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Lucas: Hitboxes and Frame Data [3.6]

Discussion in 'Lucas' started by Sartron, Feb 10, 2015.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    291
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Next Jab Window
    1 Jab1 23 2-4 16 5-23
    2 Jab2 31 8-10 29 -

    Hitbox Data
    Jab1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-4 1 4 3/2.1 65° 0/20/100 1x True Normal 3 4 -10
    2 3-4 0 4.5 3/2.1 65° 0/20/100 1x True Electric 3 4/6 -9

    Jab2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-10 0 3 3/6.3 51° 35/0/100 1x True Normal 3 4 -17
    2 8-10 1 4 3/6.3 51° 35/0/100 1x False Electric 3 4/6 -17


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes
    1 Dash Attack 38 6-16

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-8 0 5.8 10/7 83° 70/0/68 1x True Electric 6 6/9 -26
    2 6-8 1 3.5 10/7 83° 60/0/68 1x True Electric 6 6/9 -26
    3 9-16 0 4.8 7/4.9 361° 45/0/90 1x True Electric 5 5/7 -24
    4 9-16 1 3.4 7/4.9 361° 35/0/90 1x True Electric 5 5/7 -24


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Tilt 39 6-9 29

    Hitbox Data
    Forward Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-9 3 3.28 11/7.7 361° 12/0/100 1x False Electric 6 6/9 -16
    2 6-9 2 3.28 11/7.7 361° 16/0/100 1x True Electric 6 6/9 -16
    3 6-9 0-1 2.87 9/6.3 361° 20/0/100 1x True Normal 6 6 -16


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Tilt 35 7-12 31

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-8 [0-1] [2.75, 2] 8/5.6 85° 30/0/120 1x True Normal 5 5 -18
    2 7-8 2 3.5 11/7.7 95° 60/0/85 1x False Electric 6 6/9 -17
    3 9-12 [0-1] [2.25, 2] 8/5.6 85° 30/0/100 1x True Normal 5 5 -16
    4 9-12 2 4.1 9/6.3 85° 50/0/100 1x False Electric 6 6/9 -15


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 29 3-4 15

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-4 0 3.5 4/2.8 361° 0/40/100 1x True Normal 3 4 -8
    2 3-4 1 3.4 6/4.2 361° 0/80/100 1x True Normal 4 5 -7


    Animation
    Name/Label 1x 0.5x
    1 Normal [​IMG] [​IMG]
    2 Offense Up [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Smash 60 14-16 47

    Hitbox Data
    Forward Smash (Up)
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 14-16 3 4 17/11.9 361° 60/0/85 1x False Normal 9 8 -23
    2 14-16 2 4 17/11.9 361° 55/0/85 1x False Normal 9 8 -23
    3 14-16 1 4 17/11.9 361° 50/0/85 1x True Normal 9 8 -23
    4 14-16 0 3.7 17/11.9 361° 45/0/85 1x True Normal 9 8 -23
    5 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    6 14-16 3 4 25/29.4 361° 60/0/65 1x False Normal 13 16 -24
    7 14-16 2 4 25/29.4 361° 55/0/65 1x False Normal 13 16 -24
    8 14-16 1 4 25/29.4 361° 50/0/65 1x True Normal 13 16 -24
    9 14-16 0 4 25/29.4 361° 45/0/65 1x True Normal 13 16 -24

    Forward Smash (Forward)
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 14-16 3 4 16/11.2 361° 60/0/85 1x False Normal 9 8 -23
    2 14-16 2 4 16/11.2 361° 55/0/85 1x False Normal 9 8 -23
    3 14-16 1 4 16/11.2 361° 50/0/85 1x True Normal 9 8 -23
    4 14-16 0 3.7 16/11.2 361° 45/0/85 1x True Normal 9 8 -23
    5 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    6 14-16 3 4 24/28.7 361° 60/0/65 1x False Normal 12 16 -25
    7 14-16 2 4 24/28.7 361° 55/0/65 1x False Normal 12 16 -25
    8 14-16 1 4 24/28.7 361° 50/0/65 1x True Normal 12 16 -25
    9 14-16 0 4 24/28.7 361° 45/0/65 1x True Normal 12 16 -25

