Sheik Frame Data Repository
% Complete: 50
This data was ported directly from Sheik's pac file. Everything here is as accurate as possible.
Hits on = First frame the collision is active
Ends on = Last frame the collision is active
First actionable frame = First frame you are allowed to make another, non-directional input
Attacks
Jab 1
Hits on: 2
Ends on: 3
Cancels into Jab 2: 6-30
First actionable frame: 18
***If Jab 1 is canceled into Jab 2 before the first actionable frame, add 1 frame to everything on Jab 2.
Jab 2
Hits on: 3
Ends on: 5
Cancels into Rapid Jab: 8-20
First actionable frame: 18
Rapid Jab
Hits on 9, 13, 17, 21, 25, 29....
SDI Multiplier: 0.70x
First actionable frame 41
Dash Attack
Duration: 40
Hits on: 5
Hits again on: 7
Ends on: 11
First actionable frame: 41
Forward Tilt
Duration: 21
Hits on: 5
Hit lag multiplier: 0.50x
SDI multiplier: 0.50x
Ends on: 6
First actionable frame: 22
Up Tilt
Duration: 35
Hits on: 5
SDI multiplier: 0.50x
Ends on: 6
Hits again on: 19
Ends on: 24
First actionable frame: 36
Down Tilt
Duration: 29
Hits on: 5
Tripping rate: 0.40x
Ends on: 8
First actionable frame: 30
Hits on: 2
Ends on: 3
Cancels into Jab 2: 6-30
First actionable frame: 18
***If Jab 1 is canceled into Jab 2 before the first actionable frame, add 1 frame to everything on Jab 2.
Jab 2
Hits on: 3
Ends on: 5
Cancels into Rapid Jab: 8-20
First actionable frame: 18
Rapid Jab
Hits on 9, 13, 17, 21, 25, 29....
SDI Multiplier: 0.70x
First actionable frame 41
Dash Attack
Duration: 40
Hits on: 5
Hits again on: 7
Ends on: 11
First actionable frame: 41
Forward Tilt
Duration: 21
Hits on: 5
Hit lag multiplier: 0.50x
SDI multiplier: 0.50x
Ends on: 6
First actionable frame: 22
Up Tilt
Duration: 35
Hits on: 5
SDI multiplier: 0.50x
Ends on: 6
Hits again on: 19
Ends on: 24
First actionable frame: 36
Down Tilt
Duration: 29
Hits on: 5
Tripping rate: 0.40x
Ends on: 8
First actionable frame: 30
Smashes
*Add X frames for X number of frames held on/after charge*
Forward Smash
Duration: 50
Begins charging on: 4
Hits on: 12
SDI multiplier: 0.50x
Ends on: 12
Hits again on: 26
Ends on: 28
First Actionable frame: 51
Up Smash
Duration: 52
Begins charging on: 7
Hits on: 11
Intangibility for left upper arm, right upper arm and head begins on: 11
SDI Multiplier: 1.50x
Ends on: 11
Hits again on: 13
Ends on: 15
Reset collision states on: 16
First actionable frame: 53
Down Smash
Duration: 48
Begins charging on: 2
Hits on: 4
Tripping Rate: 0.40x
Intangibility for left upper leg, left lower leg, right upper leg and right lower leg begins on: 4
Reset collision states on: 5
Ends on: 8
Hits again on: 14
Tripping Rate: 0.30x
Ends on: 17
Hits again on: 21
Ends on: 23
Tripping Rate: 0.30x
First actionable frame 49
Duration: 50
Begins charging on: 4
Hits on: 12
SDI multiplier: 0.50x
Ends on: 12
Hits again on: 26
Ends on: 28
First Actionable frame: 51
Up Smash
Duration: 52
Begins charging on: 7
Hits on: 11
Intangibility for left upper arm, right upper arm and head begins on: 11
SDI Multiplier: 1.50x
Ends on: 11
Hits again on: 13
Ends on: 15
Reset collision states on: 16
First actionable frame: 53
Down Smash
Duration: 48
Begins charging on: 2
Hits on: 4
Tripping Rate: 0.40x
Intangibility for left upper leg, left lower leg, right upper leg and right lower leg begins on: 4
Reset collision states on: 5
Ends on: 8
Hits again on: 14
Tripping Rate: 0.30x
Ends on: 17
Hits again on: 21
Ends on: 23
Tripping Rate: 0.30x
First actionable frame 49
Aerials
Neutral Air
Duration: 48
Landing lag: 10
