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Data Peach Hitboxes and Frame Data Thread (REMASTERED)

Discussion in 'Peach' started by Quetzalcoatl, Dec 15, 2015.

  1. Quetzalcoatl

    Quetzalcoatl
    Expand Collapse
    Smash Ace

    Joined:
    Jun 4, 2003
    Messages:
    614
    Location:
    Perth, Western Australia
    Credits to SuperDoodleMan and @Magus420 for the frame data. Shield stun and Advantage data corrected by Flagitious. Images Compiled by Emma Watson's Boyfriend and Edited by @Stratocaster (sept 2010). Revised and reposted by @Quetzalcoatl (dec 2015). (original thread archive: http://smashboards.com/threads/complete-peach-hitboxes-and-frame-data.287033/ )

    All aerials are while falling, and therefore the hitboxes stretch up.
    Shield Advantage assumes IASA frames are fully exploited.

    -------------------------------------
    Jab 1 - Royal Slap

    [​IMG]

    Total frames: 19
    Hit frames: 2-3
    IASA: 16

    Window of the second jab: 3-25
    Second jab starts: 10 (or later)

    Shield Advantage: -10
    Shield Advantage with Double Slap: -6

    Damage: 3%
    Does not stale Jab 2

    Hitbox Priority: Arm and Body>Hand

    Angle
    Hand: 74
    Arm and Body: 78

    Knockback
    KBG: 100
    BKB: 0
    WBKB: 20

    -------------------------------------
    Jab 2 - Double Royal Slap

    [​IMG]

    Total frames: 20
    Hit frames: 3-4
    IASA: 17
    Shield Advantage: -11

    Damage: 2%
    Does not stale Jab 1

    Hitbox priority: Arm and Body>Hand

    Angle: 361

    Knockback
    KBG: 100
    BKB: 30

    -------------------------------------
    Forward Tilt - Can-Can Kick

    [​IMG]

    Total: 41
    Hit: 6-13
    IASA: 37
    Shield Advantage: -23

    Damage
    Tip: 10%
    Middle: 11%
    Close: 13%
    Late: 6%


    Hitbox Priority: Close>Middle>Tip

    Angle
    Tip: 80
    Middle: 100
    Close: 80
    Late: 90


    Knockback
    Tip/Middle/Close
    KBK: 85
    BKB: 35

    Late
    KBK: 50
    BKB: 55


    -------------------------------------
    Down Tilt - Elegant Sweep

    [​IMG]

    Total: 27
    Hit: 12-13
    IASA: 26
    Shield Advantage: -7

    Damage
    vs Grounded: 12%
    vs Aerial meteor smash: 12%
    vs Aerial non-meteor: 12%


    Hitbox priority: Body>Hand

    Angle
    vs Grounded: 270
    vs Aerial (Body): 270
    vs Aerial (Hand): 80


    Knockback
    vs Grounded and vs Aerial (Body)
    KBG: 100
    BKB: 60

    vs Aerial (Hand)
    KBG: 100
    BKB: 15

    -------------------------------------
    Up Tilt - Crown Bash

    [​IMG]

    Total: 39
    Hit: 9-13
    Head Invincible: 9-12
    IASA: 37
    Shield Advantage: from -16 to -20

    Damage: 12%

    Angle: 80

    Knockback
    KBG: 72
    BKB: 48

    -------------------------------------
    Dash Attack - Lady Push

    [​IMG]

    Total: 37
    Hit: 6-20
    IASA: 36
    Shield Advantage (Early): -22
    Shield Advantage (Late): -17

    Damage

    Early
    Head: 12%
    Arms: 9%

    Late
    Head: 8%
    Arms: 7%

    Hitbox priority: Head>Arms

    Angle
    Head Early: 80
    Arms Early: 361
    Head Late: 80
    Arms Late: 361

    Knockback
    KBG: 70 (All)
    BKB
    Head Early: 70
    Arms Early: 50
    Head Late: 20
    Arms Late: 20

    -------------------------------------
    Forward Smash - Peach Swing

    [​IMG] [​IMG] [​IMG]

    Total: 47
    Hit: 15-18
    Charge frame: 8
    IASA: 40
    Shield Advantage (Pan Tip and Golf Tip): -13
    Shield Advantage (Tennis, Close Golf, Close Pan): -15/-16

