Katana_koden
Smash Ace
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
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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.