Almand
Smash Journeyman
- Joined
- Jan 20, 2018
- Messages
- 217
This first post is a Master List of all Frame Data and Damage changes from Smash 4 to Smash Ultimate.
MAJOR UPDATE: I saw this linked on a Pac-Man Discord, so I'm here to say that a lot of stuff has changed. I'm fixing it so people aren't confused.
For reference:
-All values may or may not be accurate, so take them with a grain of salt.
-All values are formatted by "Smash 4 -> Smash Ultimate."
-Frame Data is always in green, Damage in blue, any other relevant changes in purple.
-Frame Data begins when the first "whoosh" or "strike" effect appears, in the event that I can't find an instance of the move hitting on its first possible frame. I cannot reliably find data for ending frames (for most moves) or late hit frame data, since there is no way of knowing this for sure.
-All attacks' damage values are meant to reflect base damage (No 1v1 or Fresh bonuses)
-All Smashes are uncharged, but damage likely increases by 1.4x when charged (we don't know if SSBU is different from Smash 4 in this regard).
-Any unknown values are represented by a red ?.
-Special Instances (usually a possible inconsistency) are marked with a yellow symbol, such as * or ^.
-If you see any evidence proving my research false, please link me to the video showing it, and I will update this Master List with credit to you in orange. (Make sure all reference videos are in 60 FPS. For damage, just make sure the percents are easily visible. Thanks in advance! )
Without further ado, here we go!!!!
Attributes:
Weight: 95
Run Speed: 1.52 -> 1.672. Can easily catch up to Melon now, implying he is quite a lot quicker.
Initial Dash: 1.6 -> 1.87.
Walk Speed: 1.045 -> 1.097.
Air Speed: 1.04 -> 1.092.
Fall Speed: 1.35
Normals:
Jab 1: Active 4-6 -> 4, FAF 20 -> 20. Damage 3% -> 2%. Pac now swings his arm in a circular motion (a hook, I think?) instead of jabbing straight forward. Also has a hitbox that sends backward, towards Pac (5:15 in this video.)
Jab 2: Active 4-6 -> 4, FAF 22 -> 22. Damage 2% -> 2%
Jab 3: Active 4-7 -> 4, FAF 34 -> 34. Damage 4% -> 4%. Total: 9% -> 8%.
Dash Attack (Loop Hits): Active 10-11, 20-21 -> 10, 19, 28, FAF 42 -> 46. Damage 2% -> 2%. Dash Attack now has 4 hits, rather than 3.
Dash Attack (Final Hit): Active 30 -> 37, FAF 42 -> 46. Damage 5% -> 4%. Total: 9% -> 10%.
F-Tilt: Active 5-7 -> 5, FAF 31 -> 31. Damage 8% -> 8%.
Up Tilt: Active 7-10 -> 7, FAF 34 -> 25. Damage 7% -> 6.5%. Now an upward jab instead of a headbutt, has much less knockback growth.
Down Tilt: Active 7-9 -> 7, FAF 29 -> 27. Damage 6% -> 6%. Now returns Pac-Man back to his original position after being used.
Smashes:
F-Smash: Active 18-20 -> 16, FAF 53 -> 53. Damage (Hand, Blinky) 15%/16% -> 15%/16%. May have more range (credit to xzx)
F-Smash (Late): Active 21-28 -> ?, FAF 53 -> 53. Damage 9% -> 9%. Blinky Disappears frame 29, possible end of Late Hit.
Up Smash (Hit 1): Active 13 -> 11, FAF 50 -> 50. Damage 3% -> 3%.
Up Smash (Hit 2): Active 16-18 -> 15, FAF 50 -> 50. Damage 14% -> 14%. Total: 17% -> 17%.
Up Smash (Hit 2, Late): Active 19-26 -> ?, FAF 50 -> 50. Damage 8% -> ?%. Inky Disappears frame 30, possible end of Late Hit.
Down Smash: Active 18-20 -> 15, FAF 55 -> 55. Damage 13% -> 13%.
Down Smash (Late): Active 21-28 -> ?, FAF 55 -> 55. Damage 7% -> 7%. Pinky and Clyde disappear frame 29, possible end of Late Hit.
Aerials:
Nair (Early): Active 3-5 -> 3, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 10% -> 10%. Pac spins more "violently," probably larger hitbox. Seems to have lower knockback growth.