    Forward Smash (Down)
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 14-16 3 4 15/10.5 361° 60/0/85 1x False Normal 8 8 -24
    2 14-16 2 4 15/10.5 361° 55/0/85 1x False Normal 8 8 -24
    3 14-16 1 4 15/10.5 361° 50/0/85 1x True Normal 8 8 -24
    4 14-16 0 3.7 15/10.5 361° 45/0/85 1x True Normal 8 8 -24
    5 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    6 14-16 3 4 23/28 361° 60/0/65 1x False Normal 12 15 -25
    7 14-16 2 4 23/28 361° 55/0/65 1x False Normal 12 15 -25
    8 14-16 1 4 23/28 361° 50/0/65 1x True Normal 12 15 -25
    9 14-16 0 4 23/28 361° 45/0/65 1x True Normal 12 15 -25


    Animation
    Name/Label 1x 0.5x
    1 Normal [​IMG] [​IMG]
    2 Offense Up [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Head Intangibility
    1 Up Smash 76 21-32 11-20

    Hitbox Data
    Up Smash
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 21-26 [0-1] [5, 9] 20/14 95° 50/0/84 1x True Electric 10 9/13 -45
    2 27-32 [0-1] [5, 10] 16/11.2 95° 48/0/80 1x True Electric 9 8/12 -46
    3 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    4 21-26 [0-1] [7, 14] 30/31.5 95° 48/0/61 1x True Electric 15 19/29 -46
    5 27-32 0 7 24/27.3 95° 48/0/57 1x True Electric 12 16/24 -48
    6 27-32 1 15 24/27.3 95° 42/0/57 1x True Electric 12 16/24 -48


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Next Down Smash
    1 Down Smash 1 42 20-25 38 26-34
    2 Down Smash 2 25 4-8 22 -

    Hitbox Data
    Down Smash 1
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 20-25 0 6 17/11.9 361° 40/0/90 1x False Electric 9 8/12 -8
    2 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    3 20-25 0 6 26/28.7 361° 40/0/63 1x False Electric 13 16/24 -9

    Down Smash 2
    Normal Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-8 0 6 14/9.8 361° 30/0/90 1x False Electric 8 7/10 -9
    2 Offense Up Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    3 4-8 0 6 21/25.2 361° 30/0/63 1x False Electric 11 15/22 -11


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 48 4-5, 7-8, 10-11, 13-14, 16-19 44 16/8/4 1-3, 33-48
    2 Landing 16/8** 1-2/1** - - -

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 4-5, 7-8, 10-11, 13-14 0, 2 3.75 2/1.4 110° 0/20/130 1x False Normal 2 3 -14/-6/-20
    2 4-5, 7-8, 10-11, 13-14 1, 4 3.75 2/1.4 210° 0/20/100 1x False Normal 2 3 -14/-6/-20
    3 16-19 [0-1] [2.5, 7.5] 6/4.2 35° 10/0/143 1x False Electric 4 5/7 -12/-4/-13

    Landing
    Duration** ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage**
    1 1-2/1 0-2 3.5 4/2.8 361° 40/0/100 1x False Electric 3 4/6 -12/-4

    *Format is: Normal/L-Cancel/Auto-cancel
    **Format is: Normal/L-Cancel


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 47 5-10 33 15/7/4 32-47

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-6 [0-1] [4.1, 3.69] 8/5.6 55° 36/0/93 1x True Normal 5 5 -10/-2/-24
    2 5-6 2 3.5 12/8.4 55° 36/0/95 1x False Electric 7 7/10 -8/±0/-22
    3 7-10 0-1 3 7/4.9 55° 36/0/94 1x True Normal 5 5 -10/-2/-20
    4 7-10 2 2.75 8/5.6 55° 36/0/93 1x False Electric 5 5/7 -10/-2/-20

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Back Air 49 12-16 48 20/10/4 1-2, 36-49

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 12-16 0 3 12/8.4 361° 20/0/100 1x True Normal 7 7 -13/-3/-16
    2 12 1 3 15/10.5 361° 20/0/100 1x True Electric 8 8/12 -12/-2/-19
    3 13-16 1 3 15/10.5 300° 20/0/80 1x True Electric 8 8/12 -12/-2/-15

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Up Air 45 5-9 28 15/7/4 1-3, 28-45

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-9 [0-1] [2.8, 5.74] 10/7 70° 20/0/100 1x True Normal 6 6 -9/-1/-16

