• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Missing Link: Frame Data!

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Link's Frame Data

  • From Luxor using OSA2.
  • All of this is 100% ripped from the game and accurate unless Luxor misinterpreted what he was reading.
  • Format stolen from Luxor and lordhelmet’s Captain Falcon frame data thread. It’s not really stealing is it? Since it’s my format?
  • Notes/Comments in yellow.
  • Frame advantage on hit data may come sooner or later if I feel like testing combo potential for a few key moves, like Zair
  • Frame advantage on block data to come sooner or later
  • Disclaimer about frame advantage data: Due to having to use frame advance, not all data can be 100% correct, though every effort is made to make it so.
  • Control+F to search, guys!

[collapse=Key Terms]
  • Frame - Consider it a unit of "game time". There are 60 frames in a second.
  • Start-up - If on Frame 0 you input an action, the start-up will be from Frame 1 (the first frame in the action's animation) until the frame before a hitbubble appears.
  • Hit-on - The frames where hitbubbles are active.
  • Cool-down - The vulnerable frames from when a move's hitbubbles have disappeared until the IASA frame.
  • IASA - Stands for Interruptible As Soon As. This is your "first actionable frame" or the frame on which you can begin performing another action. The frame after the end of an action.
  • Earliest Jab Flow - The first frame in which a jab can transition to the next hit in a jab sequence.
  • Earliest Jab Loop - The first frame in which a jab sequence can transition back to Jab 1 by holding "Attack" assuming nothing is hit.
  • Hit Advantage - After a hit, the number of frames during which the attacker is able to move while the receiver is not due to hitstun. Positive hit advantage is good and can lead to true combos into any move faster than the hit advantage; negative hit advantage is bad and can even lead to you getting punished on hit.
  • Block Advantage - After a blocked hit, the difference in frames from when the attacker is free to move until the defender may begin performing an action out of shield. Positive block advantage is extremely rare and means a move is very safe on block; negative block advantage is almost universal and is the number of frames the defender has to punish out of shield. To calculate the number of frames the defender has to punish out of a shield drop, add +7 to the negative number.
  • Out of Shield - Actions taken from a shielding state. A shield can be directly cancelled into a grab, spotdodge, roll, shield drop, or jump. A jump can then be further cancelled into an aerial, Usmash, or Up Special. All other actions require a 7 frame shield drop to return to a neutral stance followed by the start-up of another move.
  • Autocancel - Frequently misused in colloquial speech. Autocancelling truly refers to the frames during an aerial during which you may land and receive normal landing lag rather than the aerial's specific landing lag. These frames occur at the beginning and end of an aerial. Autocancelling is not landing during the middle of an aerial and receiving little lag. That is simply landing a low landing lag aerial, not autocancelling.
  • Buffering - Inputting an action during the last 10 frames of most preceding actions. The new action will then take place as soon as possible, i.e. on the IASA frame. Buffering is critical to moving quickly. Most out of shield actions need to be buffered during shieldhitlag and blockstun to occur as quickly as possible.
  • Autocancelling vs. Land-cancelling - In terms of frame advantage (both block and hit) for aerials, autocancelling refers to short hopping an aerial and performing it immediately in the air, landing during autocancel frames to receive normal landing lag. Land-cancelling means that the hitbubbles activate the the last possible frame before hitting the ground, experiencing the aerial’s landing lag. Many moves exhibit decent frame advantage when perfectly land-cancelled, such as Falcon’s Nair.
  • Animation Duration - Basically useless, tells you how long the animation for a move lasts- although in most cases you can act on the IASA frame, which occurs before the animation completes, so it’s really irrelevant. It is actually a major piece of data for Smash Attacks due to their precharge/postcharge/charge mechanics. For most of you this is absolutely 100% always unimportant.
[/collapse]


