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Data Peach Hitboxes and Frame Data Thread (REMASTERED)

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
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 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



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



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



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
KBG: 50
BKB: 55


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



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



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



Total: 37
Hit: 6-20
Strong Hit: 6-9
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



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



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



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



Total: 49
Hit: 3-23
Strong Hit: 3-6
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



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



Total: 44
Hit: 6-22
Strong Hit: 6-9
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



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



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



Total: 30
Grab: 7-8

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



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



Total: 29
Vegetable lasts 140 frames in air

Turnip Throw - Ground



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



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

-------------------------------------
Toad


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



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



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



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



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
 
Last edited:

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
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
 

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
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
 
Last edited:

Quarry

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

Vestboy_Myst

NJ TO & Peach knitwit
Joined
Jan 10, 2014
Messages
601
Location
NJ
Could the head invincibility on uptilt ever be used to beat up moves coming from above?
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
 

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
Location
Perth, Western Australia
Could the head invincibility on uptilt ever be used to beat up moves coming from above?
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.
 

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
Location
Perth, Western Australia
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
 

Kidney Thief

Smash Journeyman
Joined
Aug 13, 2014
Messages
299
Location
Gatineau/Ottawa
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
 
Last edited:

Sycorax

Smash Ace
Joined
Jul 7, 2014
Messages
502
Location
Atlanta, GA
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
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

Smash Journeyman
Joined
Aug 13, 2014
Messages
299
Location
Gatineau/Ottawa
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.
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
 
Last edited:

Klemes

Smash Journeyman
Joined
Jul 4, 2015
Messages
236
Location
France
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.
 

Sycorax

Smash Ace
Joined
Jul 7, 2014
Messages
502
Location
Atlanta, GA
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.
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.
 

Quetzalcoatl

Smash Ace
Joined
Jun 4, 2003
Messages
622
Location
Perth, Western Australia
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
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
It says that because it was updated after I made that post...
I looked through the edit history and can confirm the OP said frame 16 since the thread's creation date, as well as multiple revisions from before your post.
 
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