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Sonic: Hitboxes and Frame Data [3.6]

Discussion in 'Sonic' started by Sartron, May 8, 2014.

  1. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Next Jab Window
    1 Jab1 24 3 15 8-24
    2 Jab2 23 2-3 15 7-23
    3 Jab3 39 4-6 31

    Hitbox Data
    Jab1
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3 [0-1] [3.28, 2.46] 3/4.9 83° 0/20/100 0.5x True Normal 3 4 -8
    2 3 2 2.46 3/2.1 85° 0/20/100 0.5x True Normal 3 4 -8

    Jab2
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-3 0 3.28 3/9.8 50° 47/10/5 0.75x True Normal 3 4 -9
    2 2-3 1-2 3.28 3/2.1 50° 47/10/5 0.75x True Normal 3 4 -9

    Jab3
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-6 [0-2] [2.46, 2.87, 4.1] 4/2.8 30° 24/0/100 1x True Normal 3 4 -7


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Dash Attack 56 2-22 40

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 2-5 0 4.5 8/5.6 38° 70/0/56 1x True Normal 5 5 -32
    2 6-22 0 2.26 4/2.8 70° 55/0/40 1x True Normal 3 4 -30


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Tilt 43 7-11 32

    Hitbox Data
    Forward Tilt (Up)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-11 0 4.1 12/8.4 361° 10/0/90 1x True Normal 7 7 -17
    2 7-11 1-2 2.87 10/7 361° 10/0/90 1x True Normal 6 6 -18

    Forward Tilt (Forward)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-11 0 4.1 11/7.7 361° 10/0/90 1x True Normal 6 6 -18
    2 7-11 1-2 2.87 9/6.3 361° 10/0/90 1x True Normal 6 6 -18

    Forward Tilt (Down)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-11 0 4.1 10/7 361° 10/0/90 1x True Normal 6 6 -18
    2 7-11 1-2 2.87 8/5.6 361° 10/0/90 1x True Normal 5 5 -19


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Tilt 30 6-10 30

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-10 0 3.4 11/7.7 80° 33/0/100 1x True Normal 6 6 -17
    2 6-10 [1-2] [3.2, 3] 9/6.3 60° 10/0/100 1x True Normal 6 6 -17


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 40 6-10 29

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-10 [0-1] [2.46, 3.28] 6/4.2 100° 37/0/119 1x True Normal 4 5 -18
    2 6-10 2 4.1 6/4.2 106° 37/0/119 1x True Normal 4 5 -18


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Smash 45 16-22 42

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 16-19 [0, 2] [4.1, 3.28] 16/11.2 361° 30/0/100 1x True Normal 9 8 -16
    2 16-19 [1, 3] [1.64, 2.46] 16/11.2 70° 30/0/100 1x True Normal 9 8 -16
    3 20-22 [0, 2] [3.075, 2.46] 12/8.4 361° 10/0/85 1x True Normal 7 7 -14
    4 20-22 [1, 3] [1.39, 1.845] 12/8.4 70° 10/0/85 1x True Normal 7 7 -14


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Intangibility
    1 Up Smash 49 18, 20-24 18-19

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage
    1 18 0-1 6 2/2.8 110° 0/80/100 0.5x True Normal Grounded 2 2 -29
    2 20-24 0-3 3.69 14/16.8 75° 37/0/102 1x True Slash - 8 9 -21


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Smash 59 10-19, 24-30 51

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-19 [0-2] [4, 4, 4.5] 15/10.5 361° 25/0/91 1x True Normal 8 8 -32
    2 24-30 [0-2] [4, 4, 4.5] 12/8.4 361° 20/0/91 1x True Normal 7 7 -19


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 49 4-21 34 15/7/4 1-3, 31-49

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 4-8 0 2.75 15/10.5 361° 15/0/100 1x True Slash 8 8 -7/+1/-18
    2 4-8 1 5.85 11/7.7 361° 15/0/105 1x True Normal 6 6 -9/-1/-20
    3 9-14 0 3.9 8/5.6 361° 15/0/105 1x True Normal 5 5 -10/-2/-15
    4 15-21 0 3.4 5/3.5 361° 15/0/105 1x True Normal 4 4 -11/-3/-9

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 40 8-13 38 22/11/4 1-2, 31-40

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 8-9 1 4.8 11/7.7 361° 45/0/90 1x True Normal 6 6 -16/-5/-19
    2 8-13 0 3.76 9/6.3 55° 30/0/100 1x True Normal 6 6 -16/-5/-15
    3 10-13 1 4.8 11/7.7 280° 50/0/76 1x True Normal 6 6 -16/-5/-15

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Back Air 37 13-21 34 18/9/4 1-4, 33-37

