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Olimar Frame Data - Project M 3.6 Full

Discussion in 'Olimar' started by Orange Chris, Oct 19, 2015.

  1. Orange Chris

    Orange Chris
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    Smash Rookie

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    Frame= 1/60 of a second. It's the smallest unit of time the Wii recognizes.
    Angle is the trajectory the attack sends your opponent at. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle. It is interpreted as 45° unless the opponent is on the ground and the knockback is low.
    Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Knockback Formula can be found here.
    Weight-Dependent Set Knockback (WDSK) means knockback scales with weight, but not with damage.
    Hitlag is the freeze frames both players experience when an attack connects. Values in parentheses indicate an electric attack, which means Olimar's opponent receives extra hitlag
    Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
    Shield Advantage is how many frames you or your opponent can act before the other. negative values means Olimar's opponent can act first. It is calculated assuming ground attacks hit on the first frame, and that aerial attacks land the frame after hitting, and are L-cancelled.
    Slashes ( / ) indicate that the value changes as the pikmin 'evolves' from leaf to bud to flower.
    FAF (First Actionable Frame) is the first frame Olimar can act after doing this attack.
    Clank is an attack's ability to collide with other attacks. Unless noted otherwise, all Non-Pikmin attacks CAN clank, while all Pikmin attacks CANNOT clank.
    Effect is the effect applied to the opponent after getting hit:
    Initial Effect Gameplay Effect?
    1 N Normal No
    2 F Flame No
    3 E Electric Multiplies victim's hitlag by 1.5x
    4 W Water No
    5 Flwr Flower Applies a flower to the victim. Flowers can be removed faster by shaking the control stick.
    6 D Darkness No
    Battlefield is 140 units from ledge to ledge. Its platforms are 27.2 units high.
    Name Olimar's Value Ranking
    1 Jumpsquat 4 frames -
    2 Weight 90 19th
    3 Gravity 0.09 units per frames^2 30th
    4 Fall Speed 1.9 units per frame 22nd
    5 Fast Fall Speed 2.2 units per frame 33rd
    6 Jump Height 32 units 31st
    7 Short Hop Height 9.4 units 1st lowest
    8 Wavedash 26.6 units 30th
    9 Run Speed 1.61 units per frame 17th
    Leaves, Buds, and Flowers
    As Pikmin level up, the damage on their smashes and aerial attacks increases by 1%. This does not affect knockback.

    Red: 14 HP
    • Reds usually have the highest damage, but not the most knockback
    • Red get an extra 2 damage on their attacks for every level, instead of just 1
    Yellow: 17 HP
    • Yellows have less startup on their smashes and aerials
    • Their hitboxes grow every time they level up
    • Yellows have a higher trajectory when thrown with SideB
    • Most of their moves have the Electric effect, which slightly increases the opponent's hitlag
    Blue: 20 HP
    • The longest grab range
    • The strongest throws
    • Unlike other Pikmin, damage on their throws increases as they level up. This DOES affect knockback
    White: 10 HP
    • The least HP
    • Whites consistently have the least damage and knockback on all attacks. This makes them great for combos, but bad for killing and breaking CC
    • Whites' Pummel increases by 2% damage for every level
    • When Whites have reached the Flower level, most of their attacks leaves a flower on their opponents that causes damage over time (Similar to the Lip's Stick item). Flowers can be removed faster by wiggling the control stick.
    • Whites do an extra 1% damage for every "Pummel" after a successful Side B
    • If Whites latch on after SideB, and the victim does not hit them off, they cause an explosion which knocks back the victim. The explosion grows in damage and knockback as the Pikmin levels.
    Purple: 25 HP
    • The most HP
    • The most knockback on their moves
    • Unlike other Pikmin, their moves grow in knockback as well as damage as Purples level up.
    • The least grab range
    • When thrown with SideB, they do not latch on to opponents. Instead, they knock the opponents back, similar to most projectiles.
    Jab 1
    FAF: 16
    Jab2 Starts as soon as: 12
    Hitbox Duration Damage Angle BKB WDSK KBG Hitlag Shieldstun Shield Advantage
    1 Main 4-7 3 20 10 10 80 4 3 -9
    2 Antenna 8-10 2 361 0 0 0 3 2 -6

