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Frame Data!

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
HUGE THANKS TO PERFECTIDIOT2 FOR DOING THIS

he said he was 95% done and my homebrew is messed up so i decided just to post the results he got


Terms
HF: hit on frames
D: Duration
HL: Hitlag
BS: Blockstun
BHL: Block Hit lag
BD: Base Damage

TILTS

jab (1st, 2nd, 3rd hits respectively)
AAA
HF: 4-5, (13-14; 2nd hit only), 18-19, (22-24; 3rd hit only), 31-33
D:74
HL: 5, 4, 12
BS: 7, 5, 6
BHL: 5, 4, 12
BD: 3, 2, 4
Knockback: (1st, 2nd, 3rd, 1st+2nd, 2nd+3rd, all 3)
Angle: 80, 45, 60
Base: 881.95, 1271.52, 2090.2, 1271.85, 2084.74, 2077.11
Growth: 3.35, 2.24, 21.2, 2.23, 21.21, 21.21

Claw Swipe
F-tilt
HF: 8, (9-10; 2nd hit only), 28-29
D: 53
HL: 19, 2
BS: 6, 8
BHL: 19, 2
BD:5, 6
Knockback (1st+2nd and 2nd hit only)
Angle: 45
Base: 1960.84, 1972.32
Growth: 23.56, 23.28

Low kick
D-tilt
HF: 5-6
D: 33
HL: 6
BS: 8
BHL: 6
BD: 6
Knockback:
Angle: 45
Base: 1373.68
Growth: 19.72

Split Kick
U-tilt
HF: 7-8, 9-11(foot)
D: 42
HL: 7
BS: 10
BHL: 7
BD: 8, 10 (foot, invisible hitbox)
Knockback (foot, invisible hitbox)
Angle: 85
Base: 1632.4, 1603.4
Growth: 35.06, 33.76

Flip
Dash Attack
HF: 11-12
D: 44
HL: 7
BS: 10
BHL: 7
BD: 9
Knockback
Angle: 85
Base: 2048.05
Growth: 22.55

SMASHES
Lunge
FSmash (1st and 2nd hits respectively)
HF: 10-13, (15-17; 2nd hit only) 21-23
D: 57
HL: 5, 8
BS: 6, 10
BHL: 5, 8
BD: 5, 10
Knockback (1st hit only, 2nd hit only, both hits)
Angle: 25, 45
Base: 2422.9, 1561.6 , 2060.95
Growth: 5.82, 30.24, 26.07

Scissor Kick
USmash (1st and 2nd hits respectively)
HF: 13-15,(20-22; 2nd hit only) 26-28
D: 57
HL: 6, 8
BS: 8, 12
BHL: 6, 8
BD: 6, 12
Knockback (1st hit only, 2nd hit only, 1st+2nd hit)
Angle: 105, 90
Base: 3306.4, 1906.8, 2948.92
Growth: 3.6, 29.85, 21.06

Claw Sweep
DSmash (1st, 2nd, and unsweetspotted hit respectively)
HF: 8-9, 13, 14-15
D: 43, 43, 41
HL: 9, 9, 7
BS: 13,13
BHL: 9, 9
BD: 14, 13, 10
Knockback (front and back)
Angle: 45, 45, 60
Base: 1787.86, 1797.33
Growth: 34.51, 32.59

Air
Spinning (1st hit)
Nair
HF: 4
D: 49
HL: 8
BS: 9
BHL: 8
BD: 8
LL: 9
Knockback
Angle: 30
Base: 1852.64
Growth: 24.17

Claw Swipe
Fair
HF: 7-9
D: 59
HL: 8
BS: 11
BHL: 8
BD: 11
LL: 29, 1 (0 lagged)
Knockback
Angle: 85
Base: 1807.27
Growth: 30.43

Back Kick
Bair
HF: 6-9
D: 38
HL: 9
BS: 13
BHL: 9
BD: 13
LL: 8
Knockback
Angle: 45
Base: 1176.26
Growth: 33.98

Sky Swipe
Uair
HF: 7-9
D: 46
HL: 8
BS: 12
BHL: 8
BD: 12
LL: 8
Knockback
Angle: 85
Base: 1354.52
Growth: 27.29

Spike
Dair
HF: 16-17
D: 69
HL: 9
BS: 14
BHL: 9
BD: 15
LL: 18
Knockback
Angle: Straight down
Base: 752.53
Growth: 27.19

