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Data Professor E. Gadd's Research Papers : Frame Data

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
Location
MO
Cleaning It Up!

Luigi Style
Special thanks goes to @BJN39 and @Indigo Jeans for showing me how it's done
Luigi is _____
  • Tied for 21st in character weight (97)
  • Tied for 30th in dashing speed
  • Tied for 27th in walking speed
  • 47th in air speed
  • 44th in both falling and fast falling speed
  • is able to crawl (it's hilarious btw)
Here you will find all the terms found in the tables below. You will not find everyone of them on each table due to some of these terms being not applicable to the attack. Should you ever get confused what something is check here first or ask a question.

  • Charge Frame = the first frame in which you begin to charge your smash attack
  • Frame Starting = first frame at which a hitbox is active
  • Frame Ending = when a hitbox finishes
  • Frame Refresh = the amount of time required before a hitbox may land on the same opponent
  • Damage = % done to it's target
  • Traj Angle = short for the trajectory angle of a move
  • = Sakurai Angle
  • :4link: = the autolink angle
  • Kill % = this is an approximate value at which the combination of Damage of the move, WKB, SKB, BKB, the damage of the opponent and the angle of the launch will kill at (rage is not used as a factor for this)
  • Bone* = This is where the Hitbox is attached to on a character, each character is made up of a set of "bones" to which Hitboxes and Hurtboxes can be attached to. Attacks additionally don't have to connected to a bone
  • Size* = The size a of a move's hitbox, while I can't directly show you the Hitbox you can get a fair idea of the Hitbox by comparing it to other moves
  • X* = this is how many units a Hitbox is displaced on the X coordinate
  • Y* = this is how many units a Hitbox is displaced on the Y coordinate
  • Z* = this effects where a Hitbox is in relation to a bone, It's also complicated
  • Element* = the attribute of an attack
  • Hitlag* = the amount of increased lag created after landing an attack
  • Clash* = indicates whether or not a hit box will clash with another hitbox
  • BKB* = this is the base knock back of the move
  • SKB* = this is the scaling knock back of the move, higher the number the faster the knock back of the move grows
  • WKB* = weight based knock back, this is similar to base knock back in the fact with more damage it doesn't knock back farther. It is simply the base knock back of a move based on an opponents weight
  • Shield** = indicates increased damage dealt to shields
  • Tripping** = indicates an increased rate of causing tripping
  • Air/Ground** = This indicates if hitboxes hit only air borne or grounded opponents
  • Jab transition** = this is the earliest frame you can begin your next jab in your jab combo
  • Intangibility** = indicates when and what is intangible (not to be confused with invisible)
  • Autocancel** = the frames before and after a move in which they will auto cancel and not give you landing lag
* indicates stats in the complex frame data, but not the simple frame data
** indicates stats that appear in the Misc. Frame data
Jab 1 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 2.00 | 2.00 | 2.00
Frame Ending | 4.00 | 4.00 | 4.00
Damage | 3.00 | 3.00 | 3.00
Traj Angle | 90 | 65 | 50
Jab 2 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 3.00 | 3.00 | 3.00
Frame Ending | 5.00 | 5.00 | 5.00
Damage | 2.00 | 2.00 | 2.00
Traj Angle | 70 | 60 | 60
Booty Jab | Hit Box 1 | Hit Box 2
Frame Starting | 6.00 | 6.00
Frame Ending | 8.00 | 8.00
Damage | 5.00 | 5.00
Traj Angle |
|

Kill % | 290.47 | 290.47
Dash Attack | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8 | Hit Box 9
Frame Starting | 4.00 | 10.00 | 16.00 | 22.00 | 29.00 | 37.00 | 48.00 | 48.00 | 48.00
Frame Ending | | | | | | | 49.00 | 49.00 | 49.00
Damage | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 2.00 | 2.00 | 2.00
Traj Angle | | | | | | |
|
|

Kill % | N/A | N/A | N/A | N/A | N/A | N/A | 357.87 | 357.87 | 357.87
Forward tilt ↗ | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Kill % | 252.31 | 252.31 | 252.31
Forward tilt → | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Kill % | 252.31 | 252.31 | 252.31
Forward tilt ↘ | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Kill % | 252.31 | 252.31 | 252.31
Up tilt | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 11.00 | 11.00 | 11.00
Damage | 6.00 | 6.00 | 6.00
Traj Angle | 100 | 100 | 100
Kill % | 331.01 | 331.01 | 331.01
Down tilt | Hit Box 1 | Hit Box 2
Frame Starting | 5.00 | 5.00
Frame Ending | 9.00 | 9.00
Damage | 8.00 | 8.00
Traj Angle | 74 | 74
Kill % | 420.81 | 420.81
Sex Kick | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 3.00 | 3.00 | 6.00 | 6.00
Frame Ending | 6.00 | 6.00 | 32.00 | 32.00
Damage | 12.00 | 12.00 | 6.00 | 6.00
Traj Angle | 90 | 90 | 80 | 80
Kill % | 195.01 | 195.01 | 309.58 | 309.58
Karate Chop (Fair) | Hit Box 1 | Hit Box 2
Frame Starting | 7.00 | 7.00
Frame Ending | 11.00 | 11.00
Damage | 9.00 | 9.00
Traj Angle |
|

Kill % | 243.30 | 243.30
Back Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 6.00 | 6.00 | 8.00 | 8.00
Frame Ending | 8.00 | 8.00 | 14.00 | 14.00
Damage | 12.00 | 8.00 | 8.00 | 8.00
Traj Angle |
|
|
|

Kill % | 170.01 | 297.525 | 297.525 | 297.525
Up Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 5.00 | 5.00 | 8.00 | 8.00
Frame Ending | 8.00 | 8.00 | 12.00 | 12.00
Damage | 11.00 | 11.00 | 7.00 | 7.00
Traj Angle | 55 | 55 | 55 | 55
Kill % | 223.73 | 223.73 | 323.17 | 323.17
Drill (Dair) | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 10.00 | 11.00 | 11.00
Frame Ending | 11.00 | 15.00 | 15.00
Damage | 10.00 | 8.00 | 8.00
Traj Angle | 270 |
|

