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Solid Snake's Frame Data - 100% complete

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Eternal Yoshi

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Yeah. I don't want to necropost, so here it is. I will do the rest later today. I use the Debug Pause code and the Button Modifier Code to go through the game frame by frame.

Here are the results of my counting. Feel free to correct me where necessary.

Hitbox comes out at frame

First IASA Frame
Total frames
Miscellaneous
Hitbox disappears at frame
Landing Lag

Jab(first strike)
3
5
11
23

2nd Jab(NOT counting from first)

4
6
7
25


3rd Jab(NOT counting from other jabs)
10
13
51

Ftilt(Knee)
4
6
11
32

Utilt
6
14
37
38

Dtilt

6
9
32

Ftilt 2nd strike(NOT counting from knee)

6
7
31
45

Dash Attack
5
11
2
51

All smashes are uncharged.

FSmash
41
44
80

Up Smash - Mortar
Mortar Shell comes out at frame 29
Hits with Mortar mechanism at frame 11
13
52

Down Smash - Mines
Planting takes 77 frames
Click sound at frame 34

Detonates 55 frames after planting
1 frame after detonation.
132

Nair
1st kick 10
2nd kick 22
3rd kick 34
Last kick 44

15
26
38
48

68
30

Uair
10
23
48
22


Fair
23
27
67
30

Dair
1st kick 3
2nd kick 11
3rd kick 22
last kick 33

4
12
23
34

57
30

Bair
7
27
43
30

Grenades
Pulls Pin at 10
Finishes Pin Pulling animation at 24
2 frames after detonation

Close Grenade Throw 26
Normal Grenade throw 28
Far Grenade Throw 32

Item Throw

21

C4
Plant
44 on the gound
33 in the air
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(Now!)
29
32

45

Nikita
Missle Comes out at 43
Launching Nikita takes 48 frames
Canceling Nikita takes 34 frames

Cypher
Pulls out Cypher at frame 4
110
47
5
Is a projectile until it disappears or explodes.
119

Grab
8
29

Dash Grab

12
29

Pivot Grab
9
29

Edge attack(under 100%)
25
27
63

Edge attack(over 100%)
41
44
70

Edge Roll(under 100%)

Invincibility starts at 7
ends at 32

50

Edge Roll(over 100%)

Invincibility starts at 7
Ends at 52

80

Jump
leaves ground at frame 11

Dash
15 until first step
3

Skid
4
24

Shield

Guard animation finishes at frame 8

2

Shield Drop

8
16

Crouch
3
8

Exit Crouch
4
10

Roll from floor
Invincibility starts at 7
ends at 21

36(Both front and back)

Forward Roll dodge
Invincibility starts at frame 9
ends at frame 19

36

Backward roll dodge
Invincibility starts at frame 9
Ends at frame 19

34

Air Dodge
Invincibility starts at 4
Ends at 31

40

Spot Dodge
Invincibility starts at 2
Ends at 22

26
34


Tech
Invincibilty starts at 7
ends at 22

28

Tech Roll

Invincibility starts at 6
ends at 21

41

Get up attack( I don't know the name of this move)
Invincibilty starts at frame 7
ends at frame 23

15 (back)
19 (Front)

16
21

50

Get up attack over 100%(why is there two?)
Invincibilty starts at frame 7
ends at frame 23

16 (front)
26 (back)

18
28

50


The Box - Up taunt
Gets in fully at frame 29
33 (to exit only)

Fully exits at frame 80
67
37
Exists until it disappears at frame 91.

The Box - Side Taunt
Gets in fully at frame 33
45(to exit only)

Fully exits at frame 78
56
37
Lasts until it disappears. All taunts have the box disappear at frame 91.

The Box - Down Taunt
Gets in fully at frame 39
52(to exit only)

Fully exits at frame 72
66
37
Stays out until it disappears at frame 91. Seriously.

Down Throw
60

Counting the other throws is dumb because it varies by opponent's weight.
Also, Snake's choke speed varies by opponent.

Also, counting IASA frames with this method is difficult because of input being delayed when going frame by frame, almost like Wi-Fi.
The Cardboard box is the winner of "longest lasting hitbox ever".
 