B Attacks (grounded)
Blaster (blade and laser respecitvely)
Neutral B
HF: 11-12 Blade, (16 laser only), 21
Laser lasts: 33 frames
D: 49
HL: 5
BS: 6, 8
BHL: 5
BD: 4, 5
Knockback (laser+blade)
Angle: 25
Base: 2449.59
Growth: 6.49

Fire Wolf
Up B (Several kicks)
HF: 23-60
Last kick: 52-54
D: 97 (give or take)
HL: 4, 1, 1, 1, 1, 1, 1, 14
BS: 4, 4, 4, 4, 4, 4, 4, 6
BHL: 4, 1, 1, 1, 1, 1, 1, 14
BD: 2, 1, 1, 1, 1, 1, 1, 3
Knockback (last kick only)
Angle: 70 last kick only
Base: 3606.17
Growth: 14.61

Wolf Illusion
Fwd B (non sweetspot, partial sweetspot, full sweetspot respectively)
HF: 19 (non sweetspot)
Sweetspot frame: 21
Shortcancel frame : 18
Midcancel frame: 19
D: 73, 90 .96
HL: 0, 19, 24
BS: 6, 11 ,14
BHL: 0, 19, 24
BD: 3, 10, 15
Knockback (no sweetspot, semi-sweetspot, sweetspot)
Angle: 80, 45, spike
Base: 2530.16, 1511.5, 1014.95
Growth: 9.28, 29.85, 32.87
aerial version is 2 frames slower

Reflector (shine)
Down B
HF: 8-9
Invincibility Frames: 1-9
D: 34 -infinite
HL: 8
BS: 6
BHL: 8
BD: 3

Shine Frame Advantage (Greatest to Smallest)
Jiggs: 7
Lucas: 6
G&W: 6
Squirtle: 6
Pika: 6
Kirby:6
MK: 6
D3: 6
Olimar: 6
Fox: 6
Falco: 6
ZSS: 6
Pit: 6
IC: 5, 7(nana)
Mario: 5
Luigi: 5
Peach: 5
Bowser: 5
Donkey: 5
Diddy: 5
Yoshi: 5
Ness: 5
Snake: 5
Sonic: 5
Charizard: 5
Zelda: 5
Sheik: 5
Ganon: 5
TLink: 5
Link: 5
Marth: 5
Wario: 4
Samus: 4
ROB: 4
Wolf: 4
CF: 4
Ivysaur: 4
Lucario: 4
Ike: 4

GRABS

Grab
D: 29
Grab frames: 6-7

Dash Grab
D: 39
Grab frames: 11-12

Pivot Grab
D: 35
Grab frames: 9-10

Pummel
HF: 2
HL: 4
BD: 1
Fastest pummel rhythm: every 10 frames

FThrow
HF: 10
D: 38
HL: 5
BD: 7
Knockback
Angle: 45
Base: 1812.41
Growth: 16.37

BThrow
HF: 26
D: 58
HL: 8
BD: 7
Knockback
Angle: 80
Base: 2083.5
Growth: 19.5

UThrow
HF: 26
D: 66
HL: 11
BD: 7
Knockback
Angle: 85
Base: 3289.19
Growth: 9.83

DThrow
HF: 25
D: 59
HL: 9
BD: 12
Knockback
Angle: 0
Base: 1408
Growth: 15.5

Ledge stuff

Ledge Attack (Below 100%)
HF: 25-32
D: 61
Invincibility: 1-23
HL: 7
BS: 9
BHL: 7
BD: 8


Ledge Attack (Above 100%)
HF: 56-58
D: 76
Invincibility: 1-58
HL: 7
BS: 10
BHL: 7
BD: 10

Ledge Jump (below 100%)
D: 14
Invincibility: 1-14

Ledge Jump (above 100%)
D: 19
Invincibility: 1-19

Ledge Roll (below 100%)
D: 49
Invincibility: 1-34

Ledge Roll (above 100%)
D: 79
Invincibility: 1-61

Get up (below 100%)
D: 34
Invincibility: 1-30

Get up (above 100%)
D: 59
Invincibility: 1-55

MISC

Rising attack (face up)
Attack when down (front and back hits respectively)
HF: 17-19, (24-26 back hit only), 30-32
Invincibility: 1-26
D: 55, 55, 61
HL: 6, 6
BS: 8, 8
BHL: 6, 6
BD: 6, 6
Knockback (both, back, front)
Angle: 45, 45
Base: 3081.96, 3053.54, 3053.54
Growth: 8.92, 8.91, 8.91

