Snake's data
Index: Try using Control + F to find the section you are looking for.
Attacks
Grab and Throws
Specials
Movement
Dodges and Rolls
Etc.
Attacks
Note: The values for Shield damage, Direction Angle, Knockback growth, and Knockback Base are in Hexadecimal.
Pivot point refers to the pivot point of their feet.
If you see more than one value, it means that there is more than 1 hitbox.
The data corresponding to them is/ or will be color coded.
Jab 1
Base Damage - 4
Base Knockback - 0
Knockback gain - 64
Shield Damage – 1E/1E/14
Hitbox comes out at frame - 3
First IASA Frame – 6(for jab2 only)/16 (for everything else)
Direction -169/50/58
Total frames - 23
Miscellaneous – Despite Jab 2 coming out a frame faster, ftilt is more flexible and does more damage.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) – N/A
Hitlag multiplier – x1
SDI potential – x1(normal)
Jab 2(Not counting from the first)
Base Damage: - 3
Base Knockback - 0
Knockback gain - 64
Shield Damage - 14
Hitbox comes out at frame - 4
First IASA Frame – 6(jab 3 only)
Direction - 169
Total frames - 25
Miscellaneous – You can’t interrupt this move with anything else. Pressing A will only result in Jab 3, regardless of whether you move the analog stick or not.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) - N/A
Hitlag multiplier – x1
SDI potential – x1
Jab 3(Not counting from the other two)
Base Damage: - 7
Base Knockback – 3C
Knockback gain - 73
Shield Damage - 0
Hitbox comes out at frame – 10
First IASA Frame – 47
Direction - 169
Total frames - 51
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Ftilt(Knee hit)
Base Damage: - All 8
Base Knockback – 32/32/1E
Knockback gain – 4B/64/4B
Shield Damage – 14(only the hitbox that launches you)
Hitbox comes out at frame - 4
First IASA Frame – 11(for ftilt 2 only)
Direction – 113(only the hitbox that launches you), 169
Total frames - 32
Miscellaneous – Only one of the hitboxes will launch you. That hitbox is IN one of the hitboxes that flinches you. Odd.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Ftilt 2
Base Damage: - 12/10/9/9
Base Knockback – All 37
Knockback gain – All 50
Shield Damage - 0
Hitbox comes out at frame - 6
First IASA Frame - 31
Direction - 169
Total frames - 46
Miscellaneous –
Hitbox duration - 6
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
Utilt
Base Damage: - 13 for strong hitboxes, 12 for weak hitboxes.
Base Knockback – 37 for strong hitboxes, 2D for soft hitboxes
Knockback gain – All 5F
Shield Damage – All 0
Hitbox comes out at frame - 6
First IASA Frame – N/A
Direction – 5F for strong hitboxes, 54 for soft hitboxes
Total frames - 38
Miscellaneous – This has a lot of hitboxes.(6) No wonder it has a lot of range.
Hitbox duration – 8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Dtilt
Base Damage: - All 10
Base Knockback – All 32
Knockback gain - 64/6E/64/64
Shield Damage – All 0
Hitbox comes out at frame - 6
First IASA Frame - 35
Direction – 50/4B/46/46
Total frames - 43
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
Dash Attack
Base Damage: - 11/9/8/6
Base Knockback – 32 for strong hitboxes, 28 for weak hitboxes
Knockback gain – All 55
Shield Damage – All 0
Hitbox comes out at frame – 5 for strong hitboxes, 7 for soft hitboxes
First IASA Frame – 2 for Mortar only
Direction – 41 for strong hitboxes, 6E for soft hitboxes
Total frames - 42
Miscellaneous – Snake’s arms and shoulders are intangible when the hitboxes are out.
Hitbox duration -8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
All Smashes are uncharged.
