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Data Lucas's hitboxes and general frame data

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
Behold! Lucas frame data that's been available for a farily long time! Except now it's compiled into one big post instead of scattered around multiple sources. Said data sources:
If you guys catch any errors (spelling, inconsistencies, erroneous info... you name it), lemme know so I can go in and fix it. If you're wondering why files for hitbox visuals aren't working there are play, rewind, and frame advance buttons under each gfycat. In the words of frozentreasure frozentreasure : nearly invisible, tiny, and tucked away in the bottom right corner but I swear they're there! Also, don't forget this is basically a community project so if you have any questions, critiques, data of your own to contribute, etc. don't be afraid to make yourself heard!

Anywho:

Frame: the basic unit of measurement the game uses for "time" or "duration"; 1 frame = 1/60th of a real-time second.

Collision bubble: the invisible bubbles (sometimes cylinders) that basically make up the entire interactive environment that plays out during a match. There's many types of collision bubbles, but the two most important ones are hitboxes and hurtboxes.

Hurtbox: the collision bubbles on a character's model that make up the "space" around it that's capable of interacting with other collision bubbles. Hurtboxes can exist in various special states, but the two that are most pertinent for Lucas are the intangible and invincible states.
  • Invincible hurtboxes are capable of interacting with other collision bubbles, while intangible hurtboxes are not. This is an important distinction to make (and why it's misleading when people say invincibility=intangibility) because of hitlag. An invincible fighter will still cause his attacker to undergo hitlag without being affected himself (due to taking no damage), while an intangible fighter is incapable of doing so. This is why an opponent is almost always guaranteed to take an up smash to the face when he hits Lucas during the four invincible frames on start-up (unless the attack used has very low cooldown). The attacker experiences his normal number of hitlag frames (basically dragging out the duration of his move) while Lucas is unaffected and his animation continues to rush towards the dreaded frame 28 whereupon the poor soul that initiated the assault will be guaranteed to get smashed with a glorious blast of PSI energy.
  • Interestingly enough, Up smash is the only attack in Lucas's arsenal that has invincibility and/or intangibility. I explained his invincibility above, but from frame 15 to frame 29 of his up smash animation Lucas's head becomes intangible, effectively reducing the size of his total hurtbox to his short trunk and stubby limbs. It's really easy to see if you set a level 9 CPU Mewtwo to "attack" on training mode. It'll spam uncharged shadow balls and if you time your up smash correctly you can see them float right through Lucas's head as if it's not even there. It's also a good way to practice your magnet cancels, but that's a different story.
Hitbox: A collision bubble with many, many properties that interacts with opposing hurtboxes and hitboxes to cause damage and other interesting game mechanics. I'll explain the most important properties below.

Active frames: the window of frames during an animation when a hitbox is present. This one's pretty simple to understand. It's basically just how long (in frames) a hitbox is... well, active.

IASA/FAF: "Interruptible as soon as..."/"First actionable frame"; the first frame you are able to interrupt an on-going action with a different command. Most normal attacks are able to be interrupted at a certain point before the actual animation ends. A good example of this is Sheik's fair: the animation itself is very long (lasts over a full second), but it's able to be interrupted very early during the animation.

TASA
: "Transitions as soon as..."; for actions with multiple stages (mostly jabs, but some specials--like Marth's Dancing Blade--also use these to transition from one hit to the next), the frame at which one state will transition to another when an attack input is buffered (e.g. Lucas's jab 1 transitions as soon as frame 7, which means in the overall jab combo itself jab 2 will start on frame 8 and hit frames 10-12).

Jab 1 loop
: most jabs have a property to them where if you hold the attack button when not connecting with your jab your
character will simply perform jab 1 over and over until the hitbox connects or you stop the input. The frame at which it happens varies from character to character and can go from very early (Falcon, Little Mac, Fox) to rather late (Lucas--he has the same cooldown for jab 1 while looping as he does if he were to interrupt it with anything else).

Buffer
: the window of frames before an action reaches its FAF when you can "queue" another command to start on the first possible frame; in Smash 4 it is a 10-frame window (e.g. down tilt is actionable on frame 16, so you can buffer another action as soon as frame 6, which is useful since down tilt's hitstun is so minimal you have to be almost frame-perfect to be able to reliably combo out of it).

Damage: the base damage output of a hitbox without freshness, staling, or charge frames (for smash attacks) taken into consideration. For those wondering, the shield damage the formula is simply the base damage of a hitbox multiplied by 1.19 (e.g. Jab 1 is: 2.5 x 1.19 = 2.975%). Hitboxes sometimes have a value for additional shield damage, in which case I'll just combine it to the total shield damage output rather than give it its own space.

Angle: the angle at which an attack will launch an opponent when it connects. Fairly simple to understand, but there are certain angles that can cause some funny things to happen.
  • Any angle that keeps the opponent on the ground without causing a meteor is capable of jab-locking an opponent.
  • The 361° angle is known as the "Sakurai" angle. On grounded opponents acts as 0° until the knockback taken by the opponent crosses a specific knockback threshold (60 units of knockback, to be precise), at which point the angle will begin to increase until it maxes out at 40°. It always acts as a 45° angle vs. aerial opponents, which is why 361° is generally a good kill-move angle for grounded attacks (or attacks aimed towards grounded opponents), but not so much for aerial ones.
  • The 366° angle is known as the "auto-link" angle. Like the name implies, this angle tries to link multiple hits together without an opponent falling out and does so by constantly changing the hitbox's angle to match that of the direction (while also using a different knockback formula and calculating the attacker's momentum, and other complicated things, but that's neither here nor there) the hitbox is moving in. This is mostly present in multi-hitting aerial attacks, but (due to the nature of jump-cancelling) is present on some up smashes as well (like Mewtwo's and Zelda's).
  • The strange 367° angle which, as far as I know, doesn't really have a name so I just refer to it as the "semi auto-link" angle. Unlike the auto-link angle--which changes angle according to the direction you're moving,-- the semi auto-link angle doesn't actually have an angle, per se. Instead, hitboxes with the 367° angle constantly pull the opponent towards the center of the hitbox, so... it can work like an auto-link angle--where moving upward while hitting an opponent will also pull them upward,--but not really because you can be moving downward while pulling an opponent upward if the opponent is below you as you're descending. It's janky.
  • Hitboxes also have this thing called a "facing restriction". Normally, the direction in which an opponent is launched is not only determined by the angle at which the hitbox sends at, but also which side--relative to the attacker--they are on when the hitbox connects with their hurtbox; a hitbox with a 45° launch angle can send an opponent left or right depending on whether it connects with the opponent in front or behind the attacker. This is the reason why you can get "reverse" hits (like reverse knees, or get bad DI on Sheik's up air while trying to SDI out of it). When a hitbox has a facing restriction active, however, the opponent's positioning doesn't matter because hr'll will always send them in the direction specified by the restriction. Many of Lucas's attacks carry this property, most notably jab 1 (which can drag opponents behind him forward into the attack) and back air (which will always send opponents backward no matter how you hit them--a common distinction for back airs).
BKB: "base knockback"; the minimum knockback a hitbox will produce, regardless of the opponent's percentage. The best way to describe it is "how far an attack launches at 0%". Base knockback doesn't scale with the opponent's damage, so most of the time what determines whether or not an attack is a viable kill option at high percents is...

