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Yoshis entire frame data

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
Index
Legend
Jab
Tilts
Smashes
Aerials
Specials
Grab
Item Throw
Dash
Tripping
Defense
Ledge Options
Get-Up Options
Tech
Jumps
Landing Lag
Footstool
Others
Yoshi Specific Technique Frame Data
Grab Release Chain Grab Data




Introduction



>>>>>Legend<<<<<



Start-up: Number of Frames before the action occur.
Hit: Hitframes
Hitlag: Freeze Frames after hit
Ends: the very last frame before you can perform another action.
IASA: Interrupted as soon as, From this frame every input cancels the animation into the inputted move.
Hitlag Cancel: You can cancel the Hitlag with an Airdodge at Frame 14 and with an Aerial at Frame 26.
There are some weird exception which are listened here.



>>>>>Jab<<<<<

Jab #1
Start up: 2 Frames
Hits: 3-5
Hit lag: 4-5
Ends: 17dash attack
IASA into Second Jab: 9
Buffering Condition: An "Attack" Command (Tilt,Smash) becomes Jab #2


Jab #2
Start up: 2 Frames
Hits: 3-4
Hit lag: 4-5
Ends: 19



>>>>>Tilts<<<<<

Down Tilt (Dtilt,D-Tilt)
Start up: 7 Frames
Hits: 8-10
Hit lag: 5-8
Ends:23

Buffering Condition: Only dtilt and DownB and you must hold the Stick down until Execution.


Up Tilt (Utilt,U-Tilt,Uptilt)
Start up: 6
Hits: 7-11
Hit lag: 5-8
Ends: 29



Forward Tilt (Ftilt,F-Tilt)
Start Up: 5
Hits: 6-8
Hit Lag: 5-7
Ends: 29



>>>>>>Smashes<<<<<<

Up smash (Upsmash,Up-Smash,Usmash)
Start up: 10
Hits: 11-16
Hit Lag: 6-10
Hit after Charging: 4
Ends: 42


Forward smash (Fsmash,F-Smash)
Start up: 13
Hits: 14-16
Hit Lag: 6-10
Hits after Charging: 7
Ends: 59
IASA: 50


Down smash (Dsmash,D-Smash]
Start up: 5
Hits: 6-7 and 22-23
Hit Lag: 6-9 both
Hit after Charging: 3,19
Ends: 49



>>>>>Aerials<<<<<

Neutral air (Nair,N-Air)
Start up: 2
Strong Hit(12%): 3-5
Hit Lag: 6-8
Middle Hit(9%): 6-16
Hit Lag: 5-7
Weak Hit(6%): 16-31
Hit Lag: 5-6
Landing Lag: 9
Ends: 44


Forward air (Fair,F-Air)
Start up: 18
Hits: 19-21
Hit lag: 6-10
Landing Lag: 16
Ends: 43



Up air (Uair,U-Air,UpAir,Up-Air)
Start up: 4
Hits: 5-6
Hit Lag: 9
Landing Lag: 14
Ends: 45
IASA:38

Back air (Bair,B-Air)
Start up: 9
Hits: 10, 21, 33, 43
Hit Lag: 4-5 each hit
Landing Lag: 9
Ends:39
First Hit prevents the opponent from acting until the hit stun ends completly.


Down air (Dair,D-Air)
Start up: 15
Hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38
Hit Lag: 5-5 each hit
Landing Lag: 24
Ends: 52



- All Aerials except of Fair and Nair are autocancelled (2 Frames Landing lag) if the move hits the ground before the Hitbox comes out. (Fair/Nair Only in Frame 1)
- If you hit the ground while your aerial is in its IASA Frames your aerial is autocancelled.
- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.


>>>>>Specials<<<<<

Egg Lay (Neutral Special,NeutralB,Neutral-B)
Grabs: 17-20
Ends: 39(When Misses)
Egg Appear after Hit: 46
Ends: 49 (When Hits)
Invincibility (when hits): 26-49

Egg Lay Fake Out:
Frame Advantage: 29


Egg Roll (Side Special,SideB,Side-B)
Start up: 24
Earliest Hit: 25
Ends: 420 Latest, 93Earliest
Free Fall Landing Lag: 29

Yoshi Bomb (Down Special,DownB)
>Grounded<
Start up: 6
Hits: 7, 29
Hit lag: None!
Ends: 74 (Flat)