Kill % | 328.00 | 283.69 | 283.69
The Poke (FSmash ↗) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 65 | 65
Kill % | 127.81 | 127.81
The Poke (FSmash →) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 53 | 53
Kill % | 130.09 | 130.09
The Poke (FSmash ↘) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 45 | 45
Kill % | 118.98 | 118.98
Up Smash | Hit Box 1 | Hit Box 2
Charge Frame | 7.00 | 7.00
Frame Starting | 9.00 | 9.00
Frame Ending | 14.00 | 14.00
Damage | 14.00 | 12.00
Traj Angle | 110 | 110
Kill % | 149.89 | 171.30
Down Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Charge Frame | 3.00 | 3.00 | 3.00 | 3.00
Frame Starting | 6.00 | 6.00 | 14.00 | 14.00
Frame Ending | 8.00 | 8.00 | 16.00 | 16.00
Damage | 14.00 | 15.00 | 14.00 | 15.00
Traj Angle | 120 | 120 | 50 | 50
Kill % | 172.38 | 162.24 | 137.68 | 129.58
Grabs | Standing Grab | Running Grab | Pivot Grab | Pummel
Frame Starting | 6.00 | 8.00 | 9.00 | 16.00
Frame Ending | 8.00 | 10.00 | 11.00 | 17.00
Damage | 0 | 0 | 0 | 3.20
Throws | Up | Down | Forward | Back
Damage | 8.00 | 6.00 | 9.00 | 10.00
Traj Angle | 90 | 80 | 45 | 45
BKB | 70 | 75 | 50 | 80
SKB | 72 | 30 | 65 | 65
WKB | 0 | 0 | 0 | 0
Kill % | 244.32 | 709.81 | 272.36 | 196.22
Luigi Hadoken | Hit Box 1
Frame Starting | 17.00
Damage | 6.00
Traj Angle |

BKB | 7
SKB | 25
WKB | 0
Kill % | 1234.82
Luigi Tornado | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4 | Hit box 5 | Hit box 6
Frame Starting | 10.00 | 10.00 | 10.00 | 44.00 | 44.00 | 44.00
Frame Ending | 34.00 | 34.00 | 34.00 | 45.00 | 45.00 | 45.00
Frame Refreshing | 6.00 | 6.00 | 6.00 | N/A | N/A | N/A
Damage | 1.50 | 1.50 | 1.50 | 3.00 | 3.00 | 3.00
Traj Angle | :4link: | :4link: | :4link: | 70 | 70 | 90
BKB | 85 | 80 | 30 | 80 | 80 | 80
SKB | 30 | 30 | 60 | 130 | 130 | 130
WKB | 0 | 0 | 0 | 0 | 0 | 0
Kill % | N/A | N/A | N/A | 261.79 | 261.79 | 245.05
Shoryuken (Air) | Hit Box 1 | Hit Box 2
Frame Starting | 5.00 | 6.00
Frame Ending | 6.00 |
Damage | 20.00 | 1.00
Traj Angle | 90
BKB | 40
SKB | 66
WKB | 0
Kill % | 149.85 | N/A
Shoryuken (ground) | Hit Box 1 | Hit Box 2
Frame Starting | 5.00 | 6.00
Frame Ending | 6.00 |
Damage | 25.00 | 1.00
Traj Angle | 88 |
BKB | 40 |
SKB | 77 |
WKB | 0 |
Kill % | 104.51 | N/A
Disclaimer : I'm still working on green missile/misfire and i'm 98% sure these numbers aren't right
Green Missile | Hit Box 1 | Hit Box 2
Frame Starting | 14.00 |
Frame Ending | 25.00 |
Damage | 10.00 |
Traj Angle |
|
BKB | 20 |
SKB | 80 |
WKB | 0 |
Kill % | 236.41
Misfire | Hit Box 1 | Hit Box 2
Frame Starting | 14.00 |
Frame Ending | 25.00 |
Damage | 25.00 |
Traj Angle |
|
BKB | 20 |
SKB | 100 |
WKB | 0 |
Kill % | 84.11 |
Taunt | Hit Box 1
Frame Starting | 45.00
Frame Ending | 46.00
Damage | 2.00
Traj Angle | 270
BKB | 100
SKB | 0
WKB | 180
Floor Attack (missed tech) | Hit Box 1 | Hit Box 2
Frame Starting | 19.00 | 24.00
Frame Ending | 21.00 | 26.00
Damage | 7.00 | 7.00
Traj Angle | 48 | 48
BKB | 80 | 80
SKB | 48 | 48
WKB | 0 | 0
Floor Attack (after tripping) | Hit Box 1 | Hit Box 2
Frame Starting | 20.00 | 31.00
Frame Ending | 22.00| 33.00
Damage | 5.00 | 5.00
Traj Angle |
|

BKB | 60 | 60
SKB | 50 | 50
WKB | 0 | 0
Edge Attack | Hit Box 1
Frame Starting | 20.00
Frame Ending | 23.00
Damage | 7.00
Traj Angle | 45
BKB | 90
SKB | 20
WKB | 0
Jab 1 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 2.00 | 2.00 | 2.00
Frame Ending | 4.00 | 4.00 | 4.00
Damage | 3.00 | 3.00 | 3.00
Traj Angle | 90 | 65 | 50
Bone | 16 | 15 | 21
Size | 4.5 | 3.0 | 3.5
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0
Z | 2.5 | 1.2 | 0.0
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 100 | 100 | 100
SKB | 0 | 0 | 0
WKB | 20 | 20 | 20
Jab 2 | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 3.00 | 3.00 | 3.00
Frame Ending | 5.00 | 5.00 | 5.00
Damage | 2.00 | 2.00 | 2.00
Traj Angle | 70 | 60 | 60
Bone | 22 | 21 | 15
Size | 4.5 | 3.0 | 3.5
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0
Z | 2.5 | 1.2 | 0.0
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 100 | 100 | 100
SKB | 0 | 0 | 0
WKB | 15 | 20 | 20
Booty Jab | Hit Box 1 | Hit Box 2
Frame Starting | 6.00 | 6.00
Frame Ending | 8.00 | 8.00
Damage | 5.00 | 5.00
Traj Angle |
|

