• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Polymorphic Blades: Pit Frame Data updated: 6/23/2010

Katana_koden

Smash Ace
Joined
Jul 26, 2008
Messages
609
Location
Some Where In Metro Atlanta
Polymorphic Blades
Pit Frame Data​

This is a more complete guide of Pit's frame data. Unfortunately our previous frame data was never finished.

Reading frame data may be difficult at first, but I will try to make it quite simple.

I will list his data in this format.


Name of skill

Start up- The frames before Pit can hit you.

Hit Box- The frames Pit's attack is out and causes damage.

Cool Down- The frames that pit is vulnerable after his attack.

Hit Lag- The freeze frames during the Hit Box Duration.

Shield Stun- The frames, if shielded, after hit box out, can't react after an attack has connected.

Advantage- Frames I calculated they will be able to punish during cool down.

Shield Drop Advantage- Frames (7) after shield dropped. Remaining frames they will be able to punish during cool down.

Damage- Damage given, quite obvious.

Growth- How much knock back scales with damage.

Knockback- The value of how strong the move is.

Hitboxinfo- I will determine how many and be specific.

IASA- The time you can input a command during an action
---------------------------------------------------------------------------------------------------

Attacks

Jab 1



Start up: 1- 4
Hit Box: 5 - 6
Cool Down: 7 - 23
Hit Lag: 6
Shield Stun: 0
Advantage: 13
Shield Drop Advantage: 6
Damage: 3
Growth: 10
Knockback: 28
Hitboxsinfo: 4
IASA:
- frame 7 for jab 2 if tapped
- frame 15 for jab 2 if held
- frame 19 earliest to finish move


Jab 2


Start up: 1-4
Hit Box: 5-6
Cool Down: 7-25
Hit Lag: 6
Shield Stun: 0
Advantage: 14
Shield Drop Advantage: 7
Damage: 3
Growth: 0
Knockback: 28
Hitboxsinfo: 4, closest ones give more directional knockback
IASA:
- frame 8 for jab infinate if rapid tapped
- frame 9 for jab 3 if tapped
- frame 15 for jab 3 if held
- frame 20 earliest to finish move

Jab 3


Start up: 1 -3
Hit Box: 4 - 10
Cool Down: 11 - 35
Hit Lag: 6
Shield Stun: 1
Advantage: 21
Shield Drop Advantage: 14
Damage: 5
Growth: 32
Knockback: 46
Hitboxsinfo: 4, all hits same direction
IASA:
- frame 1 for jab infinate to start instead.
- frame 31 earliest to finish move

Jab Infinite


Start up: 1-5
Hit Box:6-7, hits every 2 frames with 1 sec. intervals 11 attacks per rotation (continuous)
Cool Down: 34-45
Hit Lag: 4
Shield Stun: 0
Advantage: 9
Shield Drop Advantage: 2
Damage: 1's and 2 on farthest hitbox
Growth: 0, 19, 19, 30 according to closest to farthest hit box from body
Knockback: 64, 82, 82, 64 according to closest to farthest hitbox from body
Hitboxsinfo: 4 hit boxes repeating an up and down wave, farthest hitbox knocks them farthest.
IASA: None

Down Tilt


Start up: 1 - 5
Hit Box: 6 - 8
Cool Down: 9 - 29
Hit Lag: 9
Shield Stun: 1
Advantage: 19
Shield Drop Advantage: 12
Damage: 11
Growth: 50
Knockback: 32
Hitboxsinfo: first 2 hits downwards, last 2 hits upwards
IASA: None

Forward Tilt


Start up: 1 - 13
Hit Box: 14 - 16
Cool Down: 17 - 40
Hit Lag: 9
Shield Stun: 2
Advantage: 23
Shield Drop Advantage: 13
Damage: 12
Growth: 12
Knockback: 95
Hitboxsinfo: 4, all hits same direction
IASA: frame 39

Up Tilt

1

2

3


Start up: 1
Hit Box: 2, 8 - 10, 15 - 18
Cool Down: 19 - 35
Hit Lag: 0, 7, 7
Shield Stun: 0, 0, -1*
Advantage: 16
Shield Drop Advantage: 9
Damage: 3, 6 ,7
Growth: 0, 0 , 60
Knockback: -
Hitboxsinfo: -
IASA: None
* apparently you can react during the final hit box is out