    Pan
    Damage

    Body/Handle 15%
    Tip: 17%

    Hitbox priority: Tip>Handle>Body

    Angle
    Pan: 80
    Body: 361

    Knockback
    KBG: 60
    BKB: 50

    Tennis
    Damage

    Body: 12%
    Racket: 12%

    Hitbox priority: Tip>Handle>Body

    Angle: 29

    Knockback
    Body and Handle
    KBG: 35
    BKB: 65

    Tip
    KBG: 35
    BKB: 75

    Golf
    Damage

    Tip: 17%
    Other: 13%

    Hitbox priority: Tip>Handle>Body

    Angle
    Club: 45
    Body: 361

    Knockback
    Body/Base
    KBG: 50
    BKB: 50

    Tip
    KBG: 50
    BKB: 70

    -------------------------------------
    Up Smash - Pirouette

    [​IMG]

    Total: 44
    Hit: 13-22
    Charge frame: 10
    Head and arms invulnerable: 13-22
    Shield Advantage (Sides): -26
    Shield Advantage (Hand): -23
    Shield Advantage (Shoulder): -21

    Damage
    Sides: 8%
    Hand: 15%
    Shoulder: 19%

    Shield Damage
    Shoulder: 4

    Hitbox priority: Hand>Shoulder>Sides

    Angle
    Sides: 75
    Hand: 90
    Shoulder: 90

    Knockback
    Sides
    KGB: 100
    BKB: 30

    Hand
    KGB: 100
    BKB: 40

    Shoulder
    KGB: 100
    BKB: 40

    -------------------------------------
    Down Smash - Double-Edged Gown

    [​IMG]

    Total: 39
    Hit: 5-6, 9-10, 13-14, 17-18, 21-22
    Charge frame: 3
    Legs invincible: 3-24
    Shield Advantage
    Hit 1: -26
    Hit 2: -22
    Hit 3: -18
    Hit 4: -14
    Hit 5: -10

    Damage
    5 Hits
    Inner: 12%
    Outer: 14%
    Self Stales

    Hitbox priority: Outer>Inner

    Angle
    Outer: 140
    Inner: 140

    Knockback
    Outer
    KBG: 80
    BKB: 40

    Inner
    KBG: 80
    BKB: 35

    -------------------------------------
    Neutral Aerial - Princess Twirl

    [​IMG]

    Total: 49
    Hit: 3-23
    IASA: 42
    Auto Cancel: <2 36>
    Landing Lag: 17
    L Canceled: 8

    Damage
    Early: 14%

    Late
    Arms: 10%
    Body: 9%

    Hitbox priority: Hands>Body

    Angle: 361

    Knockback
    Early (Hands and Body)
    KBG: 100
    BKB: 20

    Late (Hands and Body)
    KBG: 100
    BKB: 0

    -------------------------------------
    Up Aerial - Floating High Kick

    [​IMG]

    Total: 35
    Hit: 7-11
    IASA: 34
    Auto Cancel: <6 22>
    Landing Lag: 15
    L Canceled: 7

    Damage
    Tip: 14%
    Middle: 12%
    Base 11%

    Hitbox priority: Tip>Middle>Base

    Angle
    Tip: 80
    Middle: 80
    Base: 361

    Knockback
    KBG: 120
    BKB: 0

    -------------------------------------
    Back Aerial - Flying Hip

    [​IMG]

    Total: 44
    Hit: 6-22
    IASA: 38
    Auto Cancel: <4 23>
    Landing Lag: 15
    L Canceled: 7

    Damage
    Early: 14%
    Late: 10%

    Angle: 361

    Knockback
    Initial Hit
    KBG: 100
    BKB: 0

    Late
    KBG: 90
    BKB: 10

    -------------------------------------
    Down Aerial - Stiletto Kick

    [​IMG]

    Total: 39
    Hit: 12-13, 18-19, 24-25, 30-31
    IASA: 36
    Auto Cancel: <11 36>
    Landing Lag: 15
    L Canceled: 7

    Damage
    4 hits
    3%
    Self Stales

    Hitbox priority: Tip>Base

    Angle: 90

    Knockback
    Tip
    KBG: 50
    BKB: 16

    Base
    KBG: 50
    BKB: 12

    -------------------------------------
    Forward Aerial - Crown Smack

    [​IMG]