    Jab2
    FAF: 18
    Hitbox Duration Damage Angle BKB KBG Hitlag Shieldstun Shield Advantage
    1 Main 4-6 5 361 40 100 4 3 -11
    2 Antenna 4-6 5 361 0 0 4 3 -11
    FAF: 31
    Hitbox Duration Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Advantage
    1 0 5-8 7 0 65 50 100 5 5 -21
    2 1,2 5-8 7 1 65 50 100 5 5 -21
    3 Late 9-14 4 0 65 20 100 4 3 -19
    Utilt
    FAF: 27
    Head Intangible frames 1-10
    Duration Damage Angle BKB KBG Hitlag Shieldstun Shield Advantage
    1 7-10 8 100 50 90 5 5 -15

    Ftilt
    FAF: 38
    Duration Damage Angle BKB KBG Hitlag Shieldstun Shield Advantage
    1 9-18 10 361 40 100 6 6 -23

    Dtilt
    FAF: 30
    Hitbox Duration Damage Angle BKB KBG Hitlag Shieldstun Shield Advantage
    1 Main 6-12 6 80 50 115 5 4 -20
    2 Antenna 16-22 2 361 0 0 3 2 -12
    FAF: 43, 42
    Early: 8-12, 7-12
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 14/16/18 0 85 40 109/97/87 7/8/9 8/9/10 -27/-26/-25 N/N/F
    2 Yellow 11/12/13 4 85 30 113/106/100 6/7/(7,10) 6/7/7 -28/-27/-27 N/N/E
    3 Blue 12/13/14 0 85 30 107/100/94 7 7/7/8 -28/-28/-27 N/N/W
    4 White 7/8/9 0 85 50 120/109/100 5/5/6 5/5/6 -30/-30/-29 N/N/Flwr
    5 Purple 14/15/16 0 85 50 109/107/105 7/8/8 8/8/9 -27/-27/-26 N

    Late: 13-18, 13-17
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 10 60 50 90 6 6 -24 F
    2 Yellow 10 60 50 90 6 6 -24 N
    3 Blue 9 60 50 90 6 6 -24 N
    4 White 5 60 50 90 4 4 -26 N
    5 Purple 10 60 40 100 6 6 -24 N
    FAF: 48, 44

    Early: 15-19, 11-15
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 16/18/20 0 361 20 100/90/82 8/9/9 9/10/10 -24/-23/-23 N/N/F
    2 Yellow 13/14/15 4 361 20 89/84/80 7/7/(8,12) 7/8/8 -26/-25/-25 N/N/E
    3 Blue 14/15/16 0 361 20 106/100/95 7/8/8 8/8/9 -25/-24/-24 N/N/W
    4 White 9/10/11 0 361 10/20/30 104/91/80 6 6 -27 N/N/Flwr
    5 Purple 16/17/18 0 361 50 92/91/90 8/8/9 9/9/10 -24/-24/-23 N

    Middle: 20-21, 16-17
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 12 361 20 90 7 7 -21 F
    2 Yellow 9 361 20 90 6 6 -22 N
    3 Blue 11 361 20 90 6 6 -22 N
    4 White 6 361 15 80 5 4 -24 N
    5 Purple 16 361 20 70 8 9 -19 N

    Late: 22+, 18+
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 9 361 20 90 6 6 -20 F
    2 Yellow 6 361 20 90 5 4 -22 N
    3 Blue 6 361 20 90 5 4 -22 N
    4 White 3 361 15 80 4 3 -23 N
    5 Purple 13 361 20 70 7 7 -19 N
    FAF: 45
    Early: 10-13
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 14/16/18 1 35 30 87/77/69 7/8/9 8/9/10 -27/-26/-25 N/N/F
    2 Yellow 11/12/13 4 35 30 113/106/100 6/7/(7,10) 6/7/7 -29/-28/-28 N/N/E
    3 Blue 12/13/14 1 35 30 93/87/82 7 7/7/8 -28/-28/-27 N/N/W
    4 White 7/8/9 0 35 30 120/109/100 5/5/6 5/5/6 -30/-30/ N/N/Flwr
    5 Purple 14/15/16 0 35 50 87/87/86 7/8/8 8/8/9 -27/-27/-26 N

    Late: 14-19
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 10 35 22 95 6 6 -25 N
    2 Yellow 8 35 10 100 5 5 -26 N
    3 Blue 9 35 30 100 6 6 -25 N
    4 White 4 35 10 100 4 3 -28 N
    5 Purple 10 28 10 100 6 6 -25 N
    FAF: 40
    Landing Lag: 15, 7
    Autocancel: <3, 31>
    Linking Hits: 3-4,6-7,9-10,12-13
    Hitbox Damage Angle BKB WDSK KBG Hitlag Shieldstun Shield Adv.
    1 Lower 2 90 40 0 30 3 2 -5
    2 Back 2 130 30 0 30 3 2 -5
    3 Forward 2 130 30 0 80 3 2 -5
    4 Top 2 270 30 7 100 3 2 -5

    Final: 15-17
    Damage Angle BKB KBG Hitlag Shieldstun Shield Adv.
    1 2 70 50 150 3 2 -5
    FAF: 34, 31
    Active Hitboxes: 7-10, 4-7
    Landing Lag: 16, 8
    Autocancel: <6, 30> <3, 27>
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 13/15/17 0 361 25 110/97/87 7/8/8 7/8/9 -1/0/+1 N/N/F
    2 Yellow 10/11/12 4 361 30 102/95/89 6/6/(7,10) 6/6/7 -2/-2/-1 N/N/E
    3 Blue 12/13/14 1 361 25 99/93/88 7 7/7/8 -1/-1/0 N/N/W
    4 White 6/7/8 0 361 20 122/110/100 5 4/5/5 -4/-3/-3 N/N/Flwr
    5 Purple 13/14/15 0 361 55 97/94/91 7/7/8 8/8/9 0/0/+1 N
    FAF: 38, 34
    Active: 10-13, 6-9
    Landing Lag: 16, 8
    Autocancel: <6, 37> <3, 34>
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 15/17/19 0 40 10 109/97/88 8/8/9 8/9/10 0/+1/+2 N/N/F
    2 Yellow 12/13/14 4 40 30 94/88/83 7/7/(7,10) 7/7/8 -1/-1/0 N/N/E
    3 Blue 14/15/16 1 40 0 105/99/94 7/8/8 8/8/9 0/0/+1 N/N/W
    4 White 8/9/10 0 40 20 109/100/93 5/6/6 5/6/6 -3/-2/-2 N/N/Flwr
    5 Purple 15/16/17 0 40 55 88/86/84 8 8/8/9 0/0/+1 N
    FAF: 38, 35
    Landing Lag: 20, 10
    Autocancel: <6, 37> <3, 34>
    Early: 8-11, 5-8
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 13/15/17 80 40 100/88/79 7/8/8 7/8/9 -3/-2/-1 N/N/F
    2 Yellow 9/10/11 80 30 92/86/80 6/6/(6,9) 6 -4 N/N/E
    3 Blue 11/12/13 80 40 107/100/93 6/7/7 6/7/7 -4/-3/-3 N/N/W
    4 White 5/6/7 80 20 124/111/100 4/5/5 4/4/5 -6/-6/-5 N/N/Flwr
    5 Purple 13/14/15 80 50 97/94/92 7/7/8 7/8/8 -3/-2/-2 N

    Late: 12-20, 9-17
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 7 0 87 30 100 5 5 -5 N
    2 Yellow 8 0 87 30 90 5 5 -5 N
    3 Blue 6 0 80 20 100 5 4 -6 N
    4 White 3 0 80 20 100 4 3 -7 N
    5 Purple 8 2 90 30 90 5 5 -5 N
    FAF: 37, 33
    Landing Lag: 25, 12
    Autocancel: <6, 34> <3, 31>
    Early: 16-18, 12-14
    Color Damage Shield DMG Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 15/17/19 1/0/1 270 30 112/101/91 8/8/9 8/9/10 -4/-3/-2 N/N/F
    2 Yellow 13/14/15 4 270 30 119/112/106 7/7/(8,12) 7/8/8 -5/-4/-4 N/N/E
    3 Blue 14/15/16 0 270 30 112/106/101 7/8/8 8/8/9 -4/-4/-3 N/N/W
    4 White 9/10/11 0 270 20 115/107/100 6 6 -6 N/N/Flwr
    5 Purple 15/16/17 0 270 60 100/98/96 8 8/8/9 -4/-4/-3 N