Air:
Start Up: 19
Hit: 20+


Landing:
Lag: 39
Stars Hit: 1-17



Egg Toss (Up Special,UpB)
Earlies Hit: 19-20
Explodes: 60
Ends: 54





>>>>>>>Grab<<<<<


Standing Grab
Grabs: 17-27
Ends: 63

Pivot Grab
Grabs: 10-20
Ends: 36

Dash Grab
Grabs: 12-22
Ends: 63

Pummel
Start Up:5
Hit:6
Hitlag: 6-10 (just visual hitlag, doesn't have any effect)
Ends:19
Frequenz: 3/s
Each 20. Frame one Pummel

Grab Release
Yoshi can't Move: 29

Opponent can't Move (if the character doesn't hit the ground before): 50 (Jigglypuff 49)
Characters who hit the ground if not released Off-Stage:
Fox: 28
Sheik: 36
Wolf: 37
Falco: 45
Captain Falcon: 49
Ganondorf: 50
Squirtle: 50
Bowser: 53




>>>>>Item Throw<<<<<


Forward Item Throw
Start-Up: 7
Hits: 8+
Ends: 20

Back Item Throw
Start-Up: 6
Hits: 7+
Ends: 20

Up-ItemThrow
Start-Up: 7
Hits: 8+
Ends: 20

Down Item Throw
Start-Up: 6 / 7 in air.
Hits: 7+ / 8 in air.
Ends: 18

- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.


>>>>>>Dash<<<<<
Dash
Ends: 26
Dash becomes "Running": 15
Run Stop: 15 (interruptible with Shield)


Dash Pivot

Dash Pivot Brake: 33

Dash Pivot (Actually It's a "Run Pivot"):
IASA: 12-35 (Dash Pivot Cancel)
Ends: 35
Frame 36 is "Run"

Dash Attack
Start-Up: 9
Strong Hit: 10-13
Hitlag: 5 -7
Weak Hit: 14-23
Hitlag 5-6

Note: As orientation, the Hitbox lasts as long as Yoshis Head isn't rised after the attack.


>>>>>Tripping<<<<<

Dash Tripping
Invincibility: 1-8
Yoshi can't move: 45


>>Tripping Get-Up Options<<

Trip-Get-Up
Invincibility: 1-17
Ends: 21

Trip-Roll Ahead
Invincibility: 1-10
Ends: 28

Trip-Roll Back
Invincibility: 1-10
Ends: 28

Trip-Attack
Start-Up:
Hits: Front: 19 Back: 26-27
Hitlag: 5 both
Invincibility: 1-8
Ends: 49


>>>>>Defense<<<<<


Shield
Powershield: 1-3
Blocks Physical attacks: 1
Blocks Projectiles: 6
Shield drop Lag: 17

Air Dodge
Invincibility: 4-29
Ends: 49


Spot dodge
Invincibility: 2-20
Ends: 22

Front roll
Invincibility: 4-20
Ends: 33

Back roll
Invincibility: 4-23
Ends: 36




>>>>>Ledge Options<<<<<

Ledgegrab Invincibility: 1-46
Earliest Drop: 26


Ledgejump

LedgeJump Start-Up (<100%): 13
Invincibility: 1-13
Ledge Occupied: 1-14


LedgeJump Start-Up (>100%): 25
Invincibility: 1-25
Ledge Occupied: 1-26

Ledge Attack

Ledgeattack Start-Up(<100%): 19
Invincibility: 1-18
Hit: 20-24
Hitlag: 5-6
Ends: 54
Ledge Occupied:1-17