    Total: 54
    Hit: 16-20
    IASA: 51
    Auto Cancel: <15 39>
    Landing Lag: 25
    L Canceled: 12

    Damage: 15%

    Angle: 361

    Knockback
    KBG: 70
    BKB: 60

    -------------------------------------
    Grab

    [​IMG]

    Total: 30
    Grab: 7-8

    -------------------------------------
    Dash Grab

    [​IMG]

    Total: 40
    Grab: 7-8

    -------------------------------------
    Down throw - The Royal Treatment

    Total: 65
    Release: 43

    Initial Hit (Can hit secondary opponents)
    Damage: 0%
    Angle: 270
    Knockback
    KBG: 100
    WBK: 20
    BKB: 0

    Release
    Damage: 7%
    Angle: 108
    Knockback
    KBG: 30
    BKB: 60

    -------------------------------------
    Up throw - Gut Punch

    Total: 50
    Hit: 20-26
    Release: 27
    Damage: 8% total

    Initial Hit (Can hit secondary opponents)
    Damage: 2%
    Angle: 80
    Knockback
    KBG: 100
    WBK: 20
    BKB: 0

    Release
    Damage:
    6%
    Angle: 88
    Knockback
    KBG: 56
    BKB: 70

    -------------------------------------
    Forward throw - Royal Slap
    Total: 36
    Hit: 14-16
    Release: 17
    Damage: 10% total

    Initial Hit (Can hit secondary opponents)
    Damage: 2%
    Angle: 80
    Knockback
    KBG: 200
    BKB: 10

    Release
    Damage:
    8%
    Angle: 45
    Knockback
    KBG: 160
    BKB: 10

    -------------------------------------
    Back Throw - Iron Hip

    Total: 52
    Hit: 20-22
    Release: 23
    Damage: 11% total

    Initial Hit
    Damage:
    2%
    Angle: 70
    Knockback
    KBG: 200
    BKB: 10

    Release
    Damage:
    2%
    Angle: 135
    Knockback
    KBG: 40
    BKB: 80

    -------------------------------------
    Pummel - Heel Stomp

    Total: 28
    Hit: 15-19
    Damage: 3%
    Angle: 80
    Knockback
    KBG: 100
    WBK: 30
    BKB: 0

    Grab Release:
    Total - 30

    This applies to both parties, aerial or grounded releases.
    -------------------------------------
    Vegetable

    [​IMG]

    Total: 29
    Vegetable lasts 140 frames in air

    Turnip Throw - Ground

    [​IMG]

    Total: 23
    Release: 10 (forward, back)
    Release: 11 (up)
    Release: 9 (down)

    Turnip throw Air

    Total: 23
    Release: 10 (down)
    Release: 11 (up)
    Release: 10 (forward)
    Release: 9 (backward)

    Z drop: 1

    Dash Throw

    Total: 39
    Release: 12

    Turnip/Item Catch


    Grounded: 7
    Z Catch: 1

    Damage
    Regular: 2%
    Winky: 6%
    Dot Eyes: 12%
    Stitchface: 30%

    Mr Saturn: 3%
    Bob-omb: 25%*
    Beam Sword (thrown): 5%

    Additional damage is given to a thrown item based on the speed it is travelling using this formula:
    Damage = X - 0.4 + (Speed * 3)

    * Bob-omb always does 25%, it does not receive any additional damage from its speed.

    Thrown items are not subject to staling

    Shield Damage
    Mr Saturn: 21 (including Z drop)

    Angle
    Turnip: 361
    Mr Saturn (vs air): 361
    Mr Saturn (vs ground): 270
    Bob-omb: 361
    Beam Sword (thrown): 361

    Knockback

    Turnip
    KBG: 60
    BKB: 25

    Mr Saturn
    KBG: 50
    BKB: 10

    Bob-omb
    KBG: 90
    BKB: 30

    Beam Sword (thrown)
    KBG: 100
    BKB: 10

    -------------------------------------
    Beam Sword

    Beam Sword Jab
    Total: 24
    Hit: 9-11
    Shield Advantage: -8
    Damage: 7%
    Shield Damage: 2
    Angle: 361
    Knockback
    KBG: 100
    BKB: 10