[collapse=Frame Data]Jab 1
  • Start-up 1-6 Frame 7 is pretty slow for a jab. Definitely not a GTFO move.
  • Hit-on 7-8
  • Cool-down 9-20
  • IASA 20
  • Earliest Jab Flow 8
  • Damage 4
  • Block Advantage -13
  • Block Advantage on Flow -6 Most characters can shieldgrab you before Jab 2 using grab armor.
  • Animation Duration 28

Jab 2
  • Start-up 1-5
  • Hit-on 6-7
  • Cool-down 8-21
  • IASA 21
  • Earliest Jab Flow 10
  • Damage 3
  • Block Advantage -14
  • Block Advantage on Flow -8 Most characters can shieldgrab you before Jab 3.
  • Animation Duration 29

Jab 3
  • Start-up 1-5
  • Hit-on 6-10
  • Cool-down 11-37
  • IASA 37
  • Damage 5
  • Block Advantage -30
  • Animation Duration 50

Dash Attack
  • Start-up 1-7
  • Hit-on 8-11
  • Cool-down 12-40
  • IASA 40
  • Damage (10, 11, 12)
  • Block Advantage -29 or -28
  • Animation Duration 54

Ftilt
  • Start-up 1-14
  • Hit-on 15-18
  • Cool-down 19-40
  • IASA 40
  • Damage 13
  • Block Advantage -21
  • Animation Duration 40

Utilt
  • Start-up 1-7
  • Hit-on 8-19 Fastest tilt
  • Cool-down 20-36
  • IASA 36
  • Damage 9
  • Block Advantage -25
  • Animation Duration 42

Dtilt
  • Start-up 1-12
  • Hit-on 13-14
  • Cool-down 15-32
  • IASA 32 Shortest tilt
  • Damage 12
  • Block Advantage -15
  • Animation Duration 40

Fsmash 1
  • Charge Release 5
  • Start-up 1-14
  • Hit-on 15-17
  • Cool-down 18-49
  • IASA 49 Shortest smash if you don't go to Fsmash 2
  • Earliest Fsmash Flow 20
  • Damage (14, 15)
  • Block Advantage -29 or -30
  • Block Advantage on Flow -12 or -13
  • Animation Duration (precharge) 10
  • Animation Duration (postcharge) 51
  • Animation Duration (charge) 61

Fsmash 2
  • Start-up 1-11
  • Hit-on 12-14
  • Cool-down 15-50
  • IASA 50
  • Damage (17, 19, 20)
  • Block Advantage -32 or -33
  • Animation Duration 61

Usmash
  • Charge Release 5
  • Start-up 1-9
  • Hit-on 10-15, 26-29, 41-45
  • Cool-down 46-70
  • IASA 70
  • Damage 4, 3, (8, 9, 10)
  • Block Advantage -26 or -27
  • Animation Duration (precharge) 6
  • Animation Duration (postcharge) 77
  • Animation Duration (charge) 61

Dsmash
  • Charge Release 5
  • Start-up 1-8 Fastest smash
  • Hit-on 9-11, 20-22
  • Cool-down 23-50
  • IASA 50
  • Damage (front hit) (10, 11, 14)
  • Damage (front hit) (10, 11)
  • Block Advantage (front hit) -37 or -38
  • Block Advantage (back hit) -27
  • Animation Duration (precharge) 5
  • Animation Duration (postcharge) 51
  • Animation Duration (charge) 61

Added disclaimer about LC Block Advantage for Aerials:
The frame advantage you have after landing an aerial is dependent on a whole lot of factors, like when you hit with the aerial, how high above the ground you were, if you fastfalled, etc. Some of Link's aerials also twist his frame upwards so even if you begin the move 1 frame of fall above the ground, it may take 3-4 to actually land. To land ASAP and get the best frame advantage, you should fastfall the aerial either before or after the hit. This applies for all aerials, especially Nair and Zair.


