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Data Wolf Frame Data Thread [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Item Throws [ITM]
2.6 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

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

Startup - The time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]

Move Name|Nickname|Damage|HitStun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Triple Claw Combo|Jab|4|[6,7,8]|4|[10,12,15]/50|[80,35,30]|3|2|25|15|-22|[-20,-19,-18]
|Jab2|2|[14,20,6]|3|[35,50,15]/25|[20,15,361]|3|2|25|20|-23|[-12,-6,-20]
|Jab3|4(+6)|26|4|40/150|361|3|2|37|35|-34|-12
Reaching Swipe|F-Tilt|5,6|22|5|10/110,25/150|50|6|4|34|32|-32|-15
High Kick|U-Tilt|[10,9,9,8]|[22,21]|[6,5]|30/[105,110,115]|[85,80,75,80]|6|4|34|33|[-31,-32]|[-15,-16]
Trip Attack|D-Tilt|8|20|5|30/100|[60,68,75]|8|2|22|23|-18|-3
Spledid Claw|Dash Attack|9(+1)|27|6|35/100|[98/74]|10|5|25|40|-23|-2
Quick Slash|F-Smash|5,10|29|6|79/0,[25,40,45]/0,45/115|[15,10,0],[70,361,20],361|10|4[1]2|36|42|-31|-8
Half-Moon Slash|U-Smash|[15,13,12,11]|[38,28,27,22]|[8,7]|[60,40,45,25]/100|[85,100,40]|7|14|24|47|[-29,-30]|[1,-9,-10,-15]
Double Sweep|D-Smash|[15,13,11]|[24,22,18]|[8,7,6]|[25,20]/100|[37,361]|7|2[4]2|24|---|[-17,-18, -19]|[-1, -3, -7]
|N-Air (Landing)|2|8|3|10/75|290|---|2|13/5/2|---|-11/-3|-6/2
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
Spinning Wolf|N-Air|4,2|13|3|0/20/100|365|6|2[2]2[2]2[2]2[2]2|23|15/7/4|---|>34|-12/-4/-1
Aerial Swipe|F-Air|[11,15]|[15,24]|[6,8]|[15/90,25/100]|[80,70]|10|4|20|26/13/4|30|>27|[-20/-7/2]~[-18/-5/4]
Backwards Kick|B-Air|[14,11]|[22,18]|7|[22,11]/102|361|6|4|21|20/10/4|29|>22|-13/-3/3
Arc Claw|U-Air|11|18|6|20/100|[57,50]|6|5|25|22/11/4|30|<6,>28|-16/-5/2
Wolf Meteor|D-Air|[15,14]|[24,19]|[8,7]|[30/85,15/100]|[290,270]|12|3|24|23/11/4|37|<4,>35|[-15/-3/4]~[-16/-4/3]
Spinning Wolf - Hitlag Multiplier = 0.65~0.75x. SDI Multiplier = 0.8x

Specials [SPC]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Blaster|Neutral-B|(3)5~2(+28)|9|4|0/[125,110,100]|(20)65|10|2|32|39|-29|-24
Wolf Flash|Side-B|3,3,10|30,28,24|4,6|68/60,66/45,35/105|60,80,361|18|2[1]2|44|---|-39|-21
Fire Wolf|Up-B|8|18|5|30/80|263|22|4[1]24|41|32|-59|-46
Reflector|Down-B|5|35|4|70/100|70|---|1|27|---|-23|8
Blaster - (First set of Data) = Blaster itself does damage

Grabs & Throws [GRB]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Claw Grab|Z|---|---|---|---|---|6|2|23|---|---|---
Dash Grab||---|---|---|---|---|10|2|28|---|---|---
Pivot Grab||---|---|---|---|---|8|2|26|---|---|---
Knee|Pummel|3|16|---|0/30/100|80|1|1|22|---|---|---
Wolf Fangs|F-Throw|2, 2(+1)|49|---|54/135,10/140/100|45,55|8|2|18|---|---|---
Howling Vengeance|B-Throw|5|31|---|70/58|60|21|1|20|---|---|---
Great Claw|U-Throw|2, 5(+1)|27|---|70/110,50/100|77,55|15|1|25|---|---|---
Hyped Claw|D-Throw|3, 6|27|---|70/50,50/100|55|24|2|20|---|---|---

Ledge & Wake Up Attacks [LDG]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Duel Kick|F-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|16|3[4]3|24|---|-21|9
Duel Kick|B-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|18|2[4]2|24|---|-20|10
Recovery Kick|Trip|5(+1), 5(+1)|35|4|80/50|361|18|2[4]2|24|---|-21|10
Quick Kicks|<100%|[8,6](+1)|31|5|70/50|361|24|8|38|55|-40|-14
Disgruntled Recover|>100%|10(+1)|32|6|70/50|361|55|3|32|70|-28|-2

Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb|30|25|---
Ledge Climb Slow|55|5|---
Ledge Roll|34|26|50
Ledge Roll Slow|61|19|---
Ledge Jump|15|39|---
Ledge Jump Slow|20|34|---
Trip|6|24(+22)|---
Ground Trip|6|34(+22)|---
Turning Trip|7|29(+22)|---
Dashing Trip|8|38(+22)|---
Trip Roll|10|19|---
Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|1|14|9|22
Air Dodge|3|26|20|---
Forward Roll|3|16|13|---
Back Roll|3|16|13|---
Shield|7|---|15|---
(+22) Recovery represented by getting up from being tripped.

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
OpenSA2
Brawl Box
Wolf Hitboxes
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
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Feel free to post/PM to report any errors
5/16
Corrected Startup Quick Slash (F-Smash)​
5|20
Corrected Empty Jump Recovery value, adjusted frame advantage
Thanks @ G13_Flux G13_Flux
7/2
Updated to 3.6β​
 
Last edited:

DrinkingFood

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Does start-up in your threads indicate the frame the move comes out or the number of frames BEFORE the move comes out?
As in, does wolf's jab1 hitbox start frame 3, or does it have 3 frames of start-up lag before it hits?
 

AuraMaudeGone

Smash Ace
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Messages
747
Location
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Does start-up in your threads indicate the frame the move comes out or the number of frames BEFORE the move comes out?
As in, does wolf's jab1 hitbox start frame 3, or does it have 3 frames of start-up lag before it hits?
It takes 3 frames before the active hit bubbles come out.
 

Beets

Smash Apprentice
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Does anybody know how many frames it takes to get off the ground from a regular jump?
 

G13_Flux

Smash Lord
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What does the 3 mean in the aerial attack section where you list. the landing lags? If you're talking about auto canceled lag then it's the empty landing lag of 4 frames, not 3
 

AuraMaudeGone

Smash Ace
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What does the 3 mean in the aerial attack section where you list. the landing lags? If you're talking about auto canceled lag then it's the empty landing lag of 4 frames, not 3
Where did you get that from? I just double checked PSA and BrawlBox and it tells me it's 3f.
 

G13_Flux

Smash Lord
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Messages
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debug mode. ive heard so many stories about things being displayed improperly anymore from those things that i dont really trust them when it comes to frame data. although i think thats the only way you can really get actually information on hitboxes, like angles, KB values, and what not.

I have debug mode up now and have triple checked around the cast. there arent any characters that have a 3 frame empty landing lag. most have a 4 frame landing lag (this includes wolf), while some have 5 frames, and a very few (only DDD an bowser) have 6. i think the 3 frames means how many frame the landing circles are out. with every character, they will land on the first frame, on the next frame, the landing circles will appear as a animation effect. thats the only explanation i can come up with for what those programs are reading.
 

AuraMaudeGone

Smash Ace
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Messages
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debug mode. ive heard so many stories about things being displayed improperly anymore from those things that i dont really trust them when it comes to frame data. although i think thats the only way you can really get actually information on hitboxes, like angles, KB values, and what not.

I have debug mode up now and have triple checked around the cast. there arent any characters that have a 3 frame empty landing lag. most have a 4 frame landing lag (this includes wolf), while some have 5 frames, and a very few (only DDD an bowser) have 6. i think the 3 frames means how many frame the landing circles are out. with every character, they will land on the first frame, on the next frame, the landing circles will appear as a animation effect. thats the only explanation i can come up with for what those programs are reading.
You could very well be right. I check the other threads (that aren't mine) and they match your story. I'll ask around and see what's up. FTFY
 
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Cthulhu's Underling

Smash Cadet
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May 16, 2015
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If pummel is active frame one, then shouldn't its startup be ---, rather than 1, just like his shine?
Edit: Never mind this; I missed the note detailing what active is used to refer to in this thread. I'm used to it meaning the frame that the hitbox comes out.
 
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Xcite

Smash Apprentice
Joined
Aug 15, 2013
Messages
131
So uair was only a frame away from being autocancellable in a shorthop?

Also your autocancel frames on the aerials seems pretty suspect. I'm looking at the moves in debug mode and wolfs shorthop is only 27 frames. Fair is autocancelling for me in 25 frames.
 