    Beam Sword Tilt
    Total: 42
    Hit: 14-17
    Shield Advantage: -21
    Damage: 11%
    Shield Damage: 4
    Angle: 361
    Knockback
    KBG: 100
    BKB: 15

    Beam Sword Smash
    Total: 60
    Hit: 17-20
    Charge frame: 11
    Shield Advantage: -33
    Damage: 15%
    Shield Damage: 6
    Angle: 361
    Knockback
    KBG: 100
    BKB: 28

    Beam Sword Dash Attack
    Total: 45
    Hit: 2-8, 14-20
    Shield Advantage: -23

    Damage
    Strong
    Head: 10%
    Base: 13%
    Mid: 12%
    Tip: 11%

    Weak
    Head: 10%
    Base: 12%
    Mid: 8%
    Tip: 6%

    Attack starts with the Strong property, then during the spin changes to the Weak property (hitboxes are behind) returning to strong from frame 14 and finishing on Weak on the last active frames

    Angle: 361
    Knockback
    KBG: 70
    BKB: 35

    Beam Sword Standing Z drop
    Total: 21
    Release: 9
    Damage: 7%

    -------------------------------------
    Peach Bomber

    [​IMG] [​IMG]

    Windup on ground: 21
    Windup in air: 31

    Lunging portion: 25 (1-10 do damage)
    Landing Lag: 33
    Air lag: 28

    Hit recovery: 28 (including 1st frame
    of hit)

    Shield Advantage (Tilt): -10
    Shield Advantage (Smash): -8

    Tilt Peach Bomber
    Damage:
    16%
    Shield Damage: 3

    Angle: 70
    Knockback
    KBG: 40
    BKB: 80

    Smash Peach Bomber
    Damage:
    18%
    Shield Damage: 5

    Angle: 55
    Knockback
    KBG: 40
    BKB: 100

    --WALLBOMBING--
    Peach can use this attack against a
    wall repeatedly to gain height. The
    sooner you use it, the more height
    you will gain.

    Without influencing your fall (which
    you can only do once the Bomber is
    done) you can wallbomb from 29-35 of
    the hit (1 being the first frame of
    hit, and the explosion sound).

    If you do influence your fall, you
    must return the stick to neutral so
    you can smash it to the side again.

    1 frame of neutral: 29--->
    2 frames of neutral: 29-->
    3 frames of neutral: 29-38
    4 frames of neutral: 29-37
    5 frames of neutral: 29-36

    I.E. if you want to wallbomb on frame
    38, you must let the stick be neutral
    for 3 or less frames just before the
    bombing.

    -------------------------------------
    Toad
    [​IMG]

    Total: 64
    Toad: 10-30

    Toad Counter
    Total: 69
    Invincible: 1-8
    Hit: 6-32

    7 Spores, each spore lasts 11 frames

    Spore 1: 6-17
    Spore 2: 7-18
    Spore 3: 9-20
    Spore 4: 12-23
    Spore 5: 15-26
    Spore 6: 18-29
    Spore 7: 21-32

    Damage: 3% for 7 hits (Self Stales)
    Shield Damage: 5 per hit (35)
    Angle: 80
    Knockback
    KBG: 50
    BKB: 80

    -------------------------------------
    Peach Parasol

    [​IMG]

    Initial Attack
    Total: 40
    Invincibility: 3
    Hit: 6-9, 10-11, 12-13, 14-15, 16-17,
    18-19, 20-21, 22-23, 24-25, 26-27,
    28-29

    Opening
    Total: 15
    Hit: 10>

    Closing
    Can input either a regular fall or fast fall as early as frame 15 of Opening. On the next frame your fall speed will immediately increase.
    Can reopen immediately after closing

    Being floaty lasts 944 frames max after which you will automatically close Parasol.