Nair
  • Start-up 1-6
  • Hit-on 7-27 Sex Kick: Strong hit frames 7-8
  • Cool-down 28-40
  • IASA 40
  • Autocancel 1-6, 32+
  • Landing Lag 9 Least landing lag of any of Link's aerials
  • Damage 10 (strong) 6 (weak)
  • LC Block Advantage (strong) -6 These LC numbers are quite good, if you land out of shieldgrab range Nair on block is pretty much 100% safe.
  • LC Block Advantage (weak) -7
  • Animation Duration 40
  • Landing Animation Duration 31

Fair
  • Start-up 1-13
  • Hit-on 14-15, 26-27
  • Cool-down 28-51
  • IASA 51
  • Autocancel 51+
  • Landing Lag 10
  • Damage 9, 12
  • LC Block Advantage (first hit) -7 Still really safe on block, just space it and don't get shieldgrabbed and you're fine.
  • LC Block Advantage (second hit) -6
  • Animation Duration 51
  • Landing Animation Duration 31

Bair
  • Start-up 1-5
  • Hit-on 6-9, 18-23 Quickest aerial
  • Cool-down 24-31
  • IASA 31 Shortest aerial; best for momentum cancelling
  • Autocancel 29+
  • Landing Lag 10
  • Damage 4, 7
  • LC Block Advantage (first hit) -9 Again, safe on block from everything except a shieldgrab. Bair wouldn't be bad out of a cross-up.
  • LC Block Advantage (second hit) -8
  • Animation Duration 50
  • Landing Animation Duration 31

Uair
  • Start-up 1-10
  • Hit-on 11-41 Strong hit 11-13
  • Cool-down 42-60
  • IASA 60
  • Autocancel 1-10, 47+
  • Landing Lag 30
  • Damage 15 (strong) 13 (weak)
  • LC Block Advantage -25
  • Animation Duration 70
  • Landing Animation Duration 31

Dair In Adventure of Link this was the best move in the game... how things change, huh?
  • Start-up 1-13
  • Hit-on 14-64 Strong hit 14
  • Cool-down 65-80
  • IASA 80
  • Autocancel 1-9, 65+
  • Landing Lag 50 In AoL it had no landing lag. Or start-up. Or anything but amazingness.
  • Damage 22 (strong) 18 (weak)
  • LC Block Advantage Dair has that bounce mechanic so this number doesn't really exist. It's -43 if you're really curious.
  • Animation Duration 90
  • Landing Animation Duration 61
  • Best KBG (knockback growth) of any of Link's moves, basically means it's his strongest killer.

ZAIR
  • Start-up 1-10
  • Hit-on 11-16, 23-24
  • Cool-down 25-61
  • IASA 60
  • Autocancel 1-60 Zairs don't have true landing lag, so the landing lag value of "3" is actually Link's normal landing lag which happens anytime during the animation.
  • Landing Lag 3
  • Damage 4, 6
  • LC Block Advantage -1 (strong hit) or -2 (weak hit) Zair moves Link's frame around so that even if you are 1 frame of fall above the ground it will take you a few extra to actually *hit* the ground because Link's body moves up. What this means for you: To approach this absolutely incredibly amazing number, fastfall the Zair.
  • Animation Duration 60

Spin Attack
  • Hit-on 11-??

Grab
  • Start-up 1-11Only a frame slower than Zelda's with much better range. Zelda sucks.
  • Hit-on 12-19
  • Cool-down 20-86 Miss and you die.
  • IASA 86
  • Animation Duration 85

Dash Grab
  • Start-up 1-13
  • Hit-on 14-21
  • Cool-down 22-96 Miss and you will surely perish.
  • IASA 96
  • Animation Duration 95

Pivot Grab
  • Start-up 1-14
  • Hit-on 15-35
  • Cool-down 35-96 Miss and you could get Utilted by Ganon. It hits frame 81, so if he has a good reaction time...
  • IASA 96
  • Animation Duration 95