CELTiiC

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Good job, can't wait til you get this completed. We needed one of these lol.
 
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Question about the UpSmash frames?

Is that hitbox out on frame 29 the hitbox of the mortar shell or when snake actually hits the person with the mortar firing mechanism.

29 frames of the 60 is like 1/2 second and I don't think it takes snake that long before snake hits the person with the mortar mechanism itself. The mortar Shell seems more likely to take 1/2 second.
 

3xSwords

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Are you sure about the spot dodge data? A person is not just invincible when he is glowing, this is the most common mistake in most frame datas. I'm pretty sure all spot dodges grant invincibility frames on frame 2 although they wear off at different times. Check with ZSS who has a 1 frame jab to get exactly when he has invincibility, but if you already did then sorry for doubting you.
 

Eternal Yoshi

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Oh Snap. I just double checked and even though Snake wasn't blinking during his spot dodge at frames 2,3,4,5, and 6, he didn't get hit. Thanks 3xSwords.
 

Bladewing

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how is it that dair's first leg comes out on frame 3, has incredible knockback, and no one uses this move? i'm incorporating the use of dair into my game much more often
 
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how is it that dair's first leg comes out on frame 3, has incredible knockback, and no one uses this move? i'm incorporating the use of dair into my game much more often
It's not used very often because of a number of reasons. First off, if you do not connect with all of the hits (or at the very least the final hit) you are likely to get punished in the time it takes to finish the move.

With the hitbox being in an extremely narrow range (directly beneath snake) you have to use it when you are pratically on top of the person and even then you have to get really close. It's not like the Nair where the hitbox range completely covers snakes front with the distance like that of a Ftilt.

Also, this move is easier to get out of unless your momentum is actually going in the direction the person you are hitting is going. That also makes it difficult to connect with.

So that's why Dair is not used all that often and is really only used is specific locations where your opponent can be read easily or you use this as a defensive manuver. Tech chase areas are where this might be used such as after a Dthrow, or a person rolling or doing a ledge attack. Dair is also used from OoS. Or you doing a jump from the ledge and using this to attack with.
 

D1

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Great job EY! I wonder why when I say sup to you at tourneys you give me weird looks ?_?
 

Eternal Yoshi

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I was filled with Sorrow at the time. Time to update this.

Edit: I need a way to find out the hitbox duration, but no code in existence will let me see the hitboxes.
 
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Just wondering. You think you might be able to get the frame data for the grenade when it is pulled out. You know you how you can escape some CGs because pulling out a grenade is faster then even spotdodging. I think the grenade might be pulled out on frame 1 or something and can be exploded just as quickly.
 

SamuraiPanda

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Very well done, although there are some questions I still have. Like, what is the first IASA frame after a wiffed grab (i.e. when I miss a grab, how vulnerable am I?). What about the pivot grab (wiffed and not wiffed)? Running grab?

Other than those, I think its pretty complete.
 

Eternal Yoshi

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Will do when I can play Brawl later today.
Please note that the if you are trying to do it in the air, the "clch-clch" SE is NOT the frame you should do 1 frame before hitting the ground. The C4 will not come out when you land, even though you hear the sound.

Edit: Make sure he lands 1 frame after frame 15 for best results.
 

Eternal Yoshi

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Not Yet. Will do Tomorrow. I wish I could do textures and this at the same time, but the codes DO NOT MIX. The game freezes before I get to the "Now Loading" Screen.

His aerials have no IASA frames.
 
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Just wondering, how much time is between Mine detonation and activation? I've noticed that Snake can pretty much land on his own mine when holding a grenade (holding B) and powershield the hit without blowing up. But if he tries to land on it without the grenade being cooked, he simply blows up. Plus, the grenade doesn't blow.
 

SuSa

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I'm actually almost certain the point here is the landing lag from B. I don't think you have more then 2 frames (if any) landing lag when landing with B, so you are able to shield the hit.

Nice thing to notice, I'll test in frame-by-frame. This could actually be huge to avoiding our own mines at the edge of a stage when recovering. Pull a 'nade and just hold shield. :D

Also detonation and activation? Do you mean "it's tripped" to "you take damage"?

I'll actually end up making a new thread.. I just wanted this to be found easier by me for comparison... lol
 
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