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Data Squirtle: Hitboxes and Frame Data [3.6]

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
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.
• Images hosted on ssb.sartron.pro.

Dictionary said:
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.​
Base Knockback (BKB): Base value used in knockback calculations
Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Jab Window
Jab1 |17|2-3|16|5-17
Jab2 |26|4-8|25|11-26
Jab3 |32|4-6|26|-
Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| [0-2] |[3.28, 2.46, 2.46]|3/2.1|70°|0/20/100|1x|True|Normal|3|4| -10
Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-8| [0-2] |[3.69, 3.28, 2.87]|2/1.4|65°|0/20/100|1x|True|Normal|2|3| -18
Jab3
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-6| [0-2] |[4.4, 3.28, 2.46]|6/4.2|361°|40/0/80|1x|True|Normal|4|5| -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Dash Attack |44|5-22|42
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-8| 0 |4.1|9/10.5|361°|40/0/100|1x|True|Normal|6|6| -30
9-22| 0 |3.28|7/7|60°|25/0/100|1x|True|Normal|5|5| -27

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Tail Intangibility
Forward Tilt |31|4-6|20|3-6
Hitbox Data
Forward Tilt (Up)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-6| [0-2] |[3, 2.88, 2.46]|9/6.3|361°|10/0/120|1x|True|Normal|6|6| -9
Forward Tilt (Forward)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-6| 0 |3|8/5.6|361°|10/0/120|1x|True|Normal|5|5| -10
4-6| [1-2] |[2.88, 2.46]|8/5.6|68°|10/0/120|1x|True|Normal|5|5| -10
Forward Tilt (Down)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-6| [0-2] |[3.28, 2.88, 2.46]|7/4.9|361°|10/0/120|1x|True|Normal|5|5| -10

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |31|5-8|18
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-8| 1 |5.8|6/4.2|86°|25/0/100|1x|True|Normal|4|5| -8

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Tail Intangibility
Down Tilt |27|3-5, 11-14|23|3-5, 11-14
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-5| [0-1] |[3.28, 3.5]|2/4.9|110°|0/20/50|0.5x|True|Normal|2|3| -17
11-14| [0-1] |[3.28, 3.5]|8/9.1|75°|45/0/100|1x|True|Normal|5|5| -6

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Armor
Crouch Tilt |22|6-12| 80: 3-18
Hitbox Data
Crouch Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-12| 0 |3|3/7|100°|45/0/80|1x|True|Normal|3|4| -13

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Armor
Forward Smash |63|15-21|52| 80: 13-25
Hitbox Data
Forward Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
15-18| 1 |3.28|16/11.2|361°|25/0/104|1x|False|Normal|9|8| -27
16-18| 0 |4.05|15/10.5|361°|25/0/104|1x|False|Normal|8|8| -27
19-21| 0 |4.51|10/7|361°|12/0/104|1x|False|Normal|6|6| -26

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Up Smash |61|9-10, 14-18
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
9-10| 0 |4.95|3/2.1|78°|0/50/100|1x|True|Normal|Grounded|3|4| -49
9-10| 1 |6.03|2/1.4|78°|0/50/100|1x|True|Normal|Grounded|2|3| -50
14| 0 - 1 |6.01|14/9.8|95°|75/0/95|1x|False|Water|-|8|7| -39
15-18| 0 - 1 |5.5|13/9.1|95°|70/0/95|1x|False|Water|-|7|7| -39
16| 2 - 3 |4.75|12/8.4|95°|70/0/90|1x|False|Water|-|7|7| -38
17| 2 - 3 |3.5|10/7|95°|55/0/85|1x|False|Water|-|6|6| -38
18| 2 - 3 |2.76|8/5.6|95°|40/0/80|1x|False|Water|-|5|5| -38

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Armor
Down Smash |49|16-20, 24-28, 32-35| 80: 15-19
Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
16-20, 24-28| 0 |4|3/2.1|270°|0/50/100|0.9x|True|Water|3|4| -30 , -22
16-20, 24-28| 1-2 |3.5|3/2.1|0°|0/50/100|0.9x|False|Water|3|4| -30 , -22
32-35| 0 |4|6/4.2|110°|55/0/125|1x|True|Normal|4|5| -13
32-35| 1-2 |4.199966|6/4.2|110°|55/0/125|1x|False|Normal|4|5| -13

