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Meta Knight: Hitboxes and Frame Data [3.6]

Discussion in 'Meta Knight' started by Sartron, Jul 22, 2013.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    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
    1 Jab 36 7-8, 11-12, 15-16, 20-21, 24-25

    Hitbox Data
    Jab
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-8 1 4.09 2/1.4 60° 25/0/40 1x False Slash 2 3 -27
    2 7-8 2 4.099983 1/0.7 60° 25/0/40 1x False Slash 2 3 -27
    3 11-12 0 4.099983 2/1.4 120° 25/0/40 1x False Slash 2 3 -23
    4 11-12 1 4.099983 1/0.7 120° 25/0/40 1x False Slash 2 3 -23
    5 15-16 0-1 4.099983 2/1.4 120° 25/0/40 1x False Slash 2 3 -19
    6 15-16 2 4.099983 1/0.7 120° 25/0/40 1x False Slash 2 3 -19
    7 20-21 0 4.099983 2/1.4 120° 25/0/40 1x False Slash 2 3 -14
    8 20-21 1 4.099983 1/0.7 120° 25/0/40 1x False Slash 2 3 -14
    9 24-25 [0-2] [6, 7.5, 6] 3/2.1 361° 40/0/100 1x False Slash 3 4 -9


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Dash Attack 37 4-14

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-7 0 3.444 8/5.6 60° 40/0/88 1x True Normal 5 5 -28
    2 4-7 1 3.444 7/4.9 70° 40/0/88 1x True Normal 5 5 -28
    3 4-7 2 3.444 6/4.2 80° 40/0/88 1x True Normal 4 5 -29
    4 8-14 0 3.444 3/2.1 60° 20/0/88 1x True Normal 3 4 -26
    5 8-14 1 3.444 3/2.1 70° 20/0/88 1x True Normal 3 4 -26
    6 8-14 2 3.444 3/2.1 80° 20/0/88 1x True Normal 3 4 -26


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

    Overview
    Name/Label Duration Active Hitboxes Next Forward Tilt
    1 Forward Tilt 1 23 3-4 9-23
    2 Forward Tilt 2 27 2-3 8-27
    3 Forward Tilt 3 34 3-4 -

    Hitbox Data
    Forward Tilt 1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-4 [0-2] [3.28, 4.25, 4.5] 4/2.8 70° 0/0/100 1x False Slash 3 4 -17

    Forward Tilt 2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-3 [0-2] [3.28, 4.25, 4.5] 3/2.1 70° 0/0/100 1x False Slash 3 4 -22

    Forward Tilt 3
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3-4 0 6 5/3.5 70° 50/0/113 1x False Slash 4 4 -27
    2 3-4 1 6 5/3.5 65° 50/0/113 1x False Slash 4 4 -27
    3 3-4 2 6 4/2.8 50° 50/0/113 1x False Slash 3 4 -28


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Up Tilt 27 7-18

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7 0 5.74 7/4.9 85° 40/0/120 1x False Slash 5 5 -15
    2 8-12 0 6.05 6/4.2 85° 35/0/120 1x False Slash 4 5 -15
    3 8-18 1 4.92 7/4.9 85° 35/0/145 1x False Slash 5 5 -14
    4 8-18 2 4.92 8/5.6 85° 35/0/130 1x False Slash 5 5 -14
    5 13-18 0 4.92 6/4.2 85° 35/0/120 1x False Slash 4 5 -10


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

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 28 6-7 20

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-7 [0-1] [4.1, 3.5] 7/4.9 80° 64/0/60 1x False Slash 5 5 -8
    2 6-7 [2-3] [3.28, 2.5] 5/3.5 37° 20/0/116 1x False Slash 4 4 -9


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Forward Smash 48 24-25

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 24-25 [0, 1-3] [5.5], 4.92] 16/11.2 361° 30/0/110 1x False Slash 9 8 -15


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Up Smash 44 8-9, 12-13, 17-18