    Parasol Open Landlag: 30
    Parasol Closed Landlag: 4
    Earliest edge grab: 34

    Initial hit
    Damage: 5%
    Angle: 70
    Knockback
    KBG: 100
    WBK: 150

    Secondary hits 2-6
    Damage: 1%
    Hitbox priority: Parasol>Body

    Angle
    Body: 74
    Parasol: 78

    Knockback
    Body
    KBG: 100
    WBK: 120

    Parasol
    KBG: 100
    WBK: 90

    Secondary hits 7-11
    Damage: 1%

    Angle
    Body: 72
    Parasol: 78

    Knockback
    Body
    KBG: 100
    WBK: 60

    Parasol
    KBG: 100
    WBK: 90

    Open Parasol
    Damage:
    3%
    Angle: 80

    Knockback
    KBG: 40
    BKB: 40


    -------------------------------------
    Sidestep Dodge

    [​IMG]

    Total: 27
    Invincible: 2-18
    -------------------------------------
    Air Dodge

    [​IMG]

    Total: 49
    Invincible: 4-19
    Glide Toss window: 1-3
    Can input fastfall on frame 20
    -------------------------------------
    Roll

    [​IMG] [​IMG]

    Total: 31
    Invincible: 4-19
    Glide Toss window: 1-5

    -------------------------------------
    Shield

    Total: 1-8+
    Physical Power Shield: 1-4
    Reflective Power Shield: 1-2

    Can be interrupted to perform a Roll, Sidestep, Jump, Grab or Item throw on frame 2

    Drop Shield
    Total - 14
    Can only drop shield after holding shield for at least 8 frames

    While dropping shield you can still sidestep

    -------------------------------------
    Dash

    If A is Pressed:
    Frame 1-3 a Smash attack will occur
    Frame 4+ a Dash attack will occur

    If R/L is pressed
    Frame 1-2 a Roll will occur
    Frame 3+ a Shield will be inputted to come out on the next frame

    Jump and Grab can be performed on Frame 1 of Dash
    -------------------------------------
    Turn

    Smash Turn
    Total: 1

    Tilt Turn
    Total: 7

    Running Turn
    Total: 24
    -------------------------------------
    Jump

    Jump Squat

    Total: 5

    Jump
    Total: 50
    Edge Grab: 21-50
    Apex: 29*

    Double Jump
    Total: 60
    Apex: 52*
    Edge Grab: 1-5, 51-60

    *Float will activate on this frame if the Jump button is held
    -------------------------------------
    Float

    Total: 150

    If the float timer ends while an aerial is being performed you will enter float for 1 frame after the aerial ends before the float drops.

    Float End
    Total: 5
    Can Grab edge at any frame of Float End
    -------------------------------------
    Landing

    No Impact Land
    Total: 1

    Regular Land
    Total: 4

    Float Cancel
    Total: 4

    Auto Cancel
    Total: 4

    Air Dodge Land
    Total: 10
    -------------------------------------
    Tech Recovery

    Missed Tech
    Total: 26

    Missed Tech Wall/Ceiling
    Invincible: 1-15

    Neutral Tech
    Total: 26
    Invincible: 1-20

    Wall Tech
    Total: 31
    Invincible: 1-14
    IASA: 6

    Wall Tech Jump
    Total: 40
    IASA: 1

    Ceiling Tech
    Total - 26
    Invincibility - NONE*

    *Peach and Zelda are the only characters who don’t get invincibility on a Ceiling Tech. Everyone else gets invincibility on the first 11-18 frames

    Tech Roll Forward
    Total: 40
    Invincible: 1-20
    Horizontal Movement at: 8
    Distance: 15.4ft

    Tech Roll Backward
    Total: 40
    Invincible: 1-20
    Horizontal Movement at: 9
    Distance: 15.6ft

    Get Up Neutral (Back and Stomach)
    Total: 30
    Invincible:1-20

    Get Up Roll Forward (Back)
    Total: 35
    Invincible: 1-19
    Horizontal Movement at: 12
    Distance: 13ft

    Get Up Roll Forward (Stomach)
    Total: 35
    Invincible: 1-19
    Horizontal Movement at: 12
    Distance: 13ft

    Get Up Roll Backward (Back)
    Total: 35
    Invincible: 1-19
    Horizontal Movement at: 10
    Distance: 13ft

    Get Up Roll Backward (Stomach)
    Total: 35
    Invincible: 1-19
    Horizontal Movement at: 3
    Distance: 14.2

    -------------------------------------
    Get Up Attack (Back)

    Total: 49
    Invincible: 1-27
    Hit Behind: 17-19
    Hit Front: 25-27

    Shield Advantage
    Hit 1: -28
    Hit 2: -20

    Damage
    Hit Behind: 6%
    Hit Front: 6%

    Angle: 361

    Knockback
    KBG: 50
    BKB: 70

    Get Up Attack (Stomach)

    Total: 49
    Invincible: 1-26
    Hit Front: 17-18
    Hit Behind: 25-26

    Shield Advantage
    Hit 1: -28
    Hit 2: -20

    Damage
    Hit Front: 6%
    Hit Behind: 8%

    Angle: 361

    Knockback
    KBG: 50
    BKB: 70

    -------------------------------------
    Ledge Recovery

    Ledge Grab

    Total: 7
    Invincible: 1-7
    Grants an additional 30 frames of invincibility. This invincibility overlaps the invincibility of other ledge options.

    Ledge Stand 0-99%
    Total: 32
    Invincible: 1-30

    Ledge Stand 100%+
    Total: 59
    Invincible: 1-55

    Ledge Roll 0-99%
    Total: 50
    Invincible: 1-39

    Ledge Roll 100%+
    Total: 79
    Invincible: 1-64

    Ledge Jump 0-99%
    Total: 40
    Invincible: 1-10
    Can Fast Fall: 38

    Ledge Jump 100%+
    Total: 48
    Invincible: 1-20
    Can Fast Fall: 50

    -------------------------------------
    Ledge Attack 0-99%

    Total: 54
    Hit: 10-14
    Invincible: 1-6
    Shield Advantage: from -36 to -40
    Damage: 6%

    Angle: 361

    Knockback
    KBG: 100
    WKB: 90

    Ledge Attack 100%+

    Total: 69
    Hit: 44-47
    Invincible: 1-40

    Shield Advantage
    Close hit: -20
    Tip: -19

    Damage
    Close: 8%
    Tip: 10%

    Hitbox priority: Tip>Close hit

    Angle: 361

    Knockback
    KBG: 100
    WKB: 90
     
    #1 Quetzalcoatl, Dec 15, 2015
    Last edited: Dec 29, 2016
    Yhii, CAUP, Cruzybecks and 3 others like this.
  2. Vestboy_Myst

    Vestboy_Myst
    Expand Collapse
    NJ TO & Peach knitwit

    • Moderator
    • Rankings Staff
    Joined:
    Jan 10, 2014
    Messages:
    601
    Location:
    NJ
  3. Quetzalcoatl

    Quetzalcoatl
    Expand Collapse
    Smash Ace

    Joined:
    Jun 4, 2003
    Messages:
    614
    Location:
    Perth, Western Australia
    Updates:

    - Fixed Turnip Duration from 141 frames to 140 @CAUP
    - Fixed Both Roll options having the same GIF. Back Roll is now shown.
    - Added Toad GIF
    - Added Float and Float end Frame Data
    - Added Beamsword Jab, Tilt and Smash frame data
    - Added Z drop frame data
    - Added Double Jump frame data
    - Added Tech/Missed Tech options Frame Data
     
  4. Quetzalcoatl

    Quetzalcoatl
    Expand Collapse
    Smash Ace

    Joined:
    Jun 4, 2003
    Messages:
    614
    Location:
    Perth, Western Australia
    Updates:

    - Added frame data for throws
    - Added frame data for ledge options
     
  5. Quetzalcoatl

    Quetzalcoatl
    Expand Collapse
    Smash Ace

    Joined:
    Jun 4, 2003
    Messages:
    614
    Location:
    Perth, Western Australia
    Updates:

    - Added frame data for Jump Squat, No Impact Land, Regular Land and Air Dodge Land
    - Added frame data for Dash, Smash Turn, Tilt Turn and Running Turn
    - Added frame data for Shield, Power Shield and dropping Shield
    - Added frame data for grabbing an edge
    - Added frame data for item dash throw
    - Added frame data for catching an item on ground and in air
    - Added frame data for Beam Sword dash attack and standing Z drop
    - Added frame data for Pummel
    - Added frame data for grab break
    - Corrected Toad Counter frame data and added more information
    - Reworded Parasol Frame data for clarity
     
    #5 Quetzalcoatl, Dec 29, 2015
    Last edited: Dec 29, 2015
    Vestboy_Myst likes this.
  6. Quarry

    Quarry
    Expand Collapse
    Smash Rookie

    Joined:
    Jan 1, 2016
    Messages:
    7
    Could the head invincibility on uptilt ever be used to beat up moves coming from above?
     
