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[P:M] Toon Link Hitboxes and Frame Data Thread

D

Deleted member

Guest
*Ignore the random spaces and double spoilers, Smashboards apparently hates me as well as formatting.*

Current Version: Project: M 2.6b

I didn't see we had one of these so I took it upon myself to look into making one. This thread is still very much a work in progress as I haven't even done something like this before. Anywho, I hope this helps you Tink players and I hope you enjoy it.

I know a bunch of stuff is probably wrong, so if you catch something odd please post below and tell me how I can improve this thread. Thanks!

[collapse=Grounded Attacks]​
Hit Combo 1
Total: 27 Frames
Hit: Frames 2-6
Damage: 2%
Hit Combo 2
Total: 37 Frames
Hit: Frames 5-9
Damage: 3%
Hit Combo 3
Total: 50
Hit: 5-12
Damage: 5%
Forward Tilt
Total: 39 Frames
Hit: Frames 7-11
Damage: 9%
Up Tilt
Total: 42 Frames
Hit: Frames 7-14
Damage: 9%
Down Tilt
Total: 42 Frames
Hit: Frames 9-11
Damage: 9%
Dash Attack
Total: 48 Frames
Hit: Frames 8-23
Damage: 10%
[/collapse]​
[collapse=Smashes]​
Up Smash
Total: 40 Frames
Hit: Frames 7-21
Damage: 15% first hit, then 8% last hit for a total of 23%. 20% then 11% for a total of 31% if charged.
Forward Smash
Total: 52 Frames
Hit: Frames 11-20
Damage: 16% uncharged, 21% if charged.
Down Smash
Total: 51 Frames
Hit: Frames 4-15
Damage: 12-13% uncharged, 16% if charged.
[/collapse]​
[collapse=Aerials]​
Neutral Air
Total: 37 Frames
Hit: Frames 3-26
Damage: 12%
Forward Air
Total: 38 Frames
Hit: Frames 12-16
Damage: 14%
Backward Air
Total: 40 Frames
Hit: Frames 5-10
Damage: 10%
Down Air
Total: 90 Frames
Hit: Frames 14-54
Damage: 17% for normal, 8% for pogo, 16% for fire spike (top hitbox).
Up Air
Total: 66 Frames
Hit: Frames 4-40
Damage: 15%
[/collapse]​
[collapse=Grabs]​
Air Grab
Total: 60 Frames
Hit: Frames 10-16
Damage: None
Air Grab Catch
Total: 61 Frames
Hit: None
Damage: None
Pivot Grab
Total: 95 Frames
Hit: Frames 12-21
Damage: None
Dashing Grab
Total: 94 Frames
Hit: Frames 12-20
Damage: None
Grab Jab
Total: 24 Frames
Hit: Frame 9
Damage: 3%
Standing Grab
Total: 85 Frames
Hit: Frames 10-19
Damage: None
[/collapse]​
[collapse=Throws]​
Down Throw
Total: 65 Frames
Hit: Frames 21-22
Damage: 6%
Up Throw
Total: 60 Frames
Hit: Frames 27-29
Damage: 9%
Back Throw
Total: 40 Frames
Hit: Frames 9-12
Damage: 7%
Forward Throw
Total: 45 Frames
Hit: Frames 11-12
Damage: 7%
[/collapse]​
[collapse=Cliff Options]​
Slow Jump 1
Total: 22 Frames
Invincible: Frames 1-22
Damage: None
Slow Jump 2
Total: 38 Frames
Invincible: None
Damage: None
Quick Jump 1
Total: 16 Frames
Invincible: Frames 1-16
Damage: None
Quick Jump 2
Total: 29 Frames
Invincible: None
Damage: None
Slow Roll
Total: 80 Frames
Invincible: Frames 1-62
Damage: None
Quick Roll
Total: 50 Frames
Invincible: Frames 1-27
Damage: None
Slow Climb
Total: 60 Frames
Invincible: Frames 1-55
Damage: None
Quick Climb
Total: 35 Frames
Invincible: Frames 1-31
Damage: None
Slow Climb Attack
Total: 70
Hit: 50-54
Invincible: Frames 1-47
Damage: 8%
Quick Climb Attack
Total: 56
Hit: 25-26
Invincible: Frames 1-25
Damage: 8%
[/collapse]​
[collapse=Dodges]​
Spot Dodge
Total: 23 Frames
Invincible: Frames 1-15
Damage: None
Air Dodge
Total: 50 Frames
Invincible: Frames 3-29
Damage: None
Roll Left
Total: 48 Frames
Invincible: Frames 3-19
Damage: None
Roll Right
Total: 48 Frames
Invincible: Frames 3-19
Damage: None
Tech
Total: 22 Frames
Invincible: Frames 1-17
Damage: None
[/collapse]​
[collapse=Specials]​
Grounded Boomerang
Total: 46 Frames
Hit: Unknown
Damage: None. Boomerang does 7% forward, 3% backward.
Grounded Bomb
Total: 40 Frames
Hit: Unknown
Damage: None. Bomb does a total of 12%.
Grounded Spin2Win
Total: 75 Frames
Hit: Frames 2-46
Damage: 13-15% uncharged, 15-23% charged.
Aerial Boomerang
Total: 46 Frames
Hit: Unknown
Damage: None. Boomerang does 7% forward, 3% backward.
Aerial Bomb
Total: 40 Frames
Hit: Unknown
Damage: None. Bomb does a total of 12%.
Aerial Spin2Win
Total: 55 Frames
Hit: Frames 7-34
Damage: 17%
[/collapse]​
[collapse=Other]​
Milk Chug
Total: 219 Frames for Full Animation (Not shown here)
Hit: None
Damage: -2% first gulp, -1% for the second gulp for a total of -3%.
Final Smash
Total: 369 Frames
Hit: Frame 257
Damage: OVER 9000000000
[/collapse]​
Updates:​
11/13/13 - Topic created​
11/13/13 - Updated with damage percentages.​
11/14/13 - Updated with Frame timings.​
X/X/X - X​
 