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-9 0 4.099983 4/2.8 90° 0/80/100 0.8x False Slash 3 4 -33
    2 8-9 1-2 6 4/2.8 115° 30/40/100 0.8x False Slash 3 4 -33
    3 8-9 3 6 4/2.8 90° 30/0/100 0.8x False Slash 3 4 -33
    4 12-13 0 4.099983 3/2.1 90° 0/90/100 0.8x False Slash 3 4 -29
    5 12-13 1-2 6 3/2.1 115° 20/30/100 0.8x False Slash 3 4 -29
    6 12-13 3 6 3/2.1 90° 20/0/100 0.8x False Slash 3 4 -29
    7 17-18 [0, 3] [6.97, 6.5] 5/3.5 90° 40/0/185 1x False Slash 4 4 -23
    8 17-18 1-2 6.5 5/3.5 70° 40/0/185 1x False Slash 4 4 -23


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

    Overview
    Name/Label Duration Active Hitboxes
    1 Down Smash 43 5-6, 14-15

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5-6 [0-3] [4.51, 4.263967, 4.018, 3.772] 13/9.1 361° 50/0/80 1x False Slash 7 7 -31
    2 14-15 [0-3] [4.51, 4.263967, 4.018, 3.772] 13/9.1 361° 50/0/93 1x False Slash 7 7 -22


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

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 55 3-28 43 17/8/4 1-2, 36-55

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 3-6 [0-2] [3.5, 7, 3] 12/8.4 361° 30/0/100 1x False Slash 7 7 -10/-1/-26
    2 7-15 [0-2] [3.5, 5, 3] 9/6.3 361° 15/0/100 1x False Slash 6 6 -11/-2/-18
    3 16-28 [0-2] [3.5, 3, 0] 4/2.8 361° 10/0/100 1x False Slash 3 4 -14/-5/-8

    *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 Forward Air 46 6-7, 10-11, 13-14 34 18/9/4 1-3, 31-46

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 6-7 0 3.28 3/2.1 361° 0/115/30 1x False Slash 3 4 -15/-6/-24
    2 6-7 1 5.5 3/2.1 95° 0/115/30 1x False Slash 3 4 -15/-6/-24
    3 6-7 2 3.28 3/2.1 75° 0/115/30 1x False Slash 3 4 -15/-6/-24
    4 6-7 3 3.28 3/2.1 285° 0/115/30 1x False Slash 3 4 -15/-6/-24
    5 10-11 0 3.28 3/2.1 361° 0/115/30 1x False Slash 3 4 -15/-6/-20
    6 10-11 1 5.5 3/2.1 95° 0/115/30 1x False Slash 3 4 -15/-6/-20
    7 10-11 2 3.28 3/2.1 75° 0/115/30 1x False Slash 3 4 -15/-6/-20
    8 10-11 3 3.28 3/2.1 285° 0/115/30 1x False Slash 3 4 -15/-6/-20
    9 13-14 [0-3] [3.7, 6.15, 4.1, 4.1] 4/2.8 361° 30/0/130 1x False Slash 3 4 -15/-6/-17

    *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 38 10-11 36 16/8/4 1-5, 32-38

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 10-11 0-3 5 14/9.8 361° 30/0/100 1x False Slash 8 7 -8/±0/-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 Up Air 39 5-6 23 15/7/4 1-4, 19-39

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-6 0-1 5.5 8/5.6 78° 40/0/105 1x False Slash 5 5 -10/-2/-11
    2 5-6 2-3 5 8/5.6 60° 40/0/105 1x False Slash 5 5 -10/-2/-11

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

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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag* Auto-cancel Window
    1 Down Air 39 12-13 16/8/4 1-11, 37-39

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 12-13 0-2 4.5 14/9.8 35° 30/0/80 1x False Slash 8 7 -8/±0/-19
    2 12-13 3 5.8 11/7.7 361° 20/0/90 1x False Slash 6 6 -10/-2/-21

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

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

    Overview
    Name/Label Duration Active Hitboxes Landing Lag
    1 Mach Tornado 87-94 9-55, 1-4* 30

    Hitbox Data
    Tornado
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Rehit Rate
    1 9-55 0 5 1/0.7 110° 40/0/0 1x False Slash Aerial - 3 4
    2 9-55 1-2 7 1/0.7 110° 40/0/0 1x False Slash Aerial - 3 5
    3 9-55 3 8 1/0.7 90° 30/0/0 1x False Slash - 2 3 5

    Endlag: Ground
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 1-4* 1 9.02 5/3.5 90° 50/0/128 1x False Slash 4 4

    Endlag: Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 1-4* 1 9.02 5/3.5 70° 50/0/140 1x False Slash 4 4