Ledgeattack Start-Up(>100%):33

Invincibility: 1-39
Hit: 34-38
Hitlag: 6-8
Ends: 69
Ledge Occupied: 1-30

Ledge Roll

Ledgeroll(<100%)
Invincibilty: 1-30
Ends: 49
Ledge Occupied: 1-14


Ledgeroll (>100%)
Invincibility: 1-60
Ends: 79
Ledge Occupied: 1-32

Ledge Get-Up

Ledge Get-Up (<100%)
Invincibility: 1-31
Ends: 33
Ledge Occupied: 1-15


Ledge Get-Up (>100%)
Invincibility: 1-55
Ends: 59
Ledge Occupied: 1-38


>>>>>Get-Up Options<<<<<


>>Get-Up<<


Get-Up Face-down
Invincibility: 1-22
Ends: 29

Get-Up Face-Up
Invincibility: 1-22
Ends: 29


>>Roll Back<<


Roll Back Face-Up
Invincibility: 1-24
Ends: 35

Roll Back Face-Down
Invincibility: 1-29
Ends: 35


>>Roll Ahead<<


Roll Ahead Face-Down
Invincibility: 1-14
Ends: 35

Roll Ahead Face-Up
Invincibility: 1-19
Ends: 35


>>Get-Up Attack<<

Get-Up Attack Face-Up
Start-Up: 12
Hits: Front: 13-14 , Back: 19-20
Hitlag: 5-6 both
Invincibility: 1-20
Ends: 49

Get-Up Attack Face-Down
Start-Up: 13
Hits: Front:14-15 , Back: 25-26
Hitlag: 5-6 both
Invincibility: 1-26
Ends: 49


>>>>>>Tech<<<<<

Ground Tech
Invincibility: 1-20
Ends: 26

Ground Techroll
Invincibility: 1-20
Ends: 40

Walltech
Invincibility: 1-14
IASA: 5
Walljump: 1-27
Ends: 27

Ceiling Tech
Invincibility: 1-14
Ends: 26


>>>>>Jumps<<<<<

Jump
Start-Up: 6
Leaves Ground: 7
Second Jump Buffering: 3
Other Buffering: 2


Short Hop
Air Time w/o FF: 45
Earliest Fast Fall Input: 24
Air Time with Frame Perfect FF: 33

Full Hop
Air Time w/o FF: 69
Earliest Fast Fall input: 33
Air Time with Frame Perfect FF: 52

Double Jump
Super Armor: 1-69
Cute Sound <3: 5
Note:
Hitlag which is suffered in super armor can't be SDI'd.


In Water Jump
Start-Up: 8


>>>>>Landing Lag<<<<<
Soft landing: 2 frames
Hard landing: 4 frames
Airdodging into ground (hard and soft landings): 4 frames
Helpless Landing: 30

>>>>>Footstool<<<<<
Footstooling Opponent: 8
Grounded: Yoshi is unable to move: 28
Air: Yoshi is unable to move: 49

Note: Yoshis Get-Up Options after hitting the ground due to Air-Footstool are the same as regular Get-up



>>>>>Others<<<<<
Crouch: 2
Down Taunt: 79
Up Taunt: 103
Side Taunt: 99
Window to wavebounce: 4 frames


>>>>>Yoshi Specific Technique Frame Data<<<<<



>>Dragonic Reverse<<

Basic DR
Jump Start-Up: 6
Second Jump Input: 3-5
Aerial Input: 4-6, right after the Second Jump command
Dragonic Reverse: 7
Landing Lag: 8-9

In theorie, you can do 6 DRs per Second!


Ledge Jump Dragonic Reverse Waveland(No Buffering Possible)(<100%)
Perfect LedgeDRWaveland if fair used: 15 Jump, 16-17 Attack
Perfect LedgeDRWaveland with Dair: 14-15,Jump 15-17 after jump: Attack
LedgeDRWaveland with Aerial-Lag if fair used: 14 Jump 15 Attack
LEdgeDRWaveland with Hitbox of Nair/Uair: 14 Jump 15 Attack


Note: At the jump frame the controlstick must be in the direction of the stage for double jump forward momentum.

[INCOMPLETE]





>>>>>Grab Release Chain Grab Data<<<<<


On Zero Suit Samus
-ZSS can't Move: 50

Buffered
Doesn't work

Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-33
Regrab: 50

On Falco
-Falco can't move: 45

Buffered
Yoshi can't Move: 29
Dash Grab: 30
Regrab: 44


Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-32
Regrab: 45-46
 

Sharky

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I have to admit, this is a pretty exhaustive list.

What I want to see that I still haven't, however, is where all of the characters listed as "super hard" in the CG list are actually cg-able. If someone could do that, I'd be set for life.
 

hadesblade

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I have to admit, this is a pretty exhaustive list.

What I want to see that I still haven't, however, is where all of the characters listed as "super hard" in the CG list are actually cg-able. If someone could do that, I'd be set for life.
lol falco's not cg'able either and he's not even in super hard O:
 

Yikarur

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D3 and Snake can't be chaingrabbed

Chaingrab on ZSS is possible.
A Frame Perfect grabe occur in frame 49.
ZSS can jump/downB/etc at Frame 51

Falco touches the Ground at Frame 41
Falco can't moveFrame 42-45
and Frame 46 is the earliest frame to shield.