Pummel
  • Duration 16

Spotdodge Best in the game o.0 spotdodge moar plz kthx
  • Invincible 2-20
  • IASA 23

Front Roll One of the worst in the game.
  • Invincible 4-19
  • IASA 38

Back Roll One of the worst in the game.
  • Invincible 4-19
  • IASA 38

Airdodge Average-to-low in the airdodge tier list.
  • Invincible 4-29
  • IASA 50
[/collapse]


[collapse=OoS Analysis]Remember, shield drop is 7 frames. Taking that and 7 frames of jump lag into account, we have Link's OoS options:

Frames_Move
8 Bomb Throw (well, technically 7, but the bomb starts behind Link and only hits someone right in front of him frame 8. For someone farther away it could be frame 9 or 10)
10 Usmash
11 Spin Attack
12 Grab
13 Bair
14 Nair
14 Jab
15 Utilt
15 Dash Attack
16 Dsmash
18 Uair
18 DACUS
20 Dtilt
21 Buffered Dash Grab
21 Fair
21 Dair
22 Ftilt
22 Fsmash

Using these is easy as pie; however, first you need the frame advantage of something hitting your shield. Since we have Link's own frame advantages here in this thread, let’s use him as an example. Other character’s frame advantage can be found in their respective frame data threads.

What if a ditto Link Dtilted your shield? Looking in this thread, you see Dtilt has an advantage of -15 on block. That negative number is for the hitter- for you, the hittee/hitted, that's 15 frames to do anything! You can do anything on this chart with a number less than or equal to 15. If he doesn't buffer shield, you could even Dsmash him! Obviously, not all OoS options work just because of the frame data- if he Dtilted you from behind, obviously you couldn't grab him. Go forth and punish OoS!

[/collapse]
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Doing Falcon's lol, his new thread is legiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit.
How bad can the old thread have been?
 

Scabe

Successful Businessman
Joined
Mar 18, 2009
Messages
3,510
Location
Canberra, Australia
That Jab thing is so true, I've had people shield grab me after the first and second hit. :(

Thanks soooo much Luxor, will talk more when I get some sleep 5am here. Up all night playing Starcraft 2 :cool:

We should combine this thread with that hitbubbles thread I made!

Edit: FUUU THIS IS SO AMAZING!! LUXOR YOU'RE THE BEST!!! :love:
 

#HBC | Red Ryu

Red Fox Warrior
Joined
Jun 15, 2008
Messages
27,486
Location
Milwaukee, Wisconsin
NNID
RedRyu_Smash
3DS FC
0344-9312-3352
Nair is safe on block?! Well if we land behind someone we could abuse it, but eh. Fair is also almost as safe as his nair, shame it's slow.

Still just shows Link is slow in a lot of areas.
 

Scabe

Successful Businessman
Joined
Mar 18, 2009
Messages
3,510
Location
Canberra, Australia
Well I've tried to use Nair on block recently, by doing a crossover, Full Hopped and Snake has enough to let go of his shield and Ftilt. Although there are things that I could be doing wrong. Like my crossover isn't really a crossover, it's more like, I jump and Nair behind him but my back is facing the other way. :/
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
I think you might be doing it wrong. If you read the key, LC = Land Cancelled = You input the attack just close enough before you hit the ground that the hitbox comes out frame x and you land frame x+shieldhitlag+1. For any aerial in the game bar like Marth's Fair to be reasonably safe on block you have to land right after the first hit. Really quick like.
I don't think hitting with the back should be an issue Scabe, but I'd try RAR'ing the Nair, drifting past Snake as far as possible, then Nairing him with the foot to maximize the distance between you.
Also I only did the start of UpB for OoS reasons and endlag didn't really factor into that; when (if) I learn how to do specials I'll get good data for those.
Also Zair is done.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Try just hitting with the first hit, like you were trying to combo out of it. You get -2 advantage instead of -1, but it's much more practical and still really good.
 

