Young Link Hitboxes and Frame Data

standardtoaster

Tubacabra
Moderator
Joined
Nov 26, 2009
Messages
9,259
Location
Eau Claire, Wisconsin
#1
Images Compiled and Edited by standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.


Attack11 | Jab 1

Total: 23
Hit: 6-8
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Attack12 | Jab 2

Total: 22
Hit: 6-7
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Attack13 | Jab 3

Total: 50
Hit: 6-10
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Attack100Start | Rapid Jab Startup

Total: 7
This forced 7 frames occurs before the rapid jab loop occurs.
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Attack100 | Rapid Jab

Total: 35
Hit: 3-4, 10-11, 17-18, 24-25, 31-32
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Attack100End | Rapid Jab End

Total: 11
This forced 11 frames occurs after the rapid jab ends.
______________________________________________

AttackS3S | Forward Tilt

Total: 33
Hit: 11-13
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AttackLw3 | Down Tilt

Total: 40
Hit: 14-16
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AttackHi3 | Up Tilt

Total: 30
Hit: 9-15
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AttackDash | Dash Attack

Total: 54
Hit: 7-12
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AttackS4S | Forward Smash

Total: 50
Hit: 15-17
Charge Frame: 10
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AttackS4S2 | Forward Smash 2

Total: 40
Hit: 10-13
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AttackHi4 | Up Smash

Total: 60
Hit: 11-14, 26-28, 40-44
Charge Frame: 4
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AttackLw4 | Down Smash

Total: 50
Hit: 9-12, 21-23
Charge Frame: 4
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AttackAirN | Neutral Air

Total: 40
Hit: 4-27
Auto-Cancel: <4 30>
Landlag: 15
L-Canceled: 7
______________________________________________
AttackAirF | Forward Air

Total: 55
Hit: 14-32
Auto-Cancel: <1 47>
Landlag: 15
L-Canceled: 7
______________________________________________

AttackAirB | Back Air

Total: 40
Hit: 6-9, 18-23
Auto-Cancel: <1 29>
Landlag: 15
L-Canceled: 7
______________________________________________

AttackAirHi | Up Air

Total: 70
Hit: 5-50
Auto-Cancel: <5 55>
Landlag: 30
L-Canceled: 15
______________________________________________

AttackAirLw | Down Air

Total: 90
Hit: 13-65
Auto-Cancel: <13 65>
Landlag: 50
L-Canceled: 25
______________________________________________

Catch | Grab

Total: 85
Grab: 10-13
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CatchDash | Dash Grab

Total: 95
Grab: 13-16
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SpecialNStart | Arrow Startup

Total: 13

This forced 13 frames occurs before firing an arrow.
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SpecialNEnd | Arrow Firing

Total: 25
______________________________________________

SpecialHi | Spin Attack

Total: 80
Hit: 8-42
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SpecialAirHi | Aerial Spin Attack

Total: 80
Hit: 8-13, 16-21, 22-27, 31-37, 46-50
______________________________________________

SpecialLw | Bomb Pull

Total: 40
Bomb pulled out on frame 16.
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SpecialS1 | Boomerang Throw

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SpecialS2 | Boomerang Catch

This forced 20 frames occurs when you catch the boomerang.
______________________________________________

EscapeN | Spot Dodge

Total: 22
Invincible: 2-15
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EscapeF | Forward Roll

Total: 38
Invincible: 4-20
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EscapeB | Backward Roll

Total: 38
Invincible: 4-20
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EscapeAir | Air Dodge

Total: 50
Invincible: 4-30
______________________________________________

AirCatch | Tether

Total: 60
Hit: 9-18

Miscellaneous

Jump startup: 4 frames, airborne on frame 5

Air time: 51
Earliest FF: 25
FF air time: 40

SH Air time: 32
Earliest FF: 15
SH FF air time: 21

Landing lag: 4 frames

Dash becomes run at frame 13

Run turnaround: 34
 

rhan

Smash Hero
Joined
Aug 16, 2007
Messages
6,107
Location
SoVA 757
#2
Please instant sticky!

Also don't forget the bomb/boomerang/dodges.



Great job though buddy! This makes me very happy to see. :)

Edit: Oh you wasn't done.. :laugh:
 

choknater

Smash Obsessed
Joined
Dec 25, 2002
Messages
27,292
Location
Modesto, CA
NNID
choknater
#12
wow, uair is 5 frames? that's quite fast. thanks for this

does anyone kno if it is possible for ylink to bomb jump recovery? if so i'd like to know which bubble the bomb has to hit on his up-B...
 

rhan

Smash Hero
Joined
Aug 16, 2007
Messages
6,107
Location
SoVA 757
#13
He can't. The only way to "Bomb jump" is to just hold on to the bomb as it explodes on you after a up B. And the bomb fuse is long so it's situational.