Hits on: 3
Ends on: 6
Hits again on: 7
Ends on: 30
Auto-cancels on: 31<x<1
First actionable frame: 49
Forward Air
Duration: 33
Landing lag: 10
Hits on: 5
Ends on: 8
Auto-cancels on: 12<x<4
First actionable frame: 34
Back Air
Duration: 36
Landing lag: 10
Hits on: 4
Hits again on: 7
Ends on: 18
Auto-cancels on: 31<x<1
First actionable frame: 37
Up Air
Duration: 38
Landing lag: 21
Hits on: 4
Hits again on: 7
Ends on: 15
Auto-cancels on: 30<x<3
First actionable frame: 39
Down Air
Duration: 53
Landing lag: 26
Hits on: 15
Ends on: 33
Duration: 48
Landing lag: 10
Hits on: 3
Ends on: 6
Hits again on: 7
Ends on: 30
Auto-cancels on: 31<x<1
First actionable frame: 49
Forward Air
Duration: 33
Landing lag: 10
Hits on: 5
Ends on: 8
Auto-cancels on: 12<x<4
First actionable frame: 34
Back Air
Duration: 36
Landing lag: 10
Hits on: 4
Hits again on: 7
Ends on: 18
Auto-cancels on: 31<x<1
First actionable frame: 37
Up Air
Duration: 38
Landing lag: 21
Hits on: 4
Hits again on: 7
Ends on: 15
Auto-cancels on: 30<x<3
First actionable frame: 39
Down Air
Duration: 53
Landing lag: 26
Hits on: 15
Ends on: 33
Specials
Side Special
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"
Aerial Side Special
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"
Searches for tether-able ledge on: 8
Tethers ledge on: 9-14
Flubbed tether on: 15
Ends search for tether-able ledge on: 11
Chain Jacket
Jacket from short-hop on: 19
Jacket-testing
Body-chain Jacket
All hit-boxes but those attached to the body are nullified
[-] Down Tilt
[-] Up Tilt (first hit)
[-] Ledge Attack (both)
[-] Banana (also first 1/3 of chain active)
Full-chain Jacket
All parts of the chain are active and damaging
[-] Grab
[-] Trip Attack
[-] Get-up Attack (all)
[-] Final Smash
Wind-chain Jacket
Full-chain Jacket with wind-boxes attached
[-] Ledge Attack <100%
[-] Up Special Air
[-] Transform (With random-*** unexplainable hit-box behind Sheik outside of chain's range)
Untested Jacket moves:
[-] Rapid Jab
[-] Forward Smash (first hit)
[-] Up Smash (first hit)
[-] All Throws
[-] Pummel
[-] Different Item throws
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"
Aerial Side Special
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"
Searches for tether-able ledge on: 8
Tethers ledge on: 9-14
Flubbed tether on: 15
Ends search for tether-able ledge on: 11
Chain Jacket
Jacket from short-hop on: 19
Jacket-testing
Most moves appear to jacket to the tip of chain. These are the exceptions I have found thus far
*subject to change after more testing*
Body-chain Jacket
All hit-boxes but those attached to the body are nullified
[-] Down Tilt
[-] Up Tilt (first hit)
[-] Ledge Attack (both)
[-] Banana (also first 1/3 of chain active)
Full-chain Jacket
All parts of the chain are active and damaging
[-] Grab
[-] Trip Attack
[-] Get-up Attack (all)
[-] Final Smash
Wind-chain Jacket
Full-chain Jacket with wind-boxes attached
[-] Ledge Attack <100%
[-] Up Special Air
[-] Transform (With random-*** unexplainable hit-box behind Sheik outside of chain's range)
Untested Jacket moves:
[-] Rapid Jab
[-] Forward Smash (first hit)
[-] Up Smash (first hit)
[-] All Throws
[-] Pummel
[-] Different Item throws
Grabs & Throws
Standing Grab
Duration: 29
Grabs on: 6
Grab ends on: 7
First actionable frame: 30
Dash Grab
Duration: 39
Grabs on: 7
Grab ends on: 8
First actionable frame: 40
Pivot Grab
Grabs on: 8
Grab ends on: 9
Pummel
Hits on: 9
First actionable frame: 29
Back Throw
Hits on: 15
Ends on: 15
First actionable frame: 36
Forward Throw