AfroTwist ShadowPie

Smash Journeyman
Joined
Jul 16, 2009
Messages
308
Location
Noway
"Dair In Adventure of Link this was the best move in the game... how things change, huh?"
WHAT IS THIS ****?

Dair is easily the best move in the game. Only matched by maybe GnW smashes.

Trufax
 

Rizen

Smash Legend
Joined
May 7, 2009
Messages
14,898
Location
Colorado
This frame data's wrong. This is accurate: http://allisbrawl.com/forum/topic.aspx?id=124952
For example jab starts frame 6 not 7.

LINK FRAME DATA AND HITBOX NOTES

USEFUL INFORMATION:

One frame is 1/60 of a second, so 6 frames is 0.1 second.

For a footnote on comparing this frame data to most frame data you see listed, see here: http://allisbrawl.com/forum/topic.aspx?pid=1326366#p1326366.

For most sword attacks, there are two hitboxes along the Master Sword, one at Link's elbow, and one at Link's upper torso.

I will refer to the hitboxes from tip of the sword to body as Blade, Hilt, Arm, Torso.

Unless otherwise noted, the priority of hitboxes is Tip > Hilt > Arm > Torso. For example, if you hit with both the middle of the sword and with Link's elbow, the sword's hit is used rather than the arm hit.

Angles: 0 degrees is horizontally away, 90 is vertical, 180 is toward yourself, 270 is perfect spike. No angle listed means "generic angle" which starts near 0 and climbs to near 50 at high damage.

Damage: keep in mind that a bitbubble with higher damage inherently deals extra knockback, and not just because it puts your opponent at a higher percentage.

I do not have the durations of the animations. If an attack has an Interruptable As Soon As (IASA) frame, you can do actions when that occurs. Otherwise, you have to wait until the end of the animation... however long that is.


DODGES
Spotdodge
Frame 1: Intangible
Frame 20: Vulnerable
Frame 25: IASA


Forward Roll
Frame 3: Intangible
Frame 19: Vulnerable. (at this point you are officially facing the other way)
Frame 37: IASA


Backward Roll
Frame 3: Intangible
Frame 19: Vulnerable
Frame 37: IASA

(That's 18 "**** me" frames on each of the rolls)

Air Dodge
Frame 3: Intangible
Frame 29: Vulnerable



GROUNDED MOVES

JABS

Jab 1:

Frame 6: Hitbox out: 4 damage, 2 frame duration.
Frame 7: You can start Jab 2.
Frame 19: IASA. At this point you can do any action, but pressing A will still do Jab 2.
Frame 27: Animation is over. At this point pressing A will restart Jab 1 rather than doing Jab 2.


Jab 2:

Frame 5: Hitbox out: 3 damage, 2 frame duration.
Frame 9: You can start Jab 3.
Frame 20: IASA
--Angle: Blade = 100, Hilt = 78, Arm = 60, Torso = 50


Jab 3:

There's a timer at frame 3 that does nothing. I think the Link nerfing SWAT team slowed us down at some point and forgot to remove this older, faster timer.
Frame 5: Hitbox out: 5 damage, 5 frame duration. Angle = 30.
Frame 36: IASA


Dash Attack:

Frame 7: Hitbox out: 4 frame duration.
--Damage: Blade = 10, Hilt = 12, Arm = 11, Torso = 11
--Angle: Blade = 90, Hilt = 80, Arm = 70 , Torso = 60
Frame 53: End of animation.


TILTS

FTilt:

Frame 14: Hitbox out: 13 damage, 4 frame duration.
NOTE: frame 14 is the frame the backswing activates. Figure an opponent on the ground in front of you will be hit on frame 16 at the earliest.
Frame 39: IASA


UTilt:

Frame 7: Hitbox out: 9 damage.
--Angle: Blade: 95. Hilt, Arm, Torso: 85.
Frame 12: end of hitbox.
Frame 35: IASA


DTilt:

Frame 12: Hitbox out: 12 damage, 2 frame duration.
--SPIKE: Hilt and Torso hitboxes spike (Angle = 280), but have LOWER PRIORITY than the Arm and Blade hitboxes (Angle = 80).
Frame 31: IASA


CHARGEABLE ATTACKS
Each of these attacks requires you to wait at least a certain number of frames, then you optionally can it charge up, and then the real attack animation starts. "Frame #" starts counting after the actual attack animation starts.