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 43 4-6, 11-13, 19-21 43 18/9/4 1-3, 30-43

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage*
    1 4-6 [0-1] [3.25, 4.5] 5/3.5 270° 35/0/35 1x True Normal Grounded 4 4 -14/-5/-23
    2 4-6 [2-3] [3.25, 4.5] 5/3.5 365° 0/30/100 1x True Normal Aerial - 4 -
    3 11-13 [0-1] [3.25, 4.5] 5/3.5 270° 35/0/35 1x True Normal Grounded 4 4 -14/-5/-16
    4 11-13 [2-3] [3.25, 4.5] 5/3.5 365° 0/30/100 1x True Normal Aerial - 4 -
    5 19-21 [0-1] [4.5, 5.5] 5/3.5 270° 35/0/150 1x True Electric - 4 4/6 -14/-5/-8

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Landing Lag
    1 Zair 59 8-11 15

    Hitbox Data
    Zair
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 8-11 0 4 8/6.3 70° 30/0/70 1x True Normal 5 5


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Charge 16-135 14-15 -
    2 Full Charge Endlag 39 - -
    3 Interrupted Charge Endlag 25 - 22
    4 Burst 39 2-3 -

    Hitbox Data
    Charge
    Duration ID Size Damage Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 14-15 0 15 0 10° 65/11/0 0x False Normal 1 0

    Burst
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-3 0 7 10/7 60° 50/0/100 1x False Electric 6 6/9 -31


    Image
    Article
    1 [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA PK Freeze Thrown Landing Lag
    1 Grounded PK Freeze (Animation) 77 - 43 24 -
    2 Aerial PK Freeze (Animation) 45 - 35 14 13
    3 PK Freeze (Article) 22 2-22 - -

    Hitbox Data
    PK Freeze (Article)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 2-22 0 2.099983 5/3.5 70° 45/0/29 0.5x True None 4 8


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Startup 19 - - -
    2 Control 108 - - -
    3 Hit Self 38 1-23, 25 1-2 30
    4 Hit Nothing 40 - - -

    Aerial Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Startup 10 - - -
    2 Control 108 - - -
    3 Hit Self 38 1-23, 25 1-2 30
    4 Hit Nothing 24 - - 30

    Hitbox Data
    Thunder
    Part Duration Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 Head 1-108 5.5 10/7 75° 70/0/45 1.5x True Electric 6 1/2 48
    2 Tail 1-108 2.46 1/0.7 80° 4/0/40 1.5x False Electric 2 1/2 48

    Hit Self
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 1-2 0-1 8.2 8/5.6 365° 0/50/130 0.7x True Electric 5 5/7 -
    2 3-23 [0-1] [4.5, 6.25] 3/2.1 365° 0/50/130 0.7x True Normal 3 4 4
    3 25 [0-1] [6, 7.5] 8/5.6 361° 40/0/135 1x True Electric 5 10/15 -


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Releasable Jump Cancel
    1 PSI Magnet 26 5-6*, 8** 7 9**
    2 Absorb 20 - - -

    Hitbox Data
    PSI Magnet: Grounded Loop
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-6* [0-1] [3.8, 4.1] 2/1.4 80° 0/30/80 1x False Normal 2 3 -19

    PSI Magnet: Aerial Loop
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 5-6* [0-1] [3.8, 4.1] 2/1.4 80° 0/30/80 1x False Normal Grounded 2 3 -19
    2 5-6* [2-3] [3.8, 4.1] 2/1.4 240° 0/30/80 1x False Normal Aerial - 3 -

    PSI Magnet: Release
    Duration ID Size Damage (Hit/Shield) Angle KB Units (0%/100%) BKB/WDSK/KBG SDI Multiplier Clang Effect Hitstun (0%/100%) Shieldstun Hitlag Shield Advantage Jump Cancel Shield Advantage
    1 8 [0-1] [3.8, 4.1] 6/4.2 127° 92.816/126.416 80/0/60 1x False Electric 37/50 4 5/7 -14 +4

    *Loops every 10 frames
    **Release hitbox occurs after 1 frame, jump cancelable after 2 frames


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes IASA
    1 Standing Grab 57 - 11-14 56
    2 Dash Grab 79 - 15-23 -
    3 Pivot Grab 49 - 13-16 -
    4 Grab Pummel 24 10 - -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10 0 4 3/2.1 361° 0/40/100 1x False Normal 3 4 -11


