1|75|59.52/105.72|45/0/55|x1.0|x1.2|True|Aura|22/41|6|7|-9/+10|-26
7-15|0|2.5|7/1|75|42.3255/76.9755|30/0/55|x1.0|x1.2|True|Aura|15/29|5|6|-15/-1|-26/-18
7-15|1|2.5|7/1|75|42.3255/76.9755|30/0/55|x1.0|x1.2|True|Aura|15/29|5|6|-15/-1|-26/-18
7-15|2|3.25|7/1|75|42.3255/76.9755|30/0/55|x1.0|x1.2|True|Aura|15/29|5|6|-15/-1|-26/-18
Overview
Name|Subaction|Active Hitboxes|FAF
Forward Tilt|AttackS3S|10-14|27

Hitbox Data
Forward Tilt
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
10-14|0|3|10/0|37|49.24/78.64|40/0/35|x1.0|x.825|True|Aura|18/30|6|4|+2/+14|-8
10-14|1|3.75|10/0|40|49.24/78.64|40/0/35|x1.0|x.825|True|Aura|18/30|6|4|+2/+14|-8
Overview
Name|Subaction|Active Hitboxes|FAF
Up Tilt|AttackHi3|5-14|28

Hitbox Data
Up Tilt
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage (Early/Late)
5-14|0|2.5|7/0|85|55.169/111.869|35/0/90|x1.0|x0.85|True|Aura|21/43|4|4|-1/+21|-16/-7
5-14|1|3|7/0|85|55.169/111.869|35/0/90|x1.0|x0.85|True|Aura|21/43|4|4|-1/+21|-16/-7
5-14|2|4|7/0|85|55.169/111.869|35/0/90|x1.0|x0.85|True|Aura|21/43|4|4|-1/+21|-16/-7
Overview
Name|Subaction|Active Hitboxes|FAF
Down Tilt|AttackLw3|5-8|26

Hitbox Data
Down Tilt
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
5-8|0|2.5|6/0|80|56.36/112.36|35/0/100|x1.0|x1.0|True|Aura|21/43|4|5|+1/+23|-16
5-8|1|2.5|6/0|80|56.36/112.36|35/0/100|x1.0|x1.0|True|Aura|21/43|4|5|+1/+23|-16
5-8|2|4.25|8/0|285|58.656/125.856|45/0/120|x1.0|x1.5|True|Aura|28/61|5|7|+8/+41|-17
5-8|3|4.25|6/0|80|56.36/112.36|35/0/100|x1.0|x1.0|True|Aura|21/43|4|5|+1/+23|-16
Overview
Name|Subaction|Active Hitboxes|FAF
Crawl Tilt|AttackSquat|13-22|30

Hitbox Data
Crawl Tilt
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstu|Hitlag|Hit Advantage|Shield Advantage
13-22|0|2.5|9/0|361|76.465/114.965|64/0/50|x1.0|x1.0|True|Aura|29/44|6|6|+13/+28|-11
13-22|1|2.5|9/0|361|76.465/114.965|64/0/50|x1.0|x1.0|True|Aura|29/44|6|6|+13/+28|-11
13-22|2|4.25|10/0|32|74.22|0/149/60|x1.0|x1.5|True|Aura|28|6|6|+12|-11
13-22|3|4.25|9/0|361|76.465/114.965|64/0/50|x1.0|x1.0|True|Aura|29/44|6|6|+13/+28|-11
Overview
Name|Subaction|Duration|Active Hitboxes|FAF
Startup|AttackS4Start|7|-|-
Charge|AttackS4Hold|60|-|-
Attack|AttackS4S|-|19-23|43

Hitbox Data
Forward Smash
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
19-23|0|3|14/0|361|53.68/165.68|20/0/100|x0.9|x1.0|True|Aura|20/65|8|7|-3/+42|-16
19-23|1|3.75|14/0|361|53.68/165.68|20/0/100|x0.9|x1.0|True|Aura|20/65|8|7|-3/+42|-16
19-23|2|6.5|16/0|361|63.16/189.16|25/0/100|x0.9|x1.0|False|Aura|25/75|9|8|+2/+52|-15
Overview
Name|Subaction|Duration|Active Hitboxes|FAF
Startup|AttackHi4Start|3|-|-
Charge|ATtackHi4Hold|60|-|-
Attack|AttackHi4|-|10, 12-13, 14-15, 16-17, 22-23|44