There might be a way to try dropping the bomb then using Nair/Dair to hit it but that might just put one in a worse position.
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
#15
Grounded Bomb Pull Animation: 40 Frames
Forward Light Toss (Hitting just A): 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air
Forward Smash Toss (Smash stick + A): 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
Upwards Light Toss: 19 Frames total. On the 10th frame, the bomb hitbox is out and the item is in the air.
Upwards Smash Toss: 19 Frames total. On the 10th frame, the bomb hitbox is out and the item is in the air.
Downards Light Toss: 19 Frames total. On the 6th frame, the bomb hitbox is out and the item is in the air.
Downards Smash Toss: 19 Frames total. On the 6th frame, the bomb hitbox is out and the item is in the air.

Aerial Bomb Pull Animation: 39 Frames
Aerial Forward Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
Aerial Backwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
Aerial Upwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.
Aerial Downwards Item Throw: 19 Frames total. On the 7th frame, the bomb hitbox is out and the item is in the air.


Fun Fact: If you shield roll all the way to the edge of a platform(having your back towards the edge), you can throw a bomb downwards without hitting yourself. However, if you face TOWARDS the ledge and throw a bomb downwards, you will hit yourself.
 

zZz

Smash Apprentice
Joined
Jan 17, 2011
Messages
167
Location
Memphis, TN
#17
Fun Fact: If you shield roll all the way to the edge of a platform(having your back towards the edge), you can throw a bomb downwards without hitting yourself. However, if you face TOWARDS the ledge and throw a bomb downwards, you will hit yourself.
I'm going to use this.
 

melee43vr

Smash Rookie
Joined
Feb 8, 2010
Messages
20
Location
MN
#18
hey thx a lot for doing this. i would like you to investigate one thing with the boomerang if it isnt too much trouble. after throwing the boomerang there is a number of frames that if you get hit it disappears even though he has already thrown it out . it can get maybe a platforms distance away and if you get hit it during that time it disappears but id like to see how many frames it is.
 

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,227
Location
Texas
3DS FC
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NNID
Sorastar9
#22
Young link is so awesome. Who cares about how weak his attacks are? Much more agile, and strong chars are useless against him if you can't hit him. Besides, he has several kill moves :grin:
 

Jimmology

Smash Cadet
Joined
Sep 1, 2014
Messages
51
Location
Pennsylvania
#25
Could anyone point out to me where the meteor smash hit box is located on the down air? I was thinking it was just the middle and top hit boxes but I'm not sure.
 

pants name guy

Smash Apprentice
Joined
Jul 2, 2014
Messages
86
Location
East coast
3DS FC
5386-7849-1985
#26
Could anyone point out to me where the meteor smash hit box is located on the down air? I was thinking it was just the middle and top hit boxes but I'm not sure.
The top hitbox is the meteor smash. It's really weird and hard to land. I suppose if you have a fox above you, then you can dair underneath him and let him fall onto the meteor, but actually getting a kill like that requires really difficult positioning and is really situational. Armada did it to hbox in CEO losers finals, I believe.

What I need to know is the difference between the other two hitboxes. I've been experimenting with dair in training mode and I know one kills earlier than the other but i can't tell which. At 62%, ground level bomb to down air at full hop height sometimes kills training mode puff at 62%, but sometimes doesn't come close. Can anyone explain all the hitboxes to me?
 
Joined
Feb 10, 2008
Messages
6,167
Location
Spokane, WA
#31
So I'm super confused by something.

This is the frame data I found on Y. Link's nair:

Total: 39
Hit: 4-27
IASA: 36
Auto cancel: <3 32>
Landlag: 15
Lcanceled: 7

--Initial hit--
Shield stun: 13
Shield hit lag: 6
Advantage: 0

--Sex Kick--
Shield stun: 9
Shield hit lag: 4





Isn't the shield advantage wrong? If you have 7 frames of landing lag and put them in shieldstun for 13 frames, if you're frame perfect (land nair the frame before you hit the ground) you should have a 6 frame advantage, right?

Sure, there's 6 frames of shield hit lag, but both characters suffer that.
 

Sycorax

Smash Ace
Joined
Jul 7, 2014
Messages
501
Location
Atlanta, GA
#32
So I'm super confused by something.

This is the frame data I found on Y. Link's nair:

Total: 39
Hit: 4-27
IASA: 36
Auto cancel: <3 32>
Landlag: 15
Lcanceled: 7

--Initial hit--
Shield stun: 13
Shield hit lag: 6
Advantage: 0

--Sex Kick--
Shield stun: 9
Shield hit lag: 4





Isn't the shield advantage wrong? If you have 7 frames of landing lag and put them in shieldstun for 13 frames, if you're frame perfect (land nair the frame before you hit the ground) you should have a 6 frame advantage, right?

Sure, there's 6 frames of shield hit lag, but both characters suffer that.
These frame data threads are notoriously wrong when it comes to shield stuff. YL's clean nair does 7 frames of shield hitlag and 7 frames of shieldstun. If you land the frame after hitlag ends, your opponent will go through 7 frames of shieldstun at the exact same time that you have 7 frames of landing lag. You will both be actionable on the same frame and thus have an advantage of 0.
 
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