    Overview
    Name/Label Duration Active Hitboxes Thrown
    1 Back Throw 50 - 20
    2 Forward Throw 37 - 17
    3 Up Throw 63 9-10, 17-18, 25-26, 33-34 40
    4 Down Throw 42 - 21

    Hitbox & Throw Data
    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 20 10 45° 70/0/75 True

    Forward Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 17 10 45° 65/0/50 True

    Up Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 9-10, 17-18, 25-26, 33-34 0 4.5 1/0.7 90° 0/0/0 0x False None 2 0
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 40 8 90° 75/0/110 True

    Down Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 21 7 75° 85/0/50 True


    Animation
    1x
    1 [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Wess Dance Window
    1 Down Taunt 69 - 3
    2 Wess Dance 1507 1373-1375 -

    Hitbox Data
    Wess Dance
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 1373-1375 0 30 50/77 75° 100/0/100 0x False Paralyze 24 2 -93


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 30 2-18 28 -
    2 Roll Dodge 31 4-19 - -
    3 Air Dodge 49 4-29 - 10
    4
    5 Tech 26 - 1-20 -
    6 Tech Roll 40 - 1-20 -


    Overview
    Name/Label Duration Intangibility Occupancy Active Hitboxes
    1 Ledge Stand (<100%) 34 1-30 1-34 -
    2 Ledge Stand (>100%) 59 1-55 1-44 -
    3 Ledge Roll (<100%) 49 1-26 1-40 -
    4 Ledge Roll (>100%) 79 1-57 1-54 -
    5 Ledge Attack (<100%) 55 1-21 1-42 24-26
    6 Ledge Attack (>100%) 69 1-36 1-50 40-44
    7 Ledge Jump (<100%) 14 1-14 1-14 -
    8 Ledge Jump (>100%) 18 1-18 1-18 -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 24-26 [0-1] [3.5, 4.1] 8/6.3 361° 70/0/50 1x False Normal 5 5 -26
    2 24-26 [2-3] [3.28, 2.8] 6/4.9 361° 70/0/50 1x False Normal 4 5 -27

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 40-44 [0-3] [3, 3.5, 3.28, 2.8] 10/7.7 361° 70/0/50 1x False Normal 6 6 -23

    Code:
    Hitbox Data Overhaul 2 [11/27/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [8/23/15]
    - Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
    - Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
    - Added the full hitbox duration for hitboxes that just had an ellipses instead.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    Zair Update [8/2/15]
    - Added a section for Zair underneath Down Air.
    
    3.6 Beta Update! [6/24/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    - All Grab GIFs have been updated to share the same camera angle.
    
     
    #1 Sartron, Feb 10, 2015
    Last edited: Aug 31, 2016
  2. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    291
    Location:
    Central Florida
    Perfect DJC Aerials
    This is assuming you do everything perfectly, it includes jumpsquat and landing lag.

    GIFs available in 1/3x and 1x: http://sartron.info/lucas/djc
    Duration Hitboxes
    1 Neutral Air 19 9-10, 12
    2 Forward Air 17 10
    3 Back Air 31 21
    4 Up Air 17 10
    5 Down Air 19 9-10
     
    #2 Sartron, Feb 10, 2015
    Last edited: Oct 21, 2015
    Jamwa likes this.
  3. zFrost

    zFrost
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    how do i title

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    Location:
    Holland, Michigan
    3DS FC:
    4227-3135-5412
    NNID:
    z13124
    i love you so much right now
     
  4. OGS | Delta

    OGS | Delta
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    That one guy who does the thing

    • Premium
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    Oct 5, 2013
    Messages:
    1,032
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    ^ I second this. Thank you for the updates :)
     
  5. TheNerdHero

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    I'm new to gaming and such in a competitive manner. What is the point of the frames?
     
  6. Indigeau

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    @TheNerdHero Well, in its simplest form, frames are the way the game keeps time. Moves take a certain amount of frames to start up, are active for another number of frames, and then take a certain number of frames to cool down again. Knowledge of frame data translates to knowledge of how much breathing room you have to do a certain thing. Basically, if you can compare the amount of frames it takes a move to start up to the amount of frames your opponent has to perform their own action, you have a lot of information to optimize pressure and punishes so you're as safe as possible. Frame data also lets you know how soon you can act after certain moves, or how soon you can cancel them.