Hitbox Data
Up Smash
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
10|0|3.25|8/0|90|92.6|48/36/100|x1.0|x0.5|True|Aura|37|5|2|-|-
10|1|4.5|8/0|112|100.4|53/40/100|x1.0|x0.5|True|Aura|40|5|2|-|-
12-13...|0|3.25|1/0|85|98.7|52/39/100|x1.0|x0.5|True|Aura|39|2|1|-|-
12-13...|1|4.5|1/0|112|82.4|42/30/100|x1.0|x0.5|True|Aura|32|2|1|-|-
22-23|0|3.5|6/0|83|82.38/180.38|45/0/175|x1.0|x1.0|True|Aura|32/72|4|5|+11/+51|-18
22-23|1|5.25|6/0|83|82.38/180.38|45/0/175|x1.0|x1.0|True|Aura|32/72|4|5|+11/+51|-18
Name|Subaction|Duration|Active Hitboxes|FAF
Startup|AttackLw4Start|1|-|-
Charge|AttackLw4Hold|60|-|-
Attack|AttackLw4|-|12-17|51

Hitbox Data
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun ((0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
12-17|0|3.75|14/0|361|56.68/170.68|25/0/100|x1.15|x1.0|True|Aura|23/68|8|7|-15/+30|-30
12-17|1|3.75|14/0|361|56.68/170.68|25/0/100|x1.15|x1.0|True|Aura|23/68|8|7|-15/+30|-30
12-17|2|5|14/0|361|56.68/170.68|25/0/100|x1.15|x1.0|True|Aura|23/68|8|7|-15/+30|-30
12-17|3|5|14/0|361|56.68/170.68|25/0/100|x1.15|x1.0|True|Aura|23/68|8|7|-15/+30|-30
Overview
Name|Subaction|Active Hitboxes|FAF|Landing Lag
Forward Air|AttackAirN|9-41|55|7

Hitbox Data
Neutral Air
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
9-15|0|3.5|15/0|361|55.85/174.85|20/0/100|x1.0|x1.0|True|Aura|22/69|8|8|-23/+24|+1
9-15|1|4|15/0|361|55.85/174.85|20/0/100|x1.0|x1.0|True|Aura|22/69|8|8|-23/+24|+1
16-28|0|3|12/0|50|44.76/142.76|15/0/100|x1.0|x1.0|True|Normal|17/57|7|7|-22/+19|+0
16-28|1|3.5|12/0|50|44.76/142.76|15/0/100|x1.0|x1.0|True|Normal|17/57|7|7|-22/+19|+0
29-41|0|2.5|9/0|60|34.93/111.93|10/0/100|x1.0|x1.0|True|Normal|13/44|6|6|-12/+19|-1
29-41|1|3|9/0|60|34.93/111.93|10/0/100|x1.0|x1.0|True|Normal|13/44|6|6|-12/+19|-1
Overview
Name|Subaction|Active Hitboxes|FAF|Landing Lag
Forward Air|AttackAirF|4-12|39|9

Hitbox Data
Forward Air
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
4-9|0|2.5|11/0|361|49.607/113.307|30/0/70|x1.0|x1.0|True|Aura|19/45|6|6|-15/+11|-3
4-9|1|3|11/0|361|49.607/113.307|30/0/70|x1.0|x1.0|True|Aura|19/45|6|6|-15/+11|-3
4-9|2|3.75|12/0|60|60.832/129.432|40/0/70|x1.0|x1.0|True|Aura|24/51|7|7|-10/+17|-2
10-12|0|2|8/0|361|38.6/108.6|15/0/100|x1.0|x1.0|True|Aura|15/43|5|5|-13/+15|-4
10-12|1|2.5|8/0|361|38.6/108.6|15/0/100|x1.0|x1.0|True|Aura|15/43|5|5|-13/+15|-4
10-12|2|3.25|8/0|361|38.6/108.6|15/0/100|x1.0|x1.0|True|Aura|15/43|5|5|-13/+15|-4
Overview
Name|Subaction|Active Hitboxes|FAF|Landing Lag
Back Air|AttackAirB|10-13|39|9

Hitbox Data
Back Air
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
10-13|0|2.5|14/0|60|53.68165.68|20/0/100|x1.0|x1.0|True|Aura|21/66|8|7|-7/+38|-1
10-13|1|3|14/0|60|53.68165.68|20/0/100|x1.0|x1.0|True|Aura|21/66|8|7|-7+38|-1
10-13|2|4.25|14/0|361|63.68/175.68|30/0/100|x1.0|x1.1|True|Aura|25/70|8|7|-3/+42|-1
Overview
Name|Subaction|Active Hitboxes|FAF|Landing Lag
Up Air|AttackAirHi|7-10|36|11

