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Data Meta Knight: 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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standardtoaster

Tubacabra
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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
 

Sartron

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Wow, sartron do u main metaknight now?
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.

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
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?
 

JTsm

Smash Master
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There needs to be more info like this for Snake V.V
 
Joined
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animation stuff
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.
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
[/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?
 

MonkUnit

Project M Back Roomer
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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.

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,
 
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G13_Flux

Smash Lord
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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.
 

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.
 

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?
 

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.
 

Sartron

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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.
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?
 

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.
 

Sartron

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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.
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?

 
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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.
 

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
 

Sartron

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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
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
 
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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?
 

Sartron

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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?
All calculations and properties of the hitboxes can be found under "Hitbox Data"
 

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?
 

KuroganeHammer

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@ KuroganeHammer KuroganeHammer 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
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
 

Chesstiger2612

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@ KuroganeHammer KuroganeHammer 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...
 

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?
 

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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