KBG: "knockback growth"; the rate at which an attack's knockback scales with the opponent's percentage. The higher the number, the farther an attack will launch an opponent as their percentage rises. A good example for explaining BKB and KBG is Ness's forward and back throw. His forward throw has high BKB (120) but extremely slow KBG (10) so it will launch pretty far even at 0% but won't launch much farther than that even at high percents because the knockback is not really growing. On the other side of the spectrum you have Ebola Back Throw which has very low BKB (15), but very fast KBG (130) meaning it won't send you far at all at 0% (in fact it's pretty unsafe to back throw at 0%), but will start send you very far very quickly, becoming a viable kill move as soon as 70% on some light characters if Ness lands a grab towards the side of a stage.

FKB: "fixed knockback", sometimes known as "WBK" or "weight-based knockback"; hitboxes that use FKB will produce the same knockback no matter how much damage an opponent has accrued, but does vary from character to character based on their weight (which is why it's also referred to as being "weight-based"); almost always the type of knockback used during multi-hit attacks.

Hitbox "attribute": the effect assigned to a hitbox, such as "slash", "fire", "dark", "magic", etc. Most of the time the hitbox attribute is pretty inconsequential, but certain attributes can have a secondary effect. 0x0 is the standard "normal hit" attribute.
  • Electric: hitboxes with this attribute cause extra hitlag to the attacker and the victim, which can make electric attacks even more unsafe on shield. The upside to this is that if an electric hitbox connects, then the victim actually experiences more hitlag than the attacker. This is especially useful for nair, where being able to move before an opponent is out of hitlag helps in following their SDI during the first four hits.
  • Fire: thaws out a frozen opponent.
  • Freeze: encases an opponent in ice. Frozen opponents take half damage and knockback and are forced into an aerial state once they pop out. Mashing reduces how long they're trapped.
Hitlag: the "freeze frames" that fighters experience when a hitbox connects with a hurtbox. During these "freeze frames" both characters will vibrate horizontally (when on the ground) or vertically (when in the air) and are able to influence their position by inputting directions with the control stick; when hitting a shield, or any invincible hurtbox, only the attacker will experience hitlag. The standard factor for hitlag is 1, but attacks can have higher or lower hitlag, sometimes to emphasize the strength of a hitbox (like Marth's tippers), or simply for added effect (like with Ryu's attacks).
  • An important thing to note about hitlag is that since the attacker is frozen in whatever frame his attack connects, hitlag can basically "extends" the duration of an attack, which can be a good or bad thing depending on what scenario you're experiencing hitlag. If you're in a doubles environment and catch an opponent with a high hitlag move (say Wario's fully charged Waft, which has a hitlag modifier of 2.0) you'll be stuck with that active hitbox long enough that it can catch an unsuspecting opponent long (relatively-speaking) after the hitbox was produced (in fact, a good edge-guarding technique Warios employ is to set up their bike at the ledge to cover multiple get-up options with the ensuing hitlag of the Waft on the bike is capable of catching most get-up options out of their invincibility with the huge size of the hitbox). But if you're fighting Rosalina and you nair but catch Luma instead, then you're stuck in hitlag for every hit while Rosa is free to come up with whatever punish she deems best.
  • Another important thing about hitlag is that the vibration of the characters is affected by how far away the camera is from the fighters: the farther away it is, the more characters shake. This doesn't affect the position of hitlagging hitboxes, but it does affect the positioning of a character's model. This is the basis behind frame-cancelling: using the vibration of hitlag from an aerial move to activate the landing state of the attack (since aerial hitlag causes fighters to vibrate vertically) while you're experiencing hitlag. After hitlag wears off you'll be free to move in a grounded state no matter how much landing lag an aerial incurrs.
SDI: the factor that affects how much a player can influence a character's position during hitlag. This is mostly inconsequential for one-hit attacks (which is why most of them have the standard x1 SDI factor), but it's absolutely crucial in multi-hitting attacks because the victim experiences hitlag multiple times and is able to input SDI for each hit. A low SDI factor can make a multi-hit attack impossible to escape, but high SDI (as seen in the x2 SDI value for Lucas's nair) can make an attack basically useless against someone with who is very good at SDI'ing.

Transcendence: A property that allows a hitbox to ignore the 9% damage clank threshold. Non-transcendent hitboxes clank with other hitboxes when the damage difference is 9% or less; when the difference in more than 9% the stronger hitbox will simply beat out the opposing hitbox as if it wasn't even there. Transcendent hitboxes will simply not interact with any opposing hitboxes.
  • Many of Lucas's PSI hitboxes are transcendent, which can be good in some situations, but detrimental in others. F-tilt, for example, will beat out Mario's jab when hitting with the sweetspot because Mario's jab uses his arm (hurtboxes) during the animation. Where normally another hitbox would clank with Mario's jab, Lucas's f-tilt will ignore Mario's hitboxes and hit him out of the attack while Mario cannot touch Lucas due to the large disjoint on Lucas's f-tilt. On the other hand, if Lucas's and Zelda's jabs interact then Lucas loses the exchange because his clankable jab hitboxes are not able to stop Zelda's transcendent ones.
Miscellaneous properties: special properties that are sometimes present in some hitboxes. Some that are pertinent to Lucas are:
  • Reflectability: whether or not a hitbox can be reflected (PK Freeze, PK Fire, and PK Thunder).
  • Absorbabilty: whether or not a hitbox can be absorbed (PK Freeze, PK Fire, and PK Thunder).
  • Re-hit rate: how many frames it takes for the hitbox to react against the same hurtbox again after initial contact (nair).
  • Facing restriction: which way a hitbox will push the opponent regardless of their positioning relative to the hitbox they're interacting with. Forward restriction is self-explanatory, but reversed restriction means it will launch opposite of the direction specified by the angle. I went a little bit more in depth up in the "angles" section.

Statistic|Value|Ranking|Additional comments and/or other bits of information
Weight|94|33rd-36th|tied with Greninja, Ness, and Sonic
Fall speed|1.37|43rd|between Bowser (1.39) and Zelda (1.35)
Fast-fall speed|2.192|43rd|between Bowser (2.224) and Zelda (2.16)
Gravity|0.09|26th-29th|tied with R.O.B., Sonic, and Wii Fit Trainer
Air speed|1.1|14th-19th|tied with Cpt. Falcon, Cloud, Duck Hunt, Mega Man, and Sheik
Run speed|1.5|38th-42nd|tied with Ike, Luigi, Mii Swordfighter (standard), and Wario
Walk speed|0.85|54th|between Bowser (0.858) and Wario (0.847)
Action|Duration (frames)|Additional comments and/or other bits of information
Jumpsquat|5|Cancels shield on frame 1; can be canceled into an up smash or up special at any point.
Short hop|34|Earliest possible fast-fall on frame 18 (apex) for 25 frames of airtime; a good way to know if you're fast-falling on the first possible frame is to use nair. Rise with it and mash fast-fall. You've done it correctly if you land before the last hitbox happens.
Full jump|54|Earliest possible fast-fall on frame 27 (apex) for 41 frames of airtime; a good way to know if you're fast-falling on the first possible frame is to use bair. Rise with it, mash fast-fall, then buffer another bair right before you land. The second bair will auto-cancel if done correctly.
Double jump|40|That is: 40 frames until the apex of the double jump. When fast-falling, Lucas will hover slightly for 12 frames after the input before actually starting to fast-fall.


IASA: frame 20 (cooldown: 5-19; 15 frames)
TASA: frame 7 (cooldown: 6-7; 2 frames)
Jab 1 loop: frame 19 (cooldown: 5-19; 15 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Innermost|2-4|2.5% (2.975%)|3f|30°|FKB: 30 KBG: 100|4f|x1|0x0|Yes|Any|Forward facing restriction
Middle|2-4|2.5% (2.975%)|3f|66°|FKB: 18 KBG: 100|4f|x1|0x0|Yes|Any|Forward facing restriction
Outermost|2-4|2.5% (2.975%)|3f|87°|FKB: 16 KBG: 100|4f|x1I|0x0|Yes|Any|Forward facing restriction
*When viewing the hitbox gfycat, keep in mind that Lucas's foot expands during the in-game animation, so the apparent disjoint seen here is not nearly as extreme as it seems.

IASA: frame 20 (cooldown: 6-19; 14 frames)
TASA: frame 7 (cooldown: frame 6; 1 frame)
Jab 1 loop: frame 19 (cooldown: 6-19; 14 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Innermost|3-5|2% (2.38%)|3f|30°|FKB: 30 KBG: 100|4f|x1|0x0|Yes|Any|Forward facing restriction
Middle|3-5|2% (2.38%)|3f|70°|FKB: 18 KBG: 100|4f|x1|0x0|Yes|Any|Forward facing restriction
Outermost|3-5|2% (2.38%)|3f|88°|FKB: 16 KBG: 100|4f|x1|0x0|Yes|Any|Forward facing restriction
*When viewing the hitbox gfycat, keep in mind that Lucas's foot expands during the in-game animation, so the apparent disjoint seen here is not nearly as extreme as it seems.

IASA: frame 30 (cooldown: 9-29; 21 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Innermost|6-8|4% (4.76%)|4f|48°|BKB: 60 KBG: 80|5f|x1|0x0|Yes|Any|Forward facing restriction
Middle|6-8|4% (4.76%)|4f|48°|BKB: 60 KBG: 80|5f|x1|0x0|Yes|Any|Forward facing restriction
Outermost|6-8|4% (4.76%)|4f|48°|BKB: 60 KBG: 80|5f|x1|0x0|Yes|Any|Forward facing restriction
*When viewing the hitbox gfycat, keep in mind that Lucas's foot expands during the in-game animation, so the apparent disjoint seen here is not nearly as extreme as it seems.

IASA: frame 39 (cooldown: 17-38; 22 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (body)|15-16|9% (11.9%)|7f|75°|BKB: 60 KBG: 76|11f|x1|Electric|Yes|Any|Forward facing restriction
Sweetspot (PSI)|15-16|13% (16.66%)|9f|46°|BKB: 60 KBG: 70|17f|x1|Electric|Yes|Any|Forward facing restriction


IASA: frame 26 (cooldown: 10-25; 16 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (arm)|7-9|7.5% (8.925%)|6f|361°|BKB: 20 KBG: 60|8f|x1|0x0|Yes|Any|Forward facing restriction
Sweetspot (PSI)|7-9|11% (13.09%)|8f|361°|BKB: 30 KBG: 75|15f|x1|Electric|No|Any|None

IASA: frame 26 (cooldown: 10-25; 16 frames)


Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (arm)|7-9|7.5% (8.925%)|6f|361°|BKB: 20 KBG: 60|8f|x1|0x0|Yes|Any|Forward facing restriction
Sweetspot (PSI)|7-9|11% (13.09%)|8f|361°|BKB: 30 KBG: 75|15f|x1|Electric|No|Any|None

IASA: frame 26 (cooldown: 10-25; 16 frames)


Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (arm)|7-9|7.5% (8.925%)|6f|361°|BKB: 20 KBG: 60|8f|x1|0x0|Yes|Any|Forward facing restriction
Sweetspot (PSI)|7-9|11% (13.09%)|8f|361°|BKB: 30 KBG: 75|15f|x1|Electric|No|Any|None

IASA: frame 37 (cooldown: 15-36; 27 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Side hitboxes|4|1.5% (1.785%)|2f|120°|FKB: 60 KBG: 100|1f|x1|0x0|No|Any|None

Upper hitbox|7-10|8% (9.52%)|6f|93°|BKB: 50 KBG: 100|11f|x0.5|Electric|No|Any|None
Lower hitbox|7-10|8% (9.52%)|6f|93°|BKB: 50 KBG: 100|7f|x0.5|0x0|No|Any|None
Late hitbox|11-14|5% (5.95%)|4f|90°|BKB: 50 KBG: 100|4f|x1|Electric|Yes|Any|None

IASA: frame 16 (cooldown: 5-15; 11 frames)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Innermost|3-4|3% (3.57%)|3f|76°|BKB: 18 KBG: 50|3f|x0.4|0x0|Yes|Any|Forward facing restriction
Middle|3-4|3% (3.57%)|3f|40°|BKB: 10 KBG: 45|3f|x0.4|0x0|Yes|Any|None
Outermost|3-4|3% (3.57%)|3f|0°|BKB: 8 KBG: 40|3f|x0.4|0x0|Yes|Any|None
*When viewing the hitbox gfycat, keep in mind that Lucas's foot expands during the in-game animation, so the apparent disjoint seen here is not nearly as extreme as it seems.


IASA: frame 47 (cooldown: 16-46; 31 frames)
Charge: frame 8
Reflective: frames 10-19 (x1.5 damage multiplier)

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (base)|14-15|14% (16.66%)|10f|361°|BKB: 50 KBG: 88|9f|x1|0x0|No|Any|Forward facing restriction
Sweetspot (tipper)|14-15|15% (17.85%)|10f|361°|BKB: 50 KBG: 88|10f|x1|0x0|No|Any|Forward facing restriction

IASA: frame 99 (cooldown: 53-98; 46 frames)
Invincibility: frames 1-4
Charge: frame 5
Intangibility (head): frames 15-29

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Shockwave|28|2% (2.38%)|3f|110°|FKB: 110 KBG: 90|4f|x1|Slash|No|Any|None

PSI energy|30-32|19% (22.61%)|13f|95°|BKB: 48 KBG: 77|17f|x1|Electric|Yes|Any|None
PSI energy|33-37|18% (21.42%)|12f|95°|BKB: 42 KBG: 77|16f|x1|Electric|Yes|Any|None
PSI energy|38-42|16% (19.04%)|11f|95°|BKB: 37 KBG: 77|15f|x1|Electric|Yes|Any|None
PSI energy|43-47|14% (16.66%)|10f|95°|BKB: 32 KBG: 77|14f|x1|Electric|Yes|Any|None
PSI energy|48-52|12% (14.28%)|8f|95°|BKB: 27 KBG: 77|13f|x1|Electric|Yes|Aerial|None

IASA: frame 60 (cooldown: 41-59; 19 frames)
Charge: frame 6
Important: if one hit connects, any subsequent hitboxes during the attack will not affect the same target.

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
PSI energy|20-21|17% (20.23%)|11f|361°|BKB: 43 KBG: 90|16f|x1|Electric|No|Any|None
PSI energy|29-30|14% (16.66%)|10f|361°|BKB: 30 KBG: 90|14f|x1|Electric|No|Any|None
PSI energy|39-40|11% (13.09%)|8f|361°|BKB: 20 KBG: 90|12f|x1|Electric|No|Any|None

IASA: frame 45 (cooldown: 27-44; 18 frames)
Auto-cancel: 37> (cooldown: 27-36; 10 frames)
Landing lag: 13 frames

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
PSI energy|7-23|2% (2.38%)|3f|367°|BKB: 20 KBG: 70|7f|x2|Electric|No|Any|Re-hit rate: 5f
PSI energy|26|4% (4.76%)|4f|60°|BKB: 40 KBG: 140|13f|x1|Electric|No|Any|Forward facing restriction

IASA: frame 42 (cooldown: 13-41; 29 frames)
Auto-cancel: 1, 38> (cooldown: 13-37; 25 frames)
Landing lag: 12 frames

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (leg)|9-10|9% (10.71%)|7f|361°|BKB: 10 KBG: 100|5f|x1|0x0|Yes|Any|Forward facing restriction
Sweetspot (PSI)|9-12|11.5% (13.685%)|8f|46°|BKB: 30 KBG: 97|15f|x1|Electric|No|Any|Forward facing restriction

IASA: frame 40 (cooldown: 21-39; 19 frames)
Auto-cancel: 1-2, 39> (cooldown: 21-38; 18 frames)
Landing lag: 15 frames

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Sourspot (inner)|15-20|9% (10.71%)|7f|361°|BKB: 30 KBG: 80|11f|x1|Electric|Yes|Any|Reversed facing restriction
Sweetspot (middle)|15-20|12% (14.28%)|8f|280°|BKB: 30 KBG: 90|13f|x1|Electric|Yes|Aerial|Reversed facing restriction
Sweetspot (middle)|15-20|12.% (14.28%)|8f|361°|BKB: 30 KBG: 90|13f|x1|Electric|Yes|Grounded|Reversed facing restriction
Sourspot (outer)|15-20|7% (8.33%)|6f|361°|BKB: 10 KBG: 70|10f|x1|Electric|Yes|Any|Reversed facing restriction

IASA: frame 46 (cooldown: 10-45; 36 frames)
Auto-cancel: 1, 38> (cooldown: 10-37; 28 frames)
Landing lag: 12 frames

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Noggin|7-9|13% (15.47%)|9f|80°|BKB: 10 KBG: 100|10f|x1|0x0|Yes|Any|None
*When viewing the hitbox gfycat, keep in mind that Lucas's head expands during the in-game animation, so the apparent disjoint seen here is not nearly as extreme as it seems.

IASA: frame 57 (cooldown: 36-56; 21 frames)
Auto-cancel: 47> (cooldown: 36-46; 11 frames)
Landing lag: 21 frames

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Lower|10-12 18-20 26-28|3.5% (4.165%)|4f|90°|BKB: 42 KBG: 10|5f|x1|0x0|Yes|Any|None
Upper|10-12 18-20 26-28|3.5% (4.165%)|4f|270°|FKB: 20 KBG: 100|5f|x1|0x0|Yes|Any|None

Lower|34-35|5% (5.95%)|4f|270°|BKB: 10 KBG: 110|5f|x1|0x0|Yes|Any|None
Upper|34-35|5% (5.95%)|4f|361°|BKB: 10 KBG: 130|5f|x1|0x0|Yes|Any|None
FAF: frame 60 (cooldown: 20-59; 40 frames)
Landing lag: 8 frames
Tether to ledge: as soon as frame 8

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Snake's head|9-12|4% (4.76%)|4f|45°|BKB: 60 KBG: 30|5f|x1|0x0|Yes|Any|None
Snake's head|13-19|2.8% (3.332%)|3f|45°|BKB: 40 KBG: 30|5f|x1|0x0|Yes|Any|None

IASA: frame 46 (cooldown: 23-45; 23 frames)
Intangibility: frames 1-23

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Front hit|17-18|7% (17.85%)|6f|48°|BKB: 80 KBG: 48|6f|x1|0x0|No|Any|None

Back hit|21-22|7% (17.85%)|6f|48°|BKB: 80 KBG: 48|6f|x1|0x0|No|Any|None

IASA: frame 46 (cooldown: 23-45; 23 frames)
Intangibility: frames 1-23

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Back hit|17-18|7% (17.85%)|6f|48°|BKB: 80 KBG: 48|6f|x1|0x0|No|Any|None

Front hit|21-22|7% (17.85%)|6f|48°|BKB: 80 KBG: 48|6f|x1|0x0|No|Any|None

IASA: frame 50 (cooldown: 31-49; 19 frames)
Intangibility: frames 1-17

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Back hit|18-19|5% (15.47%)|4f|361°|BKB: 60 KBG: 50|5f|x1|0x0|No|Any|None

Front hit|29-30|5% (15.47%)|4f|361°|BKB: 60 KBG: 50|5f|x1|0x0|No|Any|None

FAF: frame 51 (cooldown: 23-50; 28 frames)
Intangibility: 1-17

Hitbox|Active|Damage (shield)|Shield stun|Angle|Knockback|Hitlag|SDI|Attribute|Clank?|Target|Misc. properties
Extended hitbox|20-22|7% (9.52%)|6f|45°|BKB: 90 KBG: 20|6f|x1|0x0|No|Any|None

Action|Active frames|Damage|IASA...|Cooldown|Bone|Size
Standard grab|12-13, 14-19|N/A|...frame 46|26 frames (20-45)|Snake's head|3, 2.8
Dash grab|14-15, 16-21|N/A|...frame 56|34 frames (22-55)|Snake's head|3, 2.8
Pivot grab|12-13, 14-19|N/A|...frame 56|36 frames (20-55)|Snake's head|3, 2.8
Pummel|frame 3|1.2%|...frame 10|6 frames (4-9)|0x0|5
All throws are invincible 1-8.
Throw|Weight dependant?|Angle|Damage|BKB|KBG|Thrown on...|IASA frame...|Cooldown
Forward|Yes|48°|10%|80|65|...frame 23|...frame 53|30 frames
Back|Yes|41°|10%|80|65|...frame 20|...frame 53|33 frames
Up|Yes|90°|10%|78|69|...frame 25|...frame 56|31 frames
Down|No|80°|6.5%|78|51|...frame 41|...frame 50|9 frames

Split into three parts:
  • Start-up: a mandatory 34 frames; the PK Freeze article is generated on frame 17, whereupon control of its trajectory can start.
  • An optional hold state: you can hold the attack for a maximum of 50 extra frames, interruptible at any point by releasing the button. The attack will immediately transition into its cooldown state upon reaching frame 50.
    • The charge formula for PK Freeze is floor(1 + (0.25n)), where "n" is the number of total frames (starting frame 1 of the attack, or as soon as you input PK Freeze) spent charging PK Freeze before the start of cooldown.
  • Cooldown: a total of 32 frames; the PK Freeze hitbox will happen on frame 6. If airborne, Lucas will enter special fall after frame 32 and receive an additional 32 frames of lag when landing on the ground.
Hitbox: ID|Active frames|Damage|Angle|Knockback|Hitlag/SDI|Attribute|Clank?|Other properties|Frame advantage (SD/OoS)
PK Freeze: ID=0x0|1 frame (frame 6)|9.0% min. 22.0% max.|80°|80.0 BKB 21.0 KBG|1.0 hitlag 1.0 SDI|Freeze|No|Facing restriction|???
Miscellaneous notes:
  • Opponents enter the "frozen" state on frame 1 of PK Freeze connecting and the entire chunk of ice acts as a hurtbox.
  • Opponents take half damage while encased in ice; any attack with the "fire" attribute is capable of immediately breaking a target out of its frozen state.
  • Opponents can act frame 1 upon breaking out of the ice and are in a forced aerial state; any remaining jumps (or lack thereof) are kept intact.
Frame 0-3*: 1%
Frame 4-7: 2%
Frame 8-11: 3%
Frame 12-15: 4%
Frame 16-19: 5%
Frame 20-23: 6%
Frame 24-27: 7%
Frame 28-31: 8%
Frame 32-35: 9%
Frame 36-39: 10%
Frame 40-43: 11%
Frame 44-47: 12%
Frame 48-51: 13%
Frame 52-55: 14%
Frame 56-59: 15%
Frame 60-63: 16%
Frame 64-67: 17%
Frame 68-72: 18%
Frame 72-75: 19%
Frame 76-79: 20%
Frame 80-83: 21%
Frame 84: 22% (maximum possible)

*Frame 0 is the absolute base damage (1.0%) of the hitbox. As soon as frame 1 it would be 1.25% if the game didn't automatically round the number down to 1.0%
IASA: frame 53
Article generated: frame 21
Hitbox: ID|Bone|Size|Location|Active frames|Base damage|Angle|Knockback|Hitlag/SDI|Attribute|Clank?|Other properties
Article: ID=0x0|0x0|5.8|x=0.0 y=0.0 z=0.0|1-17 (21-37)|3.0%|80°|40.0 BKB 60.0 KBG|1.0 hitlag 0.0 SDI|Fire|Yes|Hurtbox**

Flame: ID=0x0|0x0|14.0|x=0.0 y=2.0 z=2.0|1-21*|6.0%|45°|45.0 BKB 97.0 KBG|1.0 hitlag 1.0 SDI|Fire|No|Facing restriction
Flame: ID=0x1|0x0|10.0|x=0.0 y=8.0 z=9.0|1-21*|4.0%|45°|40.0 BKB 97.0 KBG|1.0 hitlag 1.0 SDI|Fire|No|Facing restriction
*Frame 1 is the frame after the article makes contact with a hurtbox. PK Fire hits for 3.0% damage as an article, and explodes into two hitboxes of 6.0% and 4.0% damage exactly one frame afterwards; two hits on the combo counter, making it a perfect attack for breaking one-hit special armor like Ryu's Focus Attack and G&W's up smash.

**This essentially means the article--which contains a clankable hitbox--is able to interact with transcendent hitboxes (which otherwise ignore other hitboxes) in order to trigger the burst of fire; this is why PK Fire is able to completely just stop Samus's Charge Shot, and why Sheik's needles can't just go through it (although this works in Sheik's favor since it takes only one needle to pop the hurtbox, and then the rest of the needles will just go through the transcendent flame). The result is that basically nothing--save for shields and absorbs--can stop PK Fire from happening once it makes contact.

Lucas - LUCAS_PKFIRE - PK Fire.gif

Please disregard the horribly incorrect active frames after PK Fire makes contact.
IASA: frame 70; 70 frames after the PK Thunder article disappears.
Article generated on: frame 20
Hitbox: ID|Bone|Size|Location|Active frames|Damage|Angle|Knockback|Hitlag/SDI|Attribute|Clank?|Other properties
PKT Head|0x0|7.6|x=0.0 y=0.0 z=0.0|1-117|2.5%|361°|50.0 BKB 70.0 KGB|1.0 hitlag 2.0 SDI|Electric|Yes*?|???
PKT Tail|???|???|x=??? y=??? z=???|???-117|0.8%|90°|???|??? hitlag ??? SDI|Electric|???|???
*The data says 0x1 for clang, but since the article is indestructible in-game that means there's probably something else at play here that I don't understand. Maybe the article itself is indestructible and just keeps producing hitboxes whenever they're clanked with?

I don't even know how many hitboxes there are on the tail, but they're not generated simultaneously with the head which is why the start frames on PKT Tail is just the question marks.
PK Thunder 2:
Intangible: 1-9
Grounded cooldown: none; transitions to special fall landing on frame 35.
Aerial cooldown: 35-79; landing during these frames gives you what I call "crossed-fingers" landing lag.
  • "Crossed-fingers" landing lag: in frames, seems to be n+30, where n=# of aerial cooldown frames remaining when landing.
  • Enters special fall on: frame 80
Special fall landing: 30 frames (IASA frame 31)
Hitbox: ID|Bone|Size|Location|Active frames|Damage|Angle|Knockback|Hitlag/SDI|Attribute|Clank?|Other properties
Explosion: ID=0x0|Hip|18.0|x=-2.0 y=0.0 z=0.0|1|8.0%|361°|60.0 BKB 110.0 KBG|1.0 hitlag 0.3 SDI|Electric|Yes|Cannot rebound
Explosion: ID=0x1|Hip|18.0|x=3.0 y=0.0 z=0.0|1|8.0%|361°|60.0 BKB 110.0 KBG|1.0 hitlag 0.3 SDI|Electric|Yes|Cannot rebound

1st loop: ID=0x0|Hip|8.6|x=1.0 y=0.0 z=0.0|3-4, 6-7 9-10 12-13 15-16|2.0%|366°|30.0 BKB 50.0 KBG|0.5 hitlag 2.5 SDI|Electric|Yes|Cannot rebound
1st loop: ID=0x1|Hip|12.0|x=1.0 y=0.0 z=0.0|3-4, 6-7 9-10 12-13 15-16|2.0%|366°|30.0 BKB 50.0 KBG|0.5 hitlag 2.5 SDI|Electric|Yes|Cannot rebound

2nd loop: ID=0x0|Hip|8.0|x=1.0 y=0.0 z=0.0|18-19 21-22 24-25 27-28 30-31|1.5%|366°|30.0 BKB 50.0 KBG|0.5 hitlag 2.5 SDI|Electric|Yes|Cannot rebound
2nd loop: ID=0x0|Hip|11.4|x=1.0 y=0.0 z=0.0|18-19 21-22 24-25 27-28 30-31|1.5%|366°|30.0 BKB 50.0 KBG|0.5 hitlag 2.5 SDI|Electric|Yes|Cannot rebound

Final hit: ID=0x0|Hip|24.0|x=1.0 y=-1.0 z=0.0|33-34|10.0%|50°|90.0 BKB 74.0 KBG|1.3 hitlag 0.5 SDI|Electric|Yes|Facing restriction
Split into three parts:
  • Start-up: A mandatory 16 frames; absorbs as soon as frame 10.
    • Halts all vertical momentum on frame 1 while maintaining all horizontal momentum. Slowly starts to descend as the horizontal momentum slows down. Useful for extending recovery distance.
  • An optional hold state: Can be held indefinitely by holding down the button.
    • Heals x1.2 times the damage of the energy-based hitbox that it absorbs.
    • The absorption period lasts 19 frames. While on the ground, it can be interrupted at any point by inputting left, right, down, or a jump. Left and right both yield a respective roll, down yields a spot dodge, and jump yields a jump. Lucas will flash and his hand will kind of recoil during the absoption period.
Lucas - PSI Magnet.gif
  • Cooldown: 19 frames after the after the mandatory start-up frames or upon releasing the button if holding.
    • Hitbox active during the 1st frame of cooldown:
Hitbox: ID=0x0|Bone|Size|Location|Active frames|Damage|Angle|Knockback|Hitlag/SDI|Attribute|Clank?|Other properties
PSI Magnet: ID=0x0|0x0|7.0|x=0.0 y=6.3 z=12.0|1|8.0%|25°|40.0 BKB 90.0 KBG|1.0 hitlag 1.0 SDI|Electric|No|Facing restriction

Action|Intangibility|IASA...|Post-action vulnerability
Spot dodge|3-18|...frame 28|9 frames (19-27)
Dodge roll|4-17|...frame 31|13 frames (18-30)
Air dodge|3-28|...frame 34|5 frames (29-33)
Tech in place|1-20|...frame 27|6 frames (21-26)
Tech roll|1-20|...frame 41|20 frames (21-40)
Ledge get-up|1-33|...frame 35|1 frame (frame 34)
Ledge roll|1-23|...frame 50|26 frames (24-49)
Ledge jump|1-12|...frame 13|None

  • Added to the game!
  • Forward tilt sourspot: size 2.0 → 2.2
  • Forward tilt sweetspot: size 4.0 → 4.4
  • Down tilt hitbox 0x0 angle: 70° → 76°
  • Down tilt htibox 0x0 BKB: 10 → 18
  • Down tilt hitbox 0x0: Y=0.0 → 3.5
  • Down tilt hitbox 0x1 angle: 0° → 40°
  • Down tilt hitbox 0x1 KBG: 50 → 45
  • Down tilt hitbox 0x1: X=2.7 → 3.0
  • Down tilt hitbox 0x2: X=7.0 → 7.2
  • Forward air hitbox 0x0, early: 8.0% → 9.0% damage
  • Forward air hitbox 0x0, early: size 3.8 → 3.3
  • Forward air hitbox 0x0, early: Y=1.0 → 2.9
  • All grabs: early grab box size 2.5 → 3.0, 2.4 → 2.8 late.
  • PK Thunder head: size 3.5 → 3.8
  • Forward tilt: active 7-8 → 7-9
  • Forward tilt sweetspot: size 4.4 → 4.7
  • Neutral air 1st hitbox: 1.0% → 2.0% damage
  • Forward air landing lag: 15 → 12 frames
  • All grabs have sped-up animations.
  • Standing grab IASA: frame 51 → 46
  • Dash grab IASA: frame 61 → 56
  • PSI Magnet: healing halved when absorbing a teammate's attack.

LATEST EDIT: Fixed some erroneous info. Changed the formatting around to remove unnecessary stuff. Still in progress.
 
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MrWhYYZ

Smash Journeyman
Joined
Nov 18, 2014
Messages
306
Location
Amsterdam, The Netherlands
Move|Advantage shielddrop| Advantage OoS
Jab 1 |-7 |-14
Jab 2 |-6 |-13
Jab 3 | -12| -19
F-tilt | -5/-3 |-12/-10
D-tilt | -2 |-9
U-tilt | -16 | -23
Dash Attack | -9 |-16
F-smash |-15 |-22
D-smash | -21 |-29
U-smash |-48 |-55
N-air | -3/-2 |-10/-9
F-air | +2/+3| -5/-4
B-air |-1/0 |-8/-7
D-air |-10 |-17
U-air |+4 |-3
Z-air | +3/+2 |-4/-5
PK Freeze | +2 |-5
PK Fire |-16 |-23
PSI Magnet |-5 |-12

Adding this would be neat. :p
 

A Polar Bear

Smash Apprentice
Joined
Jun 30, 2015
Messages
187
Location
North Pole
Thread title suggestions:

Lucas: Comprehensive Frame Data Guide

Learn about Lucas, one frame at a time.

Lucas' Frame Data (not available in Japan)

The Science Behind Mad Kicks...

A Thread of Ice and Fire...?

...Game of Throws?
 

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
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Move|Advantage shielddrop| Advantage OoS
Dash Attack | -9 |-16
PSI Magnet |-5 |-12
Those numbers are pretty surprising. But yeah, this is pretty useful info to have, so a thousand thanks for providing it! I'll go through and include it with each move.

Question, though. For dash attack, are those values for the sourspot or sweetspot? One does 9% and the other does 13% so the shield stun should be a bit different. Or does the 1.2 hitlag on the sweetspot even out the advantage (disadvantage, rather)?
 
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MrWhYYZ

Smash Journeyman
Joined
Nov 18, 2014
Messages
306
Location
Amsterdam, The Netherlands
Those numbers are pretty surprising. But yeah, this is pretty useful info to have, so a thousand thanks for providing it! I'll go through and include it with each move.

Question, though. For dash attack, are those values for the sourspot or sweetspot? One does 9% and the other does 13% so the shield stun should be a bit different. Or does the 1.2 hitlag on the sweetspot even out the advantage (disadvantage, rather)?
To be perfectly honest, these numbers are a copypaste from LordWilliam1234's frame data page so I'm not certain. I'll personally lab it today. I wanted to lab moves on hit after the D-throw Up-air but I've been obsessed with SF5 and finding tech there.

Edit: Also, yay I'm existing! :bluejump:
 
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JosePollo

Smash Journeyman
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Messages
406
Location
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To be perfectly honest, these numbers are a copypaste from LordWilliam1234's frame data page so I'm not certain. I'll personally lab it today. I wanted to lab moves on hit after the D-throw Up-air but I've been obsessed with SF5 and finding tech there.

Edit: Also, yay I'm existing! :bluejump:
Hmm... in that case I should learn to calculate frame advantage so I can get the data for hitboxes I'm unsure of... but yeah if I hadn't quoted your post I wouldn't have learned to use the "table" function lol
 

frozentreasure

Smash Apprentice
Joined
Nov 4, 2015
Messages
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NNID
frozentreasure
If you're using Chrome, at least, you need to right-click on each one and choose to show the controls.

EDIT: Oh, there actually are controls in the first place. Nearly invisible, tiny controls tucked away in a corner.
 
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JosePollo

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If you're using Chrome, at least, you need to right-click on each one and choose to show the controls.

EDIT: Oh, there actually are controls in the first place. Nearly invisible, tiny controls tucked away in a corner.
Eheheh... sorry about that. It's the way it works with gfycat apparently. I do wish they were a bit more visible, but at least the file works, so it's cool.