Dash Attack



Start up: 1 - 6
Hit Box: 7 - 9
Cool Down: 10 - 45
Hit Lag: 9
Shield Stun: 4
Advantage: 32
Shield Drop Advantage: 20
Damage: 9, 12, 11, 11 from closest hitbox to farthest
Growth: 14
Knockback: 64
Hitboxsinfo:-
IASA: frame 41


Smashes


Forward Smash

1

2

Start up: 1 - 5
Hit Box: 6 - 8, 18 - 20
Cool Down: 21 - 47
Hit Lag: 7, 9
Shield Stun: 0, 2
Advantage: 27
Shield Drop Advantage: 17

Charged- First hit on 5

Down Smash

1

2


Start up: 1 - 4
Hit Box: 5 - 6, 18 - 20
Cool Down: 21 - 40
Hit Lag: 10, 8
Shield Stun: 3, 1
Advantage: 20
Shield Drop Advantage: 24, 12

Charged- First hit on 4

Up Smash

1

2

3


Start up: 1 - 5
Hit Box: 6, 11, 18
Cool Down: 19 - 46
Hit Lag: 6, 5, 8
Shield Stun: 1, 1, 2
Advantage: 28
Shield Drop Advantage: 18

Charged- First hit on 4



Aerials


Down Aerial

1

2


Start up: 1 - 9
Hit Box: 10 - 12
Cool Down: 13 - 36
Hit Lag: 9
Shield Stun: 4
Auto cancel IASA:
- IASA 6 frames before hitboxes out
- IASA on 36 from auto cancel.
- First Aerial Frame on 37.
Landing Lag: 30

Forward Aerial



Start up: 1 - 11
Hit Box: 12 - 15
Cool Down: 16 - 38
Hit Lag: 10
Shield Stun: 1
Auto cancel IASA: 28
Landing Lag: 15

Neutral Aerial

multi hits

Final hit


Start up: 1 - 3
Hit Box: 4, 7, 10, 13, 16, 19, 22, 25
Cool Down: 26- 51
Hit Lag: 5 per hit 6 on last hit box
Shield Stun: 1
Auto cancel IASA:
- IASA 3 frames before hitboxes out
- IASA on 30 from auto cancel.
Landing Lag: 30

Back Aerial



Start up: 1 -8
Hit Box: 9 - 25
Cool Down: 26 - 39
Hit Lag: 7 , 10 on Sweet Spot
Shield Stun: 2, 6 on Sweet Spot
Auto cancel IASA: 28
Sweet spot: 9 - 10
Landing Lag: 15

Up Aerial



Start up: 1 - 8
Hit Box: 9-10, 12-13, 15-16, 18-19, 21-22, 24-25
Cool Down: 26 - 44
Hit Lag: 5
Shield Stun: 0
Auto cancel IASA:
- IASA 4 frames before hitboxes out
- IASA on 37 from auto cancel.
Landing Lag: 30

Glide Attack

1

2

Start up: 1 - 5
Hit Box: 6 - 11
Cool Down: 12 - 34
Hit Lag: 9
Shield Stun: 4



Grabs

Standing Grab



Start up: 1 - 5
Hit Box: 6 - 7
Cool Down: 8 - 29
Advantage: 22

Dash Grab



Start up: 1 - 9
Hit Box: 10 - 11
Cool Down: 12 - 39
Advantage: 28

Pivot Grab



Start up: 1 - 8
Hit Box: 9 - 10
Cool Down: 11 - 35
Advantage: 25




Specials


Palutena's Arrow



Start up: 1 - 19
Hit Box: 20 - Infinite
Cool Down: 21 - 43
Hit Lag: 6 - 9 Charge Dependent
Shield Stun: 1
Advantage: 23
Shield Drop Advantage: [14] - (hit lag(7 through 9) - ( distance)

6 frames to hit if arrow is charged
7 frames per direction changed while charging
Travel 19 frames across Battle Field
Travels 22 frames across Final Destination


Angel Ring



Start up: 1 - 11
Hit Box: 12 - 13* 15 - 16, etc etc , 39 - 40 (continuous)
Cool Down: 41 - 63
Hit Lag: 5
Shield Stun: 0
Advantage: 23
Shield Drop Advantage: 15

Wind Box starts hits on 41
ART cancels on frame ??
* Hits on frame 12 but damages on 13.