    Late: 19-20, 15-16
    Color Damage Angle BKB KBG Hitlag Shieldstun Shield Adv. Effect
    1 Red 9 270 10 92 6 6 -6 F
    2 Yellow 8 361 10 70 5 5 -7 N
    3 Blue 8 270 10 92 5 5 -7 N
    4 White 4 361 10 70 4 3 -9 N
    5 Purple 11 361 20 70 6 6 -6 N
    Grab Ranges longest to shortest: Blue>White>Red/Yellow>Purple
    Dash grab starts one frame sooner than JC grab, but has 9 more frames of endlag.
    Name Duration FAF
    1 Standing 9-23 44
    2 Dash 9-23 54
    3 Pivot 9-23 54

    Pummel does 2/4/6 damage with white pikmin, 2 damage with all others.
    All 4 of Olimar's Throws are Weight-dependent.
    Ex: to find the release frame for Up-throwing Bowser, take the frame (28) and multiply it by Bowser's weight over 100(1.18) and round up. So Bowser releases on frame 33.04->frame 34.
    Throw Release FAF
    1 Forward 13 37
    2 Back 13 41
    3 Up 28 47
    4 Down 22 41

    Throw Color DMG Angle BKB KBG Effect
    1 Forward Red 6 361 70 70 F
    2 Yellow 7 45 60 50 E
    3 Blue 12/14/16 45 30 100/89/81 N
    4 White 6 361 60 50 D
    5 Purple 7 361 80 75 N
    6 Back Red 7 45 70 70 F
    7 Yellow 9 45 48 52 E
    8 Blue 12/14/16 45 30 110/98/89 N
    9 White 7 45 48 52 N
    10 Purple 9 45 80 60 N
    11 Up Red 7 85 80 75 F
    12 Yellow 9 85 55 92 E
    13 Blue 12/14/16 85 55 96/87/80 N
    14 White 6 85 55 105 D
    15 Purple 10 85 55 95 N
    16 Down Red 6 70 85 75 F
    17 Yellow 8 70 66 69 E
    18 Blue 9 70 70 60 N
    19 White 5 70 60 105 D
    20 Purple 7 70 60 100 N

    Dthrow's Hitbox: 15-20
    Color DMG Effect
    1 Red 1 F
    2 Yellow 1 E
    3 Blue 1/3/5 N
    4 White 1 D
    5 Purple 1 N
    FAF: 25
    Pikmin Release on Frame: 9
    Every Pikmin has a hitbox while flying, for the purpose of clanking. This does not hurt enemies that the pikmin latches onto.
    Color DMG
    1 Red 9
    2 Yellow 7
    3 Blue 4
    4 White 6

    Purple
    DMG Angle BKB KBG Hitlag Shieldstun
    1 10 361 0 100 6 6

    Side B Pummel: Pikmin attack every 20 frames.
    Color DMG Effect
    1 Red 2/3/4 Flame
    2 Yellow 2/3/4 Electric
    3 Blue 2/3/4 Normal
    4 White 3/4/5 Flower

    White Explosion
    DMG Angle BKB KBG Hitlag Shieldstun
    1 6/7/8 90 16/32/50 50/64/80 5 4/5/5

    How long Pikmin stay attached for:
    Every frame the pikmin check the victim's damage and how many times it has attacked
    Damage Will let go if it has attacked __ times
    1 0-59% 9
    2 60-89% 8
    3 90-109% 7
    4 110-129% 6
    5 130-169% 5
    6 170-189% 4
    7 190-199% 3
    8 200+% 2
    Landing FAF: 31
    Ledgegrab on Frame: 58
    Name Active DMG Angle BKB KBG SDI Mult. Hitlag Shieldstun
    1 Start 21 10 60 60 70 1x 6 6
    2 Linking 21-40 1 65 70 8 0.5x 1 2
    3 Final 41-44 5 50 60 100 1x 4 4
    Special FAF
    1 Neutral-Successful 11
    2 Neutral-Failed 33
    3 Neutral-Aerial 47
    4 Down 11
    Move Intangible FAF Universal?
    1 Roll 4-19 32 Yes
    2 Spotdodge 2-18 28 No
    3 Tech in place 1-20 27 Yes
    4 Tech Roll 1-20 41 Yes
    Move Invulnerable Hitbox active FAF
    1 Stand 1-22 - 30
    2 Roll 1-22 - 36
    3 Attack(Face-up) 1-28 15-17, 25-27 50
    4 Attack(Face-down) 1-30 16-18, 27-29 50