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window|Armor
Neutral Air |37|6-22|33|15/7/4|1-5, 29-37| 80: 5-22
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
6-10| 0 |5|11/7.7|30°|0/0/100|1x|True|Water|6|6| -9 / -1 / -16
11-22| 0 |4|8/5.6|361°|0/0/100|1x|True|Water|5|5| -10 / -2 / -5
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Forward Air |31|5-11|24/12/4|1-4, 25-31
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-6|[ 0 - 1 ]|[4.6, 3.6]|13/9.1|361°|35/0/100|1x|True|Normal|7|7| -17 / -5 / -15
7-11|[ 0 - 1 ]|[4, 3.2]|7/4.9|361°|35/0/100|1x|True|Normal|5|5| -19 / -7 / -12
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window|Tail Intangibility
Back Air |36|5-22|16/8/4|1-4, 33-36|5-8
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-8| 0 |4.1|12/8.4|361°|8/0/100|1x|True|Normal|7|7| -9 / -1 / -21
5-8| 2 |3.78|12/8.4|361°|16/0/100|1x|True|Normal|7|7| -9 / -1 / -21
9-22| 0 |4.1|8/5.6|361°|8/0/100|1x|True|Normal|5|5| -11 / -3 / -9
9-22| 2 |3.28|8/5.6|361°|16/0/100|1x|True|Normal|5|5| -11 / -3 / -9
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window|Tail Intangibility
Up Air |39|5-12|25|22/11/4|18-39|1-8
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-8|[ 0 - 1 ]|[4.3, 3.8]|11/7.7|77°|40/0/100|1x|True|Normal|6|6| -16 / -5 / -7
9-12|[ 0 - 1 ]|[3.5, 3]|6/4.2|90°|50/0/60|1x|True|Normal|4|5| -18 / -7 / -5
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window|Tail Intangibility
Down Air |36|9-11, 13-15, 17-19, 21-23, 25-27|20/10/4|1-5, 33-36|9-27
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
9-11, 13-15, 17-19, 21-23| 2 |4|2/1.4|215°|20/0/70|1x|True|Normal|Grounded|2|3| -18 / -8 / -11
9-11, 13-15, 17-19, 21-23| 3 |4|2/1.4|110°|20/0/70|1x|True|Normal|Aerial|-|3|-
9-11, 13-15, 17-19, 21-23| 4 |4.6|2/1.4|235°|12/0/70|1x|True|Normal|-|2|3| -18 / -8 / -11
25-27| 0-1 |4.6|5/3.5|67°|45/0/100|1x|True|Normal|-|4|4| -16 / -6 / -5
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Water Shot
Charge |16-74|-|-
Water Gun |36/55 * |-|4
Water (Article) |1-24|1-24|-
Hitbox Data
Water (Article)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Flinchless|Absorbability|Reflectability
1-3| 0 |2.4|1/0.7|20°|20/0/60|1x|True|Water|2|3|False|True|True
4-11| 0 |2.4|1/0.7|20°|15/0/50|1x|True|Water|2|3|False|True|True
12-24| 0 |2.4|0/0|30°|0/15/100|1x|False|Water|1|2|True|True|True
*Format is: Uncharged/Charged

Animation
1x|0.5x
|
Flowchart (click to view)


Overview
Name/Label|Duration|Active Hitboxes|IASA|Armor|Landing Lag
Startup |7|6-7|-|-|-
Aqua Jet |38|1-5|-|-|20
Active |1-59|1-59|-| 80: 1-59 |-
Hit |24|-|16|-|-
Endlag |36|-|-| 40: 1-7 |-
Hitbox Data
Startup
Duration|ID|Size|Damage|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect
6-7| 0 |2.4|0|361°|0/0/0|0x|False|None
Aqua Jet
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
1-5| 0 |4|15/16.1|80°|40/0/110|1x|True|Normal|8|8|60
Active
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
1-59| 0 |1.88|11/10.5|35°|45/0/77|1x|False|Normal|6|6|60

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag
Waterfall |50|10-28, 30-32|30
Hitbox Data
Waterfall
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
10| 2 |7|5/3.5|65°|100/0/80|1x|True|Water|4|4|-
11-17| 0 |5.5|2/1.4|75°|90/0/80|1x|True|Water|2|3|-
11-17| 1 |5|2/1.4|75°|60/0/80|1x|True|Water|2|3|-
18-28| 0 |5|1/0.7|80°|0/110/100|0.7x|True|Water|2|2|5
18-28| 1 |5|1/0.7|75°|0/80/100|1x|True|Water|2|2|5
30-32| 0 |10|9/6.3|83°|60/0/103|1x|True|Water|6|6|-