Mirror Shield



Start up: 1 - 3
Super Armor: 4 - 5 (ground only)
Reflects: 6 - 25
Reflect Physical Attacks: 6 - 17
Cool Down: 26 - 39
Advantage: 14
Shield Drop Advantage Lol: 6

Wing of Icarus



Invincibility: 1 - 4 - (5) body can be hit but technically invincible. (ground only)
Wind Box: 5 only
Duration: 195
Ground WoI: 29 Before Canceling
Aerial WoI: 17 Before Canceling
Fatigued Land: 40

A Wing Dash is actually only 27 frames.
Start up: Jump 1 - 6
WoI: 7- 24
Cancel WoI: 25 - 27




Recovery


Slip

Standing slip (walking into banana)
Invincible: 1-6
Cool Down: 7- 21

Turning slip (like a pivot slip)
Invincible: 1-7
Cool Down: 8- 25

Dash Slip (Initiating a dash)
Invincible: 1-8
Cool Down: 9- 38

After the animation is done for slipping you can initiate a recovery action

Attack
Start up: 1 - 18
Hit Box: 19 -20, 30 - 31
Cool Down: 32 - 51
Invincibility: 1 - 8


Slip Stand
Duration: 29
Invincibility: 1 - 17

Slip Roll Forward
Duration: 35
Invincibility: 1 - 10

Slip Roll Back
Duration: 35
Invincibility: 1 - 10

In summary, the same as our normal recovery but with less invincibility. Attack recover starts 2 frames slower.


Ledge under 100%

Attack
Start up: 1 - 23
Hit Box: 24 - 28
Cool Down: 29 - 55
Hit Lag: 9
Invincibility: 1 - 23
Advantage: 26

Jump
Duration: 16
Invincibility: 1 - 15


Stand
Duration: 34
Invincibility: 1 - 26


Roll
Duration: 49
Invincibility: 1 - 27


100% and over


Attack
Start up: 1 - 37
Hit Box: 38 - 42
Cool Down: 43 - 69
Hit Lag: 8
Invincibility: 1 - 37
Advantage: 26

Your body isn't in a normal state till after you attack finished unlike the attack if under 100%, your body isn't normal till after invincibility

Jump
Duration: 19
Invincibility: 1 - 22

Stand
Duration: 59
Invincibility: 1 - 55

Roll
Duration: 79
Invincibility: 1 - 50


Floor Recovery


Attack
Start up: 1 - 15
Hit Box: 16 -18, 23 - 25
Cool Down: 26 - 49
Invincibility: 1 - 28
Advantage: 22

Stand
Duration: 29
Invincibility: 1 - 22

Roll Forward
Duration: 35
Invincibility: 1 - 20

Roll Back
Duration: 35
Invincibility: 1 - 25



Evasion

Shield is on Frame 1

Side Step/ Spot Dodge
Duration: 25
Invincibility: 2 - 20

Back Roll
Duration: 32
Invincibility: 4 - 17

Forward Roll
Duration: 27
Invincibility: 4 - 17

Aerial Dodge
Duration: 39
Invincibility: 4 - 29


Taunts

Up Taunt: 90

Side Taunt: 135
IASA: on 119

Down Taunt: 120
IASA: on 109


Miscellaneous

Jump start: 5 +(1) dead frame if not a buffered aerial.
Soft Land: 2
Hard Land: 5
Short Hop: 40 Fast falls on 24 or frame perfect is 23
Short Hop Fast Fall: 30 or frame perfect is 29
Full Hop: 60 Fast Falls on 33
Full Hop Fast Fall: 45
Glide FAIL: Slides 1 - 29

Ledge
Invincibility Frames: 46
Ledge Grab Lag Frames: 24
Ledge Drop Frame: 26

Thanks for reading. It is not completely finished, but I am motivated to finish it.


If I missed anything, please Let me know.
 

CorruptFate

The Corrupted
Joined
Feb 22, 2008
Messages
2,019
Location
Sandy, Utah
Nothing really I can say here other then it looks good, and I enjoy the pix with the visual of the hit boxes. But this is more of a post so I can say that I update the Uguide with a link to this.
 

