Orange Chris
Smash Rookie
Frame = 1/60 of a second. It's the smallest unit of time the Wii recognizes.
Angle is the trajectory the attack sends your opponent at. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle. It is interpreted as 45° unless the opponent is on the ground AND the knockback is low.
Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Knockback Formula can be found here.
Weight-Dependent Set Knockback (WDSK) means knockback scales with weight, but not with damage done or the victim's percent.
Hitlag is the freeze frames both players experience when an attack connects. Values in parentheses indicate an electric attack, which means Olimar's opponent receives extra hitlag.
Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
Shield Advantage is how many frames you or your opponent can act before the other. Negative values means Ivysaur's opponent can act first.
FAF (First Actionable Frame) is the first frame Ivysaur can act after doing this move.
Clank is an attack's ability to collide with other attacks. Aerial attacks will only clank with projectiles, even if they are set to YES.
Priority: If 2 hitboxes hit an opponent on the same frame, only the hitbox listed first will take effect.
Angle is the trajectory the attack sends your opponent at. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle. It is interpreted as 45° unless the opponent is on the ground AND the knockback is low.
Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Knockback Formula can be found here.
Weight-Dependent Set Knockback (WDSK) means knockback scales with weight, but not with damage done or the victim's percent.
Hitlag is the freeze frames both players experience when an attack connects. Values in parentheses indicate an electric attack, which means Olimar's opponent receives extra hitlag.
Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
Shield Advantage is how many frames you or your opponent can act before the other. Negative values means Ivysaur's opponent can act first.
FAF (First Actionable Frame) is the first frame Ivysaur can act after doing this move.
Clank is an attack's ability to collide with other attacks. Aerial attacks will only clank with projectiles, even if they are set to YES.
Priority: If 2 hitboxes hit an opponent on the same frame, only the hitbox listed first will take effect.
Attribute|Value|Ranking
Jumpsquat|5 frames|--
Weight|85|25th
Falling Acceleration|0.075|5th lowest
Fall Speed|1.7|9th lowest
Fast Fall Speed|2.15|5th lowest
Jump Height|31.1|9th lowest
Short Hop|15.2|15th highest
Wavedash|34.8|12th longest
Dash Dance|16.5|8th shortest
Run Speed|1.5|11th slowest
Max Air Speed|0.88|10th slowest
Air Mobility|0.095|5th fastest
Move|FAF|Next Jab|Hitboxes Active
Jab1|16|8|2-4
Jab2|25|-|6-8
Jab1
Hitbox|DMG|Angle|BKB|WDSK|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Body, Inner Vine|3|83|0|20|100|Yes|4|3|-10
Middle Vine|3|97|0|20|100|Yes|4|3|-10
Vine Tip|3|107|0|20|60|No|4|3|-10
Jab2
Hitbox|DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Vine|4|361|35|140|Yes|4|3|-15
Vine Tip|4|361|35|140|No|4|3|-15
Move|FAF|Hitboxes
Dash Attack|35|4-5, 6-20
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Early|12|70|80|70|Yes|7|7|-23
Late|10|70|45|50|Yes|6|6|-22
Name|FAF|Hitboxes Active
Up Tilt|36|9-15
Hitbox|DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Vines|8|80|40|105|Yes|5|5|-21
Body|9|90|40|105|Yes|6|6|-20
Angled Up|No Angle|Angled Down
Name|FAF|Hitboxes Active
Forward Tilt|36|5, 7, 9, 11, 13-14
Hitbox|DMG|Angle|BKB|WDSK|KBG|Clang?|Hitlag|Shieldstun
Middle|2|200|0|20|50|Yes|3|2
Innermost|2|10|0|20|50|Yes|3|2
Middle Inner|2|200|0|20|50|Yes|3|2
Outer 2|2|200|0|30|50|Yes|3|2
DMG|Shield DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
5|4|361|20|130|Yes|4|4|-18
Name|FAF|Hitboxes Active
Down Tilt|32|8-9, 12-14
Hitbox|Target|DMG|Angle|BKB|WDSK|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Inner 3|All|2|30|0|30|100|Yes|3|2|-21
Tip|Grounded|3|270|0|30|150|Yes|4|3|-20
|Aerial|3|30|0|30|75|Yes|4|-|-
Hitbox|DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Inner 2|5|361|35|100|Yes|4|4|-15
Outer 2|5|100|50|100|Yes|4|4|-15
Name|FAF|Hitboxes Active|Bulb Intangible
Up Smash|47|Sweetspot:13-19, Sourspot:14-19|13-19
Hitbox|DMG|Angle|BKB|KBG|Effect|Clang?|Hitlag Mult.|Hitlag(on shield)|Shieldstun|Shield Adv.