    This is a pretty rudimentary explanation, but if you're ready to crack a book or two then this is probably the place to go! Welcome to Smashboards, friend!
     
    #6 Indigeau, May 27, 2015
    Last edited: May 27, 2015
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  7. TheNerdHero

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  8. OGS | Delta

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    Adding on to what he said, basically frames tell you how safe or unsafe a move is and how long you have to punish them. Ie however many frames +/- on shield means that you have that many frames before your opponent can retaliate. Hitboxes allow you to properly see the size of a move and where it hits.

    Take for example Roy: his Fair is -3 on shield and Dtilt has 8 frames of startup. Jumping OoS takes 4 frames for Lucas and 4-5 frames for his aerials to come out. That means if Roy is frame perfect and you act within 2-3 frames of Fair hitting on shield, you can either beat out or trade with Dtilt. 2-3 frames is a very difficult window to punish, thereby making Fair -> Dtilt mostly safe on shield. Conversely, some characters have moves with good disjoints despite poor frame advantage (fire emblem characters, Bowser, etc). Max range of these characters can be safe on shield due to the range your character needs to cover in order to punish.
     
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  9. Narelex

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    Lucas's techroll is the stuff of Nightmares. Seems like teching in place or landing on your face and getup attacking is the best option against anyone with good tech chase.
     
  10. OGS | Delta

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    Even tech in place still feels terrible at times..
     
  11. Narelex

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    Clearly you need to style so hard the situation never comes up.

    "Just don't get hit"

    What are your thoughts on the removal of the DJC long range PK Freeze? My one friend was pretty sad about it but he was very reliant on it.
     
    #11 Narelex, Jul 17, 2015
    Last edited: Jul 17, 2015
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  12. Kipcom

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    An unnecessary removal tbh. Even if it were never intended, it's not like PMDT hasn't kept in things that were unintentional before. It wasn't gamebreaking or anything either, so meh.
     
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  13. Smash_Senpai

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    Is lucas shield pressure safe on shield?
     
  14. zFrost

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    how do i title

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    that's a pretty generic question, it can be if done properly
     
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  15. OGS | Delta

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    "Safe" being a relative term. Spacing, character matchup (Spacies have shine OoS vs Ike's Nair) vs opponent reaction (WD OoS, rolls, spot dodges, shield grabs, etc). All of these factors determine how safe his shield pressure can be. As for frame data, his attacks are less safe on shield compared to 3.0, but still better than a majority of the cast.

     
    #15 OGS | Delta, Jul 22, 2015
    Last edited: Jul 22, 2015
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  16. Badge

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    I notice you don't mention (grounded) multimagnets. Any particular reason why not? Just execution requirements? On paper they seems easily strong enough to be able to stay on shield with no window for shield grabs, disjoint and tons of mixups. (You also obviously read my shield pressure post, so you must have considered it.)
     
  17. OGS | Delta

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    Kinda just lumped it all together :p

    Lucas has tons of options all situational and player/matchup dependent. On paper there's tons of things that come into effect.

    I still need to revise the entire guide when I get time as most topics I covered that I considered optimal or such were partially based on what I saw in tourney rather than based on frame data. Currently I'm swamped in tests and homework, but I'll hopefully find time to sit down and make everything better :)
     
  18. Mizter Ultimaman

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    What about his zair?
     
  19. OGS | Delta

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    What about it?

    Edit: Didn't realize which thread I was in at the time. My b.
     
    #19 OGS | Delta, Aug 1, 2015
    Last edited: Aug 2, 2015
  20. Sartron

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    I've added it underneath his Down Air now.
     
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  21. TheGravyTrain

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    @Sartron
    What does the red coloring on certain hitbox ID's mean? Such as ID 1 for Dash attack and ID 2 for up tilt.
     
  22. Sartron

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    The coloring doesn't mean anything gameplay-wise. It is just a way of identifying hitboxes IDs by color. I did it to make things a little easier to read, for example, a red hitbox ID will replace a red hitbox ID.
     
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  23. Pwii

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    When it says plus four on shield with magnet jc, is that including jumpsquat? Are we really airborne 4 frames before shieldstun ends?
     
  24. trancex

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    Not including jumpsquat.
     
  25. nimigoha

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    But since jumping out of aerial magnet doesn't include jumpsquat... Aerial magnet is really really safe on shield.
     