    Get-up Attack
    Name Damage Shield Damage Angle BKB KBG Clank? Hitlag Shieldstun Shield Adv.
    1 1st Hit 6 1 361 80 50 No 5 4 -31
    2 2nd Hit 6 1 361 80 50 No 5 4 -21
    <100%
    Move Invulnerable FAF Ledge Clears Hitboxes Active
    1 Attack 1-15 56 43 17-23, 22-23
    2 Stand 1-30 35 35
    3 Roll 1-29 50 41
    4 Jump 1-15 16 16

    ≥100%
    Move Invulnerable FAF Ledge Clears Hitboxes Active
    1 Attack 1-43 70 51 39-43
    2 Stand 1-55 60 45
    3 Roll 1-65 80 55
    4 Jump 1-19 20 20

    Hitboxes
    Name DMG Shield DMG Angle BKB WDSK KBG Clank? Hitlag Shieldstun Shield Adv.
    1 <100-Early 8 1 361 0 110 100 No 5 5 -34
    2 <100-Late 8 1 361 0 110 100 No 5 5 -29
    3 ≥100 10 1 361 0 110 100 No 6 6 -25
     
    #1 Orange Chris, Oct 19, 2015
    Last edited: May 16, 2016
    steelguttey likes this.
  2. B.W.

    B.W.
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    Smash Champion

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    Good thread. Did you get all this data by yourself?

    Would be cool if you got hitboxes too, just for a more complete resource.

    Even cooler if you did all this for Toon Link because he could use a new frame data thread lol.
     
  3. Orange Chris

    Orange Chris
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    Smash Rookie

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    Yes, got it all through BrawlBox and Debug Mode.

    Do you mean hitbox size or gifs? Hitbox size isn't hard, but because Pikmin are articles, any gifs of pikmin attacks would have to be captured in-game. Here's a link to a bunch of gifs but none of them have Pikmin in them. I can embed the important ones if you like.

    I'll look into doing Toon Link. Now that Olimar's finally done, I'm just doing the characters that have no frame data, starting with Ivysaur.
     
  4. steelguttey

    steelguttey
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    mei is bei

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    @standardtoaster it would be a good idea to sticky this instead of kurogane's outdated thread <333
     
    standardtoaster likes this.
  5. Latch

    Latch
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    Can I question the assertion that blue has longer grab range, purple has shorter, and others are the same? The order from the brawl days, which I'm pretty sure is still accurate, is thus:
    Blue
    White
    Red/Yellow
    Purple

    Is he correct that white = red/yellow grab range?
     
  6. steelguttey

    steelguttey
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    mei is bei

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    white is slightly bigger than yellow/red iirc
     
  7. Orange Chris

    Orange Chris
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    Smash Rookie

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    I actually just heard the grab ranges somewhere and didn't check them myself when I made this. I just tested it, and you're right, White is slightly ahead of Red and Yellow. I've edited the post.
     
    steelguttey likes this.
  8. Latch

    Latch
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    Smash Apprentice

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    So, I just did some ledgedash frame data testing. Not sure if this has been done before, but it's pretty hype tbh. 13 actionable invincible frames when done perfectly!
    Here's the breakdown:

    1-8: ledge grab animation
    9: let go of ledge
    10-11: double jump
    12-14: airdodge (airborne)
    15-24: landing lag (grounded)
    25-37: actionable and invincible!

    This is pretty sweet... I think fox gets 15 frames?

    That means oli can do invincible jab1 (and jab2!), dash attack, all tilts, usmash & dsmash, yellow fsmash, nair, fair, yellow bair, uair, grab, pikmin toss, spotdodge, and roll.

    He can also run to almost the middle of the ps2 side platform.

    He can also do a fully invincible pikmin pull with 2 frames to spare (not useful lol).

    So pretty good options, though it's obviously difficult.
     
  9. Latch

    Latch
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    Smash Apprentice

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