Bone | 12 | 12
Size | 4.5 | 4.5
X | 1.0 | 0.0
Y | -1.0 | 0.0
Z | -4.5 | 0.0
Element | Hit | Hit
Hitlag | 1.00 | 1.00
Clash | Yes | Yes
BKB | 65 | 65
SKB | 80 | 80
WKB | 0 | 0
Kill % | 290.47 | 290.47
Dash Attack | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4 | Hit Box 5 | Hit Box 6 | Hit Box 7 | Hit Box 8 | Hit Box 9
Frame Starting | 4.00 | 10.00 | 16.00 | 22.00 | 29.00 | 37.00 | 48.00 | 48.00 | 48.00
Frame Ending | | | | | | | 49.00 | 49.00 | 49.00
Damage | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 2.00 | 2.00 | 2.00
Traj Angle | | | | | | |
|
|

Bone | | | | | | | N/A | N/A | N/A
Size | | | | | | | 5.0 | 4.0 | 3.0
X | | | | | | | 12.0 | 6.0 | 0.0
Y | | | | | | | 0.0 | 0.0 | 0.0
Z | | | | | | | 0.0 | 0.0 | 0.0
Element | | | | | | | Hit | Hit | Hit
Hitlag | | | | | | | 2.5 | 2.5 | 2.5
Clash | | | | | | | Yes | Yes | Yes
BKB | | | | | | | 50 | 50 | 50
SKB | | | | | | | 128 | 128 | 128
WKB | | | | | | | 0 | 0 | 0
Kill % | N/A | N/A | N/A | N/A | N/A | N/A | 357.87 | 357.87 | 357.87
Forward tilt ↗ | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Bone | 9 | 8 | 3
Size | 4.8 | 4.0 | 3.4
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | -2.0
Z | 3.6 | 1.2 | 1.1
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 2 | 2 | 2
SKB | 100 | 100 | 100
WKB | 0 | 0 | 0
Kill % | 252.31 | 252.31 | 252.31
Forward tilt → | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Bone | 9 | 8 | 3
Size | 4.8 | 4.0 | 3.4
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | -2.0
Z | 3.6 | 1.2 | 1.1
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 2 | 2 | 2
SKB | 100 | 100 | 100
WKB | 0 | 0 | 0
Kill % | 252.31 | 252.31 | 252.31
Forward tilt ↘ | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 8.00 | 8.00 | 8.00
Damage | 8.00 | 8.00 | 8.00
Traj Angle |
|
|

Bone | 9 | 8 | 3
Size | 4.8 | 4.0 | 3.4
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | -2.0
Z | 3.6 | 1.2 | 1.1
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 2 | 2 | 2
SKB | 100 | 100 | 100
WKB | 0 | 0 | 0
Kill % | 252.31 | 252.31 | 252.31
Up tilt | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 5.00 | 5.00 | 5.00
Frame Ending | 11.00 | 11.00 | 11.00
Damage | 6.00 | 6.00 | 6.00
Traj Angle | 100 | 100 | 100
Bone | 18 | 22 | 23
Size | 3.3 | 4.3 | 4.8
X | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0
Z | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 8 | 8 | 8
SKB | 100 | 100 | 100
WKB | 0 | 0 | 0
Kill % | 331.01 | 331.01 | 331.01
Down tilt | Hit Box 1 | Hit Box 2
Frame Starting | 5.00 | 5.00
Frame Ending | 9.00 | 9.00
Damage | 8.00 | 8.00
Traj Angle | 74 | 74
Bone | 9 | 8
Size | 4.8 | 3.8
X | 0.0 | 0.0
Y | 0.0 | 0.0
Z | 3.0 | 1.6
Element | Hit | Hit
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 38 | 38
SKB | 54 | 54
WKB | 0 | 0
Kill % | 420.81 | 420.81
Sex Kick | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 3.00 | 3.00 | 6.00 | 6.00
Frame Ending | 6.00 | 6.00 | 32.00 | 32.00
Damage | 12.00 | 12.00 | 6.00 | 6.00
Traj Angle | 90 | 90 | 80 | 80
Bone | 5 | 9 | 5 | 9
Size | 4.5 | 4.0 | 3.0 | 2.5
X | 0.0 | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0 | 0.0
Z | 1.1 | 1.0 | 1.0 | 1.0
Element | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes | Yes
BKB | 20 | 20 | 20 | 20
SKB | 90 | 90 | 100 | 100
WKB | 0 | 0 | 0 | 0
Kill % | 195.01 | 195.01 | 309.58 | 309.58
Karate Chop (Fair) | Hit Box 1 | Hit Box 2
Frame Starting | 7.00 | 7.00
Frame Ending | 11.00 | 11.00
Damage | 9.00 | 9.00
Traj Angle |
|

Bone | 16 | 15
Size | 5.6 | 3.84
X | 0.0 | 0.0
Y | 0.0 | 0.0
Z | 3.4 | 0.0
Element | Hit | Hit
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 30 | 30
SKB | 80 | 80
WKB | 0 | 0
Kill % | 243.30 | 243.30
Back Air | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Frame Starting | 6.00 | 6.00 | 8.00 | 8.00
Frame Ending | 8.00 | 8.00 | 14.00 | 14.00
Damage | 12.00 | 8.00 | 8.00 | 8.00
Traj Angle |
|
|
|

Bone | 9 | 8 | 9 | 8
Size | 4.5 | 4.0 | 4.0 | 5.0
X | 0.0 | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0 | 0.0
Z | 4.0 | 1.6 | 4.0 | 1.6
Element | Hit | Hit | Hit | Hit
Clash | Yes | Yes | Yes | Yes
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
BKB | 12 | 12 | 12 | 12
SKB | 100 | 100 | 100 | 100
WKB | 0 | 0 | 0 | 0
Kill % | 170.01 | 297.525 | 297.525 | 297.525
Up Air | Hit Box 1 | Hit Box 2
Frame Starting | 5.00 | 5.00 | 8.00 | 8.00
Frame Ending | 8.00 | 8.00 | 12.00 | 12.00
Damage | 11.00 | 11.00 | 7.0 | 7.0
Traj Angle | 55 | 55 | 55 | 55
Bone | 8 | 9 | 8 | 9
Size | 4.0 | 4.0 | 4.0 | 4.0
X | 0.0 | 0.0 | 0.0 | 0.0
Y | 0.0 | 0.0 | 0.0 | 0.0
Z | 1.2 | 3.2 | 1.2 | 3.2
Element | Hit | Hit | Hit | Hit
Clash | Yes | Yes | Yes | Yes
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
BKB | 0 | 0 | 0 | 0
SKB | 100 | 100 | 100 | 100
WKB | 0 | 0 | 0 | 0
Kill % | 223.73 | 223.73 | 323.17 | 323.17
Drill (Dair) | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 10.00 | 11.00 | 11.00
Frame Ending | 11.00 | 15.00 | 15.00
Damage | 10.00 | 8.00 | 8.00
Traj Angle | 270 |
|

