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R.I.P. Kjell Anders "Nappy" Peterson.

Black_Heretic

Smash Lord
Joined
Apr 22, 2008
Messages
1,895
Location
Norcal
I'm sad you guys. Snake boards are losing their charm...

Everybody I knew and loved in this thread has gone away or doesn't play anymore.

SuSa is gone, Velox is gone, Ken is gone, EY stopped playing/is rarely seen, Nappy doesn't post nearly as much, Syx only shows up every once in awhile and doesn't even play. Even Fence doesn't play anymore. I know there are more people that just went away too.

I miss the days where I was the newbie that just got out of lurking. T_______T
I'm still around a lot, just been busy with mah muzik these last few weeks

<3 the good old days though
 

Zajice

BRoomer
BRoomer
Joined
Feb 5, 2009
Messages
11,167
Location
Equestria
I just checked and the first post I made in this thread was on page 9.

This thread has gone faaaaaaar since then.
 
Joined
Jun 8, 2009
Messages
18,990
We reached page 665 O_O

I'm suggesting a PSA dedicated to Susa.

It's called............... Snake
No it's not the SSBB Snake you know it's different--ish. This Snake dedicated to Susa does NOT use heavy weapons but he'll be using light weapons like handguns stuff:

Changes:
Neutral B: Handgun (Falco's blaster--> SOCOM (w/o silencer)
(Falco's laser shot-->Color yellow)
Side B: Machine gun (Super scope--> Machine gun)
Down B: Flash grenade (Indigo colored grenade)
(Enemy gets stunned by explosion)
F-smash: Unknown
D-smash: Unknown
U-smash: Unknown
N-air: Like Captain Falcon's
D-air: Like Captain Falcon's
 

Zajice

BRoomer
BRoomer
Joined
Feb 5, 2009
Messages
11,167
Location
Equestria
I purposely leave it on default in order to claim certain pages.


Like I plan to claim page 1000 when it rolls around.
 

Zajice

BRoomer
BRoomer
Joined
Feb 5, 2009
Messages
11,167
Location
Equestria
O hay. That's coming up next. 5 more posts left on this page after this one. Better keep a watchful eye.
 

Underload

Lazy
Joined
Nov 1, 2008
Messages
3,433
Location
Morrison, Colorado
Top 16 posters:

  1. SuSa - 897
  2. Zajice - 782
  3. Underload - 667
  4. __crystal____ - 561
  5. Black_Heretic - 560
  6. IxxI - 506
  7. -NaPPy - 487
  8. etecoon - 372
  9. Tennet - 365
  10. Darkshadow7827 - 343
  11. Ken Neth - 316
  12. Eternal Yoshi - 296
  13. nsm - 296
  14. berserker01 - 241
  15. Yumewomiteru - 199
  16. xLeafybug =D - 198
 

napZzz

Smash Hero
Joined
Mar 4, 2008
Messages
5,294
Location
cg, MN
hmmm I'm off to a local tourney today. Gonna try to get some vids up of my snake so you can see what its like to be flashy for no ****ing purpose....:p
 

Turazrok

Smash Master
Joined
Aug 10, 2009
Messages
4,133
Location
LA
So that's why you guys don't realize I'm here. Also Berk, Ran is on our PR. That's kind of good. T_T I'm so ninja ^
 

IxxI

Smash Fence
Joined
Mar 24, 2008
Messages
2,147
Location
Berkeley, CA
I'm sad you guys. Snake boards are losing their charm...

Everybody I knew and loved in this thread has gone away or doesn't play anymore.

SuSa is gone, Velox is gone, Ken is gone, EY stopped playing/is rarely seen, Nappy doesn't post nearly as much, Syx only shows up every once in awhile and doesn't even play. Even Fence doesn't play anymore. I know there are more people that just went away too.

I miss the days where I was the newbie that just got out of lurking. T_______T
You were the greatest new person ever.

Wow, Velox is gone. Where is he? Did I miss something?
 

napZzz

Smash Hero
Joined
Mar 4, 2008
Messages
5,294
Location
cg, MN
velox just......leaves for long amounts of time then comes back for shorter and shorter periods. its weird
 

xLeafybug =D

Smash Master
Joined
Mar 22, 2009
Messages
3,385
Location
Brampton, ON, Canada
LOL. I'm changing my clan tag to IxxI when I go back on MW2.

The vast majority of those posts are from over the summer, with the exception of Yume, who I don't remember exactly when he got here.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
I'm Caught in a MESS of tangents and such and will update this when I can. Until then here you go.

