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Sheik Hitboxes and Frame Data

Discussion in 'Sheik' started by Massive, Mar 20, 2011.

  1. Massive

    Massive
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    Smash Champion

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    Credit for frame data goes to SuperDoodleMan.
    The raw images were obtained from Stratocaster.
    I made the gifs and compiled this thread.

    Let me know if anything looks incorrect and I'll do my best to update/fix it.


    Jab
    [​IMG]
    Total: 17
    Hit: 2-3
    IASA: 16
    Window for second jab: 3-25
    Second slice begins: 10 (or later)

    Jab 2
    [​IMG]
    Total: 18
    Hit: 3-5
    IASA: 17
    Window for jabs: 2-18
    Rapid Jabs start: 10

    Jab Rapid
    [​IMG]
    Total: 55
    Hit: 3-4, 7-8, etc.
    IASA: Unknown
    Jabs start: 10

    Forward Tilt
    [​IMG]
    Total: 29
    Hit: 5-10
    IASA: 27

    Down Tilt
    [​IMG]
    Total: 29
    Hit: 5-8
    IASA: 28

    Up Tilt
    [​IMG]
    Total: 33
    Hit: 5-10, 19-24
    IASA: 26

    Forward Smash
    [​IMG]
    Total: 50
    Hit: 12, 27-29
    Charge frame: 5
    IASA: 46

    Up Smash
    [​IMG]
    Total: 47
    Hit: 12, 14-16
    Charge frame: 10
    Head and forearms invincible: 12-16
    IASA: 40

    Down Smash
    [​IMG]
    Total: 49
    Hit: 5-9, 16-19, 22-24
    Charge frame: 2
    Legs invincible: 5
    IASA: 46

    Dash Attack
    [​IMG]
    Total: 37
    Hit: 6-12
    IASA: 36

    Neutral Aerial
    [​IMG]
    Total: 48
    Hit: 3-30
    IASA: 42
    Auto cancel: <2, >31
    Landlag: 16
    L canceled: 8

    Up Aerial
    [​IMG]
    Total: 39
    Hit: 5-20
    IASA: 37
    Auto cancel: <4, >30
    Landlag: 24
    L canceled: 12

    Back Aerial
    [​IMG]
    Total: 37
    Hit: 4-19
    Auto cancel: <3, >25
    Landlag: 16
    L canceled: 8

    Down Aerial
    [​IMG]
    Total: 48
    Hit: 15-33
    Auto cancel: <2
    Landlag: 20
    L canceled: 10

    Forward Air
    [​IMG]
    Total: 33
    Hit: 5-7
    Auto cancel: <4, >11
    Landlag: 16
    L canceled: 8

    Grab
    [​IMG]
    Total: 30
    Grab: 7-8

    Running Grab
    [​IMG]
    Total: 40
    Grab: 8-9

    Neutral B Charged
    [​IMG]
    Holding 1st needle: 8
    Set that frame as 1.
    Another needle at 19
    Set that as 1 (etc)
    Releasing B at frame 1 counts with
    new needle.

    When you release B…
    Needles released at 4, 7, 10, 13, 16,
    19
    Total: 40

    Neutral B Aerial
    [​IMG]
    Needles released at 11, 14, 17, 20,
    23, 26
    Auto cancels upon landing
    Last frame: 39

    Needles last 30 frames

    Forward B
    [​IMG]
    Comes out on 22
    Fully extended at 34
    Earliest retraction starts on 44

    Upon B release…
    Pullin hurt: 19-31 (sooner if
    swingin)
    Last frame: 41

    Down B
    [​IMG]
    Total: 62
    Invulnerable: 27-36
    First frame of Zelda: 37

    (Zelda's Transform is not the same)

    Up B
    [​IMG]
    Total: 94
    Hit: 36-42
    Invincible: 18-55
    The frame of choosing direction: 35
    Landlag: 30
    Landfallspeciallag: 4

    Air Dodge
    [​IMG]
    Invulnerable 4-29 out of 49

    Spot Dodge
    [​IMG]
    Invulnerable 2-15 out of 22

    Roll Forward
    [​IMG]

    Roll Back
    [​IMG]
    Invulnerable 4-19 out of 31


    Miscellaneous things with no images

    Taunt

    Total: 100
    Hmm!: 23

    Jump

    Airborne on frame 4

    Air time: 50
    Earliest FF: 26
    FF air time: 37

    SH air time: 38
    Earliest FF: 20
    SH FF air time: 27

    2nd jump earliest FF: 27

    Ledge stand <100%

    Total: 34
    Invincible: 1-30

    Ledge stand >100%

    Total: 59
    Invincible: 1-55

    Ledge roll <100%

    Total: 49
    Invincible: 1-39

    Ledge roll >100%

    Total: 79
    Invincible: 1-71

    Ledge attack <100%

    Total: 54
    Invulnerable: 1-21
    Hit: 25-34

    Ledge attack >100%

    Total: 69
    Invulnerable: 1-53
    Hit: 57-59

    Ledge jump <100%

    Total: 57
    Invulnerable: 1-14
    Soonest FF: 40

    Ledge jump >100%

    Total: 57
    Invincible: 1-19
    Soonest FF: 45

    Landing lag: 4

    Dash becomes run at frame 8

    Turn-jump Threshold: 21

    Run turnaround: 21
     
    GD13, Zekiver, Gentlefox and 3 others like this.
  2. mr.fizwidget

    mr.fizwidget
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    good shiz
     
    vtfl_marcos likes this.
  3. Teczer0

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    Freakin awesome xD

    *sticky*
     
  4. Teczer0

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    I was gonna wait until someone said something but holy hell why does ftilt reach up so far.