Hitbox Data
Up Air
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
7-10|0|2.5|11/0|80|52.408/125.208|30/0/80|x1.0|x1.0|True|Aura|20/50|6|6|-8/+22|-5
7-10|1|2.75|11/0|80|52.408/125.208|30/0/80|x1.0|x1.0|True|Aura|20/50|6|6|-8/+22|-5
7-10|2|3.75|12/0|90|63.808142.208|40/0/100|x1.0|x1.0|True|Aura|25/56|7|7|-3/+28|-4
Overview
Name|Subaction|Active Hitboxes|FAF|Landing Lag
Down Air|AttackAirLw|4-5, 11-12|36|11

Hitbox Data
Down Air
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
4-5|0|4.5|8/0|85|27.08/48.08|20/0/30|x1.0|x1.0|True|Aura|10/19|5|5|-|-
4-5|1|3|8/0|80|27.08/48.08|20/0/30|x1.0|x1.0|True|Aura|10/19|5|5|-|-
11-12|0|3|8/0|80|75.96/152.96|50/0/110|x1.0|x1.0|True|Aura|30/61|5|5|+6/+37|-6
11-12|1|3.5|8/0|361|75.96/152.96|50/0/110|x1.0|x1.0|True|Aura|30/61|5|5|+6/+37|-6
Overview
Name|Subaction|Active Hitboxes|Duration
Startup|SpecialNStart|10-13|13
Charge|SpecialNHold|1-84|84
Max|SpecialNMax|-|80
Shoot|SpecialNShoot|-|39
Cancel|SpecialNCancel|8|-
Super Charge|SuperNCharge|-|69
Super Throw|SuperNThrow|-|33

Hitbox Data
Aura Sphere
Name|Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
Charge Hitbox|10-84|0|3.5|1/0|69||0/0/100|x1.0|x1.0||||2|3||
Level 1|14-23|0|3|9/0|361||0/0/46|x1.0|x1.0||||6|6||
Level 2|24-33|0|3|12/0|361||0/0/54|x1.0|x1.0||||7|7||
Level 3|34-81|0|3|15/0|361||0/0/62|x1.0|x1.0||||8|8||
Level 4|84-...|0|3|21/3|361||3/0/70|x1.0|x1.0||||11|10||
Level Super||0|3|34/3|361||3/0/70|x1.0|x1.25||||17|17||
Overview
Name|Active Hitboxes (grab/regular)|FAF
Attack|12-14/27|57
Grab|22|37
Air Grab|34|52

Hitbox Data
Side Special
Name|Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
Burst|27|0|5.75|10/7|361|66.4/150.4|40/0/100|x1.0|x1.0|True|Aura|26/60|6|6|-3/+31|-23
Burst|27|1|4.25|8/0|361|48.6/118.6|25/0/100|x1.0|x1.0|True|Aura|19/47|5|5|-10/+18|-24
Burst|27|2|2.75|6/4.2|361|31.36/87.36|10/0/100|x1.0|x1.0|True|Aura|12/34|4|5|-17/+15|-25
Throw Hitbox (G)|22|0|5.5|10/0|65|15.84/66.24|0/0/60|x1.0|x0.5||Aura|6/26|6|3|-|-11
Throw Hitbox(A)|34|0|5.5|10/0|80|15.84/66.24|0/0/60|x1.0|x0.5||Aura|6/26|6|3|-|-11
Name|Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependant
Grounded Throw|23|3/0|65|40/0/212|False
Grounded Super|23|5/0|65|65/0/219|False
Aerial Throw|35|3/0|280|30/0/212|False
Aerial Super|35|5|300|30/0/183|False
Overview
Name|Active Hitboxes|Ledge Grab|Duration|Landing Lag*
Multi-hits|25-26, 27-28,. 29-30, 31-32, 33-34, 35-36, 37-38, 39-40, 41-42, 43-44|46+|45|30/18
Cancel Hit|1-3|-|8|-
*Ending in the air vs ground

