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Data Sheik Hitboxes and Frame Data

tuPh-wUn

Smash Rookie
Joined
Apr 2, 2010
Messages
4
The Jab gifs are backwards. The image for Jab2 is actually Jab1 and vice versa
 

Kimimaru

Smash Ace
Joined
Apr 19, 2012
Messages
915
Location
CA
This should be stickied; I had some trouble finding it.
 
Last edited:

metroid1117

Smash Master
Joined
Sep 1, 2005
Messages
3,786
Location
Chester, IL
Kinda random, but could this be stickied? It's incredibly useful as a reference and it's sad that it doesn't show up at the top. /bump
 

BO/\K

Smash Apprentice
Joined
Mar 7, 2014
Messages
76
Location
Seattle, WA
It's in the directory post that is stickied. But every other board has a stickied frame data thread so why not sheik?
 

Oddyesy

Smash Ace
Joined
Jul 15, 2013
Messages
954
Location
Dallas, Texas
NNID
Oddyesy
Hey guys. Would just like to stop by and say thanks for this :). I'm in the middle of updating Liquipedia, and this helps me out more than you could ever know. Cheers! :D
 

dude it's raining

Smash Journeyman
Joined
Aug 1, 2014
Messages
236
Is there a sweetspot on sheik's Uair, or does it just have high KB growth or something?

EDIT: Another q, does Needle Canceling (landing lag) induce just the normal 4 frames land lag, or completely eliminate any land lag? In other words, is it like float canceling, or is it like No-Impact Landing?

EDIT2: Gosh, I wish I had dolphin OR my own wii for pm debug. I DL'd a gif of it and checked, needle cancel gives 4 frames land lag.
 
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Scroll

Smash Ace
Premium
Joined
Jun 15, 2014
Messages
559
I wish all of these would be reuploaded to Gfycat so we could pause and frame advance
And that the playback would be real time
 

Shrug

Smash Cadet
Joined
Jan 20, 2014
Messages
70
Location
Springfield, IL
Here's the OP with all of the gifs converted to gfycats

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

Jab 2

Total: 18
Hit: 3-5
IASA: 17
Window for jabs: 2-18
Rapid Jabs start: 10

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

Forward Tilt
Total: 29
Hit: 5-10
IASA: 27

Down Tilt
Total: 29
Hit: 5-8
IASA: 28

Up Tilt
Total: 33
Hit: 5-10, 19-24
IASA: 26

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

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

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

Dash Attack
Total: 37
Hit: 6-12
IASA: 36

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

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

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

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

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

Grab
Total: 30
Grab: 7-8

Running Grab
Total: 40
Grab: 8-9

Neutral B Charged
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
Needles released at 11, 14, 17, 20,
23, 26
Auto cancels upon landing
Last frame: 39

Needles last 30 frames

Forward B
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
Total: 62
Invulnerable: 27-36
First frame of Zelda: 37

(Zelda's Transform is not the same)

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

Air Dodge
Invulnerable 4-29 out of 49

Spot Dodge
Invulnerable 2-15 out of 22

Roll Forward

Roll Back
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
 
Last edited:

Scroll

Smash Ace
Premium
Joined
Jun 15, 2014
Messages
559
We should add non stale damage for strong and weak hitboxes as well as shield stun and trajectories, and update the OP
@ Massive Massive
 
Last edited:

Lykon

Smash Cadet
Joined
Dec 9, 2012
Messages
66
Location
Monterrey, Mexico
PLS the animations for miss tech, tech in place, tech roll, regular stand up, getup attack, and roll are mising
As a falcon main i need to study this animations for tech chasing
thanks
 

LoneCubone

Smash Rookie
Joined
Apr 10, 2016
Messages
5
Location
Belle mead, New jersey
Just noticed that based on this frame data if you didn't fast fall fair you could actually waveland it since there is time in the air where the move is completely over.
 

Scroll

Smash Ace
Premium
Joined
Jun 15, 2014
Messages
559
Yea, you can also FJ Fair WL on platforms on say Battlefield
 

two_knocks

Smash Rookie
Joined
Aug 3, 2017
Messages
1
is there gif for aerial up-b? Recently I've been finding cases where I can grab the ledge backwards in the first part and want to see where her hands are
 
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