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Data Yoshi 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 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|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
|Jab|4|5|4|8/38|[50,60]|2|3|15|18|-13|-12
|Jab 2|6|17|5|25/100|361|2|3|15|---|-12|0
|F-Tilt (High)|13|24|7|40/80|[80,70,60]|5|3|22|30|-17|0
|F-Tilt (Mid)|12|24|7|40/80|[80,70,60]|5|3|22|30|-17|0
|F-Tilt (Low)|11|23|6|40/80|[80,70,60]|5|3|22|30|-18|-1
|U-Tilt|[9,7]|[24,23]|[6,5]|36/[112,109]|90|5|6|25|20|[-24,-25]|[-6,-7]
|D-Tilt|10|33|6|0/100/100|28|7|3|14|24|-10|17
|Dash Attack|[11,7]|16(13)|6(5)|15/100|361|9|14|21|42|-28(-29)|-18(-21)
|F-Smash|17|45|8|32/98|361|14|3|40|45|-34|3
|U-Smash|16|24|8|26/101|75|11|6|28|41|-25|-9
|D-Smash|14,13|29,26|7|50/80,50/64|30|7|3[11]2|28|---|-22|-3
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
|N-Air|[14,10]|[18,9]|[7,6]|[15,0]/100|361|2|31|15|15/7/4|45|<3,>35|[-8/0/3]~[-9/-1/2]
|F-Air|17|23|8|30/80|270|15|3|29|21/10/4|44|<7,>35|-13/-2/4
|B-Air|7,6,5,4|11, 15, 26|5,4|10 ,20, 50/100|60|9|3[3]3[4]3[2]3|10|15/7/4|---|<10,>33|-11/-3/0
|U-Air|13|21|7|25/100|90|4|2|39|19/9/4|39|<5,>37|-12/-2/3
|D-Air|3*13,2|7,8|4|5/[90,102]|270|15|1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1[1]1|18|24/12/4|53|<2,>49|-20/-8/0
Jab - SDI multiplier 1.2x
Dash Attack - Fresh (Sour Spot)


Specials [SPC]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Egg Lay|Neutral-B|1, 13|32|7|60/80|20|16|2|22|---|-16|9
Egg Roll|Side-B|4~12, 5|20|4|50/70,43/54|80|11|1[12]2|17|---|-14|2
Egg Throw|Up-B|1, 8|9,10|3,5|20/40|70|16|---|37|---|-32|-27
Yoshi Bomb|Down-B|4, 16(+10), 4|29, 35, 30|4, 8, 4|0/85/100, 50/100, 40/50|70, 80, 50|4|2[18]2|40|---|-33(-37)|-6(-11)
Egg Throw - 0.3x Hitlag Multiplier
Yoshi Bomb - (Star Hit Advantage)


Grabs & Throws [GRB]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
|Z|---|---|---|---|---|16|11|52|63|---|---
Dash Grab||---|---|---|---|---|11|11|48|63|---|---
Pivot Grab||---|---|---|---|---|9|11|16|---|---|---
|Pummel|3|15|---|0/30/100|80|5|1|18|---|---|---
|F-Throw|7|20|---|40/66|40|18|1|21|---|---|---
|B-Throw|7|20|---|40/66|40|18|1|25|---|---|---
|U-Throw|5|28|---|65/43|90|11|1|25|---|---|---
|D-Throw|6|37|---|90/25|80|13|1|30|---|---|---

Ledge & Wake Up Attacks [LDG]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
|F-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|12|2[4]2|30|---|-26|4
|B-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|13|2[9]2|24|---|-20|10
|Trip|5(+1), 5(+1)|35|4|80/50|361|18|2[5]2|23|---|-20|11
|<100%|7|31|5|70/50|361|19|5|32|---|-31|-5
|>100%|11|32|6|70/50|361|33|5|32|---|-27|-1

Miscellaneous [MSC]
Move Name|Intangible|Recovery
Ledge Climb|30|4
Ledge Climb Slow|55|5
Ledge Roll|22|28
Ledge Roll Slow|60|20
Ledge Jump|14|26
Ledge Jump Slow|26|24
Trip|6|24 (+22)
Ground Trip|6|34 (+22)
Turning Trip|7|29 (+22)
Dashing Trip|8|38 (+22)
Trip Roll|10|19
(+22) Recovery represented by getting up from being tripped.

Move Name|Startup|Intangible|Recovery
Spot Dodge|1|13|8
Air Dodge|3|26|21
Forward Roll|3|19|16
Back Roll|3|19|16
Shield|7|---|16

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
OpenSA2
Brawl Box
 

BrownYoshi

Smash Rookie
Joined
Jan 17, 2014
Messages
7
Location
Nashville, TN
I think I may be confused on how the Startup frames listing works, so I want to make sure.
I did some frame testing recently and Yoshi's jab hitbox starts on frame 3. Yoshi's egg toss's hitbox for the egg starts on frame 18.
Yet this list shows frame 2 for jab and 16 for egg toss on startup.
I noticed you said it's the time it takes for the character to enter a state where the attack actually hits, so is Startup supposed to be the number of frames until the first hitbox (not counting the first hitbox frame)?
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
I think I may be confused on how the Startup frames listing works, so I want to make sure.
I did some frame testing recently and Yoshi's jab hitbox starts on frame 3. Yoshi's egg toss's hitbox for the egg starts on frame 18.
Yet this list shows frame 2 for jab and 16 for egg toss on startup.
I noticed you said it's the time it takes for the character to enter a state where the attack actually hits, so is Startup supposed to be the number of frames until the first hitbox (not counting the first hitbox frame)?
Yes, you are correct, esp the last sentence.
 

Ponkapa

Smash Cadet
Joined
Mar 22, 2014
Messages
72
I probably should have looked more on smashboards before I just went and tested it all myself, heh. Either way, I'm curious, the recovery frames on throws - I'm assuming you used a Weight 100 character for the test?
 
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