Hitbox Data
Up Special
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
25-26...|0|4|1/0|365|30.6|0/16/100|x1.0|x1.0|True|Aura|11|2|3|-|-
43-44|0|5|5/0|361|55.45/104.45|35/0/100|x1.0|x1.0|True|Aura|21/40|4|4|-|-
1-3|0|6|2/0|365|61.4|0/60/100|x1.0|x1.0|True|Aura|23|2|3|+17|-5
Overview
Name|Subaction|Intangibility|FAF|Cancel Window
Down Special|SpecialLwSplit|13-24|30|13-24
Overview
Name|Active Hitboxes|Active Grab Boxes|FAF
Standing Grab|-|7-8|31
Dash Grab|-|8-9|40
Pivot Grab|-|9-10|30
Pummel|4|-|23
Hitbox Data
Pummel
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
2|0|5.5|3/0|361|19.05/54.05|0/0/100|x1.0|x1.0|False|Aura|7/21|3|4||
Overview
Name|Active Hitboxes|Thrown|Weight Dependent|FAF
Back Throw|-|14|True|36
Forward Throw|-|12|True|30
Up Throw|16-17|17|False|35
Down Throw|-|21|True|41
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependant
15|10|75|35/0/75|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependant
13|10|45|20/0/90|True
Up Throw
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
16-17|0|4.75|1/0|90|58.21/79.21|40/0/100|x1.0|x1.0|False|Aura|22/30|2|3|+3/+11|-17
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependant
17|5|75|60/0/105|False
Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependant
22|7|70|80/0/44|True
Overview
Name|Intangibility|FAF|Landing Lag
Spot Dodge|2-15|25|-
Roll Dodge|4-19|32|-
Air Dodge*|4-29|-|10
|||
Tech|1-20|27|-
Tech Roll|1-20|41|-
Miss: Stand|1-22|30|-
Miss: Attack|1-21/24**|50|-
Miss: Roll|1-22|36|-
Slip: Stand|1-17|22|-
Slip: Attack|1-20|50|-
Slip: Roll|1-10|29|-
*Ledge grab boxes Reappear Frame 51
**Depends if you land on you back or stomach
Hitbox Data
Get Up Attack
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
16-17|0|4.69|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+2/+13|-28
16-17|1|3.91|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+2/+13|-28
16-17|2|3.91|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+2/+13|-28
20-21|0|4.69|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+6/+17|-24
20-21|1|3.91|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+6/+17|-24
20-21|2|3.91|6/1|361|90.68/118.68|80/0/50|x1.0|x1.0|False|Normal|35/46|5|4|+6/+17|-24
*Orange is for downward get up attack
Slip Attack
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
19-20|0|4|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+6/+14|-27
19-20|1|3|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+6/+14|-27
19-20|2|3|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+6/+14|-27
28-29|0|4|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+15/+23|-18
28-29|1|3|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+15/+23|-18
28-29|2|3|5/1|361|90.23/114.73|80/0/50|x1.0|x1.0|True|Normal|36/44|4|4|+15/+23|-18
Overview
Name|Intangibility|Occupancy|Hitboxes|FAF
Ledge Stand (<100%)|1-30|1-35|-|35
Ledge Stand (>100%)|1-55|1-45|-|60
Ledge Roll (<100%)|1-30|1-41|-|50
Ledge Roll(>100%)|1-65|1-55|-|80
Ledge Attack (<100%)|1-13|1-43|16-19|56
Ledge Attack (>100%)|1-31|1-51|35-38|70
Ledge Jump (<100%)|1-15|1-16|-|16
Ledge Jump (>100%)|1-19|1-20|-|20

Hitbox Data
Ledge Attack (<100%)
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
16-19|2|3|7/1|361|81.205/112.705|70/0/50|x1.0|x1.0|False|Aura|32/45|5|5|-7/+12|-34
17-19|0|4.25|8/1|361|81.8/116.8|70/0/50|x1.0|x1.0|False|Aura|32/46|5|5|-6/+14|-33
17-19|1|3|7/1|361|81.205/112.705|70/0/50|x1.0|x1.0|False|Aura|32/45|5|5|-6/+13|-33

Ledge Attack (>100%)
Hitbox Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Hitlag Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|Hit Advantage (0%/100%)|Shield Advantage
35-38|0|4|10/1|361|83.2/125.2|70/0/50|x1.0|x1.0|False|Aura|33/50|6|6|-1/+16|-38
35-38|1|3|10/1|361|83.2/125.2|70/0/50|x1.0|x1.0|False|Aura|33/50|6|6|-1/+16|-38
35-38|2|3|10/1|361|83.2/125.2|70/0/50|x1.0|x1.0|False|Aura|33/50|6|6|-1/+16|-38
Jump Squat
3 Frames
Empty Landing
4 Frames
Short Hop
Air Time: 32
Earliest Fast Fall: 16
Short Hop Fast Fall Air Time: 23
Full Hop
Air Time: 53
Earliest Fast Fall: 25
Short Hop Fast Fall Air Time: 41
 