FSmash 1:

8 frames until charging. Upon release:
Frame 5: Hitbox out: 3 frame duration.
--Damage: Blade = Hilt = 15. Arm = Torso = 14.
Frame 10: You can begin FSmash 2.
Frame 39: IASA


FSmash 2:

Frame 11: Hitbox out: 3 frame duration. Angle = 48.
--Damage: Blade = Hilt = 17. Arm = 20. Pelvis = 19.
--Base knockback is slightly higher at arm than at hilt or blade, and even higher for pelvis.
Frame 49: IASA

(Yeah, that's right. FSmash 1 is strongest at the sword, whereas FSmash 2 is strongest at Link's body. I think this was a mistake; Link's FSmash 2 is probably supposed to just be 2-3% stronger than it is.)

USmash:

4 frames until charging. Upon release:
Frame 4: Hitbox out: 4 damage, 6 frame duration. Angle is a little over 95 degrees, varying by hitbox by 3 degrees.
Frame 20: Hitbox out: 3 damage, 4 frame duration. Angle is a little over 90 degrees, varying by hitbox by 3 degrees.
Frame 35: Hitbox out: 5 frame duration. Angle: Blade = 80, others = 90.
--Last swing damage: Blade, Hilt = 10. Arm = 9. Torso = 8.
Frame 64: IASA
NOTE: each swing has very slightly different range. Use the .pac to see this for yourself.
NOTE: The forward hitbox is very high. You are unlikely to hit a short character that is in front of you.


DSmash:

3 frames until charging. Upon release:
Frame 3: Hitbox out: 3 frame duration. Angle = 75.
--Damage: Blade = 14. Hilt = 16. Arm = 17. Torso = 16.
Frame 15: Hitbox out: 3 frame duration. Angle = 75.
--Damage: Blade = Hilt = Torso = 16. Arm = 17.
Frame 50: End of animation.

Spin Attack - Grounded:
6 frames until charging. Upon release:
Hitboxes: there are three in this move. I will call them Tip, Blade, Hilt.
Frame 3: Hitboxes out.
--Damage: Tip = 9, Blade = Hilt = 12
Frame 8: Hitboxes become weaker.
--Damage: Tip = 7, Blade = Hilt = 9
Frame 20: Hitboxes become even weaker.
--Damage: Tip = 5, Blade = Hilt = 7
Frame 36: End laughable hitboxes.
Note: the last 180 degree rotation Link does has no hitboxes at all.
Frame 76: End of animation.


AERIALS Autocancel refers to when the flag to make you suffer landing lag is unset. If you land on the ground before the autocancel time of DAir, you will swordplant.
IASA means you can do another action in midair before the animation ends - for instance, you could double jump or start another airial.


NAir:

Frame 6: Hitbox out: 10 damage.
--At this point if you land you suffer NAir landing animation.
Frame 8: Damage reduced to 6, hitboxes become smaller.
Frame 27: End hitboxes.
Frame 31: Autocancel
--NAir landing lag has a frame 9 IASA


FAir:

--FAir landing animation can happen immediately.
Frame 13: Hitbox out: 9 damage, 2 frame duration.
Frame 25: Hitbox out: 12 damage, 2 frame duration.
Frame 50: Autocancel.

