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Ness Combined Frame Data『Wii U 1.0.2』『3DS 1.0.4』

PKBeam

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Following a suggestion from @ Noa. Noa. , I have taken both our frame data threads and combined them.

(Excuse the hastily made image)

Below you may find almost all frame data pertaining to Ness, as of Wii U 1.0.2 and 3DS 1.0.4.

Disclaimer: Although the frame data thread should be reasonably accurate (within one frame), no guarantees can be made as to the accuracy of the thread.

In this frame data thread, a knockback value of 361/361/361, for example, means there are actually several hitboxes active. The first one is the one closest to Ness and subsequent ones reach away from him.

If only one number is supplied, it applies to all hitboxes.

Angle: The angle of trajectory for knockback. 361 degress is autolink - the Sakurai angle. This is seen in Ness' Fsmash. It is used for attacks with multiple hitboxes that link to each other.

Frame: A unit of measurement used in digital media. In Smash 4, the game runs at 60 fps (frames per second). This can be visualised by each frame being a picture, and these pictures being played rapidly after one another to form an animation or video.

Hitlag: When a move connects, this acts as a feedback mechanism by freezing all involved characters for a certain amount of frames. During hitlag, animations are frozen and characters can't move. Most noticeable with strong attacks such as PKT2 and Marth's tippers.

Hitlag Multiplier: Usually set to 1. When this value is increased, the amount of hitlag is increased and vice versa for decreasing.​

Hits: Defined in this thread as the frame(s) that a hitbox is active.

IASA: "Interruptible As Soon As". Also known as FAF (First Actionable Frame). This is first frame in which a character is free to move. Not all moves will have this frame.

Intangibility: When this occurs, all moves will completely miss the character. Think of intangibility as a ghost. Not to be confused with...

Invincibility: When this occurs, all moves will connect with the hurtboxes of a character, but will be cancelled out by the invincibility. Hitlag still applies, but no damage or knockback or any sort will be inflicted on the character.

Knockback: I'm sure you all know what this is... it's when a character is pushed back by a hitbox. So what determines knockback?

Base Knockback (BKB): The initial knockback of a hitbox. Moves with a high base knockback will have a high knockback even at lower percents.

Knockback Growth (KBG): The rate at which knockback increases. Moves with high knockback growth will have a dramatic difference in knockback at a low and high percent.

Fixed Knockback (FKB): This means the knockback is fixed and does not scale with damage.

Weight Knockback (WKB): This determines the amount of fixed knockback a character receives, based on weight.

Damage: The more damage, the more knockback. This effect is most easily seen by viewing the frame data for Wii Fit Trainer's Usmash: Both BKB and KBG are below 100, but a huge damage output of over 20% makes this move an early killer. Also visible on Falcon Punch and its variations.​

NOTE:
  • Special hitboxes such as windboxes (from some water and wind attacks) inflict knockback without damage, or hitstun.
SDI Multiplier: This value is usually at 1. When increased, SDI becomes less effective on the hitbox, and vice versa for decreasing it. Ness' PKF for example, has a 0.8x SDI multiplier, making it 20% harder to SDI out of it.

Total: Defined in this thread as the length of time from the beginning of the animation until either the IASA frame occurs or the animation ends.

Jab1
Hits: 3-4
BKB: 8
KBG: 100
Damage: 2%
Angle: 361°
Can be cancelled into Jab2 on frame 6.

Jab2
Hits: 3-4
BKB: 8
KBG: 100
Angle: 70°
Damage: 2%
Can be cancelled into Jab3 on frame 6.