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 13-15 0 4.1 12/8.4 361° 40/0/90 1x True Normal 7 7 -11/-2/-14
    2 13-15 1-2 4.1 16/11.2 361° 40/0/90 1x True Normal 9 8 -9/±0/-12
    3 16-21 0 3.28 6/4.2 361° 40/0/90 1x True Normal 4 5 -14/-5/-11
    4 16-21 [1-2] [3.69, 4.1] 9/6.3 361° 40/0/90 1x True Normal 6 6 -12/-3/-9

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Up Air 41 5-7, 10-14 38 22/11/4 1-2, 32-41

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-7 [0-3] [4.1, 3.28, 4.1, 3.28] 4/2.8 92° 0/30/120 1x True Normal 3 4 -19/-8/-25
    2 10-14 [0-3] [4.1, 3.5, 4.1, 3.5] 13/9.1 90° 25/0/100 1x True Normal 7 7 -15/-4/-14

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 36 9-24 36 28/14/4 1-3, 36

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 9-11 0 4.5 10/7 287° 30/0/92 1x True Normal 6 6 -22/-8/-22
    2 9-11 1 4 10/7 37° 45/0/88 1x True Normal 6 6 -22/-8/-22
    3 12-24 0 4.5 9/6.3 60° 30/0/92 1x True Normal 6 6 -22/-8/-9
    4 12-14 1 4 9/6.3 361° 45/0/88 1x True Normal 6 6 -22/-8/-19

    *Format is: Normal/L-Cancel/Auto-cancel

    Flowchart (click to view)
    [​IMG]

    Overview
    Name/Label Duration Aim IASA
    1 Aim 25 15-25 -
    2 Home - - -
    3 Missed Target 59 - 14
    4 No Target 29 - -
    5 Hit Surface 39 - -
    6 Hit Target 49 - 30/15*

    Hitbox Data
    Home
    Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 3.76 8/5.6 72° 15/0/120 1x True Normal 5 5 -24

    *Blast Attack

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Flowchart (click to view)
    [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes IASA Jump Cancel
    1 Startup 5 5 - -
    2 Hop 1-60 4-60 - -
    3 Slide 51 1-4, 6-9, 11-14, 16-19 - 7
    4 Sliding Kick 52 6-25 - -
    5 Edge Slide (No Kick) 29 - 14 -
    6 Edge Slide (Kick) 15 - - -

    Aerial Overview
    Name/Label Duration Active Hitboxes IASA
    1 Startup 5 5 -
    2 Spin 1-60 4-60 -
    3 Endlag 29 - 14

    Hitbox Data
    Startup
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 5 1 6 4/2.8 361° 45/0/100 1x False Normal 3 6

    Hop/Spin
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 4-60 1 2.95 8/5.6 30° 40/0/75 1x False Normal 5 7

    Slide
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 1-4, 6-9, 11-14, 16-19 0 5 1/0.7 25° 50/0/120 1x False Normal 2 3 -48, -43, -38, -33

    Sliding Kick
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-10 [0-2] [2.46, 2.87, 3.5] 9/6.3 40° 65/0/85 1x True Normal 6 6 -40
    2 11-25 [0-2] [2.46, 2.87, 2.8] 6/4.2 55° 24/0/100 1x True Normal 4 5 -37


    Overview
    Name/Label Duration Spring Spawned
    1 Spring Jump 49 6


    Flowchart (click to view)
    [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes
    1 Startup 11 7-9
    2 Charge 1-60 :GCB:
    3 Spin >1 >11
    4 Turnaround 35 -
    5 Jump 60 11-34/1-34
    6 Endlag 29 -

    Aerial Overview
    Name/Label Duration Active Hitboxes
    1 Startup 11 -
    2 Charge 1-60 :GCB:
    3 Spin >1 >11
    4 Endlag 29 -

    Hitbox Data
    Startup
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 7-9 0 5.3 1/0.7 365° 58/0/0 1.5x False Normal 2 3

    Charge
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 :GCB: 0 5.3 1/0.7 365° 58/0/0 1.5x False Normal 2 3

    Spin
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Rehit Rate
    1 >11 0 3.12 7/4.9 55° 65/0/46 1x False Normal 5 6 10

    Jump
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 11-34/1-34 0 2.79 4/2.8 65° 55/0/110 1x False Normal 3 4


    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes
    1 Standing Grab 30 - 7-8
    2 Dash Grab 39 - 10-11
    3 Pivot Grab 35 - 10-11
    4 Grab Pummel 23 4-5 -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-5 0 3 3/2.1 80° 0/30/100 1x False Normal 3 4 -16


    Overview
    Name/Label Duration Active Hitboxes Thrown IASA
    1 Back Throw 66 - 43 -
    2 Forward Throw 37 10 11 31
    3 Up Throw 42 21-24 25 -
    4 Down Throw 68 18-41 42 62