Bone | N/A | 3 | 9
Size | 1.8 | 3.3 | 2.5
X | 2.8 | 0.0 | 0.0
Y | 1.0 | 0.0 | 0.0
Z | 0.0 | 0.0 | 4.0
Element | Hit | Hit | Hit
Clash | Yes | Yes | Yes
Hitlag | 2.0 | 1.0 | 1.0
BKB | 20 | 20 | 20
SKB | 80 | 80 | 80
WKB | 0 | 0 | 0
Kill % | 328.00 | 283.69 | 283.69
The Poke (FSmash ↗) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 65 | 65
Bone | 15 | 15
Size | 3.8 | 4.3
X | 0.0 | 0.0
Y | 0.0 | 0.0
Z | 8.0 | 2.5
Element | Pierce | Pierce
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 20 | 20
SKB | 121 | 121
WKB | 0 | 0
Kill % | 127.81 | 127.81
The Poke (FSmash →) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 53 | 53
Bone | 15 | 15
Size | 3.8 | 4.3
X | 0.0 | 0.0
Y | 0.0 | 0.0
Z | 8.0 | 2.5
Element | Pierce | Pierce
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 20 | 20
SKB | 116 | 116
WKB | 0 | 0
Kill % | 130.09 | 130.09
The Poke (FSmash ↘) | Hit Box 1 | Hit Box 2
Charge Frame | 5.00 | 5.00
Frame Starting | 12.00 | 12.00
Frame Ending | 14.00 | 14.00
Damage | 15.00 | 15.00
Traj Angle | 45 | 45
Bone | 15 | 15
Size | 3.8 | 4.3
X | 0.0 | 0.0
Y | 0.0 | 0.0
Z | 8.0 | 2.5
Element | Pierce | Pierce
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 20 | 20
SKB | 117 | 117
WKB | 0 | 0
Kill % | 118.98 | 118.98
Up Smash | Hit Box 1 | Hit Box 2
Charge Frame | 7.00 | 7.00
Frame Starting | 9.00 | 9.00
Frame Ending | 14.00 | 14.00
Damage | 14.00 | 12.00
Traj Angle | 110 | 110
Bone | 19 | 3
Size | 4.8 | 4.0
X | 0.0 | 0.0
Y | -1.2 | 0.0
Z | 2.8 | 4.0
Element | Hit | Hit
Hitlag | 1.0 | 1.0
Clash | Yes | Yes
BKB | 35 | 35
SKB | 98 | 98
WKB | 0 | 0
Kill % | 149.89 | 171.30
Down Smash | Hit Box 1 | Hit Box 2 | Hit Box 3 | Hit Box 4
Charge Frame | 3.00 | 3.00 | 3.00 | 3.00
Frame Starting | 6.00 | 6.00 | 14.00 | 14.00
Frame Ending | 8.00 | 8.00 | 16.00 | 16.00
Damage | 14.00 | 15.00 | 14.00 | 15.00
Traj Angle | 120 | 120 | 50 | 50
Bone | N/A | N/A | N/A | N/A
Size | 4.5 | 4.0 | 4.5 | 4.0
X | 11.0 | 3.6 | 10.8 | 6.0
Y | 3.6 | 3.6 | 3.6 | 3.6
Z | 0.0 | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes | Yes
BKB | 40 | 40 | 40 | 40
SKB | 80 | 80 | 100 | 100
WKB | 0 | 0 | 0 | 0
Kill % | 172.38 | 162.24 | 137.68 | 129.58
Grabs | Standing Grab | Running Grab | Pivot Grab | Pummel
Frame Starting | 6.00 | 8.00 | 9.00 | 16.00
Frame Ending | 8.00 | 10.00 | 11.00 | 17.00
Damage | 0 | 0 | 0 | 3.20
Throws | Up | Down | Forward | Back
Damage | 8.00 | 6.00 | 9.00 | 10.00
Traj Angle | 90 | 80 | 45 | 45
BKB | 70 | 75 | 50 | 80
SKB | 72 | 30 | 65 | 65
WKB | 0 | 0 | 0 | 0
Kill % | 244.32 | 709.81 | 272.36 | 196.22
Luigi Hadoken | Hit Box 1
Frame Starting | 17.00
Damage | 6.00
Traj Angle |