Hits on: 20
Ends on: 20
Up Throw
Hits on: 19
Ends on: 19
Down Throw
Hits on: 26
Ends on: 30
First actionable frame: 54
Duration: 29
Grabs on: 6
Grab ends on: 7
First actionable frame: 30
Dash Grab
Duration: 39
Grabs on: 7
Grab ends on: 8
First actionable frame: 40
Pivot Grab
Grabs on: 8
Grab ends on: 9
Pummel
Hits on: 9
First actionable frame: 29
Back Throw
Hits on: 15
Ends on: 15
First actionable frame: 36
Forward Throw
Hits on: 20
Ends on: 20
Up Throw
Hits on: 19
Ends on: 19
Down Throw
Hits on: 26
Ends on: 30
First actionable frame: 54
Dodges
Spot Dodge
Duration: 25
Intangible on: 2
Intangibility ends on: 20
First actionable frame 26
Roll
Intangible on: 4
Intangibility ends on: 19
First actionable frame: 32
Aerial Dodge
Intangible on: 4
Intangibility ends on: 29
Duration: 25
Intangible on: 2
Intangibility ends on: 20
First actionable frame 26
Roll
Intangible on: 4
Intangibility ends on: 19
First actionable frame: 32
Aerial Dodge
Intangible on: 4
Intangibility ends on: 29
Landings
Pratfall Get-up (front and back)
Intangible on: 1
Intangibility ends on: 19
First actionable frame: 30
Pratfall Attack (back)
Intangible on: 1
Hits on: 16
Ends on: 18
Hits again on: 25
Ends on: 27
Intangibility ends on: 27
First actionable frame: 50
Pratfall Attack (front)
Intangible on: 1
Hits on: 16
Ends on: 17
Hits again on: 21
Ends on: 23
Intangibility ends on: 23
First actionable frame: 50
Pratfall Forward Roll (front and back)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36
Pratfall Back Roll (back)
Intangible on: 1
Intangibility ends on: 22
First actionable frame: 36
Pratfall Back Roll (front)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36
Tech
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 28
Tech Roll
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 41
Intangible on: 1
Intangibility ends on: 19
First actionable frame: 30
Pratfall Attack (back)
Intangible on: 1
Hits on: 16
Ends on: 18
Hits again on: 25
Ends on: 27
Intangibility ends on: 27
First actionable frame: 50
Pratfall Attack (front)
Intangible on: 1
Hits on: 16
Ends on: 17
Hits again on: 21
Ends on: 23
Intangibility ends on: 23
First actionable frame: 50
Pratfall Forward Roll (front and back)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36
Pratfall Back Roll (back)
Intangible on: 1
Intangibility ends on: 22
First actionable frame: 36
Pratfall Back Roll (front)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36
Tech
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 28
Tech Roll
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 41
Ledge Stuff
Under 100%
Ledge attack <100%
Intangible on: 1
Intangibility ends on: 23
Hits on: 25
Ends on: 34
First actionable frame: 55
Ledge Get-up <100%
Intangible on: 1
Intangibility ends on: 30
First actionable frame: 35
Ledge Roll <100%
Intangible on: 1
Intangibility ends on: 37
First actionable frame: 50
Intangible on: 1
Intangibility ends on: 23
Hits on: 25
Ends on: 34
First actionable frame: 55
Ledge Get-up <100%
Intangible on: 1
Intangibility ends on: 30
First actionable frame: 35
Ledge Roll <100%
Intangible on: 1
Intangibility ends on: 37
First actionable frame: 50
Over 100%
Ledge attack >100%
Intangible on: 1
Hits on: 57
Ends on: 59
Intangibility ends on: 59
First actionable frame: 70
Ledge Get-up >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60
Ledge Roll >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60
Intangible on: 1
Hits on: 57
Ends on: 59
Intangibility ends on: 59
First actionable frame: 70