    *Endlag hitbox occurs 1 frame after Tornado ends

    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Landing Lag
    1 Drill Rush 69 21-40, [41-42, 41-45] 30

    Hitbox Data
    Drill
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 21-40 0 3.5 1/0.7 365° 60/0/50 1x False Slash 2 3 4
    2 21-40 1 3.5 1/0.7 35° 60/0/50 1x False Slash 2 3 4
    3 21-40 2 4.5 1/0.7 365° 40/0/50 1x False Slash 2 3 4
    4 21-40 3 3 1/0.7 15° 70/0/50 1x False Slash 2 3 4

    Endlag: Ground
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 41-42 0 4 6/4.2 97° 30/0/115 1x False Slash 4 5 -24
    2 41-42 1 5.75 6/4.2 97° 30/0/115 1x False Slash 4 5 -24

    Endlag: Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 41-45 0 5.5 6/4.2 93° 30/0/115 1x False Slash 4 5
    2 41-45 1 6 6/4.2 93° 30/0/115 1x False Slash 4 5

    *Format is: [Grounded, Aerial]

    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]
    3 - [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes
    1 Grounded Shuttle Loop 31 8-12, 22-31

    Aerial Overview
    Name/Label Duration Active Hitboxes
    1 Aerial Shuttle Loop 37 8-37

    Other
    Name/Label Duration Active Hitboxes Landing Lag
    1 Edge Slide 30 - -
    2 Glide Attack 24 5-6 30

    Hitbox Data
    Grounded Shuttle Loop
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 8-9 0 5.576 9/6.3 75° 85/0/90 1x False Slash 6 6
    2 8-9 1 5.576 9/6.3 70° 85/0/90 1x False Slash 6 6
    3 10-12 0-1 4.92 6/4.2 70° 70/0/30 1x False Slash 4 5
    4 21-31 0 4.1 6/4.2 110° 70/0/100 1x False Slash 4 5

    Aerial Shuttle Loop
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 8-9 0 5.74 9/6.3 80° 90/0/90 1x False Slash 6 6
    2 10-37 0 5.74 5/3.5 361° 30/0/80 1x False Slash 4 4

    Glide Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 5-6 [0-2] [4.92, 4.92, 7.4] 13/9.1 70° 40/0/105 1x False Slash 7 7


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

    Overview
    Name/Label Duration Active Hitboxes Intangibility IASA Sword Slash Window Landing Lag
    1 Startup 31 - 23-31 - 5-31 -
    2 Sword Slash 55 6-7 - - - 20
    3 No Slash 35 - - 15* - 20

    Hitbox Data
    Sword Slash
    :GCA: Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-7 [0-1] [6.5, 5.2] 14/9.8 361° 40/0/103 1x False Slash 8 11 -46
    2 :GCB: Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    3 6-7 [0-1] [6.5, 5.2] 16/11.2 361° 50/0/100 1x False Darkness 9 13 -44

    *Grounded only

    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
    1 Standing Grab 30 - 7-8
    2 Dash Grab 39 - 8-9
    3 Pivot Grab 35 - 9-10
    4 Grab Pummel 23 4 -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4 0 5.5 3/2.1 80° 0/30/100 1x False Slash 3 4 -16


    Overview
    Name/Label Duration Active Hitboxes Thrown
    1 Back Throw 34 14 17
    2 Forward Throw 27 4 5
    3 Up Throw 72 - 44
    4 Down Throw 69 11-13, 17-19, 23-25, 29-31, 35-37, 49 50

    Hitbox & Throw Data
    Back Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 14 [0-1] [6, 4] 7/4.9 361° 10/0/100 1x False Slash 5 5
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 17 3 45° 60/0/140 True

    Forward Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 4 [0-1] [6, 5] 6/4.2 361° 10/0/100 1x False Normal 4 5
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 5 3 65° 50/0/140 False

    Up Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 44 12 90° 70/0/60 False

    Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 11-13, 17-19, 23-25, 29-31, 35-37 0 5 1/0.7 270° 0/10/100 0x False Normal 2 3
    2 49 0 7 3/2.1 90° 50/0/200 1x False Normal 3 4
    3 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    4 50 1 50° 30/0/200 False


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

    Overview
    Name/Label Duration IASA
    1 Up Taunt 119 101

    Meta Knight's hurtboxes get insanely disjointed above him. Try having Peach down smash them to test it out. :cheep:

    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 31 2-18 28 -
    2 Roll Dodge 31 4-19 - -
    3 Air Dodge 39 4-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes
    1 Ledge Stand (<100%) 34 1-30 1-34 -
    2 Ledge Stand (>100%) 59 1-55 1-44 -
    3 Ledge Roll (<100%) 49 1-31 1-40 -
    4 Ledge Roll (>100%) 79 1-62 1-54 -
    5 Ledge Attack (<100%) 55 1-23 1-42 25-28
    6 Ledge Attack (>100%) 69 1-42 1-50 39-42
    7 Ledge Jump (<100%) 15 1-15 1-15 -
    8 Ledge Jump (>100%) 19 1-19 1-19 -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 25-28 0-1 5 9/7 361° 70/0/50 1x False Slash 6 6 -24
    2 25-28 2-3 5 7/5.6 361° 70/0/50 1x False Slash 5 5 -25

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 39-42 0-1 5 10/7.7 361° 70/0/50 1x False Slash 6 6 -24
    2 39-42 2-3 5 9/7 361° 70/0/50 1x False Slash 6 6 -24

    Code:
    Hitbox Data Overhaul 2 [11/28/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [9/16/15]
    - 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.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    Glide Attack Update [8/2/15]
    - Added Glide Attack in the Up Special section.
    
    Misc. Update [7/31/15]
    - Edge slide added to up special section.
    
    3.6 Beta Update! [6/24/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    
     
    #1 Sartron, Jul 22, 2013
    Last edited: Aug 31, 2016
  2. Wizzrobe

    Wizzrobe
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    Smash Champion

    Joined:
    Mar 27, 2011
    Messages:
    2,280
    Location:
    Florida
    Wow, sartron do u main metaknight now?
     
  3. standardtoaster

    standardtoaster
    Expand Collapse
    Tubacabra

    • Moderator
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    Nov 26, 2009
    Messages:
    9,248
    Location:
    Eau Claire, Wisconsin
    Satron, did you make sure to resize MK before making gifs of the hitboxes? If you didn't, go to frame 1 of the animation, click TopN, and change the scale of them to 0.893 (his model size in game). This will make the hitboxes accurate.

    Here are the landing lags for you, btw. Format is L canceled/un L canceled.

    nair: 8/16
    fair: 9/18
    bair: 7/15
    uair: 7/15
    dair: 13/26
     
  4. Burnsy

    Burnsy
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    Smash Lord

    Joined:
    Nov 4, 2012
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    Phoenix, AZ
    Wow, frame 1 aerial up-b?

    Also, that uthrow gif made me laugh. Good job with this.
     
  5. standardtoaster

    standardtoaster
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    Tubacabra

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    Eau Claire, Wisconsin
    Both aerial and grounded upb hit on frame 8.
     
    Burnsy likes this.
  6. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    No, I did this for fun and so that there's clarification around Meta Knight's new moves. I'll probably do more characters' hitboxes, since there's a lack of documentation about most characters, especially with these new patches.

    Thanks a lot. Sadly, I did not resize Meta Knight before I did this, so I'll have to go back and redo the animations with proper scaling. How did you find the landing lag for the aerials?
     
    SpiderMad and ScaryPixel like this.
  7. standardtoaster

    standardtoaster
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    Tubacabra

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    Eau Claire, Wisconsin
    In order to get the landing lags you need to use frame advance. You should ask one of the PMBR members (I'm one) for landing lags if you do another hitbox thread.
     
  8. Kink-Link5

    Kink-Link5
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    Smash Hero

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    Looking like game and watch there, metaknight.
     
  9. JTsm

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    There needs to be more info like this for Snake V.V
     
  10. Elyssa Xey Hexen

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    Broken!

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    I had a question about what program you were using for this? I recently lost my access to a BrawlBox with hurtbox capabilities. Also, I thought all throws in smash were dependent upon character traits. For example, in melee Fox trying to Uthrow Jigglypuff will occur almost twice as fast as trying to Uthrow Bowser.
    [/quote]
    I would like to know more about this as well. Is this adjustment necessary on all characters for in game model rescaling at all? Or is that merely a change due to P:M mechanics and not simply for brawl?
     
  11. standardtoaster

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    Tubacabra

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    It is necessary on all characters and is not a pm exclusive thing.
     
  12. dettadeus

    dettadeus
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    What's the earliest frame MK's Dimensional Cape attack can come out on? Like if you press DownB and then immediately C-Stick.
     