Last edited:

dude it's raining

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doubleposted & incomplete frame data (merged along with the next few comments):
NOTE: FSM's not taken into account yet.
NOTE: I'll need to double check the priority stuff

BKB: "Base Knockback"
KBG: "Knockback Growth"
WKB: "Weight-Based Knockback"
IASA: "Interruptible As Soon As"
361°: Sakurai Angle
Knockback Formula:
(from Brawl IIRC, probably same as Melee except for CC value)

Take:
(% after hit)/10

Then add to that result:
[(% after hit) * (damage of move)]/20

Then multiply that result by:
200/(weight + 100)

Then multiply that result by:
1.4

Then add to that result:
18

Then multiply that result by:
KBG/100

Then add to that result:
BKB

Then that result is multiplied by a crouch cancel value.

TL;DR:
lol, nobody knows that in their head, just get a feel for it
Priority Disclaimer:
A lot of people think they know what priority means. It is a myth that certain moves just plain out beat other moves all the time (when ppl say "he just spams high-priority moves", they're just johning).
There are several kinds of legitimate priority.
When two actions happen at the same time, the person with the port closer to P1 will triumph. This is port priority.
When two characters' hitboxes collide, there are rules of priority that you can read about on ssbwiki that determine whose attack(s) get canceled out or not. Transcendent priority is related to that.
The priority I mention in my frame data has to do with moves that have multiple hitboxes that overlap. The hitboxes that are listed later in the coding of the game will outprioritize the other hitboxes of that move.

Jab 1
Damage: 3%
BKB: 0
KBG: 100
WKB: 22 (hand), 30 (arm), 38 (body)
Direction: 70° (hand; high priority), 60° (arm), 30° (body; low priority)
Hitbox: 6-7
IASA: 19
Total: 40
NOTE: brawlbox has intangibility 2-10, but I dunno 'bout dat​


Jab 2
Damage: 2%
BKB: 0
KBG: 100
WKB: 30 (hand), 36 (arm), 46 (body)
Direction: 60° (hand; high priority), 50° (arm), 30° (body; low priority)
Hitbox: 8-9
IASA: 23
Total: 40​


Jab 3
Damage: 5
BKB: 30
KBG: 120
Direction: 55°
Hitbox: 8-11
IASA: 41
Total: 60​

Crawl Attack
Damage: 9% (leg/knee; low priority), 10% (foot; high priority)
BKB: 64 (leg/knee), 0 (foot)
KBG: 50 (leg/knee), 60 (foot)
WKB: 149 (foot)
Direction: 361° (leg/knee), 32° (foot)
Hitlag Multiplier: x1.5 (foot)
Hitbox: 14-22
IASA: 30
Total: 35
NOTE: the foot has two hitboxes; the lower-angled one completely out-prioritizes the other one, which has the same properties as the inner hitboxes​

Dash Attack
  • First Hit:
    Damage: 10
    Shield Damage: 1
    BKB: 45
    KBG: 55
    Direction: 55° (hip/knee), 75° (foot)
    Hitlag Multiplier: x1.2
  • Second Hit:
    Damage: 7
    Shield Damage: 1
    BKB: 30
    KBG: 55
    Direction: 75°
    Hitlag Multiplier: x1.2
Hitbox: 6, 7-15
IASA: 40*
Total: 56*
NOTE: explicit FSM distortion 1.25x (starting at 30)​

Utilt
Damage: 7%
BKB: 35
KBG: 90
Direction: 85°
Hitlag Multiplier: x0.85
Hitbox: 6-14
IASA: 28
Total: 45​

Ftilt
Damage: 10%
BKB: 40
KBG: 35
Direction: 37° (shoulder), 40° (hand)
Hitlag Multiplier: x0.825
Hitbox: 12-16
Intangible: 11-17 (rightshoulder), 11-16 (righthand)
IASA: 28
Total: 35​

