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Yoshi Frame and Misc. Data Thread (WIP)

Yikarur

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This is WIP so it will get a better introducing sentence later:


b = Base Knockback
g = Knockback Growth
f = fixed Knockback
w = weight based Knockback
361° = Sakurai Angle
270° = Meteor
Transition on Grabs = no idea
15% (+10) = 10 additional shield damage
Shields have 50HP

Extracted Data from http://pastebin.com/PzTjdtx8
Duration Data and Moves not presented in the pastebin by me.
Custom Specials are not finished yet.


The Board messed-up my formatting so I'm sorry if it seems clustered at some points
Enjoy:

>>>>>Standard Attacks<<<<<
Jab1
Frame 3- 4: 3% 30b/ 50g 50°
Frame 3- 4: 3% 30b/ 50g 60°
Frame 3- 4: 3% 30b/ 50g 90°
Duration: 17
Enables transition to next jab state on real frame 8

Jab2
Frame 3- 4: 4% 56b/ 70g 361°
Duration: 20

Dash Attack
Frame 10-12: 9% 90b/ 52g 5°
Frame 13-20: 6% 90b/ 52g 65°
Duration: 49

Forward Tilt / F-tilt / Ftilt (high)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)

Forward Tilt / F-Tilt / Ftilt (normal)
Frame 5- 7: 7% 50b/ 80g 50°
Frame 5- 7: 7% 50b/ 80g 65°
Frame 5- 7: 7% 50b/ 80g 80°
Duration: 38

Forward Tilt / F-Tilt / Ftilt (low)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)

Up Tilt / Up-Tilt / Uptilt / U-Tilt / Utilt
Frame 8-15: 7% 72b/45g 100°
Duration: 31

Down Tilt / D-Tilt / Dtilt
Frame 8-10: 5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4.5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4% 65b/30g 361° 0.4-Trip
Duration: 23

Forward Smash / F-Smash / FSmash / Side Smash (normal)
Smash charge window on frame 8
Frame 14-14: 15.5% 30b/ 98g 361°
Frame 14-14: 14% 30b/ 97g 361°
Frame 14-14: 13% 30b/ 97g 361°
Begins partial invincibility on frame 12
Begins partial invincibility on frame 12
Ends partial invincibility on frame 15
Ends partial invincibility on frame 15
Duration: 52

Up Smash / UpSmash / U-Smash / Usmash
Smash charge window on frame 8
Frame 11-13: 14% 37b/95g 75°
Frame 14-16: 12% 37b/95g 75°
Begins partial invincibility on frame 11
Ends partial invincibility on frame 14
Duration: 46

Down Smash / D-Smash / Dsmash
Smash charge window on frame 4
Frame 7- 8: 12% 40b/ 73g 30°
Frame 7- 8: 10% 42b/ 57g 30°
Frame 22-23: 12% 40b/ 81g 30°
Frame 22-23: 10% 42b/ 75g 30°
Duration: 49

>

>>>> Air Moves / Aerials <<<<<
Neutral Air / N-Air / Nair
Frame 3- 4: 10% 40b/ 86g 361°
Frame 5-11: 7% 30b/100g 361°
Frame 12-25: 5% 30b/100g 361°
TotalDamage: 10%
Enables transition to Nair landing state (landing lag) on real frame 3
Cancels transition to Nair landing state (landing lag) on real frame 38
Landing Lag: 11
Duration: 44

Forward Air / F-Air / Fair
Frame 16-20: 15% 0b/ 90g 361°
Frame 16-20: 14% 0b/ 90g 270°
Frame 16-20: 14% 0b/ 90g 361°
Enables transition to Fair landing state (landing lag) on real frame 4
Cancels transition to Fair landing state (landing lag) on real frame 40
Landing Lag: 17
Duration: 44

Back Air / B-Air / Bair
Frame 11-11: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 11-11: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 17-17: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 17-17: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 25-26: 5% 30b/184g 54° 2.0-Hitlag
TotalDamage: 10%
Enables transition to Bair landing state (landing lag) on real frame 11
Cancels transition to Bair landing state (landing lag) on real frame 44
Landing Lag: 19
Duration: 55

Up Air / Up-Air / U-Air / Uair
Frame 5- 6: 12% 25b/100g 90°
Enables transition to Uair landing state (landing lag) on real frame 5
Cancels transition to Uair landing state (landing lag) on real frame 33
Landing Lag: 14
Duration: 38

