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Data Meta Knight: Hitboxes and Frame Data [3.6]

Chesstiger2612

Smash Lord
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Jun 1, 2013
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Bonn, Germany
It is 37 frames of intangibility of which the first 8 are non-actionable, after that you can decide to ledgejump, ledgeroll, ledge attack or ledgedrop
 

victinivcreate1

Banned via Warnings
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NNID
Wiiu4ssb4
3DS FC
3007-8585-6950
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
 

Espi

Smash Journeyman
Joined
Jun 5, 2014
Messages
482
Location
Vancouver, BC
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
I think IDC's hitbox comes out on frame 7. Tornado's hitbox comes out on frame 8 I believe.
 

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
Drill Rush: frame 21
Mach tornado: frame 8 totally meant 9
IDC: frame 7 (view Sartron's post). Btw, the input window is a relatively new addition in the frame data thread and it might be that the frame 7 misinformation has spread somehow far already
Full DC: frame 37
 
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TheGravyTrain

Smash Ace
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Apr 5, 2014
Messages
866
Location
Ferndale, WA
NNID
Theboyingreen
@ Sartron Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
 

Sartron

Smash Journeyman
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Jan 1, 2013
Messages
291
Location
Central Florida
@ Sartron Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
I double checked it, and yes, it is 50 degrees.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
Could I get a 3.5 Change-log I was certain his up smash used to be 3 frames.

Also I appreciate the work you put into this list. =D

EDIT It was never 3 frames. They literally have a changelog and I read it the day it came out >_<. I should really stay off the internet when I drink
 
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Sartron

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Jan 1, 2013
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Could I get a 3.5 Change-log I was certain his up smash used to be 3 frames.

Also I appreciate the work you put into this list. =D
What do you mean changelog? 3.5 -> 3.6 beta changelog is on projectmgame.com
Up smash has never been 3 frames :p
 

Narelex

Smash Journeyman
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Messages
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Location
Calgary, Alberta
What do you mean changelog? 3.5 -> 3.6 beta changelog is on projectmgame.com
Up smash has never been 3 frames :p
I shouldn't post when I drink whoops. I literally have no clue what I meant, I must have been smashed.

At least drunk me was courteous enough to thank you. My Canadian is showing
 
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Sartron

Smash Journeyman
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Jan 1, 2013
Messages
291
Location
Central Florida
@ Sartron Sartron , do you have the glide attack frame data in here? I couldn't find it anywhere.
I've added Glide Attack inside of the Up Special section now.

Also, were both of MK's dimensional cape attacks homogenized, or do they simply have the same hitbox and frame data?
There's still a strong and quick down special. They share the same frame data, they just have different hitbox damages. Although technically the difference is that the strong one appears frame 37 and the weaker one is as early as frame 11.
 
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bubbaking

Smash Hero
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Mar 30, 2010
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Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
 

Sartron

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Location
Central Florida
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
Ah, I know what you're talking about. Regardless of the animation you get, the hitboxes and frame data are the same.
 

Sartron

Smash Journeyman
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Central Florida
Fixed, accidentally copy pasted the wrong thread to fix the thread now that collapse is broken by the smashboards update.
 

Narelex

Smash Journeyman
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Jan 6, 2012
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Calgary, Alberta
jab is +2 on shield?! jesus i need to use this!
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
 
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Taytertot

Smash Ace
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Feb 7, 2014
Messages
658
Location
Seattle, WA
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
oh then i misunderstood the info on there. that makes more sense.
 

Sartron

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Jan 1, 2013
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291
Location
Central Florida
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
oh then i misunderstood the info on there. that makes more sense.
Those advantages are actually leftovers I seem to have skimmed over back when I used to organize data by subaction. I've updated it to be accurate now, my apologies and thanks for noticing.
 

Narelex

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Jan 6, 2012
Messages
367
Location
Calgary, Alberta
• 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.
• All hitbox/throw calculations are done on the assumption of hitting/throwing a weight of 100 at 0 damage.
• 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.



All the Gifs are broken atm. Not sure why.
 
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