Dtilt
Damage: 6% (leg/knee), 8% (foot)
BKB: 35 (leg/knee), 45 (foot)
KBG: 100 (leg/knee), 120 (foot)
Direction: 80° (leg/knee), 285° (foot; spike; low priority for the small overlap with knee hitbox)
Hitlag Multiplier: x1.5 (foot)
Hitbox: 10-15*
IASA: 30*
Total: 33*
NOTE: explicit FSM distortion 2x (from 1), 0.8x (from 16)
NOTE: the foot has two hitboxes, one completely outprioritizing the other​

Usmash
  • First Hit:
    Damage: 6%
    BKB: 48 (body), 53 (hand)
    KBG: 100
    WKB: 36 (body), 40 (hand)
    Direction: 90° (body), 112° (hand)
    SDI Multiplier: x0.5
  • Second-Fourth Hits:
    Damage: 7%
    BKB: 52 (body), 42 (hand)
    KBG: 100
    WKB: 39 (body), 30 (hand)
    Direction: 85° (body), 112° (hand)
    SDI Multiplier: x0.5
  • Fifth Hit:
    Damage: 8%
    BKB: 45
    KBG: 175
    Direction: 83°
Start: 4
Hitbox: 11, 13, 15, 17, 23-24
IASA: 41
Total: 41
NOTE: will update with priority​

Fsmash
Damage: 14% (hand/palm disjoint), 16% (huge disjoint among the aura)
BKB: 20 (hand/palm disjoint), 25 (huge disjoint)
KBG: 100
Direction: 361°
Hitlag Multiplier: x0.9
Start: 8
Hitbox: 20-24
IASA: 51
Total: 53
NOTE: will update with priority​

Dsmash
Damage: 14%
BKB: 25
KBG: 100
Direction: 361°
Hitlag Multiplier: x1.15
Start: 2
Hitbox: 20-23
IASA: 51
Total: 51​

Nair
  • First Hit:
    Damage: 15%
    BKB: 20
    KBG: 100
    Direction: 361°
  • Second Hit:
    Damage: 12%
    BKB: 15
    KBG: 100
    Direction: 50°
  • Third Hit:
    Damage: 9%
    BKB: 10
    KBG: 100
    Direction: 60°
Hitbox: 10-15, 16-28, 29-41
Total: 60
NOTE: brawlbox has intangibility 2-10
NOTE: for the second/third hits, the hitboxes rotate:
leg sends forward 16-20 & 26-28, while backward 21-25
foot sends backwards 16-17 & 23-27, while forward 18-22 & 28
leg sends forward 29-30 & 37-41, while backward 31-36
foot sends forward 29-32 % 38-41, while backward 33-37
TL;DR:
usually sends outwards with the foot a lil delayed​

Uair
Damage: 11% (leg/thigh), 12% (foot)
BKB: 30 (leg/thigh), 40 (foot)
KBG: 80 (leg/thigh), 100 (foot)
Direction: 80° (leg/thigh), 90° (foot)
Hitbox: 7-10
Total: 36
NOTE: brawlbox has intangibility 2-10
NOTE: will update about priority​

Fair
  • First Hit:
    Damage: 11% (leg/thigh), 12% (foot)
    BKB: 30 (leg/thigh), 40 (foot)
    KBG: 70
    Direction: 361° (leg/thigh), 60° (foot)
  • Second Hit:
    Damage: 8%
    BKB: 15
    KBG: 100
    Direction: 361°
Hitbox: 4-9, 10-12
Total: 39
NOTE: brawlbox has intangibility 2-10​

Dair
  • First Hit:
    Damage: 8%
    BKB: 20
    KBG: 30
    Direction: 85° (leg), 80° (disjoint among the aura)
  • Second Hit:
    Damage: 8%
    BKB: 50
    KBG: 110
    Direction: 361°
Hitbox: 4-5, 11-12
Total: 32
NOTE: brawlbox has intangibility 2-10​

Bair
Damage: 14% (shoulder/arm), 15% (hand)
Direction: 60° (shoulder/arm), 361° (hand)
BKB: 20 (shoulder/arm), 30 (hand)
KBG: 100
Hitbox: 11-13
Reverse Direction: 26
Total: 39
NOTE: brawlbox has intangibility 2-10​

Up B

Side B

Down B

Uthrow

Fthrow

Dthrow

Bthrow

Standing Grab

Dash Grab

Pivot Grab

Spotdodge

Roll

Air Dodge

Tech In Place

Tech Roll

Knocked Down Options:
Knocked Down Stand

Knocked Down Getup Attack

Knocked Down Roll

Ledge Options:
Ledge Stand

Ledge Getup Attack

Ledge Jump

Ledge Roll

Tripped Options:
Tripped Stand

Tripped Getup Attack

Tripped Roll

Jumpsquat: 3
SHFFL: 25
SH: ?
FH: ?
FHFF: ?
Heavy Landing Lag: ?