Down Air / D-Air / Dair
Frame 26-26: [3%]x6 5b/ 80g 270° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 260° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 280° 1.1-Hitlag 1.5-SDI
Frame 40-39: [2.2%]x7 5b/100g 270° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 260° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 280° 1.1-Hitlag 1.5-SDI
Frame 41-41: 1% 60b/200g 40° 1.1-Hitlag
Frame 41-41: 1% 60b/200g 80° 1.1-Hitlag
TotalDamage: 34.4%
Enables transition to Dair landing state (landing lag) on real frame 14
Cancels transition to Dair landing state (landing lag) on real frame 50
Landing Lag: 28
Duration: 56

Down Air Landing
Frame 2- 2: 1% 100f/ 40w 361° Ground-Target-Only



>>>>>Grab and (Item) Throws <<<<<
Standing Grab
Frame 14-24: Grab
Enables state transition on real frame 45
Duration: 55

Dash Grab
Frame 11-21: Grab
Enables state transition on real frame 35
Duration: 67

Pivot Grab
Frame 10-19: Grab
Enables state transition on real frame 27
Duration: 64

Pummel
Frame 6- 6: 2% 100f/ 30w 361°
Enables state transition on real frame 16

Forward Throw / F-Throw / Fthrow
Frame 1-14: 7% 55b/ 66g 45°
Duration: 38

Back Throw / B-Throw / Bthrow
Frame 1- 2: 7% 55b/ 66g 45°
Duration: 42

Up Throw / Up-Throw / U-Throw / Uthrow
Frame 1-12: 5% 65b/ 43g 90°
Duration: 42

Down Throw / D-Throw / Dthrow
Frame 1-14: 4% 100b/ 25g 80°
Duration: 42

Item Ground Forward Throw
8 / 20

Item Ground Back Throw
7 / 20

Item Ground Up Throw
8 / 20

Item Groud Down Throw
7 / 18

Item Dash Throw
7 / 35

Item Air Forward Throw
8 / 20

Item Air Back Throw
7 / 20

Item Air Up Throw
8 / 20

Item Air Down Throw
8 / 18


>>>>>Special Moves<<<<<
Neutral Special (1): Egg Lay
Frame 21-24: Grab
Duration: 43
Opponent Break-Out Invincibility: 1-10

Egg Lay (throw attack)
Frame 1- 2: 7% 0b/100g (KO@ 276%) 361°

Neutral Special (2): Lick
Frame 14-19: 0% 100f/50w 45° Unblockable
Frame 21-23: 10% 50b/90g 30° 2.2-Hitlag
Duration: TBD

Neutral Special (3): Egg Launch
Frame 20-23: Grab
Duration: TBD

Egg Launch (throw attack)
Frame 1- 2: 10% 0b/100g (KO@ 202%) 361°

Egg Launch (ground)
Enables state transition on real frame 4

Side Special (1): Egg Roll (ground)
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Ground-Target-Only
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Aerial-Target-Only

Egg Roll (aerial)
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Ground-Target-Only
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Aerial-Target-Only

Side Special (2): Heavy Egg Roll (ground/aerial)
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Ground-Target-Only
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Aerial-Target-Only
Begins super armor on real frame 1

Side Special (3)
Light Egg Roll (ground/aerial)
Frame 1- 2: 4% 65b/70g (KO@ 433%) 80° 2.0-Hitlag

Up Special (1): Egg Throw
Enables state transition on real frame 4
Frame 15: Angle determined
Duration: 53
Latest Explosion: 60

Egg Throw (egg hit)
Frame 1- 2: 1% 20b/55g 70° 0.3-Hitlag

Egg Throw (explosion)
Frame 1- 3: 5% 60b/50g (KO@ 566%) 70° 0.3-Hitlag

Up Special (2): High Jump (ground)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16
High Jump (aerial)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16

UpSpecial(3): Timed Egg Throw (egg hit)
Frame 1- 2: 0% 0b/50g 361° 0.3-Hitlag Unblockable

Timed Egg Throw (explosion)
Frame 1- 4: 9% 60b/70g (KO@ 250%) 70° 1.5-Hitlag Fire

Down Special(1): Yoshi Bomb (ground)
Frame 7- 7: 4% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 15%(+10) 60b/72g 80° 0.7-Hitlag
Total Damage: 19%
Enables state transition on real frame 9
Duration: 73

