PKBeam
Smash Lord
- Joined
- Jul 2, 2013
- Messages
- 1,819
- Location
- Wyong, NSW, Australia
- NNID
- PKBeam64
- Switch FC
- SW 0386 4264 7224
Following a suggestion from @
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.
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:
(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.
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?
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.
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.
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:
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.- Special hitboxes such as windboxes (from some water and wind attacks) inflict knockback without damage, or hitstun.
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.
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.
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%
Hits: 6-7
BKB: 40
KBG: 400
Angle: 361°
Damage: 4%
Fastest 3 hit Jab
Total: 44
Hits: 3, 9, 18
Total: 44
Hits: 3, 9, 18
Dash Attack
Hitbox 1
Hits: 8
KBG: 300/490
Angle: 45/80°
Damage: 7%
WKB: 57
Angle: 0°
Damage: 4%
KBG: 300
Angle: 45°
Damage: 3%
Hits: 8
On Aerial Opponents
BKB: 80/60KBG: 300/490
Angle: 45/80°
Damage: 7%
On Grounded Opponents
FKB: 100WKB: 57
Angle: 0°
Damage: 4%
Sourspot (The hand)
BKB: 80KBG: 300
Angle: 45°
Damage: 3%
Hitbox 2
Hits: 15
FKB: 100
WKB: 70
Angle: 20°
Damage: 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
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%
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%
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
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%
Total: 54
Hits: 21-22
BKB: 70
KBG: 1206/1340/1474
Angle: 361°
Damage: 18%/20%/22%
Usmash
Total: 55
Total: 55
Hitbox 1 (The inital hitbox behind Ness)
Hits: 6-11
BKB: 90
KBG: 540
Angle: 80°
Damage: 9%
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%
Hits: 12-30
BKB: 70
KBG: 780
Angle: 80°
Damage: 13%
Dsmash
Total: 47
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%
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%
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%
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%
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
Total: 35
Autocancels: 1-4, 26
Landing Lag: 18
Hitbox 1
Hits: 5-12
BKB: 20
KBG: 1100
Angle: 361°
Damage: 11%
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%
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
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
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
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
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%
Hits: 10-11
BKB: 16
KBG: 1500
Angle: 361°
Damage: 15%
Hitbox 2
Hits: 12-18
BKB: 0
KBG: 800
Angle: 361°
Damage: 8%
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%
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
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%
Hits: 20
BKB: 20
KBG: 840
Angle: 270°
Damage: 12%
Hitbox 2
Hits: 21-24
BKB: 30
KBG: 700
Angle: 45°
Damage: 10%
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%
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
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%
BKB: 0
KBG: 60
Angle: 361°
Damage: 0.6%
Hitbox 6
BKB: 70
KBG: 320
Angle: 70°
Damage: 4%
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)
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%
Hits: 1-10
BKB: 83
KBG: 2000
Angle: 361°
Damage: 25%
Hitbox 2
Hits: 11-32
BKB: 45
KBG: 1470
Angle: 361°
Damage: 21%
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
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)
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%
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%
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
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%
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
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:
Landing Lag: 30
Total:
Ness' animation: 59
Fire pillar: 100
Hits: 21Fire pillar: 100
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
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
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
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
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%
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
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
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%
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
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
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
Jump
In air on: 6
- Jump squat is 5 frames.
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:
- pastebin.com/PzTjdtx8
- http://smashboards.com/threads/rough-frame-data.381497/
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