  26. OGS | Delta

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    The (+) or (-) for frame data means the frames before you or your opponent can act

    +4 for magnet means you have 4 frames to act before your opponent can.
    Grounded magnets are +/- 0 since you jump out frame 4, and frame 5 you can perform an action at the same time your opponent can. Aerial magnets are +4 since there isn't a jumpsquat timing that will delay Lucas.

    ==

    To put this into relative terms for other moves, Dair on shield is -6 and our fastest option is jab (frame 2). Opponent's can mash regular shield grab (frame 7) and grab us before jabs come out. This makes Nair safer on shield as it's -2. So you can do Nair -> Dtilt on shield and so long as you land the SHFFL Nair and do a frame perfect Dtilt after (I usually mash the A button here), you should never be shield grabbed in that situation.

    We can also break that down into the following the way I like to think of it:
    Nair hits opponent's shield (-2 frames)
    Opponent can start a move for 2 frames: spot dodge, roll, jump, grab
    2frames later, Lucas can do any move now.
    *Opponent's buffered roll / spot dodge will come out right when Lucas can act​
    Jab & Dtilt will beat out mashed grab. Reason being, grab is on frame 2 when Lucas can act. 2 frames later, Lucas can jab and interrupt the grab. Additionally, 3 frames later he can Dtilt and catch the opponent's grab now on frame 5. So for jabs against shield grab mashing players you have 2 frames of leniency before you can get shield grab armored and against Dtilt you have to be frame perfect otherwise you can get shield grabbed and they'll only take the damage, not knockback.

    ==

    I hope this made some sense. Frame data is weird at times and hard to understand if you haven't studied or learned up on it much.
     
    #26 OGS | Delta, Dec 5, 2015
    Last edited: Dec 5, 2015
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  27. nimigoha

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    I think it would be neat to have a series of 60 fps gfycats of common shield pressure with hitboxes showing the opponent try to grab Lucas out of it. Very informative.
     
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  28. Pwii

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    Thanks. Both jabbing and dtilt lose to option select shield grab / cc grab though. I guess the rps would be nair into spotdodge. Grounded magnet into sh crossup dair seems really good.
     
  29. nimigoha

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    Nair into spotdodge seems decent enough, you just have to mix it up.

    What do you mean jabbing and dtilt lost to option select shield grab?
     
  30. OGS | Delta

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    Jab and spot dodge are both frame 2.

    I'll try to debug mode this later.
     
  31. Pwii

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    They're both frame 2, but they're both CC able. You can attempt to shield grab with R+A, then once your grab animation starts mash A while still holding R.

    If you get the shield grab, you pummel once. If you get jabbed, you CC grab it. I do it all the time in Melee. It's not something that's really common, so a lot of people get away with using shield pressure while not spacing for CC in both games, but the meta will catch up to these bad philosophies.
     
  32. OGS | Delta

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    Are you saying jab then hold shield so Lucas can shield grab? Last I checked, Lucas' shield grab is garbo.

    As for Dtilt, the only CC options that beat Lucas' Dtilt are ones that have a much greater range such as Mewtwo / Marth / Roy / GnW's Dtilts and sometimes Dsmashes like Wolf or Sheik. But those are characters you shouldn't be trying to Nair into in the first place.

    Dtilt is also frame 3 as I said. We're even in the thread for Lucas Frame Data.
     
  33. Pwii

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    Dude I was saying your opponent can hold down when they are shield grabbing to option select cc, which can be used to punish you trying to beat a shield grab with a jab.

    But if you're saying dtilt beats most cc options than thats good. I would go for that over jabs if the opponent is smart about crouch cancelling.
     
    #33 Pwii, Dec 8, 2015
    Last edited: Dec 8, 2015
  34. Kipcom

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    So I was just looking at his grab data and was wondering why standing grab has an IASA frame on 56, when the animation lasts 57 frames.


    What exactly is the point of being able to cancel something like his grab a single frame earlier? Kind of strange, wouldn't you say?
     
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  35. Sartron

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    No idea, it's a strange little property. For all we know it may just be an arbitrarily chosen number that isn't supposed to have any actual effect as it's only 1 frame.
     
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  36. Smash_E12

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    Yea it is if you do certain things. Like I think multimagnets are safe on sheild.
     

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