    Hitbox & Throw Data
    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 43 8 45° 70/0/60 False

    Forward Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10 [0-1] [2.05, 1.64] 3/2.1 80° 0/30/100 1x False Normal 3 4 -17
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 11 6 45° 65/0/65 False

    Up Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 21-24 0 3.28 3/2.1 95° 60/0/120 1x False Slash 3 4 -18
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 25 5 76° 95/0/60 True

    Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage Rehit Rate
    1 18-41 0 4.1 1/0.7 10° 0/0/0 1x False Normal 2 3 -41 8
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 42 5 40° 80/0/30 True


    Overview
    Name/Label Duration Intangibility IASA Landing Lag
    1 Spot Dodge 24 2-15 - -
    2 Roll Dodge 35 4-19 32 -
    3 Air Dodge 49 4-29 - 10
    4
    5 Tech 26 1-20 - -
    6 Tech Roll 40 1-20 - -


    Overview
    Name/Label Duration Intangibility Occupancy Hitboxes IASA
    1 Ledge Stand (<100%) 39 1-30 1-39 - 35
    2 Ledge Stand (>100%) 59 1-55 1-59 - -
    3 Ledge Roll (<100%) 49 1-31 1-54 - -
    4 Ledge Roll (>100%) 79 1-59 1-79 - -
    5 Ledge Attack (<100%) 45 1-8 1-28 10-18 42
    6 Ledge Attack (>100%) 69 1-37 1-69 41-44, 50-51 -
    7 Ledge Jump (<100%) 15 1-15 1-15 - -
    8 Ledge Jump (>100%) 19 1-19 1-19 - -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-18 0 4.51 8/6.3 361° 70/0/50 1x False Normal 5 5 -26

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 41-44 [0-3] [3, 3.28, 3.28, 3.15] 4/3.5 120° 45/0/0 1x False Normal 3 4 -25
    2 50-51 [0-3] [3, 3.15, 3.69, 3.15] 8/6.3 361° 70/0/50 1x False Normal 5 5 -14

    Code:
    Hitbox Data Overhaul 2 [11/28/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [9/30/15]
    - Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
    - Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    3.6 Beta Update! [7/14/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    - Overall polish to all special sections.
    - Redid flowcharts.
    
     
    #1 Sartron, May 8, 2014
    Last edited: Aug 31, 2016
    Doppler12, Karma!, MWEX and 12 others like this.
  2. Sartron

    Sartron
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    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    292
    Location:
    Central Florida
    Sonic Specials Overview

    Neutral Special Flowchart
    [​IMG]

    Side Special Flowchart
    [​IMG]

    Down Special Flowchart
    [​IMG]
     
    #2 Sartron, May 8, 2014
    Last edited: Aug 31, 2016
  3. DireDrop

    DireDrop
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    Smash Journeyman

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    Jul 16, 2013
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    This is awesome. Thank you!
     
    GabPR likes this.
  4. Wizzrobe

    Wizzrobe
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    Smash Champion

    Joined:
    Mar 27, 2011
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    2,280
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    Florida
    Sartron is the best! Thanks dude
     
    GabPR likes this.
  5. GabPR

    GabPR
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    Smash Lord

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    Nov 20, 2013
    Messages:
    1,356
    Location:
    Puerto Rico
    I have a question, I want to know more about shield stun and advantage, and what the numbers represent.
     
    #5 GabPR, Jun 9, 2014
    Last edited: Jun 9, 2014
  6. Sartron

    Sartron
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    Smash Journeyman

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    Jan 1, 2013
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    As an example, I'll be using Jab1.
    Code:
    Hitbox ID=0, Size=3.28, Damage=3, Shield Damage=4.9, Angle=83°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
    Hitbox ID=1, Size=2.46, Damage=3, Shield Damage=4.9, Angle=83°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
    Hitbox ID=2, Size=2.46, Damage=3, Shield Damage=2.1, Angle=85°, Raw Knockback (0%/100%)=33.400/33.400, Base Knockback=0, Weight Dependent Set Knockback=20, Knockback Growth=100%, SDI Multiplier=0.5x, Clang=True, Effect=Normal, Hitstun (0%/100%)=13/13, Shieldstun=3, Hitlag (Attacker/Victim)=4/4, Advantage (First/Avg)=-8/-8
    When calculating shield advantage, I need to know the shieldstun. In this case, it's 3 frames. All the numbers after the clang section are measured in frames. That means the victim will be in shieldstun for 3 frames, in which they will be trapped in their shield.
    The formula I use to calculate the shield advantage is (Hit Frame) + (Shieldstun) - (Move Duration). Jab1 hits frame 3, does 3 frames of shieldstun, and lasts 24 frames. But when calculating block advantage, if the move has an IASA, you would use that -1 in place of the move duration. This is because you can act immediately on the frame of IASA. So put it all together (3) + (3) - (14) = -8. The victim has a -8 advantage on you. Here's a visual method of showing block advantages.
    [​IMG]
     
    Avro-Arrow and GabPR like this.
  7. GabPR

    GabPR
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    Smash Lord

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    Thanks, I will definitively will use this info to gain an edge in my game. I had another question, is there something here that could help me see the hitstun of a move when it is crouch canceled? (Or if it beats a crouch cancel). Maybe you included it but I have not noticed it, just to make sure.
     