Yoshi Bomb (aerial)
Frame 20-21: 12%(+10) 70b/68g 80° 0.7-Hitlag
Max Damage: 12%
Enables state transition on real frame 15

Yoshi Bomb Star
Frame 3-12: 4%(+6) 50b/40g 50°

DownSpecial(2) Star Bomb (ground)
Frame 7- 7: 3% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 4%(+10) 60b/72g 80° 0.7-Hitlag
Max Damage: 7%
Enables state transition on real frame 9
Frame 3- 9: 8%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 10-19: 6%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 20-27: 4%(+6) 50b/50g 40° 1.5-Hitlag Magic

DownSpecial(3) Crushing Bomb (ground)
Frame 19-20: 5% 100f/105w 95° 0.5-Hitlag Ground-Target-Only
Frame 51-52: 18%(+10) 84b/65g (KO@ 97%) 80° 0.7-Hitlag
Enables state transition on real frame 22

Star Bomb (aerial)
Frame 20-21: 4%(+10) 70b/68g (KO@ 429%) 80° 0.7-Hitlag
Max Damage: 4%
Enables state transition on real frame 15

Crushing Bomb (aerial)
Frame 34-35: 18%(+10) 84b/65g (KO@ 102%) 80° 0.7-Hitlag
Max Damage: 18%
Enables state transition on real frame 22

Final Smash:

Final Smash Tackle:
Frame 1- 2: 3% 90b/40g (KO@ 784%) 70° 0.5-Hitlag Unblockable

Final Smash Fire Cannon:
Frame 1-15: 18%(+10) 50b/87g (KO@ 108%) 55° Fire
Frame 16-35: 14%(+10) 50b/87g (KO@ 143%) 55° Fire
Frame 36-37: 12%(+10) 50b/85g (KO@ 173%) 65° Fire

Final Smash Fire Breath:
Frame 1- 5: 6% 15b/50g (KO@ 580%) 361° Fire
Frame 6-11: 4% 10b/50g (KO@ 801%) 361° Fire
Frame 12-13: 3% 5b/50g (KO@ 992%) 361° Fire

>>>>>Defensive Options<<<<<<
How to read:
Move's Name
Invincibility / Duration

Air Dodge
3-28 / 33
Landing Lag: 21

Spot Dodge
3-19 / 27

Forward Roll
4-23 / 43

Back Roll
4-23 / 43

Ledge Get-up
1-32 / 33

Ledge Attack
1-17 / 62 55
Hit: 20-21

Ledge Roll
1-21 / 49


>>>>Techs<<<<
Ground Tech
1-20 / 26

Tech Roll
1-20 / 40

>>>>Misc. Data<<<<
Dash:
14 (Shield: 15)


Foxtrot:
16 (Next Dash: 17)

Ground Jump:
6 (in Air: 7)


Double Jump Super Armor: 1-69

Air Time Short Hop: 42
Air Time Full Hop: 66
Air Time Perfect Full Hop Fast Fall: 48
Air Time Perfect Short Hop Fast Fall: 31
Earliest Fast Fall Short Hop: 22
Earliest Fast Fall Full Hop: 31

Soft Landing: 2
Hard Landing: 4
Air Dodge Landing: 21

COMING SOON:
- Get-up Options
- Techs
- Tripping
- Item Throws
- Specials
- Whatever you want ;)
 
Last edited:

Sinister Slush

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You'd think this would get at least SOME replies...
Anyways I kinda wanted to do side by side comparisons with a table for frame data from Brawl to Smash 4 to show the buffs nerfs and other side thangs, but wud rather ask if you wanted to do that or don't care.

Also by specials what else is missing? ALSO also, what's our shield damage for DownB really, I remember 15 being said a few months back, dantorin's thing has 20 and you're saying 10.
Which is it?
 
Last edited:

Yikarur

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Frame 7- 7: 4%
Frame 27-28: 15%(+10)
The whole grounded move does 29 Shield Damage. (Shield has 50 HP)
 
Last edited:

Regralht

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Shield damage for Fair and Egg Toss?

Edit: nvm. I didn't know how shield damage worked beforehand lol
 
Last edited:

GSM_Dren

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>>>>>Defensive Options<<<<<<
How to read:
Move's Name
Invincibility / Duration

Air Dodge
3-28 / 33
Landing Lag: 21

Spot Dodge
3-19 / 27

Forward Roll
4-23 / 43

Back Roll
4-23 / 43

Ledge Get-up
1-32 / 33

Ledge Attack
1-17 / 62
Frame: 20-21

Ledge Roll
1-21 / 49
Thank you!, just what I've been looking for. Any data from Ledge Jumping? Seems like Ledge-get up is one of the safest options from the ledge.
 

