Croi
Smash Lord
I wanted to be a cool guy and contribute to Villager's metagame, so I went through the process of collecting his frame data for as many moves as possible/as I felt like.
Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and usually cuts out one frame before he can shield/do something else, unless otherwise stated.
All shield data refers to the earliest you can shield after the action. If the action is an attack, it assumes the attack hits, so it's including the hitstun from the strike.
If you think I made a mistake somewhere, feel free to tell me I'm dumb and I'll look at it a little harder.
jab1:
hits on frame 3
does 3%
shield on frame 29
no kill potential
jab2:
hits on frame 3/frame 16 from jab 1
does 3%
shield on frame 43 (from jab 1)
no kill potential
multijab:
hits on frame 3/frame 28 frame jab 1
does 3%
shield on frame 29 (from last jab used)
no kill potential
ftilt:
hits on frame 9
does 9%
shield on frame 46
low kill potential
utilt:
first hit on frame 9/second hit on frame 31
does 6%/5%/total 11%
shield on frame 63
low kill potential
dtilt:
hits on frame 9
does 13%
shield on frame 46
low kill potential
dash attack:
hits on frame 17
does 10%
shield on frame 56
medium kill potential
fsmash:
hits on frame 26
does 15%
shield on frame 52
high kill potential
Reverse fsmash:
hits between 1 and 2 frames earlier
I'm wondering if this is a normal thing for all characters?
usmash:
first hit on frame 13/second on frame 20/third on frame 24/fourth on frame 28/fifth on frame 32/sixth
on frame 36
does 3%/1%/1%/1%/1%/4%/total 11%
shield on frame 58
low kill potential
dsmash:
first hit on from 14/second on frame 41 (counting the hitlag from the first hit)
does 7%/ does 7%
can be sourspotted
shield on frame 61
no kill potential
grab:
hits on frame 16
variable damage
no shield (shield on frame 61 if whiffed)
variable kill potential
Villager's grab has a bunch of weird hitboxes:
dash grab:
hits on frame 17
variable damage
no shield (shield on frame 74 if whiffed)
variable kill potential
pivot grab:
hits on frame 18
variable damage
no shield (shield on frame 71 if whiffed)
variable kill potential
B (Pocket):
"grab hitbox" on frame 8; ends on frame 22
no damage
invincibility on frame 6; ends on frame 25
shield on frame 65
no kill potential
Side+B (Lloid Rocket):
(gif ends on the frame before the hit)
hits on frame 52
does 7%
shield on frame 40
medium kill potential
Side+B (Lloid Rocket) Maximum Distance:
Lloid explodes on the next frame and causes damage
hits on frame 180
does 12% (midrange does 5%)
no shield
medium kill potential
jumping higher does not increase the distance
Side+B (Lloid Rocket) Ride:
.gif ends the frame before impact/damage
hits on frame 48
does 17%
no shield (puts Villager in the air)
Can jump off on frame 42; will put Villager in helpless (impact will not)
medium-high kill potential
Side+B (Lloid Rocket) Ride Minimum Distance:
Shortest distance possible
explodes on frame 200
shield on frame 276
Side+B (Lloid Rocket) Ride Maximum Distance:
Longest distance possible
explodes on frame 200
Side+B (Lloid Rocket) Ride No-Input Distance:
distance gained with no input at all
explodes on frame 180. What's up with that?
Down+B 1 (Plant):
does not hit
no damage
shield on frame 44
no kill potential
plant disappears after 840 frames (14 seconds)
Down+B 2 (Water):
Watering can "pushbox" begins on frame 8 (range-dependant)
no damage
shield on frame 55
no kill potential
Down+B 3.A (Growth):
hits on frame 10
does 14%
medium-high kill potential
Down+B 3.B (Axe):
hits on frame 6
does 14%
shield on frame 58
high kill potential
Down+B 3.C (Timber):
earliest hit on frame 25/active until frame 50 (possibly later?)
does 25%
shield on frame 50 (unaffected by hitstun)
very high kill potential
Up+B (Balloon Fighter):
.gif ends one frame before helpless
Balloons are vulnerable on frame 15
Automatically into helpless on frame 275
no damage
no shield
no kill potential
Up+B (Balloon Fighter) Maximum Height:
Hit the ground on frame 384
Up+B (Balloon Fighter) Repetitive Use:
Inputting Up+B more often pops the balloons sooner. It must have a "recharge" period like ROB's. If
Villager is hit out of them, riding Lloid back would be safer than using the balloons a second time.
Neutral Air:
hits on frame 3
does 9%
shield on frame 15 (after landing lag)
medium-low kill potential
Neutral Air Latest Hitbox:
Frame 23 is what I believe to be the latest frame possible for the second hitbox of Villager's nair.
does 5%
shield on frame 6 (after landing lag)
low kill potential
Forward Air:
hits on frame 10
does 7%
shield on frame 23 (after landing lag)
medium-low kill potential
Forward Air Maximum Distance:
This is what I believe is the maximum distance for Villager's fair.
hits on frame 22
does 3%
shield on frame 23 (after landing lag)
low kill potential
Back Air:
hits on frame 13
does 9%
shield on frame 25 (after landing lag)
medium-low kill potential
Back Air Maximum Distance:
This is what I believe is the maximum distance for Villager's bair.
hits on frame 26
does 3%
shield on frame 16 (after landing lag)
low kill potential
Up Air:
hits on frame 6
one turnip does 8%/two turnips do 10%/three turnips do 13%
shield on frame 16 (after landing lag)
variable kill potential
Up Air Latest Hitbox:
Frame 20 is what I believe to be the latest frame possible for the second hitbox of Villager's uair.