--Fair landing lag has a frame 10 IASA

BAir:

--BAir landing animation can happen immediately.
Frame 5: Hitbox out: 4 damage, 4 frame duration.
Frame 17: Hitbox out: 7 damage, 6 frame duration.
Frame 28: Autocancel.
Frame 30: IASA

--BAir landing lag has a frame 10 IASA

UAir:

Frame 10: Hitbox out: 15 damage, Angle = 80.
--At this point if you land you suffer UAir landing animation.
Frame 13: Hitboxes reduced to 13 damage.
Frame 40: End hitboxes.
Frame 46: Autocancel.
Frame 59: IASA
--UAir landing lag has slower than frame 22 IASA (exact number would be hard for me to obtain)


DAir:

Frame 9: At this point if you land you suffer DAir landing animation.
Frame 13: Hitbox out: 22 damage.
--Angle: Body = 65, Sword = 90.
--After one frame, damage reduced to 18, sword angle set to 65.
Frame 64: End hitboxes, Autocancel, something else happens too (RA-Bit 64?)
Frame 79: IASA

NOTE: Contrary to popular belief, fastfalling has nothing to do with DAir damage output. Fastfalling will dictate whether you bounce after scoring the hit, however.

ZAir:
Instant: Start searching for a ledge to tether.
Frame 5: Stop searching for a ledge to tether.

Frame 10: Hitbox out: 4 damage + extra to shields. Angle = 45.
Frame 16: End Hitboxes.

Frame 22: Hitbox out: 6 damage + extra to shields. Angle = 45.
Frame 24: End Hitboxes.


GRABS


NOTE: All the grabs look essentially the same.

Standing Grab:
Frame 11: Catch collisions out: 8 frame duration.
Frame 85: End of animation.

Running Grab:
Frame 13: Catch collisions out: 8 frame duration.
Frame 95: End of animation.

Pivot Grab:
Frame 14: Catch collisions out: 7 frame duration.
Frame 95: End of animation.

Pummel:
Frame 8: Special hitbox out: 2 damage, 1 frame duration.
Frame 15: Bit 16 set (I think this means you can start another pummel.. not sure if throws allowed yet.)

THROWS

Note: add the throw collision and the throw damage together to get the actual damage.
(The throw collision is the damage that a third party could take by getting hit by the throw-ee's body while it is being thrown but before it is released.)
All throw collisions are instant (at least for Link).


Back Throw:
Throw collision: 4 damage.
Frame 11: 3 damage + some amount extra for hitting 3rd parties' shields.
Frame 38: IASA


Forward Throw:
Throw collision: 4 damage.
Frame 11: 3 damage + some amount extra for hitting 3rd parties' sheilds.
Frame 40: IASA


Up Throw:
Throw collision: 2 damage.
Frame 25: 5 damage.
Frame 49: IASA


Down Throw:
Throw collision: 4 damage.
Frame 21: 3 damage + some amount extra for hitting 3rd parties' shields.
Frame 49: IASA


SPECIALS: The projectiles' codes are much harder to interpret.

Arrow:
SOMETHING happens at frame 17 of the windup.
SOMETHING happens at frame 21 of the cooldown.

Boomerang:
Frame 26: I think this is the boomerang release.
Frame 37: something.
NOTE: after releasing an arrow, the animation lasts 30 frames before you regain control.


Spin Attack - In Air:
Hitboxes: There are four in this move. I will call them Tip, Hilt, Arm, and Thigh.

Frame 7: Hitboxes out: 4 damage, 3 frame duration.
--Angle: Tip = 92, Hilt = 75, Arm = 38, Thigh = 70.
Frame 15: Hitboxes out: 2 damage, 3 frame duration.
--Angle: Tip = 92, Hilt = 75, Arm = 38, Thigh = 70.
--At this time, you can grab the ledge if you are facing toward it.

Frame 21: Hitboxes out: 2 damage, 3 frame duration.
--Angle: Tip = 92, Hilt = 75, Arm = 40, Thigh = 70.
Frame 30: Hitboxes out: 2 damage, 3 frame duration.
--Angle: Tip = 92, Hilt = 75, Arm = 40, Thigh = 70.
Frame 33: As this hitbox ends, you can start grabbing the ledge if you are facing away from it, too.