Forward Smash
Base Damage: - 22
Base Knockback - 64
Knockback gain – 3C
Shield Damage - 0
Hitbox comes out at frame - 41
First IASA Frame – N/A
Direction - 169
Total frames - 81
Miscellaneous – The rocket launcher appears at frame 6.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Up Smash
Base Damage: - 4(The Mortar Launcher),10(Mortar Shell)
Base Knockback – 0(The Mortar Launcher),5A(Mortar Shell)
Knockback gain – 64(The Mortar Launcher),43(Mortar Shell)
Shield Damage – 78(The Mortar Launcher),0(Mortar Shell)
Hitbox comes out at frame – 11(The Mortar Launcher), 29, (The Mortar Shell)
First IASA Frame -
Direction – 60(The Mortar Launcher),41(Mortar Shell)
Total frames - 53
Miscellaneous – Thanks to Kirk for the offset data for Snake’s Mortar Shell.
A lot of shield damage on the mechanism. It only hits foes on the ground.
Hitbox duration – 2(The Mortar Launcher),1(Mortar Shell)
Tripping rate(If any) – 0%
Hitlag multiplier – x1 Both
SDI potential – x1 Both
Down Smash
Base Damage: - All 14
Base Knockback – All 5A
Knockback gain – All 3A
Shield Damage – All 0
Hitbox comes out at frame – minimum of 55 frames after planting
First IASA Frame – N/A
Direction – All 58
Total frames – 78 for Planting
Miscellaneous – There are 3 hitboxes that are located at 3 different places that have the same parameters.
The click sounds is at frame 34.
Hitbox duration - All 1
Tripping rate(If any) – All 0%
Hitlag multiplier – All x1
SDI potential – All x1
Nair
Base Damage: -
1st kick 6
2nd kick 5
3rd kick 4
Last kick 13
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 2D
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 5F
Shield Damage –
1st kick 5/28
2nd kick 5/28
3rd kick A/46
Last kick 0
Hitbox comes out at frame –
1st kick 10
2nd kick 22
3rd kick 34
Last kick 44
First IASA Frame – N/A
Direction –
1st kick 78/3C/64/4B
2nd kick 78/3C/64/4B
3rd kick 104/118/64/4B
Last kick 169
Total frames - 68
Miscellaneous -
Hitbox duration – All except the last kick 4, the last kick 3
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel window – Frame 50
Fair
Base Damage: - 14/15
Base Knockback – All 28
Knockback gain – All 64
Shield Damage –All 0
Hitbox comes out at frame - 23
First IASA Frame – N/A
Direction – 50/10D
Total frames - 70
Miscellaneous – 10D = spike
Hitbox duration - 4
Landing Lag - 30
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 63
Uair
Base Damage: - 14 for strong hitboxes, 10 for soft hitboxes
Base Knockback – 28 for strong hitboxes, 10 for soft hitboxes
Knockback gain – 5f for strong hitboxes, 64 for soft hitboxes
Shield Damage – All 0
Hitbox comes out at frame - 10
First IASA Frame – N/A
Direction – 50 for strong hitboxes , 46 for soft hitboxes
Total frames - 48
Miscellaneous -
Hitbox duration -14 for strong hitboxes, 11 for soft hitboxes
Landing Lag - 22
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 36
Dair
Base Damage:
1st kick 6
2nd kick 5
3rd kick 5
Last kick 12
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 32
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 6E
Shield Damage –
1st kick 32
2nd kick 3C
3rd kick 50
Last kick 0
Hitbox comes out at frame –
1st kick 3
2nd kick 14
3rd kick 25
Last kick 36
First IASA Frame – N/A
Direction –
1st kick 10A/50/50
2nd kick 10A/50/50
3rd kick 10A/50/50
Last kick 169
Total frames - 60
Miscellaneous -
Hitbox duration – All kicks 2
Landing Lag - 30
Tripping rate(If any) – 0
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel Window – Frame 63
Bair
Base Damage: - 16/14 for strong hitboxes 10 for weak hitboxes
Base Knockback – 28 for strong hitboxes, 19 for weak hitboxes
Knockback gain – 5A for strong hitboxes, 64 for weak hitboxes
Shield Damage - 0
Hitbox comes out at frame - 7
First IASA Frame – N/A
Direction – All 169
Total frames - 43
Miscellaneous – Strange how the auto-cancel window is specified at frame 63 even though the attack is over before that.