From here:

Weight: 100 "Middleweight" (#14-16, same as Mario/Luigi, heavier than M2, lighter than Falcon/Link
Walk: 1.3 (#8-9, same as Wolf, faster than Diddy, slower than Falco/Ike/Roy/Sonic)
Run: 1.85 (#9, faster than Pit, slower than Diddy)
Spotdodge: intangible 2-15, 7 endlag (tied for best)
Fullhop: 36.875 (#9, higher than ZSS, lower than ROB)
Shorthop: 14.2 (#16, higher than Marth, lower than Ivy)
Aerial Mobility/Drift: 0.035 (3rd worst, better than Samus, worst than DK/Kirby)
Running Jump Speed Carryover: 1.25 (#30, more than Link/Marth/Roy/Tink, less than Oli/Samus)
Max Air Speed: 1.0 (#13-23, tied with Diddy/Lucas/MK/Pit/ZSS/etc)
Falling Speed: 2.0 "Semi-Floaty" (#18-19, same as Ganon, faster than Yoshi, slower than Ike/ZSS)
Fastfall: 2.5 (#21-24, same as Bowser/Marth/Sqrt, faster than Pit/Sonic/etc, slower than Ganon)
SHFF: 25 (#26-32, same as MK/ZSS/Mario/etc, slower than Lucas/Pit/IC, faster than Falcon/Pika/Sonic)
Standing Grab Range: 16th longest of non-tethers (longer than Ike, shorter than Falco)
Pivot Grab Range: 10th longest of non-tethers (longer than Zelda, shorter than Luigi)
Wavedash: 23.5 (4th shortest, longer than Purin, shorter than Wario)​


Ledgedash/GALInt: ?
Dacus: ?




Here is a 2.0 guide w/ frame data:
http://www.smashmods.com/forum/threads/lucario-information-compilation-future-guide.4114/
 
Last edited:

dude it's raining

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Sorry, bigger plans than I have time for. And man, I looked to see if no one else had made one.
 

TheGravyTrain

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Honestly, it takes like 5 second to scan the first page... And I realize mine is taking longer then expected, but I am in New Orleans right now, not much and can do about that.
 

dude it's raining

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My b.

I can change the name and try to get this deleted.


EDIT: looks like it got merged.
 
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Zoa

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Looking this over, and this is extremely helpful. Just out of curiosity, but what is the shieldstun formula and the electric modifier for it?
 

TheGravyTrain

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http://smashboards.com/threads/frame-advantage-on-block.309694/
I just copied his list into notes in my phone and use that.

Electric moves have a multiplier 1.5 for the victim and normal for the attacker. On shield this has no effect (where on a successful hit, they would be in hitlag for a couple extra frames). This is because shielding opponents always receive normal hitlag. So electric moves be treated like normal moves when regarding frame advantage on block.

Interesting to note, because shielding victims always receive x1.0 hitlag, if I move has a hitlag multiplier that the attacker experiences as well (all multipliers except those with electric property), it can effect frame advantage. If the hitlag multiplier is less then one, the attacker gets a couple extra frames and if its greater then one, the attacker loses a couple frames. 3.02 Lucas magnet is an example where it was safer on shield due to a low hitlag multiplier.
 

Akkien

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Any intentions of going on with this for 3.6? I started checking Lucario's frame data myself to help this thread out but it's gonna take some time before I finish. By the way, I'm a little confused about the way you calculate frame advantage, when does the hitlag multiplier come into play? I can't seem to get the same values you have on the thread after using KK's method.
 