Ledge Get-up >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60
Ledge Roll >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60
Sakurai
Trip
Intangible on: 1
Intangibility ends on: 6
Trip Pivot
Intangible on: 1
Intangibility ends on: 7
Trip Dash
Intangible on: 1
Intangibility ends on: 8
Trip Get-up
Intangible on: 1
Intangibility ends on: 17
First actionable frame: 22
Trip Attack
Intangibility on: 1
Intangibility ends on: 8
Hits on: 19
Ends on: 20
Hits again on: 25
Ends on: 26
First actionable frame: 50
Trip Roll
Intangibility on: 1
Intangibility ends: 10
First actionable frame: 29
Intangible on: 1
Intangibility ends on: 6
Trip Pivot
Intangible on: 1
Intangibility ends on: 7
Trip Dash
Intangible on: 1
Intangibility ends on: 8
Trip Get-up
Intangible on: 1
Intangibility ends on: 17
First actionable frame: 22
Trip Attack
Intangibility on: 1
Intangibility ends on: 8
Hits on: 19
Ends on: 20
Hits again on: 25
Ends on: 26
First actionable frame: 50
Trip Roll
Intangibility on: 1
Intangibility ends: 10
First actionable frame: 29
Miscellaneous
Item Toss Forward (Ground/Air)
Hits on: 8
First actionable frame: 25
Item Toss Back (Ground/Air)
Hits on: 11
First actionable frame: 25
Item Toss Up
Hits on: 11
First actionable frame: 24
Item Toss Up Air
Hits on: 12
First actionable frame: 24
Item Toss Down
Hits on: 8
First actionable frame: 20
Item Toss Down Air
Hits on: 7
First actionable frame: 20
Item Toss Dash
Hits on: 6
First actionable frame: 38
Beam Sword Jab
Hits on: 4
First actionable frame: 24
Beam Sword Tilt
Hits on: 9
First actionable frame: 42
Beam Sword Smash
Hits on: 19
Hits again on: 31
First actionable frame: 59
Jump Start-up: 4
Normal Land-lag: 3
Hits on: 8
First actionable frame: 25
Item Toss Back (Ground/Air)
Hits on: 11
First actionable frame: 25
Item Toss Up
Hits on: 11
First actionable frame: 24
Item Toss Up Air
Hits on: 12
First actionable frame: 24
Item Toss Down
Hits on: 8
First actionable frame: 20
Item Toss Down Air
Hits on: 7
First actionable frame: 20
Item Toss Dash
Hits on: 6
First actionable frame: 38
Beam Sword Jab
Hits on: 4
First actionable frame: 24
Beam Sword Tilt
Hits on: 9
First actionable frame: 42
Beam Sword Smash
Hits on: 19
Hits again on: 31
First actionable frame: 59
Jump Start-up: 4
Normal Land-lag: 3
---The frames on item throws are identical, whether smash or tilted, for items encountered in competitive play only. They do not reflect what you may encounter in Item Standard Play or Basic Brawl--
Note: Distance is still affected. Damage differences have not been looked into yet.
Specials will be added sometime later this week, but I put the ported info in the second post. I don't think I have all the information to draft accurate data, so that's why they aren't in here... basically, since I've only recently picked up Sheik I'm not 100% sure what the numbers mean (help appreciated ) so I didn't think they should be added yet. Feel free to point out any errors I have made as well and make inputs on things that need/should be tested & added and I'll see what I can do. Lastly, I forgot to consistently look at tripping rates, hit-lag modifiers and DI modifiers, so there may be a few missing. Unless otherwise noted, those values are 0.00, 1.00 and 1.00 respectively.
Revisions & Additions Log:
18-4-11
*Fixed auto-canceling frames on aerials
*Defined item data more clearly
*Added Collapse Tags for convenient navigation
*Added Jump Start-up
*Added Normal Land Lag
21-4-11
*Added Side-special
*Added KB data
*Added Beam Sword data