Sweetspot|9|82|80|150|Flower|Yes|1.5x|9(6)|6|-30
Sourspot|12|70|50|100|Grass|Yes|1x|7|7|-25
Angled Up|No Angle|Angled Down
Move|FAF|Hitboxes
Forward Smash|60|15-18
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Head|15|361|30|100|No|8|8|-36
Body|15|80|30|100|Yes|8|8|-36
Move|FAF|Hitboxes
Down Smash|48|10-11
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Inner 3|14|22|40|65|Yes|7|8|-32
Tip|12|22|40|65|Yes|7|7|-33
Gif|Landing
Name|FAF|Hitboxes Active|Landing Lag|Autocancel
Neutral Air|42|Linking:4-7, 8-11, 12-15, 16-19, 20-23, 24-27, Final:28-29|14/7|<4, >37
Hitbox|DMG|Angle|BKB|WDSK|KBG|Clang?|SDI Mult.|Hitlag|Shieldstun
Bottom|2|135|0|40|110|Yes|0.6x|3|2
Top|2|225|0|40|110|Yes|0.6x|3|2
DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.(L-cancelled, in air)
4|361|10|190|Yes|4|3|-4, -10
DMG|Shield DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
3|2|80|10|110|Yes|4|3|-3
Name|FAF|Hitboxes Active|Landing Lag|Autocancel
Forward Air|35|15-19|19/9|<3, 29>
Hitbox|DMG|Angle|BKB|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.
Inner|9|361|45|50|Yes|6|6|-3/-23
Mid-Inner|9|70|60|50|Yes|6|6|-3/-23
Mid-Outer|13|70|60|50|Yes|7|7|-2/-22
Tip|13|80|60|50|Yes|7|7|-2/-22
Name|FAF|Hitboxes Active|Landing Lag|Autocancel
Back Air|41|7-10,17-19|17/8|<7,37>
DMG|Angle|BKB|WDSK|KBG|Clang?|Hitlag|Shieldstun|Shield Adv.(L-cancel, Air)
4|90|0|25|85|Yes|4|3|-6/-30
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.(L-cancel, Air)
Inner 2|5|30|20|145|Yes|4|4|-4/-19
Middle|7|361|20|145|Yes|5|5|-3/-18
Tip|8|361|20|145|Yes|5|5|-3/-18
There are several things wrong with this gif, due to quirks of BrawlBox. Mainly, the gif is slower than it should be, and the sweetspot does not disappear, when it should only appear for one frame.