D

Deleted member

Guest
This isn't complete yet but I think this should be stickied
 

PastLink

Smash Journeyman
Joined
Oct 28, 2012
Messages
280
Location
Wellington, Florida
the throw hitboxes, shouldn't those be long ranged? and for the boomerang and bombs (and arrows when you put them in, shouldn't you show the projectile hitboxes?

thank you so much though for posting these though. quick question, how do you figure out these hitboxes?
 
D

Deleted member

Guest
the throw hitboxes, shouldn't those be long ranged? and for the boomerang and bombs (and arrows when you put them in, shouldn't you show the projectile hitboxes?

thank you so much though for posting these though. quick question, how do you figure out these hitboxes?
It was simple; I'm a wizard. I do wizardry witchcraft and stuff.


In all seriousness, I used BrawlBox. BrawlBox at the moment can't view projectile hitboxes, but those should be self explanatory.
 
D

Deleted member

Guest
Include startup, endlag, and active frames and I'll actually use this. As it is right now its not much
 
D

Deleted member

Guest
Include startup, endlag, and active frames and I'll actually use this. As it is right now its not much
Added most of the frame timings. Enjoy.
End Lag can be found for the moment simply by the use for math, I may add it later.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
almost all of your frame timings are off by at least 1 frame. jab 1 hits frame 4. upb hits frame 3. note that in PSA, the asynchronous timer before a hitbox is the frame before the hitbox actually becomes active. similarly for terminate collision commands.
you should also include IASA frames. these are noted by the "Allow Interrupt" command in PSA. again, the IASA frame is the number in the asynchronous timer preceding it + 1.

grab hitboxes are all wrong. don't bother showing them if you can't get the chain article to display in bbox. and your mouse cursor shows up in one of them for some reason?

i'm also not sure why you're specifying that this is project m frame data in the project m forums.
 
D

Deleted member

Guest
almost all of your frame timings are off by at least 1 frame. jab 1 hits frame 4. upb hits frame 3. note that in PSA, the asynchronous timer before a hitbox is the frame before the hitbox actually becomes active. similarly for terminate collision commands.
you should also include IASA frames. these are noted by the "Allow Interrupt" command in PSA. again, the IASA frame is the number in the asynchronous timer preceding it + 1.

grab hitboxes are all wrong. don't bother showing them if you can't get the chain article to display in bbox. and your mouse cursor shows up in one of them for some reason?

i'm also not sure why you're specifying that this is project m frame data in the project m forums.
WELL SOOORRRRRRRYYY ADAM.
This is my first time doing this. I followed GM171's instructions and this is the result. Thanks for the input, I'll fix it later. BrawlBox is a *****.
 
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