Nair (Mid): Active 6-9 -> ?, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 6% -> 6%
Nair (Late): Active 10-19 -> ?, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 3% -> 6%
Fair: Active 5-8 -> 5, FAF 26 -> 26. Landing Lag 16 -> 10. Damage 5.3% -> 7.65%. Noticably higher base knockback.
Bair: Active 9-11 -> 9, FAF 41 -> 41. Landing Lag 22 -> 13. Damage 11.8% -> 11.8%. Seems to have higher knockback (Caused Red Lightning on Ridley at 122% from Center Omega Battlefield, while Pac was at about 130%. For comparison, the same in Smash 4 does not happen to Cloud, an average weight, until over 130%, and Bowser, the heaviest character, until over 150%)
Bair (Late): Active 12-16 -> ?, FAF 41 -> 41. Landing Lag 22 -> 13. Damage 7% -> 7%
Up Air: Active 9-16 -> 9, FAF 37 -> 37. Landing Lag 16 -> 10. Damage 10% -> 10%.
Dair (Hits 1-3): Active 6-7, 14-15, 22-23 -> 6, 13, 20, FAF 60 -> 50. Landing Lag 20 -> 12. Damage 1.5% -> 2%.
Dair (Hit 4): Active 30-31 -> 27, FAF 60 -> 50. Landing Lag 20 ->12. Damage 6% -> 7%. Total: 10.5% -> 13%.
Specials:
Fruit: Charge begins Frame 8. Fruit does not stale (Mistake cleaned up by Aaron1997). Fruit-cancelling is also removed.
-Cherry: Spawns 8 -> 8. Damage 4% -> 4.3%
-Strawberry: Spawns 19 -> 20. Damage 6% -> 6%
-Orange: Spawns 30 -> 32. Damage 8% -> 7.5%
-Apple: Spawns 54 -> 51. Damage 9% -> 9.5%
-Melon: Spawns 78 -> 70. Damage 12% -> 12%
-Galaga: Spawns 102 -> 90. Damage 9% -> 9%.
-Bell: Spawns 126 -> 110. Damage 8% -> 7.5%
-Key: Spawns 150 -> 131. Damage 15% -> 16%. Overall, 19 frames faster charge!
Fruit Throw: Active 12 -> 12, FAF 45 -> 42.
Power Pellet (Startup): Active 23- -> ?, FAF 94 -> 73. Damage 10% -> ?%. Uncharged or Charged always deals 10%.
Power Pellet (Startup, Late): Active ? -> ?, FAF 94 -> 73. Damage 5% -> ?%. Uncharged or Charged always deals 5%.
Power Pellet (Startup, Latest): Active ? -> ?, FAF 94 -> 73. Damage 4% -> 4%. Uncharged or Charged always deals 4%.
Power Pellet (Uncharged): Active 23- -> ?, FAF 94 -> 73. Damage 6% -> 6%.
Power Pellet (Fully Charged): Active ? -> ?, FAF 94 -> 73. Damage 12% -> 12%. Does not include the initial dash, only the final hit.
Trampoline: Appears frame 1, Active frame 10.
Trampoline (Early): Active 4-7 -> 4. Damage 7% -> 5%. Trampoline can be attacked to "force" it into another color. A green trampoline acts as a red?
Trampoline (Mid): Active 8-12 -> ?. Damage 6% -> 6% Different colors seem to deal more damage (Early Blue deals 5%, but Early Red may deal 7-8%, for example).
Trampoline (Late): Active 13-17 -> ?. Damage 5% -> 7%
Hydrant (Falling, Ground): Active 12 -> 9, FAF 40 -> 35. Damage 9% -> 9%. First "active frame" is when Hydrant appears, hitbox may activate later.
Hydrant (Falling, Air): Active 9 -> 9, FAF 35 -> 35. Damage 9% -> 9%.
Hydrant (Damaged): Active 1- -> 1-. Damage 13% -> 13%
Grabs/Throws:
Standing Grab: Active 12-14, 22-24, 32-39 -> 12, FAF 76 -> 59. Beam turns duller, and Pac looks disappointed when missed (frame 35 & 36 respectively).
Dash Grab: Active 12-14, 22-24, 32-39 -> 14, FAF 76 -> 67.
Pivot Grab: Active 12-14, 22-24, 32-39 -> 15, FAF 76 -> 62.
Pummel: Damage 3.25% -> 1.2%. Actual hit is much faster, can be used in rapid succession.
F-Throw: Damage 6% -> 8%
Back Throw: Damage 11% -> 11%
Up Throw: Damage 5% -> 5%
Down Throw: Damage 10.5% -> 10.5%. Noticeably faster; entire animation finishes in about 25 frames.