Name|FAF|Hitboxes active|Landing Lag|Autocancel
Up Air|36|Sweetspot:9, Sourspot:10, Body:11-14,15-28|21/10|<1, 28>
Hitbox Active|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.(L-cancel, Air)
9|7|83|50|175|Yes|5|5|-5/-21
10|10|70|32|110|Yes|6|6|-4/-19
11-14|6|281|25|80|Yes|5|4|-6/-20
15-28|6|270|25|80|Yes|5|4|-6/-20
Name|FAF|Hitboxes Active|Landing Lag|Autocancel
Down Air|47|8,9-10|21/10|<3,26>
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.(L-cancel, Air)
8|7|270|50|149|Yes|5|5|-5, -33
9-10|10|50|32|92|Yes|6|6|-4, -31
Standing|Dash|Pivot
Grab|Active|FAF
Standing|14-15|50
Dash|12-14|49
Pivot|13-14|36
FAF|DMG|Hitlag|Hitboxes
28|1|3|6-7
All 4 of Ivysaur's throws are weight-dependent
Throw|Release|FAF|DMG|Angle|BKB|KBG
Forward|16|34|10|40|60|60
Back|18|50|11|45|55|82
Up|19|53|6|90|50|120
Down|19|37|10|80|83|61
Throw|Release|FAF|DMG|Angle|BKB|KBG
Forward|16|34|10|40|60|60
Back|18|50|11|45|55|82
Up|19|53|6|90|50|120
Down|19|37|10|80|83|61
Move|Duration|Hitboxes|Charges/Heals
Start|13|2-3|--
Loop|35 Minimum|--|frame 1, every 36 frames after
End|9|--|--
Hitbox|DMG|Angle|BKB|WDSK|KBG|Clang
Inner|4|361|0|50|148|No
Middle|2|361|0|50|125|No
Outer|0|361|0|40|90|No
Move|Intangible|Hitboxes|FAF(Ground)|Ledgegrab
Solarbeam|17-41|20-28, 29-41|84|58
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag Mult.|SDI Mult.|Hitlag(Shield)|Shieldstun|Absorbable
Early|25|55|50|85|No|1.5x|0.1x|16(11)|13|Yes
Late|22|55|50|85|No|1.5x|0.1x|15(10)|11|Yes
Attack|Charge
Up Smash|9
Up Air|7
Down Air|7
Pummel|1
Up Throw|6
Synthesis|1 every 36 frames
Razor Leaf|22-74 (Active 53 frames)|51
DMG|Angle|BKB|WDSK|KBG|Clang|Hitlag Mult.|SDI Mult.|Hitlag(Shield)|Shieldstun|Rehit Rate
3|60|0|35|100|Yes|1.3|1.1|5(4)|3|14 frames
Move|Hitboxes|Tether|FAF(Ground)
Vine Whip|21-25|2-10|48
Hitbox|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Inner 4|11|50|40|80|Yes|6|6|-20
Tip|15|50|40|80|Yes|8|8|-18
Move|Projectile Appears|FAF
Seed Bomb|10|58
Hitbox|Duration|DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Effect
Airborne|Forever|10|77|75|75|Yes|6|6|Normal
Explosion|8|10|77|75|75|Yes|6|6|Stun
Facing Up|Facing Down
Move|Intangible|FAF|Hitboxes
Stand|1-22|30|--
Roll Forward, Facing Up|1-21|36|--
Roll(all others)|1-22|36|--
Attack, Facing Up|1-23|50|14-15(forward), 22-23(back)
Attack, Facing Down|1-20|50|16-17
Hitbox|DMG|Shield DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Facing Up, Early|6|1|361|80|50|No|5|4|-31
Facing Up, Late|6|1|361|80|50|No|5|4|-23
Facing Down|6|1|361|80|50|No|5|4|-29
Move|Intangible|Ledge Opens|FAF|Hitboxes
Below 100%
Stand|1-30|35|35
Roll|1-29|41|50
Attack|1-22|43|56|24-26
Jump|1-15|16|16
At or Above 100%
Stand|1-55|45|60
Roll|1-61|52|80
Attack|1-29|51|60|32-39
Jump|1-19|20|20
Move|DMG|Shield DMG|Angle|BKB|KBG|Clang|Hitlag|Shieldstun|Shield Adv.
Below 100%-Vine|8|1|361|70|50|No|5|5|-26
Body|6|1|361|70|50|No|5|4|-27
Above 100%|10|1|361|70|50|No|6|6|-21
Last edited: