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Data Luigi Frame Data Thread [3.6β]

AuraMaudeGone

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

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

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

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

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

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

Active - the amount of frames that actively hits the opponent

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

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

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

Normals [NRM]

Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Combo Butt|Jab|3|12|4|0/20/100|83|1|2|13|15|-10|-2
|Jab2|2|12|3|0/20/100|83,85|2|2|15|19|-13|-4
|Jab3|5|11|4|10/100|361|4|2|30|23|-27|-20
Power Kick|F-Tilt|[11,10]|[11,10]|6|2/100|361|3|5|30|32|-28|[-23,-24]
Upper Swipe|U-Tilt|9|23|6|30/[127,125,123]|100|3|9|18|30|-20|-3
Crouch Kick|D-Tilt|15(+10)|7|8|2/1/100|45|4|4|32|31|-27|-28
Frenzy Punch*|Dash Attack|3(+3)*6,3(+5)|13,25|4|25/60,48/96|30,361|3|1[5]1[5]1[5]1[6]1[7]1[10]3|20|---|-16|-7,5
Hand Thrust|F-Smash|13(+5)|24|7|20/135|55|12|2|29|43|-23|-6
|F-Smash (H)|14(+5)|25|7|20/135|65|12|2|29|43|-23|-5
|F-Smash (L)|12(+5)|25|7|20/135|45|12|2|29|43|-23|-7
Head Snap|U-Smash*|17|28|8|35/98|110|9|5|27|---|-23|-3
Breakdance Kick|D-Smash|17|27|8|40/80|90|5|2[7]2|23|36|-15|4
Frenzy Punch - Hitlag modifier x0.75, SDIMultiplier x0.6
Head Snap - Intangible Active



Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
Drop Kick|N-Air|[15,8]|[21,16]|[8,5]|20/100|90|2|35|15|15/7/4|46|<2,35>|[-10/-2/1]~[-7/1/4]
Karate Chop|F-Air|12(+8)|28|7|43/100|361|6|4|25|25/12/4|31|<1,19>|-18/-5/3
Rear Kick|B-Air|11|15|6|12/100|361|5|12|16|15/7/4|29|<5,12>|-11/-1/2
Flip Kick|U-Air|13|11|7|0/100|70|4|5|25|15/7/4|30|<1,16>|-8/0/3
Drill Kick|D-Air|16(+4)|22|8|20/100|361,270|9|5|14|18/9/4|29|<5,23>|-10/-1/4

Specials [SPC]

Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Fireball|Neutral-B|7|11|5|25/25|361|16|---|30|41|-25|-19
Green Missile|Side-B|5~27|15~36|4~12|20/100|361|22|40|42|12f Rec.|-77~-69|-66~-45
Super Jump Punch|Up-B|25|46|11|70/73|90|4|18|33|---|-39|-4
|Up-B (Air)|21|38|11|58/80|90|4|18|33|---|-39|-12
Luigi Cyclone|Down-B|8,12|[35,36]|[5,7]|80/50|90|5|24[13]4|35|---|[-33,-31]|[-3,-2]
Green Missile - IASA only when you hit a wall during Green Missile; Invulnerable for first 5f after release.

Grabs & Throws [GRB]

Move Name|Nickname|Damage|HitStun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Grab|Z|---|---|---|---|---|6|2|23|---|---|---
Dash Grab||---|---|---|---|---|10|2|28|---|---|---
Pivot Grab||---|---|---|---|---|8|2|26|---|---|---
Nosebutt|Pummel|3|15|---|0/30/100|80|15|1|8|---|---|---
Spin Chuck|F-Throw|8|29|---|60/65|45|12|1|15|---|---|---
Spin Throw|B-Throw|12|38|---|80/65|45|43|1|22|---|---|---
Vertical Hurl|U-Throw|7|33|---|70/72|80|17|1|22|---|---|---
Ground Slam|D-Throw|7|31|---|75/30|70|17|1|29|---|---|---

Ledge & Wake Up Attacks [LDG]

Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Double Punch|F-Floor Attack|6(+1)|35|5|80/50|361|19|2[2]2|24|---|-20|10
Sweep Kick|B-Floor Attack|6(+1)|35|5|80/50|361|18|2[4]2|24|---|-20|10
Double Kick|Trip|5(+1)|35|4|80/50|361|18|2[10]2|18|---|-15|16
Quick Kick|<100%|8(+1)|31|5|70/50|361|23|13|20|42|-27|-1
Slow Kick|>100%|10(+1)|32|6|70/50|361|39|5|26|50|-24|2

Miscellaneous [MSC]
Move Name|Intangible|Recovery
Ledge Climb|30|5
Ledge Climb Slow|55|5
Ledge Roll|30|20
Ledge Roll Slow|54|26
Ledge Jump|16|30
Ledge Jump Slow|20|31
Trip|6|24(+22)
Ground Trip|6|34(+22)
Turning Trip|7|29(+22)
Dashing Trip|8|38(+22)
Trip Roll|10|19
(+22) Recovery represented by getting up from being tripped.

Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|1|14|8|23
Air Dodge|3|26|21|---
Forward Roll|3|16|17|32
Back Roll|3|16|15|32
Shield|8|---|16|---

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
OpenSA2
Brawl Box
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Feel free to report any errors!
Changelog
5|20

Corrected Empty Jump Recovery value, adjusted frame advantage
6|5
Updated data for different F-Smash angles
Corrected data for N-Air and B-Air
Thanks @ M MURP
7|2
Updated to 3.6β
7|22
Updated Up-B w/ Aerial version, Thanks @ Bazkip Bazkip
Updated L-Cancel Advantage on F-Air, Thanks @ Y Yallo42
 
Last edited:

AssTAStic_ACA

Smash Apprentice
Joined
May 13, 2014
Messages
108
Location
NY/CT
all of his blockstun info is postive. is that a mistake or all of his moves positive on shield.
 

MURP

Smash Rookie
Joined
Feb 15, 2015
Messages
12
Just a small note: I believe Luigi's forward smash only does 14 damage and hits at a 65 degree angle when angled up. If I remember correctly, it does 13 damage and hits at a 55 degree angle when not angled and does 12 damage and hits at a 45 degree angle when angled down.

EDIT: I just did some testing. Someone else should also test this to verify, as I just did it in debug mode.
  • I don't think down smash and forward smash are interruptible. As far as I can tell, Luigi can act out of forward smash on frame 42 and can act out of down smash on frame 38, both of which are the frame after the animation ends.
  • Luigi's neutral air is not active for 35 frames. The hitbox is active until frame 31 (no longer there on frame 32). It's active for 29 frames.
  • Back air IASA is frame 28. He can jump out on that frame. It's also active from frame 6 until frame 18, which makes 13 active frames (definitely not 5).
  • The minimum damage from side special is 5, not 10. Also, the maximum damage of a non-misfire is 26, not 25 (though the misfire does do 25 damage). You may also want to add that Luigi is invincible for the first 5 frames after releasing a charging side special
 
Last edited:

Bazkip

Smash Master
Joined
Dec 15, 2013
Messages
3,136
Location
Canada
I believe the aerial and grounded versions of his upB have different properties, but there's no mention of that here?
 

Yallo42

Smash Apprentice
Joined
Mar 17, 2015
Messages
80
Location
Ohio
L cancel F-air is not +5 on shield and L cancel nair is not -2 on shield
 

Yallo42

Smash Apprentice
Joined
Mar 17, 2015
Messages
80
Location
Ohio
Nair is +1
Your own data=8 shieldstun - 7 Landing lag
Confirmed in debug
 

Yallo42

Smash Apprentice
Joined
Mar 17, 2015
Messages
80
Location
Ohio
It's been there the whole time, lol. [-10/-2/1]~[-7/1/4]
[-10/-2/1] is the late hit of nair. Why is its data before the initial hit data? The initial hit data is first all throughout the chart, except this. It makes it confusing.
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
[-10/-2/1] is the late hit of nair. Why is its data before the initial hit data? The initial hit data is first all throughout the chart, except this. It makes it confusing.
My bad. I thought if I'm gonna post a range of numbers it would be in order of least to greatest..
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
why did you just subtract empty landing (4 frames) from block stun to get auto cancel shield advantages lol? You can't auto cancel without waiting to land until the auto cancel window. Yet you have fair as 3 on shield auto canceled, when it should be -13 or something
 
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