Dash attack sweet and sour spot are identical on shield. Kinda weird but yeah.
The hitlag on the sweetspot most likely balances out the shield stun between both hitboxes. That sucks.
 

Frobro

Smash Rookie
Joined
Jun 4, 2014
Messages
20
Good lord, that N-air. Does Sakurai think this is funny?

Bad auto-cancel window. Nice and laggy enough to be unsafe on shield. One of his only moves that has the potential for a follow up attack has a high sdi multiplyer. The hitbox is so small that it can't cover Lucas' body. That hitbox is a joke. The animation makes it look like it could be a disjointed attack, but someone like Falcon can jab/grab him out of an active hitbox.

Wish we had a gif for grab
 

JosePollo

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Messages
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Not an active one, no.
Do you know why, precisely?

Wish we had a gif for grab
Here's kind of a rough estimate of what it looks like, although this is from back before the grab buffs. All of his grabs look like this.
Lucas - grab-standing.gif


Notice the pretty sizable dead zone right in front of Lucas. ZSS has an additional grab box in that precise spot to avoid missing at point-blank range; Lucas gets no such treatment.
 
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lui3k

Smash Cadet
Joined
Jan 26, 2016
Messages
52
Location
Miami, Fl
THANK YOU FOT THIS!!!!
i had the frame data but i couldn't find the hitbox visualizations for the life of me!
 

frozentreasure

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Messages
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frozentreasure
Do you know why, precisely?
Because Smashboards is really good.

Notice the pretty sizable dead zone right in front of Lucas. ZSS has an additional grab box in that precise spot to avoid missing at point-blank range; Lucas gets no such treatment.
I don't know that it matters that much. Unless the other player was running straight through you at the right time, then if you're going for a grab, you would ideally be spaced correctly and getting the grab.

Speaking of the grab, turns out it's perfect if a rapid jab catches you in shield (at least against Fox). A rapid jab on shield will push you away, but the player performing the jab will never just stop jabbing if your shield is still up, since they'll be at a disadvantage; they'd much rather wait for your shield to shrink a little more for extra pressure or to see if you try to do an option. The moment the jab stops connecting with the shield, just grab them.
 
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JosePollo

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THANK YOU FOT THIS!!!!
i had the frame data but i couldn't find the hitbox visualizations for the life of me!
No problem! You can find a compendium of characters' hitbox visuals here: http://smashboards.com/threads/hitbox-visualization-compilation.432936/

It's great for us because since there's no moderator to pin the more useful/informative threads (like Furil's hitbox visuals) they tend to get pushed back every time another thread is bumped or a new one is created.
I don't know that it matters that much. Unless the other player was running straight through you at the right time, then if you're going for a grab, you would ideally be spaced correctly and getting the grab.
True. It still doesn't miss against shields because the entire shield is grab-able. It's just kind of annoying when you predict someone's going to come in and you miss because they're too close, though I guess Lucas isn't the first character to have this specific grab issue (oh god Pac-man), so it is what it is.

Also, added PK Thunder stuff.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
It's great for us because since there's no moderator to pin the more useful/informative threads (like Furil's hitbox visuals) they tend to get pushed back every time another thread is bumped or a new one is created.
You can ask a moderator to pin/sticky them if they have jurisdiction like they're a super mod or a character board mod, so someone like IsmaR or FalKoopa, but not me since I'm only a Smash 4 Falco board moderator. It's not really convenient compared to having a moderator for the Smash 4 Lucas boards, but it gets the job done. Here's a list of the staff members: http://smashboards.com/members/?type=staff, so you can tell who has power where.

There's 2 ways to do this... One is to PM a mod and the other is to report the thread and ask in the report box for the thread to be stickied, removed, or whatever you want to happen to the thread. If you do PM a mod, don't spam it to every mod by making multiple PMs or inviting a bunch of mods. If you don't care who you want to do something for a thread, then just report it; someone will handle it.

I also have a question: why does the thread title say "(Not available in Japan)". Just curious.
 
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JosePollo

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Oh cool. Didn't know that. Thanks.

As for the name, I had no idea what title to use for the thread so I said the thread name was open to suggestions. I'm guessing the person who suggested this name meant it as kind of joke. 'Cuz you know how Mother 3 isn't available in the U.S.? Well I don't know Japanese, so the thread isn't available in Japanese. Get it? Get it?? Although technically it actually is available in Japan, so...
 

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
As for the name, I had no idea what title to use for the thread so I said the thread name was open to suggestions. I'm guessing the person who suggested this name meant it as kind of joke. 'Cuz you know how Mother 3 isn't available in the U.S.? Well I don't know Japanese, so the thread isn't available in Japanese. Get it? Get it?? Although technically it actually is available in Japan, so...
Oh... Kind of makes sense. I thought that what was being provided wasn't available in Japanese which could extend to any area that doesn't read English. sixriver, Japan's side of frame data compilation, exists and this is the link to Lucas's page: https://docs.google.com/spreadsheet...gh39DiHJLXv0GtsOz9wXs/edit?pref=2&pli=1#gid=0. Do note that Japan uses total frames like other 2D traditional fighting games instead of FAF like Smash. Total frames is just FAF - 1. The compilation itself is on this site: http://sixriver.web.fc2.com/ssb4/Character_data.htm.

There's some things that aren't listed on other sites like jab 1 to jab 1, jab 2 to jab 1, repeated Dtilt, frames it takes to transition from jab 1 to jab 2 and jab 2 to jab 3, landing lag with Specials, and a bunch of other stuff. You don't really need to be able to read Japanese; just copy the characters and translate them with something like Google translate to get a meaning or if you're using Chrome, have it translate the entire page which works to a degree. Fortunately, most of the stuff isn't full sentences, but just markers, so it'll be single words or phrases.
 

JosePollo

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I'll have to see if I can translate those. There could be useful info on there that I could add to this.
 

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
My program reads the data straight from the most recent patch (1.1.5 used here). So yeah, it's the 4.7 one.
 

JosePollo

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Ahh OK, great. Just making sure because I, myself, had size 4.4 in the data since I was going off of Dantarion's 1.1.1 dump. The visual itself looked pretty accurate so I figured it was right, but just wanted confirmation.
 
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