Hitbox duration - 20
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
Auto Cancel Window – N/A
Grab & Throws
Grab
Grab hitbox appears at – Frame - 8
Duration - 2
Total Frames - 30
Dash Grab
Grab hitbox appears at – Frame - 11
Duration – 2
Total Frames – 40
Pivot Grab
Grab hitbox appears at – Frame - 9
Duration – 2
Total Frames – 30
Grab Attack/Choke
Base Damage: - 2
Base Knockback – 0
Knockback gain – 64
Shield Damage - 28
Hitbox comes out at frame -
First IASA Frame – N/A
Direction – 169
Total frames - Depends on your opponent.
Miscellaneous – Lighter characters = faster choking.
Hitbox duration - 1
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1
Down Throw
Base Damage - 12
Direction -10E
Base Knockback – 4B
Knockback Gain – 1E
Total Frames – 60
Miscellaneous – The opponent is free at Frame 59.
Up Throw
Base Damage - 10
Direction – 5A
Base Knockback - 44
Knockback Gain – 3C
Total Frames – Varies by victim
Miscellaneous –
Back Throw
Base Damage - 9
Direction - 28
Base Knockback - 41
Knockback Gain – 41
Total Frames – Varies by victim
Miscellaneous – Will make you change direction.
Forward Throw
Base Damage - 9
Direction - 28
Base Knockback – 3C
Knockback Gain – 41
Total Frames – Varies by Victim
Miscellaneous –
Specials
This is a problem. All of Snake’s specials use articles(props), and PSA has issues with those. Thanks to Kirk, the Nikita,C4,Mine, and Cypher’s hitbox data were found.
Grenade
Total Frames
Pulls Pin at 10
Duration
Finishes Pin Pulling animation at 24
Duration of throws
Close Grenade Throw - 26
Normal Grenade throw - 28
Far Grenade Throw - 32
Miscellaneous – The grenade data is not in FitSnake.pac. I think it’s in the common3.pac file.
Maybe I can use Kirby Snake’s file.
Cypher
Pulls out Cypher at frame 4
Becomes a projectile at frame - 110
Base Damage: - 6
Base Knockback – 0
Knockback gain – 64
Shield Damage – 5A
Hitbox comes out at frame - 29
First IASA Frame – 47
Direction – 169
Total frames - 119
Miscellaneous – The cypher appears to be an active hitbox until it explodes or disappears.
Hitbox duration – See above.
Landing Lag – No change. Just a different sound effect when landing.
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1
Nikita Missile
Total Frames
Missile Comes out at - 43
Launching Nikita - 48 frames
Canceling Nikita - 34 frames
Base Damage: - 7(Weak Missile)/14(Strong Missile)
Base Knockback – 2D(Weak Missile)/4B(Strong Missile)
Knockback gain – 5A(Weak Missile)/46(Strong Missile)
Shield Damage – Both 0
Hitbox comes out at frame – When the Missile makes contact.
First IASA Frame – N/A
Direction – Both 32
Total frames - Variable
Miscellaneous – There isn’t any specification in PSA stating how long the hitbox lasts.
Hitbox duration – See above.
Tripping rate(If any) – Both 0
Hitlag multiplier – Both x1
SDI potential – Both x1
C4(planting)
Total Frames
On the ground - 44
In the air - 33
Ground Sticky 32
Air Sticky 33
Click Sound at frame 22 on ground
Click Sound at Frame 12 in the air
C4 comes out at frame 15 in the air
C4 comes out at frame 9 for air sticky
C4 comes out at frame 21 on the ground
C4 comes out at frame 11 for ground sticky
C4(Detonation)
Base Damage: - 17
Base Knockback – 28
Knockback gain – 5A
Shield Damage - 0
Hitbox comes out at frame - 29
First IASA Frame – 40
Direction – 50
Total frames - 45
Miscellaneous –
Hitbox duration - 3
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1