MAJOR UPDATE: I saw this linked on a Pac-Man Discord, so I'm here to say that a lot of stuff has changed. I'm fixing it so people aren't confused.
For reference:
-All values may or may not be accurate, so take them with a grain of salt.
-All values are formatted by "Smash 4 -> Smash Ultimate."
-Frame Data is always in green, Damage in blue, any other relevant changes in purple.
-Frame Data begins when the first "whoosh" or "strike" effect appears, in the event that I can't find an instance of the move hitting on its first possible frame. I cannot reliably find data for ending frames (for most moves) or late hit frame data, since there is no way of knowing this for sure.
-All attacks' damage values are meant to reflect base damage (No 1v1 or Fresh bonuses)
-All Smashes are uncharged, but damage likely increases by 1.4x when charged (we don't know if SSBU is different from Smash 4 in this regard).
-Any unknown values are represented by a red ?.
-Special Instances (usually a possible inconsistency) are marked with a yellow symbol, such as * or ^.
-If you see any evidence proving my research false, please link me to the video showing it, and I will update this Master List with credit to you in orange. (Make sure all reference videos are in 60 FPS. For damage, just make sure the percents are easily visible. Thanks in advance! )
Without further ado, here we go!!!!
Attributes:
Weight: 95
Run Speed: 1.52 -> 1.672. Can easily catch up to Melon now, implying he is quite a lot quicker.
Initial Dash: 1.6 -> 1.87.
Walk Speed: 1.045 -> 1.097.
Air Speed: 1.04 -> 1.092.
Fall Speed: 1.35
Normals:
Jab 1: Active 4-6 -> 4, FAF 20 -> 20. Damage 3% -> 2%. Pac now swings his arm in a circular motion (a hook, I think?) instead of jabbing straight forward. Also has a hitbox that sends backward, towards Pac (5:15 in this video.)
Jab 2: Active 4-6 -> 4, FAF 22 -> 22. Damage 2% -> 2%
Jab 3: Active 4-7 -> 4, FAF 34 -> 34. Damage 4% -> 4%. Total: 9% -> 8%.
Dash Attack (Loop Hits): Active 10-11, 20-21 -> 10, 19, 28, FAF 42 -> 46. Damage 2% -> 2%. Dash Attack now has 4 hits, rather than 3.
Dash Attack (Final Hit): Active 30 -> 37, FAF 42 -> 46. Damage 5% -> 4%. Total: 9% -> 10%.
F-Tilt: Active 5-7 -> 5, FAF 31 -> 31. Damage 8% -> 8%.
Up Tilt: Active 7-10 -> 7, FAF 34 -> 25. Damage 7% -> 6.5%. Now an upward jab instead of a headbutt, has much less knockback growth.
Down Tilt: Active 7-9 -> 7, FAF 29 -> 27. Damage 6% -> 6%. Now returns Pac-Man back to his original position after being used.
Smashes:
F-Smash: Active 18-20 -> 16, FAF 53 -> 53. Damage (Hand, Blinky) 15%/16% -> 15%/16%. May have more range (credit to xzx)
F-Smash (Late): Active 21-28 -> ?, FAF 53 -> 53. Damage 9% -> 9%. Blinky Disappears frame 29, possible end of Late Hit.
Up Smash (Hit 1): Active 13 -> 11, FAF 50 -> 50. Damage 3% -> 3%.
Up Smash (Hit 2): Active 16-18 -> 15, FAF 50 -> 50. Damage 14% -> 14%. Total: 17% -> 17%.
Up Smash (Hit 2, Late): Active 19-26 -> ?, FAF 50 -> 50. Damage 8% -> ?%. Inky Disappears frame 30, possible end of Late Hit.
Down Smash: Active 18-20 -> 15, FAF 55 -> 55. Damage 13% -> 13%.
Down Smash (Late): Active 21-28 -> ?, FAF 55 -> 55. Damage 7% -> 7%. Pinky and Clyde disappear frame 29, possible end of Late Hit.
Aerials:
Nair (Early): Active 3-5 -> 3, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 10% -> 10%. Pac spins more "violently," probably larger hitbox. Seems to have lower knockback growth.
Nair (Mid): Active 6-9 -> ?, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 6% -> 6%
Nair (Late): Active 10-19 -> ?, FAF 52 -> 52. Landing Lag 12 -> 7. Damage 3% -> 6%
Fair: Active 5-8 -> 5, FAF 26 -> 26. Landing Lag 16 -> 10. Damage 5.3% -> 7.65%. Noticably higher base knockback.