Animation
State|1x|0.5x
Ground|
|

Air|
|
Overview
Name/Label|Duration|Active Hitboxes
Grounded Bubble |35|11-13, 16-18, 21-25
Aerial Bubble |49|11-13, 16-18, 21-22
Hitbox Data
Grounded Bubble
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Absorbability|Reflectability
11-13| 0 |3.5|3/2.1|360°|0/80/100|1x|False|Slip|3|4|True|False
16-18| 0 |3.5|3/2.1|360°|0/60/100|1x|False|Slip|3|4|True|False
21-25| 0 |3.5|3/2.1|35°|20/0/100|1x|False|Slip|3|4|True|False
Aerial Bubble
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Absorbability|Reflectability
11-13| 0 |6|3/2.1|35°|20/0/100|1x|False|Slip|Grounded|3|4|True|False
11-13| 1 |6|3/2.1|360°|20/0/100|1x|False|Water|-|3|4|True|False
16-18| 0 |4.5|3/2.1|35°|20/0/100|1x|False|Slip|Grounded|3|4|True|False
16-18| 1 |4.5|3/2.1|25°|20/0/100|1x|False|Water|-|3|4|True|False
21-22| 0 |4|3/2.1|35°|20/0/100|1x|False|Slip|Grounded|3|4|True|False
21-22| 1 |4|3/2.1|361°|20/0/100|1x|False|Water|-|3|4|True|False

Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes|IASA
Standing Grab |30|-|7-8|-
Dash Grab |44|-|8-9|40
Pivot Grab |35|-|9-10|-
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
4-5| 0 |4.1|3/2.1|361°|0/40/100|1x|False|Normal|3|4| -16

Overview
Name/Label|Duration|Active Hitboxes|Thrown
Back Throw |41|15|16
Forward Throw |29|12-13|14
Up Throw |37|10-12|13
Down Throw |48|17-18|19
Hitbox & Throw Data
Back Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
15| 0 |4.92|5/3.5|361°|0/40/100|1x|False|Normal|4|4
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
16|5|45°|60/0/100|False
Forward Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
12-13| 0 |4.92|2/1.4|361°|0/40/100|1x|False|Normal|2|3
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
14|4|55°|76/0/42|False
Up Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
10-12| 0 |4.92|2/1.4|361°|0/40/100|1x|False|Normal|2|3
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
13|5|75°|64/0/62|True
Down Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
17-18| 0 |4.92|2/1.4|361°|0/40/100|1x|False|Normal|2|1
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
19|12|55°|60/0/100|False

Animation
1x|0.5x
|
Overview
Name/Label|Duration|IASA|Sunglasses Window
Up Taunt |99|80|38-43

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |28|2-15|25|-
Roll Dodge |31|4-19|-|-
Air Dodge |49|4-29|-|10

Tech |26|1-20|-|-
Tech Roll |40|1-20|-|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Hitboxes
Ledge Stand (<100%) |34|1-30|1-34|-
Ledge Stand (>100%) |59|1-55|1-44|-
Ledge Roll (<100%) |49|1-29|1-40|-
Ledge Roll (>100%) |79|1-62|1-54|-
Ledge Attack (<100%) |55|1-26|1-42|28-30
Ledge Attack (>100%) |69|1-36|1-50|40-44
Ledge Jump (<100%) |15|1-15|1-15|-
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
28-30| [0-1] |[4.5, 3.6]|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -22
28-30| 2 |3.6|6/4.9|361°|70/0/50|1x|False|Normal|4|5| -23
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
40-44| [0-3] |[3.9, 3.5, 3.4, 2.8]|10/7.7|361°|70/0/50|1x|False|Normal|6|6| -23

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Shellshift |21|9-12
Can be cancelled by a jump at any time, like all other run turnarounds.

Hitbox Data
Shellshift
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage| Jump Cancel Shield Advantage
9-12| 0 |2.4|3/7|155°|40/0/110|1x|True|Normal|3|4| +12 / +27 | -9 | -1
Jump Squat
Frame Total: 4 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 32 frames
Earliest Fast fall: Frame 19
FF Air Time: 26 frames
Full Hop
Air Time: 48 frames
Earliest Fast fall: Frame 24
FF Air Time: 36 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
- Added Absorbability and Reflectability sections to Water Gun and Bubble.

Hitbox Data Overhaul 1 [10/17/15]
- 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.