Hi. This was collected thanks to Phantom Wings' PSA and Brawlbox. Awesome programs.

Note that this is both frame and hitbox data.

Snake's data

Index: Try using Control + F to find the section you are looking for.

Attacks
Grab and Throws
Specials
Movement
Dodges and Rolls
Etc.

Attacks


Note: The values for Shield damage, Direction Angle, Knockback growth, and Knockback Base are in Hexadecimal.

Pivot point refers to the pivot point of their feet.

If you see more than one value, it means that there is more than 1 hitbox.
The data corresponding to them is/ or will be color coded.

Jab 1

Base Damage - 4
Base Knockback - 0
Knockback gain - 64
Shield Damage – 1E/1E/14
Hitbox comes out at frame - 3
First IASA Frame – 6(for jab2 only)/16 (for everything else)
Direction -169/50/58
Total frames - 23
Miscellaneous – Despite Jab 2 coming out a frame faster, ftilt is more flexible and does more damage.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) – N/A
Hitlag multiplier – x1
SDI potential – x1(normal)

Jab 2(Not counting from the first)

Base Damage: - 3
Base Knockback - 0
Knockback gain - 64
Shield Damage - 14
Hitbox comes out at frame - 4
First IASA Frame – 6(jab 3 only)
Direction - 169
Total frames - 25
Miscellaneous – You can’t interrupt this move with anything else. Pressing A will only result in Jab 3, regardless of whether you move the analog stick or not.
Hitbox duration - 2
Landing Lag – N/A
Tripping rate(If any) - N/A
Hitlag multiplier – x1
SDI potential – x1

Jab 3(Not counting from the other two)

Base Damage: - 7
Base Knockback – 3C
Knockback gain - 73
Shield Damage - 0
Hitbox comes out at frame – 10
First IASA Frame – 47
Direction - 169
Total frames - 51
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Ftilt(Knee hit)

Base Damage: - All 8
Base Knockback – 32/32/1E
Knockback gain – 4B/64/4B
Shield Damage – 14(only the hitbox that launches you)
Hitbox comes out at frame - 4
First IASA Frame – 11(for ftilt 2 only)
Direction – 113(only the hitbox that launches you), 169
Total frames - 32
Miscellaneous – Only one of the hitboxes will launch you. That hitbox is IN one of the hitboxes that flinches you. Odd.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Ftilt 2
Base Damage: - 12/10/9/9
Base Knockback – All 37
Knockback gain – All 50
Shield Damage - 0
Hitbox comes out at frame - 6
First IASA Frame - 31
Direction - 169
Total frames - 46
Miscellaneous –
Hitbox duration - 6
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1

Utilt

Base Damage: - 13 for strong hitboxes, 12 for weak hitboxes.
Base Knockback – 37 for strong hitboxes, 2D for soft hitboxes
Knockback gain – All 5F
Shield Damage – All 0
Hitbox comes out at frame - 6
First IASA Frame – N/A
Direction – 5F for strong hitboxes, 54 for soft hitboxes
Total frames - 38
Miscellaneous – This has a lot of hitboxes.(6) No wonder it has a lot of range.
Hitbox duration – 8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Dtilt

Base Damage: - All 10
Base Knockback – All 32
Knockback gain - 64/6E/64/64
Shield Damage – All 0
Hitbox comes out at frame - 6
First IASA Frame - 35
Direction – 50/4B/46/46
Total frames - 43
Miscellaneous -
Hitbox duration - 4
Landing Lag -
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1

Dash Attack

Base Damage: - 11/9/8/6
Base Knockback – 32 for strong hitboxes, 28 for weak hitboxes
Knockback gain – All 55
Shield Damage – All 0
Hitbox comes out at frame – 5 for strong hitboxes, 7 for soft hitboxes
First IASA Frame – 2 for Mortar only
Direction – 41 for strong hitboxes, 6E for soft hitboxes
Total frames - 42
Miscellaneous – Snake’s arms and shoulders are intangible when the hitboxes are out.
Hitbox duration -8 for strong hitboxes, 6 for soft hitboxes
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

All Smashes are uncharged.