  13. Bryonato

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    frame 7 iirc?
     
  14. Strong Bad

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    frame 7 indeed
     
    Spiffy likes this.
  15. MrClean

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    What's the frame data on his Dimensional Cape if he chooses not to attack?
     
  16. Sartron

    Sartron
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    It should be the same, 56 frames. Just no hitbox.
     
  17. MonkUnit

    MonkUnit
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    You should combine the gifs of a move's startup, the move, and the endlag. It's a lot better than showing each of the three as separate things. You could also include the JumpsStart that Meta Knight has. Meta Knight's JumpStart is 3 frames.

    Did you resize Meta Knight when making those GIFs?

    Also, when getting grab images, you have to take a picture of the grabboxes by themselves with TopN at size 1,1,1, then get a picture of Meta Knight with the correct Size attribute for TopN and overlay the grabboxes on top of the Meta Knight grab images in another program. It's tedious but will give you accurate results for his grabs.

    If you're going to put the total length of a move's animation (not really needed but most frame data threads do this), keep in mind that BBox adds an extra frame to the move. E.g., if BrawlBox says an animation is 43 frames long, the animation is actually 42 frames long in-game.

    I'd also suggest turning the Floor on and making GIFs of each move from a complete side-view so people can see how low a move can hit below the floor.

    By the way, any move that has a Frame Speed Modifier will not be correctly displayed in BrawlBox. They will still be displayed at 60FPS instead of applying the correct FSMs to the moves. In order to get the correct images/data, you'd need to do them in game with Frame Advance. Here is a list of all of Meta Knight's moves that have FSMs. You will probably need help with these moves.
    Shield Roll Forward
    Dash Attack
    F-Tilt1
    F-Tilt2
    F-Tilt3
    U-Tilt
    D-Tilt
    F-Smash
    D-Smash
    N-Air
    F-Air
    B-Air
    D-Air
    D-Air Angled
    Neutral-B Startup
    Air Neutral-B Startup
    Side-B
    Air Side-B
    Down-B Startup
    Air Down-B Startup
    Down-B Endlag
    Air Down-B Endlag
    Air Up-B Startup

    Not sure if you know this already or if I covered this, but, keep in mind the differences between Asynchronous timers and Synchronous timers.

    Asynchronous timers start counting from the beginning of the animation and are X + 1. E.g., Asynch timer: frames = 4 means the event happens on frame 5.

    Synchronous timers are Y+1. E.,g., sync timer: frames = 3 means the event happens on frame 4. The reason why it is Y+1 and not X+1 is because if you have something like Asynch timer: frames = 8 -> hitboxes -> synch timer: frames = 2 -> terminate collisions(removes all hitboxes in current move), this would mean that the move hits on frames 0-10 and terminate on 11. This would be X+Y -> event happens on next frame, in this case it is X(asynch: 8) + Y(synch: 2) = 10 which means the synchronous timer's event happens on the next frame (frame 11).

    Hopefully this all makes sense. I think this should cover most if not everything. If I remember anything else, I'll edit this post or something. I should really make a guide on doing hitbox stuff,
     
    #17 MonkUnit, Dec 26, 2013
    Last edited: Dec 28, 2013
  18. G13_Flux

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    wait fsmash on frame 4??? i dont think that is right. might be the frame modifyer that was just talked about, but i dont think there is any way that fsmash is out that quick.
     
  19. MonkUnit

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    Sartron, please change your collapse tags to spoiler to work on the new updated SWF forum software. Also, please just merge the startup/ending animations of each smash attach with the smash itself; same with the info. This will make it read properly because the startup is a part of the smash attack in game, so it shouldn't be separated into its own section. Splitting it into its own section and their own images/data makes the hitbox info read incorrectly such as F-Smash hitting frame 4.

    Another thing I noticed is that you didn't make all of the gifs with MK at a side-view. You really, really need to do this on all moves when you make GIFs. It's easily noticeable on the D-Smash gif where you did not do it on a side-view.
     
  20. Sartron

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    There is a lot of information to re-cover. MonkUnit, I do not understand what you are trying to explain with the side-view. Are you speaking about having the camera's y-axis remaining at the origin?
     