Bair: Active 9-11 -> 9, FAF 41 -> 41. Landing Lag 22 -> 13. Damage 11.8% -> 11.8%. Seems to have higher knockback (Caused Red Lightning on Ridley at 122% from Center Omega Battlefield, while Pac was at about 130%. For comparison, the same in Smash 4 does not happen to Cloud, an average weight, until over 130%, and Bowser, the heaviest character, until over 150%)
Bair (Late): Active 12-16 -> ?, FAF 41 -> 41. Landing Lag 22 -> 13. Damage 7% -> 7%
Up Air: Active 9-16 -> 9, FAF 37 -> 37. Landing Lag 16 -> 10. Damage 10% -> 10%.
Dair (Hits 1-3): Active 6-7, 14-15, 22-23 -> 6, 13, 20, FAF 60 -> 50. Landing Lag 20 -> 12. Damage 1.5% -> 2%.
Dair (Hit 4): Active 30-31 -> 27, FAF 60 -> 50. Landing Lag 20 ->12. Damage 6% -> 7%. Total: 10.5% -> 13%.
Specials:
Fruit: Charge begins Frame 8. Fruit does not stale (Mistake cleaned up by Aaron1997). Fruit-cancelling is also removed.
-Cherry: Spawns 8 -> 8. Damage 4% -> 4.3%
-Strawberry: Spawns 19 -> 20. Damage 6% -> 6%
-Orange: Spawns 30 -> 32. Damage 8% -> 7.5%
-Apple: Spawns 54 -> 51. Damage 9% -> 9.5%
-Melon: Spawns 78 -> 70. Damage 12% -> 12%
-Galaga: Spawns 102 -> 90. Damage 9% -> 9%.
-Bell: Spawns 126 -> 110. Damage 8% -> 7.5%
-Key: Spawns 150 -> 131. Damage 15% -> 16%. Overall, 19 frames faster charge!
Fruit Throw: Active 12 -> 12, FAF 45 -> 42.
Power Pellet (Startup): Active 23- -> ?, FAF 94 -> 73. Damage 10% -> ?%. Uncharged or Charged always deals 10%.
Power Pellet (Startup, Late): Active ? -> ?, FAF 94 -> 73. Damage 5% -> ?%. Uncharged or Charged always deals 5%.
Power Pellet (Startup, Latest): Active ? -> ?, FAF 94 -> 73. Damage 4% -> 4%. Uncharged or Charged always deals 4%.
Power Pellet (Uncharged): Active 23- -> ?, FAF 94 -> 73. Damage 6% -> 6%.
Power Pellet (Fully Charged): Active ? -> ?, FAF 94 -> 73. Damage 12% -> 12%. Does not include the initial dash, only the final hit.
Trampoline: Appears frame 1, Active frame 10.
Trampoline (Early): Active 4-7 -> 4. Damage 7% -> 5%. Trampoline can be attacked to "force" it into another color. A green trampoline acts as a red?
Trampoline (Mid): Active 8-12 -> ?. Damage 6% -> 6% Different colors seem to deal more damage (Early Blue deals 5%, but Early Red may deal 7-8%, for example).
Trampoline (Late): Active 13-17 -> ?. Damage 5% -> 7%
Hydrant (Falling, Ground): Active 12 -> 9, FAF 40 -> 35. Damage 9% -> 9%. First "active frame" is when Hydrant appears, hitbox may activate later.
Hydrant (Falling, Air): Active 9 -> 9, FAF 35 -> 35. Damage 9% -> 9%.
Hydrant (Damaged): Active 1- -> 1-. Damage 13% -> 13%
Grabs/Throws:
Standing Grab: Active 12-14, 22-24, 32-39 -> 12, FAF 76 -> 59. Beam turns duller, and Pac looks disappointed when missed (frame 35 & 36 respectively).
Dash Grab: Active 12-14, 22-24, 32-39 -> 14, FAF 76 -> 67.
Pivot Grab: Active 12-14, 22-24, 32-39 -> 15, FAF 76 -> 62.
Pummel: Damage 3.25% -> 1.2%. Actual hit is much faster, can be used in rapid succession.
F-Throw: Damage 6% -> 8%
Back Throw: Damage 11% -> 11%
Up Throw: Damage 5% -> 5%
Down Throw: Damage 10.5% -> 10.5%. Noticeably faster; entire animation finishes in about 25 frames.
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