Rising attack (face down)
Attack when down (back and front hits respectively)
HF: 19-21, (25-26 front hit only)
Invincibility: 1-26
D: 55, 55
HL: 6, 6
BS: 8, 8
BHL: 6, 6
BD: 6, 6
Knockback (front and back)
Angle: 45, 45
Base: 3053.54, 3053.54
Growth: 8.91, 8.91

Rising attack (tripped)
Attack after tripping (front and back respectively)
HF: 19-21, (25-27 back hit only), 30-32
Invicibilty: 1-8
D: 54, 54, 59
HL: 5, 5
BS: 6, 6
BHL: 5, 5
BD: 5, 5
Knockback
Angle: 45, 45
Base: 2212.6, 2212.6
Growth: 9.68, 9.68

Rise
D: 29
Invincibility: 1-22

Rise + Roll
D: 35
invincibility: 1-19

Shield Dash:
10 Frame startup from Dash

Fox Trot
Cancel every 15 frames

Spotdodge
D: 25
Invincibility: 2-20

Front Roll
D: 31
Invincibility: 4-19

Back Eoll
D: 31
Invincibility: 4-19

Airdodge
D: 49
Invincibility: 4-29

General Landing Lag
2 Frames​

Frame data, To whom it may concern

HF: Hit Frames
D: Duration
HL: Hitlag
BS: Blockstun
BHL: Block Hitlag
BD: Base Damage


Wolf Illusion (grounded)
Fwd B (non sweetspot, partial sweetspot, full sweetspot respectively)
HF: 19 (non sweetspot)
Sweetspot frame: 21
Shortcancel frame : 18
Midcancel frame: 19
D: 73, 90 .96
HL: 0, 19, 24
BS: 6, 11 ,14
BHL: 0, 19, 24
BD: 3, 10, 15
Knockback (no sweetspot, semi-sweetspot, sweetspot)
Angle: 80, 45, spike
Base: 2530.16, 1511.5, 1014.95
Growth: 9.28, 29.85, 32.87
aerial version is 2 frames slower


Frames to Lightstep (running off the ledge and DI away)
12-15

Frame to Tstep Cancel
21

Tstep Duration + bs lag
37

Semi Scar/scar sweetspot Frame
23

Frames to scar after ledgedrop (normal)
1-9

Frames to regrab after ledgedrop (normal)
10-11

Frames to scar after ledgedrop (fastfall)
1-4

Frames to regrab after ledgedrop (fastfall)
5
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
I don't know...maybe we should give it a little time to see, how much we can make of this data...
 

Ishiey

Mother Wolf
BRoomer
Joined
May 20, 2008
Messages
7,292
Location
Land's End (NorCal)
THIS NEEDS TO BE STICKED NOW. JimboCav, you are a god. Next thing to test out is shieldstun from attacks and so forth, there was something on the marth boards that showed all the aspects of an attack and if it was 'safe' to use. They had a total count at the end of the amount of frames that are left after the attack, and it helped them determine what attacks were the least risky. Good stuff to have. Also, try to do ftilt with only the first part hitting, only the second part hitting, and both parts hitting, if possible, if you're testing stuff with shields.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
Ishy, I must say I really underrated the jab mix-up stuff. When I look at the frame rates for the 3rd Jab (compared to the other 2 jabs) it seems like some mixing is a good idea...
 

Ishiey

Mother Wolf
BRoomer
Joined
May 20, 2008
Messages
7,292
Location
Land's End (NorCal)
Yeah, I'm pretty sure we all did :p I didn't expect the third jab to be out for so much longer, to be honest. While wolf's mixups aren't 00ber and his final jab is passable, it just doesn't do anything for wolf besides a gtfo move, there are so many better options available.

I told Xsyven to sticky this, so hopefully it'll happen. Everyone loves frame data, after all.
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Next thing to test out is shieldstun from attacks and so forth, there was something on the marth boards that showed all the aspects of an attack and if it was 'safe' to use. They had a total count at the end of the amount of frames that are left after the attack, and it helped them determine what attacks were the least risky. Good stuff to have. Also, try to do ftilt with only the first part hitting, only the second part hitting, and both parts hitting, if possible, if you're testing stuff with shields.
ill definitely have to do that, ill try to work work on it this week but i dont think ill be able to do it as quick because i have school. but just to clarify, this isnt perfect shielding right?

I told Xsyven to sticky this, so hopefully it'll happen. Everyone loves frame data, after all.
and thank you
 

Ishiey

Mother Wolf
BRoomer
Joined
May 20, 2008
Messages
7,292
Location
Land's End (NorCal)
Yeah, but at least these stickys are actually being used >.> The old ones were... devoid of life. Thank you Xsyven :D

@ JC: Yeah, I mean regular shielding. There are many things to test out with this, I think someone SOMEwhere on the marth boards made a quick blurb about fsmash being equally safe if tippered and not, I'll try to find it someday so you can use it as a reference as to what I meant by 'safe moves'. Maybe also whiffed moves, and the little bit of hitstun there is in brawl for jab combos or whatever. Also landing lag for aerials, in case it happens, but that shouldn't be an issue since your aerials should never lag much if you're using them correctly.

Honestly, that's a lot of stuff to test out. I wish I could help instead of act like a slave driver ._. But take your time, I have school too so I understand time concerns and the other pressing issues around. In case I didn't say it before, I appreciate all of the data you have here, its really great to have this stuff. I'll add frame data from here into the jab mixup thread I made sometime in the near future to evaluate which ones are the most reliable.
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Yeah, but at least these stickys are actually being used >.> The old ones were... devoid of life. Thank you Xsyven :D

@ JC: Yeah, I mean regular shielding. There are many things to test out with this, I think someone SOMEwhere on the marth boards made a quick blurb about fsmash being equally safe if tippered and not, I'll try to find it someday so you can use it as a reference as to what I meant by 'safe moves'. Maybe also whiffed moves, and the little bit of hitstun there is in brawl for jab combos or whatever. Also landing lag for aerials, in case it happens, but that shouldn't be an issue since your aerials should never lag much if you're using them correctly.

Honestly, that's a lot of stuff to test out. I wish I could help instead of act like a slave driver ._. But take your time, I have school too so I understand time concerns and the other pressing issues around. In case I didn't say it before, I appreciate all of the data you have here, its really great to have this stuff. I'll add frame data from here into the jab mixup thread I made sometime in the near future to evaluate which ones are the most reliable.
well its really not a problem to do all this, im curious myself to see all this stuff and i just hope ill be able to do it promptly
 

ArcPoint

Smash Lord
Joined
Mar 22, 2008
Messages
1,183
Location
NorCal, California.
Thank you very much for doing this stuff, Framerate crap is always helpful. Good stuff.

Although, I'm wondering, did you test the differences between fastfalled aerials and regular speed aerials? I'm pretty sure with a FFed Bair you can do something before a regular falled Bair.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
So we need fast fall lag and shield stun

...is there anything else missing?
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Thank you very much for doing this stuff, Framerate crap is always helpful. Good stuff.

Although, I'm wondering, did you test the differences between fastfalled aerials and regular speed aerials? I'm pretty sure with a FFed Bair you can do something before a regular falled Bair.
yes i did miss that, thanks for pointing it out. i have it recorded but im at school (johns) and ill do it when i get home
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
Are you sure about 0 lag fair? I took a closer look at the numbers and 20 frames ending lag seems very high to me...
 

Turbo Ether

Smash Master
Joined
Apr 12, 2006
Messages
3,601
20 frames sounds about right. That's 1/3 of a second, the time between the hitbox ending and you landing back on the ground.
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Are you sure about 0 lag fair? I took a closer look at the numbers and 20 frames ending lag seems very high to me...
well i just watched it again and turboeither is right, what makes it look high is the the time after it hits till the cooldown is over
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
ok, i updated a few things

f tilt- 1st and second hit alone
ledge attack- >100 and <100
and a thanks at the bottom
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
Sorry to stress you, Jimbo but you atill haven't updated the shield stun data. Will you do them sometime?
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Sorry to stress you, Jimbo but you atill haven't updated the shield stun data. Will you do them sometime?
well, ill do it but i was just waiting to see if i do it right. but yeah ill get on that real soon
 

JCav

Smash Lord
Joined
Feb 2, 2008
Messages
1,217
Location
Michigan
Did you do some frametesting against some of the data that other characters' boards have? Just to be sure it was accurate?
yes i did. i had everything done, and then i did robs d smash in and it came out in 2 frames so, i had to to do everything over again. but yes i did test it
 
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