Sunglasses Update [7/31/15]
- Added Up Taunt

3.6 Beta Update! [7/20/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
 
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PlateProp

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Why'd you put Heavy armor when the highest he's supposed to have is Medium armor
 
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dirtboy345

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Is there a directory of some sort that you can look at to see what lightarmor heavyarmor, etc. can actually go through?
 

Daftatt

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so amazing! I was sure that nair was positive on shield, must have done the calculation wrong. -1 aint bad though, and if his spotdodge is frame 2 then he should be able to avoid a punish if they are fast enough to act immediately out of shieldstun.

Bair is also -1 on shield which is definitely a lot less dangerous, and you can L-cancel, dash away, shellshift, then hydrograb whatever option they do out of shield, or just wavesling away if they throw out hitboxes or try to punish.
 
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PlateProp

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@ Sartron Sartron So no matter what I do, Water Gun is only doing the "charged" amount of frames (19) in the SpecialNStart animation. There's no variation, even when I only press the b button for one frame using frame advance. Is this just an error in your frame data or a glitch?
 
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Sartron

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@ Sartron Sartron So no matter what I do, Water Gun is only doing the "charged" amount of frames (19) in the SpecialNStart animation. There's no variation, even when I only press the b button for one frame using frame advance. Is this just an error in your frame data or a glitch?
Sounds like a glitch or error on your part. There's a 1.3x FSM that should be reducing the duration from 19 to 15 when uncharged.
Make sure your squirtle pac is unedited.
 

PlateProp

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Sounds like a glitch or error on your part. There's a 1.3x FSM that should be reducing the duration from 19 to 15 when uncharged.
Make sure your squirtle pac is unedited.
Somehow fixed itself after a two restarts of the wii. Idk what happened :/
 
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Life

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
 
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Sartron

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
Yep, all of my frame data is separated by subaction which means getting timings requires adding stuff together.
 

PlateProp

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Dsmash comes out on frame 16, not frame 11. Been testing stuff in-game lately.

EDIT: Ah, wait. That's frames after the charge, isn't it?
Yo, remember how I told you to actually look at the frame data
 

TheGravyTrain

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3 questions for @ Sartron Sartron

Is it possible to calculate crouch cancel (true and fake) without testing in game? Something with finding vertical kb and if its higher/lower, it cc's? Or do I need to test all percents.

What frames do the second and third hitbox of neutral b get released (I assume they don't all get release on that frame 4). I can test this later, but I forgot.

Could there be a column in the specials saying whether you can b turn around and b reverse that move? I found out you can't b-turnaround bubble, making tech chasing much harder to incorporate.

Thanks in advance for any help.
 

Sartron

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3 questions for @ Sartron Sartron

Is it possible to calculate crouch cancel (true and fake) without testing in game? Something with finding vertical kb and if its higher/lower, it cc's? Or do I need to test all percents.

What frames do the second and third hitbox of neutral b get released (I assume they don't all get release on that frame 4). I can test this later, but I forgot.

Could there be a column in the specials saying whether you can b turn around and b reverse that move? I found out you can't b-turnaround bubble, making tech chasing much harder to incorporate.

Thanks in advance for any help.
It is possible to calculate crouch cancel KB mathematically but I don't think it reflects the exact percent ingame. I don't dabble with this too much.

The second and third water hitboxes are released on frames 6 and 9. (uncharged)

Sure I guess, I could probably start collecting this data for all specials from now on. I'll just incorporate it as a note or new column I guess.
 

PlateProp

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It is possible to calculate crouch cancel KB mathematically but I don't think it reflects the exact percent ingame. I don't dabble with this too much.

The second and third water hitboxes are released on frames 6 and 9. (uncharged)

Sure I guess, I could probably start collecting this data for all specials from now on. I'll just incorporate it as a note or new column I guess.
So why does PSA show the BKB of all of squirtle's aerials as 0
 

PlateProp

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I don't know. Your pac could be modified, corrupted, or your PSA needs to be restarted, updated, etc...
All of Squirtle's aerials except for nair have BKB.
The bkb shows up when you click to go into edit, but shows as 0 in the code box. It's not an edited pac
 

TheGravyTrain

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Could someone help me get a few questions answered about crouch canceling/asdi down as well as bubble? Maybe @Magus420 could give insight on the bubble things.
 

Narelex

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Clearly we also need the frames that Squitle can put his shades on.

This is very important information that is currently missing. :bubblebobble:
 
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