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Data Mario: Hitboxes and Frame Data [3.6]

Sartron

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• 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.
• Images hosted on ssb.sartron.pro.

Dictionary said:
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
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.​
Base Knockback (BKB): Base value used in knockback calculations
Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action
 
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KuroganeHammer

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I can learn a lot from something like this, especially formatting wise.

What tools do you use anyway?

Also I've been meaning to tell you that an angle of 365 (aka above Sakurai Angle) is not a spike, it's called an auto link angle, but I don't think you'll find it much in Project M. Game is still Brawl so I assume it's still working like that (though I don't know any moves that use it...)

Also did you know that some characters have different shield drop data!? I was very excited to learn this; I haven't added it to any of my threads but I thought I'd share this info with you!
 

Sartron

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I can learn a lot from something like this, especially formatting wise.

What tools do you use anyway?

Also I've been meaning to tell you that an angle of 365 (aka above Sakurai Angle) is not a spike, it's called an auto link angle, but I don't think you'll find it much in Project M. Game is still Brawl so I assume it's still working like that (though I don't know any moves that use it...)

Also did you know that some characters have different shield drop data!? I was very excited to learn this; I haven't added it to any of my threads but I thought I'd share this info with you!
The tools I use is Dolphin, OpenSA2, PSA 1.3, a modified BrawlBox 0.68b (Rev 20), Ikarus, Camtasia Studio 8, and a program I made that I called InfoSmash (clever.)

Is there any special qualities of an auto link angle?

And regarding shield drop data, I don't even really know how to record that. I just assume that shield dropping is just a combination of shielding and falling through.
 
Last edited:

KuroganeHammer

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The tools I use is Dolphin, OpenSA2, PSA 1.3, a modified BrawlBox 0.68b (Rev 20), Ikarus, Camtasia Studio 8, and a program I made that I called InfoSmash (clever.)

Is there any special qualities of an auto link angle?

And regarding shield drop data, I don't even really know how to record that. I just assume that shield dropping is just a combination of shielding and falling through.
I can't say I've heard of Ikarus and definitely not InfoSmash. Seems like our BrawlBox's are different too. I use Toomai's Version 0.64d B-γ.

Auto link angle is a very special angle which knocks people in the direction that the attacker is moving. It's very rare, the only move I know of in Brawl that had it was Wolf's Up B (basically where I first learned of the angle).

Regarding shield drop, I believe it's between 14-16 for all the characters. I can probably find this information for you within the next few days if you want.
 

Sartron

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@ Sartron Sartron , what is InfoSmash and what does it do?
InfoSmash is a specific tool(s) I made to make these threads. It really has just two (relevant) functions, the first is to auto calculate the hitbox's data and format it. The second function accompanies Dolphin and lets me frame advance and measure things with flash overlays. The other semi-relevant function just lets me save text as an image.

Also, I really love the formatting of your GIFs.
Thanks. :]
 
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MonkUnit

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That sounds like a fantastic application. Does InfoSmash automatically add flash overlays via PSA or something? Would you mind sharing that application? It sounds like something a lot of people would like.
 

Mr.Random

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Really helpful. Thank you. Mario's grab range is absolute **** btw. They need to buff that. I think that's all he needed in Melee besides extra kill power.
 
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EmptySky00

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Does Mario still have intangibility on his head during Usmash? I can't tell from the data. Was it removed?
 

EmptySky00

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No, he no longer has intangibility. It activates and terminates on the same frame, making it nonexistent.
Thanks. That was to settle a bet. I lose I guess. But I have the excuse of not keeping up with Mario changes. I was right at one point damn it.
 

Shenmue

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didnt think Mario's kit was so fast, def gotta be careful on the ledge and mix-up the recovery
 
D

Deleted member

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Would you mind If I used this thread for collecting information when I write my guide for PM Mario? (If I end up doing it?) I wanted to ask because I would imagine that this took a long amount of time to rip out and I don't want to steal images or precious data I didn't entirely find out myself. -.- You can say no If you don't feel comfortable with it. It's all good...
 

Sartron

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Would you mind If I used this thread for collecting information when I write my guide for PM Mario? (If I end up doing it?) I wanted to ask because I would imagine that this took a long amount of time to rip out and I don't want to steal images or precious data I didn't entirely find out myself. -.- You can say no If you don't feel comfortable with it. It's all good...
Sure, feel free. I appreciate that you respect the work I put into this. :)
 
D

Deleted member

Guest
Sure, feel free. I appreciate that you respect the work I put into this. :)
^u^ Thanks! I will be sure to give credit if or when the guide is made. I don't know how to rip out the frame data and hit-box pictures so this is a huge help!
 

Bazkip

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Wait, what's up with Doc fsmash being electric? I thought that got changed a while back?
 

Sartron

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Any reason why they changed it back?
Different elements/effects produce different GFX on contact of an enemy, it's really for aesthetic purposes. This means that their is electric hitlag again, but it does not make the attack safer on shield.
 

Bazkip

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In the 3.5 patch notes it said the window for the UpB walljump was increased to 6 frames, but here it states it's a 4 frame window. Which is correct?
 

Sartron

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In the 3.5 patch notes it said the window for the UpB walljump was increased to 6 frames, but here it states it's a 4 frame window. Which is correct?
4 frames is correct, I've manually re-checked it and tested it ingame. Perhaps the change was reverted sometime but not reflected within the changelog. It happens.
 
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