LaIotun

Smash Apprentice
Joined
Jul 10, 2009
Messages
147
Location
TX
Never knew WoI had invincibility frames o_O
not sure how that would help though lol
 

Admiral Pit

Smash Hero
Joined
Feb 20, 2008
Messages
8,722
Location
Skyworld
NNID
GoldAngelPit
3DS FC
0903-2895-3694
This is very sweet! Any chance we can get a video of this randomly, and may I use this topic for reference to the new thing I am working on?

EDIT: If you have AIM or MSN, could you contact me there? If not, get me on a PM here ASAP. I wish to discuss a few things.
 

Katana_koden

Smash Ace
Joined
Jul 26, 2008
Messages
609
Location
Some Where In Metro Atlanta
This might need to have a sticky. Not much is needed to be discussed with frame data. But this will fall off the boards and is the most up to date guide for our frame data. Its very useful, that even I'm still referring back to it after I did the data. Sticky please. If it needs any changes, I will do it to improve it.
 

CaptainPlatypus

Smash Cadet
Joined
Mar 15, 2008
Messages
57
Location
Indiana
Glad this got a sticky. I was going to recommend that, along with attempting to do other things for the boards, but I've been somewhat busy with college and extremely lazy as of late.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I noticed you're cooldown for f-air was one frame too long. Fair FAF is on frame 38, not 39 as would be the case if its cooldown were 16-38 as this thread implies. I've been checking on aerial FAF's that aren't iasa and saw this thread was off.

Add FAF for moves without IASA please instead of using duration/cooldown. It makes these threads much more readable. Not having autocancel points isn't good. ADD THESE as they are the optimal autocancel points for Pit's aerials nair 30, fair/bair 28, uair 37, dair 36.

iirc Pit has a 5 frame jumpstart, you may want to add that to misc.


great hitbox images!
 

Katana_koden

Smash Ace
Joined
Jul 26, 2008
Messages
609
Location
Some Where In Metro Atlanta
Thanks, I updated it.

Not sure about the Fair duration, or any of the others, they end their respected frames.
Those were visually counted at first, so I can accept the faults, but "Brawl box" shows the frames complete without interrupt that it's the same.

Dair on the other hand...

55 frames but earliest FAF on 37 and auto cancel on 36

Something I missed please?
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
nair, uair, fair and dair are accurate now. Bair the first actionable frame is 39, so that needs to be corrected in the same manner as fair.

The aerial durations are also 1 frame too low for both the SH and FH. Counting frame 0 as the jump input, pit lands frame 46 off a SH and 66 from a FH. Subtracting the landing frame and 5 frame startup yields 40 and 60 respectively.

Its worth noting that bair and fair both can influence these points because of how his model's component parts (bones/hurtboxes) shift during these aerials.

Aerial iasa and AC frames are from psa, other data (FAF in the absence of iasa and jump data) is manually gathered using frame advance (which is something I am extremely proficient in). I don't use brawlbox really.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Pit's jumpstart is 5 frames. Buffered actions take effect frame 6. I think the dead frame on jump glitch might be what gave you the impression it was a 6 frame jumpstart, but its 5.

Here's a simple test you can do (which I used) in frame advance to prove or disprove what I just said. I'll spare you the full input map. The first frame of nair is pretty obvious but you should look at it in frame advance before doing this obv.

0: input jump
1: input nair
x: nair first frame occurs

x-1 = jumpstart
 

Katana_koden

Smash Ace
Joined
Jul 26, 2008
Messages
609
Location
Some Where In Metro Atlanta
I think its possible... I'll just have to calculate

Spaced.. basically like dair ... when is he vulnerable?
Landed Hit during and have landing lag
Aerial lag before evade? stuff like that..
Auto cancels...

I'll attempt though
 

_Kadaj_

Smash Hero
Joined
Jan 18, 2007
Messages
9,423
Location
Throw that P***y at me? B***h I think Im Babe Ruth
I know this is a small detail but the data for shield drop advantage is labeled wrong

instead of say 20 frames it should be -20 frames (that being the actual amount of frame that the person has to punish you) when labeled 20 frames it makes it seem like you have a 20+ frames of advantage after doing a said move. Which isn't the case at all lol
 
Top Bottom