Size | 2.4
Element | Fire
Hitlag | 1.0
Clash | Yes
BKB | 7
SKB | 25
WKB | 0
Kill % | 1234.82
Luigi Tornado (ground) | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4 | Hit box 5 | Hit box 6
Frame Starting | 10.00 | 10.00 | 10.00 | 44.00 | 44.00 | 44.00
Frame Ending | 34.00 | 34.00 | 34.00 | 45.00 | 45.00 | 45.00
Frame Refreshing | 6.00 | 6.00 | 6.00 | N/A | N/A | N/A
Damage | 1.50 | 1.50 | 1.50 | 3.00 | 3.00 | 3.00
Traj Angle | :4link: | :4link: | :4link: | 70 | 70 | 90
Bone | N/A | N/A | N/A | 17 | 23 | N/A
Size | 5.0 | 5.0 | 4.0 | 6.0 | 6.0 | 6.0
X | 5.0 | -5.0 | 0.0 | 0.0 | 0.0 | 0.0
Y | 10.0 | 10.0 | 0.0 | 0.0 | 0.0 | 0.0
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0 | 2.0 | 2.0 | 2.0
Clash | Yes | Yes | Yes | Yes | Yes | Yes
BKB | 85 | 80 | 30 | 80 | 80 | 80
SKB | 30 | 30 | 60 | 130 | 130 | 130
WKB | 0 | 0 | 0 | 0 | 0 | 0
Kill % | N/A | N/A | N/A | 261.79 | 261.79 | 245.05
Luigi Tornado (air) | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4 | Hit box 5 | Hit box 6
Frame Starting | 10.00 | 10.00 | 10.00 | 44.00 | 44.00 | 44.00
Frame Ending | 34.00 | 34.00 | 34.00 | 45.00 | 45.00 | 45.00
Frame Refreshing | 6.00 | 6.00 | 6.00 | N/A | N/A | N/A
Damage | 1.50 | 1.50 | 1.50 | 3.00 | 3.00 | 3.00
Traj Angle | :4link: | :4link: | :4link: | 70 | 70 | 90
Bone | N/A | N/A | N/A | 17 | 23 | N/A
Size | 6.0 | 6.0 | 4.5 | 6.0 | 6.0 | 6.0
X | 5.0 | -5.0 | 0.0 | 0.0 | 0.0 | 0.0
Y | 10.0 | 10.0 | 0.0 | 0.0 | 0.0 | 0.0
Z | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit | Hit | Hit | Hit
Hitlag | 1.0 | 1.0 | 1.0 | 2.0 | 2.0 | 2.0
Clash | Yes | Yes | Yes | Yes | Yes | Yes
BKB | 60 | 60 | 60 | 80 | 80 | 80
SKB | 120 | 120 | 120 | 130 | 130 | 130
WKB | 0 | 0 | 0 | 0 | 0 | 0
Kill % | N/A | N/A | N/A | 261.79 | 261.79 | 245.05
Shoryuken (Air) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 9.00
Frame Ending | 9.00 |
Damage | 20.00 | 1.00
Traj Angle | 90
Bone | N/A |
Size | 2.2 |
X | 5.5 |
Y | 6.0 |
Z | 0.0 |
Element | Fire | Coin
Hitlag | 1.0
Clash | Yes
BKB | 40
SKB | 66
WKB | 0
Kill % | 149.85 | N/A
Shoryuken (ground) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 9.00
Frame Ending | 9.00 |
Damage | 25.00 | 1.00
Traj Angle | 88 |
Bone | N/A |
Size | 1.7 |
X | 7.0 |
Y | 6.0 |
Z | 0.0 |
Element | Fire | Coin
Hitlag | 1.0
Clash | Yes
BKB | 40 |
SKB | 77 |
WKB | 0 |
Kill % | 104.51 | N/A
Disclaimer : I'm still working on green missile/misfire and i'm 98% sure these numbers aren't right
Green Missile | Hit Box 1 | Hit Box 2
Frame Starting | 14.00 |
Frame Ending | 25.00 |
Damage | 10.00 |
Traj Angle |
|
Bone | 18 |
Size | 4.2 |
X | 0.0 |
Y | 0.0 |
Z | 1.0 |
Element | Fire |
Hitlag | 1.2 |
Clash | Yes
BKB | 20 |
SKB | 80 |
WKB | 0 |
Kill % | 236.41
Misfire | Hit Box 1 | Hit Box 2
Frame Starting | 14.00 |
Frame Ending | 25.00 |
Damage | 25.00 |
Traj Angle |
|
Bone | 18 |
Size | 5.5 |
X | 0.0 |
Y | 0.0 |
Z | 0.0 |
Element | Fire | Fire
Hitlag | 1.2 |
Clash | Yes
BKB | 20 |
SKB | 100 |
WKB | 0 |
Kill % | 84.11 |
Taunt | Hit Box 1
Frame Starting | 45.00
Frame Ending | 46.00
Damage | 2.00
Traj Angle | 270
Bone | N/A
Size | 3.0
X | 5.5
Y | -1.0
Z | 0.0
Element | Pierce
Hitlag | 1.0
Clash | yes
BKB | 100
SKB | 0
WKB | 180
Floor Attack (missed tech) | Hit Box 1 | Hit Box 2
Frame Starting | 19.00 | 24.00
Frame Ending | 21.00 | 26.00
Damage | 7.00 | 7.00
Traj Angle | 48 | 48
Bone | N/A | N/A
Size | 5.0 | 5.0
X | -10.0 | 10.0
Y | 5.00 | 5.00
Z | 0.0 | 0.0
Element | Hit | Hit
Hitlag | 1.0 | 1.0
Clash | No | No
BKB | 80 | 80
SKB | 48 | 48
WKB | 0 | 0
Floor Attack (after tripping) | Hit Box 1 | Hit Box 2
Frame Starting | 20.00 | 31.00
Frame Ending | 22.00| 33.00
Damage | 5.00 | 5.00
Traj Angle |
|

Bone | N/A | N/A
Size | 4.5 | 4.5
X | -10.0 | 12.0
Y | 4.5 | 4.5
Z | 0.0 | 0.0
Element | Hit | Hit
Hitlag | 1.0 | 1.0
Clash | No | No
BKB | 60 | 60
SKB | 50 | 50
WKB | 0 | 0
Edge Attack | Hit Box 1
Frame Starting | 20.00
Frame Ending | 23.00
Damage | 7.00
Traj Angle | 45
Bone | N/A
Size | 5.0
X | 8.0
Y | 5.0
Z | 0.0
Element | Hit
Hitlag | 1.0
Clash | No
BKB | 90
SKB | 20
WKB | 0
Bouncing FireBall | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 17.00 | 37.00 | 52.00
Frame ending | 37.00 | 52.00 |
Damage | 6.0 | 5.0 | 4.0
Traj Angle |
|
|
Ice Ball | Hit Box 1
Frame Starting | 26.00
Damage | 4.0
Traj Angle |
Mach Cyclone | Hit box 1 | Hit box 2
Frame Starting | 10.00 | 44.0
Frame Ending | 34.00 | 55.0
Frame Refreshing | 4.00 | N/A
Damage | 0.0 | 6.0
Traj Angle |
| 48
Clothesline Cyclone | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4
Frame Starting | 20.00 | 20.00 | 20.00 | 64.00
Frame Ending | 44.00 | 44.00 | 44.00 | 65.00
Frame Refreshing | 15.0 | 15.0 | 15.0 | N/A
Damage | 8.0 | 8.0 | 0.0 | 8.0
Traj Angle | 30 | 30 | 40 | 90
Fiery Jump Punch (ground) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 11.00
Frame Ending | 11.00 |
Damage | 18.00 | 1.00
Traj Angle | 70
Fiery Jump Punch (air) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 9.00
Frame Ending | 9.00 |
Damage | 15.00 | 1.00
Traj Angle | 75
Burial Header (grounded start) | Hit Box 1 | Hit Box 2
Damage | 8.0 | 8.0
Traj Angle |
|
Burial Header (aerial start) | Hit Box 1
Damage | 8.0
Traj Angle |
Bouncing FireBall | Hit Box 1 | Hit Box 2 | Hit Box 3
Frame Starting | 17.00 | 37.00 | 52.00
Frame ending | 37.00 | 52.00 |
Damage | 6.0 | 5.0 | 4.0
Traj Angle |
|
|

Size | 2.4 | 2.4 | 2.4
Element | Fire | Fire | Fire
Hitlag | 1.0 | 1.0 | 1.0
Clash | Yes | Yes | Yes
BKB | 7 | 7 | 7
SKB | 25 | 25 | 25
WKB | 0 | 0 | 0
Ice Ball | Hit Box 1
Frame Starting | 26.00
Damage | 4.0
Traj Angle |

Size | 3.5
Element | Ice
Hitlag | 0.8
Clash | Yes
BKB | 15
SKB | 100
WKB | 0
There is no found Difference for the Airborne version ATM
Mach Cyclone (ground) | Hit box 1 | Hit box 2
Frame Starting | 10.00 | 44.0
Frame Ending | 34.00 | 55.0
Frame Refreshing | 4.00 | N/A
Damage | 0.0 | 6.0
Traj Angle |
| 48
Bone | 0 | 0
Size | 10.0 | 14.0
X | 0.0 | 0.0
Y | 8.5 | 9.0
Z | 0.0 | 0.0
Element | Hit | Hit
Hitlag | 1.0 | 2.0
Clash | No | Yes
BKB | 100 | 90
SKB | 0 | 120
WKB | 40 | 0
Clothesline Cyclone (ground) | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4
Frame Starting | 20.00 | 20.00 | 20.00 | 64.00
Frame Ending | 44.00 | 44.00 | 44.00 | 65.00
Frame Refreshing | 15.0 | 15.0 | 15.0 | N/A
Damage | 8.0 | 8.0 | 0.0 | 8.0
Traj Angle | 30 | 30 | 40 | 90
Bone | 0 | 0 | 0 | 0
Size | 4.5 | 4.5 | 8.0 | 8.0
X | 10.0 | -10.0 | 0.0 | 0.0
Y | 8.0 | 8.0 | 8.0 | 12.0
Z | 0.0 | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit | Hit
Hitlag | 2.0 | 2.0 | 0.0 | 0.5
Clash | Yes | Yes | No | Yes
BKB | 60 | 60 | 20 | 65
SKB | 65 | 65 | 60 | 120
WKB | 0 | 0 | 0 | 0
Clothesline Cyclone (air) | Hit box 1 | Hit box 2 | Hit box 3 | Hit box 4
Frame Starting | 20.00 | 20.00 | 20.00 | 64.00
Frame Ending | 44.00 | 44.00 | 44.00 | 65.00
Frame Refreshing | 15.0 | 15.0 | 15.0 | N/A
Damage | 8.0 | 8.0 | 0.0 | 8.0
Traj Angle | 30 | 30 | 40 | 90
Bone | 0 | 0 | 0 | 0
Size | 4.5 | 4.5 | 8.0 | 9.0
X | 10.0 | -10.0 | 0.0 | 0.0
Y | 8.0 | 8.0 | 8.0 | 12.0
Z | 0.0 | 0.0 | 0.0 | 0.0
Element | Hit | Hit | Hit | Hit
Hitlag | 2.0 | 2.0 | 0.0 | 0.5
Clash | Yes | Yes | No | Yes
BKB | 60 | 60 | 20 | 65
SKB | 65 | 65 | 60 | 120
WKB | 0 | 0 | 0 | 0
Fiery Jump Punch (ground) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 11.00
Frame Ending | 11.00 |
Damage | 18.00 | 1.00
Traj Angle | 70
Bone | N/A |
Size | 3.8 |
X | 6.4 |
Y | 6.0 |
Z | 0.0 |
Element | Fire | Coin
Hitlag | 1.2
Clash | Yes
BKB | 40
SKB | 66
WKB | 0
Fiery Jump Punch (air) | Hit Box 1 | Hit Box 2
Frame Starting | 8.00 | 9.00
Frame Ending | 9.00 |
Damage | 15.00 | 1.00
Traj Angle | 75
Bone | N/A |
Size | 3.8 |
X | 5.5 |
Y | 6.0 |
Z | 0.0 |
Element | Fire | Coin
Hitlag | 1.0
Clash | Yes
BKB | 55
SKB | 100
WKB | 0
Burial Header (grounded start) | Hit Box 1 | Hit Box 2
Damage | 8.0 | 8.0
Traj Angle |
|

Bone | 0 | 0
Size | 7.0 | 7.0
X | 0.0 | 0.0
Y | 6.5 | 6.5
Z | 0.0 | 0.0
Element | Bury | Hit
Hitlag | 0.7 | 1.0
Clash | Yes | Yes
BKB | 40 | 50
SKB | 50 | 80
WKB | 0 | 0
Burial Header (aerial start) | Hit Box 1
Damage | 8.0
Traj Angle |

Bone | 0
Size | 9.0
X | 0.0
Y | 6.0
Z | 0.0
Element | Hit
Hitlag | 0.5
Clash | Yes
BKB | 25
SKB | 25
WKB | 0
Trip|Dash Attack (final hit)| Dtilt
chance | .3 | .35
Shield | damage bonus
Fsmash | + 5
Floor Attack(tech) | + 10
Floor Attack(trip) | + 10
Green Missile | + 4
Misfire | + 4
Air Ground| Dair
ground/air | air
Dair | Hitbox 1
Intangibility| U smash
Frames | 9-14
Bones | 19, 2
Jab Transition| frame
Jab 1 | 6.0
Jab 2 | 7.0
Autocancel | early | late
Nair | 3.0 | 36.0
Fair | 2.0 | 21.0
Bair | 3.0 | 33.0
Uair | 2.0 | 19.0
Dair | 6.0 | 24.0
It's not perfect and until I have more knowledge on reading frame data, green missile remain the mess it is.
Any and all update plans will be on filling the last few missing hitboxes

plans:
  • adding missing values
  • version 1.0.5 (this is 1.0.4, however I doubt much if anything has changed)
  • Expand Misc section
  • test kill %s manually
Previous updates:
1/19/15 - created thread
1/20/15 - specials and get up attacks added, special thanks, KB values added
1/21/15 - kill % approximations added, mathematical errors and improper labels fixed, stats regarding hitbox placement added, separated complex and simple frame data for easy reading
1/22/15 - general stats were added, improper labels fixed, elements added, hitlag added, air/ground hitbox labels added
1/23/15 - clashing hitboxes, shield damage and tripping data added. More spoilers for ease of viewing. Updates section created
1/24/15 - small corrections
1/25/15 - cool looking arrows added for input direction
2/28/15 - Misc section (old values moved here, added jab transitions, intangibility, Autocancel frames), Fixed missing values of Uair, Customs section added for NSpecial, USpecial, DSpecial (only available in complex frame data style)
3/19/15 - grammar fixes, label fixes
 
Last edited:

Furret

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Hi there!
If you have any questions about anything feel free to post them
I'll try to get to them with in a day

notes to self : DS 256, GUS 242, AUS 246, MFS 226, NS 20E, FS 222-224, FAS 0DB/0E5, GA 106, FAW 10E, T 1AB
 
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Yonder

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It's a WIP, but it's looking polished right now anyways. I'm not much of a connoisseur of frame data, but I can see others appreciate this data. I'll request a sticky, or however it works. I'm new to this mod thing lol.
 

Furret

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It's a WIP, but it's looking polished right now anyways. I'm not much of a connoisseur of frame data, but I can see others appreciate this data. I'll request a sticky, or however it works. I'm new to this mod thing lol.
well knock back growths and bases are missing for one and I'll get to them when I can. Hitbox sizes and locations are nice to have when you want to find out why something misses or compare it to something else. But every time I look at Luigi's data for down special... well it aint pretty. Neither is the super jump punch

also congrats on mod, they must have added a bunch of them recently
 

Yonder

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well knock back growths and bases are missing for one and I'll get to them when I can. Hitbox sizes and locations are nice to have when you want to find out why something misses or compare it to something else. But every time I look at Luigi's data for down special... well it aint pretty. Neither is the super jump punch

also congrats on mod, they must have added a bunch of them recently
Guessing the specials aren't complete yet for frame data? None of Luigi's frame data for his specials is stellar I believe [Except start up for Up B], But Up B was designed to be that way anyways, and tornado is for approaches and recovery. But the end frame data is pretty bad for it I think.

Of course though, Luigi's normals are pretty great, with dash attack it appears to be his laggiest at 49 frames cooldown. Mostly offset by the fact that the rest of his moves have at highest 15-17 frames max sides from lingering nair. Combine that with Luigi's landing lag being in the top 10 [I think he's the 8th fastest here] and you got a very speedy attacking character.
 
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Furret

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Guessing the specials aren't complete yet for frame data?
Specials are either super easy or super difficult, as you have to identify the specials then get the data. due to where I get the data from

None of Luigi's frame data for his specials is stellar I believe [Except start up for Up B], But Up B was designed to be that way anyways, and tornado is for approaches and recovery. But the end frame data is pretty bad for it I think.
actually his down special appears to come out in 10 frames which isn't bad
green missile when I find it, I'm expecting a joke

Of course though, Luigi's normals are pretty great, with dash attack it appears to be his laggiest at 49 frames cooldown. Mostly offset by the fact that the rest of his moves have at highest 15-17 frames max sides from lingering nair. Combine that with Luigi's landing lag being in the top 10 [I think he's the 8th fastest here] and you got a very speedy attacking character.
frame 49 is when the hitboxes end, not when the lag ends (still have yet to add that). the only saving grace of dash attack is frame 4 for the first hitbox. I'll have to check for auto link angle, aka best angle in the game
 

Yonder

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Specials are either super easy or super difficult, as you have to identify the specials then get the data. due to where I get the data from



actually his down special appears to come out in 10 frames which isn't bad
green missile when I find it, I'm expecting a joke



frame 49 is when the hitboxes end, not when the lag ends (still have yet to add that). the only saving grace of dash attack is frame 4 for the first hitbox. I'll have to check for auto link angle, aka best angle in the game
I'm surprised about the Down B end lag. I feel like I'm usually dead if I whiff it next to my opponent.
 

BlueBirdE

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What does BKB, SKB, and WKB stand for? also for jabs on the frame data it says jab 1 starts on frame 2 and ends on frame 4 while jab 2 starts on frame 3. Are you talking about active hitbox? Maybe I'm just confused
 

Lavani

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What does BKB, SKB, and WKB stand for? also for jabs on the frame data it says jab 1 starts on frame 2 and ends on frame 4 while jab 2 starts on frame 3. Are you talking about active hitbox? Maybe I'm just confused
BKB = Base knockback
SKB = Apparently scaling knockback? Usually this is labeled as KBG (Knockback Growth), it's how quickly the knockback scales with higher damage.
WKB = Weight based knockback; knockback based on the opponent's weight
 

BlueBirdE

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BKB = Base knockback
SKB = Apparently scaling knockback? Usually this is labeled as KBG (Knockback Growth), it's how quickly the knockback scales with higher damage.
WKB = Weight based knockback; knockback based on the opponent's weight
Okay thanks I want to learn how to properly use this information is there thread somewhere on this?
 

Furret

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What does BKB, SKB, and WKB stand for? also for jabs on the frame data it says jab 1 starts on frame 2 and ends on frame 4 while jab 2 starts on frame 3. Are you talking about active hitbox? Maybe I'm just confused
hitbox starts on frame 2 and ends on frame 4, you got it, don't worry

Okay thanks I want to learn how to properly use this information is there thread somewhere on this?
any terms used are put in the legend with the only things not being described is the Sakurai angle and the Auto link angle
also @ Lavani Lavani Gurl why you creeping on me?
 

Lavani

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I go where the frame data goes.


That and this is a board I lurk a lot anyway.
 

BlueBirdE

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Most important information would be the ending lag and startup correct? I imagine that's how we can learn what we can punish. Also, is the ending lag for moves different on shield than if you whiff or hit the ground? .

Edit: If airdodge frame data can be added I'd appreciate it
 
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Furret

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Most important information would be the ending lag and startup correct? I imagine that's how we can learn what we can punish. Also, is the ending lag for moves different on shield than if you whiff or hit the ground? .