Frame 46: Hitboxes out: 4 damage, 5 frame duration, hitboxes larger than the previous ones.
--Angle: generic.
Fun fact: only the Tip hitbox is attached to the sword.


Bomb pull:
SOMETHING happens at frame 16.
Frame 40: End of animation.



RECOVERY ACTIONS

Random actions when you're down on the ground from a trip or a tumble or getting back from the ledge.

FROM THE GROUND:

There is a "U" and a "D" version of each non-teched action; I think this refers to whether you are face up or face down.
The D actions seem to be faster.


Missed Tech Stand U:
Instant: Intangible
Frame 22: Vulnerable

Missed Tech Forward Roll U:
Instant: Intangible
Frame 24: Vulnerable

Missed Tech Backward Roll U:
Instant: Intangible
Frame 31: Vulnerable


Missed Tech Attack U:
Instant: Intangible
Frame 20: Hitboxes out: 6 damage + extra vs shields, 2 frame duration.
Frame 27: Hitboxes out: 6 damage + extra vs shields, 2 frame duration.
Frame 29: Vulnerable


Missed Tech Stand D:
Instant: Intangible
Frame 22: Vulnerable

Missed Tech Forward Roll D:
Instant: Intangible
Frame 19: Vulnerable

Missed Tech Backward Roll D:
Instant: Intangible
Frame 25: Vulnerable


Missed Tech Attack D:
Instant: Intangible
Frame 14: Hitboxes out: 6 damage + extra vs shields, 2 frame duration.
Frame 24: Hitboxes out: 6 damage + extra vs shields, 3 frame duration.
Frame 27: Vulnerable
Lots of random unused timers in this code.


Techs: (frame data is the same for stand, forward/backward, and wall.)
Instant: Intangible
Frame 20: Vulnerable
Wall tech jump does not grant invincibility.


TRIPPING

Depending on why you trip, you will have 6-8 frames of intangibility.


Tripped Stand:
Instant: Intangible
Frame 17: Vulnerable
Frame 22: End of animation
NOTE: this is a lot longer invunerability than the other options.


Tripped Forward / Backward Roll:
Instant: Intangible
Frame 10: Vulnerable
Frame 29: End of animation


Tripped Attack:
Instant: Intangible
Frame 8: Vulnerable (!!!)
Frame 18: Hitboxes out: 5 damage + extra vs shields, 2 frame duration.
Frame 27: Hitboxes out: 5 damage + extra vs shields, 2 frame duration.


LEDGE OPTIONS

These are either Quick or Slow depending on whether you are at 100% damage or not.

Ledge Attack Quick:

Instant: Intangible
Frame 25: Vulnerable (!!!)
Frame 26: Hitbox out: 8 damage + extra vs shields, 3 frame duration.
Frame 54: End of animation.

Ledge Attack Slow:

Instant: Intangible
Frame 50: Hitbox out: 10 damage + extra vs shields, 4 frame duration.
Frame 56: Vulnerable
Frame 70: End of animation.
NOTE: this version is really slow, but at least the attack comes out before you lose invulnerability.

Ledge Stand Quick:
Instant: Intangible
Frame 30: Vulnerable
Ledge Stand Slow:
Instant: Intangible
Frame 55: Vulnerable

Ledge Roll Quick:
Instant: Intangible
Frame 25: Vulnerable
Ledge Roll Slow:
Instant: Intangible
Frame 63: Vulnerable

Ledge Jump Quick:
Instant: Intangible
Frame 16: End of animation
Ledge Jump Slow:
Instant: Intangible
Frame 22: End of animation


TAUNTS

Up Taunt IASA on frame 104
Side Taunt lasts 150 frames
Down Taunt IASA on frame 79

 
Top Bottom