Forward Smash

Base Damage: - 22
Base Knockback - 64
Knockback gain – 3C
Shield Damage - 0
Hitbox comes out at frame - 41
First IASA Frame – N/A
Direction - 169
Total frames - 81
Miscellaneous – The rocket launcher appears at frame 6.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1


Up Smash
Base Damage: - 4(The Mortar Launcher),10(Mortar Shell)
Base Knockback – 0(The Mortar Launcher),5A(Mortar Shell)
Knockback gain – 64(The Mortar Launcher),43(Mortar Shell)
Shield Damage – 78(The Mortar Launcher),0(Mortar Shell)
Hitbox comes out at frame – 11(The Mortar Launcher), 29, (The Mortar Shell)
First IASA Frame -
Direction – 60(The Mortar Launcher),41(Mortar Shell)
Total frames - 53
Miscellaneous – Thanks to Kirk for the offset data for Snake’s Mortar Shell.
A lot of shield damage on the mechanism. It only hits foes on the ground.
Hitbox duration – 2(The Mortar Launcher),1(Mortar Shell)
Tripping rate(If any) – 0%
Hitlag multiplier – x1 Both
SDI potential – x1 Both

Down Smash
Base Damage: - All 14
Base Knockback – All 5A
Knockback gain – All 3A
Shield Damage – All 0
Hitbox comes out at frame – minimum of 55 frames after planting
First IASA Frame – N/A
Direction – All 58
Total frames – 78 for Planting
Miscellaneous – There are 3 hitboxes that are located at 3 different places that have the same parameters.
The click sounds is at frame 34.
Hitbox duration - All 1
Tripping rate(If any) – All 0%
Hitlag multiplier – All x1
SDI potential – All x1

Nair
Base Damage: -
1st kick 6
2nd kick 5
3rd kick 4
Last kick 13
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 2D
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 5F
Shield Damage –
1st kick 5/28
2nd kick 5/28
3rd kick A/46
Last kick 0
Hitbox comes out at frame –
1st kick 10
2nd kick 22
3rd kick 34
Last kick 44
First IASA Frame – N/A
Direction –
1st kick 78/3C/64/4B
2nd kick 78/3C/64/4B
3rd kick 104/118/64/4B
Last kick 169
Total frames - 68
Miscellaneous -
Hitbox duration – All except the last kick 4, the last kick 3
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel window – Frame 50

Fair
Base Damage: - 14/15
Base Knockback – All 28
Knockback gain – All 64
Shield Damage –All 0
Hitbox comes out at frame - 23
First IASA Frame – N/A
Direction – 50/10D
Total frames - 70
Miscellaneous – 10D = spike
Hitbox duration - 4
Landing Lag - 30
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 63

Uair
Base Damage: - 14 for strong hitboxes, 10 for soft hitboxes
Base Knockback – 28 for strong hitboxes, 10 for soft hitboxes
Knockback gain – 5f for strong hitboxes, 64 for soft hitboxes
Shield Damage – All 0
Hitbox comes out at frame - 10
First IASA Frame – N/A
Direction – 50 for strong hitboxes , 46 for soft hitboxes
Total frames - 48
Miscellaneous -
Hitbox duration -14 for strong hitboxes, 11 for soft hitboxes
Landing Lag - 22
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
Auto-Cancel Window – Frame 36

Dair
Base Damage:
1st kick 6
2nd kick 5
3rd kick 5
Last kick 12
Base Knockback –
1st kick 0
2nd kick 0
3rd kick 0
Last kick 32
Knockback gain –
1st kick 64
2nd kick 64
3rd kick 64
Last kick 6E
Shield Damage –
1st kick 32
2nd kick 3C
3rd kick 50
Last kick 0
Hitbox comes out at frame –
1st kick 3
2nd kick 14
3rd kick 25
Last kick 36
First IASA Frame – N/A
Direction –
1st kick 10A/50/50
2nd kick 10A/50/50
3rd kick 10A/50/50
Last kick 169
Total frames - 60
Miscellaneous -
Hitbox duration – All kicks 2
Landing Lag - 30
Tripping rate(If any) – 0
Hitlag multiplier –All x1
SDI potential – All x1
Auto-Cancel Window – Frame 63

Bair
Base Damage: - 16/14 for strong hitboxes 10 for weak hitboxes
Base Knockback – 28 for strong hitboxes, 19 for weak hitboxes
Knockback gain – 5A for strong hitboxes, 64 for weak hitboxes
Shield Damage - 0
Hitbox comes out at frame - 7
First IASA Frame – N/A
Direction – All 169
Total frames - 43
Miscellaneous – Strange how the auto-cancel window is specified at frame 63 even though the attack is over before that.
Hitbox duration - 20
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1
Auto Cancel Window – N/A

Grab & Throws


Grab

Grab hitbox appears at – Frame - 8
Duration - 2
Total Frames - 30

Dash Grab

Grab hitbox appears at – Frame - 11
Duration – 2
Total Frames – 40

Pivot Grab

Grab hitbox appears at – Frame - 9
Duration – 2
Total Frames – 30

Grab Attack/Choke
Base Damage: - 2
Base Knockback – 0
Knockback gain – 64
Shield Damage - 28
Hitbox comes out at frame -
First IASA Frame – N/A
Direction – 169
Total frames - Depends on your opponent.
Miscellaneous – Lighter characters = faster choking.
Hitbox duration - 1
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1

Down Throw
Base Damage - 12
Direction -10E
Base Knockback – 4B
Knockback Gain – 1E
Total Frames – 60
Miscellaneous – The opponent is free at Frame 59.

Up Throw
Base Damage - 10
Direction – 5A
Base Knockback - 44
Knockback Gain – 3C
Total Frames – Varies by victim
Miscellaneous –

Back Throw
Base Damage - 9
Direction - 28
Base Knockback - 41
Knockback Gain – 41
Total Frames – Varies by victim
Miscellaneous – Will make you change direction.

Forward Throw
Base Damage - 9
Direction - 28
Base Knockback – 3C
Knockback Gain – 41
Total Frames – Varies by Victim
Miscellaneous –

Specials

This is a problem. All of Snake’s specials use articles(props), and PSA has issues with those. Thanks to Kirk, the Nikita,C4,Mine, and Cypher’s hitbox data were found.

Grenade
Total Frames
Pulls Pin at 10
Duration
Finishes Pin Pulling animation at 24
Duration of throws
Close Grenade Throw - 26
Normal Grenade throw - 28
Far Grenade Throw - 32
Miscellaneous – The grenade data is not in FitSnake.pac. I think it’s in the common3.pac file.
Maybe I can use Kirby Snake’s file.

Cypher
Pulls out Cypher at frame 4
Becomes a projectile at frame - 110
Base Damage: - 6
Base Knockback – 0
Knockback gain – 64
Shield Damage – 5A
Hitbox comes out at frame - 29
First IASA Frame – 47
Direction – 169
Total frames - 119
Miscellaneous – The cypher appears to be an active hitbox until it explodes or disappears.
Hitbox duration – See above.
Landing Lag – No change. Just a different sound effect when landing.
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1


Nikita Missile
Total Frames
Missile Comes out at - 43
Launching Nikita - 48 frames
Canceling Nikita - 34 frames
Base Damage: - 7(Weak Missile)/14(Strong Missile)
Base Knockback – 2D(Weak Missile)/4B(Strong Missile)
Knockback gain – 5A(Weak Missile)/46(Strong Missile)
Shield Damage – Both 0
Hitbox comes out at frame – When the Missile makes contact.
First IASA Frame – N/A
Direction – Both 32
Total frames - Variable
Miscellaneous – There isn’t any specification in PSA stating how long the hitbox lasts.
Hitbox duration – See above.
Tripping rate(If any) – Both 0
Hitlag multiplier – Both x1
SDI potential – Both x1


C4(planting)
Total Frames
On the ground - 44
In the air - 33
Ground Sticky 32
Air Sticky 33
Click Sound at frame 22 on ground
Click Sound at Frame 12 in the air
C4 comes out at frame 15 in the air
C4 comes out at frame 9 for air sticky
C4 comes out at frame 21 on the ground
C4 comes out at frame 11 for ground sticky

C4(Detonation)
Base Damage: - 17
Base Knockback – 28
Knockback gain – 5A
Shield Damage - 0
Hitbox comes out at frame - 29
First IASA Frame – 40
Direction – 50
Total frames - 45
Miscellaneous –
Hitbox duration - 3
Landing Lag – N/A
Tripping rate(If any) – 0
Hitlag multiplier – x1
SDI potential – x1
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Part 2


Movement


Dash
15 until first step

Skid
Total frames 24
First IASA frame at frame 13

Crouch
IASA Frame at frame 3
Total Frames 8

Exit Crouch
First IASA Frame 3
Total Frames 10

Rolls and Dodges


Shield
First IASA frame at frame - 2

Front Roll dodge
Invincibility Frames begin at frame - 4
Duration – 14
Total Frames - 36
Note: Will make you face backwards.

Back Roll dodge
Invincibility Frames begin at frame - 4
Duration - 16
Total Frames - 34

Air Dodge
Invincibility Frames begin at frame - 4
Duration - 26
Total Frames - 40

Tech
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames - 27

Front Tech Roll
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames – 41

Back Tech Roll
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames - 41

Get up
Invincibility Frames begin at frame - 1
Duration - 19

Get up Roll front
Invincibility Frames begin at frame - 1
Duration – 19

Get up Roll Back
Invincibility Frames begin at frame - 1
Duration - 19

Get up attack up
Invincibility Frames begin at frame - 1
Duration - 21
Bone – Pivot Point
Base Damage: - All 6
Base Knockback – All 50
Knockback gain – All 32
Shield Damage – All 0
Hitbox comes out at frame – 15/19
First IASA Frame – N/A
Direction – All 169
Total frames - 50
Miscellaneous – Hits on the back first, then the front.
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Get up attack down
Invincibility Frames begin at frame - 1
Duration - 26
Bone – Pivot Point
Base Damage: - All 6
Base Knockback – All 50
Knockback gain – All 32
Shield Damage – All 0
Hitbox comes out at frame – 16/26
First IASA Frame – N/A
Direction – All 169
Total frames - 50
Miscellaneous – Snake hits the front first, then the back.
Hitbox duration – 2/1
Landing Lag - 30
Tripping rate(If any) –
Hitlag multiplier – x1
SDI potential – x1

Wall Tech
Invincibility Frames begin at frame - 1
Duration - 19
Total Frames - 27

Wall Jump Tech
Invincibility Frames begin at frame - 1
Duration - 19
Total Frames - 41

Ceiling Tech
Invincibility Frames begin at frame - 1
Duration - 20
Total Frames – 27

Ledge Attack(under 100%)
Invincibility Frames begin at frame - 1
Duration - 21
Bone – Pivot Point
Base Damage: - 8/6
Base Knockback – All 0
Knockback gain – All 64
Shield Damage – 6E
Hitbox comes out at frame – All 24
First IASA Frame – N/A
Direction – All 169
Total frames - 56
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Ledge Attack(over 100%)
Invincibility Frames begin at frame - 1
Duration - 43
Bone – Pivot Point
Base Damage: - 10/9/8
Base Knockback – All 0
Knockback gain – All 64
Shield Damage – All 6E
Hitbox comes out at frame – All 41
First IASA Frame – N/A
Direction – All 169
Total frames - 70
Hitbox duration – All 3
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

Edge Roll(under 100%)
Invincibility Frames begin at frame - 1
Duration – 27
Total Frames – 50

Edge Roll(Over 100%)
Invincibility Frames begin at frame - 1
Duration - 56
Total Frames – 80

Edge Jump(Under 100%)
Invincibility Frames begin at frame - 1
Duration – 16
Total Frames – 45

Edge Jump(Over 100%)
Invincibility Frames begin at frame - 1
Duration – 19
Total Frames – 51

Etc.


Item Throw(Front)
Total frames - 21

Item Throw(Back)
Total Frames – 23
Will reverse direction.

Item Throw(Up)
Total Frames – 24

Item Throw(Down)
Total Frames – 24

Item Throw(Dash)
Total Frames – 36

The frame count for the directional item throws is the same if Snake is in the air.

Trip(Standing)
Invincibility Frames begin at frame - 1
Duration - 5
Total Frames – 30

Trip(Run)
Invincibility Frames begin at frame - 1
Duration - 7
Total Frames – 46

Trip(Down)
Invincibility Frames begin at frame - 1
Duration – 5
Total Frames – 40

Trip(Turn)
Invincibility Frames begin at frame - 1
Duration - 6
Total Frames – 36

Trip(Get up)
Invincibility Frames begin at frame - 1
Duration - 16
Total Frames – 22

Trip(Get up Front Roll)
Invincibility Frames begin at frame - 1
Duration - 9
Total Frames – 29

Trip(Get up Back Roll)
Invincibility Frames begin at frame - 1
Duration - 9
Total Frames – 29

Trip(Attack)
Invincibility Frames begin at frame - 1
Duration - 6
Base Damage: - All 5
Base Knockback – All 3C
Knockback gain – All 32
Shield Damage – All 0
Hitbox comes out at frame – First 4 hits 17, and the next 4 hits, 23.
First IASA Frame – N/A
Direction – All 169
Total frames - 50
Hitbox duration – All 2
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1

The Cardboard Box

Up taunt
Entry – 40

Side Taunt
Entry – 54

Down Taunt
Entry – 45

Exiting the box
Total Frames - 85 frames
The box is a hitbox at frame 66
Duration – lasts until it disappears at frame 91.
The Hitbox data of the Box is not in FitSnake.pac.
I’ll assume that the box is in the common3 file.


Under construction..........

Will update with GIFS when my connection is restored.

[/QUOTE]
 
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