TheGravyTrain

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Any intentions of going on with this for 3.6? I started checking Lucario's frame data myself to help this thread out but it's gonna take some time before I finish. By the way, I'm a little confused about the way you calculate frame advantage, when does the hitlag multiplier come into play? I can't seem to get the same values you have on the thread after using KK's method.
Thank you for reminding me, now that 3.6 is out, I need to update and finish this. I was kind of weary to do Aura Sphere and such because I figured it would get changed. As for shield advantage, are the moves not matching up when they have a hitlag multiplier that is different then x1.0? KK's thread doesn't account for hitlag because I believe Melee doesn't have hitlag multipliers (they are all the same except for electric, which isn't relevant in shield advantage). Essentially, when you hit a shielding opponent you both endure the same hitlag, so it is irrelevant to frame advantage. However, hitlag multipliers are not applied to a shielding opponent (they always receive what would be 1.0 hitlag for the damage of the move). As the attacker, you still receive the modified hitlag though. So if the hitlag multiplier is less then 1, you experience less hitlag than them and have more frame advantage. You have to account for the frames they are in hitlag but we aren't, so we add the difference of the 2 hitlag values to the shield stun, then subtract landing lag. Same applies to hitlag multipliers greater then 1, but it makes us at more of a disadvantage. Electric doesn't effect this because it only applies x1.5 to the victim, so when they shield you both only experience x1.0. Hope this helps
 

Akkien

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Yes! That made a lot of sense, thanks! Hopefully I'll be able to contribute to this soon. I started working with the Special Attacks and going with specifics for charging animations, startups, and ending animations. I pretty much made a spreadsheet based on what you and Dude It's Raining posted just so I could format it my way xD

As for the changes, UpSmash, for example, has now 5 frames of startup. The hitboxes from the actual attack animation come out a couple frames earlier to compensate, and they last 2 frames each so it's smoother, which now allows to connect with sideB easily.


Edit: Ok, so i got all the info I could on specials, grabs, pummel, throws, get up attacks, and get up animations (roll, stand, etc). Will post once I'm done with edge attacks and misc stuff.

Edit 2: Done, I'm gonna send you the spreadsheet via PM. Feel free to double check stuff. Also, Hitstun, Hitlag, Shield Advantage, KB Units, Clang, Effect, and Hit Advantage still missing for almost everything because I don't know how to calculate/look for those/don't understand them. As far as I know, Hitstun already depends on opponent's weight, damage and such so... Idk.
 
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Akkien

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Sorry for double posting but I thought it was worth showing this to everyone so we can all contribute:

PM Lucario 3.6b Frame Data

I'm giving this away because I think there's nothing else to cover. Also, I'm having a lot of trouble trying to understand Aura Sphere and Force Palm so if any of you guys could double check and help me figure out exactly how it works it'd be of great help, thanks (just leave comments on the doc or here). Other than those two moves, I believe the rest should be good.
 

Fudgepop01

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Sorry for double posting but I thought it was worth showing this to everyone so we can all contribute:

PM Lucario 3.6b Frame Data

I'm giving this away because I think there's nothing else to cover. Also, I'm having a lot of trouble trying to understand Aura Sphere and Force Palm so if any of you guys could double check and help me figure out exactly how it works it'd be of great help, thanks (just leave comments on the doc or here). Other than those two moves, I believe the rest should be good.
holy fuuuuuudge that's helpful o.o

E: ...ohai Akkien lol
 
Last edited:

Zoa

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TheGravyTrain TheGravyTrain

Hey. I don't see an FAF category for Aura Sphere. How many frames of end lag are there after shooting it? I don't have a Gamecube controller. Could you check that out please?
 

TheGravyTrain

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Zoa Zoa

FAF doesn't make much sense in the context of multiple subactions in a row (like a charge subaction or the startup one), so rather than mixing between the two, and there being no IASA's, I just went with duration. To answer your question, the duration should be correct (though I am still iffy on it, Aura sphere is hard to format/do correctly). FAF would be +1 the duration. You still need to consider the startup and however much charge you did before firing in order for total duration, keep that in mind.

On the topic, I am making a final push to finish this thread before Christmas (since I have Christmas break). Almost done with all none-special stuff, so finishing specials so I can start on gif's are the current milestones. I need to reformat aura sphere especially, it is really clunk right now. Any other suggestions are appreciated, since this is for all of you. After I do gif's, I will work on colors and other convenient formatting options, then start thinking on the best way to incorporate Aura Sphere Canceling as an informative tidbit. Thank you all for your patience, I know I haven't been the quickest to update/finish this. I have learned a lot in the process though.
 

Zoa

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TheGravyTrain TheGravyTrain

I might have worded that incorrectly. How many frames of end lag is there after firing an AS? These terms and such are a bit confusing for me to understand still.
 

TheGravyTrain

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Zoa Zoa
Oh, I see the problem, I didn't say when it shoots... I will check when I get home.

Zoa Zoa

Okay, counting from the frame aura sphere is thrown, there is 30 frames, actionable on frame 31. Once I get there, it should be a lot more readable, I have a few ideas to make it look a lot nicer.
 
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