one turnip does 4%/two turnips do 5%/three turnips do 6%
shield on frame 20 (after landing lag)
variable kill potential
Down Air:
hits on frame 8
one turnip does 8%/two turnips do 10%/three turnips do 13%
three turnips can spike at Villager's hands
shield on frame 18 (after landing lag)
variable kill potential
Down Air Latest Hitbox:
Frame 31 is what I believe to be the latest frame possible for the second hitbox of Villager's dair.
one turnip does 4%/two turnips do 5%/three turnips do 6%
shield on frame 24 (after landing lag)
variable kill potential
spotdodge:
shield on frame 30
invincibility ends on frame 19
airdodge:
can act again on frame 33
invincibility begins on frame 4
invincibility ends on frame 30
airdodge landing lag:
shield on frame 24 (after hitting the ground)
forward roll:
shield on frame 31
invincibility ends on frame 21
back roll:
shield on frame 32
invincibility ends on frame 22
jumpsquat:
in the air on frame 6
Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and usually cuts out one frame before he can shield/do something else, unless otherwise stated.
All shield data refers to the earliest you can shield after the action. If the action is an attack, it assumes the attack hits, so it's including the hitstun from the strike.
If you think I made a mistake somewhere, feel free to tell me I'm dumb and I'll look at it a little harder.
jab1:
does 3%
shield on frame 29
no kill potential
jab2:
does 3%
shield on frame 43 (from jab 1)
no kill potential
multijab:
does 3%
shield on frame 29 (from last jab used)
no kill potential
ftilt:
does 9%
shield on frame 46
low kill potential
utilt:
does 6%/5%/total 11%
shield on frame 63
low kill potential
dtilt:
does 13%
shield on frame 46
low kill potential
dash attack:
does 10%
shield on frame 56
medium kill potential
fsmash:
does 15%
shield on frame 52
high kill potential
Reverse fsmash:
I'm wondering if this is a normal thing for all characters?
usmash:
on frame 36
does 3%/1%/1%/1%/1%/4%/total 11%
shield on frame 58
low kill potential
dsmash:
does 7%/ does 7%
can be sourspotted
shield on frame 61
no kill potential
grab:
variable damage
no shield (shield on frame 61 if whiffed)
variable kill potential
Villager's grab has a bunch of weird hitboxes:
dash grab:
variable damage
no shield (shield on frame 74 if whiffed)
variable kill potential
pivot grab:
variable damage
no shield (shield on frame 71 if whiffed)
variable kill potential
B (Pocket):
no damage
invincibility on frame 6; ends on frame 25
shield on frame 65
no kill potential
Side+B (Lloid Rocket):
hits on frame 52
does 7%
shield on frame 40
medium kill potential
Side+B (Lloid Rocket) Maximum Distance:
hits on frame 180
does 12% (midrange does 5%)
no shield
medium kill potential
jumping higher does not increase the distance
Side+B (Lloid Rocket) Ride:
hits on frame 48
does 17%
no shield (puts Villager in the air)
Can jump off on frame 42; will put Villager in helpless (impact will not)
medium-high kill potential
Side+B (Lloid Rocket) Ride Minimum Distance:
explodes on frame 200
shield on frame 276
Side+B (Lloid Rocket) Ride Maximum Distance:
explodes on frame 200
Side+B (Lloid Rocket) Ride No-Input Distance:
explodes on frame 180. What's up with that?
Down+B 1 (Plant):
no damage
shield on frame 44
no kill potential
plant disappears after 840 frames (14 seconds)
Down+B 2 (Water):
no damage
shield on frame 55
no kill potential
Down+B 3.A (Growth):
does 14%
medium-high kill potential
Down+B 3.B (Axe):
does 14%
shield on frame 58
high kill potential
Down+B 3.C (Timber):
does 25%
shield on frame 50 (unaffected by hitstun)
very high kill potential
Up+B (Balloon Fighter):
Balloons are vulnerable on frame 15
Automatically into helpless on frame 275
no damage
no shield
no kill potential
Up+B (Balloon Fighter) Maximum Height:
Up+B (Balloon Fighter) Repetitive Use:
Villager is hit out of them, riding Lloid back would be safer than using the balloons a second time.
Neutral Air:
does 9%
shield on frame 15 (after landing lag)
medium-low kill potential
Neutral Air Latest Hitbox:
does 5%
shield on frame 6 (after landing lag)
low kill potential
Forward Air:
does 7%
shield on frame 23 (after landing lag)
medium-low kill potential
Forward Air Maximum Distance:
hits on frame 22
does 3%
shield on frame 23 (after landing lag)
low kill potential
Back Air:
does 9%
shield on frame 25 (after landing lag)
medium-low kill potential
Back Air Maximum Distance:
hits on frame 26
does 3%
shield on frame 16 (after landing lag)
low kill potential
Up Air:
one turnip does 8%/two turnips do 10%/three turnips do 13%
shield on frame 16 (after landing lag)
variable kill potential
Up Air Latest Hitbox:
one turnip does 4%/two turnips do 5%/three turnips do 6%
shield on frame 20 (after landing lag)
variable kill potential
Down Air:
one turnip does 8%/two turnips do 10%/three turnips do 13%
three turnips can spike at Villager's hands
shield on frame 18 (after landing lag)
variable kill potential
Down Air Latest Hitbox:
one turnip does 4%/two turnips do 5%/three turnips do 6%
shield on frame 24 (after landing lag)
variable kill potential
spotdodge:
invincibility ends on frame 19
airdodge:
invincibility begins on frame 4
invincibility ends on frame 30
airdodge landing lag:
forward roll:
invincibility ends on frame 21
back roll:
invincibility ends on frame 22
jumpsquat:
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