A Frame Perfect grab occur in Frame 45

:)
 

Shiri

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:yoshi: AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW SNAP!

I will sticky this for like, a week, and after that I'm going to put it in the thread locator.

AND WOW @ HOW MUCH FORWARD SMASH SUCKS @$$ LOLLLLLLLLLLLLLLLLLLLLL! I was wondering why that move was so bad; now I know.

Yikarur, thank you very much for this really exhaustive list of information. Are you sure the hits on back air are only one frame each, though?
 

Sharky

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D3 and Snake can't be chaingrabbed

Chaingrab on ZSS is possible.
A Frame Perfect grabe occur in frame 49.
ZSS can jump/downB/etc at Frame 51

Falco touches the Ground at Frame 41
Falco can't moveFrame 42-45
and Frame 46 is the earliest frame to shield.

A Frame Perfect grab occur in Frame 45

:)
AMAZING!!!

I'll admit, I didn't think any of them weren't cgable lol. Thanks a ton, Yikarur.
 

Yikarur

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Yes Falco is CGable but FRAME PERFEKT so you can't buffer grab so its haaaard to doooo (more risk then reward :( )

and I think I have to test bair again.
Bair is the only aerial I didn't test for length of hitbox. (don't know why, I just forgot)
 

Silent Beast

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If you miss with a move, you subtract hitlag to get the ending frame, correct? So a missed dtilt, for example, would end on frame 23-8=15?

For the smashes, what does "hit after charging" mean?

I never knew opponents had different times they could AD, attack, and jump out of throws. That's pretty cool.

Edit:
Yes Falco is CGable but FRAME PERFEKT so you can't buffer grab so its haaaard to doooo (more risk then reward :( )
Well, it'd be a 2-frame window, since Falco's spot dodge is, I believe, frame 2. Shielding doesn't matter, and his frame-2 jab would just be grabbed anyway.
 

SOVAman

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Yes Falco is CGable but FRAME PERFEKT so you can't buffer grab so its haaaard to doooo (more risk then reward :( )

and I think I have to test bair again.
Bair is the only aerial I didn't test for length of hitbox. (don't know why, I just forgot)
Well Falco Still Has to spot dodge

Well, it'd be a 2-frame window, since Falco's spot dodge is, I believe, frame 2. Shielding doesn't matter, and his frame-2 jab would just be grabbed anyway.
^^^^This

I actually think it has more reward then risk

I usually don't mess my buffering up (when CGing) and if I do I still usually get the grab. But, Thats just me you all might not be good at buffering your grabs then you might as well not atempt. BUT if you are comfortable CGing go for it


Edit: why does Dsmash have to have such great start up and cant kill

GAY
 

Sharky

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OK so falco can be cg'd legit. Lil'b I hand that one to you. Really hard, true, but it can lead to some nice pivot grab mindgames, or hell even some other attack.
 

bigman40

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Good stuff Yikarur. I might have a few random questions when I look at my list to yours cause I think I saw a few of them that were barely off.
 

Yikarur

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If you miss with a move, you subtract hitlag to get the ending frame, correct? So a missed dtilt, for example, would end on frame 23-8=15?

For the smashes, what does "hit after charging" mean?
you have to add the hitlag frames


D tilt
Start up: 7 Frames
Hits: 8-10
Hit lag: 8
Ends:23

So if the attack hits you have to add 8 Frames of hitlag.
So 23+8
:p

and the charging thing

If you charge the smash you can hold it and the release to hit frames are listened there.
 

Sharky

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backthrow, is a cg actually possible on any char at really low %? If not, now much time do they have to get out? Just a question I thought of. Also, with the increased hitstun, why don't I ever see this in yoshi brawl+ vids?
 

SOVAman

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backthrow, is a cg actually possible on any char at really low %? If not, now much time do they have to get out? Just a question I thought of. Also, with the increased hitstun, why don't I ever see this in yoshi brawl+ vids?