  7. Vestboy_Myst

    Vestboy_Myst
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    NJ TO & Peach knitwit

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    yes it can on paper, but in practice it is obviously passed up for other options. a while back I tried to see if utilt could ever beat out falco dair, but the best I was able to get was a trade. i'd imagine that if this is useful to her at all, it would be against mid/low tiers
     
    Kidney Thief likes this.
  8. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    I plan to make an effort in the future to use frame data to see if there is some use of the move or if it even has anything over its alternatives (uair, usmash). The move isn't atrocious, its just eclipsed by better options.
     
  9. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:

    -Added every attack's damage for each hitbox
     
  10. Quarry

    Quarry
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    Smash Rookie

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    Wow this is amazing! Thanks a lot for the in depth info!
     
  11. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added Shield Damage data for Mr Saturn, Beam Sword, Bomber, Usmash and Toad
    - Added Glide Toss window for Roll and Air dodge
    - Added edge grab frame data for both Jumps, End Float and Parasol
    - Reworded Roll, Sidestep and Air dodge for consistency
     
  12. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added Angles, Hitbox order priority and Knockback values to Jab, Ftilt, Dtilt, Utilt and Dash Attack
     
  13. Kidney Thief

    Kidney Thief
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    Smash Journeyman

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    Very useful thanks, I was wondering if down tilt could be used similarly as down air to hit people trying to sweet spot the ledge, I feel like that could be useful to combo into something else
     
    #13 Kidney Thief, Mar 2, 2016
    Last edited: Mar 2, 2016
  14. Sycorax

    Sycorax
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    Most sweet spots will avoid dtilt. Nonetheless, dtilt does reach rather low (not as low as dair) so it can catch characters like Falcon, Marth, Peach, and others who have a hard time sweet spotting from below. Just based on eye balling the hitboxes in develop mode, it looks like her dtilt goes even lower than Marth's.
     
    Kidney Thief likes this.
  15. Kidney Thief

    Kidney Thief
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    Thanks, I will try to see if I can find something useful out of that move on the ledge, I'm thinking more about marth if you need something quick, really depends on what followups there are
     
    #15 Kidney Thief, Mar 2, 2016
    Last edited: Mar 2, 2016
  16. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added Knockback values for all attacks
    - Added Knockback angles for all attacks
    - Added Hitbox priority order for all relevant attacks
     
  17. Thor

    Thor
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    Didn't this thread have on-shield advantage data for all her moves? Where did that go?
     
  18. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    The data was mostly wrong and so I temporarily removed them.
     
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  19. Klemes

    Klemes
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    Can someone tell what hitbox gives the meteor smash on d-tilt ? It's the funniest thing ever, but I can't seem to replicate it reliably.
     
  20. Sycorax

    Sycorax
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    Smash Journeyman

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    The whole thing meteor spikes except one part. The tip/hand hitbox is actually two overlapping hitboxes. One only hits grounded opponents and it meteor spikes. The second only hits aerial opponents and sends at 80 degrees. If you want to meteor spike an aerial opponent, you need to hit with the arm.
     
    Klemes likes this.
  21. Awstintacious

    Awstintacious
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    Smash Apprentice

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    Thank god for this thread, helping me lab some sick stuff. Hope we can bring it to non-TAS matches.
     
  22. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added Shield Advantage data for jabs, tilts, smashes, dash attack and Peach Bomber
     
    Vestboy_Myst likes this.
  23. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Reformatted for easier reading
    - Added Beam Sword Shield Advantage
     
    Vestboy_Myst likes this.
  24. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added more Damage, Angles and Knockback data for Turnip, Mr Saturn, Beam Sword and Bob-omb
     
  25. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Corrected GUA (Stomach) information (hit/percents were the wrong way around)
    - Added Open Parasol knockback and angle data
    - Added earliest edge grab frame for Parasol
     
    Vestboy_Myst likes this.
  26. Quetzalcoatl

    Quetzalcoatl
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    Smash Ace

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    Updates:
    - Added Shield Advantage for Ledge and Get Up Attacks
     
    SYKM likes this.

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