  21. MonkUnit

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    Easiest way to make sure each move is done at a side-view angle is to turn the Floor on. Then after you've zoomed out to whatever zoom you want, rotate the camera until you can see the side of the Floor closest to you and the side of the Floor away from you both being completely flat and parallel. If you need any help or further explanation, feel free to ask.
     
  22. Sartron

    Sartron
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    Alright, so I think I understand side views, but now I just need to clarify one thing before I start remaking things. When BrawlBox adds the one extra frame, is it literally another frame of useless animation added to the model viewer, or is it only a visible change in the frame count? A little bit more clarification, can I simply remake the GIFs and expect the ingame amount of frames (not counting frame speed modifiers), or will I have to remove an extra frame from the end of each animation?
     
  23. MonkUnit

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    You can remove a frame at the end of each animation on your GIF. IIRC it's actually not a BrawlBox issue but an issue with Brawl not using the last frame of an animation.
     
  24. Sartron

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    Just to make sure I'm on the right track, would this be considered "correct" now? I've merged all three actions into the same gifs, removed the 1 excess frame from each seperate animation, Meta Knight is the proper size (0.893), and I'm pretty sure this is the side view. The angle of a side view looks a little strange though. Meta Knight is pretty high up, is this rectified by just zooming out more?

    [​IMG]
     
    #24 Sartron, Dec 29, 2013
    Last edited: Jan 30, 2014
  25. MonkUnit

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    Yes, that looks much better. You can move the camera down a bit to look slightly down on MK, that could help alleviate some off the issues with the sideview. Other than that, it looks good.
     
  26. Pizzarand

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    This is great. Thank you so much for this
     
  27. JeezImSoBored

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    Could you also include the air times? like total air time for earliest fast fall with short hop, and total air time for short hop without fast fall, etc
     
  28. Sartron

    Sartron
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    Full Hop
    Air Time
    With earliest Fastfall: 38 frames​
    Without Fastfall: 49 frames​
    Earliest Fastfall: Frame 26

    Short Hop
    Air Time
    With earliest Fastfall: 23 frames​
    Without Fastfall: 32 frames​
    Earliest Fastfall: Frame 18
     
    #28 Sartron, Apr 22, 2014
    Last edited: Jul 17, 2014
    Chesstiger2612 likes this.
  29. S2rulL

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    This is amazing! Time to study up...
     
  30. xXSciophobiaXx

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    Im pretty bad at interpreting frame data, but if MK does Dair on shield (and it doesn't poke), I am trying to figure out what short hop aerials will come out before metaknight's fastest moves, which I figure is Ftilt. Mind you i didn't look at all the moves. There are 13 frames of landing lag with L-cancel for Dair, how much shield stun does the move do?
     
  31. Sartron

    Sartron
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    All calculations and properties of the hitboxes can be found under "Hitbox Data"
     
  32. Chesstiger2612

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    Does someone know what the criteria for up-bs velocity are? Also (probably harder) on what does it depend when up-b cancels because you held up too much?
     
  33. Chesstiger2612

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    @Aerodrome Do you know more specific things about the up-b? I was trying to find the criteria for when it cancels and its velocity in PSA but I wasn't able to do it
     
    #33 Chesstiger2612, Jul 14, 2014
    Last edited: Jul 14, 2014
  34. KuroganeHammer

    KuroganeHammer
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    It's ya boy.

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    I couldn't really tell you to be quite honest. And even if I could they would be a bunch of numbers that wouldn't mean much (or anything) to you. =P
     
  35. Chesstiger2612

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    @Aerodrome I don't really know how it is coded but I was hoping for some kind of formula so that I can the put in how many frames I can go up when I hold it down a specific amount. If the formula is derivated from more complicated conditions, like the velocity of the move that is calculated differently, it might be close to impossible though...
     
  36. Chesstiger2612

    Chesstiger2612
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    I can't view the hitbox gifs anymore, is it just me?
     
  37. KuroganeHammer

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    It's ya boy.

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    the image links are broken
     
  38. MegaAmoonguss

    MegaAmoonguss
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    How many frames of invincibility does MK get from grabbing the ledge? And do all characters get the same amount of invincibility frames from the ledge?
     
  39. MonkUnit

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    IIRC it is 8 and AFAIK every character has the same amount of invincibility grabbing the ledge and waiting on the ledge.
     
  40. Pizzarand

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    There's something that bothered me for a while about this guide. Why aren't there any get up options displayed? It just seems like something that should be included.
     

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