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Lens

Smash Rookie
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Sep 25, 2014
Messages
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@ AuraMaudeGone AuraMaudeGone
Frame advantage typically uses IASA instead of raw recovery frames, when applicable. Wolf's jab 1, for example, shouldn't be -22 on block if it only has frame 15 IASA, which is only 11 frames after the first active frame.
If you don't mind a little criticism, this format gets a little difficult to read when there are varying hitboxes in an attack or when you have to individually add up all the subaction durations to compare to IASA. No big deal if you don't have the time to pretty it up, though, I appreciate all the work you've put into threads like this.
 
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AuraMaudeGone

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@ AuraMaudeGone AuraMaudeGone
Frame advantage typically uses IASA instead of raw recovery frames, when applicable. Wolf's jab 1, for example, shouldn't be -22 on block if it only takes 15 frames to become actionable.
If you don't mind a little criticism, this format gets a little difficult to read when there are varying hitboxes in an attack or when you have to individually add up all the subaction durations to compare to IASA. No big deal if you don't have the time to pretty it up, though, I appreciate all the work you've put into threads like this.
Yea, I understand. I'm working on a new format atm. Might look closer to @ Sartron Sartron 's threads. They're waay better when it comes with multiple hitbox properties.
 

DrinkingFood

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Why does this say wolf flash does 10 damage when it does 16. I assume the two 3s are for the sour spots, but the sweetspot definitely does 16 damage in-game. I used this thread for knockback calculations the other day and was really confused with flash sweetspot came up to be like half the strength of knee like wtf. But using 16 damage I figure it should come out pretty close. But now I don't even know what data on here can be trusted.
 

Life

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Huh. So it does.

Pretty sure there's also a 19 damage hitbox on it somewhere (and no that's not just 3+16 though I've also gotten that).
 

Soft Serve

softie
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Any of the shortens can do 19 because they weak hit and the sweet spot overlap and both hit on the same frame.

It's very weird.
 

Life

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Does that not register as two separate hits in training mode? Would explain that anyway. I've seen it do both two hits and one hit for 19 damage IIRC.
 

Soft Serve

softie
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Does that not register as two separate hits in training mode? Would explain that anyway. I've seen it do both two hits and one hit for 19 damage IIRC.
It counts for one hit. It works as if two hits hit someone on the same frame, I beleive.

Don't know of it changes the launch angle, assuming both are just sakurai angle
 

DrinkingFood

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While I appreciate having frame data, these threads by auramaudegone are not very good. The frame advantage is all messed up for them; many autocancels are listed as being positive on shield, without accounting for the extra endlag spent in the air waiting to land before the autocancel window is available, which makes most autocancels drastically negative on shield. A lot of entries are superfluous; we don't really need start-up, you could just list which frames are active, such as saying dtilt's active frames are frames 9-10 rather than saying it has 8 start-up and 2 active frames. There's a lot of ambiguities in the way the data is presented; as an example, ftilt has 2 hits but is just listed as 4 active frames, with no info detailing how to tell which hit has which angle, which hit has which damage, how long each hit is active for like 2,2 or 1,3 or 3,1 or 1[2]1 etc; another example being dtilt having 3 different angles, with no way to tell which ones are which hitboxes without going in game to compare or going into brawlbox/PSA/whatever. And then some stuff is just straight wrong, like side-b sweetspot doing 10 damage according to this thread when it does 16 damage in game.
 

nimigoha

Smash Ace
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Jan 31, 2014
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While I appreciate having frame data, these threads by auramaudegone are not very good. The frame advantage is all messed up for them; many autocancels are listed as being positive on shield, without accounting for the extra endlag spent in the air waiting to land before the autocancel window is available, which makes most autocancels drastically negative on shield. A lot of entries are superfluous; we don't really need start-up, you could just list which frames are active, such as saying dtilt's active frames are frames 9-10 rather than saying it has 8 start-up and 2 active frames. There's a lot of ambiguities in the way the data is presented; as an example, ftilt has 2 hits but is just listed as 4 active frames, with no info detailing how to tell which hit has which angle, which hit has which damage, how long each hit is active for like 2,2 or 1,3 or 3,1 or 1[2]1 etc; another example being dtilt having 3 different angles, with no way to tell which ones are which hitboxes without going in game to compare or going into brawlbox/PSA/whatever. And then some stuff is just straight wrong, like side-b sweetspot doing 10 damage according to this thread when it does 16 damage in game.
Which is why there are saints like me going through this (https://drive.google.com/folderview?id=0Bxqp5x1DVpsPdTNpZkZGT3hsS1k&usp=sharing) frame data and putting it into JSON files for SmashPad, so the data is easy to access and makes sense.
 
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