Sinister Slush

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Ledge Get up has like 31 frames of invincibility for everyone. Our ledge roll is our worst one still of course, attack and Jump are ok but I find myself seeing ledge get up more safer over just ledge attack since they can just shield and punish.
 

YoshiYoshi

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Nice work. I've been going by these numbers for quite some time, but something has me off...

Does D-air really come out on frame 26? I thought it did, but it seems a lot slower than I've been witnessing. By those numbers, D-air is three frames slower than Megamans and is the slowest aerial in the game, but the move seems to start up a lot faster than that.

I'd really like to know if that is the actual number or not.
 
Last edited:

noft

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did they make this game using 3d rendered sprites? if so is that how u get ur frame data? or is it just timed? if what im thinking is correct couldnt we figure out how many sprites are used for each action? im pretty sure smash 4 runs at 60fps and that most animations arnt actually animated for 60 whole frames more so looped to create the effect. itd be nice to break it down that way. im only asking bcuz i didnt even consider thinking about the game from a game designer and programmer perspective having some type of knowledge how things are done with engines, after seeing the latest out of shield options by TL i remembered about game engines and how the programs process lines of code.
 
Last edited:

Masonomace

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Yo that Doublejump armor frame data is mad helpful. I tested for Yoshi's Doublejump Air Time:
:4yoshi:
Doublejump Air Time: 86 frames

Kinda neat that Yoshi's only vulnerable for 17-ish frames. There's also a good amount of frame data for every character including Yoshi found here.
 

Masonomace

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Yikarur Yikarur Here's some extra frame data. Double check for confirmation is always appreciated if you want:

Dash to Neutral: 26 total frames
Dash to Shield: 14 total frames (I see you already have this)

Floor Getup: Invincibility= 1 - 22 | 29 total frames
Floor Forward roll: Invincibility= 1 - 14 | 35 total frames
Floor Back roll: Invincibility= 1 - 26:shades: | 35 total frames
 
Last edited:

Yikarur

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I'll have to update this post at some point. I have a lot more data than this. Thanks for your help :)
 

Masonomace

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Oh yeah, forgot to add this but I don't feel like editing my previous post:

Floor Front Attack: Intangibility 1-13 (Hitbox Active: 14-15 and 24-25) | Total Frames: 45

I didn't finish testing the Floor Back Attack, but it has the same Intangibility as the Front one, so 1-13 Intangibility. And I think Back has the same amount of total frames as the Front. Didn't test it though.
 

100AngryTurtles

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Is it possible that Yoshi's Double Jump super armor is actually heavy armor? Just through play it feels like some moves go through my armor when I am at high percents.
 

Masonomace

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Hey Yikarur Yikarur (sorry for tag), I noticed the Air Time Perfect Short Hop Fast Fall you have is frame 31. So I was labbing this since I found Shulk's air times with fast falling, & noticed that Yoshi lands on the floor at frame 31, so should it be 30 frames of PSHFF Air Time?

EDIT: I labbed the other Air Times involving fast fall & I get the same results except for Perfect Shop Hop Fast Fall's Air Time.
 
Last edited:

Masonomace

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So uhh, I was just doing frame skipping for Yoshi's egg shield & realized that it's not the same universally with every character.

Egg Shield
Frame 1-3 is the power shield window like everyone's (Yet this is where it starts getting a bit different).
Frame 4-9 is the locked into shield window [9 frames minimum]
Frame 10-16 is the shield drop lag [7 frames minimum]
Frame 17 is the first actionable frame
 
Last edited:

Pixel_

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So uhh, I was just doing frame skipping for Yoshi's egg shield & realized that it's not the same universally with every character.

Egg Shield
Frame 1-3 is the power shield window like everyone's (Yet this is where it starts getting a bit different).
Frame 4-9 is the locked into shield window [9 frames minimum]
Frame 10-16 is the shield drop lag [7 frames minimum]
Frame 17 is the first actionable frame
Wait. Yoshi can leave his shield 2 frames before every other character? Add to this thread too pls: http://smashboards.com/threads/yoshis-imperfect-shield.434033/
 
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