Edit: If airdodge frame data can be added I'd appreciate it
  • End lag would require a recording device, which in turn would cost me 150$+ (college life, so not happening)
  • if you want landing lag there is a separate thread for that http://smashboards.com/threads/all-character-landing-lag-frame-data.371503/ everyone is listed there, you can thank the Japanese for that list
  • certain moves do have more lag on Shield (called hitlag, exp Luigi's last hit on his dash attack has a hitlag rating of 2.5), haven't added that yet though
  • I'll look for airdodge. I'm fairly confident I wont find anything, sorry in advance
 

Lavani

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I think airdodges are consistent across the cast (2?-29f dodge, 31f FAF, autocancel starting from around 36-38f)
 

Furret

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I'm curious what these kill damages are based off of
the simple answer would be combination of assuming the opponent is standing on the ground mid stage and using an equation based off of that. the more complicated answer would be

def get_KO_percent(damage, cumulative_damage, base, growth, angle):
target_distance_modifier = 1.0
my_angle = angle
if my_angle > 360:
my_angle = 40
if my_angle > 180:
my_angle = 360 - my_angle
target_distance_modifier = target_distance_modifier / 0.8
if my_angle > 90:
my_angle = 180 - my_angle
if my_angle < 15:
my_angle = 30 - my_angle
target_distance = 17900
if my_angle >= 60:
target_distance = 2.3204 * my_angle * my_angle - 409.35 * my_angle + 37360
else:
target_distance = 2.1303 * my_angle * my_angle - 35.851 * my_angle + 16013
target_distance *= target_distance_modifier
ko_value = ((target_distance - 100 * base)/(0.07 * growth) - 18) / (2 + damage)
return ko_value - cumulative_damage
this equation has a set distance it needs to send it's opponent before it calls it a kill, and works by turning an angle into the distance needed to travel and then the travel distance and knock back values into a % needed to kill. It's not super accurate to be honest (I mean it considers 88 degrees to be better at killing then 90 and spikes are all considered to be on stage rather then off), but sense all the moves go by the same standard you can get a good idea of what should kill where
 

Furret

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Very nice! Respect, I see this takes a lot of time.

Looking foward for another update!

(And holy wow, FJP sweetspot is only for 1 frame!)
I was surprised as well
my work is really gonna slow down though, cause even though I know what I want to get done. I simply of incapable of doing so. I'll get it eventually, but it burns me up I can't get it done now
 
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TriTails

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Looking at your face
I was surprised as well
my work is really gonna slow down though, cause even though I know what I want to get done. I simply of incapable of doing so. I'll get it eventually, but it burns me up I can't get it done now
Don't worry, can understand that.

And let me quote someone.
'A delayed game is eventually good. But a rushed game is forever bad...' ~Shigeru Miyamoto

Yeah, there are like, 2 versions of that quote.
 

Furret

Long Body Pokémon
Joined
Dec 5, 2014
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MO
Don't worry, can understand that.

And let me quote someone.
'A delayed game is eventually good. But a rushed game is forever bad...' ~Shigeru Miyamoto

Yeah, there are like, 2 versions of that quote.
I guess miyamoto never played daikatana
 

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
SJP is frame 8.

@ Furret Furret
Super Jump Punch said:
def game_242():
FrameSpeedMultiplier_0DF(1.250000, )
AsynchronousTimer_0D0(Frame=6.000000, )
FrameSpeedMultiplier_0DF(1.000000, )
Hitbox_026(ID=0x0, GID=0x0, Bone=0x0, Damage=25.000000, Angle=0x58, KBG=0x4D, WKB=0x0, BKB=0x28, Size=1.700000, Z=0.000000, Y=6.000000, X=7.000000, Element=0x5, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x2, 0x5, 0x3, 0x1, 0x4, )
unk_170(0x12, 0x2100, )
InitExternalSubroutine_14E(0x1A201091, )
End_196()
FrameSpeedMultiplier is a direct multiplier on frame count, so you get 6*1.25=7.5f, rounded up to 8f.
 

Luigisama

Smash Champion
Joined
Jun 25, 2010
Messages
2,957
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New york
Not to be negative, but I don't know if I can trust this data since I was once in front of mario like in his face and he did dsmash and it didn't hit. The move went through me and this happened as I was fighting. I've seen the same thing happen to luigi's smash, but I can't remember at the moment certain times when it happened.
 

Yonder

Smashboard's 1st Sole Survivor
Joined
Oct 9, 2007
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3,549
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Canada,BC
NNID
Skullicide
3DS FC
4055-4053-1813
This is looking a lot more polished since I last checked, nice work.
 

Furret

Long Body Pokémon
Joined
Dec 5, 2014
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3,477
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MO
This is looking a lot more polished since I last checked, nice work.
thanks, I don't think I'll be updating quickly anymore, been busy with class work and trying to get pit's frame data up and running, but hopefully I can get the misc things in and eventually figure out the stupid forward special
 
Last edited:

Furret

Long Body Pokémon
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Dec 5, 2014
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My body is ready for custom frame data
reading two more types of green missile... I'm gonna start drinking soon if that's the case. Anyways I suspect my next update to be Saturday or Sunday. Because you asked I'll see what I can do about customs when I'm working on updates (I plan to go through Pit/Dark Pit/Luigi this weekend). Although I really wanted to get the Misc section done
 

Dakpo

Smash Lord
Joined
Jun 5, 2009
Messages
1,912
Location
Denton, Texas
reading two more types of green missile... I'm gonna start drinking soon if that's the case. Anyways I suspect my next update to be Saturday or Sunday. Because you asked I'll see what I can do about customs when I'm working on updates (I plan to go through Pit/Dark Pit/Luigi this weekend). Although I really wanted to get the Misc section done
That would be awesome!
 

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
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MO
Quick question, why doesn't the standard fireball and ice ball have ending frames?
It's hard to tell what frame the game removes the fireball from the screen and it doesn't use the common method in the game files, but in the case of bouncing fireball the game has to change the hit box on certain frames in order for it to have the 6, 5, 4 percent damages in the move so the move actually says where the move's 6% and 5% hits end by saying the 5% and 4% hits start
this is why the end frame for the 4% hit is blank

TL DR It's complicated
 

Dakpo

Smash Lord
Joined
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interesting, Is there a part of the data that tells us the first frame we can do another action? aka when the move ends
 

Furret

Long Body Pokémon
Joined
Dec 5, 2014
Messages
3,477
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MO
interesting, Is there a part of the data that tells us the first frame we can do another action? aka when the move ends
Master core (a compilation of all the frame data files for those who read frame data) has files on what I assumed to be hitboxes, graphics, sounds and something I'm not sure what it is, but it's labeled as expression. Animations are not present so it isn't possible to do so with out something like a set of recordings and they would need to be 60 fps to determine anything

TL DR; I don't have the technology and the files got squat
 
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