Jab3
Hits: 6-7
BKB: 40
KBG: 400
Angle: 361°
Damage: 4%

Fastest 3 hit Jab
Total: 44
Hits: 3, 9, 18​
Dash Attack

Hitbox 1
Hits: 8
On Aerial Opponents
BKB: 80/60
KBG: 300/490
Angle: 45/80°
Damage: 7%
On Grounded Opponents
FKB: 100
WKB: 57
Angle: 0°
Damage: 4%
Sourspot (The hand)​
BKB: 80
KBG: 300
Angle: 45°
Damage: 3%

Hitbox 2
Hits: 15
FKB: 100
WKB: 70
Angle: 20°
Damage: 2%

Hitbox 3
Hits: 22
BKB: 80
KBG: 416
Angle: 80°
Damage: 4%
Hitlag Multiplier: 1.6x​
  • I've listed the sourspot separately because it's a pain to integrate in this instance.
Ftilt
Total: 35
Hits: 7-10
BKB: 12
KBG: 900
Angle: 361°
Damage: 9%
  • Ftilt angled either way does 1% more and has a KBG of 1000.
Utilt
Total: 32
Hits: 7-8
BKB: 42
KBG: 630/882
Angle: 361°/96°
Damage: 5%/7%
  • The first number is the sourspot.
Dtilt
Total: 14
Hits: 3-4
BKB: 3/6
KBG: 80/40
Angle: 0°
Damage: 4%/2%
Trip Rate: 30%
Hitlag Multiplier: 0.5x
  • The first number is the sourspot.
Fsmash
Total: 54
Hits: 21-22
BKB: 70
KBG: 1206/1340/1474
Angle: 361°
Damage: 18%/20%/22%
Usmash
Total: 55

Hitbox 1 (The inital hitbox behind Ness)
Hits: 6-11
BKB: 90
KBG: 540
Angle: 80°
Damage: 9%

Hitbox 2 (The entire hitbox after)
Hits: 12-30
BKB: 70
KBG: 780
Angle: 80°
Damage: 13%​
Dsmash
Total: 47

Hitbox 1-2 (The two tiny hits as the yoyo extends backwards - this hitbox is listed once but happens twice)
Hits: 10-15
FKB: 100
WKB: 12
Angle: 366°
Damage: 1%
Hitbox 3 (The meaty smack of a perfectly spaced Dsmash)
Hits: 17-18
BKB: 60
KBG: 800
Angle: 28°
Damage: 10%
Hitbox 4 (The tiny hit as the yoyo comes forward - notice how it and hitbox 5 are different to 1&2)
Hits: 23-25
FKB: 100
WKB: 14
Angle: 45°
Damage: 1%
Hitbox 5 (The second tiny hit)
Hits: 26-29
FKB: 100
WKB: 14
Angle: 80°
Damage: 1%

Hitbox 6 (The meaty smack of a perfectly spaced Dsmash)
Hits: 31-32
BKB: 50
KBG: 800
Angle: 33°
Damage: 10%​
Nair
Total: 35
Autocancels: 1-4, 26
Landing Lag: 18

Hitbox 1
Hits: 5-12
BKB: 20
KBG: 1100
Angle: 361°
Damage: 11%​

Hitbox 2 (The lingering sourspot)
Hits: 13-15
BKB: 10
KBG: 700
Angle: 361°
Damage: 7%​
Fair
Total: 39 (Not sure)
Hits: 8-20
Autocancels: 1-7, 33
Landing Lag: 26

Hitbox 1-3
Hits: 8-18
BKB: 16
KBG: 60
Angle: 366°
Damage: 1%
SDI Multiplier: 0.8x

Hitbox 4
Hits: 20
BKB: 32
KBG: 600
Angle: 361°
Damage: 4%
Hitlag Multiplier: 1.5x​
Bair
Total: 37
Hits: 10-18
Autocancels: 1-9, 15
Landing Lag: 17

Hitbox 1
Hits: 10-11
BKB: 16
KBG: 1500
Angle: 361°
Damage: 15%​

Hitbox 2
Hits: 12-18
BKB: 0
KBG: 800
Angle: 361°
Damage: 8%​
Uair
Total: 43
Hits: 8-11
Autocancels: 1-7, 27
Landing Lag: 14
BKB: 13
KBG: 1417
Angle: 85°
Damage: 13%
Dair
Total: 59
Hits: 20-24
Autocancels: 1-19, 50
Landing Lag: 28

Hitbox 1 (The meteor sweetspot)
Hits: 20
BKB: 20
KBG: 840
Angle: 270°
Damage: 12%​

Hitbox 2
Hits: 21-24
BKB: 30
KBG: 700
Angle: 45°
Damage: 10%​
Grab
Total: 33
Hits: 6-7
You and your opponent enter the grabbed state on 8

Dash Grab
Total: 41
Hits: 8-9
You and your opponent enter the grabbed state on 10

Pivot Grab
Total: 41
Hits: 10-11
You and your opponent enter the grabbed state on 12
Pummel
Hits: 3
FKB: 100
WKB: 30
Angle: 361°
Damage: 1.2%
Fthrow (Contrary to popular opinion, this move does scale, it just has a high base and low growth)
BKB: 120
KBG: 110
Angle: 45°
Damage: 11%

Bthrow
BKB: 15
KBG: 1430
Angle: 135°
Damage: 11%

Uthrow
BKB: 105
KBG: 400
Angle: 90°
Damage: 10%

Dthrow
Hitbox 1-5
BKB: 0
KBG: 60
Angle: 361°
Damage: 0.6%

Hitbox 6
BKB: 70
KBG: 320
Angle: 70°
Damage: 4%​
PKT1 (The head)
Thunder comes out on: 20
Ending Lag: 40
BKB: 70
KBG: 400
Angle: 110°
Damage: 8%
Hitlag Multiplier: 0.5x

PKT2
Total: 61 (Helpless on 62)
Hitbox 1
Hits: 1-10
BKB: 83
KBG: 2000
Angle: 361°
Damage: 25%
Hitbox 2
Hits: 11-32
BKB: 45
KBG: 1470
Angle: 361°
Damage: 21%​
Lasting PKT1
BKB: 70
KBG: 350
Angle: 361°
Damage: 7%
Hitlag Multiplier: 0.5x
SDI Multiplier: 1.5x

Lasting PKT2

Hitbox 1
Hits: 20-22
BKB: 50
KBG: 75
Angle: 361/365°
Damage: 1.5% (x10)

Hitbox 2
Hits: 20-22
FKB: 100
WKB: 20
Angle: 361/365°
Damage: 1.5% (x10)​

Hitbox 3
Hits: 31-32
BKB: 90
KBG: 700
Angle: 361°
Damage: 10%​
  • This data is difficult to decipher but what I think is happening is that when Ness hits himself with Lasting PKT, two separate hitboxes on his body appear as he travels.
    • The one in front of him (hitbox 1) does scaled knockback.
    • The one behind him (hitbox 2) does fixed knockback to push opponents back into the attack.
  • Note that the (x10) means that these hitboxes loop, which results in 10 hits for the duration of Ness' travel, each with the exact same properties.
    • The "hits" value is for when the hitbox first appears, and does not count subsequent hitboxes of that type.
Rolling PKT1 (head)
BKB: 90
KBG: 600
Angle: 110°
Damage: 12%
Hitlag Multiplier: 0.5x

Rolling PKT2
Hits: 1-32
BKB: 60
KBG: 2400
Angle: 361°
Damage: 30%
PSI Magnet
Aerial
Total: 47
Magnet first (visually) appears: 10
Grounded
Total: 22
Magnet first (visually) appears: 11​
  • Totals assume the shortest down-B possible.
PSI Vacuum
Hits: 5-9
BKB: 25/20
KBG: 900/450
Angle: 361°
Damage: 10%/5%
  • This is the individual data of the hitbox. Count "Hits" from when you release PSI Vacuum.
Forward PSI Magnet
Hits: 0-2
BKB: 55
KBG: 630
Angle: 45°
Damage: 9%
Hitlag Multiplier: 0.5x
SDI Multiplier: 0x
  • This is the individual data of the hitbox. Count "Hits" from when you release Forward PSI Magnet.
PK Fire
Total:
Ness' animation: 59
Fire pillar: 100​
Hits: 21
Landing Lag: 30

Hitbox 1-?
Hits: 0-1
BKB: 30/10/10
KBG: 320/60/30
Angle: 80/68/68°
Damage: 4%/2%/1%
SDI Multiplier: 0x/0.8x/0.8x​
  • I assume that the hitbox is just one hit of PKF and that it would be looped.
PK Bonfire
Hits: 0-1
BKB: 30/30/10
KBG: 160/500/90
Angle: 80/90/80°
Damage: 2%/5%/3%
SDI Multiplier: 0x/0.8x/0.8x
  • I assume that the hitbox is just one hit of PKF and that it would be looped.
PK Fire Burst

Hitbox 1
Hits: 0-1
BKB: 30
KBG: 80
Angle: 80°
Damage: 1%
SDI Multiplier: 0x

Hitbox 2 (The burst)
Hits: 9-10
BKB: 40
KBG: 800
Angle: 45°
Damage: 8%
SDI Multiplier: 0.8x​
  • Count "Hits" from when the bolt connects with a hurtbox.
PK Flash
Hits: 0-1
BKB: 10
KBG: 70
Angle: 70°
Damage: 1%

Shortest PK Flash
Total: 60
Hits: 44

Longest PK Flash
Total: 178
Hits: 162​
  • I'm not sure what the first hitbox data is for, but it might be for the uncharged variation.
Rising PK Flash
Hits: 0-2
BKB: 30
KBG: 80
Angle: 80°
Damage: 1
  • I'm not sure what the first hitbox data is for, but it might be for the uncharged variation.
PK Freeze
Hits: 0-1
FKB: 100
WKB: 70
Angle: 70°
Damage: 1%
  • I'm not sure what the first hitbox data is for, but it might be for the uncharged variation.
PK Starstorm
Hits: 11-15
BKB: 70
KBG: 736
Angle: 42°
Damage: 8%
Fire effect
Unblockable
I wouldn't use this data if you can find better data somewhere else.
Jump
In air on: 6
  • Jump squat is 5 frames.
Roll (Both)
Total: 30
Intangibility: 4-23

Spotdodge
Total: 27
Intangibility: 3-20

Ledge Attack
Total: 58
Hits: 20
Intangibility: 2-20

Ledge Jump
Total: 15
Intangibility: 2-12

Ledge Roll
Total: 49
Intangibility: 2-24

If anything in OP is wrong, contact me in the thread and I'll try to fix it.

Original frame data threads can be found here:
 
Last edited:

Noa.

Smash Master
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Jan 2, 2008
Messages
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Location
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Wow this thread is awesome! Thanks for doing it! It surpasses all my expectations! I love the glossary at the beginning. And everything is so nicely organized. You made sure that anyone reading the thread could understand the data. This is great!

And I'm surprised we have customs and our final smash on here. It's really cool though!
 

Meccs

@Meccs_
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Messages
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huh I was under the inpression Usmash was frame 1. couldve sworn its been listed as that before.
 

PKBeam

Smash Lord
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huh I was under the inpression Usmash was frame 1. couldve sworn its been listed as that before.
in smash, a smash's animation is broken into 3 parts:
  • the first part - which is from the first frame until the frame that charging freezes at - in the case of Yo-yos, frame 1 to 5.
  • the second part - the animation that plays when you hold a charge
  • the third part - the rest of the attack
Yo-yo smashes' frame data counts starting from the end of the first part - to get the correct frame data, you need to add the first part to the third part. in this case you would add 5 frames to all relevant frame data, to arrive at frame 6 for Usmash and frame 10 for Dsmash. also, a frame 1 move would be noticeably faster, although it's easy to mistake it if you haven't seen a frame 1 move.

when the Lucas patch comes out, I plan on reextracting Ness' frame data (using my old method). I want to get some proper data for the customs, refine frame data i may have done badly or missed (such as Dash Attack's duration).

also, because i used japanese punctuation in the title, the URL on my browser has bigger text because it's using a japanese font, which i find hilarious.
 
Last edited:

Noa.

Smash Master
Joined
Jan 2, 2008
Messages
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Location
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Yeah the text for me is also larger. I couldn't make it the same size as other thread titles in the Ness Boards Directory.
 

Meccs

@Meccs_
Joined
Jul 21, 2008
Messages
708
Location
Boston
So a couple things from the newest patch:
PSI Magnet seems to have way less cooldown. Probably to match Lucas'?
I didn't notice any % changes.
Testing Bthrow %s now for changes+ new characters
 
Last edited:

PKBeam

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yep, ill get right on to testing the new patch
edit: after i play lucas :/
 
Last edited:
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