  8. Sartron

    Sartron
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    Smash Journeyman

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    I can tell you the formulas to calculate this yourself, or calculate it for you if you want. I don't include this, but everything you need to calculate it is provided in the hitbox data.

    If you wanna do it yourself, here's how.
    1. Multiply knockback by 0.66.
    2. Multiply knockback by 0.4.
    3. Floor value.

    The resulting number is measured in frames.

    If you need a specific knockback percent, or character (which affects weight), I can calculate that for you as well.
     
    #8 Sartron, Jun 9, 2014
    Last edited: Jun 9, 2014
  9. GabPR

    GabPR
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    Smash Lord

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    For example, I do a front tilt on Roy (Lightweight, 85) and he crouch cancels. The info provided says that there are 2 knockback datas: raw knock back (35.209) and base knockback (10). Could you give me an example on how to calculate it using this?
     
  10. Sartron

    Sartron
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    Raw knockback already has weight and base knockback calculated into it. That means you would need to recalculate the knockback.
     
  11. Vultron

    Vultron
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    Smash Apprentice

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    Thanks for updating to 3.5!
     
  12. DireDrop

    DireDrop
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    Smash Journeyman

    Joined:
    Jul 16, 2013
    Messages:
    332
    Location:
    Lake Geneva, WI
    PMDT, can we please not have negatively disjointed tilts?

    Edit: WAIT A SECOND! Are they negatively disjointed? Looking at the gifs on this post they look negative. But I just went into debug mode and checked myself and F tilt is not? Are the gifs wrong? I must do more exploring.

    Edit 2: Ok, F-tilt and U-tilt don't have a negative disjoint. They do not, however, have any sort of positive disjoint. D-tilt has a pretty serious negative disjoint. That's a shame.

    Edit 3: Wait, I'm an idiot. You can't see hurtboxes in debug mode. D-tilt has a negative disjoint with the character model.
     
    #12 DireDrop, Feb 12, 2015
    Last edited: Feb 12, 2015
  13. Vultron

    Vultron
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    Smash Apprentice

    Joined:
    Oct 1, 2014
    Messages:
    165
    Location:
    Canyon, TX
    Yeah, D-tilt really needs a tipper.
     
  14. DrugsM2

    DrugsM2
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    Smash Apprentice

    Joined:
    Feb 9, 2015
    Messages:
    81
    nah sonics shoes thankfully dont have hurtboxes up to about 1/4th of the way through them, ftilt has no hurtbox on his shoes because he extends them out horizontally intead of them staying the same position he would be standing
     
  15. DireDrop

    DireDrop
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    Smash Journeyman

    Joined:
    Jul 16, 2013
    Messages:
    332
    Location:
    Lake Geneva, WI
    I wish both F-tilt and D-tilt had a positive disjoint with the character model. That would increase the range of both moves and give Sonic more distance from his hurtbox to work with. F-tilt doesn't bother me as much as d-tilt though... d-tilt just looks "stubby" right now.
     
  16. 666blaziken

    666blaziken
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    Smash Journeyman

    Joined:
    Jan 26, 2013
    Messages:
    419
    so I don't think it's shown here, but sonic's 2nd jab does about 20 frames of hitstun... And sonic can act out of it on frame 16; vs mario's jabs which do 16 frames of hitstun and he can't act out of it until frame 18. So under perfect timing/bad DI, no moves that come out frame 3 or higher (keep in mind, he send you in the air as well) can beat out jab 2 to grab (in which anything frame 3 would trade with a grab and lose to grab priority). How do I deal with this? I have a friend who uses sonic and always does jab jab grab and kills me at semi- high percents. I would guess shielding and sheild DIing in would be good, but against a quick character like sonic, that's never a scenario that is going to happen often.
     
  17. GabPR

    GabPR
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    Smash Lord

    Joined:
    Nov 20, 2013
    Messages:
    1,356
    Location:
    Puerto Rico
    You can Crouch Cancel them, works pretty well and it puts Sonic on the disadvantage frame wise, if you get hit in the air you have two options, DI and SDI to the ground in hopes of getting into CC position, the other is to try the same but up and away in hopes that the grab follow up might miss or the second hit of jab misses. The latter no one has attempted this vs me yet but its worth a shot.
     
    Avro-Arrow likes this.

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