    God, I love sheik <3333333
     
  5. stelzig

    stelzig
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    Smash Lord

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    <3 That fair
     
  6. KirbyKaze

    KirbyKaze
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    oh up tilt

    let's never fight again

    <3
     
    Kidney Thief and OnStrings like this.
  7. Kaffei

    Kaffei
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    Omg I love Sheik
     
  8. Wenbobular

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    As a Falcon main Uptilt disgusts me
     
  9. AlcyoNite

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    subscribed

    thank you!
     
  10. Awstintacious

    Awstintacious
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    what does IASA mean, and in the standing grab, what is that almost orange color? Also, what is the speciallandinglag in the up-b part.
     
    Hydreigon360 likes this.
  11. Walt

    Walt
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    IASA = Interruptible As Soon As: you'll notice on the first jab, which has a total animation frame count of 17 frames, and its IASA frame on frame 16, which means during the 17 frame animation you can Interrupt (jab) As Soon As frame 16 to start doing another move. It's basically saving you one frame in this case. 1 frame isn't very much but utilt, and usmash both have IASA frames start 7 frames before the total animation finishes, which is about as much lag as a fast aerial. So it really adds up and increases your combo chance by quite a bit.
     
  12. Pikaville

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    On point.
    Now I understand how those weird backwards fairs happen.

    Look at that hitbox above and kinda behind her!
     
  13. Teczer0

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    After seeing it I realize why people say aim the backward fair with her shoulder.

    Seems to be the easiest spot to hit the fair with xD
     
  14. JrJet

    JrJet
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    Nair hits from anywhere <3

    :phone:
     
  15. Pikaville

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    On point.
    Is that a grab hitbox I see behind Sheik for her running grab?
     
  16. JrJet

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    Yes her dash grab grabs behind her too

    :phone:
     
  17. Pikaville

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    Man everything makes so much sense now.
     
  18. soap

    soap
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    the standing needles look pretty cool in hitbox form
     
  19. Nine

    Nine
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    OMG finally frame data for melee :D thanks i can already see this to improve my sheik even more! :)
     
  20. bubbaking

    bubbaking
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    This may be a bump, but I was wondering if the creator of this thread had any frame data on Sheik's techs and her wall jump.

    Dang, why does that utilt have to cover a whole semicircle. It even hits BEHIND her on the ground a bit. O_O

    Lolz, doesn't Falcon have a similar utilt w/ much better knockback and a better low hitbox that's great for gimping?
     
  21. Strong Bad

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    Wall jump: Invincible frame 1-14. IASA: 1
    Tech data here.
     
  22. bubbaking

    bubbaking
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    Wow, thanks! =D Wait, what? Wall jumps are invincible?!? O_o
     
  23. Mattnumbers

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    What are the frames on her throws? When is the first frame that the enemy can act after being dthrown?
     
  24. bubbaking

    bubbaking
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    Frame 9,000
     
  25. Fly_Amanita

    Fly_Amanita
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    ^ A throw that takes 150 seconds would be a pretty awesome stalling tactic.
     
  26. gm jack

    gm jack
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    The throw hitstun is going to be hugely character and percentage dependent. However, the uses and combo opportunities of them (esp NTSC dthrow) have been explored for years, so your options from it are well known.

    KK has a really good post on what to do against Marth stickied, which should give you an idea of what can be done, although that changes between characters.
     
  27. Strong Bad

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    Throw hitstun is not character dependent, btw. Percentage dependent only.

    Throw frame data is hard because a lot of throws take longer or shorter based on the opponent's weight. Try Fox's uthrow against Bowser and compare it to against G&W or Puff, for instance.
     
  28. gm jack

    gm jack
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    My bad. I jumped the gun straight to what affects what can be comboed off a throw, which is heavily influenced by fall speed.
     
  29. bubbaking

    bubbaking
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    Don't know much about exact frame data (Strong Bad seems to be the expert in those), but I have a general idea for what Sheik can do off of dthrow on all the cast. On fast fallers, it's dthrow>tech chase. "Normals" (like herself), dthrow CG dependent on DI or dthrow>ftilt. Floaties, dthrow>fair/uair depending on DI
     
    Chocolatnave likes this.
  30. soap

    soap
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    You would crunch those numbers. I've seen you posting some crazy math theory somewhere before.
     
  31. bubbaking

    bubbaking
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    Smash Hero

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    If Sheik's walljumps are invincible for 14 frames, can she use them to power thru certain attacks, like Marth's dair? Also, do other chars get invincible wall jumps?
     
  32. Strong Bad

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    Every character's walljump is invincible frame 1-14.
     
  33. bubbaking

    bubbaking
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    I see. Are there any practical applications of this?
     
  34. Raish

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    What are the invincibility frames on Up-B when it's used from the air when recovering? In my experience, it doesn't seem like I'm invincible after frame 18 like I am when I use it from the ground as shown in the gif.
     
  35. JustBlind

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    Anyone got the frame data for jc grab and boost grab?
     
  36. knightpraetor

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    can we get get up attack hitboxes added to this thread?
     
  37. bubbaking

    bubbaking
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    Uhhh, you seem to be new, so I'll clue you in. The frame data for a JC grab should be the same as a standing grab (+ 1 or 2 frames for the cancelled jumpsquat), since that's basically what a JC grab is......a regular standing grab.

    You too...
    It also has get-up frame data.
     
  38. Vudujin

    Vudujin
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    This character is so broken.

    I didn't know D smash didn't hit behind her on the first hit box.

    That up-b frame data is really helpful. Now I know when to hit her in the face. . .
     
  39. soap

    soap
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    I'll hit you in the face
     
  40. Vudujin

    Vudujin
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    Smash Lord

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    Probably, all of your frames are so freakin' good.
     

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