Don't think its 100% possible

but, I does work on people that don't see it coming or don't jump right away

also you can Fthrow CG fox that seems to work
 

Silent Beast

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backthrow, is a cg actually possible on any char at really low %? If not, now much time do they have to get out? Just a question I thought of. Also, with the increased hitstun, why don't I ever see this in yoshi brawl+ vids?
Well it says opponents can airdodge 6 frames before Yoshi can even move.
 

Yikarur

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I correct a mistake (Yoshi takes 6 Frames to shield projectiles instead of 7)
and I add the frame number how long the edge is occupied.
That helps for the Olimar MU :p ^^
 

A2ZOMG

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Edit: why does Dsmash have to have such great start up and cant kill

GAY
Do you mean ending lag? Spotdodge D-smash is a pretty good defensive option.

LOOOOOL WTF, shield drop lag is SEVENTEEN ****ING FRAMES?! No way, it takes 24 frames to jump out of shield? That's like the startup of Ganondorf's F-smash. Wow, don't fall for crossups if you're Yoshi.

Oh and play BBrawl gaiz. Yoshi is actually decent there, I mean cause Egg braking actually is viable, and D-smash can kill. =P

/shameless advertising
 

Shiri

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:yoshi: **vomit** @ blatant misuse of the term crossup

Oh, I guess the whole one week sticky thing is expired today, so either keep this bumped or look for it in the thread locator...thread. o__o;
 

A2ZOMG

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And Yoshi doesn't have his neat grab release set ups, making it even harder for him to rack damage and kill. =D
Only on like Wario?

Because like it doesn't really matter against anyone else. You'll get in like about 12% from a few pummels and then the CG and your followups end after you reach the edge. Most people can attack before you can F-air them offstage as far as I know.

Egg braking not making you helpless and D-smash being able to kill are serious business though in BBrawl.
 

Delta-cod

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So guaranteed usmash on release on certain characters is worth nothing, then? An uair on Ness for further kill power? Edgeguard set ups, move refreshes. Spike on Squirtle. Egg Lay on Ganon and (I think) Falco.

I've seen the stats, egg breaking doesn't make Yoshi unkillable. And Dsmash can kill, not a big deal if you can't rack up damage. OoS still sucks.

I'm also surprised on how you didn't mention the Fair thing. Is that no longer a selling point? =P

Regarding Frame Data: Does every character have the same amount of immobile frames after release, or does it change?
 

Metatitan

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Yoshi's chaingrabs are ONLY useful if you get a free attack out of it (and no not dash attack, you may as well f throw). Otherwise, considering how fast people button mash now they really aren't anything that make matchups easier =/
 

Metatitan

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It puts them off the stage and refreshes moves, I don't see the bad part. All I really see in BB is the fact that Yoshi lives longer. >_>
F throw lets you get an extra regrab compared to dash attack (i think). They do around the same damage and they both refresh moves and chewing refreshes moves. So technically using F throw refreshes more moves :)
 

Delta-cod

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Fthrow at the edge nets a regrab? O.o Is this guaranteed?

I was referring to the CG on the whole, in that post, though. Still, depending on when you hit with dash attack, you can get a semi spike angle knockback out of it. I'm not sure if that's possible out of the CG though, I usually just CG to edge and fthrow.
 

Metatitan

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If you can cg them, you can grab release -> dash attack them.

And what I was referring to (since you misread), was that it will probably cost you an extra regrab to use dash attack instead of f throw since you need the room to set it up.
 

Sharky

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the offstage positioning after the cg is also noteworthy, meta.

edit: ZOMG I just realized I went over 1,000 posts. PARTY!!!!
 

Delta-cod

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Okay, thanks.

Is the dash attack hit the good hitbox or the bad one? I know it has a couple, which changes the knockback on it. If you can hit with the good one, it might be a good kill move. Sorta.
 

bigman40

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So if we can hit with the good hitbox, then we may as well be usmashing, amirite?
You mean can't hit with the good part of the move? If so, then you may as well Usmash/Dthrow/Fthrow them to make a chance to do more damage or just end it with as much right there.
 

Delta-cod

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My point about the good hitbox being that I've seen some SICK knockback come from it. Near straight horizontal/semi spike. Really, it sets up for an easy gimp on anyone without GODLY recovery, or can kill earlier than usmash.

Can't hit with good part? What Big said.
 

Delta-cod

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This saddens me. =/

I brought that up because I rarely ever hit with it anyways, and most of the time I DO hit with it it's usually like that. Oh well. =[
 
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